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Shots do not hurt other players (yet)
Zat'nik'tel for d20 ModernWed, 06 Feb 2008 22:35:17 GMT
As a follow on from the Staff Weapon, here are some rules we used Tuesday for a Zat.
| Weapon | Damage | Crit | Type | Range | RoF | Mag | Size | Weight | DC | Res |
| Zat'nik'tel | Special | - | Electric | 20' | S | ∞ | Tiny | 2lbs | 28 | Lic (+1) |
Any model hit by a Zat, as a ranged touch attack, must pass a DC 17 Fortitude save or be Stunned for d4 rounds. On taking a second hit in quick succession, the target must make a DC 15 Fortitude Save or drop to -1 HP.
This is based on the preformance of the weapon in the Series, but I'm worried it makes it too powerful in the game. With unlimited ammo, stun and kill abilities, why not always use them for close up work?
Also a new icon for Stargate stuff here on the site. Based on an icon by Bryan Derksen for Wikipedia, it's in the public domain.
See more about the original work here.
Pulp TechnobabbleTue, 05 Feb 2008 17:56:30 GMT
As a special request, here is a new version of the technobabbler, for Pulp adventure.
Based upon the tables from d20 Past.
Goa'uld Staff Weapon for d20 FutureMon, 04 Feb 2008 02:14:20 GMT
I've started thinking about running a Stargate based d20 Future game, so decided to have a pop at stats for a Staff Weapon.
Not sure how to set the purchase DC, as you can't buy them or sell them. They are alien artifacts, so should be quite valuable.
A Staff Weapon is unbalanced and horribly inaccurate, So -1 to Hit at range, but counts as a two handed weapon in melee, doing d8 damage.
Powered by a Liquid Naqahdah core, it has effectively unlimited ammo.
Here is what I've come up with so far:
| Weapon | Damage | Crit | Type | Range | RoF | Mag | Size | Weight | DC | Res |
| Staff Weapon | 2d10 | 20 | Fire | 20' | S | ∞ | Large | 12lbs | 28 | Lic (+1) |
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