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

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m (Franken Kesey moved page XK11 Cell (3.5e Equipment) to FT11 Cell (3.5e Equipment) without leaving a redirect)
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<small> &larr;[[XK Future Equipment (3.5e Equipment)|XK Future Equipment]]</small>
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<small> &larr;[[Future Technology (3.5e Equipment)|Future Technology]]</small>
 
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|editing=In talk page.}}
 
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{{3.5e Mundane Weapon
 
{{3.5e Mundane Weapon
|weap=XK11 Cell
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|weap=FT11 Cell
 
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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 [[XK17 Force Gun (3.5e Equipment)|force gun]], [[XK18 Ice Killer (3.5e Equipment)|ice killer]], [[XK27 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 FT series siege weapons, and powers hyperdrives. They can also be used as mines.]] (This is ammo for the [[FT17 Force Gun (3.5e Equipment)|force gun]], [[FT18 Ice Killer (3.5e Equipment)|ice killer]], [[FT27 Siege Weapon (3.5e Equipment)|siege weapon]] and [[FT28 Ship Killer (3.5e Equipment)|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).
 
*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 [[Hyperjump (3.5e Creature Ability)|hyperdrive]].
 
*This is also used to power all types of [[Hyperjump (3.5e Creature Ability)|hyperdrive]].
*A XK11 is a single use item (for all purposes). It cannot be recharged or reused. Some equipment requires more than one XK11.
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*A FT11 is a single use item (for all purposes). It cannot be recharged or reused. Some equipment requires more than one FT11.
  
''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.
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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 tiny-sized.
  
''Craft (Xeno-):'' Creatures with 8 ranks in [[Craft Xeno- (3.5e Skill)|craft (xeno-techn)]] can craft XK11s.
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''Craft (Xeno-):'' Creatures with 8 ranks in [[Craft Xeno- (3.5e Skill)|craft (xeno-techn)]] can craft a FT11.
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{{3.5e Mundane Weapons Breadcrumb}}
 
[[Category:3.5e]] [[Category:User]] [[Category:Equipment]] [[Category:Ammunition]] [[Category:Futuristic]] [[Category:Adventuring Gear]] [[Category:XK]]
 

Revision as of 18:27, 25 March 2019

Future Technology

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Author: Franken Kesey (talk)
Date Created: 03/19/19
Status: Fin
Editing: In talk page.
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FT11 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 FT series siege weapons, and powers hyperdrives. They can also be used as mines. (This is ammo for the force gun, ice 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 FT11 is a single use item (for all purposes). It cannot be recharged or reused. Some equipment requires more than one FT11.

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 tiny-sized.

Craft (Xeno-): Creatures with 8 ranks in craft (xeno-techn) can craft a FT11.

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