Missiles for D&D from Tales of the Comet
This is another modern weapon for play in D&D from Tales of the Comet. How you describe them again should be in keeping with your setting.
Range: 100/150/200 or 500
Damage: Varies by type
Rate of Fire: 1/3 or all
Speed Factor: 10 or 4
Missiles are super-high-velocity, self-propelled explosives that can be configured in a variety of ways. The most common include high explosive, incendiary, electromagnetic pulse, and molecular. Missiles can be fired either from a hand launcher or from a missile array platform mounted on a vehicle. The hand-launched varieties operate with a point-and-shoot mechanism, so their range is limited somewhat by line of sight and accuracy of aim. Mounted arrays, however, utilize 1 computer tracking systems that permit the missiles to be fired considerably further (up to 500 yards).
Hand launchers tend to be bulky and difficult to maneuver, so their rate of fire is low and their speed factor is high. With mounted arrays, however, the driver/pilot can choose to fire as few or as many missiles as desired in any given round. Mounted missile arrays are quicker than the hand launchers as well, so the speed factor is reduced to a 4.
High Explosive
Damage: 12d6
The most common type of missile in the Rael armaments, the high-explosive missile detonates with severe force in an area of 40 feet in radius. All within the blast radius must roll a saving throw vs. breath weapon with a -4 penalty; success reduces damaged suffered by half. Most armored vehicles are immune to the effects of high-explosive missiles unless they suffer a direct hit.
Incendiary
Damage: 3d8 per round
Incendiary missiles discharge and ignite a highly flammable gel into a 20-foot-radius area. This gel cannot be extinguished by normal means and continues to burn for ld6+4 rounds after detonation. Anyone within the area of effect suffers 3d8 points of bum damage each round. Even after exiting the burning area, victims caught in the initial explosion are coated with the gel and must be doused by companions, or they continue to burn.
Electromagnetic Pulse
Damage: None
Electromagnetic pulse missiles generate a flash energy wave that causes all electronic circuitry within 50 feet of the detonation point to short out unless an item saving throw vs. electricity is successful. Failure indicates that the equipment has shorted out and cannot be used until repairs are made.
Molecular Plasma
Damage: Special
The 75-foot-radius area of effect of a molecular plasma missile is consumed in a devastating discharge that breaks down the molecular composition of all matter. All living things must roll a successful saving throw vs. death or be instantly slain, while a successful item saving throw vs. disintegration must be rolled for inert matter. The resulting blast is highly unstable on the molecular level, and unusual properties may result: such things as regular electrical discharges, gravidic disruptions, and electro- magnetic fluctuations are common.The DM is encouraged to toss in a smattering of various spell-like effects to keep things interesting. Some of the better choices might include effects that mimic blur, continual light, dancing lights, darkness 15' radius, distance distortion, haste, invisibility, phantasmal force, reverse gravity, shocking grasp, and slow, with interesting variations and combinations thrown in to keep the players guessing.
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