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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4508541" data-attributes="member: 58907"><p>Ok...let me start with evidence of the extent of our geekness. We got to talking about Albert Camus, the Pulitzer Prize winning author, renowned for his novels about existentialism. His novel, the Stranger, comments on the nonexistence of god and the point is that life has no meaning. Albert Camus died on a car accident three years after winning the Pulitzer and I added at the end of the conversation, “not that it matters...” making it the longest time to a joke about nihilism I have personally encountered. We are all horrific geeks.</p><p></p><p> Okay....weapons. We have pistols, classed as one-handed small-arms. These ALL do around 1d6 damage. They are light and can be used in adjacent squares without provoking opportunity attacks. Rifles and other longarms are classed as two-handed small-arms. Their damage ranges from 1d8 to 1d10. They do provoke opportunity attacks and if you move faster than shift, you suffer a penalty to ranged attacks (A grounder option can remove this penalty). Heavy weapons, which are just that, cannot be moved in the same round they are fired (a grounder option can allow limited movement). Their damage is between 1d8 to 1d10 as well but usually have larger ammo capacities and additional capabilities (like Heavy Auto). </p><p></p><p> This does not actually convey the differences between the weapons. For one, where magic has 6 levels of enhancement, technology has 6 tech levels from basic chemical firearms (TL0-2) to plasma weapons (TL5-6). So, like magic, you add the tech level to attack and damage rolls. Also like magic items, higher tech items also have additional abilities dependant on their type. Gauss, for example, which are weapons like coilguns and railguns (TL4-5), have the following abilities: </p><p></p><p> <strong>Gauss: </strong> These weapons fire extremely fast and deliver astounding kinetic potential. </p><p> <strong>Critical: </strong>1d6 damage per tech level.</p><p> <strong>Special: </strong>Gauss weapons reduce cover penalties by 2. </p><p> <strong>Rail special rule: </strong>If a rail (rail only) weapon shell kills a target with a critical hit, the shell continues on a straight path from the weapon, making a single free attack on any target in direct line of attack in the weapon’s range. This may only occur once per shot.</p><p></p><p> There are similar properties for Laser, Pincher, Plasma, Shotgun, Sonic, etc. Some properties are applied only with certain powers. For example, an “Auto” weapon offers benefits with the Burst Fire feat and can be used with powers with the Auto keyword. Similarly, there is also a Sniper weapon that can be used with powers with a Sniper keyword. In all of these, our weapons are used just like D&D classic weapons in every way. And yes, there are combinations of these powers. There are both “Auto Lasers” and “Sniper Gauss” weapons. </p><p></p><p> We also offer a unique selection of weapons that can only be used with a ranged basic attack. These are weapons that have specific properties which act like power features. A good example is the extremely powerful TL6 Vapor rifle…</p><p></p><p><strong> Critical: </strong>+8 damage per tech level </p><p> <strong>Effect: </strong>This weapon does not require a roll for damage. It inflicts maximum [W] damage with every strike. </p><p></p><p>The only real exception to these rules is those of Grenades and planted explosives, which have their own unique power anyone can use:</p><p></p><p><strong>Planted Explosives Attack Alternate Attack </strong></p><p><strong></strong> <em>The enemy strays to close to your plant and the explosion hopefully will go off as planned.</em></p><p><em></em> <strong>At-Will * Martial, Weapon</strong></p><p><strong> Standard Action Special</strong></p><p><strong> Requirement: </strong>You must have succeeded in your Demolitions skill check.</p><p> <strong>Special: </strong>Refer to the table above for damage, range, and area burst. </p><p> <strong>Target: </strong>All creatures in burst.</p><p><strong> Attack: </strong>Intelligence vs. Reflex. Add the Tech Level of the detonator to all attack rolls.</p><p> <strong>Hit: </strong>1 [W] + Dexterity modifier damage. Increase to 2 [W] + Dexterity modifier damage at 21st level.</p><p> <strong>Miss: </strong>Half damage for those in burst</p><p> <strong>Special: </strong>All classes may use this power as an alternative basic attack.</p><p></p><p>Next time, I’ll talk about Power Armor.</p><p></p><p>And just to remind you, big announcement on Sunday, October 19th.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4508541, member: 58907"] Ok...let me start with evidence of the extent of our geekness. We got to talking about Albert Camus, the Pulitzer Prize winning author, renowned for his novels about existentialism. His novel, the Stranger, comments on the nonexistence of god and the point is that life has no meaning. Albert Camus died on a car accident three years after winning the Pulitzer and I added at the end of the conversation, “not that it matters...” making it the longest time to a joke about nihilism I have personally encountered. We are all horrific geeks. Okay....weapons. We have pistols, classed as one-handed small-arms. These ALL do around 1d6 damage. They are light and can be used in adjacent squares without provoking opportunity attacks. Rifles and other longarms are classed as two-handed small-arms. Their damage ranges from 1d8 to 1d10. They do provoke opportunity attacks and if you move faster than shift, you suffer a penalty to ranged attacks (A grounder option can remove this penalty). Heavy weapons, which are just that, cannot be moved in the same round they are fired (a grounder option can allow limited movement). Their damage is between 1d8 to 1d10 as well but usually have larger ammo capacities and additional capabilities (like Heavy Auto). This does not actually convey the differences between the weapons. For one, where magic has 6 levels of enhancement, technology has 6 tech levels from basic chemical firearms (TL0-2) to plasma weapons (TL5-6). So, like magic, you add the tech level to attack and damage rolls. Also like magic items, higher tech items also have additional abilities dependant on their type. Gauss, for example, which are weapons like coilguns and railguns (TL4-5), have the following abilities: [B]Gauss: [/B] These weapons fire extremely fast and deliver astounding kinetic potential. [B]Critical: [/B]1d6 damage per tech level. [B]Special: [/B]Gauss weapons reduce cover penalties by 2. [B]Rail special rule: [/B]If a rail (rail only) weapon shell kills a target with a critical hit, the shell continues on a straight path from the weapon, making a single free attack on any target in direct line of attack in the weapon’s range. This may only occur once per shot. There are similar properties for Laser, Pincher, Plasma, Shotgun, Sonic, etc. Some properties are applied only with certain powers. For example, an “Auto” weapon offers benefits with the Burst Fire feat and can be used with powers with the Auto keyword. Similarly, there is also a Sniper weapon that can be used with powers with a Sniper keyword. In all of these, our weapons are used just like D&D classic weapons in every way. And yes, there are combinations of these powers. There are both “Auto Lasers” and “Sniper Gauss” weapons. We also offer a unique selection of weapons that can only be used with a ranged basic attack. These are weapons that have specific properties which act like power features. A good example is the extremely powerful TL6 Vapor rifle… [B] Critical: [/B]+8 damage per tech level [B]Effect: [/B]This weapon does not require a roll for damage. It inflicts maximum [W] damage with every strike. The only real exception to these rules is those of Grenades and planted explosives, which have their own unique power anyone can use: [B]Planted Explosives Attack Alternate Attack [/B] [I]The enemy strays to close to your plant and the explosion hopefully will go off as planned. [/I] [B]At-Will * Martial, Weapon Standard Action Special Requirement: [/B]You must have succeeded in your Demolitions skill check. [B]Special: [/B]Refer to the table above for damage, range, and area burst. [B]Target: [/B]All creatures in burst. [B] Attack: [/B]Intelligence vs. Reflex. Add the Tech Level of the detonator to all attack rolls. [B]Hit: [/B]1 [W] + Dexterity modifier damage. Increase to 2 [W] + Dexterity modifier damage at 21st level. [B]Miss: [/B]Half damage for those in burst [B]Special: [/B]All classes may use this power as an alternative basic attack. Next time, I’ll talk about Power Armor. And just to remind you, big announcement on Sunday, October 19th. [/QUOTE]
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