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<blockquote data-quote="kronos182" data-source="post: 8041357" data-attributes="member: 6668634"><p>Avengers Alliance Weapons</p><p></p><p><strong><span style="font-size: 18px"><u>Single-Shot Thumper</u></span></strong></p><p>This large smooth-bore shotgun fires three 12 gauge rounds at once for potent damage, but extremely short ranged. The barrel is lined with a material that creates a spark as the pellets fire through the barrel, potentially dazing a target.</p><p></p><p><strong>Single-Shot Thumper (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 3d8</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 25 ft</p><p>Rate of Fire: Single</p><p>Size: Large</p><p>Weight: 13 lbs</p><p>Ammo: 1 (uses 3 12ga rounds at once)</p><p>Purchase DC: 16 Res (+2)</p><p>Notes: +1 to attack within first range increment, maximum range 5 range increments. Targets struck, or near misses (missed only by up to 2 points) must make Reflex save DC 14 or be Dizzy for 1 round. Takes 1 full round to reload unless a speed loader is used.</p><p></p><p><strong><span style="font-size: 18px"><u>Assault Shotgun</u></span></strong></p><p>This shotgun is based on the Franchi PA3 pump-action shotgun with a folding stock, only modified to fire without the pump action and semi-automatic firing. It has a hair trigger, with a chance of allowing for an immediate free attack, and its attacks can weaken a target.</p><p></p><p><strong>Assault Shotgun (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d8</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 40 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 7.5 lbs</p><p>Ammo: 7 int</p><p>Purchase DC: 17 Lic (+1)</p><p>Notes: Folding stock, when folded grants a +2 circumstance bonus on Sleight of Hand checks made to conceal the weapon. Targets struck must make a Fort save DC 14 or be Weakened. On a natural attack roll of 17, 18, 19 or 20, the wielder can make an immediate free attack at the same target, or one within 5 feet of the previous target at -5 to attack roll.</p><p></p><p><strong><span style="font-size: 18px"><u>Phosphorus Pang</u></span></strong></p><p>This grenade launcher has a large drum holding 10 40mm grenades, with a forward handle to help maintain stable aiming. The barrel is lined with a special materials that coat the grenades as they travel through the barrel that adds additional fuel for explosive type grenades.</p><p></p><p><strong>Phosphorus Pang (PL5 Exotic Firearms Proficiency (Grenade Launchers))</strong></p><p>Damage: varies</p><p>Critical: varies</p><p>Damage Type: varies</p><p>Range Increment: 75 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 12.5 lbs</p><p>Ammo: 10 cylinder</p><p>Purchase DC: 17 Mil</p><p>Notes: Adds +1/die fire damage to attacks. Explosive, white phosphorus and similar grenades gain +2/die fire damage and the DC for teaching on fire is increased to Reflex DC 17.</p><p></p><p><strong><span style="font-size: 18px"><u>Tesla SP-Arc</u></span></strong></p><p>This energy weapon almost looks like a toy pistol, with two curved prongs at the front of the weapon instead of a barrel. It fires a long bolt of electricity that can cause targets to get dizzy or even stun them.</p><p></p><p><strong>Tesla SP-Arc (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 3d6</p><p>Critical: 20x2</p><p>Damage Type: Electricity</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 4.5 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: PDC 20 Res (+2)</p><p>Notes: Targets struck must make a Fort save DC 14 or become Dizzy. Has stun setting Fort DC 15 stunned for 1d4 rounds.</p><p></p><p><strong><u><span style="font-size: 18px">P.E.W. Zealous</span></u></strong></p><p>The Zealous is a laser pistol that has a sleek and curved appearance, with part of the frame hanging over the back of the handle, which provides some protection to the hand, and a section that curves down from under the barrel to the bottom of the handle. The power pack feeds into the top of the weapon under the overhang at the back of the weapon. The Zealous can cause dizzying strikes and has increased chance of dealing a critical strike.</p><p></p><p><strong>P.E.W. Zealous (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 2d8</p><p>Critical: 19-20x2</p><p>Damage Type: Fire</p><p>Range Increment: 35 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 4 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 18 Res (+2)</p><p>Notes: Targets struck must make Fort save DC 14 or be Dizzy for 1 round.</p><p></p><p><strong><u><span style="font-size: 18px">P.E.W. Stoic</span></u></strong></p><p>The Stoic is a curved, sleek chromed laser rifle, with a guard structure that extends back from the top and bottom of the handle to help protect the user's hand. The power pack is fed into the top of the weapon. The Stoic fires in a unique wavelength that leaves residual particles on the target for a short period of time, which can increase damage from following shots from the Stoic.</p><p></p><p><strong>P.E.W. Stoic (PL6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 3d8</p><p>Critical: 20x2</p><p>Damage Type: Fire</p><p>Range Increment: 80 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 9 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 21 Mil (+3)</p><p>Notes: Laser Particle Focus,</p><p><strong>Laser Particle Focus</strong> - A target struck has residual particles left on it for 1d4 rounds before dissipating. If the user with a Stoic strikes the same target before the particles dissipate, they gain +1d8 damage on the next attack, and increase the duration of the particles by another 1d4 rounds.</p><p></p><p><strong><u><span style="font-size: 18px">Pyro Technique</span></u></strong></p><p>This weapon is a flamethrower, but instead of using large fuel tanks, it uses a power pack to convert drawn atmospheric gases into a low level form of plasma.</p><p></p><p><strong>Pyro Technique (PL6)</strong></p><p>Damage: 4d6</p><p>Critical: -</p><p>Damage Type: Fire</p><p>Range Increment: -</p><p>Rate of Fire: 1</p><p>Size: Large</p><p>Weight: 17 lbs</p><p>Ammo: 20 box</p><p>Purchase DC: 19 Mil (+3)</p><p>Notes: Fires a 5 foot wide, 50 foot long line, Reflex DC 15 for half damage, Reflex DC 17 to prevent catching on fire instead of normal DC 15.</p><p></p><p><strong><u><span style="font-size: 18px">P.E.W. Eradicator</span></u></strong></p><p>The Eradicator is a heavy pistol, shaped similarly to the Zealous, only with a thicker frame and a large, long barrel coming out where the main body and lower frame join. The weapon can disorient targets struck, but it's also know for its armour piercing properties. While it looks vaguely similar to the Zealous, it is not a laser, and instead is closer to a particle beam weapon instead.</p><p></p><p><strong>Name (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d12</p><p>Critical: 20x2</p><p>Damage Type: Energy</p><p>Range Increment: 25 ft</p><p>Rate of Fire: Single</p><p>Size: Medium</p><p>Weight: 6 lbs</p><p>Ammo: 40 box</p><p>Purchase DC: 23 Mil (+3)</p><p>Notes: Ignores 3 DR/Hardness, bypasses shields, targets struck must make Fort save DC 14 or be Dizzy for 1 round.</p><p></p><p><strong><u><span style="font-size: 18px">Bolt-Action 4 Bore</span></u></strong></p><p>This bolt-action rifle is a modified Erma SR 100 sniper rifle that fires .50 caliber rounds for a heavier punch and improved accuracy, but suffers from a lot of recoil. The scope is of highest quality to aid in its accuracy, but lacks iron sights and the scope must be used.</p><p></p><p><strong>Bolt-Action 4 Bore (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d12</p><p>Critical: 18-20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 120 ft</p><p>Rate of Fire: Single</p><p>Size: Large</p><p>Weight: 19 lbs</p><p>Ammo: 5 int</p><p>Purchase DC: 20 Mil (+3)</p><p>Notes: Mastercraft +1 to attack rolls, has improved critical gadget (can't add again), takes full round to reload.</p><p></p><p><strong><u><span style="font-size: 18px">The Perforator</span></u></strong></p><p>The Perforator is a modified H&K MP7 PDW, removing the forward folding handle, shortened the barrel and area forward of the handle. The back is extended slightly with modification to lock the new magazine design. Instead of just going into the handle, the magazine slides up into the handle, but also curves back and up to connect to the underside of the rear section, greatly increasing magazine size. It has also been modified to increase a chance of a critical hit.</p><p></p><p><strong>The Perforator (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d6</p><p>Critical: 19-20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 55 ft</p><p>Rate of Fire: S, A</p><p>Size: Medium</p><p>Weight: 5.2 lbs</p><p>Ammo: 100 box</p><p>Purchase DC: 22 Res (+2)</p><p>Notes: Mastercraft +1 to attack rolls, improved critical range gadget (can't be added again), uses 4.6mm ammunition.</p><p></p><p><strong><u><span style="font-size: 18px">B&F Icebrand</span></u></strong></p><p>This weapon is physically similar to the Pryo Technique, however instead of turning drawn atmospheric gases into a form of plasma, the Icebrand instead chills the gases and releases a blast of extreme cold.</p><p></p><p><strong>B&F Icebrand (PL6)</strong></p><p>Damage: 4d6 cold</p><p>Critical: -</p><p>Damage Type: Cold</p><p>Range Increment: -</p><p>Rate of Fire: 1</p><p>Size: Large</p><p>Weight: 17 lbs</p><p>Ammo: 20 box</p><p>Purchase DC: 19 Mil (+3)</p><p>Notes: Fires a 5 foot wide, 50 foot long line. Reflex save DC 15 for half damage, Chilled.</p><p><strong>Chilled</strong> - Targets struck must make a Fort save DC 14 or become chilled, suffering from the extreme cold, suffering -2 to Dexterity, speed reduced by 5 feet, skills requiring fine motor control suffer -1 to rolls for 1d4 rounds.</p><p></p><p><strong><u><span style="font-size: 18px">Capacitive Impeder</span></u></strong></p><p>This weapon is very similar to the Tesla SP-Arc, using the same frame, however it functions slightly differently. It fires a line of electricity to the target and leaves a residual ion charge. This charge attracts other electrical discharges towards the target dealing additional damage.</p><p></p><p><strong>Capacitive Impeder (PL6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 4d6</p><p>Critical: 20x2</p><p>Damage Type: Electricity</p><p>Range Increment: 40 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 5.6 lbs</p><p>Ammo: 40 box</p><p>Purchase DC: 21 Mil (+3)</p><p>Notes: Static charge.</p><p><strong>Static Charge -</strong> The target struck has residual ionization from the weapon's strike, and any electrical based attacks within 30 feet of the affected target will chain a bolt of electricity to the target dealing 1d4 electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed. Each successful attack causes Static Charge to trigger, dealing its damage, plus extend the duration by 1 round.</p><p></p><p><strong><u><span style="font-size: 18px">Subsonic Sound Gun</span></u></strong></p><p>This heavy energy rifle, with a dish-like emitter at the end, unleashes powerful sonic blasts, which can disorient targets. While armed, the weapon can send seismic feedback against nearby attackers when the wielder is attacked, and also helps reduce damage the wielder would take from sonic attacks.</p><p></p><p><strong>Subsonic Sound Gun (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 2d8</p><p>Critical: 20x3</p><p>Damage Type: Sonic</p><p>Range Increment: 50 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 20 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 22 Mil (+3)</p><p>Notes: Disoriented, Seismic Feedback, Sonic Protection.</p><p><strong>Disoriented</strong> - The target must make a Fort save DC 15, and be able to hear or sense vibrations (creatures with tremor sensor, or sensitive to sound vibrations suffer -2 penalty to the save), or suffer being Dizzy and Off-Balanced for 1 round.</p><p><strong>Seismic Feedback</strong> - While the weapon is armed, if the wielder is attacked by an attack within 30 feet, the weapon sends out a sonic pulse against the target for 1d6 sonic damage, who can attempt a Reflex save DC 19 for half damage.</p><p><strong>Sonic Protection</strong> - Using 5 charges from the power pack, the wielder gains Sonic Resistance 10 for 5 rounds, activating this is a move equivalent action.</p><p></p><p></p><p></p><p><strong>Dizzy</strong></p><p>The effected has suffered a blow that makes them dizzy, such as a critical hit to the head, falling from a great height, or some psychic attacks. The effected suffers a -1 to attack, Reflex and Balance and Climb checks. This condition typically lasts 1 round.</p><p></p><p><strong>Off-Balance</strong></p><p>The character is off-balanced, reducing reaction times and balance. The character is suffers -2 to Initiative, Reflex, Balance and Climb checks. The character also can not make attacks of opportunity. This is usually caused by things like failing Balance checks by more than 5 points, or being tripped or from falls.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8041357, member: 6668634"] Avengers Alliance Weapons [B][SIZE=5][U]Single-Shot Thumper[/U][/SIZE][/B] This large smooth-bore shotgun fires three 12 gauge rounds at once for potent damage, but extremely short ranged. The barrel is lined with a material that creates a spark as the pellets fire through the barrel, potentially dazing a target. [B]Single-Shot Thumper (PL5 Personal Firearms Proficiency)[/B] Damage: 3d8 Critical: 20x2 Damage Type: Ballistic Range Increment: 25 ft Rate of Fire: Single Size: Large Weight: 13 lbs Ammo: 1 (uses 3 12ga rounds at once) Purchase DC: 16 Res (+2) Notes: +1 to attack within first range increment, maximum range 5 range increments. Targets struck, or near misses (missed only by up to 2 points) must make Reflex save DC 14 or be Dizzy for 1 round. Takes 1 full round to reload unless a speed loader is used. [B][SIZE=5][U]Assault Shotgun[/U][/SIZE][/B] This shotgun is based on the Franchi PA3 pump-action shotgun with a folding stock, only modified to fire without the pump action and semi-automatic firing. It has a hair trigger, with a chance of allowing for an immediate free attack, and its attacks can weaken a target. [B]Assault Shotgun (PL5 Personal Firearms Proficiency)[/B] Damage: 2d8 Critical: 20x2 Damage Type: Ballistic Range Increment: 40 ft Rate of Fire: Semi Size: Large Weight: 7.5 lbs Ammo: 7 int Purchase DC: 17 Lic (+1) Notes: Folding stock, when folded grants a +2 circumstance bonus on Sleight of Hand checks made to conceal the weapon. Targets struck must make a Fort save DC 14 or be Weakened. On a natural attack roll of 17, 18, 19 or 20, the wielder can make an immediate free attack at the same target, or one within 5 feet of the previous target at -5 to attack roll. [B][SIZE=5][U]Phosphorus Pang[/U][/SIZE][/B] This grenade launcher has a large drum holding 10 40mm grenades, with a forward handle to help maintain stable aiming. The barrel is lined with a special materials that coat the grenades as they travel through the barrel that adds additional fuel for explosive type grenades. [B]Phosphorus Pang (PL5 Exotic Firearms Proficiency (Grenade Launchers))[/B] Damage: varies Critical: varies Damage Type: varies Range Increment: 75 ft Rate of Fire: Semi Size: Large Weight: 12.5 lbs Ammo: 10 cylinder Purchase DC: 17 Mil Notes: Adds +1/die fire damage to attacks. Explosive, white phosphorus and similar grenades gain +2/die fire damage and the DC for teaching on fire is increased to Reflex DC 17. [B][SIZE=5][U]Tesla SP-Arc[/U][/SIZE][/B] This energy weapon almost looks like a toy pistol, with two curved prongs at the front of the weapon instead of a barrel. It fires a long bolt of electricity that can cause targets to get dizzy or even stun them. [B]Tesla SP-Arc (PL6 Personal Firearms Proficiency)[/B] Damage: 3d6 Critical: 20x2 Damage Type: Electricity Range Increment: 30 ft Rate of Fire: Semi Size: Medium Weight: 4.5 lbs Ammo: 50 box Purchase DC: PDC 20 Res (+2) Notes: Targets struck must make a Fort save DC 14 or become Dizzy. Has stun setting Fort DC 15 stunned for 1d4 rounds. [B][U][SIZE=5]P.E.W. Zealous[/SIZE][/U][/B] The Zealous is a laser pistol that has a sleek and curved appearance, with part of the frame hanging over the back of the handle, which provides some protection to the hand, and a section that curves down from under the barrel to the bottom of the handle. The power pack feeds into the top of the weapon under the overhang at the back of the weapon. The Zealous can cause dizzying strikes and has increased chance of dealing a critical strike. [B]P.E.W. Zealous (PL6 Personal Firearms Proficiency)[/B] Damage: 2d8 Critical: 19-20x2 Damage Type: Fire Range Increment: 35 ft Rate of Fire: Semi Size: Medium Weight: 4 lbs Ammo: 50 box Purchase DC: 18 Res (+2) Notes: Targets struck must make Fort save DC 14 or be Dizzy for 1 round. [B][U][SIZE=5]P.E.W. Stoic[/SIZE][/U][/B] The Stoic is a curved, sleek chromed laser rifle, with a guard structure that extends back from the top and bottom of the handle to help protect the user's hand. The power pack is fed into the top of the weapon. The Stoic fires in a unique wavelength that leaves residual particles on the target for a short period of time, which can increase damage from following shots from the Stoic. [B]P.E.W. Stoic (PL6-7 Personal Firearms Proficiency)[/B] Damage: 3d8 Critical: 20x2 Damage Type: Fire Range Increment: 80 ft Rate of Fire: S, A Size: Large Weight: 9 lbs Ammo: 50 box Purchase DC: 21 Mil (+3) Notes: Laser Particle Focus, [B]Laser Particle Focus[/B] - A target struck has residual particles left on it for 1d4 rounds before dissipating. If the user with a Stoic strikes the same target before the particles dissipate, they gain +1d8 damage on the next attack, and increase the duration of the particles by another 1d4 rounds. [B][U][SIZE=5]Pyro Technique[/SIZE][/U][/B] This weapon is a flamethrower, but instead of using large fuel tanks, it uses a power pack to convert drawn atmospheric gases into a low level form of plasma. [B]Pyro Technique (PL6)[/B] Damage: 4d6 Critical: - Damage Type: Fire Range Increment: - Rate of Fire: 1 Size: Large Weight: 17 lbs Ammo: 20 box Purchase DC: 19 Mil (+3) Notes: Fires a 5 foot wide, 50 foot long line, Reflex DC 15 for half damage, Reflex DC 17 to prevent catching on fire instead of normal DC 15. [B][U][SIZE=5]P.E.W. Eradicator[/SIZE][/U][/B] The Eradicator is a heavy pistol, shaped similarly to the Zealous, only with a thicker frame and a large, long barrel coming out where the main body and lower frame join. The weapon can disorient targets struck, but it's also know for its armour piercing properties. While it looks vaguely similar to the Zealous, it is not a laser, and instead is closer to a particle beam weapon instead. [B]Name (PL5 Personal Firearms Proficiency)[/B] Damage: 2d12 Critical: 20x2 Damage Type: Energy Range Increment: 25 ft Rate of Fire: Single Size: Medium Weight: 6 lbs Ammo: 40 box Purchase DC: 23 Mil (+3) Notes: Ignores 3 DR/Hardness, bypasses shields, targets struck must make Fort save DC 14 or be Dizzy for 1 round. [B][U][SIZE=5]Bolt-Action 4 Bore[/SIZE][/U][/B] This bolt-action rifle is a modified Erma SR 100 sniper rifle that fires .50 caliber rounds for a heavier punch and improved accuracy, but suffers from a lot of recoil. The scope is of highest quality to aid in its accuracy, but lacks iron sights and the scope must be used. [B]Bolt-Action 4 Bore (PL5 Personal Firearms Proficiency)[/B] Damage: 2d12 Critical: 18-20x2 Damage Type: Ballistic Range Increment: 120 ft Rate of Fire: Single Size: Large Weight: 19 lbs Ammo: 5 int Purchase DC: 20 Mil (+3) Notes: Mastercraft +1 to attack rolls, has improved critical gadget (can't add again), takes full round to reload. [B][U][SIZE=5]The Perforator[/SIZE][/U][/B] The Perforator is a modified H&K MP7 PDW, removing the forward folding handle, shortened the barrel and area forward of the handle. The back is extended slightly with modification to lock the new magazine design. Instead of just going into the handle, the magazine slides up into the handle, but also curves back and up to connect to the underside of the rear section, greatly increasing magazine size. It has also been modified to increase a chance of a critical hit. [B]The Perforator (PL5 Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 19-20x2 Damage Type: Ballistic Range Increment: 55 ft Rate of Fire: S, A Size: Medium Weight: 5.2 lbs Ammo: 100 box Purchase DC: 22 Res (+2) Notes: Mastercraft +1 to attack rolls, improved critical range gadget (can't be added again), uses 4.6mm ammunition. [B][U][SIZE=5]B&F Icebrand[/SIZE][/U][/B] This weapon is physically similar to the Pryo Technique, however instead of turning drawn atmospheric gases into a form of plasma, the Icebrand instead chills the gases and releases a blast of extreme cold. [B]B&F Icebrand (PL6)[/B] Damage: 4d6 cold Critical: - Damage Type: Cold Range Increment: - Rate of Fire: 1 Size: Large Weight: 17 lbs Ammo: 20 box Purchase DC: 19 Mil (+3) Notes: Fires a 5 foot wide, 50 foot long line. Reflex save DC 15 for half damage, Chilled. [B]Chilled[/B] - Targets struck must make a Fort save DC 14 or become chilled, suffering from the extreme cold, suffering -2 to Dexterity, speed reduced by 5 feet, skills requiring fine motor control suffer -1 to rolls for 1d4 rounds. [B][U][SIZE=5]Capacitive Impeder[/SIZE][/U][/B] This weapon is very similar to the Tesla SP-Arc, using the same frame, however it functions slightly differently. It fires a line of electricity to the target and leaves a residual ion charge. This charge attracts other electrical discharges towards the target dealing additional damage. [B]Capacitive Impeder (PL6-7 Personal Firearms Proficiency)[/B] Damage: 4d6 Critical: 20x2 Damage Type: Electricity Range Increment: 40 ft Rate of Fire: Semi Size: Medium Weight: 5.6 lbs Ammo: 40 box Purchase DC: 21 Mil (+3) Notes: Static charge. [B]Static Charge -[/B] The target struck has residual ionization from the weapon's strike, and any electrical based attacks within 30 feet of the affected target will chain a bolt of electricity to the target dealing 1d4 electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed. Each successful attack causes Static Charge to trigger, dealing its damage, plus extend the duration by 1 round. [B][U][SIZE=5]Subsonic Sound Gun[/SIZE][/U][/B] This heavy energy rifle, with a dish-like emitter at the end, unleashes powerful sonic blasts, which can disorient targets. While armed, the weapon can send seismic feedback against nearby attackers when the wielder is attacked, and also helps reduce damage the wielder would take from sonic attacks. [B]Subsonic Sound Gun (PL6 Personal Firearms Proficiency)[/B] Damage: 2d8 Critical: 20x3 Damage Type: Sonic Range Increment: 50 ft Rate of Fire: Semi Size: Large Weight: 20 lbs Ammo: 50 box Purchase DC: 22 Mil (+3) Notes: Disoriented, Seismic Feedback, Sonic Protection. [B]Disoriented[/B] - The target must make a Fort save DC 15, and be able to hear or sense vibrations (creatures with tremor sensor, or sensitive to sound vibrations suffer -2 penalty to the save), or suffer being Dizzy and Off-Balanced for 1 round. [B]Seismic Feedback[/B] - While the weapon is armed, if the wielder is attacked by an attack within 30 feet, the weapon sends out a sonic pulse against the target for 1d6 sonic damage, who can attempt a Reflex save DC 19 for half damage. [B]Sonic Protection[/B] - Using 5 charges from the power pack, the wielder gains Sonic Resistance 10 for 5 rounds, activating this is a move equivalent action. [B]Dizzy[/B] The effected has suffered a blow that makes them dizzy, such as a critical hit to the head, falling from a great height, or some psychic attacks. The effected suffers a -1 to attack, Reflex and Balance and Climb checks. This condition typically lasts 1 round. [B]Off-Balance[/B] The character is off-balanced, reducing reaction times and balance. The character is suffers -2 to Initiative, Reflex, Balance and Climb checks. The character also can not make attacks of opportunity. This is usually caused by things like failing Balance checks by more than 5 points, or being tripped or from falls. [/QUOTE]
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