Post by Nekira Sudacne on Jan 6, 2017 17:42:55 GMT -5
This is a list of odds and Ends that are considered part of the party pool. They were either donated or loot that was never claimed. anyone who wants to claim one merely needs to inform the GM and write it down on your character sheet if you intend to keep it, or not if you just borrow it and return it to the stash. if you keep it permanently, inform the GM or me so we can update this list to reflect it's gone.
Party Loot
This section is simply a place to store unclaimed items that no one wants or bulk ammo. Claiming one for yourself is as simple as telling the GM you want it and asking him or me to update the list by removing that item (be sure to add it to your own character sheet first!)
5 Bone Scepters
5 Bones of Invisibility
1 bone Sword: same as Scepter, but W.P. Sword is used
T.W. Ice Blade
Magic Sword: 3d6+4 damage, critical hit threshold lowered by 2
20 HUD glasses. +1 strike High tech optics and intergrated targeting glasses with several systesms. Infared, Thermo imager and targeting sight 1600'. binocular vision up to 2 miles. ultraviolet sight 200', nightvision 200'. magnification vision up to the 400th power, and adjustable color filters. These may alternately synch up to any other scanner system, handheld or vehicular to instead show whatever those sensors would show, and provide their targeting bonus instead.
NG-505 Shells: 540
Range: Depends on missile type
Damage: Depends on missile type
Payload: each launcher has Eight mini missiles. can be of any configuration
Rate of fire: volleys of 1, 2, or 4
Mini-Fragmentation Missiles: 64
Mini-Armor-Piercing Missiles: 64
Mini-Plasma Missiles: 64
Mini-Smoke-Missiles: 64
Mini-Tear-Gas-Missiles: 64
Tear Gas Grenades: 100. same effect as the mini missiles, 40' radis
Smoke Greandes: 100. covers 40 foot radius.
Plasma Grenades: 20. 2d4*10+20 damage to a 12' radius
Fragmentation Grenades: 20. 2d4*10 damage to a 20' radius, full damage to entire radius
C4: Military grade plastic explosive. 2d4*10+20 SDC per pound, blast radius can be controlled with a demolitions roll. 100lbs.
NG-6 Demolitions plastic explosive. Made for demolishing mega damage structures or sabotaging giant robots. 2d4*10+20 MD per pound. 100 lbs.
Cutting Charges: 1200' feet. Long, thin strips of plastic explosive on a spool. deal 2d4*10 damage ONLY to what's directly along the line with no blast radius, per foot of length.
4 heavy fusion blocks
4 Electronic Time Delay Detonators:
1 plunger Detonator:
10 pressure fuses:
10 pressure release fues:
40 Blasting Caps
30 electric blasting caps
10 Tripwire Triggers
Dual Bomb Detector: Senses Metal and Explosive compounds. 65% chance of finding mines and hidden IED's within 15'. 80% if detector is within one foot of exlosives.
Barbed Wire: 10,000' in 500' spools.
Universal anti-Toxin: 4 doses, grants an immediate save vs. poison/toxin to stop the damage in it's tracks at +10. will not undo damage already done.
5 AK-47's. 5d6 single shot, 1d6*10 per 3 round burst. 1000' range. 30 round magazine
Gun Repair Kit:
300 .45 pistol rounds:
3,000 7.56mm rifle rounds:
12 .45 Colt clips
12 AK-47 clips
2 cattle prods.
4 NG-S2 basic Survival packs. See NG1 or Mercenaries for details.
30 Meal Bars:
200 self-heating MRE's
20 Scopes: +1 strike if installed on a firearm.
Gold Hoard
The party stash contains is worth 309,375 gold and consists of: 375 Old Kingdom gold coins (25 each), 500 Old Kingdom Lord Krill coins (50 each), 250 Old Kingdom Knight Coins (100 each) , 100 Old Kingdom Sphinx Coins (500 each), 50 Old Kingdom Dragon Coins (1,000 each) and 30 Old Kingdom Grand Dragon Coins (5,000 each)
Mini Missile Types
Smoke
Range: 1/2 mile
Damage: Those in the smoke cannot see, -8 strike/parry/dodge, 1d4 melee's
Rate of Fire: One, two, four, six, or eight at once
Payload: 8 in ammo rack
Total ammo: 32, 24 in storage
Tear Gas
Range: 1/2 mile
Damage: 20' blast radius, no save. Eyes and skin burn, hacking cough and crying victims lose initiative. -6 strike/parry/dodge, 1d4 melee's
Rate of Fire: One, two, four, six, or eight at once
Payload: 8 in ammo rack
Total ammo: 32, 24 in storage
Fragmentation
Range: 1/2 mile
Damage: 5d6 MD to 20 blast radius, full damage to all in radius.
Rate of Fire: One, two, four, six, or eight at once
Payload: 16 in ammo rack
Total ammo: 32, 16 in storage
Armor Piercing
Range: 1 mile
Damage: 1d4*10 MD to a 3 foot radius. double damage on natural 18 or 19, triple damage on natural 20.
Rate of Fire: One, two, four, six, or eight at once
Payload: 16 in ammo rack
Total ammo: 32, 16 in storage
Plasma
Range: 1 mile
Damage: 1d6*10 MD to a 15' radius
Rate of Fire: One, two, four, six, or eight at once
Payload: 16 in ammo rack
Total ammo: 32, 16 in storage
Party Loot
This section is simply a place to store unclaimed items that no one wants or bulk ammo. Claiming one for yourself is as simple as telling the GM you want it and asking him or me to update the list by removing that item (be sure to add it to your own character sheet first!)
5 Bone Scepters
5 Bones of Invisibility
1 bone Sword: same as Scepter, but W.P. Sword is used
T.W. Ice Blade
Magic Sword: 3d6+4 damage, critical hit threshold lowered by 2
20 HUD glasses. +1 strike High tech optics and intergrated targeting glasses with several systesms. Infared, Thermo imager and targeting sight 1600'. binocular vision up to 2 miles. ultraviolet sight 200', nightvision 200'. magnification vision up to the 400th power, and adjustable color filters. These may alternately synch up to any other scanner system, handheld or vehicular to instead show whatever those sensors would show, and provide their targeting bonus instead.
NG-505 Shells: 540
Range: Depends on missile type
Damage: Depends on missile type
Payload: each launcher has Eight mini missiles. can be of any configuration
Rate of fire: volleys of 1, 2, or 4
Mini-Fragmentation Missiles: 64
Mini-Armor-Piercing Missiles: 64
Mini-Plasma Missiles: 64
Mini-Smoke-Missiles: 64
Mini-Tear-Gas-Missiles: 64
Tear Gas Grenades: 100. same effect as the mini missiles, 40' radis
Smoke Greandes: 100. covers 40 foot radius.
Plasma Grenades: 20. 2d4*10+20 damage to a 12' radius
Fragmentation Grenades: 20. 2d4*10 damage to a 20' radius, full damage to entire radius
C4: Military grade plastic explosive. 2d4*10+20 SDC per pound, blast radius can be controlled with a demolitions roll. 100lbs.
NG-6 Demolitions plastic explosive. Made for demolishing mega damage structures or sabotaging giant robots. 2d4*10+20 MD per pound. 100 lbs.
Cutting Charges: 1200' feet. Long, thin strips of plastic explosive on a spool. deal 2d4*10 damage ONLY to what's directly along the line with no blast radius, per foot of length.
4 heavy fusion blocks
4 Electronic Time Delay Detonators:
1 plunger Detonator:
10 pressure fuses:
10 pressure release fues:
40 Blasting Caps
30 electric blasting caps
10 Tripwire Triggers
Dual Bomb Detector: Senses Metal and Explosive compounds. 65% chance of finding mines and hidden IED's within 15'. 80% if detector is within one foot of exlosives.
Barbed Wire: 10,000' in 500' spools.
Universal anti-Toxin: 4 doses, grants an immediate save vs. poison/toxin to stop the damage in it's tracks at +10. will not undo damage already done.
5 AK-47's. 5d6 single shot, 1d6*10 per 3 round burst. 1000' range. 30 round magazine
Gun Repair Kit:
300 .45 pistol rounds:
3,000 7.56mm rifle rounds:
12 .45 Colt clips
12 AK-47 clips
2 cattle prods.
4 NG-S2 basic Survival packs. See NG1 or Mercenaries for details.
30 Meal Bars:
200 self-heating MRE's
20 Scopes: +1 strike if installed on a firearm.
Gold Hoard
The party stash contains is worth 309,375 gold and consists of: 375 Old Kingdom gold coins (25 each), 500 Old Kingdom Lord Krill coins (50 each), 250 Old Kingdom Knight Coins (100 each) , 100 Old Kingdom Sphinx Coins (500 each), 50 Old Kingdom Dragon Coins (1,000 each) and 30 Old Kingdom Grand Dragon Coins (5,000 each)
Mini Missile Types
Smoke
Range: 1/2 mile
Damage: Those in the smoke cannot see, -8 strike/parry/dodge, 1d4 melee's
Rate of Fire: One, two, four, six, or eight at once
Payload: 8 in ammo rack
Total ammo: 32, 24 in storage
Tear Gas
Range: 1/2 mile
Damage: 20' blast radius, no save. Eyes and skin burn, hacking cough and crying victims lose initiative. -6 strike/parry/dodge, 1d4 melee's
Rate of Fire: One, two, four, six, or eight at once
Payload: 8 in ammo rack
Total ammo: 32, 24 in storage
Fragmentation
Range: 1/2 mile
Damage: 5d6 MD to 20 blast radius, full damage to all in radius.
Rate of Fire: One, two, four, six, or eight at once
Payload: 16 in ammo rack
Total ammo: 32, 16 in storage
Armor Piercing
Range: 1 mile
Damage: 1d4*10 MD to a 3 foot radius. double damage on natural 18 or 19, triple damage on natural 20.
Rate of Fire: One, two, four, six, or eight at once
Payload: 16 in ammo rack
Total ammo: 32, 16 in storage
Plasma
Range: 1 mile
Damage: 1d6*10 MD to a 15' radius
Rate of Fire: One, two, four, six, or eight at once
Payload: 16 in ammo rack
Total ammo: 32, 16 in storage