Difference between revisions of "FT11 Cell (3.5e Equipment)"

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m (Franken Kesey moved page XK06 Cell (3.5e Equipment) to XK11 Cell (3.5e Equipment) without leaving a redirect)
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|mdamage=3d6
 
|mdamage=3d6
 
|weight=30
 
|weight=30
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|type=Varies
 
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|hp=10
 
|hardness=20}}
 
|hardness=20}}
[[Summary::The XK06 cell is the ammo used for all XK series siege weapons, and powers hyperdrives. They can also be used as mines.]] (This includes the [[XK16 Force Gun (3.5e Equipment)|force gun]], [[XK26 Siege Weapon (3.5e Equipment)|siege weapon]] and [[XK28 Ship Killer (3.5e Equipment)|ship killer]].)
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[[Summary::The ammo used for all XK series siege weapons, and powers hyperdrives. They can also be used as mines.]] (This is ammo for the [[XK16 Force Gun (3.5e Equipment)|force gun]], [[XK18 Freezing Killer (3.5e Equipment)|freezing killer]], [[XK26 Siege Weapon (3.5e Equipment)|siege weapon]] and [[XK28 Ship Killer (3.5e Equipment)|ship killer]].)
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*Alternately, an operator can use the cell as a mine (too heavy to throw). An operator can trigger it as a move action, it is on a time delay of 18 seconds (3 rounds), then deals the above damage in a 30’ radius. Damage dealt is a mixture of cold, electricity and fire (1d6 of each).
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*This is also used to power all types of [[Hyperjump (3.5e Creature Ability)|hyperdrive]].
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*A XK11 is a single use item (for all purposes). It cannot be recharged or reused. Some equipment requires more than one XK11.
  
Alternately, an operator can use the cell as a mine (too heavy to throw). An operator can trigger it as a move action, it is on a time delay of 18 seconds (3 rounds), then deals the above damage in a 30’ radius. Damage dealt is a mixture of sonic, force and electricity.
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''One Size Fits All:'' This ammo is only produced in one size (and fits in all siege weapons). The ammo itself is considered to be small-sized.
  
This is also used to power all types of [[Hyperjump (3.5e Creature Ability)|hyperdrive]].
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''Craft (Xeno-):'' Creatures with 8 ranks in [[Craft Xeno- (3.5e Skill)|craft (xeno-techn)]] can craft XK11s.
 
 
A XK06 is a single use item (for all purposes). It cannot be recharged or reused. Some equipment requires more than one XK06.
 
 
 
''Craft (Xeno-):'' Creatures with the [[Craft Xeno- (3.5e Skill)|craft (xeno-technology)]] skill can craft XK06s.
 
 
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{{3.5e Mundane Weapons Breadcrumb}}
 
{{3.5e Mundane Weapons Breadcrumb}}
 
[[Category:3.5e]] [[Category:User]] [[Category:Equipment]] [[Category:Ammunition]] [[Category:Futuristic]] [[Category:Adventuring Gear]] [[Category:XK]]
 
[[Category:3.5e]] [[Category:User]] [[Category:Equipment]] [[Category:Ammunition]] [[Category:Futuristic]] [[Category:Adventuring Gear]] [[Category:XK]]

Revision as of 15:11, 25 March 2019

XK Future Equipment

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Author: Franken Kesey (talk)
Date Created: 03/19/19
Status: Fin
Editing: In talk page.
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XK06 Cell

Two-Handed Ammunition

Cost: 1000 gp
Damage (Small): 3d6
Damage (Medium)1: 3d6
Critical:
Weight2: 30 lbs
Type3: Varies
HP4: 10
Hardness: 20

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.

The ammo used for all XK series siege weapons, and powers hyperdrives. They can also be used as mines. (This is ammo for the force gun, freezing killer, siege weapon and ship killer.)

  • Alternately, an operator can use the cell as a mine (too heavy to throw). An operator can trigger it as a move action, it is on a time delay of 18 seconds (3 rounds), then deals the above damage in a 30’ radius. Damage dealt is a mixture of cold, electricity and fire (1d6 of each).
  • This is also used to power all types of hyperdrive.
  • A XK11 is a single use item (for all purposes). It cannot be recharged or reused. Some equipment requires more than one XK11.

One Size Fits All: This ammo is only produced in one size (and fits in all siege weapons). The ammo itself is considered to be small-sized.

Craft (Xeno-): Creatures with 8 ranks in craft (xeno-techn) can craft XK11s.


Back to Main Page3.5e HomebrewEquipmentWeapons

AuthorFranken Kesey +
ClassAmmunition +
Cost1000 gp +
Critical+
Damage3d6 +
Damage TypeVaries +
Hardness20 +
Hit Points10 +
Identifier3.5e Equipment +
Range+
RatingUndiscussed +
SizeTwo-Handed +
SummaryThe ammo used for all XK series siege weapons, and powers hyperdrives. They can also be used as mines. +
TitleFT11 Cell +
Weight30 +