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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4974320" data-attributes="member: 58907"><p><strong>WEAPON PROPERTIES</strong></p><p>In addition the properties listed in the D&D PLAYER’S HANDBOOK, Weapons in NeuroSpasta and Amethyst can also carry these additional features:</p><p><strong>Auto:  </strong>A weapon with the auto property can fire one round of ammunition per attack roll with any ranged attack power without an auto keyword.  You fire five rounds of ammunition per attack roll with attack powers with the auto keyword.  An auto weapon is not a heavy auto weapon.  Heavy auto weapons are weapons with much higher firing rates.</p><p><strong>Burst:  </strong>Burst weapons, when they impact on a target or a square, do their damage as burst 1 or more.  Burst weapons are specialty weapons.</p><p><em>Special:  </em>You can use blast weapons only with a ranged basic attack.</p><p><strong>Conceal:  </strong>These weapons are so small, they offer a +2 bonus to Sleight of Hand checks to conceal them.</p><p><strong>Gauss:  </strong>Coil and rail weapons involve a process by accelerating metal shells using magnetism.  The specific process is complicated and both coil-based and rail-based technology fire their shells using different means.  These weapons discharge extremely fast and deliver astounding kinetic potential.  </p><p><em>Property:  </em>Gauss weapons reduce cover penalties by 2.  Additionally, if you roll the maximum result on any of your damage dice on a hit, all other damage dice on that same hit gain a +1 bonus to damage.  This is cumulative if other rolls are maximum as well.</p><p><em>Rail special rule:  </em>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 one target in direct line of attack in the weapon’s range.  This may only occur once per round of ammunition.  This is a ranged basic attack and cannot be part of a power (or an at-will power being used as a ranged basic attack)</p><p><strong>Grenade:  </strong>Grenades use their own form of attack that depends on the specific grenades.  Refer to grenades later.</p><p><strong>Guided:  </strong>These weapons assist in aiming after being fired and can even make a secondary attack if the first one misses.    </p><p><em>Power (Encounter):  </em>No Action.  Before firing, you can either grant your attack a +5 power bonus to attack or allow a reroll if the attack misses.</p><p><strong>Heavy Auto:  </strong>These larger weapons have no single shot option.  They always fire at least ten rounds of ammunition per attack roll, regardless of the power being used.  If you fire a heavy auto weapon with a non-auto power, the additional ammunition used is wasted.  Some attack powers have additional abilities when firing weapons with the heavy auto property.  Heavy auto weapons not mounted require a Str 13 to use.  Heavy auto weapons are all heavy weapons.</p><p><em>Property:  </em>Heavy auto weapons inflict additional damage as the firer becomes more experienced using these kinds of weapons.  A heavy auto weapon inflicts a +1 enhancement bonus to damage with every successful strike.  At 21st level, it increases to +2 damage.  This is in addition to extra damage from the Burst Fire feat.  You must be proficient with the weapon to gain this damage bonus.  </p><p><strong>Pincher:  </strong>These weapons deliver an electromagnetic pulse that disrupts any item that requires a battery or an electric current to operate.</p><p><em>Property:  </em>This weapon delivers lightning damage with every strike.  If any lightning damage penetrates past AP and is inflicted on the target you can activate one of the following powers (you can only do one per hit):</p><p><em>Power (At-Will):  </em>Free action.  Target suffers a -2 penalty to all saving throws until the beginning of your turn.  This penalty does not compound.</p><p><em>Power (Encounter):  </em>Free action.  The target is stunned until the beginning of your turn.</p><p><em>Power (Daily):  </em>Free action.  The target is stunned (save ends).</p><p><em>Power (Daily):  </em>Free action.  Targeted vehicle suffers a -5 penalty to all Vehicle Operation skill checks (save ends).  The vehicle brakes every round until it saves.</p><p><strong>Shotgun:  </strong>Shotguns impact with tremendous force at close range, but this stopping power diminishes rapidly.  They are fairly distinct and few models are on the market. </p><p><em>Critical:  </em>On a critical hit, the target is knocked prone.</p><p><em>Special:  </em>Shotguns do +2 damage if fired at 2 squares or closer.  At long range, they only deliver half damage.  </p><p><strong>Sniper:  </strong>These weapons contain advanced targeting systems for long-range fire.  </p><p><em>Power (Daily):  </em>Free action.  If you hit, add +5 to attack for the purposes of Marksman Talent.</p><p><em>Special:</em>  Sniper weapons list two bonuses for proficiency.  You only receive the full proficiency bonus if you use a move action to aim.  The full proficiency bonus ends if you move or are moved.  The effect does not expire otherwise.  </p><p><strong>Self Propelled Projectile (SPP):  </strong>SPP weapons are small rockets fired from pistols or rifles that continue to accelerate after an initial air compression push fires them from the shell.  Although more expensive, they proved useful for engagements when range mattered.  The ammunition for SPP weapons are known as sabot rounds as the shell ejected breaks apart and the contained self-propelled projectile ignites, breaking from its seal.  All SPP weapons can fire underwater, though their range is half.  They have definitive advantages, such as explosive warheads and guidance systems.      </p><p><em>Power (Daily):  </em>Free action.  Before firing, you may decide to re-roll a miss or gain a +5 to your attack roll.</p><p></p><p>Oh yeah...there are more...</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4974320, member: 58907"] [B]WEAPON PROPERTIES[/B] In addition the properties listed in the D&D PLAYER’S HANDBOOK, Weapons in NeuroSpasta and Amethyst can also carry these additional features: [B]Auto: [/B]A weapon with the auto property can fire one round of ammunition per attack roll with any ranged attack power without an auto keyword. You fire five rounds of ammunition per attack roll with attack powers with the auto keyword. An auto weapon is not a heavy auto weapon. Heavy auto weapons are weapons with much higher firing rates. [B]Burst: [/B]Burst weapons, when they impact on a target or a square, do their damage as burst 1 or more. Burst weapons are specialty weapons. [I]Special: [/I]You can use blast weapons only with a ranged basic attack. [B]Conceal: [/B]These weapons are so small, they offer a +2 bonus to Sleight of Hand checks to conceal them. [B]Gauss: [/B]Coil and rail weapons involve a process by accelerating metal shells using magnetism. The specific process is complicated and both coil-based and rail-based technology fire their shells using different means. These weapons discharge extremely fast and deliver astounding kinetic potential. [I]Property: [/I]Gauss weapons reduce cover penalties by 2. Additionally, if you roll the maximum result on any of your damage dice on a hit, all other damage dice on that same hit gain a +1 bonus to damage. This is cumulative if other rolls are maximum as well. [I]Rail special rule: [/I]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 one target in direct line of attack in the weapon’s range. This may only occur once per round of ammunition. This is a ranged basic attack and cannot be part of a power (or an at-will power being used as a ranged basic attack) [B]Grenade: [/B]Grenades use their own form of attack that depends on the specific grenades. Refer to grenades later. [B]Guided: [/B]These weapons assist in aiming after being fired and can even make a secondary attack if the first one misses. [I]Power (Encounter): [/I]No Action. Before firing, you can either grant your attack a +5 power bonus to attack or allow a reroll if the attack misses. [B]Heavy Auto: [/B]These larger weapons have no single shot option. They always fire at least ten rounds of ammunition per attack roll, regardless of the power being used. If you fire a heavy auto weapon with a non-auto power, the additional ammunition used is wasted. Some attack powers have additional abilities when firing weapons with the heavy auto property. Heavy auto weapons not mounted require a Str 13 to use. Heavy auto weapons are all heavy weapons. [I]Property: [/I]Heavy auto weapons inflict additional damage as the firer becomes more experienced using these kinds of weapons. A heavy auto weapon inflicts a +1 enhancement bonus to damage with every successful strike. At 21st level, it increases to +2 damage. This is in addition to extra damage from the Burst Fire feat. You must be proficient with the weapon to gain this damage bonus. [B]Pincher: [/B]These weapons deliver an electromagnetic pulse that disrupts any item that requires a battery or an electric current to operate. [I]Property: [/I]This weapon delivers lightning damage with every strike. If any lightning damage penetrates past AP and is inflicted on the target you can activate one of the following powers (you can only do one per hit): [I]Power (At-Will): [/I]Free action. Target suffers a -2 penalty to all saving throws until the beginning of your turn. This penalty does not compound. [I]Power (Encounter): [/I]Free action. The target is stunned until the beginning of your turn. [I]Power (Daily): [/I]Free action. The target is stunned (save ends). [I]Power (Daily): [/I]Free action. Targeted vehicle suffers a -5 penalty to all Vehicle Operation skill checks (save ends). The vehicle brakes every round until it saves. [B]Shotgun: [/B]Shotguns impact with tremendous force at close range, but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market. [I]Critical: [/I]On a critical hit, the target is knocked prone. [I]Special: [/I]Shotguns do +2 damage if fired at 2 squares or closer. At long range, they only deliver half damage. [B]Sniper: [/B]These weapons contain advanced targeting systems for long-range fire. [I]Power (Daily): [/I]Free action. If you hit, add +5 to attack for the purposes of Marksman Talent. [I]Special:[/I] Sniper weapons list two bonuses for proficiency. You only receive the full proficiency bonus if you use a move action to aim. The full proficiency bonus ends if you move or are moved. The effect does not expire otherwise. [B]Self Propelled Projectile (SPP): [/B]SPP weapons are small rockets fired from pistols or rifles that continue to accelerate after an initial air compression push fires them from the shell. Although more expensive, they proved useful for engagements when range mattered. The ammunition for SPP weapons are known as sabot rounds as the shell ejected breaks apart and the contained self-propelled projectile ignites, breaking from its seal. All SPP weapons can fire underwater, though their range is half. They have definitive advantages, such as explosive warheads and guidance systems. [I]Power (Daily): [/I]Free action. Before firing, you may decide to re-roll a miss or gain a +5 to your attack roll. Oh yeah...there are more... [/QUOTE]
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