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d20 Future Supplements?
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<blockquote data-quote="Olive" data-source="post: 1720056" data-attributes="member: 1297"><p>Yeah it does. If powered armour is that central, I can understand why you'd want a whole new system...</p><p></p><p></p><p></p><p>No problem. Now I'm at home, I'll give an example of what I mean, actually using the book:</p><p></p><p>Here's the JRK-01 Clubpistol:</p><p>JRK-01 Clubpistol </p><p>Damage: 2d10+special/stun+special </p><p>Crit: 20 </p><p>Dam Type: Concussion </p><p>Range Inc: 20' </p><p>Rate of Fire: S </p><p>Magazine: - </p><p>Size: Meddium </p><p>Weight: 3lb </p><p>Purchase DC: 26</p><p>Restriction: Lic (+1)</p><p></p><p>With its ingenious combination concussion and stun technology, as well as its manageable size, this pistol is the standard weapon of choice for the Colonial Police of New Terra. Its ability to both repel rioters as well as knock them unconcious is highly valued, as is the significant amount of damage that the weapon can do when that is what is needed.</p><p>This pistol uses the same concussion technology as the concussion rifle (D20F p72), and does concussion damage accordingly. When set to stun, the target must make a Fort save (DC 12) or be stunned for 1d4 rounds. In adition, role for damage in order to calculate the effects of the concussion technology.</p><p></p><p>So that's a much more complete weapon entry. Sure, it's kind of a pain to have to do that for every thing, but the book is a toolkit.</p><p></p><p>In terms of making weapons with increased range or different damage dice, GMs should probably just muck around. Maybe make a plasma sniper rifle with a 120' range for Purchase DC 21, or a plasma rifle with 100' range and 3d8 damage for the normal DC (or even 1 or 2 less)?</p><p></p><p>It's a pretty flexible system...</p></blockquote><p></p>
[QUOTE="Olive, post: 1720056, member: 1297"] Yeah it does. If powered armour is that central, I can understand why you'd want a whole new system... No problem. Now I'm at home, I'll give an example of what I mean, actually using the book: Here's the JRK-01 Clubpistol: JRK-01 Clubpistol Damage: 2d10+special/stun+special Crit: 20 Dam Type: Concussion Range Inc: 20' Rate of Fire: S Magazine: - Size: Meddium Weight: 3lb Purchase DC: 26 Restriction: Lic (+1) With its ingenious combination concussion and stun technology, as well as its manageable size, this pistol is the standard weapon of choice for the Colonial Police of New Terra. Its ability to both repel rioters as well as knock them unconcious is highly valued, as is the significant amount of damage that the weapon can do when that is what is needed. This pistol uses the same concussion technology as the concussion rifle (D20F p72), and does concussion damage accordingly. When set to stun, the target must make a Fort save (DC 12) or be stunned for 1d4 rounds. In adition, role for damage in order to calculate the effects of the concussion technology. So that's a much more complete weapon entry. Sure, it's kind of a pain to have to do that for every thing, but the book is a toolkit. In terms of making weapons with increased range or different damage dice, GMs should probably just muck around. Maybe make a plasma sniper rifle with a 120' range for Purchase DC 21, or a plasma rifle with 100' range and 3d8 damage for the normal DC (or even 1 or 2 less)? It's a pretty flexible system... [/QUOTE]
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