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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8082951" data-attributes="member: 6668634"><p>Some more Avengers Alliance weapons.</p><p></p><p><strong><span style="font-size: 26px">A.R. Spinner</span></strong></p><p>The A.R. Spinner is a heavy rifle, with a forward handle, firing .50 cal ammunition. However, due to its design, it is short ranged, inaccurate, but it causes the rounds to tumble more, adding a bit more damage and strikes can cause targets struck to be dizzy.</p><p></p><p><strong>A.R. Spinner (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d12+1</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 90 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 20 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 23 Mil (+3)</p><p>Notes: Dizzy, Inaccurate</p><p>Inaccurate - attack rolls suffer -2 penalty.</p><p>Dizzy - Targets struck must make a Fort save DC 10 + damage dealt or be Dizzy for 1 round +1 round /5 points failed save.</p><p></p><p><strong><span style="font-size: 26px">P.E.W. Dingo</span></strong></p><p>The Dingo is a heavy pistol, shaped similarly to the Zealous and Eradicator, only with a thicker frame and a large, short thick barrel coming out where the main body and lower frame join. The weapon fires a thick beam of energy known 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>P.E.W. Dingo (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 2d12+5</p><p>Critical: 20x2</p><p>Damage Type: Energy</p><p>Range Increment: 20 ft</p><p>Rate of Fire: Single</p><p>Size: Medium</p><p>Weight: 7 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 24 Mil (+3)</p><p>Notes: Ignores 5 DR/Hardness, wielder makes a ranged touch attack roll instead of normal ranged attack, bypasses shields.</p><p></p><p><strong><span style="font-size: 26px">P.E.W. Anchor</span></strong></p><p>The Anchor looks like a shotgun but fires bolts of blue energy, known for being quite deadly, and slowing its targets. It has low range, but large payload, making it a good weapon to pair with other weapons for subduing targets.</p><p></p><p><strong>P.E.W. Anchor (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 3d6</p><p>Critical: 19-20x2</p><p>Damage Type: Energy</p><p>Range Increment: 40 ft</p><p>Rate of Fire: Semi</p><p>Size: large</p><p>Weight: 9 lbs</p><p>Ammo: 75 box</p><p>Purchase DC: 23 Mil (+3)</p><p>Notes: Targets struck must make Fort save Dc 15 or be slowed for 1d4+1 rounds. Has expanded magazine gadget.</p><p></p><p><strong><span style="font-size: 26px">Spitting Viper</span></strong></p><p>This pistol, loosely based on the M1911 mechanism with an enlarged housing around the top rear of the weapon, is based on the weapons used by Hydra agent Viper. While it is capable of firing any available 9mm ammunition, its true purpose is to fire special darts that are filled with a poison that is housed in the enlarged casing on the weapon, which injects the poison into the darts as they are loaded into the chamber. This poison is fast acting, disorienting and slowing the target, while eating away at the target's flesh. It can be spread to nearby wounded targets.</p><p></p><p><strong>Spitting Viper (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d6</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</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: 15 box</p><p>Purchase DC: 23 Illegal (+4)</p><p>Notes: Targets struck must make Fort save DC 15 or suffer from Contagion when using dart rounds, Contagion container (15 doses)</p><p>Dart Rounds - Special darts that are designed for the Spitting Viper that are loaded with the Contagion as they are loaded into the chamber to be fired. Deals 2d4 points of ballistic damage plus Contagion. PDC 14 for box of 50.</p><p>Contagion - This is a special poison that causes a target to be dizzy and slowed, as well as eats away at a target's flesh. On a failed save, target is Dizzy, Slowed and suffers 1 point of Constitution damage for 1d4 rounds. PDC 16 for 5 doses, Illegal (+4).</p><p></p><p><strong><span style="font-size: 26px">Annihilator</span></strong></p><p>This shotgun style weapon fires white bolts of energy that penetrates shields and armour, dealing respectable damage, and increased damage against targets that have been stunned.</p><p></p><p><strong>Annihilator (PL6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 3d8</p><p>Critical: 20x2</p><p>Damage Type: Energy</p><p>Range Increment: 45 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 10.5 lbs</p><p>Ammo: 35 box</p><p>Purchase DC: 26 Illegal (+4)</p><p>Notes: Wielder makes ranged touch attack instead of normal attack, ignores 10 points of hardness/DR. Exploits Stun</p><p>Exploits Stun - If the target of an attack with Annihilator hits a target that is stunned, deals an additional 2d8 damage.</p><p></p><p><strong><span style="font-size: 26px">Mutant's End</span></strong></p><p>This heavy pistol has a thick body that glows orange through exposed vents and from the firing chamber right before the barrel with heavy shrouding, is designed to deal extra damage to mutants, while also protecting the user from some of their abilities by emitting a low level energy field that protects the wielder.</p><p></p><p><strong>Mutant's End (PL6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 3d8</p><p>Critical: 20x2</p><p>Damage Type: Energy</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 8.5 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 25 Illegal (+4)</p><p>Notes: Follow-up Attack, Insulator, Mutant Detector</p><p>Follow-Up Attack - Every time the wielder attacks with Mutant's End, there is a 25% chance the weapon fires a second time, at -5 against the same target, using a second charge of ammunition.</p><p>Insulator - Mutant's End can emit a low level protective energy field, using up 5 charges, providing energy resistance 5 (protects against fire, cold, sonic, unspecific energy), lasting for 1 minute.</p><p>Mutant Detector - Against targets that are mutants, or under the effects of Mutant Growth Hormone, the weapon increases it's critical threat range to 18-20, and deals x3 damage on a critical hit.</p><p></p><p><strong><span style="font-size: 26px">Brutal Claw</span></strong></p><p>This bracer with glove has special pressure plates in it that when triggered extends two blades from the bracer over the back of the back of the hand, providing the wearer with a melee weapon that can't be disarmed. The blades are incredibly sharp and have micro serrations to cause horrendous wounds.</p><p></p><p><strong>Brutal Claw (PL5 Simple Weapon Proficiency)</strong></p><p>Damage: 2d4</p><p>Critical: 19-20x2</p><p>Damage Type: Slashing</p><p>Size: Small</p><p>Weight: 3 lbs</p><p>Purchase DC: 16 Illegal (+4)</p><p>Notes: Bleeding, Ravaged</p><p>Bleeding - Wounds from this weapon cause the Bleeding condition, the living target suffers 1 additional point of damage each round until treated with a Treat Injury check DC 15, or magical healing. The damage from bleeding is cumulative with each successful hit, increasing by 1.</p><p>Ravaged - If the wielder of Brutal Claw successfully hits a target that has the Bleeding condition, doubles the damage the target is suffering from Bleeding for 1d4 rounds.</p><p></p><p><strong><span style="font-size: 26px">Laser Sword</span></strong></p><p>This weapon has a frame instead of a blade, with one side open between the hilt and the upper part of the frame bent so that the emitters in the hit and the top of the frame create a high intensity laser beam that can cut through most material.</p><p></p><p><strong>Laser Sword (PL6 Simple Weapons Proficiency)</strong></p><p>Damage: 2d8</p><p>Critical: 20x3</p><p>Damage Type: Fire (laser)</p><p>Size: Medium</p><p>Weight: 4 lbs</p><p>Purchase DC: 19 Mil (+3)</p><p>Notes: Uses power pack 50 charges, 1 charge used ever melee of operation. Wielder makes melee touch attach instead of normal melee attack, ignores 3 points of hardness/DR. Each strike reduces Defense bonus from equipment by 1. Don't add Strength bonus to damage.</p><p></p><p><strong><span style="font-size: 26px">Voltage Crash</span></strong></p><p>This bracer style weapon clamps around the forearm, along the back of the hand and over the knuckles, with the fingers fitting into openings to hold it in place. Over the knuckles are three contact plates that upon striking a target release a jolt of electricity as long as there is power from a power pack, otherwise functions as brass knuckles.</p><p></p><p><strong>Voltage Crash (PL5 Simple Weapon Proficiency)</strong></p><p>Damage: *unarmed strike is lethal, +2d4 powered</p><p>Critical: 20</p><p>Damage Type: bludgeoning , + electricity</p><p>Size: Small</p><p>Weight: 3 lbs</p><p>Purchase DC: 15</p><p>Notes: Uses power pack, 50 charges, 1 charge is used per strike while powered. Stun</p><p>Stun - Has stun feature, Fort save 12 or target is stunned for 1 round.</p><p></p><p><span style="font-size: 26px"><strong>Conditions</strong></span></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>Slowed</strong></p><p>The character is slowed, although not by magic, usually by suffering an injury to their legs (or other limbs used for movement), suffering from extreme cold exposure (such as from powerful cold attacks), or other similar effects. The character suffers 10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8082951, member: 6668634"] Some more Avengers Alliance weapons. [B][SIZE=7]A.R. Spinner[/SIZE][/B] The A.R. Spinner is a heavy rifle, with a forward handle, firing .50 cal ammunition. However, due to its design, it is short ranged, inaccurate, but it causes the rounds to tumble more, adding a bit more damage and strikes can cause targets struck to be dizzy. [B]A.R. Spinner (PL5 Personal Firearms Proficiency)[/B] Damage: 2d12+1 Critical: 20x2 Damage Type: Ballistic Range Increment: 90 ft Rate of Fire: S, A Size: Large Weight: 20 lbs Ammo: 50 box Purchase DC: 23 Mil (+3) Notes: Dizzy, Inaccurate Inaccurate - attack rolls suffer -2 penalty. Dizzy - Targets struck must make a Fort save DC 10 + damage dealt or be Dizzy for 1 round +1 round /5 points failed save. [B][SIZE=7]P.E.W. Dingo[/SIZE][/B] The Dingo is a heavy pistol, shaped similarly to the Zealous and Eradicator, only with a thicker frame and a large, short thick barrel coming out where the main body and lower frame join. The weapon fires a thick beam of energy known 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]P.E.W. Dingo (PL6 Personal Firearms Proficiency)[/B] Damage: 2d12+5 Critical: 20x2 Damage Type: Energy Range Increment: 20 ft Rate of Fire: Single Size: Medium Weight: 7 lbs Ammo: 30 box Purchase DC: 24 Mil (+3) Notes: Ignores 5 DR/Hardness, wielder makes a ranged touch attack roll instead of normal ranged attack, bypasses shields. [B][SIZE=7]P.E.W. Anchor[/SIZE][/B] The Anchor looks like a shotgun but fires bolts of blue energy, known for being quite deadly, and slowing its targets. It has low range, but large payload, making it a good weapon to pair with other weapons for subduing targets. [B]P.E.W. Anchor (PL6 Personal Firearms Proficiency)[/B] Damage: 3d6 Critical: 19-20x2 Damage Type: Energy Range Increment: 40 ft Rate of Fire: Semi Size: large Weight: 9 lbs Ammo: 75 box Purchase DC: 23 Mil (+3) Notes: Targets struck must make Fort save Dc 15 or be slowed for 1d4+1 rounds. Has expanded magazine gadget. [B][SIZE=7]Spitting Viper[/SIZE][/B] This pistol, loosely based on the M1911 mechanism with an enlarged housing around the top rear of the weapon, is based on the weapons used by Hydra agent Viper. While it is capable of firing any available 9mm ammunition, its true purpose is to fire special darts that are filled with a poison that is housed in the enlarged casing on the weapon, which injects the poison into the darts as they are loaded into the chamber. This poison is fast acting, disorienting and slowing the target, while eating away at the target's flesh. It can be spread to nearby wounded targets. [B]Spitting Viper (PL5 Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 20x2 Damage Type: Ballistic Range Increment: 30 ft Rate of Fire: Semi Size: Medium Weight: 4.5 lbs Ammo: 15 box Purchase DC: 23 Illegal (+4) Notes: Targets struck must make Fort save DC 15 or suffer from Contagion when using dart rounds, Contagion container (15 doses) Dart Rounds - Special darts that are designed for the Spitting Viper that are loaded with the Contagion as they are loaded into the chamber to be fired. Deals 2d4 points of ballistic damage plus Contagion. PDC 14 for box of 50. Contagion - This is a special poison that causes a target to be dizzy and slowed, as well as eats away at a target's flesh. On a failed save, target is Dizzy, Slowed and suffers 1 point of Constitution damage for 1d4 rounds. PDC 16 for 5 doses, Illegal (+4). [B][SIZE=7]Annihilator[/SIZE][/B] This shotgun style weapon fires white bolts of energy that penetrates shields and armour, dealing respectable damage, and increased damage against targets that have been stunned. [B]Annihilator (PL6-7 Personal Firearms Proficiency)[/B] Damage: 3d8 Critical: 20x2 Damage Type: Energy Range Increment: 45 ft Rate of Fire: Semi Size: Large Weight: 10.5 lbs Ammo: 35 box Purchase DC: 26 Illegal (+4) Notes: Wielder makes ranged touch attack instead of normal attack, ignores 10 points of hardness/DR. Exploits Stun Exploits Stun - If the target of an attack with Annihilator hits a target that is stunned, deals an additional 2d8 damage. [B][SIZE=7]Mutant's End[/SIZE][/B] This heavy pistol has a thick body that glows orange through exposed vents and from the firing chamber right before the barrel with heavy shrouding, is designed to deal extra damage to mutants, while also protecting the user from some of their abilities by emitting a low level energy field that protects the wielder. [B]Mutant's End (PL6-7 Personal Firearms Proficiency)[/B] Damage: 3d8 Critical: 20x2 Damage Type: Energy Range Increment: 30 ft Rate of Fire: Semi Size: Medium Weight: 8.5 lbs Ammo: 50 box Purchase DC: 25 Illegal (+4) Notes: Follow-up Attack, Insulator, Mutant Detector Follow-Up Attack - Every time the wielder attacks with Mutant's End, there is a 25% chance the weapon fires a second time, at -5 against the same target, using a second charge of ammunition. Insulator - Mutant's End can emit a low level protective energy field, using up 5 charges, providing energy resistance 5 (protects against fire, cold, sonic, unspecific energy), lasting for 1 minute. Mutant Detector - Against targets that are mutants, or under the effects of Mutant Growth Hormone, the weapon increases it's critical threat range to 18-20, and deals x3 damage on a critical hit. [B][SIZE=7]Brutal Claw[/SIZE][/B] This bracer with glove has special pressure plates in it that when triggered extends two blades from the bracer over the back of the back of the hand, providing the wearer with a melee weapon that can't be disarmed. The blades are incredibly sharp and have micro serrations to cause horrendous wounds. [B]Brutal Claw (PL5 Simple Weapon Proficiency)[/B] Damage: 2d4 Critical: 19-20x2 Damage Type: Slashing Size: Small Weight: 3 lbs Purchase DC: 16 Illegal (+4) Notes: Bleeding, Ravaged Bleeding - Wounds from this weapon cause the Bleeding condition, the living target suffers 1 additional point of damage each round until treated with a Treat Injury check DC 15, or magical healing. The damage from bleeding is cumulative with each successful hit, increasing by 1. Ravaged - If the wielder of Brutal Claw successfully hits a target that has the Bleeding condition, doubles the damage the target is suffering from Bleeding for 1d4 rounds. [B][SIZE=7]Laser Sword[/SIZE][/B] This weapon has a frame instead of a blade, with one side open between the hilt and the upper part of the frame bent so that the emitters in the hit and the top of the frame create a high intensity laser beam that can cut through most material. [B]Laser Sword (PL6 Simple Weapons Proficiency)[/B] Damage: 2d8 Critical: 20x3 Damage Type: Fire (laser) Size: Medium Weight: 4 lbs Purchase DC: 19 Mil (+3) Notes: Uses power pack 50 charges, 1 charge used ever melee of operation. Wielder makes melee touch attach instead of normal melee attack, ignores 3 points of hardness/DR. Each strike reduces Defense bonus from equipment by 1. Don't add Strength bonus to damage. [B][SIZE=7]Voltage Crash[/SIZE][/B] This bracer style weapon clamps around the forearm, along the back of the hand and over the knuckles, with the fingers fitting into openings to hold it in place. Over the knuckles are three contact plates that upon striking a target release a jolt of electricity as long as there is power from a power pack, otherwise functions as brass knuckles. [B]Voltage Crash (PL5 Simple Weapon Proficiency)[/B] Damage: *unarmed strike is lethal, +2d4 powered Critical: 20 Damage Type: bludgeoning , + electricity Size: Small Weight: 3 lbs Purchase DC: 15 Notes: Uses power pack, 50 charges, 1 charge is used per strike while powered. Stun Stun - Has stun feature, Fort save 12 or target is stunned for 1 round. [SIZE=7][B]Conditions[/B][/SIZE] [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]Slowed[/B] The character is slowed, although not by magic, usually by suffering an injury to their legs (or other limbs used for movement), suffering from extreme cold exposure (such as from powerful cold attacks), or other similar effects. The character suffers 10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round. [/QUOTE]
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