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=== WEAPON UPGRADES AND MODIFICATIONS === These modifiers can be added to most weapons (melee or firearms).</br> '''Advanced Alloy Metals'''*: added to any Primitive weapon. Removes the Primitive quality from all weapons and adds +2 damage to piercing and slashing (only) weapons damage. Cost x10 base PHB price in credits (arrows and bolts can also have this affect but at x20 the cost).</br> '''Bipod'''*: for heavy weapons mount. Takes 1 action to set up or take down. Medium sized creature not at disadvantage for firing Heaving weapons. Wt. 10lbs, Cost 50 credits.</br> '''Concealed Hostler'''*: Shoulder or hip holster that hides under a coat (+4 equipment bonus to users’ Stealth to hide a pistols or melee weapon on himself). Has space for 4 extra clips. Wt. ½lb, Cost 50 credits.</br> '''Enhanced Sights'''*: These sights doubles the weapon range (a 50/200 becomes 100/400) but only with the Aim maneuver. Cost 250 credits, Powercell A/8hrs.</br> '''Expanded Magazine'''*: slug throwers only. Double the shots available for weapons with magazine. This also doubles the weight of the clip. Doubles the reload Move cost. Triple clip cost (not available for revolvers or their speed loaders).</br> '''FOF Limiter''': a smartgun upgrade is capable of avoiding friendly targets. When making autofire area of affect attacks exclude any squares that contain friendly creatures. The allies must be programmed into the system. Takes 5 minutes and a '''DC10''' Computer Use Skill for each ally added. Wt. +2lbs, Cost 1,500 credits, Powercell 2A/8hrs.</br> '''Forearm Weapon Mount'''*: a hands-free attachment allowing the use of one light one-handed weapon (melee or firearm). Wt. +2lbs, Cost 200 credits.</br> '''Hidden Arm Sling'''*: Auto-draw sling for a light pistol or knife. Does not count as an item manipulation to draw and hidden under sleeve (+4 equipment bonus to Stealth to hide from others seeing it when not employed). Wt. ½lb, Cost 150 credits.</br> '''Hotshot''': blasters, laser and plasma weapons only. Supercharges the weapon, causing it to burn through more charges to increase the damage. Adds +1d8 to base damage (i.e. and laser carbine would deal base 1d10+1d8 damage) using 5 charges each attack. Wt. +1lb, triple the base weapons cost. To add a selector (allowing normal damage/charges and hotshot, changing between the two requires 15ft of movement), the cost is instead times ten (Military).</br> '''Melee Attachment'''*: melee weapon under-mount (think bayonet). Wt. +½lb, Cost 50 credits.</br> '''Motion Predictor''': complex target-tracking cogitator. Autofire weapon only. Disadvantage for others to make their Dexterity save against AOE attack and allows the users to use its reaction to make an Opportunity attack within ½ the base range of the weapon. Wt. +1lb, Cost 2,500 credits, Power A/4hrs.</br> '''Recoil Gloves''': advanced grav glove ignore Double-Tap penalty and Burst Fire and reduces Auto-fire to -3 (none if braced). Wt. 2lb, Cost 1,500 credits for each hand (pistols and rifles only; if can use the Pistol one-handed only requires one glove), Powercell A/2hrs (required for each glove).</br> '''Red-Dot Laser Sight''': ranged weapon attacks within a weapon’s base range (i.e. not long range) adds +2 damage. Wt. +½lb, Cost 150 credits, Powercell A/8hrs.</br> '''Silencer'''*: Can be attached to most slug thrower weapons only but not shotguns or revolvers. Disadvantage on '''DC15''' Perception checks to hear the gun fire but only with semi-auto fire (single shot or double-tap). Does not work for revolvers or shotguns (Restricted). Wt. ½lb, Cost 500 credits.</br> '''Suppressor'''*: Can be attached to most slug thrower weapons only but not shotguns or revolovers. Disadvantage on '''DC15''' Perception checks to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted). Wt. ½lbs, Cost 500 credits.</br> '''Variable Tanks''': for flame weapons only. Triple the cost of the flamer base powercell cost of the special canisters for the various damage effects. Note also that the powercells only provide ½ the normal shots. These special powercells can contain any ONE of the following effects (and must be purchases seperately)… : * '''''Liquid Nitrogen''''': change damage to cold and add property Cold. Targets who failed their save also move at ½ their base Speed (round to the nearest 5ft) until the end of their next round. : * '''''Corrosive''''': change damage to acid and add property AP. Also the weapon deals ½ of the original damage against the target the following round. : * '''''Toxin''''': change the damage to poison and requires the target to make a Constitution save vs. the damage dealt or gain the '''''Poisoned''''' condition for 1d6 rounds. : * '''''Adhesive''''': non-damage affect but still roll the damage. This is the DC that all subject in the area of affect must make Strength saves against or gain the Restrained condition. They can make a new save at the end of their turn against the same DC to end the condition. '''Weapon Gimble''': a harness that allows a medium sized creature to fire a Heavy Weapons without disadvantage (still at disadvantage if attacker moves and attacks in the same round). It does have the draw-back of reducing the wearer’s speed by 10 feet. Wt. +25lbs, Cost 250 credits, Powercell B/12hrs.
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