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==== Ammunition and Powercells ==== For energy weapons like lasers, they require a powercell to fire. Look under the weapons properties and then add the cost for any multiple powercells for each weapon cell. For example a Laser Rifle uses a B cell, so a new fully charged powercell cost 40 credits and weights 1 lbs. These powercells are dedicated to that weapon type (i.e. Laser Rifle only) and not interchanged with other weapons or gear that use that powercell</br> For slug-throwers, magnetic coil guns, etc. they require slugs and clips.</br> For most pistols is costs 50 credits for 100 rounds that weight around 8 lbs. New clips cost 10 credits each and weight ¼ lb. when empty. Hand Cannons ammo cost 100 credits for 100 rounds and weight 12 lbs. Speed-loading Revolver & Hand Cannon cylinders are also available for 25 credits and weigh ½ lb. each and change them from Feed to Reload (m). Most rifle rounds cost 100 credits for 100 rounds and weight 12 lbs. A new rifle magazine clip cost 15 credits and weights ¼ lb. empty. Splinter Pistol rounds cost 150 credits and weigh 10 lbs. for 100 rounds, while the Rifle version cost 250 credits and weigh 15 lbs. and machine gun splinter rounds weigh 20 lbs. and cost 400 credits for 100 rounds. Mags cost the same as normal firearms. Sniper rifle and machinegun rounds cost 150 credits for 100 and weigh 15 lbs. New sniper magazine clips are 10 credits and weight ¼ lb. empty. Heavy machineguns, autocannons and chaingun ammo cost 250 credits for a 100 and weigh 25 lbs. Machineguns use belts or boxes for ammo that cost 25 credits each and weigh 1 lb. ‘empty’.</br> For caseless weapons, full clips must be purchased. Each costs in credits is 2 times the number of rounds for a full chip and the full weigh is on average ½ lb. for pistols, 1 lb. for rifles, 5 lbs. for a machinegun and 30 lbs. for a heavy machinegun.</br> Capsicum cartridge cost 25 credits each and weigh ¼ lb.</br> A full clip for a Needler pistol cost 100 credits and weighs ¼ lb. and a rifle cost 250 credits at ½ lb. (and they are Illegal).</br> Magnetic/Coil/Railgun/Mass Drive weapons are sold as full clips also and cost 10 credits times the number of rounds in a full clip times the full clip’s weigh. This includes a powercell incorporated into the clip. Full clips generally weight one-fourth the weapon itself weight (i.e. a Coil pistol clip is ¼lb and cost 25 credits, while a Mass Drive mag is 125lbs and cost 3,750 credits).</br> '''SPECIAL AMMUNTION'''</br> )One advantage that the basic slug throwers and caseless firearms (only( have is that they can use a variety of different types of ammunition the weapon. These modifiers can also be applied to bow’s arrows or a crossbow’s bolts but assume that each special arrow or bolt has a base costs one credits for each. *'''Acid Slug''': deal +1d6 acid damage to base damage. On the following round the target suffers another 1d6 acid damage. Cost is 25 times the normal cost. (Restricted) *'''Adamantine Rounds''': dense heavy-core rounds for heavy autoloaders, hand canons, shotguns, and rifles (and arrow and bolt). Ten times the cost per round and add the AP property to the weapon. *'''Cold Iron''': triples the cost of the rounds and deals extra damage to certain creatures. *'''Rubber Rounds''': deal minimum damage but target is at disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target instead gains the Stunned condition until the start of your next turn. Cost is double for normal rounds. *'''Shaped Capsules''': military grade shape-charged explosive rounds for heavy autoloaders, hand canons, shotguns, rifles, arrow and bolt. Add properties AP and +1d8 explosive damage to the weapon. Cost is 30 times the normal round cost. (Military) *'''Shock Slugs''': Cost 20 times the normal cost and adds the Pincher weapon quality and lightning damage to the round. *'''Silver Rounds''': ten times the base cost of the round and deals extra damage to certain creatures. '''INJECTOR ROUNDS'''</br> These rounds are fired from an Air firearms, but can also be delivered through a hypospray injector or syringe (see Medical Gear). Huge sized creatures and larger along with anyone in an Exo-suit or with an active Energy Shield are immune to these rounds. Large size creatures and anyone wearing Heavy armor impose disadvantage on air round attacks. Injectors do not work on undead or incorporate creatures. All injected drugs are considered analogy except Detonator nanites.</br> *'''Detonator''': This injection introduces nanites into the subject that are programed to activate based on parameters you set before injection. As a reaction to a condition you determine, the target takes 3d6 necrotic damage and gain the Poisoned condition until the end of its next round, '''DC18''' Constitution for half and not suffer the '''''Poisoned''''' condition. Cost 25 credits dose (Military). *'''Fear''': A psychotropic that makes the subject see the thing it most fears all around it. The subject makes a '''DC15''' Constitution save or gains the '''''Frightened''''' conditions which includes all friends and foes. At the end of its turn the subject makes another Constitution save, success means it recovers, otherwise it remains frightened until the save is made. Cost 50 credits dose (Illegal). *'''Narcosynthesis''': Truth serum multiplied by fifty. Subject must make a '''DC20''' Constitution save or for the next hour it is at disadvantage with all Charisma (Deception) checks and others gain advantage on all Wisdom (Insight) checks against it. Cost 25 credits dose. *'''Open Mind''': This injection is a concoction of barbiturates, amphetamines akin to LSD. The subject makes a '''DC15''' Constitution save or gains the '''''Charmed''''' condition against any and all suggestions made to it by anyone speaking to it that the target can hear and understand. It can make new save at the end of each of its turns to remove the condition. Cost 50 credits dose. *'''Pain''': This injection does not inflict pain, but rather hypersensitive the dermal nerve network, making the subject fell all sensations with uncomfortable intensity. The subject gets a '''DC15''' Constitution save or each time the target takes damage it suffers and additional 1d6 damage from each attack that hits it this round. This is not double by critical hits. The subject can make a new save at the end of each of its turns to remove the affect. Cost 30 credits dose (Restricted). *'''Paralysis''': This broad-spectrum mélange of neuromuscular-blocking drugs can inflict near instant paralysis in a subject. A subject hit must make a '''DC15''' Constitution save or gain the '''''Paralyzed''''' condition. At the end of each of its turns afterwards it gets a new save. Success removes the condition. Cost 75 credits dose (Illegal). *'''Sleep''': This heavy dose of diazepam and various opioids might actually kill a horse. A creature hit must make a '''DC15''' Constitution save or fall '''''Unconscious'''''. If hit again with the same injection within 1 minute, the '''DC''' increases by +5 (cumulative to a max DC25). The target remains unconscious for five minutes or until the sleeper takes damage or something takes an action to shakes it awake. Also gains one level of Exhaustion on failed save. Cost 100 credits dose. *'''Slow''': This strange medley of drugs causes muscle relaxation by depressing the central nervous system. A subject hit must make a '''DC15''' Constitution save or its Speed is halved (round down to nearest 5ft) and is at disadvantage on Dexterity ability and skill checks and attack rolls. At the end of its turn the subject can make a new save to remove this affect. Cost 75 credits dose.
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