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<blockquote data-quote="kronos182" data-source="post: 8563967" data-attributes="member: 6668634"><p>some X-Com stuff finally since it's been mentioned a bit lately.</p><p></p><p><strong><span style="font-size: 26px">X-Com Laser Rifle</span></strong></p><p></p><p>"The laser assault rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 Rifle."</p><p></p><p>The X-Com laser rifle is comparable to most other laser rifles in damage, but being a 'first generation' weapon, it has horrible power consumption compared to other laser rifles, limiting its ammunition supply. It has a grey frame with several internal components showing that glow red while armed and glow brighter while in use. One unique feature of the X-Com laser rifle is the 'rifle suppression' mode. Typically the weapon fires a large single beam, but this mode, fires several smaller and weaker bolts covering an area.</p><p></p><p><strong>X-Com Laser Rifle (PL5-6, personal firearms proficiency)</strong></p><p>Damage: 3d8</p><p>Critical: 20x2</p><p>Damage Type: Fire</p><p>Range Increment: 75</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 13 lbs</p><p>Ammo: 25 box (power pack)</p><p>Purchase DC: 19 Mil +3, 16 for X-Com members</p><p>Notes: Rifle Suppression mode, intimidating, Compact state</p><p>Rifle Suppression - As a free action once per turn user can switch to this mode. Once activated, the weapon fires multiple weaker bolts of laser energy that covers a 10 foot radius area dealing 2d8 damage, Reflex save DC 15 for half but suffers -3 to attack rolls. This mode is particularly useful when used to make attacks of opportunities triggered by enemies, as can target an area instead of a specific target, making it tactically useful to pin targets down while under cover, and other similar situations. Each firing uses up 2 charges from a power pack.</p><p>Intimidating - Grants +2 to Intimidation checks, particularly useful in dark and foggy/smoky conditions.</p><p>Compact State - when not in use/safety activated, the weapon reduces size to medium, no glowing parts visible, can switch between normal and compact state as a free action, can be combined with Intimidation check as if being drawn.</p><p></p><p><strong><span style="font-size: 26px">X-Com Scatter Laser</span></strong></p><p>The Scatter Laser is X-Com's laser equivalent to the shotgun. It's large, has multiple emitters mounted in a curved front, multiple red glowing parts. It fires several smaller bolts at once, providing increased chance of hitting a target at close range.</p><p><strong></strong></p><p><strong>X-Com Scatter Laser (PL5-6, personal firearms proficiency)</strong></p><p>Damage: 3d8</p><p>Critical: 20x3</p><p>Damage Type: fire</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 16 lbs</p><p>Ammo: 25 box (power pack)</p><p>Purchase DC: 22 Mil +3, 17 for X-Com members</p><p>Notes: Intimidating, +2 attack within first range increment, -1 damage every increment past first. Mounted flashlight under barrel.</p><p>Intimidating - Grants +2 to Intimidation checks, particularly useful in dark and foggy/smoky conditions.</p><p></p><p></p><p><strong><span style="font-size: 26px">X-Com Light Plasma Rifle</span></strong></p><p>This light plasma weapon has a light frame, incredibly accurate, but deals lower damage, but greater range than other plasma rifles. But typical of most X-Com weapons, has power energy efficiency. Has a grey frame with light green glowing parts.</p><p></p><p>X-Com Light Plasma Rifle (PL5-6 personal firearms proficiency)</p><p>Damage: 3d8</p><p>Critical: 20x2</p><p>Damage Type: fire</p><p>Range Increment: 90 ft</p><p>Rate of Fire: S, A</p><p>Size: Medium</p><p>Weight: 6 lbs</p><p>Ammo: 30 box (power pack)</p><p>Purchase DC: 19 Mil +3, 17 X-Com members</p><p>Notes: Grants +5 to attack rolls in the first range increment, range penalties are -1 every two increments afterwards.</p><p></p><p><strong><span style="font-size: 26px">Ghost Grenade</span></strong></p><p>This cylinder shaped grenade contains elerium-infused particles that, when diffused, can render anything covered in them invisible, although strong power sources and energy discharges will disrupt the effectiveness. When activated, as a standard action (or as an attack to throw and affect targets at a distance), affects a 10 foot radius area, granting a +15 to Hide checks against visual, INFRARED, ultraviolet and similar sensors, lasts for 1 minute. Powerful energy sources within 30 feet of a target under the effect of Ghost Grenades (unshielded power reactors designed to power large vehicles, mechs or buildings) reduce the effectiveness to only +7 while within 30 feet. Strong radioactive sources within 20 feet reduces effectiveness to +10, and increased sources reduce effectiveness by -2 for each step, and -2 for every 5 feet closer.</p><p>Energy weapons (lasers, plasma, ion, particle, etc, but not weapons that deal acid, cold or sonic damage) reduce the effectiveness by -1 per discharge, with an additional -1 per die of damage over 3 dice of damage, within 10 feet, or the affected target using the weapon themselves.</p><p>Range: thrown, 10 ft</p><p>Weight: 2 lbs</p><p>PDC: 18 per grenade.</p><p></p><p></p><p><strong><span style="font-size: 26px">Minigun</span></strong></p><p>Contemporary minigun, a rotating 6 barreled weapon, usually mounted on vehicles or fixed positions. Must have a power source and ample supply to be used. Fires 7.62mm rounds. Mounted on MECs, tied into the MECs power source and can carry a large ammunition supply. Becomes part of the MEC for encumbrance, but can be dropped as a free action.</p><p></p><p><strong>Minigun (PL5-6, heavy weapons or exotic weapons proficiency)</strong></p><p>Damage: 4d10</p><p>Critical: 20x2</p><p>Damage Type: ballistic</p><p>Range Increment: 150 ft</p><p>Rate of Fire: A</p><p>Size: Huge</p><p>Weight: 50 lbs</p><p>Ammo: Linked 1000 rds (back mounted bin)</p><p>Purchase DC: 22 Mil +3, 17 for X-Com members</p><p></p><p></p><p><strong><span style="font-size: 26px">MEC Railgun</span></strong></p><p>This high-powered, recoilless slugthrower fires projectiles at high speed. The weapon is heavy and power intensive, making it a good heavy weapon to mount on MECs. The projectile has decent armour penetration and long range, which allows it to also function as an impromptu sniper rifle.</p><p></p><p><strong>MEC Railgun (PL5-6, heavy weapons or exotic weapons proficiency)</strong></p><p>Damage: 7d6</p><p>Critical: 20x2</p><p>Damage Type: ballistic</p><p>Range Increment: 175 ft</p><p>Rate of Fire: Single</p><p>Size: Huge</p><p>Weight: 30 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 23 Mil +3, 18 for X-Com members</p><p>Notes: Ignores 5 points of DR/Hardness</p><p></p><p></p><p><strong><span style="font-size: 26px">MEC Particle Cannon</span></strong></p><p>The name is actually a misnomer as it is a modified application of heavy plasma research to create a burst-style particle beam of ionized gas, which makes up plasma. It has good damage, armour penetration, but is short ranged.</p><p></p><p><strong>MEC Particle Cannon (PL5-6 heavy or exotic weapon proficiency)</strong></p><p>Damage: 5d10</p><p>Critical: 20x3</p><p>Damage Type: fire</p><p>Range Increment: 60 ft</p><p>Rate of Fire: S</p><p>Size: Huge</p><p>Weight: 35 lbs</p><p>Ammo: 30 box (capacitor linked to MEC)</p><p>Purchase DC: 24 Mil +3, 19 X-Com members</p><p>Notes: Ignores 8 points of DR/Hardness</p></blockquote><p></p>
[QUOTE="kronos182, post: 8563967, member: 6668634"] some X-Com stuff finally since it's been mentioned a bit lately. [B][SIZE=7]X-Com Laser Rifle[/SIZE][/B] "The laser assault rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 Rifle." The X-Com laser rifle is comparable to most other laser rifles in damage, but being a 'first generation' weapon, it has horrible power consumption compared to other laser rifles, limiting its ammunition supply. It has a grey frame with several internal components showing that glow red while armed and glow brighter while in use. One unique feature of the X-Com laser rifle is the 'rifle suppression' mode. Typically the weapon fires a large single beam, but this mode, fires several smaller and weaker bolts covering an area. [B]X-Com Laser Rifle (PL5-6, personal firearms proficiency)[/B] Damage: 3d8 Critical: 20x2 Damage Type: Fire Range Increment: 75 Rate of Fire: S Size: Large Weight: 13 lbs Ammo: 25 box (power pack) Purchase DC: 19 Mil +3, 16 for X-Com members Notes: Rifle Suppression mode, intimidating, Compact state Rifle Suppression - As a free action once per turn user can switch to this mode. Once activated, the weapon fires multiple weaker bolts of laser energy that covers a 10 foot radius area dealing 2d8 damage, Reflex save DC 15 for half but suffers -3 to attack rolls. This mode is particularly useful when used to make attacks of opportunities triggered by enemies, as can target an area instead of a specific target, making it tactically useful to pin targets down while under cover, and other similar situations. Each firing uses up 2 charges from a power pack. Intimidating - Grants +2 to Intimidation checks, particularly useful in dark and foggy/smoky conditions. Compact State - when not in use/safety activated, the weapon reduces size to medium, no glowing parts visible, can switch between normal and compact state as a free action, can be combined with Intimidation check as if being drawn. [B][SIZE=7]X-Com Scatter Laser[/SIZE][/B] The Scatter Laser is X-Com's laser equivalent to the shotgun. It's large, has multiple emitters mounted in a curved front, multiple red glowing parts. It fires several smaller bolts at once, providing increased chance of hitting a target at close range. [B] X-Com Scatter Laser (PL5-6, personal firearms proficiency)[/B] Damage: 3d8 Critical: 20x3 Damage Type: fire Range Increment: 40 ft Rate of Fire: S Size: Large Weight: 16 lbs Ammo: 25 box (power pack) Purchase DC: 22 Mil +3, 17 for X-Com members Notes: Intimidating, +2 attack within first range increment, -1 damage every increment past first. Mounted flashlight under barrel. Intimidating - Grants +2 to Intimidation checks, particularly useful in dark and foggy/smoky conditions. [B][SIZE=7]X-Com Light Plasma Rifle[/SIZE][/B] This light plasma weapon has a light frame, incredibly accurate, but deals lower damage, but greater range than other plasma rifles. But typical of most X-Com weapons, has power energy efficiency. Has a grey frame with light green glowing parts. X-Com Light Plasma Rifle (PL5-6 personal firearms proficiency) Damage: 3d8 Critical: 20x2 Damage Type: fire Range Increment: 90 ft Rate of Fire: S, A Size: Medium Weight: 6 lbs Ammo: 30 box (power pack) Purchase DC: 19 Mil +3, 17 X-Com members Notes: Grants +5 to attack rolls in the first range increment, range penalties are -1 every two increments afterwards. [B][SIZE=7]Ghost Grenade[/SIZE][/B] This cylinder shaped grenade contains elerium-infused particles that, when diffused, can render anything covered in them invisible, although strong power sources and energy discharges will disrupt the effectiveness. When activated, as a standard action (or as an attack to throw and affect targets at a distance), affects a 10 foot radius area, granting a +15 to Hide checks against visual, INFRARED, ultraviolet and similar sensors, lasts for 1 minute. Powerful energy sources within 30 feet of a target under the effect of Ghost Grenades (unshielded power reactors designed to power large vehicles, mechs or buildings) reduce the effectiveness to only +7 while within 30 feet. Strong radioactive sources within 20 feet reduces effectiveness to +10, and increased sources reduce effectiveness by -2 for each step, and -2 for every 5 feet closer. Energy weapons (lasers, plasma, ion, particle, etc, but not weapons that deal acid, cold or sonic damage) reduce the effectiveness by -1 per discharge, with an additional -1 per die of damage over 3 dice of damage, within 10 feet, or the affected target using the weapon themselves. Range: thrown, 10 ft Weight: 2 lbs PDC: 18 per grenade. [B][SIZE=7]Minigun[/SIZE][/B] Contemporary minigun, a rotating 6 barreled weapon, usually mounted on vehicles or fixed positions. Must have a power source and ample supply to be used. Fires 7.62mm rounds. Mounted on MECs, tied into the MECs power source and can carry a large ammunition supply. Becomes part of the MEC for encumbrance, but can be dropped as a free action. [B]Minigun (PL5-6, heavy weapons or exotic weapons proficiency)[/B] Damage: 4d10 Critical: 20x2 Damage Type: ballistic Range Increment: 150 ft Rate of Fire: A Size: Huge Weight: 50 lbs Ammo: Linked 1000 rds (back mounted bin) Purchase DC: 22 Mil +3, 17 for X-Com members [B][SIZE=7]MEC Railgun[/SIZE][/B] This high-powered, recoilless slugthrower fires projectiles at high speed. The weapon is heavy and power intensive, making it a good heavy weapon to mount on MECs. The projectile has decent armour penetration and long range, which allows it to also function as an impromptu sniper rifle. [B]MEC Railgun (PL5-6, heavy weapons or exotic weapons proficiency)[/B] Damage: 7d6 Critical: 20x2 Damage Type: ballistic Range Increment: 175 ft Rate of Fire: Single Size: Huge Weight: 30 lbs Ammo: 30 box Purchase DC: 23 Mil +3, 18 for X-Com members Notes: Ignores 5 points of DR/Hardness [B][SIZE=7]MEC Particle Cannon[/SIZE][/B] The name is actually a misnomer as it is a modified application of heavy plasma research to create a burst-style particle beam of ionized gas, which makes up plasma. It has good damage, armour penetration, but is short ranged. [B]MEC Particle Cannon (PL5-6 heavy or exotic weapon proficiency)[/B] Damage: 5d10 Critical: 20x3 Damage Type: fire Range Increment: 60 ft Rate of Fire: S Size: Huge Weight: 35 lbs Ammo: 30 box (capacitor linked to MEC) Purchase DC: 24 Mil +3, 19 X-Com members Notes: Ignores 8 points of DR/Hardness [/QUOTE]
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