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<blockquote data-quote="kronos182" data-source="post: 7250420" data-attributes="member: 6668634"><p>Astartes Assault Shotgun</p><p>The Astartes Assault Shotgun is a much more powerful and versatile version of shotgun used by Space Marine Scouts. They are bulky, clip-fed weapons that can fire in single shots and in both semi and fully automatic modes, and use an array of specialty ammunition ranging from armour-piercing penetrator rounds to the powerful man-stopping rounds. These variants are specially designed to be used by members of Adeptus Astartes and as such are of much better quality and much more deadly than normal shotguns. Assault shotguns are best used in urban and close-quarters combat, as well as in boarding actions aboard voidships.</p><p></p><p>Astartes Assault Shotgun (PL6)</p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: ballistic</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S/A</p><p>Size: Large</p><p>Weight: 16 lbs</p><p>Ammo: 15 box</p><p>Purchase DC: 21 (Mil +3)</p><p>Notes: </p><p>Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, under barrel mount for combat blades, knockdown.</p><p>Medium sized creatures attempting to use the Astartes Assault Shotgun 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 Assault Shotgun. 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 8 gauge rounds has a PDC 11.</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>Knockdown - Fort save DC 15 or knocked prone.</p><p></p><p>Deathwatch Shotgun</p><p>The Deathwatch Shotgun is a variant used by the Deathwatch Space Marines. It is optimized for close-quarters warfare on Space Hulks and xenos-infected asteroids. It can fire several distinct types of cartridges, ranging from explosive cylinders of shot known as cryptclearer rounds to flame-bursting wyrmsbreath shells. The Deathwatch shotgun is shorter than the normal Assault Shotgun, and combined with the strength of a Space Marine can be used one handed.</p><p></p><p>Astartes Assault Shotgun (PL6)</p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: ballistic</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S/A</p><p>Size: Large</p><p>Weight: 16 lbs</p><p>Ammo: 20 box</p><p>Purchase DC: 21 (Mil +3)</p><p>Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, under barrel mount for combat blades, knockdown. Space Marines, due to their larger size and strength can use the Deathwatch Shotgun one handed without penalties.</p><p>Medium sized creatures attempting to use the Deathwatch Shotgun 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 Assault Shotgun. 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 8 gauge rounds has a PDC 11.</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>Knockdown - Fort save DC 15 or knocked prone.</p><p></p><p></p><p>Shotgun Ammo</p><p>Many shotguns can fire a variety of ammunition, including non lethal plastic baton rounds, solid slugs and pellet-filled cannister rounds as well as more exotic variants.[5c]</p><p>• Scatter - A standard shotgun ammunition variant, scatter shells spray a wide area with small pieces of shot.[13]</p><p>• Executioner - Executioner rounds are most commonly used by agents of Adeptus Arbites. They contain a tiny artificial guidance system that allows them to home in on their target. However, it takes a moment for them to acquire their target and so are more accurate at longer ranges. Deals 2d8+4 ballistic damage, increase range increment by +10 ft, gains +2 to attack rolls past the first range increment. PDC 10 for 5 rounds.</p><p>• Hellfire - These bullets contain a small phial of acidic toxins that burn the flesh and affect the victim's nervous system if not stopped by target's armour. Deals 3d6 acid damage for 1d4 rounds, plus each round the target must make a Fort save DC 15 or suffer -2 to attacks, saves, skills and -2 Dex bonus to Defense from the pain as the acid affects the nervous system. If the target is wearing medium or heavier armour, gain +4 to their Fort save. PDC 11 for 5 rounds. </p><p>• Inferno - These bullets contain a phosphorous gel that ignites on contact and may put their target on fire with lethal results. Deals 3d6 fire damage for 1d4+1 rounds, plus can ignite flammable materials. Can only be extinguished by scrapping off (a full round action) or applying a special petroleum based liquid, as a move action. PDC 10 for 5 rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7250420, member: 6668634"] Astartes Assault Shotgun The Astartes Assault Shotgun is a much more powerful and versatile version of shotgun used by Space Marine Scouts. They are bulky, clip-fed weapons that can fire in single shots and in both semi and fully automatic modes, and use an array of specialty ammunition ranging from armour-piercing penetrator rounds to the powerful man-stopping rounds. These variants are specially designed to be used by members of Adeptus Astartes and as such are of much better quality and much more deadly than normal shotguns. Assault shotguns are best used in urban and close-quarters combat, as well as in boarding actions aboard voidships. Astartes Assault Shotgun (PL6) Damage: 3d6 Critical: 20 Damage Type: ballistic Range Increment: 40 ft Rate of Fire: S/A Size: Large Weight: 16 lbs Ammo: 15 box Purchase DC: 21 (Mil +3) Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, under barrel mount for combat blades, knockdown. Medium sized creatures attempting to use the Astartes Assault Shotgun 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 Assault Shotgun. 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 8 gauge rounds has a PDC 11. 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. Knockdown - Fort save DC 15 or knocked prone. Deathwatch Shotgun The Deathwatch Shotgun is a variant used by the Deathwatch Space Marines. It is optimized for close-quarters warfare on Space Hulks and xenos-infected asteroids. It can fire several distinct types of cartridges, ranging from explosive cylinders of shot known as cryptclearer rounds to flame-bursting wyrmsbreath shells. The Deathwatch shotgun is shorter than the normal Assault Shotgun, and combined with the strength of a Space Marine can be used one handed. Astartes Assault Shotgun (PL6) Damage: 3d6 Critical: 20 Damage Type: ballistic Range Increment: 40 ft Rate of Fire: S/A Size: Large Weight: 16 lbs Ammo: 20 box Purchase DC: 21 (Mil +3) Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, under barrel mount for combat blades, knockdown. Space Marines, due to their larger size and strength can use the Deathwatch Shotgun one handed without penalties. Medium sized creatures attempting to use the Deathwatch Shotgun 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 Assault Shotgun. 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 8 gauge rounds has a PDC 11. 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. Knockdown - Fort save DC 15 or knocked prone. Shotgun Ammo Many shotguns can fire a variety of ammunition, including non lethal plastic baton rounds, solid slugs and pellet-filled cannister rounds as well as more exotic variants.[5c] • Scatter - A standard shotgun ammunition variant, scatter shells spray a wide area with small pieces of shot.[13] • Executioner - Executioner rounds are most commonly used by agents of Adeptus Arbites. They contain a tiny artificial guidance system that allows them to home in on their target. However, it takes a moment for them to acquire their target and so are more accurate at longer ranges. Deals 2d8+4 ballistic damage, increase range increment by +10 ft, gains +2 to attack rolls past the first range increment. PDC 10 for 5 rounds. • Hellfire - These bullets contain a small phial of acidic toxins that burn the flesh and affect the victim's nervous system if not stopped by target's armour. Deals 3d6 acid damage for 1d4 rounds, plus each round the target must make a Fort save DC 15 or suffer -2 to attacks, saves, skills and -2 Dex bonus to Defense from the pain as the acid affects the nervous system. If the target is wearing medium or heavier armour, gain +4 to their Fort save. PDC 11 for 5 rounds. • Inferno - These bullets contain a phosphorous gel that ignites on contact and may put their target on fire with lethal results. Deals 3d6 fire damage for 1d4+1 rounds, plus can ignite flammable materials. Can only be extinguished by scrapping off (a full round action) or applying a special petroleum based liquid, as a move action. PDC 10 for 5 rounds. [/QUOTE]
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