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revford blog

Shots do not hurt other players (yet)


   Zat'nik'tel for d20 Modern

Wed, 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.

Earth Symbol

See more about the original work here.

    Pulp Technobabble

Tue, 05 Feb 2008 17:56:30 GMT

As a special request, here is a new version of the technobabbler, for Pulp adventure.

Pulp Technobabble

Based upon the tables from d20 Past.

   Goa'uld Staff Weapon for d20 Future

Mon, 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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2011-12-06