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'''''Mortars''''' are really just big grenades with a range of 150/1,000. Add +2d weapon dice to damage, four times the weight, triple the AOE and ten times the cost (i.e. a Fragmentation mortar deals 4d8 explosive damage, weighs 4lbs, AOE of 30ft, costs 250 credits each). They share all other features of grenades and launchers (including setting fusses, etc.). Generally because of the range, Mortar operators often rely on forward observes relying coordinates to them. This is a Perception check by the forward observer and an Insight check by the attacker with the following DC - direct communications between both 12 each, some interference 15 each. If these rolls are made they can ignore the indirect penalty. If one is made then indirect penalty applies, if both fail they the round is wasted and falls short/long (auto miss).
 
'''''Mortars''''' are really just big grenades with a range of 150/1,000. Add +2d weapon dice to damage, four times the weight, triple the AOE and ten times the cost (i.e. a Fragmentation mortar deals 4d8 explosive damage, weighs 4lbs, AOE of 30ft, costs 250 credits each). They share all other features of grenades and launchers (including setting fusses, etc.). Generally because of the range, Mortar operators often rely on forward observes relying coordinates to them. This is a Perception check by the forward observer and an Insight check by the attacker with the following DC - direct communications between both 12 each, some interference 15 each. If these rolls are made they can ignore the indirect penalty. If one is made then indirect penalty applies, if both fail they the round is wasted and falls short/long (auto miss).
  
DESCRIPTIONS</br>
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DESCRIPTIONS
'''Concussion''': explosive using air pressure as well as shrapnel to disrupt enemy lines.</br>
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Concussion: light explosive using air pressure as well as shrapnel to disrupt enemy lines.
'''Smoke''': after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.</br>
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Smoke: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.
'''Fragmentation''': deadly antipersonnel explosives with hundreds of steel flechettes (Military).</br>
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Fragmentation: deadly antipersonnel explosives with hundreds of steel flechettes (Military).
'''Photo-Flash''': powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted).</br>
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Photo-Flash: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted).
'''Riot''': releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and halves Movement (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Restricted).</br>
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Riot: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and halves Movement (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Restricted).
'''Tangler''': these grenades release an inky super adhesive substance within their area of affect. Anyone who fails their save gains the Restrained condition. Each round after that as an action they can attempt to escape with a Strength saving throw against the same DC. Success means they have pull themselves free and are not Restrained.</br>
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Tangler: these grenades release an inky super adhesive substance within their area of affect. Anyone who fails their save gains the Restrained condition. Each round after that as an action they can attempt to escape with a Strength saving throw vs. the same DC. Success means they have pull themselves free and are not Restrained.
'''HEAT''': high-explosive, anti-tank explosives (Military).</br>
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HEAT: high-explosive, anti-tank explosives (Military).
'''EMP''': doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Effects all technology that employs a powercell. Device holder and golems require an Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Vehicle operators can make a Dexterity or Intelligence save (but max ability modifier the same as the max for AC bonuses). Huge vehicles and larger, are immune vs. grenades, while mortar rounds will effect up to Colossal size. Vehicles are at a disadvantage for all operations for 1d4 minutes. A DC20 Intelligence (Mechanic) check will restore power to a device as an action.</br>
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EMP: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Effects all technology that employs a powercell. Device holder and golems require an Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Vehicle operators can make a Dexterity or Intelligence save (but max ability modifier the same as the max for AC bonuses). Huge vehicles and larger, are immune vs. grenades, while mortar rounds will effect up to Colossal size. Vehicles are at a disadvantage for all operations for 1d4 minutes. A DC20 Intelligence (Mechanic) check will restore power to a device as an action.
'''Cryo''': super-cooling gas released that not only damages but can also slow targets movement for those who failed their saves (Restricted).</br>
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Cryo: super-cooling gas released that not only damages but can also slow targets movement for those who failed their saves (Restricted).
'''Electrical''': releasing a powerful electrical discharge that can also fry advanced devices (Restricted).</br>
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Electrical: releasing a powerful electrical discharge that can also fry advanced devices (Restricted).
'''Flame''': specialized semi-adhesive gel that burns in the radius for 2d6 rounds after the explosive is set. As with the Flame weapon property, targets who fail their save also catch fire. Anyone starting their turn or moving through the area (counts as difficult terrain) must make a save or also suffer the damage and have a chance of catching fire (if they fail their save) (Military).</br>
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Flame: specialized semi-adhesive gel that burns in the radius for 2d6 rounds after the explosive is set. As with the Flame weapon property, targets who fail their save also catch fire. Anyone starting their turn or moving through the area (counts as difficult terrain) must make a save or also suffer the damage and have a chance of catching fire (if they fail their save) (Military).
'''Geode''': advanced frag grenades that release sharpened adamantine flechette shards (Military).</br>
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Geode: advanced frag grenades that release sharpened adamantine flechette shards (Military).
'''Toxic''': releasing lethal and illegal poisonous toxic gases. Failure results in the damage and the target gaining the Poisoned condition, with a successful save taking only ½ damage and not poisoned. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the poisoned condition also takes the listed damage at the start of its turn. They can make a new save at the same DC at the end of their turn. Success means they are no have the poisoned condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who does not have the poisoned condition that starts its turn in the area must make a save or suffer effects as listed above (Military and Illegal).</br>
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Toxic: releasing lethal and illegal poisonous toxic gases. Failure results in the damage and the target gaining the Poisoned condition, with a successful save taking only ½ damage and not poisoned. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the poisoned condition also takes the listed damage at the start of its turn. They can make a new save at the same DC at the end of their turn. Success means they are no have the poisoned condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who does not have the poisoned condition that starts its turn in the area must make a save or suffer effects as listed above (Military and Illegal).
'''Hallucinogenic''': powerful hallucinate gases that disorient living targets. Failed save the target acts as if under the Confusion spell (PHB pg. 224) and gains the Frightened condition. Each round afterwards, at the end of its turn, a target can make a new save to remove the condition BUT only after two rounds of successful saving throws! After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Military and Illegal).</br>
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Hallucinogenic: powerful hallucinate gases that disorient living targets. Failed save the target acts as if under the Confusion spell (PHB pg. 224) and gains the Frightened condition. Each round afterwards, at the end of its turn, a target can make a new save to remove the condition BUT only after two rounds of successful saving throws! After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Military and Illegal).
'''Virus''': these illegal grenades release a necrotic toxin that literally melts living flesh but has no effect on anything not alive. Failure results in the damage and the target gaining the Paralyzed condition, with a success taking ½ damage and not paralyzed. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the paralyzed condition takes the listed damage each round after that. They can make a new save at the same DC at the end of their turn. Success means they are no have the condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions (and ½ the damage) as listed above (Military and Illegal).</br>
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Virus: these illegal grenades release a necrotic toxin that literally melts living flesh but has no effect on anything not alive. Failure results in the damage and the target gaining the Paralyzed condition, with a success taking ½ damage and not paralyzed. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the paralyzed condition takes the listed damage each round after that. They can make a new save at the same DC at the end of their turn. Success means they are no have the condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions (and ½ the damage) as listed above (Military and Illegal).
'''Plasma''': one of the most powerful hand grenade created (Military).</br>
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Plasma: one of the most powerful hand grenade created (Military).
Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted).</br>
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Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted).
'''Mining Pack''': pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted).</br>
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Mining Pack: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted).
'''Anti-Armor Pack''': specialized bomb with an adhesive pull-stripe that can stick to almost any surface (Military).
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Anti-Armor Pack: specialized bomb with an adhesive pull-stripe that can stick to almost any surface (Military).
 
{| class="wikitable"
 
{| class="wikitable"
 
| '''GRENADES''' || '''DAMAGE''' || ''SAVE''' || '''AREA''' || '''WT''' || '''COST''' || '''PROERTIES'''
 
| '''GRENADES''' || '''DAMAGE''' || ''SAVE''' || '''AREA''' || '''WT''' || '''COST''' || '''PROERTIES'''

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