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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7540659" data-attributes="member: 6668634"><p>Merry Christmas!</p><p>Have some SHIELD non-lethal weapons to protect your illgotten goods protected this holiday from the Grinch.</p><p></p><p>Night-Night Gun</p><p>A tranquilizer type of rifle produced by SHIELD that fires non-lethal bullets with heavy stopping power that break up under the subcutaneous tissue (or skin), delivering a tiny amount of dendrotoxin, capable of incapacitating a target long enough to be secured with no harmful side effects.</p><p></p><p>Night-Night Gun (PL 5 Personal Firears Proficiency)</p><p>Damage: 1d4 + Stun </p><p>Critical: 20x2</p><p>Damage Type: Non-lethal</p><p>Range Increment: 60 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 9 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 19 (Res +2 SHIELD)</p><p>Notes: Target struck must make Fort save DC 15 or be Stunned for 1d4 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 17, and knocked unconscious for 1d4 minutes. A successful save the target is only Stunned for 1d4 rounds.</p><p></p><p>Night-Night Pistol</p><p>The Night-Night Pistol is the pistol form of the Night-Night gun, a smaller non-lethal weapon for subduing a target.</p><p></p><p>Night-Night Pistol (PL 5 Personal Firears Proficiency)</p><p>Damage: 1d4 + Stun </p><p>Critical: 20x2</p><p>Damage Type: Non-lethal</p><p>Range Increment: 35 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 4 lbs</p><p>Ammo: 10 box</p><p>Purchase DC: 17 (Res +2 SHIELD)</p><p>Notes: Target struck must make Fort save DC 15 or be Stunned for 1d4 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 17, and knocked unconscious for 1d4 minutes. A successful save the target is only Stunned for 1d4 rounds.</p><p></p><p></p><p>ICER Rifle</p><p>The ICER (Incapacitating Cartridge Emitting Railgun), is an upgrade to the Night-Night gun, using improved chemicals and technology for improved range and incapacitation capability. Instead of using powder propellant, the ICER uses railgun technology to help reduce the chance of jams the greater range.</p><p></p><p>ICER Rifle (PL 5-6 Personal Firears Proficiency)</p><p>Damage: 1d6 + Stun </p><p>Critical: 20x2</p><p>Damage Type: Non-lethal</p><p>Range Increment: 80 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 8 lbs</p><p>Ammo: 35 box</p><p>Purchase DC: 19 (Res +2 SHIELD)</p><p>Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds.</p><p></p><p></p><p>ICER Pistol</p><p>The ICER Pistol is usually assigned to officers, non-combat units and undercover operatives, based on the ICER Rifle.</p><p></p><p>ICER Pistol (PL 5-6 Personal Firears Proficiency)</p><p>Damage: 1d6 + Stun </p><p>Critical: 20x2</p><p>Damage Type: Non-lethal</p><p>Range Increment: 45 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 3.5 lbs</p><p>Ammo: 12 box</p><p>Purchase DC: 18 (Res +2 SHIELD)</p><p>Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7540659, member: 6668634"] Merry Christmas! Have some SHIELD non-lethal weapons to protect your illgotten goods protected this holiday from the Grinch. Night-Night Gun A tranquilizer type of rifle produced by SHIELD that fires non-lethal bullets with heavy stopping power that break up under the subcutaneous tissue (or skin), delivering a tiny amount of dendrotoxin, capable of incapacitating a target long enough to be secured with no harmful side effects. Night-Night Gun (PL 5 Personal Firears Proficiency) Damage: 1d4 + Stun Critical: 20x2 Damage Type: Non-lethal Range Increment: 60 ft Rate of Fire: Semi Size: Large Weight: 9 lbs Ammo: 30 box Purchase DC: 19 (Res +2 SHIELD) Notes: Target struck must make Fort save DC 15 or be Stunned for 1d4 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 17, and knocked unconscious for 1d4 minutes. A successful save the target is only Stunned for 1d4 rounds. Night-Night Pistol The Night-Night Pistol is the pistol form of the Night-Night gun, a smaller non-lethal weapon for subduing a target. Night-Night Pistol (PL 5 Personal Firears Proficiency) Damage: 1d4 + Stun Critical: 20x2 Damage Type: Non-lethal Range Increment: 35 ft Rate of Fire: Semi Size: Large Weight: 4 lbs Ammo: 10 box Purchase DC: 17 (Res +2 SHIELD) Notes: Target struck must make Fort save DC 15 or be Stunned for 1d4 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 17, and knocked unconscious for 1d4 minutes. A successful save the target is only Stunned for 1d4 rounds. ICER Rifle The ICER (Incapacitating Cartridge Emitting Railgun), is an upgrade to the Night-Night gun, using improved chemicals and technology for improved range and incapacitation capability. Instead of using powder propellant, the ICER uses railgun technology to help reduce the chance of jams the greater range. ICER Rifle (PL 5-6 Personal Firears Proficiency) Damage: 1d6 + Stun Critical: 20x2 Damage Type: Non-lethal Range Increment: 80 ft Rate of Fire: Semi Size: Large Weight: 8 lbs Ammo: 35 box Purchase DC: 19 (Res +2 SHIELD) Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds. ICER Pistol The ICER Pistol is usually assigned to officers, non-combat units and undercover operatives, based on the ICER Rifle. ICER Pistol (PL 5-6 Personal Firears Proficiency) Damage: 1d6 + Stun Critical: 20x2 Damage Type: Non-lethal Range Increment: 45 ft Rate of Fire: Semi Size: Large Weight: 3.5 lbs Ammo: 12 box Purchase DC: 18 (Res +2 SHIELD) Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds. [/QUOTE]
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