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<blockquote data-quote="kronos182" data-source="post: 6796134" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">LTB LC1</span></p><p><span style="font-family: 'Calibri'">Continuing to expandtheir catalog of military hardware, LTB has created their LC1 laser canon. Inreality, it's really two of their L1s mated together in the same frame and thepower settings dialed up slightly for greater output without actually destroyingthe emitters and other components. It does have higher quality components thanthe L1 or L2, but due to the increased power running through them, itsreliability is lower than it should be. The LC1 does boast slightly betterrange, but sucks back more power from a power pack.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">LTB LC1 (PL6 Personal Firearms)</span></p><p><span style="font-family: 'Calibri'">Damage: 5d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 80 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 11 lb</span></p><p><span style="font-family: 'Calibri'">Ammo: 30 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 19 (Res +2)</span></p><p><span style="font-family: 'Calibri'">Notes: Although it has standard quality components, due to the increased powerrunning through the parts, on a natural roll of 1, the LC1 shorts and won'tfire. This can be repaired with a Repair check DC 17 and about 20 minutes ofwork.</span></p><p><span style="font-family: 'Calibri'">Some users have modified their LC1s so that each barrel fires individually,instead of together, granting it a sort of automatic fire mode. This alsoallows the user to make use of 50 rounds from the power pack like the L1,although it deals only 3d6 points of damage. This modification requires aRepair check DC 18 and 30 minutes of work, but also makes it slightly moreunreliable so that on a roll of 1 or 2 the weapon shorts and requires work tomake functional again.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span>[HR][/HR]<span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">LTB ATL1</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">As more surplusmilitary vehicles become available, people need more anti-tank weaponry. LTBtried to make a man portable laser cannon more powerful than the LC1, butcouldn't keep necessary power requirements low enough without it becoming justa larger version of the LC1 without the power, or the power systemsoverloading, or keep the whole system affordable. Eventually LTB went the wayof chemical lasers. As chemical lasers were well understood and a suitablypowerful enough chemical reaction could be obtained in a small enough package,although the chemical container had to be replaced often. </span></p><p><span style="font-family: 'Calibri'">LTB designed a two shot disposable anti tank chemical laser cannon, similar toold rocket propelled grenade launchers. The ATL1 itself is a trigger and handleconnected to a padded shoulder rest with a simple sight for right handedpeople. Top this mounts the chemical laser itself which contains the emitter,focusing lens and the chemical container. The chemical itself is a gel whichgets excited and provides energy when the catalyst is introduced upon thetrigger being pulled. The laser contains two packs of the chemical to allow fortwo shots, which is about all the emitter and focusing lens can handle, as theyare not the highest quality, and burn out quickly. This makes the ATL1ammunition dependent for a laser, but it does offer a great amount of power,although short ranged.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">LTB ATL1 (Late PL5/Early PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 8d8 ignore 8 points of hardness/DR</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 60 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Huge (both trigger assembly and lasing unit, each separate are largesize)</span></p><p><span style="font-family: 'Calibri'">Weight: 6 lb for trigger, shoulder rest and sight. Each laser reload (lasingunit and chemical pack) 21 lb (4.1 ft long)</span></p><p><span style="font-family: 'Calibri'">Ammo: 2 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 15 for trigger assembly, lasing reload 15 for 3</span></p><p><span style="font-family: 'Calibri'">Notes: On a natural roll of 2 or 3 the chemical is inert (can not be used, andif a second roll of 2 or 3 happens on same lasing unit the chemicals are inertand the unit must be replaced). On a natural roll of 1, the chemicals areunstable and fires at half strength (4d8, ignores 4 hardness/DR) and alsocauses the lasing unit to melt down, destroying the trigger assembly anddealing 2d8 points of fire damage to the user, Reflex save DC 14 for half.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">LTBATL2</span></p><p><span style="font-family: 'Calibri'">Surprised by the success of the ATL1, LTB decided to manufacture a version formechs to use. Designed as either a large handgun or mounted in the shouldersfor large sized mechs, the ATL2 holds 6 of the lasing units, allowing for 12shots before needing to be reloaded. As each lasing unit is used, it isejected, which can be a hazard to anyone close by.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Deals 8d8 points of fire damage, ignoring 8 points of hardness/DR, semi rate offire.</span></p><p><span style="font-family: 'Calibri'">Each slot dedicated to ammunition holds 8 lasing units, which allows for acomplete reload plus part of another. On a natural roll of 2 or 3 the chemicalis inert (can not be used, and if a second roll of 2 or 3 happens on samelasing unit the chemicals are inert and the unit must be replaced). On anatural roll of 1, the chemicals are unstable and fires at half strength (4d8,ignores 4 hardness/DR) and also causes the lasing unit to melt down, destroyingthe trigger assembly and dealing 2d8 points of fire damage to the user, Reflexsave DC 14 for half. After two shots, when a lasing unit is used up, it isejected from the weapon, causing a potential hazard to anyone nearby. Anyonewithin 10 feet of the mech after it fires its second shot from a lasing unittakes 2d6 bludgeoning damage from the ejected casing, Reflex save DC 13 forhalf.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">LTB ATL2 (Late PL5/Early PL6)</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 1, must be hand (arm for large mech) orshoulders</span></p><p><span style="font-family: 'Calibri'">Activation: Attack action</span></p><p><span style="font-family: 'Calibri'">Range Increment: 60 ft</span></p><p><span style="font-family: 'Calibri'">Target: Single target within 600 ft</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: *</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 16 for weapon, 15 for 3 lasing units.</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">LTB MP1</span></p><p><span style="font-family: 'Calibri'">Ever to make more sales and gain more of the weapons market, Less Than a Buckwent back to basics for their next line of weapons, ballistic weapons. The MP1is a 9mm machine pistol, however, following in LTB's design philosophy of lowerquality, the weapon can be dangerous to one's enemies and to oneself. It lookslike a toy metal gun pistol with the magazine extending a fair bit past thebottom of the handle. The mechanism is actually very reliable and simple, whichwould make it a good weapon, except for the low quality of the materials, whichmakes the rare jams potentially fatal.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">LTB MP1 (PL5)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 45 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 4.5 lb</span></p><p><span style="font-family: 'Calibri'">Ammo: 25 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 13</span></p><p><span style="font-family: 'Calibri'">Notes: Inaccurate, attacks suffer a -1 to attacks. On a natural roll of 1, rollagain and if 5 or less, the weapon jams and the propellant explodes, dealing1d6 points of fire damage to the user and the weapon is rendered inoperable. Ifthe roll is 6 or higher, the weapon just jams and requires a Craft: Mechanical check DC 10 and 2 minutes of workto unjam.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6796134, member: 6668634"] [FONT=Calibri]LTB LC1 Continuing to expandtheir catalog of military hardware, LTB has created their LC1 laser canon. Inreality, it's really two of their L1s mated together in the same frame and thepower settings dialed up slightly for greater output without actually destroyingthe emitters and other components. It does have higher quality components thanthe L1 or L2, but due to the increased power running through them, itsreliability is lower than it should be. The LC1 does boast slightly betterrange, but sucks back more power from a power pack. LTB LC1 (PL6 Personal Firearms) Damage: 5d6 Critical: 20 Damage Type: Fire Range Increment: 80 ft Rate of Fire: Semi Size: Large Weight: 11 lb Ammo: 30 box Purchase DC: 19 (Res +2) Notes: Although it has standard quality components, due to the increased powerrunning through the parts, on a natural roll of 1, the LC1 shorts and won'tfire. This can be repaired with a Repair check DC 17 and about 20 minutes ofwork. Some users have modified their LC1s so that each barrel fires individually,instead of together, granting it a sort of automatic fire mode. This alsoallows the user to make use of 50 rounds from the power pack like the L1,although it deals only 3d6 points of damage. This modification requires aRepair check DC 18 and 30 minutes of work, but also makes it slightly moreunreliable so that on a roll of 1 or 2 the weapon shorts and requires work tomake functional again.[/FONT] [FONT=Calibri] [/FONT][HR][/HR][FONT=Calibri] LTB ATL1 As more surplusmilitary vehicles become available, people need more anti-tank weaponry. LTBtried to make a man portable laser cannon more powerful than the LC1, butcouldn't keep necessary power requirements low enough without it becoming justa larger version of the LC1 without the power, or the power systemsoverloading, or keep the whole system affordable. Eventually LTB went the wayof chemical lasers. As chemical lasers were well understood and a suitablypowerful enough chemical reaction could be obtained in a small enough package,although the chemical container had to be replaced often. LTB designed a two shot disposable anti tank chemical laser cannon, similar toold rocket propelled grenade launchers. The ATL1 itself is a trigger and handleconnected to a padded shoulder rest with a simple sight for right handedpeople. Top this mounts the chemical laser itself which contains the emitter,focusing lens and the chemical container. The chemical itself is a gel whichgets excited and provides energy when the catalyst is introduced upon thetrigger being pulled. The laser contains two packs of the chemical to allow fortwo shots, which is about all the emitter and focusing lens can handle, as theyare not the highest quality, and burn out quickly. This makes the ATL1ammunition dependent for a laser, but it does offer a great amount of power,although short ranged. LTB ATL1 (Late PL5/Early PL6) Damage: 8d8 ignore 8 points of hardness/DR Critical: 20x2 Damage Type: Fire Range Increment: 60 ft Rate of Fire: Semi Size: Huge (both trigger assembly and lasing unit, each separate are largesize) Weight: 6 lb for trigger, shoulder rest and sight. Each laser reload (lasingunit and chemical pack) 21 lb (4.1 ft long) Ammo: 2 box Purchase DC: 15 for trigger assembly, lasing reload 15 for 3 Notes: On a natural roll of 2 or 3 the chemical is inert (can not be used, andif a second roll of 2 or 3 happens on same lasing unit the chemicals are inertand the unit must be replaced). On a natural roll of 1, the chemicals areunstable and fires at half strength (4d8, ignores 4 hardness/DR) and alsocauses the lasing unit to melt down, destroying the trigger assembly anddealing 2d8 points of fire damage to the user, Reflex save DC 14 for half. [/FONT] [HR][/HR] [FONT=Calibri]LTBATL2 Surprised by the success of the ATL1, LTB decided to manufacture a version formechs to use. Designed as either a large handgun or mounted in the shouldersfor large sized mechs, the ATL2 holds 6 of the lasing units, allowing for 12shots before needing to be reloaded. As each lasing unit is used, it isejected, which can be a hazard to anyone close by. Deals 8d8 points of fire damage, ignoring 8 points of hardness/DR, semi rate offire. Each slot dedicated to ammunition holds 8 lasing units, which allows for acomplete reload plus part of another. On a natural roll of 2 or 3 the chemicalis inert (can not be used, and if a second roll of 2 or 3 happens on samelasing unit the chemicals are inert and the unit must be replaced). On anatural roll of 1, the chemicals are unstable and fires at half strength (4d8,ignores 4 hardness/DR) and also causes the lasing unit to melt down, destroyingthe trigger assembly and dealing 2d8 points of fire damage to the user, Reflexsave DC 14 for half. After two shots, when a lasing unit is used up, it isejected from the weapon, causing a potential hazard to anyone nearby. Anyonewithin 10 feet of the mech after it fires its second shot from a lasing unittakes 2d6 bludgeoning damage from the ejected casing, Reflex save DC 13 forhalf. LTB ATL2 (Late PL5/Early PL6) Equipment Slots: 1, must be hand (arm for large mech) orshoulders Activation: Attack action Range Increment: 60 ft Target: Single target within 600 ft Duration: Instantaneous Saving Throw: * Purchase DC: 16 for weapon, 15 for 3 lasing units. Restriction: Res (+2) [/FONT] [HR][/HR] [FONT=Calibri]LTB MP1 Ever to make more sales and gain more of the weapons market, Less Than a Buckwent back to basics for their next line of weapons, ballistic weapons. The MP1is a 9mm machine pistol, however, following in LTB's design philosophy of lowerquality, the weapon can be dangerous to one's enemies and to oneself. It lookslike a toy metal gun pistol with the magazine extending a fair bit past thebottom of the handle. The mechanism is actually very reliable and simple, whichwould make it a good weapon, except for the low quality of the materials, whichmakes the rare jams potentially fatal. LTB MP1 (PL5) Damage: 2d6 Critical: 20 Damage Type: Ballistic Range Increment: 45 ft Rate of Fire: S, A Size: Medium Weight: 4.5 lb Ammo: 25 box Purchase DC: 13 Notes: Inaccurate, attacks suffer a -1 to attacks. On a natural roll of 1, rollagain and if 5 or less, the weapon jams and the propellant explodes, dealing1d6 points of fire damage to the user and the weapon is rendered inoperable. Ifthe roll is 6 or higher, the weapon just jams and requires a Craft: Mechanical check DC 10 and 2 minutes of workto unjam.[/FONT] [/QUOTE]
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