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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7540375" data-attributes="member: 6668634"><p>Here's some weapons that burn the Heretics with the Emperor's wrath to keep you warm this Christmas (Imperial/Space Marine Plasma guns)</p><p></p><p><span style="font-size: 15px">Plasma Gun</span></p><p>Plasma weapons in the Imperium of man are powerful by dangerous weapons as they are not fully understood. The imperium makes some of the most powerful plasma weapons available, but because of their lack of fully understanding the technology, these weapons can over heat and become unstable, injuring their user or even detonating. Many Adeptus Astartes space marines use these weapons in heavy weapon squads for their heavy damage and armour piercing capabilities.</p><p></p><p>Plasma Gun (PL6-7 Personal Firearms Proficiency)</p><p>Damage: 3d12+3</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 90 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 20 lbs</p><p>Ammo: 40 box</p><p>Purchase DC: 26 Mil (+3)</p><p>Notes: Gets Hot, ignore 5 points of hardness/DR</p><p>Gets Hot - On a natural roll of 1 or 2 attack roll, the weapon over heats, dealing 1d6 fire damage to the user and is inoperative until repaired (Repair DC 15 and 1d4 minutes of work). If the weapon suffers more than 3 natural 1 or 2s within 5 rounds, the weapon fails and detonates, dealing 5d6 fire damage to the user and half damage to a 5 foot radius, Reflex save DC 15 for half damage, the user doesn't get a save.</p><p></p><p><span style="font-size: 12px">Patterns</span></p><p><strong>Mk XII Ragefire</strong></p><p>This pattern has improved safety features and has an overcharged feature. It over heats on a natural attack roll of 1 and only deals 1d4 fire damage to the user. The user can use the safety feature to vent the excess heat, as a standard action, cooling the weapon, and resetting the number of over heat rolls before failure. If the user doesn't vent the weapon manually, the weapon, upon 2 over heat rolls within 3 rounds, will prevent the weapon from firing, forcing the user to manually vent, or it will cool itself down slowly, and will be usable after 5 rounds of inactivity.</p><p>Overcharge - The user can cause the weapon to build up a charge that round and can be fired the next round dealing +1 die of damaged (4d12+3 damage) to a 5 foot radius area (Reflex save DC 13 for half damage, only initial target struck will have the ignore 5 points of hardness/DR effective), uses 3 rounds of ammunition.</p><p>Weight: +5 lbs</p><p>PDC: +2</p><p></p><p><strong>Mk1 Apollo</strong></p><p>This pattern is identifiable by the blue-white coils on the sides that burn hotter than standard plasma weapons. This version didn't have quite the armour penetration of other patterns, but the plasma discharge lingers longer, looking like molten lava as it continues to burn. Only ignores 3 points of hardness, but deals continuing damage. The round after striking, deals 2d12 fire damage, then 1d12 fire damage the next round, also ignoring 2 points of hardness/DR each time. Gets hot on a natural roll of 1, 2, or 3, and deals 50% more damage.</p><p>Weight: +8 lbs</p><p>PDC: +3</p><p></p><p><strong>Mk1 Accatran</strong></p><p>This pattern is designed to be used by normal humans, with a more 'normal' sized handle and comes with an integrated folding bipod. This version also strips down as much extra weight to make it easier to carry, as it is used by Elysian Drop troops.</p><p>Weight: -5 lbs</p><p>PDC: +1</p><p></p><p><strong>Mk2 Accatran</strong></p><p>An improved version of the Mk1 Accatran, includes a top mounted carrying handle which also houses the optic sights. It also has been designed to use two power packs for increased ammunition capacity before requiring reloading. Includes integrated bipod, thermo-optical scope, can use two power packs (total of 80 rounds).</p><p>Weight: 20 lbs</p><p>PDC: +2</p><p></p><p><strong>Mk4 Clovis</strong></p><p>The Clovis pattern is not quite as powerful, or as high quality as standard plasma guns, however instead of firing one powerful blast, it fires several smaller blasts that makes it excellent for effective suppressive fire. Deals only 2d12+1 fire damage, ignoring 2 points of hardness/DR to target struck, plus those in a 10 foot radius must make a Reflex save DC 17 or suffer 2d10 fire damage (successful save for half damage), ignoring 2 points of hardness. Suffers -1 to attack rolls.</p><p>Weight: +2</p><p>PDC: -1</p></blockquote><p></p>
[QUOTE="kronos182, post: 7540375, member: 6668634"] Here's some weapons that burn the Heretics with the Emperor's wrath to keep you warm this Christmas (Imperial/Space Marine Plasma guns) [SIZE=4]Plasma Gun[/SIZE] Plasma weapons in the Imperium of man are powerful by dangerous weapons as they are not fully understood. The imperium makes some of the most powerful plasma weapons available, but because of their lack of fully understanding the technology, these weapons can over heat and become unstable, injuring their user or even detonating. Many Adeptus Astartes space marines use these weapons in heavy weapon squads for their heavy damage and armour piercing capabilities. Plasma Gun (PL6-7 Personal Firearms Proficiency) Damage: 3d12+3 Critical: 20 Damage Type: Fire Range Increment: 90 ft Rate of Fire: S, A Size: Large Weight: 20 lbs Ammo: 40 box Purchase DC: 26 Mil (+3) Notes: Gets Hot, ignore 5 points of hardness/DR Gets Hot - On a natural roll of 1 or 2 attack roll, the weapon over heats, dealing 1d6 fire damage to the user and is inoperative until repaired (Repair DC 15 and 1d4 minutes of work). If the weapon suffers more than 3 natural 1 or 2s within 5 rounds, the weapon fails and detonates, dealing 5d6 fire damage to the user and half damage to a 5 foot radius, Reflex save DC 15 for half damage, the user doesn't get a save. [SIZE=3]Patterns[/SIZE] [B]Mk XII Ragefire[/B] This pattern has improved safety features and has an overcharged feature. It over heats on a natural attack roll of 1 and only deals 1d4 fire damage to the user. The user can use the safety feature to vent the excess heat, as a standard action, cooling the weapon, and resetting the number of over heat rolls before failure. If the user doesn't vent the weapon manually, the weapon, upon 2 over heat rolls within 3 rounds, will prevent the weapon from firing, forcing the user to manually vent, or it will cool itself down slowly, and will be usable after 5 rounds of inactivity. Overcharge - The user can cause the weapon to build up a charge that round and can be fired the next round dealing +1 die of damaged (4d12+3 damage) to a 5 foot radius area (Reflex save DC 13 for half damage, only initial target struck will have the ignore 5 points of hardness/DR effective), uses 3 rounds of ammunition. Weight: +5 lbs PDC: +2 [B]Mk1 Apollo[/B] This pattern is identifiable by the blue-white coils on the sides that burn hotter than standard plasma weapons. This version didn't have quite the armour penetration of other patterns, but the plasma discharge lingers longer, looking like molten lava as it continues to burn. Only ignores 3 points of hardness, but deals continuing damage. The round after striking, deals 2d12 fire damage, then 1d12 fire damage the next round, also ignoring 2 points of hardness/DR each time. Gets hot on a natural roll of 1, 2, or 3, and deals 50% more damage. Weight: +8 lbs PDC: +3 [B]Mk1 Accatran[/B] This pattern is designed to be used by normal humans, with a more 'normal' sized handle and comes with an integrated folding bipod. This version also strips down as much extra weight to make it easier to carry, as it is used by Elysian Drop troops. Weight: -5 lbs PDC: +1 [B]Mk2 Accatran[/B] An improved version of the Mk1 Accatran, includes a top mounted carrying handle which also houses the optic sights. It also has been designed to use two power packs for increased ammunition capacity before requiring reloading. Includes integrated bipod, thermo-optical scope, can use two power packs (total of 80 rounds). Weight: 20 lbs PDC: +2 [B]Mk4 Clovis[/B] The Clovis pattern is not quite as powerful, or as high quality as standard plasma guns, however instead of firing one powerful blast, it fires several smaller blasts that makes it excellent for effective suppressive fire. Deals only 2d12+1 fire damage, ignoring 2 points of hardness/DR to target struck, plus those in a 10 foot radius must make a Reflex save DC 17 or suffer 2d10 fire damage (successful save for half damage), ignoring 2 points of hardness. Suffers -1 to attack rolls. Weight: +2 PDC: -1 [/QUOTE]
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