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<blockquote data-quote="kronos182" data-source="post: 7845659" data-attributes="member: 6668634"><p>Some Marvel alien equipment.</p><p></p><p><strong><span style="font-size: 18px">Chitauri Gun</span></strong></p><p>The main weapon of the Chitauri invaders during the Invasion of New York, an energy rifle that consisted of a bronzed coloured rounded casing, with a black barrel at the firing end, a glowing purple 'orb' just past the mid point that contains the power core, and the end has an opening that the user's hand and forearm fit into.</p><p>The weapon is powered by a self regenerating power source that provides 60 shots readily available and regenerates ammunition at a rate of 1 shot every round not fired. The core becomes unstable when exposed to X-rays, SHIELD has most of the Chitauri guns after the Battle of New York, although some were found by various groups, such as Hydra and others.</p><p>On Coreline SHIELD and Hydra have the largest caches of these weapons, although several show up on the Black Market.</p><p></p><p><strong>Chitauri Gun (PL7-8 Personal Firearms Proficiency)</strong></p><p>Damage: 3d10 + 2d8 to 5 ft radius</p><p>Critical: 20x2</p><p>Damage Type: unspecific energy</p><p>Range Increment: 110 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 6 lbs</p><p>Ammo: 60 internal</p><p>Purchase DC: 23, Illegal on Earth</p><p>Notes: Due to the hand and forearm protected by the weapon, disarming attempts suffer -4, the user can't drop the weapon as a free action, requiring a standard action to remove the weapon from their arm. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads.</p><p></p><p></p><p><strong><span style="font-size: 18px">Chitauri Staff</span></strong></p><p>An alternate weapon of the Chitauri invaders during the Invasion of New York, an energy rifle that resembles a hybrid between a long barreled rifle and spear-like staff. It is approximately 3.5 feet long, with a structure similar to the stock and trigger structure of traditional firearms at one end, while the firing end resembles a rough club-like structure with a single, pronounced, bayonet-like blade. The staff is collapsible as it is composed of three separate segments that are separated at two joints, which is able to extend to full size as part of the action to draw it. It can retract as a free action as part of the action to put it away.</p><p>The weapon is powered by a self regenerating power source that provides 60 shots readily available and regenerates ammunition at a rate of 1 shot every round not fired. The core becomes unstable when exposed to X-rays, SHIELD has most of the Chitauri guns after the Battle of New York, although some were found by various groups, such as Hydra and others.</p><p>On Coreline SHIELD and Hydra have the largest caches of these weapons, although several show up on the Black Market.</p><p></p><p><strong>Chitauri Gun (PL7-8 Personal Firearms Proficiency)</strong></p><p>Damage: 2d10 + 2d6 to 5 ft radius / 2d4</p><p>Critical: 20x2 / 19-20x2</p><p>Damage Type: unspecific energy / slashing</p><p>Range Increment: 60 ft / melee</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 3 lbs</p><p>Ammo: 60 internal</p><p>Purchase DC: 23</p><p>Notes: Has integrated bayonet. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads.</p><p></p><p></p><p><strong><span style="font-size: 18px">Aero-Rigs</span></strong></p><p>Aero-Rigs are jetpack like devices invented by Rocket Raccoon, who sells them for extra credits. They comprise of a harness with back mounted thrusters that allow the user to fly and hover, although they don't function when outside of an Earth-like atmosphere. When not in use they retract into a thick disk about 6 inches in diameter.</p><p>A fully charged Aero-Rig provides 3 hours of flight, with a fly speed of 50 ft (perfect maneuverability), although they doesn't seem to have an altitude limit, although takes time to reach orbit. Comes with a recharging station, takes 4 hours to recharge. Take 1 standard action to deploy or retract the Aero-Rig.</p><p>Weight: 1 lb retracted, deployed 7 lbs.</p><p>PDC: 20</p><p></p><p></p><p><strong><span style="font-size: 18px">Electroshock Batons</span></strong></p><p>A baton, usually used in pairs, that are electro-magnetic weapons, capable of generating powerful amounts of electrical charges to incapacitate or even kill as well as function as blunt weapons. The electro-magnetic field help enhance their durability. One of the more famous users is Nebula, (former in some versions) daughter of Thanos.</p><p></p><p><strong>Electroshock Baton (PL7-8 Simple Weapon Proficiency)</strong></p><p>Damage: 1d6, +2d4 energized</p><p>Critical: 20x2</p><p>Damage Type: Bludgeoning, Electrical</p><p>Size: Medium</p><p>Weight: 2 lbs</p><p>Purchase DC: 20</p><p>Notes: Has stun setting, bludgeoning changed to non-lethal, Fort save DC 16. Internal battery allows for 2 hour of energized use. Collapsible to Tiny size as a free action, expand to full size as a free action. Can be connected to another baton to form a staff. While energized, can resist energy melee weapons and used to deflect or parry energy discharges.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7845659, member: 6668634"] Some Marvel alien equipment. [B][SIZE=5]Chitauri Gun[/SIZE][/B] The main weapon of the Chitauri invaders during the Invasion of New York, an energy rifle that consisted of a bronzed coloured rounded casing, with a black barrel at the firing end, a glowing purple 'orb' just past the mid point that contains the power core, and the end has an opening that the user's hand and forearm fit into. The weapon is powered by a self regenerating power source that provides 60 shots readily available and regenerates ammunition at a rate of 1 shot every round not fired. The core becomes unstable when exposed to X-rays, SHIELD has most of the Chitauri guns after the Battle of New York, although some were found by various groups, such as Hydra and others. On Coreline SHIELD and Hydra have the largest caches of these weapons, although several show up on the Black Market. [B]Chitauri Gun (PL7-8 Personal Firearms Proficiency)[/B] Damage: 3d10 + 2d8 to 5 ft radius Critical: 20x2 Damage Type: unspecific energy Range Increment: 110 ft Rate of Fire: Semi Size: Large Weight: 6 lbs Ammo: 60 internal Purchase DC: 23, Illegal on Earth Notes: Due to the hand and forearm protected by the weapon, disarming attempts suffer -4, the user can't drop the weapon as a free action, requiring a standard action to remove the weapon from their arm. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads. [B][SIZE=5]Chitauri Staff[/SIZE][/B] An alternate weapon of the Chitauri invaders during the Invasion of New York, an energy rifle that resembles a hybrid between a long barreled rifle and spear-like staff. It is approximately 3.5 feet long, with a structure similar to the stock and trigger structure of traditional firearms at one end, while the firing end resembles a rough club-like structure with a single, pronounced, bayonet-like blade. The staff is collapsible as it is composed of three separate segments that are separated at two joints, which is able to extend to full size as part of the action to draw it. It can retract as a free action as part of the action to put it away. The weapon is powered by a self regenerating power source that provides 60 shots readily available and regenerates ammunition at a rate of 1 shot every round not fired. The core becomes unstable when exposed to X-rays, SHIELD has most of the Chitauri guns after the Battle of New York, although some were found by various groups, such as Hydra and others. On Coreline SHIELD and Hydra have the largest caches of these weapons, although several show up on the Black Market. [B]Chitauri Gun (PL7-8 Personal Firearms Proficiency)[/B] Damage: 2d10 + 2d6 to 5 ft radius / 2d4 Critical: 20x2 / 19-20x2 Damage Type: unspecific energy / slashing Range Increment: 60 ft / melee Rate of Fire: Semi Size: Medium Weight: 3 lbs Ammo: 60 internal Purchase DC: 23 Notes: Has integrated bayonet. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads. [B][SIZE=5]Aero-Rigs[/SIZE][/B] Aero-Rigs are jetpack like devices invented by Rocket Raccoon, who sells them for extra credits. They comprise of a harness with back mounted thrusters that allow the user to fly and hover, although they don't function when outside of an Earth-like atmosphere. When not in use they retract into a thick disk about 6 inches in diameter. A fully charged Aero-Rig provides 3 hours of flight, with a fly speed of 50 ft (perfect maneuverability), although they doesn't seem to have an altitude limit, although takes time to reach orbit. Comes with a recharging station, takes 4 hours to recharge. Take 1 standard action to deploy or retract the Aero-Rig. Weight: 1 lb retracted, deployed 7 lbs. PDC: 20 [B][SIZE=5]Electroshock Batons[/SIZE][/B] A baton, usually used in pairs, that are electro-magnetic weapons, capable of generating powerful amounts of electrical charges to incapacitate or even kill as well as function as blunt weapons. The electro-magnetic field help enhance their durability. One of the more famous users is Nebula, (former in some versions) daughter of Thanos. [B]Electroshock Baton (PL7-8 Simple Weapon Proficiency)[/B] Damage: 1d6, +2d4 energized Critical: 20x2 Damage Type: Bludgeoning, Electrical Size: Medium Weight: 2 lbs Purchase DC: 20 Notes: Has stun setting, bludgeoning changed to non-lethal, Fort save DC 16. Internal battery allows for 2 hour of energized use. Collapsible to Tiny size as a free action, expand to full size as a free action. Can be connected to another baton to form a staff. While energized, can resist energy melee weapons and used to deflect or parry energy discharges. [/QUOTE]
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