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<blockquote data-quote="kronos182" data-source="post: 7287493" data-attributes="member: 6668634"><p>Here's some Starcraft Terran weapons.</p><p></p><p>C-10 Rifle</p><p></p><p>A canister rifle issued to Ghost operatives by the Terran Confederacy/Dominion. It mainly fired 25mm explosive rounds, equipped with an underslung low frequency targeting laser that can be used to guide tactical missiles or even drop pods, universal mount on top for a scope.</p><p>A number of special munitions are available include lockdown rounds that temporarily disable mechanical devices, EMP rounds designed to penetrate energy shields, and antipersonnel rounds.</p><p></p><p>The Mk VI version is unwieldy in hands of most beings, but to a Ghost it is easily manageable. The Mk VI has integrated scope, bipod, laser targeter, similar to the earlier models, but also includes a magnetic grid tracker for verifying coordinates, integrated tactical flashlight, enhanced recoil absorption and suppressors for making it an excellent sniper rifle, but also has an automatic feature to allow the user to lay down heavy suppressive fire. </p><p>The Mk VI also allows Ghosts to use special munitions that can be empowered by their psionic energies, allowing them to take down powerful targets from the inside out, however these rounds are extremely rare.</p><p></p><p>C-10 Rifle (PL 6 Exotic Personal Firearms Proficiency/Heavy weapon proficiency for half penalties)</p><p>Damage: 4d12</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 120 ft (150 ft Mk VI)</p><p>Rate of Fire: S (S, A Mk VI)</p><p>Size: Large</p><p>Weight: 18 lbs (20 lbs Mk VI)</p><p>Ammo: 10 Box</p><p>Purchase DC: 26 (27 Mk VI) Mil +3</p><p>Notes: Integrated targeting laser (300 ft), integrated thermo-electric scope, (bipod and suppressor ((Listen DC 15 to notice the weapon firing)) Mk VI), (Psionic Channel Chamber Mk VI only)</p><p>Psionic Channel Chamber: This feature can only be used with special psionic attuned rounds. These rounds, when not charged with psionic energy deal damage as normal, but ignore 5 points of Hardness/DR and grant +1 to attack roll. Once changed with 15 power points, the rounds ignore 5 points of hardness/DR, +2 to attack roll, critically strike on a natural 18-20x4, and on a natural 20 deal x6 damage, with all critical damage ignoring all hardness/dr the target possesses. </p><p></p><p>Ammunition</p><p>HEAP: One of the standard rounds used in the C-10 besides standard jacketed 25mm rounds, deals 3d12 damage to target ignoring 5 points of hardness/dr, 2d6 to all with 10 feet of target, Reflex DC 15 for half. PDC 15 for 10</p><p>Antipersonnel Cannister: These rounds contain dozens of sharp armour piercing flechettes that are released closed to the target, using the targeting laser to calculate the optimum distance. The round deals 3d6 slashing damage, ignoring 2 points of Defense or Hardness/DR to all within a 30 ft long, 15 foot wide cone that starts 5 feet in front of the target, Reflex DC 18 for half damage. PDC 16 for 10.</p><p>Psionic Attune Round: These rounds are specially designed to use a Ghost's, or other powerful psionic being's psionic power to enhance the round to great effect (see Psionic Channeling Chamber above). PDC 21 for 10.</p><p>Lockdown: These rounds temporarily shutdown a mechanical device, such as a vehicle, robot or small ship up to colossal size (60 ft long). The round deals only 2d10 points of damage, and the target device must make a Fort save DC 20 or be inoperative for 1d6+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5.</p><p>EMP Round: These rounds contain small EMP generators that allow them to penetrate energy shields, completely bypassing them, even if they normally protect against ballistic rounds, or provide a Deflection bonus, such as magnetic fields. Deals 3d12 ballistic damage to target. PDC 18 for 5.</p><p></p><p></p><p>AGR-14 Rifle</p><p>An older rifle available to civilians and mercenaries in the Terran Confederacy/Dominion, and was available to Ghosts. The AGR-14 uses magnetic acceleration to fire jacketless slugs, with a variety of ammunition available, including standard slugs, depleted uranium armour piercing rounds, steel tipped antipersonall rounds, and ultrasonic pulse rounds.</p><p></p><p>AGR-14 Rifle (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d12+2</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 110 ft</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 10 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 14 Lic (+1)</p><p>Notes: Mount for scope on top, underbarrel mount for two shot grenade launcher, flamethrower (5 shot).</p><p></p><p></p><p>C20A Rifle</p><p>The successor to the C-10 rifle, used mostly by Ghosts as a sniper rifle, using smaller ammunition, 15 mm rounds, but uses gauss technology to give it greater boost in speed to make up for the smaller caliber, in a bullpup configuration to allow for a longer barrel in a smaller package. It includes a bipod and underbarrel grenade launcher, and has a much larger magazine than the C-10. The grenade launcher is loaded from a side slot, similar to a shotgun, including pump action, able to hold 5 mini grenades. An integrated laser targeter is mounted on the top of the barrel, and a detachable scope mount on top. The C20A doesn't include the Psionic Channeling Chamber of the C-10, nor use the same rounds, but instead has similar rounds as mini grenades, making them a bit cheaper and easier to carry, although not quite as powerful.</p><p></p><p>C20A Rifle (Personal Firearms Proficiency)</p><p>Damage: 4d12, varies</p><p>Critical: 20</p><p>Damage Type: Ballistic, varies</p><p>Range Increment: 150 ft, 50 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 22 lbs</p><p>Ammo: 25 box, 5 internal</p><p>Purchase DC: 27 Mil (+3)</p><p>Notes: Integrated mini grenade launcher, targeting laser (300 ft), scope mount, bipod.</p><p></p><p>Grenades</p><p>EMP Grenade: Designed to disable energy shields. Deals 10d6 damage to energy shields, 3d6 to physical targets, affecting all within 30 ft. Only damage to physical targets can be saved Reflex DC 15 for half. PDC 17 for 5</p><p>Flash Grenade: Standard flash-bang grenades.</p><p>Hellfire Grenade: This mini grenade contains 4 small heat seeking rockets that are released 20 ft after being fired, each rocket attacks any warm target (organic creatures, except plants or undead, and vehicles, especially vehicles as they produce greater heat). The firer merely fires the grenade in the direction of several targets, then each rocket makes its own attack roll with +4 to hit, +1 for each size category over medium. Multiple rockets can strike the same target if there is one very large target compared to smaller targets, each dealing 2d6 fire, ignoring 2 points of hardness/DR. PDC 19 for 5.</p><p>Lockdown Grenade: These grenades temporarily shutdown mechanical devices, such as a vehicle, robot or small ship up to colossal size (60 ft long), within a 30 ft area. The grenade deals only 2d6 points of damage, and the target devices must make a Fort save DC 16 or be inoperative for 1d4+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5.</p><p>Tangler Grenade: Standard tangler grenades.</p><p>Other mini grenades can be used.</p><p></p><p></p><p>C-7 Pistol</p><p>The C-7 Stinger is a Terran gauss pistol that fires the same 8mm spikes that the C-18 Impaler gauss rifle uses, making logistics for marines and other troops easier, making the C-7 an excellent backup or off duty weapon.</p><p></p><p>C-7 Pistol (PL6 Personal Firearms Proficiency)</p><p>Damage: 3d12</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 50 ft</p><p>Rate of Fire: S, A</p><p>Size: Med</p><p>Weight: 5 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 21 Lic (+1)</p><p>Notes:</p></blockquote><p></p>
[QUOTE="kronos182, post: 7287493, member: 6668634"] Here's some Starcraft Terran weapons. C-10 Rifle A canister rifle issued to Ghost operatives by the Terran Confederacy/Dominion. It mainly fired 25mm explosive rounds, equipped with an underslung low frequency targeting laser that can be used to guide tactical missiles or even drop pods, universal mount on top for a scope. A number of special munitions are available include lockdown rounds that temporarily disable mechanical devices, EMP rounds designed to penetrate energy shields, and antipersonnel rounds. The Mk VI version is unwieldy in hands of most beings, but to a Ghost it is easily manageable. The Mk VI has integrated scope, bipod, laser targeter, similar to the earlier models, but also includes a magnetic grid tracker for verifying coordinates, integrated tactical flashlight, enhanced recoil absorption and suppressors for making it an excellent sniper rifle, but also has an automatic feature to allow the user to lay down heavy suppressive fire. The Mk VI also allows Ghosts to use special munitions that can be empowered by their psionic energies, allowing them to take down powerful targets from the inside out, however these rounds are extremely rare. C-10 Rifle (PL 6 Exotic Personal Firearms Proficiency/Heavy weapon proficiency for half penalties) Damage: 4d12 Critical: 20x2 Damage Type: Ballistic Range Increment: 120 ft (150 ft Mk VI) Rate of Fire: S (S, A Mk VI) Size: Large Weight: 18 lbs (20 lbs Mk VI) Ammo: 10 Box Purchase DC: 26 (27 Mk VI) Mil +3 Notes: Integrated targeting laser (300 ft), integrated thermo-electric scope, (bipod and suppressor ((Listen DC 15 to notice the weapon firing)) Mk VI), (Psionic Channel Chamber Mk VI only) Psionic Channel Chamber: This feature can only be used with special psionic attuned rounds. These rounds, when not charged with psionic energy deal damage as normal, but ignore 5 points of Hardness/DR and grant +1 to attack roll. Once changed with 15 power points, the rounds ignore 5 points of hardness/DR, +2 to attack roll, critically strike on a natural 18-20x4, and on a natural 20 deal x6 damage, with all critical damage ignoring all hardness/dr the target possesses. Ammunition HEAP: One of the standard rounds used in the C-10 besides standard jacketed 25mm rounds, deals 3d12 damage to target ignoring 5 points of hardness/dr, 2d6 to all with 10 feet of target, Reflex DC 15 for half. PDC 15 for 10 Antipersonnel Cannister: These rounds contain dozens of sharp armour piercing flechettes that are released closed to the target, using the targeting laser to calculate the optimum distance. The round deals 3d6 slashing damage, ignoring 2 points of Defense or Hardness/DR to all within a 30 ft long, 15 foot wide cone that starts 5 feet in front of the target, Reflex DC 18 for half damage. PDC 16 for 10. Psionic Attune Round: These rounds are specially designed to use a Ghost's, or other powerful psionic being's psionic power to enhance the round to great effect (see Psionic Channeling Chamber above). PDC 21 for 10. Lockdown: These rounds temporarily shutdown a mechanical device, such as a vehicle, robot or small ship up to colossal size (60 ft long). The round deals only 2d10 points of damage, and the target device must make a Fort save DC 20 or be inoperative for 1d6+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5. EMP Round: These rounds contain small EMP generators that allow them to penetrate energy shields, completely bypassing them, even if they normally protect against ballistic rounds, or provide a Deflection bonus, such as magnetic fields. Deals 3d12 ballistic damage to target. PDC 18 for 5. AGR-14 Rifle An older rifle available to civilians and mercenaries in the Terran Confederacy/Dominion, and was available to Ghosts. The AGR-14 uses magnetic acceleration to fire jacketless slugs, with a variety of ammunition available, including standard slugs, depleted uranium armour piercing rounds, steel tipped antipersonall rounds, and ultrasonic pulse rounds. AGR-14 Rifle (PL6 Personal Firearms Proficiency) Damage: 2d12+2 Critical: 20x2 Damage Type: Ballistic Range Increment: 110 ft Rate of Fire: S Size: Large Weight: 10 lbs Ammo: 30 box Purchase DC: 14 Lic (+1) Notes: Mount for scope on top, underbarrel mount for two shot grenade launcher, flamethrower (5 shot). C20A Rifle The successor to the C-10 rifle, used mostly by Ghosts as a sniper rifle, using smaller ammunition, 15 mm rounds, but uses gauss technology to give it greater boost in speed to make up for the smaller caliber, in a bullpup configuration to allow for a longer barrel in a smaller package. It includes a bipod and underbarrel grenade launcher, and has a much larger magazine than the C-10. The grenade launcher is loaded from a side slot, similar to a shotgun, including pump action, able to hold 5 mini grenades. An integrated laser targeter is mounted on the top of the barrel, and a detachable scope mount on top. The C20A doesn't include the Psionic Channeling Chamber of the C-10, nor use the same rounds, but instead has similar rounds as mini grenades, making them a bit cheaper and easier to carry, although not quite as powerful. C20A Rifle (Personal Firearms Proficiency) Damage: 4d12, varies Critical: 20 Damage Type: Ballistic, varies Range Increment: 150 ft, 50 ft Rate of Fire: S, A Size: Large Weight: 22 lbs Ammo: 25 box, 5 internal Purchase DC: 27 Mil (+3) Notes: Integrated mini grenade launcher, targeting laser (300 ft), scope mount, bipod. Grenades EMP Grenade: Designed to disable energy shields. Deals 10d6 damage to energy shields, 3d6 to physical targets, affecting all within 30 ft. Only damage to physical targets can be saved Reflex DC 15 for half. PDC 17 for 5 Flash Grenade: Standard flash-bang grenades. Hellfire Grenade: This mini grenade contains 4 small heat seeking rockets that are released 20 ft after being fired, each rocket attacks any warm target (organic creatures, except plants or undead, and vehicles, especially vehicles as they produce greater heat). The firer merely fires the grenade in the direction of several targets, then each rocket makes its own attack roll with +4 to hit, +1 for each size category over medium. Multiple rockets can strike the same target if there is one very large target compared to smaller targets, each dealing 2d6 fire, ignoring 2 points of hardness/DR. PDC 19 for 5. Lockdown Grenade: These grenades temporarily shutdown mechanical devices, such as a vehicle, robot or small ship up to colossal size (60 ft long), within a 30 ft area. The grenade deals only 2d6 points of damage, and the target devices must make a Fort save DC 16 or be inoperative for 1d4+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5. Tangler Grenade: Standard tangler grenades. Other mini grenades can be used. C-7 Pistol The C-7 Stinger is a Terran gauss pistol that fires the same 8mm spikes that the C-18 Impaler gauss rifle uses, making logistics for marines and other troops easier, making the C-7 an excellent backup or off duty weapon. C-7 Pistol (PL6 Personal Firearms Proficiency) Damage: 3d12 Critical: 20x2 Damage Type: Ballistic Range Increment: 50 ft Rate of Fire: S, A Size: Med Weight: 5 lbs Ammo: 30 box Purchase DC: 21 Lic (+1) Notes: [/QUOTE]
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