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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7542174" data-attributes="member: 6668634"><p>Couple more WH40K Space Marine weapons I forgot to post with the Plasma Gun..</p><p></p><p><span style="font-size: 15px">Plasma Cannon</span></p><p>The plasma cannon is the heaviest plasma weapon that is man portable in the Adeptus Astartes arsenal, able to deal damage to an area, making them excellent to heavy support squads as they can blast through the armour of multiple infantry or heavy vehicles and structures. The weapon can be powered by power packs, but it is generally powered by the power pack on the marine's armour, requiring it to be linked by a heavy power cable to the armour.</p><p></p><p><strong>Plasma Cannon (PL 6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 4d12+4</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 80 ft</p><p>Rate of Fire: Single</p><p>Size: Huge</p><p>Weight: 30 lbs</p><p>Ammo: 10 box</p><p>Purchase DC: 28 Mil (+3)</p><p>Notes: Gets Hot, ignore 7 points of hardness/DR (or ignore 5 points of Defense using RAW), 10 ft radius Reflex save DC 16 for half (all targets in blast area are affected by ignore hardness/DR)</p><p><strong>Gets Hot</strong> - On a natural roll of 1, 2 or 3 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, 2 or 3s 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>If connected to the power systems of a Adeptus Astartes power armour, has 15 shot capacitor, recharges 1 shot ever 5 rounds of inactivity.</p><p></p><p><span style="font-size: 15px">Plasma Pistol</span></p><p>The plasma pistol is a smaller one handed version of the plasma gun, assigned to leaders of heavy weapon and assault squads. It lacks the autofire capabilities of the plasma gun, but it also has less shielding and can over heat faster.</p><p></p><p><strong>Plasma Pistol (PL 6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 2d12+2</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 60 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 10 lbs</p><p>Ammo: 40 box</p><p>Purchase DC: 27 Mil (+3)</p><p>Notes: Gets Hot, ignore 5 points of hardness/DR</p><p><strong>Gets Hot</strong> - On a natural roll of 1, 2 or 3 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, 2 or 3s 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>Barrage Plasma Pistol</strong></p><p>This pattern is used by the Jericho Reach Deathwatch and is incredibly rare, and if any are found outside of their armouries, they will hunt down the bearer with the holy wrath of the Emperor. These pistols have a fully automatic setting, but on full automatic, it gets hot and over heats. Each time the Barrage is used in fully automatic mode without 1 minute of inactivity between firing, the user takes 1d6 fire damage, and must roll a d6, on a 1 or 2, it overheats too much and is inoperative (like Gets Hot) and needs repair. Each round of using autofire has a cumulative -1 to the roll. Also if the weapon is used in semi automatic firing immediately after an autofire attack, roll a d6 as if autofire was used, but is a cumulative -1 for every 2 shots fired. Grants +1 to attack rolls.</p><p>PDC: +2</p><p></p><p><strong>Mk5 Wrathfire</strong></p><p>This pattern of plasma pistol is more advanced than the standard and is smaller, making this an extremely rare version of the plasma pistol. Reduce size to small, reduce weight to 6 lbs.</p><p>PDC: +3</p></blockquote><p></p>
[QUOTE="kronos182, post: 7542174, member: 6668634"] Couple more WH40K Space Marine weapons I forgot to post with the Plasma Gun.. [SIZE=4]Plasma Cannon[/SIZE] The plasma cannon is the heaviest plasma weapon that is man portable in the Adeptus Astartes arsenal, able to deal damage to an area, making them excellent to heavy support squads as they can blast through the armour of multiple infantry or heavy vehicles and structures. The weapon can be powered by power packs, but it is generally powered by the power pack on the marine's armour, requiring it to be linked by a heavy power cable to the armour. [B]Plasma Cannon (PL 6-7 Personal Firearms Proficiency)[/B] Damage: 4d12+4 Critical: 20 Damage Type: Fire Range Increment: 80 ft Rate of Fire: Single Size: Huge Weight: 30 lbs Ammo: 10 box Purchase DC: 28 Mil (+3) Notes: Gets Hot, ignore 7 points of hardness/DR (or ignore 5 points of Defense using RAW), 10 ft radius Reflex save DC 16 for half (all targets in blast area are affected by ignore hardness/DR) [B]Gets Hot[/B] - On a natural roll of 1, 2 or 3 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, 2 or 3s 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. If connected to the power systems of a Adeptus Astartes power armour, has 15 shot capacitor, recharges 1 shot ever 5 rounds of inactivity. [SIZE=4]Plasma Pistol[/SIZE] The plasma pistol is a smaller one handed version of the plasma gun, assigned to leaders of heavy weapon and assault squads. It lacks the autofire capabilities of the plasma gun, but it also has less shielding and can over heat faster. [B]Plasma Pistol (PL 6-7 Personal Firearms Proficiency)[/B] Damage: 2d12+2 Critical: 20 Damage Type: Fire Range Increment: 60 ft Rate of Fire: Semi Size: Medium Weight: 10 lbs Ammo: 40 box Purchase DC: 27 Mil (+3) Notes: Gets Hot, ignore 5 points of hardness/DR [B]Gets Hot[/B] - On a natural roll of 1, 2 or 3 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, 2 or 3s 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]Barrage Plasma Pistol[/B] This pattern is used by the Jericho Reach Deathwatch and is incredibly rare, and if any are found outside of their armouries, they will hunt down the bearer with the holy wrath of the Emperor. These pistols have a fully automatic setting, but on full automatic, it gets hot and over heats. Each time the Barrage is used in fully automatic mode without 1 minute of inactivity between firing, the user takes 1d6 fire damage, and must roll a d6, on a 1 or 2, it overheats too much and is inoperative (like Gets Hot) and needs repair. Each round of using autofire has a cumulative -1 to the roll. Also if the weapon is used in semi automatic firing immediately after an autofire attack, roll a d6 as if autofire was used, but is a cumulative -1 for every 2 shots fired. Grants +1 to attack rolls. PDC: +2 [B]Mk5 Wrathfire[/B] This pattern of plasma pistol is more advanced than the standard and is smaller, making this an extremely rare version of the plasma pistol. Reduce size to small, reduce weight to 6 lbs. PDC: +3 [/QUOTE]
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