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<blockquote data-quote="kronos182" data-source="post: 6790795" data-attributes="member: 6668634"><p>CWPG1</p><p>With Crystal Works' advanced uses of piezoelectric systems, it was no wonder they created a small, easy to transport power generator. The whole system is only about the size of a duffle in a well insulated and tough plastic casing. A hand crank is on one side with a universal power connection on the opposite. When the hand crank is turned, it strikes against a crystal inside the casing which creates electrical power which is transferred into a battery. Power can then be drawn from the battery to power anything up to about an average size house for about 6 hours with 5 minutes of cranking. A warning buzzer and light starts when the battery gets down to 10 minutes of power. It provides about the same amount of power as PL5 gas powered generator of about 3 times its size.</p><p>Game Notes: Easily powers a 3 bedroom home for about 6 hours, or can be used to charge several power packs or even an electric vehicle. For weapons that require a stationary power source, it can provide a constant flow of power of one shot per round at best, or use GM discretion. </p><p>Weight: 10 lbs.</p><p>PDC: 12</p><p></p><p>[HR][/HR]</p><p></p><p>CW4 Sonic Missile (PL6/7)</p><p>As Crystal Works expanded its weapons research, one team tried an unorthodox line of weapons in space combat: sonic weaponry. Sonic weapons have proven, in the right conditions, to be particularly devastating to armour, particularly when harmonic resonance frequencies can be achieved. The problem with sonic weapons is there is no medium for the sound waves to travel along. To fix this, and taking advantage of various crystals available to them that enhance sonic frequencies, the CW4 sonic missile was unveiled. About the same size as most space fairing missiles, but with just over 50% of the missile consisting of special crystals, which is exposed to the outside. When fired, the exposed crystal glows brightly as the crystal absorbs sonic frequencies from the sonic generator, thus not making it a stealthy weapon. Just before reaching the target, the missile explodes, spreading shards of glowing crystal all over the target. Upon impact, the crystals impart their sonic energy into the hull, causing it to vibrated, ripping the plating apart.</p><p>The advantage of sonic weapons is most ships aren't designed to resist their effects, making them vulnerable, plus if one has knowledge of the type of hulls and armour of the ships they are targeting, the missiles can be programmed with the proper frequencies can be more devastating. Normally sonic missiles ignore 10 points of hardness, but when programmed, requiring accurate readings from sensors of armour type, to do one of two effects. This requires a Computer Use check DC 25 and 5+ 1d6 rounds for commonly found armour types plus an additional 3 rounds for unusual armour types. The two effects are: reducing armour capability, which makes the armour far weaker as the sonic frequencies and vibrations weaken, crack and loosen the armour plating; or increase damage by matching the sympathetic harmonic frequencies and causing the ships armour to shake itself apart. The armour reducing capability reduces the armour's hardness rating to 25% (one-quarter) of what it should be for any follow up attacks until repaired. The increased damage multiplies the damage done by triple (damage x3).</p><p>These missiles are expensive, plus the time it takes to program them does restrict their use. Some militaries with large budgets, have racks of preprogrammed missiles for various common armours on their larger destroyers and cruisers.</p><p>CW4 Sonic Missile (PL6/7)</p><p>Damage: 11d8, ignores 10 points of hardness</p><p>Critical: 20/x2</p><p>Damage Type: Sonic</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 42</p><p>Restriction: Mil (+3)</p><p>The PDC includes the price of the launcher and 8 missiles. The price of a rack of 8 missiles is 2 lower.</p><p></p><p>CW5 Sonic Mine (PL 6/7)</p><p>The CW5 sonic mine is a mine version of the CW4 sonic missile. The sonic mine has the sonic generator in the center of a ring of crystal, which upon detonation, glows brightly for a second before bursting, spreading a wave of glowing crystal shards that damage all ships in its square and all adjacent squares. The mines can be programmed just like the missiles before being deployed. In its standard configuration, it ignores 15 points of hardness.</p><p>CW5 Sonic Mine (PL6/7)</p><p>Damage: 8d100, ignores 15 points of hardness</p><p>Damage Type: Sonic</p><p>Range Increment: --</p><p>Rate of Fire: -</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 43</p><p>Restriction: Mil (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>CM1</p><p></p><p>The CM1 is Crystal Works first fully in-house developed mech, although it doesn't follow many standards of other mechs. The CM1 is quadrupedal in design, lacking arms, with a large spherical upper part that sits upon the leg actuators. The main weapon of the CM1 looks like a series of 5 tesla coils that line what would be the back of the sphere to just past the top on the front. Several glowing circular panels are found on the legs and over the body, which glow brighter every time the mech is hit. To protect the mech, a deflection field to deflect weapons and a repulsion field that helps keep anything from getting too close for a melee attack. The large size of the CM1 at 31 feet tall, and lack of arms does make the CM1 a bit of a target, and should be used with escorts, although it can release a burst of energy against foes that manage to get past the repulsion field. All of the systems developed for the CM1 are unique to it only so far as they are all tied together to function properly and benefit from the systems.</p><p></p><p>CM1 (PL7)</p><p>Size: Huge Quadruped (-2 size)</p><p>Bonus Hit Points: 200</p><p>Superstructure: Duralloy</p><p>Hardness: 15</p><p>Armour: Resilium armour</p><p>Bonus to Defense: +6</p><p>Armour Penalty: -5</p><p>Reach: 10 ft</p><p>Strength Bonus: +16</p><p>Dexterity Penalty: </p><p>Speed: 50</p><p>Purchase DC:50</p><p></p><p>Slots</p><p>Helmet: Class III Sensors</p><p>Visor: Oracle Targeting System (+3)</p><p>Back: Deflection Field (+3)</p><p>Back: Lightning Gun</p><p>Back: Lightning Gun</p><p>Shoulders: Lightning Gun</p><p>Torso: Repulsion System</p><p>Torso: Cockpit</p><p>Torso: Cockpit</p><p>Belt: Shock Defense</p><p>Belt: Kinetic Accumulator</p><p></p><p>Comm System</p><p></p><p>Standard Package Features: No arm design, class III sensors, </p><p>Bonuses: 90 ft darkvision, +2 Navigate, +2 Spot, +3 to attack rolls, +3 Deflection bonus to Defense, +4 stability bonus, electricity immunity.</p><p>Weapons: Lightning Gun 12d6, 20, 100, s</p><p>Slam 2d6 bludgeoning, melee, reach 10 ft</p><p></p><p>New Equipment</p><p></p><p>Kinetic Accumulator</p><p>The kinetic accumulator is designed to take kinetic energy directed at the equipped mech, and turn it into energy which the mech can use for various tasks, although the mech will still suffer the damage (count the damage reduced by armour hardness in the total amount of damage dealt). For every 10 points of damage from slashing, piercing, bludgeoning, ballistic, concussion or from missiles, the kinetic accumulator stores 1 energy point. The kinetic accumulator can store up to 10 energy points, which dissipate at a rate of 1 point every 10 minutes. These energy points can be directed to boost various systems. 1 point can be used to do any one of the following: increase the mech's Strength by 4 points, increase weapon damage by 1 die, increase weapon range by 50 feet, increase sensor range by 50%, increase speed by 10 feet, increase defensive system bonus by 50% rounding down, or if defensive system deals damage or has a random numeric value (die roll), increase by 1 die.</p><p></p><p>Repulsion System</p><p>The repulsion system is an offshoot technology of the kinetic accumulator, where any object of medium size or larger that moves within 10 feet of the mech must make a Fort save or be pushed back 1d4x5 feet (DC 20), a successful save the opponent can continue, but must spend double the movement speed to continue moving forward (20 feet of speed to move the last 10 feet forward), and melee attacks suffer a -4 penalty. A failed Fort save is followed by a Reflex save DC 17 to land on their feet, a failed Reflex save means the opponent is knocked prone, dropping any objects in their hands and takes 1d6 points of damage for every 5 feet launched back.</p><p></p><p>Lightning Gun</p><p>The lightning gun is a powerful electricity based weapon, releasing bolts of electricity that deal devastating damage, and can also temporarily disable machines. The lightning gun deals 12d6 points of electrical damage. Mechs, vehicles, robots and other devices must make a Fort save DC 17 or be disabled/stunned for 1d4 rounds, a successful save results in just being dazed for one round.</p><p>Equipment Slots: 3</p><p>Activation: Standard</p><p>Range Increment: 100 ft</p><p>Target: Single target</p><p>Duration: Instantaneous</p><p>Saving Throw: See description</p><p>Purchase DC: -</p><p>Restriction: -</p><p></p><p>Shock Defense</p><p>The CM1 uses an electrical based system to defend itself from opponents that get within 10 feet of it. Arcs of electricity lash out around it, striking anything that gets past the repulsion field. As anything that moves within 10 feet of the CM1 provokes an attack of opportunity, the pilot activates the shock defense as an attack of opportunity, or can be activated before hand, and remains active for 5 rounds before requiring a 2 round recharge period. Anything within 10 feet of the CM1 will be struck by 1d4 arcs of electricity, each dealing 3d6 points of electricity damage. The shock defense system also grants the CM1 electricity immunity.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790795, member: 6668634"] CWPG1 With Crystal Works' advanced uses of piezoelectric systems, it was no wonder they created a small, easy to transport power generator. The whole system is only about the size of a duffle in a well insulated and tough plastic casing. A hand crank is on one side with a universal power connection on the opposite. When the hand crank is turned, it strikes against a crystal inside the casing which creates electrical power which is transferred into a battery. Power can then be drawn from the battery to power anything up to about an average size house for about 6 hours with 5 minutes of cranking. A warning buzzer and light starts when the battery gets down to 10 minutes of power. It provides about the same amount of power as PL5 gas powered generator of about 3 times its size. Game Notes: Easily powers a 3 bedroom home for about 6 hours, or can be used to charge several power packs or even an electric vehicle. For weapons that require a stationary power source, it can provide a constant flow of power of one shot per round at best, or use GM discretion. Weight: 10 lbs. PDC: 12 [HR][/HR] CW4 Sonic Missile (PL6/7) As Crystal Works expanded its weapons research, one team tried an unorthodox line of weapons in space combat: sonic weaponry. Sonic weapons have proven, in the right conditions, to be particularly devastating to armour, particularly when harmonic resonance frequencies can be achieved. The problem with sonic weapons is there is no medium for the sound waves to travel along. To fix this, and taking advantage of various crystals available to them that enhance sonic frequencies, the CW4 sonic missile was unveiled. About the same size as most space fairing missiles, but with just over 50% of the missile consisting of special crystals, which is exposed to the outside. When fired, the exposed crystal glows brightly as the crystal absorbs sonic frequencies from the sonic generator, thus not making it a stealthy weapon. Just before reaching the target, the missile explodes, spreading shards of glowing crystal all over the target. Upon impact, the crystals impart their sonic energy into the hull, causing it to vibrated, ripping the plating apart. The advantage of sonic weapons is most ships aren't designed to resist their effects, making them vulnerable, plus if one has knowledge of the type of hulls and armour of the ships they are targeting, the missiles can be programmed with the proper frequencies can be more devastating. Normally sonic missiles ignore 10 points of hardness, but when programmed, requiring accurate readings from sensors of armour type, to do one of two effects. This requires a Computer Use check DC 25 and 5+ 1d6 rounds for commonly found armour types plus an additional 3 rounds for unusual armour types. The two effects are: reducing armour capability, which makes the armour far weaker as the sonic frequencies and vibrations weaken, crack and loosen the armour plating; or increase damage by matching the sympathetic harmonic frequencies and causing the ships armour to shake itself apart. The armour reducing capability reduces the armour's hardness rating to 25% (one-quarter) of what it should be for any follow up attacks until repaired. The increased damage multiplies the damage done by triple (damage x3). These missiles are expensive, plus the time it takes to program them does restrict their use. Some militaries with large budgets, have racks of preprogrammed missiles for various common armours on their larger destroyers and cruisers. CW4 Sonic Missile (PL6/7) Damage: 11d8, ignores 10 points of hardness Critical: 20/x2 Damage Type: Sonic Range Increment: - Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 42 Restriction: Mil (+3) The PDC includes the price of the launcher and 8 missiles. The price of a rack of 8 missiles is 2 lower. CW5 Sonic Mine (PL 6/7) The CW5 sonic mine is a mine version of the CW4 sonic missile. The sonic mine has the sonic generator in the center of a ring of crystal, which upon detonation, glows brightly for a second before bursting, spreading a wave of glowing crystal shards that damage all ships in its square and all adjacent squares. The mines can be programmed just like the missiles before being deployed. In its standard configuration, it ignores 15 points of hardness. CW5 Sonic Mine (PL6/7) Damage: 8d100, ignores 15 points of hardness Damage Type: Sonic Range Increment: -- Rate of Fire: - Minimum Ship Size: Colossal Purchase DC: 43 Restriction: Mil (+3) [HR][/HR] CM1 The CM1 is Crystal Works first fully in-house developed mech, although it doesn't follow many standards of other mechs. The CM1 is quadrupedal in design, lacking arms, with a large spherical upper part that sits upon the leg actuators. The main weapon of the CM1 looks like a series of 5 tesla coils that line what would be the back of the sphere to just past the top on the front. Several glowing circular panels are found on the legs and over the body, which glow brighter every time the mech is hit. To protect the mech, a deflection field to deflect weapons and a repulsion field that helps keep anything from getting too close for a melee attack. The large size of the CM1 at 31 feet tall, and lack of arms does make the CM1 a bit of a target, and should be used with escorts, although it can release a burst of energy against foes that manage to get past the repulsion field. All of the systems developed for the CM1 are unique to it only so far as they are all tied together to function properly and benefit from the systems. CM1 (PL7) Size: Huge Quadruped (-2 size) Bonus Hit Points: 200 Superstructure: Duralloy Hardness: 15 Armour: Resilium armour Bonus to Defense: +6 Armour Penalty: -5 Reach: 10 ft Strength Bonus: +16 Dexterity Penalty: Speed: 50 Purchase DC:50 Slots Helmet: Class III Sensors Visor: Oracle Targeting System (+3) Back: Deflection Field (+3) Back: Lightning Gun Back: Lightning Gun Shoulders: Lightning Gun Torso: Repulsion System Torso: Cockpit Torso: Cockpit Belt: Shock Defense Belt: Kinetic Accumulator Comm System Standard Package Features: No arm design, class III sensors, Bonuses: 90 ft darkvision, +2 Navigate, +2 Spot, +3 to attack rolls, +3 Deflection bonus to Defense, +4 stability bonus, electricity immunity. Weapons: Lightning Gun 12d6, 20, 100, s Slam 2d6 bludgeoning, melee, reach 10 ft New Equipment Kinetic Accumulator The kinetic accumulator is designed to take kinetic energy directed at the equipped mech, and turn it into energy which the mech can use for various tasks, although the mech will still suffer the damage (count the damage reduced by armour hardness in the total amount of damage dealt). For every 10 points of damage from slashing, piercing, bludgeoning, ballistic, concussion or from missiles, the kinetic accumulator stores 1 energy point. The kinetic accumulator can store up to 10 energy points, which dissipate at a rate of 1 point every 10 minutes. These energy points can be directed to boost various systems. 1 point can be used to do any one of the following: increase the mech's Strength by 4 points, increase weapon damage by 1 die, increase weapon range by 50 feet, increase sensor range by 50%, increase speed by 10 feet, increase defensive system bonus by 50% rounding down, or if defensive system deals damage or has a random numeric value (die roll), increase by 1 die. Repulsion System The repulsion system is an offshoot technology of the kinetic accumulator, where any object of medium size or larger that moves within 10 feet of the mech must make a Fort save or be pushed back 1d4x5 feet (DC 20), a successful save the opponent can continue, but must spend double the movement speed to continue moving forward (20 feet of speed to move the last 10 feet forward), and melee attacks suffer a -4 penalty. A failed Fort save is followed by a Reflex save DC 17 to land on their feet, a failed Reflex save means the opponent is knocked prone, dropping any objects in their hands and takes 1d6 points of damage for every 5 feet launched back. Lightning Gun The lightning gun is a powerful electricity based weapon, releasing bolts of electricity that deal devastating damage, and can also temporarily disable machines. The lightning gun deals 12d6 points of electrical damage. Mechs, vehicles, robots and other devices must make a Fort save DC 17 or be disabled/stunned for 1d4 rounds, a successful save results in just being dazed for one round. Equipment Slots: 3 Activation: Standard Range Increment: 100 ft Target: Single target Duration: Instantaneous Saving Throw: See description Purchase DC: - Restriction: - Shock Defense The CM1 uses an electrical based system to defend itself from opponents that get within 10 feet of it. Arcs of electricity lash out around it, striking anything that gets past the repulsion field. As anything that moves within 10 feet of the CM1 provokes an attack of opportunity, the pilot activates the shock defense as an attack of opportunity, or can be activated before hand, and remains active for 5 rounds before requiring a 2 round recharge period. Anything within 10 feet of the CM1 will be struck by 1d4 arcs of electricity, each dealing 3d6 points of electricity damage. The shock defense system also grants the CM1 electricity immunity. [/QUOTE]
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