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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7551405" data-attributes="member: 6668634"><p>A few Star Trek weapons I statted up really quick.</p><p></p><p>Bat'leth</p><p>The Bat'leth is a traditional weapon of Klingons for centuries and considered an honourable weapon. A crescent shape, with typically three hand holds along the outer curve, with typically at least two bladed protrusions along the inner bladed curve. The weapon is well balanced, sharp and deadly, able to remove an opponent's head in a single swing. Able to be wielded with one hand or two equally easily, a well versatile weapon, easily making slashing attacks, or piercing attacks with the protrusions or points at the ends of the crescent.</p><p></p><p>Bat'leth (PL 4 Exotic Weapon Proficiency, Klingon)</p><p>Damage: 2d6 / 2d4</p><p>Critical: x3 / 19-20 x2</p><p>Damage Type: Slashing / Piercing</p><p>Size: Large</p><p>Weight: 12.6 lbs</p><p>Purchase DC: 15 (13 for Klingons)</p><p>Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding is holding one of the handles close to the end of the crescent with both hands, gains the benefit of the Power Attack feat even if they don't have it. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way.</p><p></p><p>Isomagnetic Disintegrator</p><p></p><p>The isomagnetic disintegrator is a Federation Starfleet shoulder-mounted directed-energy weapon that fires a purple energy bolt. This is one of the few disruptor style weapons that Starfleet uses, as the isomagnetic energy that is fired disrupts electromagnetic field of a target, making it able to stun targets, and has less damaging long term effects when used on stun than normal disruptors. The discharge affects a larger area, making the weapon excellent for use against massed infantry or armoured targets. It requires special power packs to power the weapon.</p><p></p><p>Isomagnetic Disruptor (PL 6, Exotic Firearms Proficiency)</p><p>Damage: 3d10, 4d10, 5d10, 6d10, 7d10</p><p>Critical: 20x2</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 150 ft</p><p>Blast Radius: 15 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 20.5 lbs</p><p>Ammo: 15 box</p><p>Purchase DC: 22 Mil (+3)</p><p>Notes: Damage is dealt to all in blast radius, Reflex save DC 15 for half damage.</p><p>Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round. Affects all within blast radius, also deals 1d4 concussion damage to point of impact.</p><p>Each damage setting above 3d10 uses 1 extra charge, thus a 6d10 shot uses 3 charges, stun setting uses 1 charge. </p><p>Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).</p><p>Disintegration Setting - This setting is designed a target up to a large sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.</p><p>Armour Piercing Mode - Deals damage in d8s, ignores 5 points of hardness/DR at the point of impact and deals half damage to 10 foot radius, Reflex save DC 14 for half damage, target struck doesn't get to save, uses 1 extra charge per setting.</p><p></p><p>Regalian Phaser Rifle</p><p></p><p>Regalian phaser rifles are a common phaser rifle found through out the Alpha Quadrant and beyond. It is fairly simple and straight forward, two lethal settings and a single stun setting, it is weaker than Starfleet phaser rifles, but does have a large ammunition supply, allowing for longer use before needing to reload.</p><p></p><p>Regalian Phaser Rifle (PL 6, Personal Firearms Proficiency)</p><p>Damage: 1d8+2, 2d8+2</p><p>Critical: 20x2</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 80 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 8 lbs</p><p>Ammo: 150 box</p><p>Purchase DC: 17 Res (+2)</p><p>Notes: Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). </p><p>Each damage setting above 1d8 uses 1 extra charge, thus a 2d8 shot uses 2 charges, stun setting uses 1 charge. </p><p>Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).</p><p>Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 25 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7551405, member: 6668634"] A few Star Trek weapons I statted up really quick. Bat'leth The Bat'leth is a traditional weapon of Klingons for centuries and considered an honourable weapon. A crescent shape, with typically three hand holds along the outer curve, with typically at least two bladed protrusions along the inner bladed curve. The weapon is well balanced, sharp and deadly, able to remove an opponent's head in a single swing. Able to be wielded with one hand or two equally easily, a well versatile weapon, easily making slashing attacks, or piercing attacks with the protrusions or points at the ends of the crescent. Bat'leth (PL 4 Exotic Weapon Proficiency, Klingon) Damage: 2d6 / 2d4 Critical: x3 / 19-20 x2 Damage Type: Slashing / Piercing Size: Large Weight: 12.6 lbs Purchase DC: 15 (13 for Klingons) Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding is holding one of the handles close to the end of the crescent with both hands, gains the benefit of the Power Attack feat even if they don't have it. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way. Isomagnetic Disintegrator The isomagnetic disintegrator is a Federation Starfleet shoulder-mounted directed-energy weapon that fires a purple energy bolt. This is one of the few disruptor style weapons that Starfleet uses, as the isomagnetic energy that is fired disrupts electromagnetic field of a target, making it able to stun targets, and has less damaging long term effects when used on stun than normal disruptors. The discharge affects a larger area, making the weapon excellent for use against massed infantry or armoured targets. It requires special power packs to power the weapon. Isomagnetic Disruptor (PL 6, Exotic Firearms Proficiency) Damage: 3d10, 4d10, 5d10, 6d10, 7d10 Critical: 20x2 Damage Type: Energy/Fire Range Increment: 150 ft Blast Radius: 15 ft Rate of Fire: Semi Size: Large Weight: 20.5 lbs Ammo: 15 box Purchase DC: 22 Mil (+3) Notes: Damage is dealt to all in blast radius, Reflex save DC 15 for half damage. Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round. Affects all within blast radius, also deals 1d4 concussion damage to point of impact. Each damage setting above 3d10 uses 1 extra charge, thus a 6d10 shot uses 3 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used). Disintegration Setting - This setting is designed a target up to a large sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30. Armour Piercing Mode - Deals damage in d8s, ignores 5 points of hardness/DR at the point of impact and deals half damage to 10 foot radius, Reflex save DC 14 for half damage, target struck doesn't get to save, uses 1 extra charge per setting. Regalian Phaser Rifle Regalian phaser rifles are a common phaser rifle found through out the Alpha Quadrant and beyond. It is fairly simple and straight forward, two lethal settings and a single stun setting, it is weaker than Starfleet phaser rifles, but does have a large ammunition supply, allowing for longer use before needing to reload. Regalian Phaser Rifle (PL 6, Personal Firearms Proficiency) Damage: 1d8+2, 2d8+2 Critical: 20x2 Damage Type: Energy/Fire Range Increment: 80 ft Rate of Fire: Semi Size: Large Weight: 8 lbs Ammo: 150 box Purchase DC: 17 Res (+2) Notes: Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 2d8 shot uses 2 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used). Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 25 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. [/QUOTE]
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