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<blockquote data-quote="kronos182" data-source="post: 6835419" data-attributes="member: 6668634"><p>Reactive Armour (PL 6)</p><p>A starship with this modification has had small explosive charges bolted to its outer surfaces on the starship. When the starship is hit by weapons which use does Ballistic type of damage, this explosives detonate in response to disrupt the attack. In gaming terms the reactive armour gives the Starship damage reduction 20 to ballistic damage.</p><p>Hardness: 20</p><p>Tactical Speed Penalty: None</p><p>Weight: One-tenth the weight of the starship (rounded down)</p><p>Purchase DC: 20</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>MagnoCeramic Lattices Armour (PL7)</p><p>MagnoCeramic Lattices is magnetically enhanced ceramic composite material that makes hulls very resistant to kinetic attacks as well as acting as a heat shield for planetary re-entry. All fire damage taken during atmospheric entry by a ship with MagnoCeramic Lattices is halved. The strong magnetic fields that flow through the ceramic plating provides a similar benefit of a magnetic field defensive system, missiles and ballistic weapons fired at a magnoceramic lattices armour suffer a -2 penalty to attack.</p><p>Hardness: 20 against energy attacks, 40 against ballistic and other kinetic attacks.</p><p>Tactical Speed Penalty: None.</p><p>Weight: One-tenth the weight of the starship (rounded down).</p><p>Purchase DC: 17 + one half the base purchase DC of the starship.</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Plasma Accelerator</p><p>Long, Offence 25, Beam 1d10, 2 weapon spaces</p><p>Another remarkable use of mixed technologies on the part of the Centauri Republic, the plasma accelerator is basically a matter accelerator weapon system altered to handle large</p><p>gouts of superheated plasma instead of ferrous ammunition. By venting plasma stores into the magnetised chamber of the accelerator and cooling it slightly in order to form a ferrous crust around it, the entire ball of plasma can be magnetically hurled at much longer ranges with greater accuracy, efficiency and rate of fire.</p><p></p><p></p><p>Plasma Accelerator</p><p>Plasma accelerators combine the principles of gauss and plasma weapons, creating a long ranged plasma weapon. Although damage isn't improved, the magnetic accelerators that launch the plasma bolt enhances the magnetic containment fields to keep the damage potential over the greater distances.</p><p>Plasma Accelerator (PL7-8)</p><p>Damage: 14d8</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 38</p><p>Restriction: Mil (+3)</p><p></p><p>Light Plasma Accelerator</p><p>This is the light version of the plasma accelerator. Although weaker in damage, it has the best range of all the plasma accelerators.</p><p>Light Plasma Accelerator (PL7-8)</p><p>Damage: 10d8</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 10,000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 35</p><p>Restriction: Mil (+3)</p><p></p><p>Heavy Plasma Accelerator</p><p>This is the heavy plasma accelerator, a long range heavy plasma cannon.</p><p>Plasma Accelerator (PL7-8)</p><p>Damage: 18d8</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 6000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 41</p><p>Restriction: Mil (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Weapon Capacitors</p><p>With many starship weapons having a slow rate of fire, especially on civilian ships, and many higher rate versions being restricted or illegal outside of the military, some military manufacturers worked on a way around this. One such way is a set of special capacitors that are placed into the weapon system, and for a limited period of time, can improve the rate of fire of the weapon. An interesting side effect of these capacitors is if the equipped starship is hit with an energy draining weapon, or a possible overload in the weapon systems, the capacitors act as a type of circuit breaker, or surge protector, shorting out and rendering them useless and needing replacement, but the weapons will still work. In the event of a sudden complete power loss, the capacitors hold enough power for two shots.</p><p>Require: Energy or non-missile projectile weapon that requires a power source, such as gauss or rail guns.</p><p>Benefit: When added to an energy weapon, or a projectile weapon that requires power to operate, such as a gauss or rail gun, the capacitors can be activated, as a free action, to increase the rate of fire one step (from single to semi, or semi to auto, but no effect on weapons already with autofire), for 5 rounds before requiring 5 rounds to recharge. Also, if the weapon would become disabled from such weapons as an EMP or mag pulse missiles or energy dampening weapons, the capacitor shorts out, but saves the weapon, enabling it work, after a Computer Use check DC 15 to cut the capacitors from the weapon system. The capacitors will have to be replaced after this. In the event of a sudden and complete power loss to the equipped weapon, the capacitors, while charged have enough power for two shots.</p><p>PDC: 17</p><p>Notes: Only one capacitor can be added to a weapon. </p><p>Does not count against the number of weapons a ship can carry, more like a gadget or add-on to existing weapons.</p><p>Takes up 50 lbs of cargo space weight per capacitor. Fire-linked and batteries require one capacitor per weapon in the fire-link and battery. </p><p></p><p>[HR][/HR]</p><p></p><p>Harmonic Lasers</p><p>With the creation of laser resistant materials for starships, some wanted ways to advance laser technology to bypass these armours as lasers are generally the simplest and most understood, allowing for quick repairs, if necessary. Although x-ray lasers are one method, some shy away from these weapons as they require heavy shielding and have slow firing rates. A unique method was the incorporation of sound waves. As light seems to act as both particles and waves, this created interesting effects, once a method of combining lasers and sonic weapons was achieved. These weapons can be quite devastating when they strike critical areas, but are only slightly more powerful than standard lasers of similar size. They aren't quite as effective in defeating laser resistant armours and shielding, but these defenses are less effective.</p><p>Name: Harmonic Laser (PL7)</p><p>Weapon Damage: 7d8</p><p>Critical: 19-20, x3</p><p>Damage Type: half fire (laser) and half sonic</p><p>Range Increment: 3500 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 33</p><p>Restriction: Mil (+3)</p><p>Note: Defense systems that provide resistance to laser (deflection or damage reduction) is only one-quarter effective (round down). For example, if armour provides damage reduction 40 against lasers, against harmonic lasers it only provides damage reduction 10.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6835419, member: 6668634"] Reactive Armour (PL 6) A starship with this modification has had small explosive charges bolted to its outer surfaces on the starship. When the starship is hit by weapons which use does Ballistic type of damage, this explosives detonate in response to disrupt the attack. In gaming terms the reactive armour gives the Starship damage reduction 20 to ballistic damage. Hardness: 20 Tactical Speed Penalty: None Weight: One-tenth the weight of the starship (rounded down) Purchase DC: 20 Restriction: Restricted (+2) [HR][/HR] MagnoCeramic Lattices Armour (PL7) MagnoCeramic Lattices is magnetically enhanced ceramic composite material that makes hulls very resistant to kinetic attacks as well as acting as a heat shield for planetary re-entry. All fire damage taken during atmospheric entry by a ship with MagnoCeramic Lattices is halved. The strong magnetic fields that flow through the ceramic plating provides a similar benefit of a magnetic field defensive system, missiles and ballistic weapons fired at a magnoceramic lattices armour suffer a -2 penalty to attack. Hardness: 20 against energy attacks, 40 against ballistic and other kinetic attacks. Tactical Speed Penalty: None. Weight: One-tenth the weight of the starship (rounded down). Purchase DC: 17 + one half the base purchase DC of the starship. Restriction: None [HR][/HR] Plasma Accelerator Long, Offence 25, Beam 1d10, 2 weapon spaces Another remarkable use of mixed technologies on the part of the Centauri Republic, the plasma accelerator is basically a matter accelerator weapon system altered to handle large gouts of superheated plasma instead of ferrous ammunition. By venting plasma stores into the magnetised chamber of the accelerator and cooling it slightly in order to form a ferrous crust around it, the entire ball of plasma can be magnetically hurled at much longer ranges with greater accuracy, efficiency and rate of fire. Plasma Accelerator Plasma accelerators combine the principles of gauss and plasma weapons, creating a long ranged plasma weapon. Although damage isn't improved, the magnetic accelerators that launch the plasma bolt enhances the magnetic containment fields to keep the damage potential over the greater distances. Plasma Accelerator (PL7-8) Damage: 14d8 Critical: 20 Damage Type: Fire Range Increment: 5000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 38 Restriction: Mil (+3) Light Plasma Accelerator This is the light version of the plasma accelerator. Although weaker in damage, it has the best range of all the plasma accelerators. Light Plasma Accelerator (PL7-8) Damage: 10d8 Critical: 20 Damage Type: Fire Range Increment: 10,000 ft Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 35 Restriction: Mil (+3) Heavy Plasma Accelerator This is the heavy plasma accelerator, a long range heavy plasma cannon. Plasma Accelerator (PL7-8) Damage: 18d8 Critical: 20 Damage Type: Fire Range Increment: 6000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 41 Restriction: Mil (+3) [HR][/HR] Weapon Capacitors With many starship weapons having a slow rate of fire, especially on civilian ships, and many higher rate versions being restricted or illegal outside of the military, some military manufacturers worked on a way around this. One such way is a set of special capacitors that are placed into the weapon system, and for a limited period of time, can improve the rate of fire of the weapon. An interesting side effect of these capacitors is if the equipped starship is hit with an energy draining weapon, or a possible overload in the weapon systems, the capacitors act as a type of circuit breaker, or surge protector, shorting out and rendering them useless and needing replacement, but the weapons will still work. In the event of a sudden complete power loss, the capacitors hold enough power for two shots. Require: Energy or non-missile projectile weapon that requires a power source, such as gauss or rail guns. Benefit: When added to an energy weapon, or a projectile weapon that requires power to operate, such as a gauss or rail gun, the capacitors can be activated, as a free action, to increase the rate of fire one step (from single to semi, or semi to auto, but no effect on weapons already with autofire), for 5 rounds before requiring 5 rounds to recharge. Also, if the weapon would become disabled from such weapons as an EMP or mag pulse missiles or energy dampening weapons, the capacitor shorts out, but saves the weapon, enabling it work, after a Computer Use check DC 15 to cut the capacitors from the weapon system. The capacitors will have to be replaced after this. In the event of a sudden and complete power loss to the equipped weapon, the capacitors, while charged have enough power for two shots. PDC: 17 Notes: Only one capacitor can be added to a weapon. Does not count against the number of weapons a ship can carry, more like a gadget or add-on to existing weapons. Takes up 50 lbs of cargo space weight per capacitor. Fire-linked and batteries require one capacitor per weapon in the fire-link and battery. [HR][/HR] Harmonic Lasers With the creation of laser resistant materials for starships, some wanted ways to advance laser technology to bypass these armours as lasers are generally the simplest and most understood, allowing for quick repairs, if necessary. Although x-ray lasers are one method, some shy away from these weapons as they require heavy shielding and have slow firing rates. A unique method was the incorporation of sound waves. As light seems to act as both particles and waves, this created interesting effects, once a method of combining lasers and sonic weapons was achieved. These weapons can be quite devastating when they strike critical areas, but are only slightly more powerful than standard lasers of similar size. They aren't quite as effective in defeating laser resistant armours and shielding, but these defenses are less effective. Name: Harmonic Laser (PL7) Weapon Damage: 7d8 Critical: 19-20, x3 Damage Type: half fire (laser) and half sonic Range Increment: 3500 ft Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 33 Restriction: Mil (+3) Note: Defense systems that provide resistance to laser (deflection or damage reduction) is only one-quarter effective (round down). For example, if armour provides damage reduction 40 against lasers, against harmonic lasers it only provides damage reduction 10. [/QUOTE]
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