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<blockquote data-quote="kronos182" data-source="post: 6790807" data-attributes="member: 6668634"><p>Big Bore 1</p><p></p><p>The first of the big bore series was essentially a 40mm grenade launcher modelled into a shotgun with a tube magazine, usually loaded with frag grenades or even shot versions of the 40mm grenades. This series was marked as a close combat weapon for the first series of combat cyborgs as they had the strength to carry the weapon easily and it gave them the feel of familiarity of having a weapon similar to what they used to use before being augmented.</p><p></p><p>Big Bore 1 (PL 5 Personal Firearms Proficiency)</p><p>Damage: varies</p><p>Critical: 20</p><p>Damage Type: varies</p><p>Range Increment: 70 ft</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 25 lbs</p><p>Ammo: 6 internal</p><p>Purchase DC: 20 (Mil +3)</p><p>Notes: Constructed strong enough, with the stock and barrel reinforced so that it can be used as a club, dealing 1d8 bludgeoning damage. </p><p></p><p>[HR][/HR]</p><p></p><p>Big Bore 5</p><p>Following the success of the 2011 with augmented beings, Colt has released the Big Bore series. The Big Bore 5 is a large caliber revolver, in the 20mm range. The 20mm round is a shortened 20mm cannon round, allowing for great damage, but short range, and requiring great strength and usually a cybernetic arm to support the weight and the recoil from this monstrous round. </p><p>The Big Bore 5 is made from dense metal and uses advanced recoil suppression technology to aid in trying to reduce the recoil, but there is still quite a lot, making follow up shots more inaccurate if tried to made quickly. This weapon is seen mostly used by heavy cyborgs in urban or other situations where range isn't a major factor. Colt is also releasing variant ammunition, as the large caliber allows for more flexibility. The explosive rounds available are about as powerful as hand grenade with similar blast areas.</p><p></p><p>Big Bore 5 (Late PL5/PL 6 Personal Firearms Proficiency)</p><p>Damage: 4d10</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 17 lbs</p><p>Ammo: 5 cylinder</p><p>Purchase DC: 20 (Res +2)</p><p>Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 20, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in nonlethal damage on any attack made with the BB5. So a normal person, with Strength 18 to 20 will suffer half damage in nonlethal damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 20, doesn't suffer the nonlethal damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. A creature of medium size or smaller attacked by a BB5 must make a Strength check DC 10 + half damage dealt or be thrown back 1d4x5 feet and knocked prone.</p><p>When used to pistol whip someone, it deals 1d6 points of bludgeoning damage instead of the normal 1d4 for pistols for its heavier construction and larger size.</p><p>Ammunition: Box of 25 20mm rounds has a PDC 10.</p><p></p><p>Explosive Rounds: The high explosive rounds available for the BB5 deals 4d6 damage to a 20 foot radius with a Reflex save DC 15 for half damage. PDC 12 for box of 25.</p><p>Flechette Rounds: These rounds split open upon leaving the barrel, releasing dozens of razor sharp needles that spread out filling a large area. The flechette rounds deal 4d6 piercing and slashing damage to everything in a 60 foot long cone, Reflex save DC 18 for half damage. PDC 13 for box of 30.</p><p>Gyrojet Rounds: These rounds have miniature rockets that propel the round further. The range increment is increased to 55 feet, but damage is reduced to 4d8. PDC 13 for 25.</p><p></p><p>[HR][/HR]</p><p></p><p>Big Bore 6</p><p></p><p>The Big Bore 6 is a M16 style rifle chambered in the same shortened 20mm as the Big Bore 5, as well as an upgraded version of the suppression system to allow for autofire. Due to its weight and recoil, this weapon can only be handled by those with enhanced strength, usually via cybernetics or those with extraordinary strength. Instead of a standard box magazine, it uses a large saddle style due to the large caliber.</p><p></p><p>Big Bore 6 (Late PL5/PL 6 Personal Firearms Proficiency)</p><p>Damage: 4d10</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 80 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 35 lbs</p><p>Ammo: 20 box</p><p>Purchase DC: 23 (Mil +3)</p><p>Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 20, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in nonlethal damage on any attack made with the BB5. So a normal person, with Strength 18 to 20 will suffer half damage in nonlethal damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 20, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. A creature of medium size or smaller struck by a BB6 must make a Strength check DC 10 + half damage dealt or be thrown back 1d4x5 feet and knocked prone. On auto the DC is increased by +2. A Strength of 22 is required for full autofire or suffer an additional -2 penalty to attack, and suffer the full damage as nonlethal damage with less Strength.</p><p>When used to bludgeon someone, it deals 1d8 points of bludgeoning damage instead of the normal 1d6 for rifles for its heavier construction and larger size.</p><p>Ammunition: Box of 25 20mm rounds has a PDC 10.</p><p></p><p>Explosive Rounds: The high explosive rounds available for the BB6 deals 4d6 damage to a 20 foot radius with a Reflex save DC 15 for half damage. PDC 12 for box of 25.</p><p>Flechette Rounds: These rounds split open upon leaving the barrel, releasing dozens of razor sharp needles that spread out filling a large area. The flechette rounds deal 4d6 piercing and slashing damage to everything in a 60 foot long cone, Reflex save DC 18 for half damage. PDC 13 for box of 30.</p><p>Gyrojet Rounds: These rounds have miniature rockets that propel the round further. The range increment is increased to 120 feet, but damage is reduced to 4d8. PDC 13 for 25.</p><p></p><p>[HR][/HR]</p><p></p><p>EIPP Weapons</p><p></p><p>After Colt's plasma explosive rounds research, they began researching electro-induced plasma propellant technology as an alternative to chemical propellants, especially with laser technology starting to become mainstream. This research would eventually lead to Colt's Rhino plasma rifle years later, however Colt would keep making ballistic weapons as they have more versatility over laser and plasma weapons.</p><p>EIPP technology gives a cleaner and more powerful explosion to propel the round. A liquid in the weapon is superheated to the point of becoming explosive plasma, which then drives the round out. EIPP weapons have a bit more damage and range over conventional chemical propellant rounds, plus with a variety of rounds available make them still useful for different purposes over energy weapons. These weapons require a power pack to ignite the liquid, which is also contained in the clip in many of the weapons to save on logistic concerns. Empty magazines are returned to the manufacturer or a licensed shop which has the equipment to reload and refill a magazine. A standard power pack will have enough power for about 200 rounds as not much liquid isn't needed to be turned into plasma to fire the round.</p><p>This system does make the weapons heavier, but Colt found that many clients find that a good heavy weapon seems to symbolize a powerful weapon. Also the additional weight helps to absorb some of the increased recoil.</p><p>Note: EIPP versions of ammunition has the PDC increased by +2.</p><p></p><p>Super 5 Shotgun (aka EEP)</p><p>The Super 5 shotgun is the first shotgun that Colt released using the EIPP technology. It is large and intimidating, partly due to the reinforced barrel and receiver to survive the heat of the plasma propellant. It comes in 12 gauge, however uses special cartridges instead other standard due to the plasma propellant, which does make them more expensive than standard 12 gauge, but Colt has made any currently available 12 gauge round also available for the Super 5.</p><p></p><p>Super 5 Shotgun (Early PL6/PL6 Personal Firearms Proficiency)</p><p>Damage: 2d8+3</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 50 ft</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 14</p><p>Ammo: 8 box, power pack 200</p><p>Purchase DC: 17 (Lic +1)</p><p>Notes: Requires a power pack which allows the weapon to fire 200 times, the liquid required is in the magazine.</p><p>Knockdown - Target must succeed a Fort DC 15 save or be knocked prone.</p><p></p><p>Officer's ACP 3</p><p>This is a modern upgrade to the old Officer's ACP concealed weapon for police and other undercover officers, using Colt's new EIPP. A small power pack is included in the magazine, but due to the liquid and battery in the magazine, the Officer's ACP has a lower round count than it's ancestor, but the increased power and range hopefully counters this one flaw.</p><p></p><p>Officer's ACP 3</p><p>Damage: 2d6+3</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 50 ft</p><p>Rate of Fire: S</p><p>Size: Small</p><p>Weight: 3 lb.</p><p>Ammo: 6 box</p><p>Purchase DC: 15 (Res +2)</p><p>Notes: +2 to conceal the weapon. The magazine contains enough liquid and battery power to fire all the rounds in the magazine. To recharge and refill must be returned to a licensed dealer or the manufacturer.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790807, member: 6668634"] Big Bore 1 The first of the big bore series was essentially a 40mm grenade launcher modelled into a shotgun with a tube magazine, usually loaded with frag grenades or even shot versions of the 40mm grenades. This series was marked as a close combat weapon for the first series of combat cyborgs as they had the strength to carry the weapon easily and it gave them the feel of familiarity of having a weapon similar to what they used to use before being augmented. Big Bore 1 (PL 5 Personal Firearms Proficiency) Damage: varies Critical: 20 Damage Type: varies Range Increment: 70 ft Rate of Fire: S Size: Large Weight: 25 lbs Ammo: 6 internal Purchase DC: 20 (Mil +3) Notes: Constructed strong enough, with the stock and barrel reinforced so that it can be used as a club, dealing 1d8 bludgeoning damage. [HR][/HR] Big Bore 5 Following the success of the 2011 with augmented beings, Colt has released the Big Bore series. The Big Bore 5 is a large caliber revolver, in the 20mm range. The 20mm round is a shortened 20mm cannon round, allowing for great damage, but short range, and requiring great strength and usually a cybernetic arm to support the weight and the recoil from this monstrous round. The Big Bore 5 is made from dense metal and uses advanced recoil suppression technology to aid in trying to reduce the recoil, but there is still quite a lot, making follow up shots more inaccurate if tried to made quickly. This weapon is seen mostly used by heavy cyborgs in urban or other situations where range isn't a major factor. Colt is also releasing variant ammunition, as the large caliber allows for more flexibility. The explosive rounds available are about as powerful as hand grenade with similar blast areas. Big Bore 5 (Late PL5/PL 6 Personal Firearms Proficiency) Damage: 4d10 Critical: 20x2 Damage Type: Ballistic Range Increment: 30 ft Rate of Fire: Semi Size: Medium Weight: 17 lbs Ammo: 5 cylinder Purchase DC: 20 (Res +2) Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 20, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in nonlethal damage on any attack made with the BB5. So a normal person, with Strength 18 to 20 will suffer half damage in nonlethal damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 20, doesn't suffer the nonlethal damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. A creature of medium size or smaller attacked by a BB5 must make a Strength check DC 10 + half damage dealt or be thrown back 1d4x5 feet and knocked prone. When used to pistol whip someone, it deals 1d6 points of bludgeoning damage instead of the normal 1d4 for pistols for its heavier construction and larger size. Ammunition: Box of 25 20mm rounds has a PDC 10. Explosive Rounds: The high explosive rounds available for the BB5 deals 4d6 damage to a 20 foot radius with a Reflex save DC 15 for half damage. PDC 12 for box of 25. Flechette Rounds: These rounds split open upon leaving the barrel, releasing dozens of razor sharp needles that spread out filling a large area. The flechette rounds deal 4d6 piercing and slashing damage to everything in a 60 foot long cone, Reflex save DC 18 for half damage. PDC 13 for box of 30. Gyrojet Rounds: These rounds have miniature rockets that propel the round further. The range increment is increased to 55 feet, but damage is reduced to 4d8. PDC 13 for 25. [HR][/HR] Big Bore 6 The Big Bore 6 is a M16 style rifle chambered in the same shortened 20mm as the Big Bore 5, as well as an upgraded version of the suppression system to allow for autofire. Due to its weight and recoil, this weapon can only be handled by those with enhanced strength, usually via cybernetics or those with extraordinary strength. Instead of a standard box magazine, it uses a large saddle style due to the large caliber. Big Bore 6 (Late PL5/PL 6 Personal Firearms Proficiency) Damage: 4d10 Critical: 20x2 Damage Type: Ballistic Range Increment: 80 ft Rate of Fire: S, A Size: Large Weight: 35 lbs Ammo: 20 box Purchase DC: 23 (Mil +3) Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 20, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in nonlethal damage on any attack made with the BB5. So a normal person, with Strength 18 to 20 will suffer half damage in nonlethal damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 20, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. A creature of medium size or smaller struck by a BB6 must make a Strength check DC 10 + half damage dealt or be thrown back 1d4x5 feet and knocked prone. On auto the DC is increased by +2. A Strength of 22 is required for full autofire or suffer an additional -2 penalty to attack, and suffer the full damage as nonlethal damage with less Strength. When used to bludgeon someone, it deals 1d8 points of bludgeoning damage instead of the normal 1d6 for rifles for its heavier construction and larger size. Ammunition: Box of 25 20mm rounds has a PDC 10. Explosive Rounds: The high explosive rounds available for the BB6 deals 4d6 damage to a 20 foot radius with a Reflex save DC 15 for half damage. PDC 12 for box of 25. Flechette Rounds: These rounds split open upon leaving the barrel, releasing dozens of razor sharp needles that spread out filling a large area. The flechette rounds deal 4d6 piercing and slashing damage to everything in a 60 foot long cone, Reflex save DC 18 for half damage. PDC 13 for box of 30. Gyrojet Rounds: These rounds have miniature rockets that propel the round further. The range increment is increased to 120 feet, but damage is reduced to 4d8. PDC 13 for 25. [HR][/HR] EIPP Weapons After Colt's plasma explosive rounds research, they began researching electro-induced plasma propellant technology as an alternative to chemical propellants, especially with laser technology starting to become mainstream. This research would eventually lead to Colt's Rhino plasma rifle years later, however Colt would keep making ballistic weapons as they have more versatility over laser and plasma weapons. EIPP technology gives a cleaner and more powerful explosion to propel the round. A liquid in the weapon is superheated to the point of becoming explosive plasma, which then drives the round out. EIPP weapons have a bit more damage and range over conventional chemical propellant rounds, plus with a variety of rounds available make them still useful for different purposes over energy weapons. These weapons require a power pack to ignite the liquid, which is also contained in the clip in many of the weapons to save on logistic concerns. Empty magazines are returned to the manufacturer or a licensed shop which has the equipment to reload and refill a magazine. A standard power pack will have enough power for about 200 rounds as not much liquid isn't needed to be turned into plasma to fire the round. This system does make the weapons heavier, but Colt found that many clients find that a good heavy weapon seems to symbolize a powerful weapon. Also the additional weight helps to absorb some of the increased recoil. Note: EIPP versions of ammunition has the PDC increased by +2. Super 5 Shotgun (aka EEP) The Super 5 shotgun is the first shotgun that Colt released using the EIPP technology. It is large and intimidating, partly due to the reinforced barrel and receiver to survive the heat of the plasma propellant. It comes in 12 gauge, however uses special cartridges instead other standard due to the plasma propellant, which does make them more expensive than standard 12 gauge, but Colt has made any currently available 12 gauge round also available for the Super 5. Super 5 Shotgun (Early PL6/PL6 Personal Firearms Proficiency) Damage: 2d8+3 Critical: 20 Damage Type: Ballistic Range Increment: 50 ft Rate of Fire: S Size: Large Weight: 14 Ammo: 8 box, power pack 200 Purchase DC: 17 (Lic +1) Notes: Requires a power pack which allows the weapon to fire 200 times, the liquid required is in the magazine. Knockdown - Target must succeed a Fort DC 15 save or be knocked prone. Officer's ACP 3 This is a modern upgrade to the old Officer's ACP concealed weapon for police and other undercover officers, using Colt's new EIPP. A small power pack is included in the magazine, but due to the liquid and battery in the magazine, the Officer's ACP has a lower round count than it's ancestor, but the increased power and range hopefully counters this one flaw. Officer's ACP 3 Damage: 2d6+3 Critical: 20 Damage Type: Ballistic Range Increment: 50 ft Rate of Fire: S Size: Small Weight: 3 lb. Ammo: 6 box Purchase DC: 15 (Res +2) Notes: +2 to conceal the weapon. The magazine contains enough liquid and battery power to fire all the rounds in the magazine. To recharge and refill must be returned to a licensed dealer or the manufacturer. [/QUOTE]
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