Z-Cell, Unstable (3.5e Equipment)

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Author: YX33A (talk)
Date Created: January 18th, 2011
Status: Just Started
Editing: Clarity edits only please
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Unstable Z-Cell

Simple Light Thrown

Cost: 100xBio-Energy Stored gp
Damage (Small): N/A
Damage (Medium)1: 1d12xBio-Energy Stored
Critical: x4
Range Increment: 40'
Weight2: 1 lbs
Type3: Energy(special)
HP4: 10
Hardness: 3

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.


Z-Cells are created from Zherihnghil Energy Crystals, and treated with Xeno-Alchemy to make them able to release their energy in a slow, controlled output. Those that don't start get treated within 30 seconds of release become Unstable, notorious for their explosive potential.

Kept within 1 foot of a Xenotheric creature, they are unable to release their energy. While this helps with containment, they become more fragmented, decaying at a rate of one HP per month, ignoring hardness. Once they reach 0 HP, the cell detonates. However, more then few Xeno's have found that they are capable of putting quite a dent in a foe when used.

Much like a Grenade-Like weapon, these crystals have a radius, of 10 feet, but do not allow any save from the blast.

By default, the damage is untyped energy damage, which ignores hardness of up to 30, crushing all within 10 ft of the hit location in a powerful gravatic pulse, causing something like a black hole for a split second.

However, this energy release is not set in stone. By spending a point of Bio-Energy, one can shift the damage to one of the prime energy types(cold, fire, acid, electricity) with no damage loss, or sonic energy, which reduces the damage to d8, but rendered all within the blast deaf for 1d4 minutes. At a cost of 2 Bio-Energy, one can shift the damage to Plasma energy (acid and fire), which ignores DR, but not hardness.



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AuthorYX33A +
ClassThrown +
Cost100xBio-Energy Stored gp +
Criticalx4 +
Damage1d12xBio-Energy Stored +
Damage TypeEnergy(special) +
Hardness3 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencySimple +
Range40 +
RatingUndiscussed +
SizeLight +
TitleZ-Cell, Unstable +
Weight1 +