CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
Because I've been playing Command & Conquer mobile game Rivals...

Wolverine Mk1

The Mk1 Wolverine is an anti-personnel headless mech with slab sided armour, two arms fitted with a chaingun each, and large ammunition supply mounted on the back. It is lightly armoured, but enough to protect against infantry weapons, has good speed to out run any infantry, but not very well equipped to combat vehicles. The GDI pulled many out of mothball and storage during the 23 Hours, but have been selling many to their allies as production of Wolverine Mk2s and other vehicles have increased. Many have found their way on the black market.

Wolverine Mk1
Size: Large (-1)
Bonus Hit Points: 50
Superstructure: Duralloy
Hardness: 15
Armour: Alumisteel
Bonus to Defense: +4 (-1 size +5 armour)
Armour Penalty: -6
Reach: 10 ft
Strength Bonus: +6
Dexterity Penalty: Speed: 50 ft
Purchase DC: 39

Slots
Helmet: Class II Sensory System
Back: Ammo Bin
Torso: Cockpit
Left Arm: Chaingun (1000 rds)
Right Arm: Chaingun (1000 rds)
Left Leg: Speed Booster
Right Leg: Speed Booster
Comm System

Standard Package Features: Bonuses: +2 Navigate, +2 Spot, NBC (+4 Fort Saves) sealed.
Weapons: 2 chainguns 4d10, 20, 150 ft, a
Slam 1d8 bludgeoning, melee, reach 10 ft

Chaingun
The chaingun is based on the minigun used by the US military, only with some upgrades, such as caseless ammunition, improved barrel materials to keep the rotating barrels cooler. Fires in autofire only, target a 20-foot-by-20-foot area instead of normal 10-foot-by-10-foot area, targets in area must make a Reflex save (DC 20) for half damage. Firing the chaingun uses 50 rounds, or 25 rounds with the Burst Fire feat. If both chainguns are used to target the same target area, increase damage to 6d10 and Reflex save DC 22 for half damage.
Weapon
Damage
Type
Crit
Range
Rate
Magazine
Chaingun (2)
4d10
Ball
20 x2
150 ft
A
Linked


Ammo Bin
The back of the Wolverine mounts a large heavily armoured ammunition bin for the two arm mounted chainguns, divided in two, holding 5000 rounds for each weapon (10,000 total). In the event one weapon is disabled, both parts can feed a single weapon.

Wolverine Mk1a2
After things settleddown a bit after the 23 Hours and GDI sold off many of their Wolverine Mk1s tothe US military and other allied groups, a few upgrades were made to theWolverine.
Make the followingchanges to Wolverine Mk1 to make Mk1a2:
Add 10 hit points;
Add 2 3-shot smokegrenade launchers;
Add ALA system;
PDC: +1
 

kronos182

Adventurer
GDI Jump Jet Infantry Jetpack

These back mounted jetpack units have two wings, two main thrusters on the lower back and small maneuvering thrusters on the ends of the wings. Mounted on an articulated arm is a heavy machinegun. The jetpack unit is mounted to a suit of armour that is reinforced and designed to help reduce the weight of the whole unit while the soldier is on the ground. The jetpack is designed to detach from the armour, to make putting it on easier, but also in case the jetpack is damaged, the soldier can ditch the unit to reduce weight.
The armour is based on the Land Warrior armour, only a bit lighter. It includes communications and sensor gear with a built-in computer capable of sending and receiving text and image transmissions (displayed on the HUD of the helmet visor), video and still image capture from helmet camera, link to weapon and jetpack to display diagnostics, damage, ammunition counter, fuel and power levels.

GDI Jetpack Trooper Armour (PL 5-6 Medium Armour Proficiency)
Type: Medium
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -3 (-5 with jetpack attached)
Speed (30 ft): 30 ft (25 ft with jetpack attached, fly 60 ft good maneuverability)
Weight: 10 lbs (70 lbs with jetpack attached)
Purchase DC: 21 (23 for full unit with jetpack)
Restriction: Mil +3
Notes: Military radio, GPS, HUD, jetpack, heavy machinegun, bandoleer, nightvision goggles, holster for sidearm, weight of jetpack does not count towards wearer's carry capacity while wearing the Jump Jet infantry armour.
Jetpack - Gives the soldier fly speed 60 ft (good maneuverability) for 2 hours. Or can make powered leaps up to 50 feet (Jump check DC 17) long or high, using 30 seconds worth of flight time. As a free action the wearer can detach the jetpack. Takes a 2 full rounds to attach the jetpack with help, or 1 minute without. The jetpack has 20 hit points, and must be targeted on a called hit (attackers suffer -1 to target the jetpack)
Chaingun - 7.62mm heavy machinegun attached on armature to the jetpack, 2d10 ballistic, 100 ft, A, linked (weight is part of the jetpack), 700 rds.

GDI Jetpack Trooper Armour Mk2
The Mk2 Jetpack Trooper armour is similar to the original, but is slightly lighter, has additional sensors including motion detection, improved night vision, improved thruster system for improved speed, and a built-in targeting system. The chaingun is modified to use caseless ammunition to reduce weight and increase capacity.
Make following changes to GDI Jetpack Trooper Armour to make a Mk2: Reduce weight with jetpack to 60 lbs;
Increase fly speed to 70 ft (good maneuverability);
Add motion detector 100 ft range (usable only when on ground);
Replace night vision goggles with blackout goggles;
Add Targeting HUD software (+1 attack rolls);
Increase ammunition capacity to 720 rounds for heavy machinegun;
PDC: +1
 

kronos182

Adventurer
Mammoth Tank

One of the largesttanks produced by the GDI, it is also one of the most expensive. To save someof the costs it uses many components used by other vehicles such as the 120mmcannons are based on the M1A2 Abrams, as well as the targeting system.
Mammoths are armedwith two 120mm cannons, fitted with automated loaders, mounted in the massiveturret. On either side of the turret is a six tube Tusk missile pods, typicallyloaded with Javelins for anti-air use, but can also be loaded with other typesof missiles to Stingers and anti-personnel rockets. The launchers can hold twodifferent types of missiles, and the automated loaded will reload the tubes.The Mammoth is armoured in the latest armour technology, allowing it towithstand significant damage. The mammoth is also fitted with an experimentalrepair system, allowing it carry out limited battlefield repairs. The largesize of the mammoth means that it is slow and heavy, meaning special transportsare required to move a mammoth from one battlefield to another.
Mammoths require acrew of 7, driver, co-driver, primary gunner, commander, secondary gunner,loader and an engineer. While the mammoth is an automated feed system, theloader helps make sure the load system runs smoothly and conducts any repairsto the system as needed. If the automated system is knocked offline, the loadercan load the cannons manually. The engineer helps maintains the mammoth andcontrols the repair system. The mammoth has two top hatches on the primaryhull, three on the turret, takes a full round action to enter the mammoth andtwo full rounds to start it moving. The mammoth is seven squares wide, eightsquares long, providing full cover for its occupants.

Crew: 7
Passengers:0
Cargo:525 lbs
Init: -4
Maneuver:-6
TopSpeed: 60 (6)
Defense:4
Hardness:30
HitPoints: 120
Size:Colossal
PurchaseDC: 54
Restriction: Mil(+3)
Accessories:120mm tank cannon x2, 2 Tusk missile launchers, 2 6-barrel smoke grenadelaunchers, APS, fire-control computer, thermal/nightvision for driver, gunnerand commander, GPS, military radio, headlights, repair system.
Notes:No penalties for firing 120mm tank cannon or Tusk missile launchers while tankis moving, while stationary gain +1 to attack rolls, NBC protection grants +4to Fort saves, obstacle breaker, stable platform.

APS(Active Protection System) - Against missile weapons that use wired and IRtargeting systems, as well as laser guidance, this system imposes a -2 toattack rolls to such weapons when targeting the tank.

RepairSystem - The Mammoth tank has a repair system that can repair damage, althoughit can't replace destroyed systems. The Engineer on board can as part of aRepair check DC 15, engage the Repair system, repairing 2d6 hit points to theMammoth. The system can repair a total of 75 hit points before it is depleted.Replenishing the system has a PDC of 15 for 25 HP.

ObstacleBreaker - Due to the size, weight and armour of the Mammoth, it can easilysmash through obstacles such as low walls, or even into buildings. Obstructionsthat have a hardness/dr of 10 or less are easily crushed by the Mammoth, whichincludes such things as low walls, even small vehicles such as cars. When theMammoth strikes such obstacles, this is considered a ram attack, resolve asnormal (d20 page 160) plus deals an additional 5d6 which ignores 10 points ofhardness. The Mammoth tank only takes 1/4 (one-quarter) damage from any ram orcollisions, while a successful Reflex save reducing damage to the Mammoth tonone.

StablePlatform - The mammoth suffers no penalties to firing its weapons while moving,also suffers no penalties for rough terrain as its weight crushes any obstaclesin its way. Anyone riding on the outside of the Mammoth will suffer only halfpenalties for firing a weapon from a moving vehicle while on the mammoth.

Weapons
Name
Damage
Critical
Dam Type
Range Incr
Rate of Fire
Magazine
Controller
120mm Tank Cannon (2)
10d12*
20
Ball
150 ft
Single
1* (72 rounds ea)
Gunner
Tusk Missile Pod (2)
varies
20
varies
200 ft
Semi
6 missiles ready ea (18 extra ea)
Secondary Gunner or Commander
Smoke Grenade Launcher (2)
none
-
None
50 ft
Semi
12 grenades
Driver or Commander


The 120mm TankCannon holds 1 round, but the Mammoth has space and loading mechanism thatholds a total of 72 rounds for each gun, which can hold up to 5 different typesof rounds. The 120mm is capable of firing up to 20 range increments in aballistic manner, particularly with the aid of spotters and laser designators.The cannons can both be fired at the same target as a fire-link, increasedamage by 50%. If one weapon is rendered inoperable, the
The stats are for asolid round, with specialty rounds as the following:
APFSDS - ArmourPiercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores20 points of hardness, increase range incr to 200 ft, deals 8d12, ballisticdamage. PDC 14 for 5 rounds.
HEAT - HighExplosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 pointsof hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC13 for 5 rounds.
M1028 Anti-PersonnelCannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 forhalf damage. PDC 13 for 5 rounds.
M908Obstacle-Reduction Round - A modified HEAT round that replaces the front fusewith a steel nose for penetration. Ignores 15 points of hardness, deals 5d12fire damage to target and 15 foot radius. If the ability to ignore hardness is5 or more points greater than the target's hardness, the round penetrates theobject and deals its damage to all on the other side, increase Reflex DC by +5.This round is particularly useful against walls and barriers, punching a largehole and clearing the other side of any infantry.

Tusk Missile Pod -The missile launchers on either side of the Mammoth's turret hold 6 missiles atthe ready, and depending on the missiles loaded, can attack aircraft orinfantry, or even other tanks, typically Javelin or similar style missiles areloaded, but up to two different types of missiles can be loaded. Once the podis empty, it takes 1d4+2 rounds to reload the launcher.

Mammoth A2
After the chaos ofthe 23 Hours and Kane's attack later, many older vehicles and weapon systemswere upgraded and rushed into service. The GDI got access to more advancedtechnology and used some to upgrade older vehicles as a stop gap before newdesigns could be developed.
Most Mammoths wereupgraded with many systems that were found on the Abram tanks along withseveral other upgrades. Unfortunately the original Mammoths are not compatiblewith the systems of the Mammoth III tanks. Most Upgraded Mammoth tanks arefound in reserve units or sold to allied countries or mercenary groups.
The upgrades includethe TOS system found on most US military vehicles as well as an ALA system,armour is upgraded as is the repair system. Several light railguns are added inremote turrets to help protect the Mammoths better from infantry and they canalso be used in protecting it from missile weapons. The 120mm cannons areretained as the heavy kinetic weapons had greater range than any lasers theycould have mounted, but the ammunition supply is increased. The Tusk missilepods are replaced with Tusk mk2 pods which hold mini missiles, and while theyare a little weaker than the TOW missiles (such as the Javelins), it can carryfar more and with the upgraded targeting system, can engage multiple targets atonce.
Make the followingchanges to upgrade a Mammoth tank to a Mammoth A2:
Increase hit pointsby 60;
Increase 120mmcannon ammunition supply by 25%;
Increase number ofsmoke grenades by double (24 total)
Add 6 rapid-firerailguns;
Add TOS system;
Add ALA system;
Add upgraded APS;
Replace Tusk Missilepods with TUSK mk2 missile pods;
Add upgradedtargeting system;
Add upgraded repairsystem;

TOS -Tactical Ops System combines GPS, military radio, the targeting system andcomputer systems to aid in co-ordinating combat with allied units. TheCommander can designate up to 5 allies (or allied vehicles), granting them +1to attacks and a +1 circumstance bonus to Defense against the target the tankis attacking. This bonus stacks with if any of the designated allies (or alliedvehicles) also have a TOS system, or any other bonus from abilities or the AidOther action that increases bonuses to attack while all allies are attackingthe same target.

ALA -Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius aroundthe vehicle, reducing damage from laser based attacks by 50%. This cloud alsogrants some concealment of 10% miss chance. The cloud persists for 2d4 rounds,however strong winds of over 30 mph will dissipate the cloud in 2 rounds.

UpgradedTargeting - All weapons suffer only half penalties to attack rolls while thetank is moving, even at full speed, and gain +2 to attack rolls while the tankis stationary. The Mammoth A2 can use its Tusk Mk2 missile pods to attack twotargets at once, but suffer -4 to the attack roll, and the targets can not bemore than 100 feet apart.

UpgradedAPS - this is an upgrade to the original Active Protection System, all guidedmissiles from radar guided, laser or IR guided, smart missiles, all suffer -3to target the tank while the system is active. Also the six rapid-fire railgunscan be used as a type of point defense system against RPGs, rockets andmissiles, with a 20% chance to destroy such attacks, however when therapid-fire railguns are used in this manner, they can not be used for attacks,the Commander designates at the start of the round if the four railguns will beused as part of the APS or not. If not they can be used for attacking likenormal.

UpgradedRepair System - The Mammoth tank has a repair system that can repair damage,although it can't replace destroyed systems. The Engineer on board can as partof a Repair check DC 15, engage the Repair system, repairing 2d8 hit points tothe Mammoth. The system can repair a total of 90 hit points before it isdepleted. Replenishing the system has a PDC of 15 for 25 HP.

TuskMk2 Missile Pods - The Tusk Mk2 are designed to launch mini missiles (typicallyanti-armour, dealing 6d6, 20, ballistic, ignore 5 points of hardness/dr, dealhalf damage to 10 foot radius), each holding 18 mini missiles at the ready,with another 90 in research for each launcher. Takes 1d4+1 rounds to reloadeach pod. Other missiles can be loaded, depending on mission profile, includingsmoke, flares, anti-personnel missiles.

Rapid-Fire Railguns (6)
3d10
20
Ball
100 ft
A
Linked (10500 rds)
Gunner or Commander
Anti-Laser Aerosol Launcher (2)
none
-
None
30 ft radius
Single
6 uses
Driver or Commander
Tusk Mk2 Missile Pods
varies
20
varies
200 ft
Semi
18 missiles ready, 90 reserve ea
Secondary Gunner or Commander



SabertoothMammoth
Thisvariant of the Mammoth tank removes the large main turret and replaces it withtwo turrets fitted with anti-aircraft cannons and a Tusk Mk2 missile pod oneach turret. The main body mounts four rapid-fire railguns for anti-personnelor anti-missile protection. The twin turret design allows the Sabertooth toattack two targets at once, or both turrets can attack the same target. Themain body also mounts another two Tusk Mk2 missile pods. The SabertoothMammoths are used as mobile anti-aircraft units around major bases or strategiclocations.
Makethe following changes to create a Sabertooth Mammoth:
Increase crew to 8;

Increasehit points by 25;
Replacemain turret with two turrets fitted with twin 20mm anti-aircraft cannons;
Add 2twin linked 30mm anti-aircraft cannons;
Addfour Tusk Mk2 missile pods (two on sides of main body, one on back of eachturret);
Addfour rapid-fire railguns;
Add TOS system;
Add ALA system;
Add upgraded APS;
Add upgradedtargeting system;
PDC+4.

TOS -Tactical Ops System combines GPS, military radio, the targeting system andcomputer systems to aid in co-ordinating combat with allied units. TheCommander can designate up to 5 allies (or allied vehicles), granting them +1to attacks and a +1 circumstance bonus to Defense against the target the tankis attacking. This bonus stacks with if any of the designated allies (or alliedvehicles) also have a TOS system, or any other bonus from abilities or the AidOther action that increases bonuses to attack while all allies are attackingthe same target.

ALA -Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius aroundthe vehicle, reducing damage from laser based attacks by 50%. This cloud alsogrants some concealment of 10% miss chance. The cloud persists for 2d4 rounds,however strong winds of over 30 mph will dissipate the cloud in 2 rounds.

UpgradedTargeting - All weapons suffer only half penalties to attack rolls while thetank is moving, even at full speed, and gain +2 to attack rolls while the tankis stationary. The Mammoth A2 can use its Tusk Mk2 missile pods to attack twotargets at once, but suffer -4 to the attack roll, and the targets can not bemore than 100 feet apart.

UpgradedAPS - this is an upgrade to the original Active Protection System, all guidedmissiles from radar guided, laser or IR guided, smart missiles, all suffer -3to target the tank while the system is active. Also the six rapid-fire railgunscan be used as a type of point defense system against RPGs, rockets andmissiles, with a 20% chance to destroy such attacks, however when therapid-fire railguns are used in this manner, they can not be used for attacks,the Commander designates at the start of the round if the four railguns will beused as part of the APS or not. If not they can be used for attacking likenormal.

Rapid-Fire Railguns (4)
3d10
20
Ball
100 ft
A
Linked (10500 rds)
Gunner or Commander
Twin Linked 20mm Autocannon (2)
6d10
19-20
Ball
300 ft
S/A
Linked (2000 rds ea)
Gunner
Anti-Laser Aerosol Launcher (2)
none
-
None
30 ft radius
Single
6 uses
Driver or Commander
Tusk Mk2 Missile Pods (4)
varies
20
varies
200 ft
Semi
18 missiles ready, 90 reserve ea
Secondary Gunner or Commander

 

kronos182

Adventurer
Some Stargate items.

Jaffa Helmet
These helmets were worn by the Jaffa soldiers of the Goa'uld, modelled after animals associated to the Goa'uld lord. The helmet has a large collar that covers the upper part of the chest and back, completely covers and hides the wearer's face, and extends above the head, where the animal designed head is. Some of these can be quite ornate and articulated where the animal head will turn with the wearer's head inside the helmet, or have moving parts such as ears. The eyes of the animal head glow red and are actually cameras that allow the wearer to see, including night vision and thermal sensors allowing the wearer to see heat signatures, which is helpful in fog and smoke. An external speaker with megaphone capabilities that also distorts the voice to make it more menacing is standard. The helmet is designed to retract into the collar, leaving only part around the back of the neck and lower rear skull visible above the collar.
Provides darkvision 90 ft, loudspeaker, glowing eyes & voice modulator grants +1 to Intimidation checks. Limited vision imposes -1 to Spot checks. Retract or deploy as free action. When worn with body armour grants +1 to Defense.
Weight: 7 lbs
PDC: 23
Restriction: Mil +3 (outside Goa'uld space +4 Illegal to +5 Rare)

Goa’uld Mini Staff Weapon
The mini staff weapon is a shorten version of the normal staff weapon, lacking the large energy reserve and bludgeon at the end opposite the plasma discharge. This weapon is usually used in close quarters or as a backup as its range is shorter than the normal staff weapon, and assigned to elite soldiers.
It looks like a long golden/copper club with the discharge end that make it look somewhat like a snake. When the plasma capacitor’s safety is off, the blast end opens with a ‘whh-shht!’ sound and a golden glow (the capacitor charging). In the middle of the staff it’s a small recce with the safety/firing button.
Damage: 3d10 (fire)
Critical: 20
Range Increment: 30 feet (5 range increments max)
Rate Of Fire: S.
Magazine: 50 Int.
Size: Med.
Weight: 3 lb.
Purchase DC: 23
Restriction: Military (+3)
Rules: The Goa’uld Mini Staff Weapon requires Personal Firearms Proficiency to handle, and Simple Weapons Proficiency to use effectively in a melee. The Staff weapon can be used in melee with the capacitor open or closed (damage 1d6 (Bludgeoning)). The sound of the capacitor charging can give a +1 to Intimidation rolls in appropriate circumstances (GM’s call). When the blast hits, it ‘explodes’ with a three-foot burst radius, dealing damage to anything on it (Reflex save DC 10).
The Mini Staff Weapon is powered by an internal power pack which must be replaced by opening a small hatch on the opposing side of the staff (a full-round action).
So far, the Mini Staff Weapon is used solely by the Goa’uld and any ‘allies’ of theirs, although it is well-known that the military has several captured Weapons on their armories, just in case.

Goa’uld Staff Cannon
The Staff cannon is based on the Goa'uld staff weapon, but is larger and mounted on a heavy tripod, deals heavy damage, used against massed infantry or structures. While powerful, it is inaccurate and slow to fire.

Damage: 5d10 (fire)
Critical: 20
Range Increment: 100 feet
Rate Of Fire: Single
Magazine: 200 Int.
Size: Huge.
Weight: 20 lb. Weapon, 15 tripod
Purchase DC: 25
Restriction: Military (+3)
Rules: The Goa’uld Staff Cannon requires Personal Firearms Proficiency to handle. The sound of the capacitor charging can give a +2 to Intimidation rolls in appropriate circumstances (GM’s call). When the blast hits, it ‘explodes’ with a 10-foot burst radius, dealing damage to anything on it (Reflex save DC 15 for half except target struck). Attack rolls suffer -1 due to its inaccuracy, against targets that moved faster than 40 ft before the wielder's attack suffer a further -1 to attack rolls.
The Staff Weapon is powered by an internal power pack which must be replaced by opening a small hatch on the opposing side of the staff (a full-round action).
So far, the Staff Weapon is used solely by the Goa’uld and any ‘allies’ of theirs, although it is well-known that the military has several captured Weapons on their armories, just in case.
 


kronos182

Adventurer
Ghtroc 690 Light Freighter (link to photo on Star Wars wiki)
The 690 produced by Outer Rim manufacturer Ghtroc is a small light freighter, with a rounded squarish design, with a short cockpit that sticks out from the center of the front, the two front corners are slightly enlarged and extend outwards. The two escape pods are located at the rear corners, flanking the engines. While a fairly good freighter for its size, it was a small, no frills ship, which made it quite popular in the Outer Rim, and many remained in service for years.
The 690 required a crew of 1, and could carry 3 passengers, and up to 60 tons of cargo. It had enough supplies and fuel for about 1 month of travel.
Fitted with a Class 4 Hyperdrive, with a Backup Class 11.

Ghtroc 690 (PL6)
Type: Ultralight
Subtype: Light Freighter
Size: Colossal (-8)
Tactical Speed: 2500
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense:
Hardness: 10
Hit Dice: 13d20 (260 hp) 30 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 60 ft
Weight: 97 tons
Targeting System Bonus:
Crew: 1
Passenger Capacity: 3
Cargo Capacity: 60 tons
Grapple Modifier:
Base PDC: 38
Restriction:

Attack: Laser turret -8 ranged 6d8, 20, fire, 3000 ft, single

Attack of Opportunity:

Bonuses:
+5 vs radiation

Standard PL(6) Design Spec: Outdated design
Engines: thrusters, ion engine, hyperdrive x4, x11 backup
Armour: Polymeric
Defense Systems: Shields, Radiation shielding
Sensors: Class II
Communications: Radio transceiver, drive transceiver
Weapons: 1 top mounted laser turret
Grappling Systems:

Outdated Design
Starships and star bases are quite outdated, in direct comparison to other starships and star bases of a similar model and make. Normally these starships and star bases have been though several major conflicts and has suffered and slightly survived through them.
In gaming terms, all starships and star bases with outdated design will have its starships or star base armor hardness reduced by 10 points, reduce speed by 500 ft.
Purchase DC: -10 to the base purchase DC of the starship.
Restriction: None
 


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