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<blockquote data-quote="kronos182" data-source="post: 6835396" data-attributes="member: 6668634"><p>Energy Dampening Weapon (PL7/8)</p><p>This energy weapon fires a specialized pulse of energy contained within a magnetic field that upon impact with a target, causes the target to temporarily lose all energy. The pulse is designed to cause the safety systems of most targets' power systems to believe there is an emergency, such as an overload, which is partly true as the pulse pumps energy into various systems as it strikes, forcing the power systems to shut down, causing energy in capacitors to dissipate, magnetic coils to temporarily degauss, etc. The target hit must make a Fortitude save DC 17 +1 per times hit by the Energy Dampening Weapon. Ships get a base Fortitude save bonus based on type (ultralight -1, light +0, mediumweight +1, heavy +2, superheavy +3. Ships do not use pilot's Fortitude bonus or modifiers). On a failed the target is left dead in space, floating in the direction it was last moving, while on a successful save, 1d4 systems shut down. The round after the target is hit, the crew may attempt to restart the ship systems with a Repair check DC 28 followed by a Computer Use check DC 28 with about 5 minutes of work to get the whole ship running. Or they could attempt to get one system (weapons, engines, shields, life support, etc) running with a Repair check DC 23 and Computer Use check DC 25 within 1d4+1 rounds. </p><p>These weapons are large, and slow to fire, requiring at least a destroyer to mount even one (minimum ship size colossal, type light, subtype destroyer or larger) and takes up two weapons worth to the limit that the ship can carry. The weapon can only be fired once every other round.</p><p>Damage: Special, see description</p><p>Damage Type: Special, see description</p><p>Range Increment: 5500 feet</p><p>Rate of Fire: Single, every other round</p><p>Minimum Ship Size: Colossal (Light type: destroyer subtype or larger)</p><p>Purchase DC: 50</p><p>Restriction: Rare Military (+5)</p><p></p><p>[HR][/HR]</p><p></p><p>Mag Pulse Missile</p><p>These missiles are a type of nonlethal anti-ship missile. These missiles, upon impact, release a specialized for of electromagnetic pulse and ionized particles which affect a target's weapon systems, shutting them down temporarily. When struck, the target's weapons are disabled for 1d4 minutes. The round after the target is struck, the crew can attempt to reinitialize the weapon systems with a Repair check DC 20, Computer Use check DC 21 and 1d6+3 rounds of work.</p><p>These missiles require their own launcher and are usually carried on fighters, bombers or boarding shuttles to allow for an easier capturing of the target.</p><p>Mag Pulse Missile (PL6/7)</p><p>Damage: 3d8 plus special</p><p>Critical: 20</p><p>Damage Type: Ballistic plus special</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 45</p><p>Restriction: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Loot Net</p><p>This interesting device is usually found on pirate or mercenary ships that have money and engineering skills, and used for capturing small to medium transports or cargo ships. The equipped ship, when the loot net is activated, deploys a series of booms along with a number of towed buoys. Once these buoys reach the end of the length of their cables, they emit a type of magnetic field linking all the buoys and the ship together creating a net-like lattice expanding around the equipped ship in a 500 foot diameter vertically. When an equipped ship passes by a ship, letting the other ship pass through the area that the magnetic field, affecting it with an effect like an electromagnetic pulse, disabling the target for about 10 minutes. Most military ships have tempest shielding, and the loot net doesn't affect them. </p><p>The individual buoys are only about 5 feet in diameter and 12 feet long, with 20 hit points, Def of 14. The equipped ship can not move faster than 3500 feet per round when the buoys are deployed as any faster would cause the cables to snap during maneuvers.</p><p>This system takes up one weapon and one defensive systems available to a ship and requires a colossal sized vessel of at least light type. It takes a full round to deploy the booms and buoys, and 3 rounds to retract the buoys and booms. </p><p>Loot Net (PL6)</p><p>Damage: 3d8 plus special</p><p>Critical: 20</p><p>Damage Type: Electrical plus special</p><p>Range Increment: 500 feet surrounding equipped ship</p><p>Rate of Fire: -</p><p>Minimum Ship Size: Colossal, type light</p><p>Purchase DC: 38, replacement buoys PDC 21 for 3.</p><p>Restriction: Illegal (+4)</p><p></p><p>[HR][/HR]</p><p></p><p>MINESWEEPER SUITE (PL6)</p><p>In addition to extra ablative armor or shielding, a vessel outfitted as a minesweeper boasts a large electronics suite designed to prevent a mine from detonating. Dampener fields suppress the trigger mechanisms of nearby mines and pinpoint sensors enable the location – and remote deactivation – of a mine. Minesweeping is not a fast process and a vessel that tries to hurry the procedure is just as likely to trigger the minefield as it is to disable it.</p><p>Use of the minesweeper suite requires a successful Computer Use check by the operator for each square of mines to be deactivated. The DC for this check is determined by the</p><p>mine. To clear a square of mines takes a number of minutes equal to the DC of the check. The process may be hurried – the DC of the check increases by 2 for every minute the</p><p>time is reduced by. Failure of the check by 10 or more indicates a catastrophic failure resulting in the minefi eld detonating as normal.</p><p>A ship equipped with a minesweeper suite gains a +10 enhancement bonus to sensor checks and has the sensor range doubled when detecting mines. As well, its weapons</p><p>gain a +4 equipment bonus to hit when targeting mines. Checks made to detect a ship with a minesweeper suite gain a +5 bonus due to the increased electronic noise produced</p><p>by the equipment. The electronic noise is produced even when the suite is not in use and cannot be voluntarily suppressed.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6835396, member: 6668634"] Energy Dampening Weapon (PL7/8) This energy weapon fires a specialized pulse of energy contained within a magnetic field that upon impact with a target, causes the target to temporarily lose all energy. The pulse is designed to cause the safety systems of most targets' power systems to believe there is an emergency, such as an overload, which is partly true as the pulse pumps energy into various systems as it strikes, forcing the power systems to shut down, causing energy in capacitors to dissipate, magnetic coils to temporarily degauss, etc. The target hit must make a Fortitude save DC 17 +1 per times hit by the Energy Dampening Weapon. Ships get a base Fortitude save bonus based on type (ultralight -1, light +0, mediumweight +1, heavy +2, superheavy +3. Ships do not use pilot's Fortitude bonus or modifiers). On a failed the target is left dead in space, floating in the direction it was last moving, while on a successful save, 1d4 systems shut down. The round after the target is hit, the crew may attempt to restart the ship systems with a Repair check DC 28 followed by a Computer Use check DC 28 with about 5 minutes of work to get the whole ship running. Or they could attempt to get one system (weapons, engines, shields, life support, etc) running with a Repair check DC 23 and Computer Use check DC 25 within 1d4+1 rounds. These weapons are large, and slow to fire, requiring at least a destroyer to mount even one (minimum ship size colossal, type light, subtype destroyer or larger) and takes up two weapons worth to the limit that the ship can carry. The weapon can only be fired once every other round. Damage: Special, see description Damage Type: Special, see description Range Increment: 5500 feet Rate of Fire: Single, every other round Minimum Ship Size: Colossal (Light type: destroyer subtype or larger) Purchase DC: 50 Restriction: Rare Military (+5) [HR][/HR] Mag Pulse Missile These missiles are a type of nonlethal anti-ship missile. These missiles, upon impact, release a specialized for of electromagnetic pulse and ionized particles which affect a target's weapon systems, shutting them down temporarily. When struck, the target's weapons are disabled for 1d4 minutes. The round after the target is struck, the crew can attempt to reinitialize the weapon systems with a Repair check DC 20, Computer Use check DC 21 and 1d6+3 rounds of work. These missiles require their own launcher and are usually carried on fighters, bombers or boarding shuttles to allow for an easier capturing of the target. Mag Pulse Missile (PL6/7) Damage: 3d8 plus special Critical: 20 Damage Type: Ballistic plus special Range Increment: - Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 45 Restriction: Military (+3) [HR][/HR] Loot Net This interesting device is usually found on pirate or mercenary ships that have money and engineering skills, and used for capturing small to medium transports or cargo ships. The equipped ship, when the loot net is activated, deploys a series of booms along with a number of towed buoys. Once these buoys reach the end of the length of their cables, they emit a type of magnetic field linking all the buoys and the ship together creating a net-like lattice expanding around the equipped ship in a 500 foot diameter vertically. When an equipped ship passes by a ship, letting the other ship pass through the area that the magnetic field, affecting it with an effect like an electromagnetic pulse, disabling the target for about 10 minutes. Most military ships have tempest shielding, and the loot net doesn't affect them. The individual buoys are only about 5 feet in diameter and 12 feet long, with 20 hit points, Def of 14. The equipped ship can not move faster than 3500 feet per round when the buoys are deployed as any faster would cause the cables to snap during maneuvers. This system takes up one weapon and one defensive systems available to a ship and requires a colossal sized vessel of at least light type. It takes a full round to deploy the booms and buoys, and 3 rounds to retract the buoys and booms. Loot Net (PL6) Damage: 3d8 plus special Critical: 20 Damage Type: Electrical plus special Range Increment: 500 feet surrounding equipped ship Rate of Fire: - Minimum Ship Size: Colossal, type light Purchase DC: 38, replacement buoys PDC 21 for 3. Restriction: Illegal (+4) [HR][/HR] MINESWEEPER SUITE (PL6) In addition to extra ablative armor or shielding, a vessel outfitted as a minesweeper boasts a large electronics suite designed to prevent a mine from detonating. Dampener fields suppress the trigger mechanisms of nearby mines and pinpoint sensors enable the location – and remote deactivation – of a mine. Minesweeping is not a fast process and a vessel that tries to hurry the procedure is just as likely to trigger the minefield as it is to disable it. Use of the minesweeper suite requires a successful Computer Use check by the operator for each square of mines to be deactivated. The DC for this check is determined by the mine. To clear a square of mines takes a number of minutes equal to the DC of the check. The process may be hurried – the DC of the check increases by 2 for every minute the time is reduced by. Failure of the check by 10 or more indicates a catastrophic failure resulting in the minefi eld detonating as normal. A ship equipped with a minesweeper suite gains a +10 enhancement bonus to sensor checks and has the sensor range doubled when detecting mines. As well, its weapons gain a +4 equipment bonus to hit when targeting mines. Checks made to detect a ship with a minesweeper suite gain a +5 bonus due to the increased electronic noise produced by the equipment. The electronic noise is produced even when the suite is not in use and cannot be voluntarily suppressed. [/QUOTE]
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