Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6807652" data-attributes="member: 6668634"><p>FLEA</p><p></p><p>Fixed Lethal Enhanced Area defense pre-fragmented shaped charge chemical explosive mines. FLEAs are mines designed to protect satellites and stations from EVA sabotage. The FLEA mines are small, not much larger than a typical claymore style mine but included a unique gravitic field lock system which varied its distance from its parent asset by gentle magnetic field manipulation on a very minor level, keying in on the gravity well of the parent asset and being pulled along with it through orbit.</p><p></p><p>FLEA mines could be detonated autonomously through a series of events detected by their programing or command detonated by the parent asset as needed. Defense satellites can have anywhere from 6 to 12, while a station could have dozens to hundreds scattered about tied into the station's sensors and IFF systems. Each FLEA mine has a lethal radius of several hundred meters (in orbit) and used a shaped charge effect to shred a pre-fragmented casing into five thousand shards moving in a rapidly expanding cloud at a velocity of several miles per second. </p><p></p><p>FLEA (PL5/6)</p><p>Damage: 5d6</p><p>Critical: 19-20</p><p>Damage Type: Slashing </p><p>Range Increment: 100 ft cone.</p><p>Rate of Fire: Single, one time use</p><p>Size: Small</p><p>Weight: 7 lbs</p><p>Ammo: 1</p><p>Purchase: PDC31 +3 Military for 5 mines.</p><p>Game Notes: Coated with a radar absorbing material to keep from being detected, along with nonreflective paint, increase search/spot DCs to locate by 5. </p><p>Has sensors to detect approaching targets +10 spot, +10 search out to 500 ft by itself, can be tied into parent asset's sensor system. </p><p></p><p>[HR][/HR]</p><p></p><p>Mini Grenades PL6</p><p>So seeing as how I don't like how d20 future handles grenades in the future.. Let's try this shall we?</p><p></p><p>Mini Grenades are a bit bigger than a 3" shotgun shell. So a little wider and a shade longer.. say 3.25". So take your regular grenades (hand or 40mm) and cram all that into this super shotgun type round. They won't work in shotguns or shotgun attachments to rifles.</p><p></p><p>Now for hand grenades of PL6 take your old PL5/Modern grenade, increase damage by 1 die, increase blast radius by 10 ft, and add 5 ft to the range increment (light, more aerodynamic design, deployable fins, what have you) and increase Reflex DC by +2. Quick easy rules for PL6 grenades.</p><p>Example</p><p>PL6 Frag Grenade 5d6 slashing, 20, burst radius 30 ft, Reflex DC 17, Range Incr 15, tiny, 1 lb, PDC 15 Mil +3</p><p></p><p>PL6 Rockets</p><p>I did mini-rockets in a previous post, so here's just a quick rule for "regular" sized rockets for infantry.</p><p>Increase damage by 2 die, increase blast radius by 15 ft, increase Reflex DC by +3, increase range increment by 50 ft. If the rocket has the ability to ignore hardness/DR increase by 3. </p><p></p><p>[HR][/HR]</p><p></p><p>RPG-14</p><p>An improved version of the RPG-7, although lacking any special targeting systems, really just basic sight with range finder, and mass produced and fairly cheap.</p><p>RPG-14 (Heavy Weapon)</p><p>Damage: 10d6, 30 ft radius</p><p>Critical: 20</p><p>Damage Type: Explosive</p><p>Range Increment: 275 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 11 lbs</p><p>Ammo: 1 internal</p><p>Purchase: PDC 17 (+2 Restricted)</p><p></p><p>[HR][/HR]</p><p></p><p>Let's take it up a knotch..</p><p>PL7 Explosives</p><p>In my opinion, rockets, and mini rockets don't exist in PL7 and above, they would be replaced by missiles and mini missiles, except for dirt cheap non guided ones, but by this point, guidance systems should be fairly cheap so becomes moot. So basically, no rockets, just guided missiles.</p><p>Increase die TYPE by 1, so d6 becomes d8, d8 becomes d10, etc. Increase number of die by 1, increase Reflex DC by +2, blast radius by +10 ft, range increment by +50 ft. If there is also the ability to ignore hardness/DR increase by 3.</p><p>Add attack bonus for guidance systems, this is where GM discretion comes in.. but higher bonus (range between +1 to +5) increases price of course. </p><p>Special Note: In my opinion, for anti-tank/armour/material warheads, use the above stats, but increase the ignore hardness/DR by another 5, use the original PL5 rocket/missile blast radius and decrease that by 5 feet, and don't add the extra bonus die to damage.</p><p></p><p>Example</p><p>RPG-33 PL7</p><p>An improved version of the RPG-14, although lacking any special targeting systems beyond basic IR/Thermal, range finding, laser designator and wind direction and force with helpful plotted flight of the missile in the sight. Usually sold with basic missiles (+1 attack, PDC 14 for 4)</p><p></p><p>RPG-33 ( PL7 Heavy Weapon)</p><p>Damage: 11d8, 40 ft radius</p><p>Critical: 20</p><p>Damage Type: Explosive</p><p>Range Increment: 325 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 16 lbs</p><p>Ammo: 3 internal</p><p>Purchase: PDC 17 (+2 Restricted)</p><p></p><p>PL7 Grenades</p><p>No more mini-grenades, mini missiles will be used instead basically, only with altered minimal ranges, and such.</p><p>For hand grenades, take the PL6 version of the hand grenade, increase die type by 1, d6 to d8, etc, increase blast radius by 10 ft, Reflex DC by +2, range increment by +15 ft (better aerodynamics, mini flight system, like a small compressed air jet or the like, mini air turbine or whatever technobabble you want to use).</p><p></p><p>Well, there you go. Some quick, basic adhoc rules for giving your character some extra hurt against massed targets and armoured targets of the future.</p><p></p><p>[HR][/HR]</p><p></p><p>Shredder Grenades (PL6 to early PL7)</p><p></p><p>Shredder grenades are an enhanced fragmentation grenade, designed to shred soft targets to shreds. Extremely effective, but also has been banned by many governments as being inhuman. Using specially designed casing and layers of ceramics, metals and other materials, soft targets, aka humans or creepy 3 foot tall alien hordes, are shredded as the material rips through their flesh. Unfortunately, shredders aren't very effective against armoured targets.</p><p>A favourite tactic of many runners and pirates is rigging a shredder or several near or in airlocks with proximity sensors to deter boarders, especially in EVA situations as they'll tear through most EVA suits unless they are armoured.</p><p></p><p>Shredder Grenade (PL6)</p><p>Damage: 5d6, 20 ft blast radius</p><p>Critical: 18-20</p><p>Damage Type: Slashing</p><p>Range Increment: 20 ft</p><p>Reflex DC: 19</p><p>Size: Tiny</p><p>Weight: 1 lbs</p><p>Purchase: 18 box of 5 (Military +3, although in areas where it is banned, Banned +4)</p><p>Game Notes: Against targets with armour that grants at least a +2 bonus to Def, or has more than 3 hardness, or Natural armour +3 or higher, HALF the damage the shredder does as it isn't very effective in penetrating. </p></blockquote><p></p>
[QUOTE="kronos182, post: 6807652, member: 6668634"] FLEA Fixed Lethal Enhanced Area defense pre-fragmented shaped charge chemical explosive mines. FLEAs are mines designed to protect satellites and stations from EVA sabotage. The FLEA mines are small, not much larger than a typical claymore style mine but included a unique gravitic field lock system which varied its distance from its parent asset by gentle magnetic field manipulation on a very minor level, keying in on the gravity well of the parent asset and being pulled along with it through orbit. FLEA mines could be detonated autonomously through a series of events detected by their programing or command detonated by the parent asset as needed. Defense satellites can have anywhere from 6 to 12, while a station could have dozens to hundreds scattered about tied into the station's sensors and IFF systems. Each FLEA mine has a lethal radius of several hundred meters (in orbit) and used a shaped charge effect to shred a pre-fragmented casing into five thousand shards moving in a rapidly expanding cloud at a velocity of several miles per second. FLEA (PL5/6) Damage: 5d6 Critical: 19-20 Damage Type: Slashing Range Increment: 100 ft cone. Rate of Fire: Single, one time use Size: Small Weight: 7 lbs Ammo: 1 Purchase: PDC31 +3 Military for 5 mines. Game Notes: Coated with a radar absorbing material to keep from being detected, along with nonreflective paint, increase search/spot DCs to locate by 5. Has sensors to detect approaching targets +10 spot, +10 search out to 500 ft by itself, can be tied into parent asset's sensor system. [HR][/HR] Mini Grenades PL6 So seeing as how I don't like how d20 future handles grenades in the future.. Let's try this shall we? Mini Grenades are a bit bigger than a 3" shotgun shell. So a little wider and a shade longer.. say 3.25". So take your regular grenades (hand or 40mm) and cram all that into this super shotgun type round. They won't work in shotguns or shotgun attachments to rifles. Now for hand grenades of PL6 take your old PL5/Modern grenade, increase damage by 1 die, increase blast radius by 10 ft, and add 5 ft to the range increment (light, more aerodynamic design, deployable fins, what have you) and increase Reflex DC by +2. Quick easy rules for PL6 grenades. Example PL6 Frag Grenade 5d6 slashing, 20, burst radius 30 ft, Reflex DC 17, Range Incr 15, tiny, 1 lb, PDC 15 Mil +3 PL6 Rockets I did mini-rockets in a previous post, so here's just a quick rule for "regular" sized rockets for infantry. Increase damage by 2 die, increase blast radius by 15 ft, increase Reflex DC by +3, increase range increment by 50 ft. If the rocket has the ability to ignore hardness/DR increase by 3. [HR][/HR] RPG-14 An improved version of the RPG-7, although lacking any special targeting systems, really just basic sight with range finder, and mass produced and fairly cheap. RPG-14 (Heavy Weapon) Damage: 10d6, 30 ft radius Critical: 20 Damage Type: Explosive Range Increment: 275 ft Rate of Fire: Semi Size: Large Weight: 11 lbs Ammo: 1 internal Purchase: PDC 17 (+2 Restricted) [HR][/HR] Let's take it up a knotch.. PL7 Explosives In my opinion, rockets, and mini rockets don't exist in PL7 and above, they would be replaced by missiles and mini missiles, except for dirt cheap non guided ones, but by this point, guidance systems should be fairly cheap so becomes moot. So basically, no rockets, just guided missiles. Increase die TYPE by 1, so d6 becomes d8, d8 becomes d10, etc. Increase number of die by 1, increase Reflex DC by +2, blast radius by +10 ft, range increment by +50 ft. If there is also the ability to ignore hardness/DR increase by 3. Add attack bonus for guidance systems, this is where GM discretion comes in.. but higher bonus (range between +1 to +5) increases price of course. Special Note: In my opinion, for anti-tank/armour/material warheads, use the above stats, but increase the ignore hardness/DR by another 5, use the original PL5 rocket/missile blast radius and decrease that by 5 feet, and don't add the extra bonus die to damage. Example RPG-33 PL7 An improved version of the RPG-14, although lacking any special targeting systems beyond basic IR/Thermal, range finding, laser designator and wind direction and force with helpful plotted flight of the missile in the sight. Usually sold with basic missiles (+1 attack, PDC 14 for 4) RPG-33 ( PL7 Heavy Weapon) Damage: 11d8, 40 ft radius Critical: 20 Damage Type: Explosive Range Increment: 325 ft Rate of Fire: Semi Size: Large Weight: 16 lbs Ammo: 3 internal Purchase: PDC 17 (+2 Restricted) PL7 Grenades No more mini-grenades, mini missiles will be used instead basically, only with altered minimal ranges, and such. For hand grenades, take the PL6 version of the hand grenade, increase die type by 1, d6 to d8, etc, increase blast radius by 10 ft, Reflex DC by +2, range increment by +15 ft (better aerodynamics, mini flight system, like a small compressed air jet or the like, mini air turbine or whatever technobabble you want to use). Well, there you go. Some quick, basic adhoc rules for giving your character some extra hurt against massed targets and armoured targets of the future. [HR][/HR] Shredder Grenades (PL6 to early PL7) Shredder grenades are an enhanced fragmentation grenade, designed to shred soft targets to shreds. Extremely effective, but also has been banned by many governments as being inhuman. Using specially designed casing and layers of ceramics, metals and other materials, soft targets, aka humans or creepy 3 foot tall alien hordes, are shredded as the material rips through their flesh. Unfortunately, shredders aren't very effective against armoured targets. A favourite tactic of many runners and pirates is rigging a shredder or several near or in airlocks with proximity sensors to deter boarders, especially in EVA situations as they'll tear through most EVA suits unless they are armoured. Shredder Grenade (PL6) Damage: 5d6, 20 ft blast radius Critical: 18-20 Damage Type: Slashing Range Increment: 20 ft Reflex DC: 19 Size: Tiny Weight: 1 lbs Purchase: 18 box of 5 (Military +3, although in areas where it is banned, Banned +4) Game Notes: Against targets with armour that grants at least a +2 bonus to Def, or has more than 3 hardness, or Natural armour +3 or higher, HALF the damage the shredder does as it isn't very effective in penetrating. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top