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==== Super Heavy Weapons ==== These weapons are always mounted, either on a gun emplacement, a vehicle or a starship. All require the Heavy Weapon Proficiency. All have disadvantage with direct attacks against medium sized creatures and smaller. These weapons cannot be operated by medium sized or smaller creatures without some form of mounting or fixed position and non-fixed/dropped weapons counted as ‘Bulky’ for large and huge size creatures. All are Military level availability. New weapon properties as follows… *'''Direct Fire''': As personal weapons in that all vehicles in that with a failed attack checks with an AOE have Resistance to damage. This includes any non-targets in the AOE of the targeted vehicle. *'''Dropped''': for bombs dropped from aerocraft and spacecraft. The vehicle moves over the target and drops the bombs dealing an AOE on the group below of the object. Targets on the ground get Dexterity saves verses the DC but even with the Evasion ability still suffer at least ½ damage. Vehicle operators make the vehicle Dexterity save and even with Vehicle Evasion ability still suffer at least ½ damage. *'''Fixed''': these weapons can only be mounted on a Huge-sized vehicle or larger or at a fixed mount (not even giants can use them effectively). Fixed 2 weapons can only be mounted on Gargantuan-sized vehicles or larger. Fixed 3 can only be mounted onto Behemoth sized or greater. Also it suffers disadvantage with attacks checks against moving targets of Colossal size or smaller. Moving targets that are Gargantuan and smaller sized also have the equivalent of ½ cover. Fixed 4 can only be mounted onto a vehicle of Leviathan sized or greater. Also this weapon suffers disadvantage with attacks against moving targets of Colossal sized or smaller. Moving targets that are Gargantuan and smaller sized also have the equivalent of ¾ cover. *'''Ion''': weapons don’t deal much damage, but can also disable the electronic systems of a vehicle with a powercell or energy systems of starships. The vehicle operator makes an Intelligence save verses the listed DC (also gains her Proficiency bonus if she is proficient with the vehicle she is operating + the vehicle save bonus). Hardened cells have advantage on this save. Failure knocks out all electronic systems (movement, non-analog weapons, targeting systems, force fields, life support, etc.) until restored. See Vehicles Houserules. *'''Knockdown''': targets within weapon’s AOE also need to make a DC5+ the base damage dealt Strength save. Failure knocked them prone and back 1d4 x5ft from the weapon. *'''Laser''': In space add an additional +1 to ranged attack rolls. With a critical hit you also disable the target vehicle’s sensors (Blind condition) until the start of your next round. *'''Locking''': the attacker must first establish a ‘weapons lock’. See Vehicles. *'''Magnetic''': On a critical hit the vessel also requires a save against the DC as an Ion effect. *'''Plasma''': On a critical hit the weapon deals +2d additional weapon damage dice (plus the double). *'''Powered''': these weapons are powered by the vehicles powercell or energy source. For powercells a ‘battle’ uses an hour of the vehicle’s battery, starships 1 energy point for each powered weapon. *'''Semi''': these weapons can be carried by Exo-Armor or Huge sized creatures, mounted onto light vehicles or used with a semi-portable mount (wt. 80lbs, cost 200 credits, takes 3 full rounds to set up break-down). Some of these weapons also are listed as powered, but if used semi-portable it requires a powercell. *'''Space''': These weapons are generally only mounted onto spacecraft and their ranges, AOE, etc. are listed on the space scale. Times 100 for personal scale. DESCRIPTIONS</br> '''Bombs''': generally unguided, dropped high-explosive (HE). They require a bomb bay and storage space (see vehicles). Bombs cost is for each bomb. All bombs allow a Dexterity save for ½. EMP bombs costs the same amount as HE but do not add the multiplier to damage (i.e. an EMP Bomb deals only 3d6 explosive damage) and everything with a powercell or energy source suffers the Ion affect.</br> '''Missiles''': are direct fire high explosive (HE) rounds. They require a missile launcher (see vehicles) and prices is for each missile. Those not directly struck by the missile but within its AOE get a DC15 Maneuver save. HEAT missiles (high-explosive, armor piercing) five times the cost and add the AP weapon feature. Also increase the damage multiplier to x5. Missile that fire into and under water are called torpedoes (not to be confused with photon torpedoes). Same cost and only work underwater.</br> '''Photon torpedoes''': only function properly in space and require a torpedo launcher (see vehicles). Price is for each. Those not directly struck by attack but within its AOE get a DC15 Maneuver save.</br> '''Machineguns''': heavy fixed ballistic machineguns, common for squad support and fixed firing points.</br> '''Chainguns''' and '''Caseless chaingun''': are simply heavier versions and fixed protection point weapons.</br> '''Autocannons''': a light explosive cannon with automatic fire for devastating results.</br> '''Cannons''': tank and light personal carrier weapons along with aero-attack craft.</br> '''Lascannon''': the lightest is an advance squad support weapon but also a common starship weapon.</br> '''Vehicle Flamer''': as flame weapons, firing flames out to a 120ft cone (30ft at the widest).</br> '''Mass Drivers''': heavy magnetic railguns. Generally require separate storage for loading rounds.</br> '''Plasma Cannon''': a squad support, fixed location security weapon or on light vehicles.</br> '''Particle Cannons''': heavier plasma guns, found at fixed locations and mounted to larger of vehicles.</br> '''Ion Cannons''': these EMP weapons deal little damage but can knock even the greatest vessels and devices out of commission. Targets missed and those in the AOE gain advantage on their save. '''Tractor Beam''': these weapons use telekinesis to grab other vehicles and starships. They can be used both in a planet’s gravity and in space. A Tractor Beam uses use the Grab trait listed with the vehicle to be initiate a grabble attempt and to resist one. Tractor Beams can only grab a vehicles its own size and smaller. At long range the imitator of the grab is at disadvantage to its initial attack roll but not the gabble check. See vehicle Houserules for details.</br> '''Water Cannon''': this weapon fire high pressure water as a semi-nonlethal crowd control.</br> <font size=1> {| class="wikitable" | '''WEAPON''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''SPACE''' ||'''WT''' || '''PROPERTIES''' |- | Bomb* || 1,500 || 3d6 x8 explosive || Drop || -- || 60 || AOE 50ft, fixed, loading (EMP 23) |- | Bomb, breaker* || 3,000 || 4d10 x8 explosive || Drop || -- || 450 || AOE 200ft/space 2, fixed 2, loading (EMP 25) |- | Bomb, buster* || 8,000 || 5d12 x8 explosive || Drop || -- || 1K || AOE 500ft/space 5, fixed 3, loading (EMP 28) |- | Missile, light¹ || 1,000 || 2d12 x4 explosive || 1,500/10,000 || 15/100 || 50 || Direct fire (AOE 10ft), fixed, loading, locking |- | Missile, medium¹ || 2,000 || 4d12 x4 explosives || 1,500/10,000 || 15/100 || 150 || Direct fire (AOE 15ft), fixed 2, loading, locking |- | Missile, heavy¹ || 4,000 || 6d6 x4 explosive || 1,500/10,000 || 15/100 || 450 || Direct fire (AOE 20ft), fixed 2, loading, locking |- | Photon torpedo ² || 10k || 4d10 x8 plasma || -- || 10/50 || 100 || AP, direct fire (AOE space 1), fixed, loading, locking |- | Photon torpedo, heavy ² || 25k || 6d10 x8 plasma || -- || 10/50 || 500 || AP, direct fire (AOE space 2), fixed 2, loading, locking |- | Heavy machinegun* || 5,000 || 3d10 piercing || 400/3,000 || -- || 75 || Auto only, reload (200m), semi |- | Chaingun || 10,000 || 3d12 piercing || 400/3,000 || -- || 150 || Heavy auto only, reload (1,000m), semi |- | Caseless chaingun || 50k || 4d10 piercing || 400/3,000 || -- || 200 || Fixed, heavy auto only, reload (1,000m) |- | Cannon, light || 70k || 3d10 x4 explosive || 500/4,000 || -- || 150 || AP, direct fire (AOE 10ft), fixed, loading |- | Cannon, heavy || 175k || 6d10 x4 explosive || 600/5,000 || -- || 400 || AP, direct fire (AOE 10ft), fixed 2, loading |- | Lascannon || 70k || 4d10 x2 fire || 1,000/10,000 || 10/100 || 300 || AP, laser, fixed, powered |- | Lascannon, heavy || 130k || 5d10 x2 fire || 1,000/10,000 || 10/100 || 600 || AP, laser, fixed 2, powered |- | Lascannon, massive || 200k || 6d12 x2 fire || 1,000/10,000 || 10/100 || 1.2k || AP, laser, fixed 3, powered |- | Mass driver || 60k || 4d10 x2 piercing || -- || 20/40 || 500 || AP, fixed, magnetic, reload (20m) |- | Mass driver cannon || 150k || 4d10 x5 piercing || -- || 20/40 || 1k || AP, fixed 2, magnetic, loading |- | Super mass driver² || 450k || 6d10 x5 piercing || -- || 20/40 || 2.5k || AP, fixed 3, magnetic, loading |- | Plasma cannon || 75k || 5d12 || 400/3,000 || -- || 100 || AP, direct fire (AOE 20ft), plasma, reloading (pc/E shots 20), semi |- | Partial cannon² || 300k || 5d8 x6 plasma || 500/4,000 || 5/40 || 500 || AP, direct fire (AOE 30ft, space 2), fixed, plasma, powered |- | Partial cannon, heavy² || 700k || 6d10 x6 plasma || 500/4,000 || 5/40 || 1.5k || AP, direct fire (AOE 40ft, space 3), fixed, plasma, powered |- | Ion cannon || 50k || 3d10 || 1,000/5,000 || 10/50 || 250 || Direct fire (AOE 10ft), fixed, lon DC20, powered |- | Ion cannon, heavy² || 100k || 5d10 || 1,000/5,000 || 10/50 || 600 || Direct fire (AOE 20ft, space 1), fixed 2, ion DC25, powered |- | Tractor beam || 75k || restrain || 1,000/5,000 || 10/50 || 500 || Fixed 2, powered |- | Water cannon || 20k || 2d8 bludgeoning || 120ftx10ft line || -- || 500 || Fixed, knockedown, reload (500gallons/10 shots) |- |} </font size> ¹ - ''suffer disadvantage on attacks against moving targets Gargantuan size or smaller (or advantage on save vs. AOE) and such targets also have the effect of ½ cover in addition to Resistance to any non-direct hit damage.''</br> ² - ''suffer disadvantage on attacks against moving targets Colossal size or smaller (or advantage on save vs. AOE). Gargantuan and smaller also have ¾ cover in addition to Resistance to any non-direct hit damage.''
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