Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 8037599" data-attributes="member: 6668634"><p>Some weapons, ammunition and gadgets based on the game Warframe.</p><p></p><p><strong><span style="font-size: 26px">Weapons</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Acceltra</span></strong></p><p>This automatic rifle with a large forward section around the barrel that helps vent the exhaust from the micro rockets this weapon fires. The rockets are fitted with a special arming mechanism that prevents them from detonating within 30 feet of the wielder, and are quite potent for their size, combined with its full automatic rate of fire makes the Acceltra an incredibly deadly weapon.</p><p></p><p><strong>Acceltra (PL7-8 Personal Firearms Proficiency)</strong></p><p>Damage: 3d6</p><p>Critical: 19-20x2</p><p>Damage Type: fire</p><p>Range Increment: 75 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 17 lbs</p><p>Ammo: 48 box</p><p>Purchase DC: 25 Mil (+3)</p><p>Notes: Micro rockets deal 3d6 points of damage to a 5 foot radius, Reflex save DC 17, except target struck. When using autofire attack target 10 foot area, deals 6d6 fire damage to 40 foot area, Reflex save DC 19 for half damage, no critical hits. Against targets within 30 ft only suffer 2d6 ballistic damage. If wielder is moving at 30 ft or faster (not in a vehicle, on foot), reloads as a free action.</p><p>Micro Rockets PDC 17 for box of 10.</p><p></p><p><strong><span style="font-size: 22px">Artax</span></strong></p><p>The Artax is a heavy energy pistol that fires a beam that deals cold damage. A heavy, thick weapon with a large ring that is connected to the barrel with a horizontal bar. Targets struck can suffer from minor frostbite or even be temporarily frozen in place.</p><p></p><p><strong>Artax (PL7-8 Personal Firearms Proficiency)</strong></p><p>Damage: 2d6</p><p>Critical: 20x2</p><p>Damage Type: Cold</p><p>Range Increment: 30 ft</p><p>Rate of Fire: S</p><p>Size: Medium</p><p>Weight: 6.6 lbs</p><p>Ammo: 100 box</p><p>Purchase DC: 22 Mil (+3)</p><p>Notes: Targets struck must make a Fort save DC 15 or suffer -1 to attack rolls, skill checks, Fort save and suffer -5 ft to speed for 1d4+1 rounds, on successful save suffers only -1 to rolls for 1 round. On a critical hit, the DC is increased to 17 and target is paralyzed for 1d4+3 rounds. Successful save suffers affects of a normal hit failed save.</p><p>Uses standard power packs, has expanded magazine gadget twice, can't be added again.</p><p></p><p><strong><span style="font-size: 22px">Azima</span></strong></p><p>The Azima is a machine pistol with a specially designed magazine that fits parallel with the barrel, although sticking slightly out ahead of it. Instead of firing bullets, it fires flechettes, combined with its unit magazine design gives it an incredible large magazine, although lower damage due to the smaller flechettes. A unique feature of the magazine is it can be ejected and becomes a mini turret where it lands and fires on anything within the immediate area a short time after the user leaves the area.</p><p></p><p><strong>Azima (PL7-8)</strong></p><p>Damage: 2d4</p><p>Critical: 19-20x2</p><p>Damage Type: Slashing</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S, A</p><p>Size: Medium</p><p>Weight: 7.3 lbs</p><p>Ammo: 100 rds</p><p>Purchase DC: 24 Rare (+5)</p><p>Notes: As a full round action, the magazine can be ejected and it turns into a small turret, size small 3 hp Defense 11, +2 to attack rolls, attacks anything within 30 feet 2 rounds after it is deployed, dealing 2d4 slashing damage but has half the magazine capacity of when it was dropped, and remains active for up to 1 hour. After this time, the turret components burn out and the magazine is useless, although any remaining rounds (divide half magazine at time deployed minus what was used since deployed), can be recovered with a Repair check DC 14 and about 15 minutes of work.</p><p>Magazine PDC 13, not counting cost of the rounds (standard flechette rounds).</p><p></p><p><strong><span style="font-size: 22px">Burston</span></strong></p><p>This assault rifle is specifically designed to be more accurate when firing multiple rounds. Special recoil systems allow for increased accuracy in burst fire and autofire attacks. The carrying handle is curved with a built in iron sight but scopes can be installed, but a tactical light, or laser sight can be installed at the front of the handle. The magazine, using 5.56mm rounds fits on an angle pointed toward the front of the weapon, right against the trigger guard, reducing chances of snagging.</p><p></p><p><strong>Burston (PL5-6 Personal Firearms Proficiency)</strong></p><p>Damage: 2d8</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 60 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 12.5 lbs</p><p>Ammo: 20 box</p><p>Purchase DC: 19 Mil (+3)</p><p>Notes: 3 round burst fire feature, able to use burst fire feat with only 3 rounds in magazine. When using autofire reduce penalties to attack by 1, when using double tap or burst fire reduce penalties by 1 for double tap and 2 for burst fire.</p><p></p><p><strong><span style="font-size: 22px">Corinth</span></strong></p><p>This large automatic shotgun has an underbarrel grenade launcher, making it an excellent tactical support weapon. The shotgun ammunition is fed in through the stock for a larger magazine, with a four shot grenade launcher.</p><p></p><p><strong>Corinth (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d8 / varies</p><p>Critical: 20x2 / varies</p><p>Damage Type: ballistic / varies</p><p>Range Increment: 35 ft / 50 ft</p><p>Rate of Fire: S / Single</p><p>Size: Large</p><p>Weight: 12.9 lbs</p><p>Ammo: 12 internal / 4 internal</p><p>Purchase DC: 18 Mil (+3)</p><p>Notes: Shotgun ammunition fed in stock via quickload disintegrating sleeve, takes standard action to load. Uses standard 12ga shotgun shells and 40mm grenades.</p><p></p><p><strong><span style="font-size: 22px">Convectrix</span></strong></p><p>This double barreled shotgun style weapon actually fires two converging laser beams to slice enemies between them, giving it a unique wound pattern. An alternate fire mode causes the beams to sweep sideways away from the weapon to be used to clear an area immediately around the wielder. An adjustable forward handle is fitted under the barrels.</p><p></p><p><strong>Convectrix (PL6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 3d8</p><p>Critical: 20x3</p><p>Damage Type: fire and slashing</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 16 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 25 Rare (+5)</p><p>Notes: Can only fire out to 3 range increments, deals slashing and fire damage (damage is 100% fire and 100% slashing, creatures immune to either still take full damage). Spread beam mode, switching to Spread Beam is a free action once per round, and rate of fire changes to single.</p><p><strong>Spread Beam</strong> - As a full round action, while in spread beam mode, the lasers sweep from straight forward to the sides covering a 20 foot radius half sphere area in front of the wielder, with everything in this area taking 4d8 damage Reflex save DC 14 for half damage, damage is fire and slashing, uses up 5 rounds.</p><p></p><p><strong><span style="font-size: 22px">Lanka</span></strong></p><p>This heavily insulated sniper rifle fires bolts of electricity, which can temporarily short out robots, vehicles, power armours, mechs and other equipment. It has the charged gadget to allow for a devastating one shot kill. It trades ammunition capacity for extended range and a high chance of scoring a critical hit.</p><p></p><p><strong>Lanka (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 3d6</p><p>Critical: 19-20x2</p><p>Damage Type: Electricity</p><p>Range Increment: 200 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 18.5 lbs</p><p>Ammo: 10 box</p><p>Purchase DC: 23 Mil (+3)</p><p>Notes: Charged gadget, electronic devices struck must make a Fort save DC 15 or be shut down for 1d4 rounds. A successfully strike item is at reduced functionality (half capacity, so half speed, half bonuses, damage, etc). Robots and cyborgs are dazed on a successful save. On a successful critical hit +2 to Fort save DC and duration is doubled.</p><p></p><p><strong><span style="font-size: 22px">Battacor</span></strong></p><p>This rifle, with a split frame a short distance ahead of the trigger guard and no stock, is an energy weapon that deals cold and electricity damage. It has a secondary fire mode that fires an energy pulse, which can be charged for increased damage, that radiates high levels of radiation.</p><p></p><p><strong>Battacor (PL6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: Cold & Electricity</p><p>Range Increment: 75 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 9.6 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 23 Mil (+3)</p><p>Notes: Deals half cold and half electricity damage. Alternate fire mode.</p><p><strong>Alternate Fire Mode</strong> - As a full round action, the user can move but only at 20 ft, suffers -2 to attack roll, fires an energy pulse that deals 4d8 energy damage, critical 20x4, range increment 50 feet, plus target suffers from high radiation, Fort save DC 21, see page 81 d20 Future on radiation and page 215 d20 Modern for disease.</p><p></p><p><strong><span style="font-size: 26px">Mods/Ammunition</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Dizzying Rounds (Ammunition Gadget, PL6)</span></strong></p><p>These bullets are specially designed to fire at lower speeds, and spread upon contact, delivering their damage to a larger area and as nonlethal as possible, to daze or stun a target. Damage is changed to nonlethal, range reduced by 25% rounding down, target must make a Fort save DC 14 or be stunned for 2 rounds, while a successful save the target is Dazed for 1 round. Only affects living targets susceptible to critical hits. A critical strike adds +2 to the Fort DC and duration is doubled. PDC +2</p><p></p><p><strong><span style="font-size: 22px">Medi-Ray (Gadget, PL8-9)</span></strong></p><p>This modification to energy weapons converts the weapon to fire an energy beam that stimulates a living organic target's immune and regenerative abilities. A weapon fitted with this gadget, as a move equivalent action, the weapon can be switched to the Medi-Ray setting and when fired at a living organic target, heal them for the weapon's normal damage -1 die to a minimum of 1 die of damage, but uses up 3 rounds of ammunition from the power pack per use.</p><p>PDC +4</p><p></p><p><strong><span style="font-size: 22px">Voltage Sequence (Gadget, PL8)</span></strong></p><p>This modification adds a small nanofactory and a launcher to an equipped ranged weapon that deals electrical damage. Using up 30 charges from a power pack, the nanofactory will create a small device that can be fired with a range increment of 50 ft, out to maximum of 5 increments, which can detect nearby targets and release a burst of electrical energy. Anyone moving within 20 feet of this device suffers 2d6 electricity damage, Reflex save DC 15 for half. It has a Search and Listen bonus of +5 to detect stealth units attempting to move by it. Has 5 hit points, Defense 14, size tiny. It remains functional for 30 minutes or until it has used 10 discharges, then it burns out and becomes scrap.</p><p>PDC: +7</p><p></p><p><span style="font-size: 22px"><strong>Sequence Burn (Gadget, PL6)</strong></span></p><p>This modification to lasers changes the frequency of the laser and uses a different medium to generate the laser beam. Range is increased by 20 feet and targets struck must make Fort save DC 18 as if they were exposed to Moderate radiation and anyone within 15 feet of the target struck must make a Fort save DC 15 as if exposed to low radiation, see page 81 d20 Future on radiation and page 215 d20 Modern for disease.</p><p>PDC: +5 Illega (+4)</p><p></p><p><strong><span style="font-size: 22px">Convulsion (Gadget, PL6)</span></strong></p><p>This modification to energy weapons that do not deal Electricity or Acid types of damage allows the weapon to also discharge electricity at the same time, increasing damage, and combining two types, but at the cost of increased ammunition used. The weapon now deals an additional x-1 d6 electricity damage in addition to its normal damage, where x is the weapon's normal number of dice of damage, but each time the weapon is fired uses up 3 shots.</p><p>For example, this gadget applied to a laser that deals 3d8 points of damage now also deals 2d6 points of electrical damage when fired.</p><p>PDC: +3</p><p></p><p><strong><span style="font-size: 22px">Impaler Munitions (Ammunition, PL5-6)</span></strong></p><p>Impaler munitions are designed to fragment upon striking the target, changing the damage type. Damage changes to piercing but suffers -1 per die of damage to a minimum of 1 damage, plus critical multiplier is increased by 1. For example, if a weapon normally does 2d6 ballistic damage with 20x2 critical, with Impaler Munitions now deals 2d6-2 piercing damage with critical 20x3.</p><p>PDC: +3</p><p></p><p><strong><span style="font-size: 22px">Meteor Munitions (Ammunition, PL6)</span></strong></p><p>Meteor munitions are designed to deform in flight to create a large impact area, although this reduces range and accuracy, does increase damage. Damage type changes to bludgeoning and increases damage by +1 per die of damage, but reduces range by 25% and suffers -1 to attack rolls.</p><p>PDC: +3</p><p></p><p><strong><span style="font-size: 22px">Static Alacrity (Ammunition Gadget, PL6)</span></strong></p><p>This modification to ammunition can only be applied to ammunition that has a blast radius. The ammunition is modified to fly farther, but reduces the blast radius. Increase range increment by 25%, but reduce blast radius by 5 feet.</p><p>PDC: +1</p><p></p><p><strong><span style="font-size: 22px">Combustion Beam (Gadget, PL 6-7)</span></strong></p><p>This modification can only be done to energy weapons. When a target is reduced to 0 hit points by an attack with a weapon with this gadget, they target explodes dealing 2d6 +1 die per size category over medium, slashing and bludgeoning damage (half slashing, half bludgeoning) to a 10 foot radius area, Reflex save DC 15 for half. If the strike was a critical hit, increase Reflex save by +2 and increase damage by an additional +1d6. For example, a medium sized creature reduced to 0 hit points would deal 2d6 slashing & bludgeoning damage to a 10 foot radius area, while a huge sized creature would deal 4d6 slashing & bludgeoning damage to a 10 foot radius area.</p><p>PDC: +4 Illegal (+4)</p><p></p><p><strong><span style="font-size: 22px">Wraith Mod (Gadget, PL6-7)</span></strong></p><p>The Wraith mod is a series of modifications made to a weapon (or taken at time weapon is created), but once applied, no other modifications other than variant ammunition can be applied. The weapon is given a shiny dark-blue paint scheme with patters of red bars and lines. The weapon is modified to be silent, higher accuracy, improved damage, but suffers range and magazine capacity. Listen checks to hear the weapon fire suffer -5, +2 to attack rolls, damage is increased by 1 die, reduce range by 50% and magazine capacity reduced by 25%</p><p>PDC: +8 Rare (+5)</p><p></p><p><strong><span style="font-size: 22px">Dex Mod (Gadget, PL7)</span></strong></p><p>The Dex mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications other than variant ammunition can be applied. They feature a glossy purple colour scheme and adorned with lotus-themed decorations. The weapons have improved critical ranges, a 20x2 becomes 19-20x2, etc, increased magazines increased by 25%, but suffer lower damage, die type lowered by one (d8 becomes d6, d6 becomes d4, d4 suffers -1 per die), and range is reduced 25%.</p><p>PDC: +4 Rare (+5)</p><p></p><p><strong><span style="font-size: 22px">Vandal Mod (Gadget, PL7-8)</span></strong></p><p>The Vandal mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications, other than variant ammunition can be applied. The weapons feature a metallic teal and blue-green paint scheme with lotus symbols. These weapons feature improved damage increase die type (d6 becomes d8, d10 becomes d12, d12 becomes d20), accuracy (+1 to attack rolls) and critical modifier (x2 becomes x3, x3 becomes x4), but suffer slower rate of fire (S, A becomes S, S becomes single, single becomes full round), magazine size reduced by half.</p><p>PDC: +8 Rare (+5)</p><p></p><p><strong><span style="font-size: 22px">Prisma Mod (Gadget, PL7)</span></strong></p><p>The Prisma mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications, other than variant ammunition can be applied. The weapons feature a pearlescent bluish-green scheme with cloud-like animated textures. These weapons feature higher critical chance (20x2 becomes 19-20x2), and critical damage (x2 becomes x3, etc), and magazine size increases by 25%, but suffer in overall damage reduced, die type lowered by one (d8 becomes d6, d6 becomes d4, d4 suffers -1 per die), and range is reduced by 25%.</p><p>PDC: +6 Rare (+5)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8037599, member: 6668634"] Some weapons, ammunition and gadgets based on the game Warframe. [B][SIZE=7]Weapons[/SIZE] [SIZE=6]Acceltra[/SIZE][/B] This automatic rifle with a large forward section around the barrel that helps vent the exhaust from the micro rockets this weapon fires. The rockets are fitted with a special arming mechanism that prevents them from detonating within 30 feet of the wielder, and are quite potent for their size, combined with its full automatic rate of fire makes the Acceltra an incredibly deadly weapon. [B]Acceltra (PL7-8 Personal Firearms Proficiency)[/B] Damage: 3d6 Critical: 19-20x2 Damage Type: fire Range Increment: 75 ft Rate of Fire: S, A Size: Large Weight: 17 lbs Ammo: 48 box Purchase DC: 25 Mil (+3) Notes: Micro rockets deal 3d6 points of damage to a 5 foot radius, Reflex save DC 17, except target struck. When using autofire attack target 10 foot area, deals 6d6 fire damage to 40 foot area, Reflex save DC 19 for half damage, no critical hits. Against targets within 30 ft only suffer 2d6 ballistic damage. If wielder is moving at 30 ft or faster (not in a vehicle, on foot), reloads as a free action. Micro Rockets PDC 17 for box of 10. [B][SIZE=6]Artax[/SIZE][/B] The Artax is a heavy energy pistol that fires a beam that deals cold damage. A heavy, thick weapon with a large ring that is connected to the barrel with a horizontal bar. Targets struck can suffer from minor frostbite or even be temporarily frozen in place. [B]Artax (PL7-8 Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 20x2 Damage Type: Cold Range Increment: 30 ft Rate of Fire: S Size: Medium Weight: 6.6 lbs Ammo: 100 box Purchase DC: 22 Mil (+3) Notes: Targets struck must make a Fort save DC 15 or suffer -1 to attack rolls, skill checks, Fort save and suffer -5 ft to speed for 1d4+1 rounds, on successful save suffers only -1 to rolls for 1 round. On a critical hit, the DC is increased to 17 and target is paralyzed for 1d4+3 rounds. Successful save suffers affects of a normal hit failed save. Uses standard power packs, has expanded magazine gadget twice, can't be added again. [B][SIZE=6]Azima[/SIZE][/B] The Azima is a machine pistol with a specially designed magazine that fits parallel with the barrel, although sticking slightly out ahead of it. Instead of firing bullets, it fires flechettes, combined with its unit magazine design gives it an incredible large magazine, although lower damage due to the smaller flechettes. A unique feature of the magazine is it can be ejected and becomes a mini turret where it lands and fires on anything within the immediate area a short time after the user leaves the area. [B]Azima (PL7-8)[/B] Damage: 2d4 Critical: 19-20x2 Damage Type: Slashing Range Increment: 40 ft Rate of Fire: S, A Size: Medium Weight: 7.3 lbs Ammo: 100 rds Purchase DC: 24 Rare (+5) Notes: As a full round action, the magazine can be ejected and it turns into a small turret, size small 3 hp Defense 11, +2 to attack rolls, attacks anything within 30 feet 2 rounds after it is deployed, dealing 2d4 slashing damage but has half the magazine capacity of when it was dropped, and remains active for up to 1 hour. After this time, the turret components burn out and the magazine is useless, although any remaining rounds (divide half magazine at time deployed minus what was used since deployed), can be recovered with a Repair check DC 14 and about 15 minutes of work. Magazine PDC 13, not counting cost of the rounds (standard flechette rounds). [B][SIZE=6]Burston[/SIZE][/B] This assault rifle is specifically designed to be more accurate when firing multiple rounds. Special recoil systems allow for increased accuracy in burst fire and autofire attacks. The carrying handle is curved with a built in iron sight but scopes can be installed, but a tactical light, or laser sight can be installed at the front of the handle. The magazine, using 5.56mm rounds fits on an angle pointed toward the front of the weapon, right against the trigger guard, reducing chances of snagging. [B]Burston (PL5-6 Personal Firearms Proficiency)[/B] Damage: 2d8 Critical: 20x2 Damage Type: Ballistic Range Increment: 60 ft Rate of Fire: S, A Size: Large Weight: 12.5 lbs Ammo: 20 box Purchase DC: 19 Mil (+3) Notes: 3 round burst fire feature, able to use burst fire feat with only 3 rounds in magazine. When using autofire reduce penalties to attack by 1, when using double tap or burst fire reduce penalties by 1 for double tap and 2 for burst fire. [B][SIZE=6]Corinth[/SIZE][/B] This large automatic shotgun has an underbarrel grenade launcher, making it an excellent tactical support weapon. The shotgun ammunition is fed in through the stock for a larger magazine, with a four shot grenade launcher. [B]Corinth (PL5 Personal Firearms Proficiency)[/B] Damage: 2d8 / varies Critical: 20x2 / varies Damage Type: ballistic / varies Range Increment: 35 ft / 50 ft Rate of Fire: S / Single Size: Large Weight: 12.9 lbs Ammo: 12 internal / 4 internal Purchase DC: 18 Mil (+3) Notes: Shotgun ammunition fed in stock via quickload disintegrating sleeve, takes standard action to load. Uses standard 12ga shotgun shells and 40mm grenades. [B][SIZE=6]Convectrix[/SIZE][/B] This double barreled shotgun style weapon actually fires two converging laser beams to slice enemies between them, giving it a unique wound pattern. An alternate fire mode causes the beams to sweep sideways away from the weapon to be used to clear an area immediately around the wielder. An adjustable forward handle is fitted under the barrels. [B]Convectrix (PL6-7 Personal Firearms Proficiency)[/B] Damage: 3d8 Critical: 20x3 Damage Type: fire and slashing Range Increment: 30 ft Rate of Fire: Semi Size: Large Weight: 16 lbs Ammo: 50 box Purchase DC: 25 Rare (+5) Notes: Can only fire out to 3 range increments, deals slashing and fire damage (damage is 100% fire and 100% slashing, creatures immune to either still take full damage). Spread beam mode, switching to Spread Beam is a free action once per round, and rate of fire changes to single. [B]Spread Beam[/B] - As a full round action, while in spread beam mode, the lasers sweep from straight forward to the sides covering a 20 foot radius half sphere area in front of the wielder, with everything in this area taking 4d8 damage Reflex save DC 14 for half damage, damage is fire and slashing, uses up 5 rounds. [B][SIZE=6]Lanka[/SIZE][/B] This heavily insulated sniper rifle fires bolts of electricity, which can temporarily short out robots, vehicles, power armours, mechs and other equipment. It has the charged gadget to allow for a devastating one shot kill. It trades ammunition capacity for extended range and a high chance of scoring a critical hit. [B]Lanka (PL6 Personal Firearms Proficiency)[/B] Damage: 3d6 Critical: 19-20x2 Damage Type: Electricity Range Increment: 200 ft Rate of Fire: Semi Size: Large Weight: 18.5 lbs Ammo: 10 box Purchase DC: 23 Mil (+3) Notes: Charged gadget, electronic devices struck must make a Fort save DC 15 or be shut down for 1d4 rounds. A successfully strike item is at reduced functionality (half capacity, so half speed, half bonuses, damage, etc). Robots and cyborgs are dazed on a successful save. On a successful critical hit +2 to Fort save DC and duration is doubled. [B][SIZE=6]Battacor[/SIZE][/B] This rifle, with a split frame a short distance ahead of the trigger guard and no stock, is an energy weapon that deals cold and electricity damage. It has a secondary fire mode that fires an energy pulse, which can be charged for increased damage, that radiates high levels of radiation. [B]Battacor (PL6-7 Personal Firearms Proficiency)[/B] Damage: 3d6 Critical: 20 Damage Type: Cold & Electricity Range Increment: 75 ft Rate of Fire: S, A Size: Large Weight: 9.6 lbs Ammo: 50 box Purchase DC: 23 Mil (+3) Notes: Deals half cold and half electricity damage. Alternate fire mode. [B]Alternate Fire Mode[/B] - As a full round action, the user can move but only at 20 ft, suffers -2 to attack roll, fires an energy pulse that deals 4d8 energy damage, critical 20x4, range increment 50 feet, plus target suffers from high radiation, Fort save DC 21, see page 81 d20 Future on radiation and page 215 d20 Modern for disease. [B][SIZE=7]Mods/Ammunition[/SIZE] [SIZE=6]Dizzying Rounds (Ammunition Gadget, PL6)[/SIZE][/B] These bullets are specially designed to fire at lower speeds, and spread upon contact, delivering their damage to a larger area and as nonlethal as possible, to daze or stun a target. Damage is changed to nonlethal, range reduced by 25% rounding down, target must make a Fort save DC 14 or be stunned for 2 rounds, while a successful save the target is Dazed for 1 round. Only affects living targets susceptible to critical hits. A critical strike adds +2 to the Fort DC and duration is doubled. PDC +2 [B][SIZE=6]Medi-Ray (Gadget, PL8-9)[/SIZE][/B] This modification to energy weapons converts the weapon to fire an energy beam that stimulates a living organic target's immune and regenerative abilities. A weapon fitted with this gadget, as a move equivalent action, the weapon can be switched to the Medi-Ray setting and when fired at a living organic target, heal them for the weapon's normal damage -1 die to a minimum of 1 die of damage, but uses up 3 rounds of ammunition from the power pack per use. PDC +4 [B][SIZE=6]Voltage Sequence (Gadget, PL8)[/SIZE][/B] This modification adds a small nanofactory and a launcher to an equipped ranged weapon that deals electrical damage. Using up 30 charges from a power pack, the nanofactory will create a small device that can be fired with a range increment of 50 ft, out to maximum of 5 increments, which can detect nearby targets and release a burst of electrical energy. Anyone moving within 20 feet of this device suffers 2d6 electricity damage, Reflex save DC 15 for half. It has a Search and Listen bonus of +5 to detect stealth units attempting to move by it. Has 5 hit points, Defense 14, size tiny. It remains functional for 30 minutes or until it has used 10 discharges, then it burns out and becomes scrap. PDC: +7 [SIZE=6][B]Sequence Burn (Gadget, PL6)[/B][/SIZE] This modification to lasers changes the frequency of the laser and uses a different medium to generate the laser beam. Range is increased by 20 feet and targets struck must make Fort save DC 18 as if they were exposed to Moderate radiation and anyone within 15 feet of the target struck must make a Fort save DC 15 as if exposed to low radiation, see page 81 d20 Future on radiation and page 215 d20 Modern for disease. PDC: +5 Illega (+4) [B][SIZE=6]Convulsion (Gadget, PL6)[/SIZE][/B] This modification to energy weapons that do not deal Electricity or Acid types of damage allows the weapon to also discharge electricity at the same time, increasing damage, and combining two types, but at the cost of increased ammunition used. The weapon now deals an additional x-1 d6 electricity damage in addition to its normal damage, where x is the weapon's normal number of dice of damage, but each time the weapon is fired uses up 3 shots. For example, this gadget applied to a laser that deals 3d8 points of damage now also deals 2d6 points of electrical damage when fired. PDC: +3 [B][SIZE=6]Impaler Munitions (Ammunition, PL5-6)[/SIZE][/B] Impaler munitions are designed to fragment upon striking the target, changing the damage type. Damage changes to piercing but suffers -1 per die of damage to a minimum of 1 damage, plus critical multiplier is increased by 1. For example, if a weapon normally does 2d6 ballistic damage with 20x2 critical, with Impaler Munitions now deals 2d6-2 piercing damage with critical 20x3. PDC: +3 [B][SIZE=6]Meteor Munitions (Ammunition, PL6)[/SIZE][/B] Meteor munitions are designed to deform in flight to create a large impact area, although this reduces range and accuracy, does increase damage. Damage type changes to bludgeoning and increases damage by +1 per die of damage, but reduces range by 25% and suffers -1 to attack rolls. PDC: +3 [B][SIZE=6]Static Alacrity (Ammunition Gadget, PL6)[/SIZE][/B] This modification to ammunition can only be applied to ammunition that has a blast radius. The ammunition is modified to fly farther, but reduces the blast radius. Increase range increment by 25%, but reduce blast radius by 5 feet. PDC: +1 [B][SIZE=6]Combustion Beam (Gadget, PL 6-7)[/SIZE][/B] This modification can only be done to energy weapons. When a target is reduced to 0 hit points by an attack with a weapon with this gadget, they target explodes dealing 2d6 +1 die per size category over medium, slashing and bludgeoning damage (half slashing, half bludgeoning) to a 10 foot radius area, Reflex save DC 15 for half. If the strike was a critical hit, increase Reflex save by +2 and increase damage by an additional +1d6. For example, a medium sized creature reduced to 0 hit points would deal 2d6 slashing & bludgeoning damage to a 10 foot radius area, while a huge sized creature would deal 4d6 slashing & bludgeoning damage to a 10 foot radius area. PDC: +4 Illegal (+4) [B][SIZE=6]Wraith Mod (Gadget, PL6-7)[/SIZE][/B] The Wraith mod is a series of modifications made to a weapon (or taken at time weapon is created), but once applied, no other modifications other than variant ammunition can be applied. The weapon is given a shiny dark-blue paint scheme with patters of red bars and lines. The weapon is modified to be silent, higher accuracy, improved damage, but suffers range and magazine capacity. Listen checks to hear the weapon fire suffer -5, +2 to attack rolls, damage is increased by 1 die, reduce range by 50% and magazine capacity reduced by 25% PDC: +8 Rare (+5) [B][SIZE=6]Dex Mod (Gadget, PL7)[/SIZE][/B] The Dex mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications other than variant ammunition can be applied. They feature a glossy purple colour scheme and adorned with lotus-themed decorations. The weapons have improved critical ranges, a 20x2 becomes 19-20x2, etc, increased magazines increased by 25%, but suffer lower damage, die type lowered by one (d8 becomes d6, d6 becomes d4, d4 suffers -1 per die), and range is reduced 25%. PDC: +4 Rare (+5) [B][SIZE=6]Vandal Mod (Gadget, PL7-8)[/SIZE][/B] The Vandal mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications, other than variant ammunition can be applied. The weapons feature a metallic teal and blue-green paint scheme with lotus symbols. These weapons feature improved damage increase die type (d6 becomes d8, d10 becomes d12, d12 becomes d20), accuracy (+1 to attack rolls) and critical modifier (x2 becomes x3, x3 becomes x4), but suffer slower rate of fire (S, A becomes S, S becomes single, single becomes full round), magazine size reduced by half. PDC: +8 Rare (+5) [B][SIZE=6]Prisma Mod (Gadget, PL7)[/SIZE][/B] The Prisma mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications, other than variant ammunition can be applied. The weapons feature a pearlescent bluish-green scheme with cloud-like animated textures. These weapons feature higher critical chance (20x2 becomes 19-20x2), and critical damage (x2 becomes x3, etc), and magazine size increases by 25%, but suffer in overall damage reduced, die type lowered by one (d8 becomes d6, d6 becomes d4, d4 suffers -1 per die), and range is reduced by 25%. PDC: +6 Rare (+5) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top