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<blockquote data-quote="kronos182" data-source="post: 6807176" data-attributes="member: 6668634"><p>Balor</p><p>The Balor is a large framed magnum revolver with a single shot gyrojet barrel mounted on top. The revolver chamber holds 7 magnum pistol rounds, while the gyrojet holds a single gyrojet rifle round.</p><p>Balors were designed for survivalists that might encounter hostile indigenous creatures that are too large for smaller arms. The magnum rounds have more stopping power than standard pistols, using XZ propellant .44 magnum caseless rounds. The gyrojet rifle round provides an even longer range, and sometimes fitted with an explosive rounds. Balors are also found amongst some officers as the magnum offers good stopping power at modest range, plus the gyrojet's long range allows for greater striking range, if a bit slower to reload.</p><p></p><p>Balor (Late PL5/PL6)</p><p>Damage: 2d8+2 revolver / 2d6 gyrojet (2d6 +1d6 for explosive rounds)</p><p>Critical: 20 / 20</p><p>Damage Type: ballistic</p><p>Range Increment: 40 ft / 140 ft</p><p>Rate of Fire: s / single</p><p>Size: medium</p><p>Weight: 5 lbs</p><p>Ammo: 7 cylinder / 1 internal</p><p>Purchase DC: </p><p>Notes: Switching between gyrojet and revolver is a free action. Can not fire both gyrojet and .44 magnum at same time due to single trigger design. Reloading the gyrojet is a standard action, which is separate from reloading the magnum cylinder.</p><p>[HR][/HR]</p><p></p><p>Nelson</p><p>The Nelson is a simple, easy to use, personal defense gauss pistol. It uses a small 2.2mm caliber round, making it fairly weak in terms of damage, but it holds a large capacity of rounds. The ammunition uses metamaterials that becomes easily malleable once a magnetic field passes through it. The magnetic field that launches the round activates the metamaterial, which allows it to deform incredibly quickly upon hitting a target, transferring far more of its kinetic energy to the target than normal bullets, also preventing chances of the round punching through the target. Unfortunately, this also means that targets with armour are better protected as the force from the impact is spread out over the armour, transferring less to the target. The magazine contains the power cell for the Nelson, and using the provided charging dock that comes with the Nelson. To power the Nelson, a small rechargeable power pack is placed in the back, with enough power to launch 200 rounds. A coloured power light indicates how full the charge is. Once it turns red, the battery has enough power to fire 10 more times before requiring a recharge. It flashes red when there is only enough power for 2 shots.</p><p></p><p>Nelson (PL6 Personal Firearms)</p><p>Damage: 2d4</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S</p><p>Size: Small</p><p>Weight: 1 lb</p><p>Ammo: 35 box</p><p>Purchase DC: 16 Lic (+1)</p><p>Notes: Easy to conceal, granting a +4 to checks to hide the Nelson. Against targets wearing armour that provides a +2 or greater bonus, or Natural Armour of +3 or higher, the Nelson deals only half damage. The Nelson is only effective out to 5 range increments as the air friction causes the round to deform and lose speed.</p><p>Ammunition PDC 9 for box of 100.</p><p></p><p>[HR][/HR]</p><p></p><p>The EP, or Energy Pulse, weapons fire brief but intense bursts of charged particles. To an observer, the weapon seems to spit small balls of white flame that explode on contact with a solid object. Pulse guns have respectable stopping power and range.</p><p></p><p>The EP-1 is the first of the energy pulse weapon series, and as such is more bulky than the later models, and suffers from lower damage and range. A bulky, short rifle, compared to the EP-8, but has larger area damage than the -5 or -8.</p><p>EP-1 (PL6 Personal Firearms Proficiency)</p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: Energy</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S</p><p>Size: Med</p><p>Weight: 9 lbs.</p><p>Ammo: 40</p><p>Purchase DC: </p><p>Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage.</p><p></p><p>The EP-5 is an excellent pistol, used by many militaries, well balanced and easy to maintain. However, due to the nature of the weapon, it is not recommended to use them in close quarters as the exploding energy pulse can injure the user when used at point blank range.</p><p>EP-5 (PL6-7 Personal Firearms Proficiency)</p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: Energy</p><p>Range Increment: 35 ft</p><p>Rate of Fire: S</p><p>Size: Med</p><p>Weight: 4 lbs.</p><p>Ammo: 50</p><p>Purchase DC: </p><p>Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage.</p><p></p><p>The EP-8 is the rifle version of the EP-5, boasting higher damage and range.</p><p>EP-8 (PL 6-7 Personal Firearms Proficiency)</p><p>Damage: 5d6</p><p>Critical: 20</p><p>Damage Type: Energy</p><p>Range Increment: 75 ft</p><p>Rate of Fire: s</p><p>Size: Large</p><p>Weight: 13 lbs.</p><p>Ammo: 50</p><p>Purchase DC: </p><p>Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage.</p><p></p><p>The EP-9 is a heavy rifle, dealing damage on par with the EP-8, but with a larger burst area, and slightly shorter range.</p><p>EP-9 (PL6-7 Personal Firearms Proficiency)</p><p>Damage: 5d6</p><p>Critical: 20</p><p>Damage Type: Energy</p><p>Range Increment: 70 ft</p><p>Rate of Fire: S</p><p>Size: large</p><p>Weight: 15 lbs.</p><p>Ammo: 50</p><p>Purchase DC: </p><p>Notes: Damage is dealt to a 15 foot area. Targets beside the target hit must make a Reflex save DC 16 for half damage.</p><p></p><p>[HR][/HR]</p><p></p><p>Thunderfist Disposable Hold-Out Gun</p><p></p><p>The Thunderfist is a two shot 11mm caseless derringer formed of woven graphite fiber. In cross-section, the Thunderfist is only just over an inch and a half across, and only 5 inches long. Readily concealable and containing no ferrous metals, this baby still packs a punch out to 75 feet. Internal chemical propellent fires the ceramic projectiles that are sharpened for armour penetration. When both rounds are fired, the weapon can be thrown away as the left over chemicals from the propellant melts the frame. These weapons are used by many military specialists and infiltrators as a back up weapon due to the construction and stealth material used in it's construction.</p><p>When not in use, the Thunderfist looks like just a handle with a button the left side. Pressing the button with your thumb, with fingers held out, the barrel and trigger swing up and out for quick and easy use.</p><p></p><p>Thunderfist Disposable Hold-Out Gun (Late PL5</p><p>Damage: 2d8</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 15 ft</p><p>Rate of Fire: Single</p><p>Size: Tiny</p><p>Weight: 2 lbs</p><p>Ammo: 2 internal</p><p>Purchase DC: 23 Mil (+3)</p><p>Notes: Only effective out to 5 range increments. After the second shot is fired, the weapon begins to melt down 1 round after it is fired, turning into a melted pile of slag. +5 to hide from weapon detection systems and +5 to sleight of hand checks.</p><p></p><p>[HR][/HR]</p><p></p><p>TX-7 Hybrid Pistol</p><p>The TX-7 is a combination laser pistol and revolver. Under the long barrel of the laser is the short barrel of the revolver, with its ammunition cylinder in front of the trigger guard. The revolver uses .357 rounds, but with advanced technology, allows for various types of ammunition to be available. The laser has a stun module, making the TX-7 popular amongst law enforcement.</p><p></p><p>TX-7 Hybrid Pistol (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d8 laser / 2d6 .357</p><p>Critical: x20</p><p>Damage Type: Fire / Ballistic</p><p>Range Increment: 40 ft / 40 ft</p><p>Rate of Fire: S</p><p>Size: Med</p><p>Weight: 5.5 lb.</p><p>Ammo: 50 box / 6 cyl</p><p>Purchase DC: 17 Lic (+1)</p><p>Notes: Switching between laser, stun and revolver is a free action, can not fire both at same time. Stun module for laser, target makes Fort save DC 15 or stunned for 1d4 rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6807176, member: 6668634"] Balor The Balor is a large framed magnum revolver with a single shot gyrojet barrel mounted on top. The revolver chamber holds 7 magnum pistol rounds, while the gyrojet holds a single gyrojet rifle round. Balors were designed for survivalists that might encounter hostile indigenous creatures that are too large for smaller arms. The magnum rounds have more stopping power than standard pistols, using XZ propellant .44 magnum caseless rounds. The gyrojet rifle round provides an even longer range, and sometimes fitted with an explosive rounds. Balors are also found amongst some officers as the magnum offers good stopping power at modest range, plus the gyrojet's long range allows for greater striking range, if a bit slower to reload. Balor (Late PL5/PL6) Damage: 2d8+2 revolver / 2d6 gyrojet (2d6 +1d6 for explosive rounds) Critical: 20 / 20 Damage Type: ballistic Range Increment: 40 ft / 140 ft Rate of Fire: s / single Size: medium Weight: 5 lbs Ammo: 7 cylinder / 1 internal Purchase DC: Notes: Switching between gyrojet and revolver is a free action. Can not fire both gyrojet and .44 magnum at same time due to single trigger design. Reloading the gyrojet is a standard action, which is separate from reloading the magnum cylinder. [HR][/HR] Nelson The Nelson is a simple, easy to use, personal defense gauss pistol. It uses a small 2.2mm caliber round, making it fairly weak in terms of damage, but it holds a large capacity of rounds. The ammunition uses metamaterials that becomes easily malleable once a magnetic field passes through it. The magnetic field that launches the round activates the metamaterial, which allows it to deform incredibly quickly upon hitting a target, transferring far more of its kinetic energy to the target than normal bullets, also preventing chances of the round punching through the target. Unfortunately, this also means that targets with armour are better protected as the force from the impact is spread out over the armour, transferring less to the target. The magazine contains the power cell for the Nelson, and using the provided charging dock that comes with the Nelson. To power the Nelson, a small rechargeable power pack is placed in the back, with enough power to launch 200 rounds. A coloured power light indicates how full the charge is. Once it turns red, the battery has enough power to fire 10 more times before requiring a recharge. It flashes red when there is only enough power for 2 shots. Nelson (PL6 Personal Firearms) Damage: 2d4 Critical: 20 Damage Type: Ballistic Range Increment: 40 ft Rate of Fire: S Size: Small Weight: 1 lb Ammo: 35 box Purchase DC: 16 Lic (+1) Notes: Easy to conceal, granting a +4 to checks to hide the Nelson. Against targets wearing armour that provides a +2 or greater bonus, or Natural Armour of +3 or higher, the Nelson deals only half damage. The Nelson is only effective out to 5 range increments as the air friction causes the round to deform and lose speed. Ammunition PDC 9 for box of 100. [HR][/HR] The EP, or Energy Pulse, weapons fire brief but intense bursts of charged particles. To an observer, the weapon seems to spit small balls of white flame that explode on contact with a solid object. Pulse guns have respectable stopping power and range. The EP-1 is the first of the energy pulse weapon series, and as such is more bulky than the later models, and suffers from lower damage and range. A bulky, short rifle, compared to the EP-8, but has larger area damage than the -5 or -8. EP-1 (PL6 Personal Firearms Proficiency) Damage: 3d6 Critical: 20 Damage Type: Energy Range Increment: 40 ft Rate of Fire: S Size: Med Weight: 9 lbs. Ammo: 40 Purchase DC: Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage. The EP-5 is an excellent pistol, used by many militaries, well balanced and easy to maintain. However, due to the nature of the weapon, it is not recommended to use them in close quarters as the exploding energy pulse can injure the user when used at point blank range. EP-5 (PL6-7 Personal Firearms Proficiency) Damage: 3d6 Critical: 20 Damage Type: Energy Range Increment: 35 ft Rate of Fire: S Size: Med Weight: 4 lbs. Ammo: 50 Purchase DC: Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage. The EP-8 is the rifle version of the EP-5, boasting higher damage and range. EP-8 (PL 6-7 Personal Firearms Proficiency) Damage: 5d6 Critical: 20 Damage Type: Energy Range Increment: 75 ft Rate of Fire: s Size: Large Weight: 13 lbs. Ammo: 50 Purchase DC: Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage. The EP-9 is a heavy rifle, dealing damage on par with the EP-8, but with a larger burst area, and slightly shorter range. EP-9 (PL6-7 Personal Firearms Proficiency) Damage: 5d6 Critical: 20 Damage Type: Energy Range Increment: 70 ft Rate of Fire: S Size: large Weight: 15 lbs. Ammo: 50 Purchase DC: Notes: Damage is dealt to a 15 foot area. Targets beside the target hit must make a Reflex save DC 16 for half damage. [HR][/HR] Thunderfist Disposable Hold-Out Gun The Thunderfist is a two shot 11mm caseless derringer formed of woven graphite fiber. In cross-section, the Thunderfist is only just over an inch and a half across, and only 5 inches long. Readily concealable and containing no ferrous metals, this baby still packs a punch out to 75 feet. Internal chemical propellent fires the ceramic projectiles that are sharpened for armour penetration. When both rounds are fired, the weapon can be thrown away as the left over chemicals from the propellant melts the frame. These weapons are used by many military specialists and infiltrators as a back up weapon due to the construction and stealth material used in it's construction. When not in use, the Thunderfist looks like just a handle with a button the left side. Pressing the button with your thumb, with fingers held out, the barrel and trigger swing up and out for quick and easy use. Thunderfist Disposable Hold-Out Gun (Late PL5 Damage: 2d8 Critical: 20x2 Damage Type: Ballistic Range Increment: 15 ft Rate of Fire: Single Size: Tiny Weight: 2 lbs Ammo: 2 internal Purchase DC: 23 Mil (+3) Notes: Only effective out to 5 range increments. After the second shot is fired, the weapon begins to melt down 1 round after it is fired, turning into a melted pile of slag. +5 to hide from weapon detection systems and +5 to sleight of hand checks. [HR][/HR] TX-7 Hybrid Pistol The TX-7 is a combination laser pistol and revolver. Under the long barrel of the laser is the short barrel of the revolver, with its ammunition cylinder in front of the trigger guard. The revolver uses .357 rounds, but with advanced technology, allows for various types of ammunition to be available. The laser has a stun module, making the TX-7 popular amongst law enforcement. TX-7 Hybrid Pistol (PL6 Personal Firearms Proficiency) Damage: 2d8 laser / 2d6 .357 Critical: x20 Damage Type: Fire / Ballistic Range Increment: 40 ft / 40 ft Rate of Fire: S Size: Med Weight: 5.5 lb. Ammo: 50 box / 6 cyl Purchase DC: 17 Lic (+1) Notes: Switching between laser, stun and revolver is a free action, can not fire both at same time. Stun module for laser, target makes Fort save DC 15 or stunned for 1d4 rounds. [/QUOTE]
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