CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Modern Heavy Raider
Modern heavy raiders are a type of FTL-capable vessel used by the Cylons following their technological evolution after the First Cylon War. These blocky craft fill the same role as Colonial Raptors, able to transport Cylon troops and armed with twin rotating rail cannons and missiles in wing pods. These craft have a modern raider 'cockpit' head off centered on the right side, which allows the craft to learn, and be resurrected in a new body. The cannons are offset on the left side.

Type: Ultralight
Subtype: Drop ship
Size: Gargantuan (–4 size)
Length: 32.8 feet
Weight: 74,000 lb.
Crew: 1 (ace +12)
Passenger Capacity: 16
Cargo Capacity: 10,000 lb.
Tactical Speed: 3,500 ft. (5 sq.)
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 8
Hardness: 20
Hit Dice: 12d20 (240 hp)
Initiative Modifier: +10
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Targeting System Bonus: +3
Grapple Modifier: +12
Base Purchase DC: 49
Restriction: Licensed (+1)

Attack:
2 fire-linked modified rail cannons +7 ranged (9d12/20) and 2 fire-linked modified rail cannons +2 ranged (9d12/20); or
CHE missiles +7 ranged (7d12/20x3, optional fire-link 10d12/20x3) and CHE missiles +2 ranged (7d12/20x3, optional fire-link 10d12/20x3

Attack of Opportunity: None

Standard PL 6 Design Specs: docking collar, RCS Mk2 (+2 to Initiative, and +2 to Pilot checks to perform stunts), can target up to 8 different targets at the same time with a single CHE missile each at -2 attack rolls, spool up, multiple jumps, organic pilot, robot tactics, paired attacks
Engines: fusion torch, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones)
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 CHE missile launcher with 16 missiles each, 2 fire-liked 30mm MAC forward, 2 fire-linked 30mm MAC
Grappling Systems: magnetic (touch)

Docking Collar
The floor of the shiphas a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder.

Paired Attacks
When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.

Robotic Tactics
Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.

Spool Up
The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.

Multiple Jumps
The Cylon Raider is capable of making up to 6 jumps (plus an emergency jump) on a single spool up, making the raider a dangerous foe as it can jump out of combat then quickly back in from a different angle.

Organic Pilot
The modern Cylon Raider is a techno-organic craft, with an organic brain and other components. The raider is capable of learning and adapting, can take on levels like an NPC. When destroyed, and a Resurrection is within range, the pilot can download their consciousness into a new raider body, allowing it to never truly die and continue to learn and attempt with each new lease on life.

Heavy Raider Fleet Recon
This variant of the Heavy Raider removes the troop carrying capacity and fills the hull with EWAC equipment and improved sensors and tactical equipment.
Make following changes to Modern Heavy Raider to make Heavy Raider Fleet Recon:
Remove troop capacity;
Increase crew capacity to 3 (typically 1 human cylon and 2 centurions or other specialist cylon units);
Add Advanced Sensor Jammer;
Add EWAC Systems
PDC: +1

EWAC Systems
This adds communications and other electronic warfare equipment. Range of sensors is tripled, Computer Use checks to encrypt communications, decrypt and intercept enemy communications gain +5.

Shared Sensors
While in the same star system as other Cylon ships of any type, if any ship is aware of a target, all other ships are aware, making it incredibly difficult to surprise any Cylon craft. If a Cylon craft is being flanked/in crossfire, if one of the flanking or crossfire ships is attacked by another Cylon ship, it can't flank that round or the next round.

ADVANCED SENSOR JAMMER (PL 7)
This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV
systems suffer a –5 penalty.
Purchase DC: 6 + one-half the base purchase DC of the starship.
Restriction: Military (+3).

Coordinate
The Heavy Raider FR uses a slightly modified from the normal talent D20 Modern page 31. The craft has an effective Cha of 12 (+1 to rolls) for purposes for rolls, DC 10 +1/10 ultralight ships to coordinate, with range of 100 miles within the same star system with a clear communications line, able to coordinate up to 100 ships, lasting for a total of 1d4+1 rounds providing a +1 to attack rolls. Jamming imposes the jammer's penalty to sensors check the Heavy Raider must make.
 

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kronos182

Adventurer
Cylon Freighter
This craft is a type of FTL-capable vessel used by the Cylons following their technological evolution in the years after the first Cylon War. It is a long, narrow, rectangular shaped hull, with two large main engines at the rear. Capable landing on a planet, with several large loading doors and ramps on each side, with easily configurable interior for carrying a variety of different types of cargo. Crewed by Centurions and possibly a couple of the human looking Cylons for important and delicate cargos.

Type: Ultralight
Subtype: Fast freighter
Size: Colossal (–8 size)
Length: 357.6 feet
Weight: 430 tons
Crew: 12 (trained +4)
Passenger Capacity: 0
Cargo Capacity: 310 tons
Tactical Speed: 4,750 ft. (8 sq.) / 5,750 ft (11 sq) afterburner
Defense: 21 (-2 size, +7 class +6 Dex)
Flat-footed Defense: 15
Autopilot Defense: 6
Hardness: 20
Hit Dice: 17d20 (340 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: -
Targeting System Bonus: -
Grapple Modifier: +16
Base Purchase DC: 53
Restriction: None Cylon, Res (+2) others

Attack:

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, RCS Mk1 (+1 to Initiative, and +2 to Pilot checks to perform stunts), spool up
Engines: Fusion torch engine, thrusters, jump drive
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles
Sensors: Class II sensor array
Communications: Laser transceiver, radio transceiver
Weapons: None
Grappling Systems: None

Spool Up
The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.

RCS
The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16.
 

kronos182

Adventurer
Cylon Basestar
The original Basestars, used by the Cylons in the First Cylon War, are heavily armoured and gunned ships that were masters of their domain. They had a center-joined two flattened cones hull that gave it a distinctive two saucer-like appearance. These ships were large, larger than most battlestars, functioning almost like mobile bases. They carried hundreds of Cylon Raiders and thousands of Cylon Centurions. Hangers for the raiders were located in the central hull at the end of one of the 10 trenches. Armament, they had point defense systems and multiple missile launchers, capable of firing both conventional and nuclear missiles, with multiple batteries capable of firing on each quadrant. These ships were somewhat expensive, thus the Cylons would have them operate in groups of 2 to 3 to prevent the lose of one, and provide overwhelming fire against any battlestars they encountered.

Type: Superheavy
Subtype: Star Carrier
Size: Colossal (–8 size)
Length: 6,750 feet (diameter)
Weight: 1,250,000 tons
Crew: 3200 (expert +8) 500 pilots
Passenger Capacity: 2000 warrior centurions
Cargo Capacity: 200,000 tons
Tactical Speed: 2,500 ft. (6 sq.)
Defense: 11
Flat-footed Defense: 7
Autopilot Defense: 7
Hardness: 30
Hit Dice: 1000d20 (20,000 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+3
Grapple Modifier: +16
Base Purchase DC: 81
Restriction: Military (+3)

Attack: battery of 5 four fire-linked CHE missiles +3 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -), and battery of 5 four fire-linked CHE missiles -7 ranged (12d12, 19-20, ballistic, -)

Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic)

Standard PL 6 Design Specs: hangers (250 cylon raiders, launch up to 12 per round, emergency launch 50 per round)
Engines: Fusion torch, jump engine
Armor: Vanadium
Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer, light fortification (25% of critical hits turned into regular hits)
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 50 nuclear)
Grappling Systems: none

Missile Tubes
The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action.

Paired Attacks
When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target.

Hades Class Basestar Mark 1a
The Hades Class basestar was built as large transport and evacuation ship, aided by the 8 large hangers, four on top and four underneath, situated one in each quadrant. The ship is also capable of entering low orbit and the upper atmosphere, allowing high altitude, non space worthy aircraft to dock with it to aid in evacuations or relief missions, but could not land. However during the Cylon war it was repurposed. While it still carries a large number of ships, mostly raiders but also larger landing craft and shuttles, the Hades was repurposes for planetary conquest as half its carried craft capacity is dedicated to drop ships and shuttles. While its primary armaments are still missiles like the standard basestar, it also carries several medium capital cannons for attacking stations and even ground targets when it enters the atmosphere.

Type: Superheavy
Subtype: Star Carrier
Size: Colossal (–8 size)
Length: 6,000 feet (diameter)
Weight: 1,250,000 tons
Crew: 3200 (expert +8) 500 pilots
Passenger Capacity: 5000 warrior centurions
Cargo Capacity: 200,000 tons
Tactical Speed: 2,500 ft. (6 sq.)
Defense: 11
Flat-footed Defense: 7
Autopilot Defense: 7
Hardness: 30
Hit Dice: 950d20 (19,000 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+3
Grapple Modifier: +16
Base Purchase DC: 80
Restriction: Military (+3)

Attack: battery of 5 four fire-linked CHE missiles +3 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -);
Or battery of 4 dual medium capital cannons +3 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 4 dual medium capital cannons -2 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 5 dual fire-linked CHE missiles

Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic)

Standard PL 6 Design Specs: 8 large hangers (100 cylon raiders, launch up to 2 per round per hanger, emergency launch 4 per round. 100 dropships and shuttles, 1 per round per hanger), paired attacks
Engines: Fusion torch, jump engine
Armor: Vanadium
Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 50 nuclear), 4 batteries of 4 dual medium capital cannons
Grappling Systems: none

Missile Tubes
The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action.

Paired Attacks
When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target.

Medium Capital Cannon
These projectile weapons are a set up from the heavy gauss guns, mounted on capital ships only and used against capital ship and stations. While they can be used against small, they are not as accurate as slower to move the large turrets.

Name: Medium Capital Cannon (PL 6)
Weapon Damage: 10d12
Critical: 20
Damage Type: Ballistic
Range Increment: 4500
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 36
Restriction: Mil (+3)
Notes: Ignores 15 points of hardness/DR, suffers -1 to attack rolls to any ship smaller than colossal.


Basestar Type 2
The Type 2 basestar were developed in the last few years of the First Cylon War, and was the first to feature the iconic "Y" design seen in modern basestars. While technically longer, it was smaller due to the "Y" shape, making it somewhat easier to produce, but carried fewer raiders than the original basestars.

Type: Superheavy
Subtype: Star Carrier
Size: Colossal (–8 size)
Length: 8202 feet
Weight: 1,050,000 tons
Crew: 3200 (expert +8) 200 pilots
Passenger Capacity: 1500 warrior centurions
Cargo Capacity: 200,000 tons
Tactical Speed: 3000 ft. (6 sq.)
Defense: 11
Flat-footed Defense: 7
Autopilot Defense: 7
Hardness: 30
Hit Dice: 950d20 (19,000 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+5
Grapple Modifier: +16
Base Purchase DC: 82
Restriction: Military (+3)

Attack: battery of 4 four fire-linked CHE missiles +4 ranged (12d12, 19-20, ballistic, -) and battery of 4 four fire-linked CHE missiles -1 ranged (12d12, 19-20, ballistic, -) and battery of 4 four fire-linked CHE missiles -1 ranged (12d12, 19-20, ballistic, -), and battery of 4 four fire-linked CHE missiles -6 ranged (12d12, 19-20, ballistic, -)

Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic)

Standard PL 6 Design Specs: hangers (175 cylon raiders, launch up to 12 per round, emergency launch 30 per round), paired attacks, spool up
Engines: Fusion torch, jump engine
Armor: Vanadium
Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer
Sensors: Class III sensor array, improved targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 batteries of 4 missile launchers (unknown number of CHE missiles, typically 50 nuclear)
Grappling Systems: none

Missile Tubes
The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action.

Paired Attacks
When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target.

Spool Up
The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.

Modern Basestar
These basestars were developed at some point between the First Cylon War and the destruction of the Twelve Colonies, with the distinctive "Y" shape hull. They were controlled by a hybrid cylon, had individual launch bays for 434 modern raiders, plus docking bays that can hold up to two dozen shuttle sized craft. The ship had an organic appearance and blended inorganic with organic, which gave the ship a regeneration capability, to repair damage over time. However this was some what limited and time consuming. If large parts of the hull are removed, those sections would have to be replaced, but standard battle damage can be repaired without having to return to a drydock. The main armament are 168 missile launchers which can switch between conventional CHE missiles and nuclear.

Type: Superheavy
Subtype: Star Carrier
Size: Colossal (–8 size)
Length: 6,830.7 feet
Weight: 1,250,000 tons
Crew: 2200 (expert +8)
Passenger Capacity: 2000 warrior centurions
Cargo Capacity: 220,000 tons
Tactical Speed: 3000 ft. (6 sq.)
Defense: 11
Flat-footed Defense: 7
Autopilot Defense: 7
Hardness: 40
Hit Dice: 1050d20 (21,000 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+5
Grapple Modifier: +16
Base Purchase DC: 83
Restriction: Military (+3)

Attack: battery of 5 eight fire-linked CHE missiles +5 ranged (15d12, 19-20, ballistic, -) and battery of 5 eight fire-linked CHE missiles +0 ranged (15d12, 19-20, ballistic, -) and battery of 5 eight fire-linked CHE missiles +0 ranged (15d12, 19-20, ballistic, -), and battery of 5 eight fire-linked CHE missiles -5 ranged (15d12, 19-20, ballistic, -)

Attack of Opportunity: Point-defense system +5 ranged (5d12×10 ballistic)

Standard PL 6 Design Specs: hangers 434 cylon raiders, launch up to 16 per round, emergency launch 64 per round, 12 shuttles, 50 heavy raiders), +4 Navigate, jump calculations done in half (round up) time
Engines: ion engine, jump engine
Armor: neutronite
Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer, light fortification (25% of critical hits turned into regular hits), hull regeneration
Sensors: Class IV sensor array, improved targeting system
Communications: Laser transceiver, radio transceiver
Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 100 nuclear)
Grappling Systems: none

Missile Tubes
The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a move equivalent action.

Paired Attacks
When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2500 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target.

Hull Regeneration
Due to the semi organic nature of the ship, the ship can repair itself, beyond the basic damage control systems. Once per hour, the ship can regenerate 5d20 hit points.

Spool Up
The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.

Organic Pilot
The modern Cylon basestar is a techno-organic craft, with a cylon hybrid controlling the ship. The ship is capable of learning and adapting, can take on levels like an NPC. Gains +2 to Navigate checks and time to calculate jumps take half the time (round up). When destroyed, and a Resurrection is within range, the pilot can download their consciousness into a new raider body, allowing it to never truly die and continue to learn and attempt with each new lease on life.
 

kronos182

Adventurer
Mil Mi-24 Hind
The Mil Mi-24, also known as the Hind, is a Russian built, large helicopter gunship and low capacity transport. The Hind has a large body that narrows at the front with a tandem cockpit with a double bubble canopy. It has a top mounted 5 blade main rotor and a three blade tail rotor. Two mid-mounted stub wings provide weapon hardpoints, each able to equip three stations, in addition to providing lift. The cockpit and crew compartment are overpressurized to provide the crew with NBC protection. Ahead of the wings are two doors, one each side, to allow crew and passengers to enter or exit the craft.
The Hind has a crew of 2 to 3, pilot, weapons officer and a technician which is optional. Can carry 8 troops, or 4 stretchers, or 5300 lbs on an external sling. It measures 57.5 feet long (12 squares), 65 ft counting the rotors, 21.25 feet (4 squares) wide counting the wings, standing 21.25 feet tall, weighing 18,740 lbs empty, with a maximum weight, counting cargo or passengers, 26450 lbs. A maximum speed of 208 mph, a range of 280 miles, a maximum altitude of 16,100 ft. It has a chin mounted turret, with a total of 6 hardpoints to mount missiles, rockets and even additional projectile weapons. The troop compartment can have up to two mounts that holds a light machinegun that the passengers can use when the doors are open, hanging from the ceiling. With the doors open it takes a move action to enter or exit, but with the doors close, requires a standard action to open them first.


Crew: 2-3
Passengers: 8
Cargo: 5300 lbs external sling
Init: -3
Maneuver: -4
Top Speed: 366 (37) (208 miles / tank)
Defense: 6
Hardness: 15
Hit Points: 54
Size: Gargantuan
Purchase DC: 49
Restriction: Mil (+3)
Accessories: Thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, NBC protection, chin turret mounting 12.7mm machine gun, 6 wing mounts, APS, laser designator.
Notes: NBC protection +4 Fort saves, 12.7mm gun affects 20x20 ft, uses 20 rounds, Reflex DC 17 for half.



Weapons

Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

12.7mm Gun

4d10

20

Ball

150 ft

A

Linked (1300 rds)

Pilot or Gunner

Hellfire Missiles

15d6

500 ft
Single

6 missiles (3 each wing)

Gunner

Hydra 70mm Rockets

6d12

20

Ball

150 ft

S

40 (20 each wing)

Gunner

Sidewinder Missiles

20d6

Ball
1 mile

Single

4 (2 each wing)

Gunner

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


Hydra 70 M247
The Hydra 70mm rocket launcher is typical of conventional rocket launchers, most often seen mounted in rocket launcher tubes on attack helicopters and ground attack aircraft. Of the four variants, the M247 has an anti-tank warhead, the M255 has a light armor-piercing flechette warhead, the M261 has a high explosive warhead, and the M264 has a smoke warhead.
When the M247 hits its target, it explodes like a grenade or other explosive, dealing 4d10 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charged designed to penetrate the armor of military vehicles, the Hydra 70 M247 ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.
The Hydra 70 M247 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.


Hydra 70 M255
These rockets are suitable for engaging lightly armored vehicles (such as armored personnel carriers, trucks, etc.), and are fitted with a special anti-armor flechette warhead.
When the M255 hits its target, it explodes like a grenade or other explosive, dealing 4d10 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because it is designed to defeat armor, the Hydra 70 M255 ignores up to 5 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.
The Hydra 70 M255 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.
Hydra 70 M261
The Hydra 70 M261 features a high explosive warhead that is most useful against unprotected, unarmored ground targets such as infantry.
When the M261 hits its target, it explodes like a grenade or other explosive, dealing 4d10 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage).
The Hydra 70 M261 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.
Hydra 70 M264
The M264 warhead creates obscuring smoke. On the round that it is fired, a rocket of this type fills the four squares around it with a cloud of smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
The Hydra 70 M264 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.


70 mm Rockets 6d12 20 Ballistic 150 ft. S 7 or 19 Huge * * *

Hellfire Missile
The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding. Have a range Increment of 500 ft.


Sidewinder (Air-to-Air Missile)
The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is sued to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft. Sidewinder missiles have a minimum range of 500 ft. If fired against a target closer than 500 ft, it does not arm and doesn't explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on aircraft. This platform provides +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat - specifically the heat produced by the jet engines and turboprops of most modern helicopters and planes. The missile cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.
To fire the missile, one must first acquire the target, which requires a full-found action. After the target is acquired, the firing missile is an attack action. Once fired, the missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement). When the missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all targets within a 10 foot radis (Reflex save DC 20 for half).

Variants


Laumer Hind
This is an advanced upgrade to the Hind using technology available after the 23 Hours. This version removes the rotor system and installs two high efficiency ducted fans in armoured casings, able to pivot and angle the fans for improved maneuverability. The rear rotor is also replaced with a duct fan that the casing can rotate and pivot as well. The armour is replaced with a lighter material, while maintaining the same strength, reducing overall weight. The chin turret machinegun is replaced with railguns, the weapon stations on the wings remain, but now mount weapons such as additional lasers, railguns, mini missiles, with improved systems including a better targeting system.. The lightened frame allows the Laumer Hind to carry more than the original.

Make the following changes to Mi-24 Hind to a Laumer Hind:
Increase hit points by +5;
Increase Defense by +1;
Increase speed to 350 (25);
Change Maneuver penalty to -2;
Increase Passenger Capacity to 10;
Replace 12.7 gun with heavy railgun;
Add additional 2 weapon stations, 1 on each cheek of the nose, can only mount non missile/rocket/grenade systems;
Add 2 ALA launchers with 5 uses each;
Add upgraded APS;
Add TOS;
Add Upgraded Targeting;
PDC +5.



Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

Heavy Railgun

4d12

20

Ball

120 ft

A

Linked (2000 rds)

Pilot or Gunner

Twin Fire-Linked Rapid-Fire Railguns (optional)

4d10

20

Ball

100 ft

A

Linked 2200 rds ea, uses 2 stations 1 per wing or cheek

Gunner

Mini Missile Launcher (optional)

150 ft
Semi

128 missiles (64 each, uses 2 stations, 1 per wing)

Gunner

Twin Fire-Linked Lasers (optional)

5d8

20

Fire

90 ft

S, A

400 rds ea (uses 2 stations 1 per wing or cheek)

Pilot or Gunner

ALA
Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants 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.


Upgraded Targeting
All weapons suffer only half penalties to attack rolls while the vehicle is moving, even at full speed, and gain +2 to attack rolls while the vehicle is stationary, typically hovering.


Upgraded APS
This is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the vehicle while the system is active.


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


Mini-Missile Launcher
This launcher can fire a single mini-missile or volleys up to 8 missiles. Each doubling of mini-missiles fired increases damage by 50%, increase blast radius by 25%, Reflex save by +1.
The system holds 64 mini-missiles. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.

If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus.
LAW mini-Missile - A light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 5 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4.
Explosive Mini-Missile - The explosive mini-missile is just that, a rocket propelled grenade. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4.
Fragment Mini-Missile - The fragmenting mini-missile sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4.
 
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kronos182

Adventurer
Mi-31 Behemoth
Heavier version of the hind, two rotor blades set at angles, with twin tails joined at the end, with a rotor set in a rotating housing allowing it to rotate along vertical axis. This provides the Behemoth with surprisingly high maneuverability for a heavy craft. Carries more equipment, with a large ramp at the rear, instead of large doors on the sides. A heavy turret on the nose mounting twin 20mm cannons, plus two stub wings that contain mounts for rockets, missiles and possible other projectile weapons.
The Behemoth has a crew of 2 to 3, pilot, weapons officer and a technician which is optional. Can carry 12 troops, or 6 stretchers, or 5700 lbs on an external sling. It measures 60.5 feet long (13 squares), 67 ft counting the rotors, 27.5 feet (6 squares) wide counting the wings, standing 25.25 feet tall, weighing 19,950 lbs empty, with a maximum weight, counting cargo or passengers, 29950 lbs. A maximum speed of 230 mph, a range of 280 miles, a maximum altitude of 16,100 ft. It has a chin mounted turret, with a total of 6 hardpoints to mount missiles, rockets and even additional projectile weapons. With the ramp open it takes a move action to enter or exit, but with the doors close, requires a standard action to open them first.

Crew: 2-3
Passengers: 12
Cargo: 5700 lbs external sling
Init: -3
Maneuver: -2
Top Speed: 400 (40) (650 miles / tank)
Defense: 6
Hardness: 15
Hit Points: 60
Size: Gargantuan
Purchase DC: 50
Restriction: Mil (+3)
Accessories: Thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, NBC protection, chin turret mounting 2 fire-linked 20mm cannons, 6 wing weapon stations, APS, laser designator, flare launcher (10 flares).
Notes: NBC protection +4 Fort saves, 12.7mm gun affects 20x20 ft, uses 20 rounds, Reflex DC 17 for half. +1 to attack rolls with weapons. Flare, using attack of opportunity, opposed attack roll, if beats missile attack roll, missile targets flare instead. Weapons noted optional can be swapped for any of the optional choices, which are paired on each wing. Twin 12.7mm Machineguns are used in pairs, one on each wing, fire-linked together, if 2 sets are used, increased damage by +1d12. Optional 20mm cannons use 2 stations, 1 each wing. If a second set is added, increase damage by +2d10.

Weapons


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

20mm cannon (2 fire-linked)

6d10

20

Ball

150 ft

Semi

600 rds ea

Pilot or Gunner

Hellfire Missiles (optional)

15d6

500 ft
Single

8 missiles (4 each wing, uses 2 stations)

Gunner

Hydra 70mm Rockets (optional)

6d12

20

Ball

150 ft

S

50 (25 each wing, uses 2 stations)

Gunner

Sidewinder Missiles

20d6

Ball
1 mile

Single

6 (3 each wing, uses 2 stations)

Gunner

Twin 12.7mm machineguns (4 fire-linked, optional)

5d12

20

Ball

110 ft

S, A

600 rds each (uses 2 stations, 1 each wing)

Pilot or Gunner

20mm cannon (2 fire-linked, optional )

6d10

20

Ball

150 ft

Semi

100 rds ea (uses 2 stations, 1 each wing)

Pilot or Gunner

Fuel pod

Extends range 300 miles (uses 2 stations, 1 each wing), ejectable after use

250 lbs Bomb

4d12

20

Ball

100 ft

Single

4 (2 each station, 1 each wing)



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

Hydra 70 M247
The Hydra 70mm rocket launcher is typical of conventional rocket launchers, most often seen mounted in rocket launcher tubes on attack helicopters and ground attack aircraft. Of the four variants, the M247 has an anti-tank warhead, the M255 has a light armor-piercing flechette warhead, the M261 has a high explosive warhead, and the M264 has a smoke warhead.
When the M247 hits its target, it explodes like a grenade or other explosive, dealing 4d10 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charged designed to penetrate the armor of military vehicles, the Hydra 70 M247 ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.
The Hydra 70 M247 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

Hydra 70 M255
These rockets are suitable for engaging lightly armored vehicles (such as armored personnel carriers, trucks, etc.), and are fitted with a special anti-armor flechette warhead.
When the M255 hits its target, it explodes like a grenade or other explosive, dealing 4d10 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because it is designed to defeat armor, the Hydra 70 M255 ignores up to 5 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.
The Hydra 70 M255 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.
Hydra 70 M261
The Hydra 70 M261 features a high explosive warhead that is most useful against unprotected, unarmored ground targets such as infantry.
When the M261 hits its target, it explodes like a grenade or other explosive, dealing 4d10 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage).
The Hydra 70 M261 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.
Hydra 70 M264
The M264 warhead creates obscuring smoke. On the round that it is fired, a rocket of this type fills the four squares around it with a cloud of smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
The Hydra 70 M264 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

70 mm Rockets 6d12 20 Ballistic 150 ft. S 7 or 19 Huge * * *

Hellfire Missile

The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding. Have a range Increment of 500 ft.


Sidewinder (Air-to-Air Missile)
The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is sued to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft. Sidewinder missiles have a minimum range of 500 ft. If fired against a target closer than 500 ft, it does not arm and doesn't explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on aircraft. This platform provides +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat - specifically the heat produced by the jet engines and turboprops of most modern helicopters and planes. The missile cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.
To fire the missile, one must first acquire the target, which requires a full-found action. After the target is acquired, the firing missile is an attack action. Once fired, the missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement). When the missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all targets within a 10 foot radis (Reflex save DC 20 for half).
 

kronos182

Adventurer
Webway
The Webway is a labyrinthine dimension utilised by the Eldar for faster-than-light travel, created by the Old Ones, as a conduit through which they could travel to countless far-flung worlds without suffering from the risks of the tides of the Warp. It is a dimension that is a labyrinth between the Materium and the Warp, a complex network of capillaries and arteries, glowing tunnels only accessible by Webway Portals. There are large portions of the Webway that is cut off from the rest, or destroyed, leaving many dead ends. After entering a portal on one planet, one can move a short, or relatively long, distance within the Webway, and arrive on another planet light years away, if one knows the way through the Webway. The tunnels and portals vary in size, with some large enough to allow fleets of starships to pass through, but most are only large enough for small groups of standard sized (medium size) beings or small vehicles to pass through. Eldar Craftworlds have a Nexus of Webway Gates, a large structure that looks like an angled blade with several curved notches on the leading edge and two large ones on the back edge, which connects the Craftworld to the Webway network.
To navigate through the Webway, one either needs a map, or be a psychic to navigate, otherwise one would get lost and wander through the Webway and exit on some unknown world. There are beacons that can allow users that know of the beacons and have the equipment to detect the beacon, that allows them to navigate parts of the Webway to the beacon, but these have limited, relatively speaking, range.
A psychic can navigate the Webway if they know a portal exists on the world they want to go to, or close to it, making a Concentration check DC 15 +1 per 5 lightyears gaining a +1 bonus per level of Psychic ability can manifest, then make a Navigate check DC 17 +1 per 3 light years, gaining a +1 bonus for every 5 points over the DC they make their Concentration check.

Webway Keystone
These items, a triangular Eldar Wraithbone amulet, easily mistaken for jewellery, have psychic micro circuitry woven into their cores that allows the user to detect, track, open and close Webway Portals. Grants a +5 bonus to Search and Spot checks when looking for Webway Portals. Once a portal is located, use a full round action to open or close a portal.
Weight: 14 oz.
PDC: 24 Rare (+5), Eldar 15 Res (+2)


Adventure Ideas
Rumours of a Webway Port have been reported sighted on a backwater world. Word has spread and signs of both Eldar and Imperium of Man forces are building to send an expedition.
The players could be working with either of these parties to scout and secure the location, even verify its existence.
If the players are working for groups like the Federation of Planets or New Republic, they could be assigned to study it as much as possible before other forces arrive and hold it for study.
If working for independent or questionable groups, the plays could be asked to either hold the portal against any other parties, or if other groups have arrived, spy and possibly sabotage their efforts.

Depending on which side they are on, it is a race against the clock to reach the planet, set up defenses and hold it. Both the Eldar and Imperium of Man will send forces, which includes a scouting party of at minimum a dozen members plus at least 2 vehicles, one will be combat. Scale up for party level and any support they might have. Eldar will have at least 1 squad of Guardians, and possibly one squad of Aspect Warriors. The Imperium will send at least 1 squad of Imperial Guardsmen. High level players, the Imperium might send 6 Space Marines.

If the portal is real, reinforcements will be sent, which can escalate into a large scale battle, which the players could still take part in.
 

kronos182

Adventurer
Leman Russ Battle Tank
The leman Russ is the main battle tank of the Imperial Guard. It is a rugged and dependable design, with little changes other than different patterns, over the centuries. These tanks have a turret mounted battle cannon and a secondary weapon mounted on the forward hull, typically a lascannon, heavy bolter or flamer. Tthe Leman Russ can also be fitted with side sponsons, capable of supporting heavy bolters, flamers, multi-meltas or plasma cannons, manned by dedicated gunners, in very cramped spaces.
The Leman Russ is five squares long, four squares wide, weighing 60 tons empty. Provides full cover for crew cover.
There are several variants, but many are just different turret, hull, and sponson mounted weapons, such as the Annihilator armed with twin-linked lascannons; the Vanquisher is armed with a special Vanquisher cannon; Executioner with its plasma cannon.

Leman Russ Battle Tank (PL 5-6)

Crew: 4 +2 if sponsons attached
Passengers: 0
Cargo: 150 lb, tow 10 tons
Init: -2
Maneuver: -2
Top Speed: 50 (5) / 30 (3) on water
Defense: 9
Hardness: 20
Hit Points: 60 (+15 with sponsons)
Size: Huge (-2 size)
Purchase DC: 43
Restriction: Mil (+3) Space Marines
Accessories:
Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 10 hour air supply (can be expanded with additionally tanks carried either internally ), 6 smoke grenade launchers with 2 smoke grenades each, trailer hitch, 3 days rations, 2 survival kits with 1 three man tent, turret with primary weapon, two side sponsons for secondary weapons. A stormbolter can be fitted to the hatch on top of the turret.
Notes: Can mount bulldozer blade on front. If fitted with energy weapons, the capacitor regenerates at a rate of 1 shot per 1 minute of not firing.
The Repair checks to fix or modify vehicle are reduced by 5, and PDC for replacement parts are reduced by 1
Robust Design: The vehicle has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank.

Multi-Environmental: The vehicle is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere.
Weapons: Turret primary weapon, hull weapon, 2 sponson mounted weapons (1 each) if mounted


Weapon

Damage

Critical

Dam Type

Range Incr

RoF

Magazine

Turret







Battle Cannon

8d10

20

Ball

120 ft

Single

40 rds

Twin-linked Lascannons (Annihilator)

6d10+3

20

Fire

110 ft

Single

50 shot capacitor

Plasma Destroyer (Executioner)

8d12+4

20

Fire

120 ft

Single

50 shot capacitor

Vanquisher Cannon (Vanquisher)

7d10

20

Ball

175 ft

Semi

38 rds

Hull







Lascannon (optional)

4d10+2

20

Fire

110 Ft

Single

50 shot capacitor

Heavy Bolter (optional)

3d12+4 +2d6

20

Ballistic+ fire

100 ft

S, A

600 rds ea

Heavy Flamer (optional)

4d6

Fire
75 foot long, 10 ft wide line, Reflex 17

Semi

40 uses

Sponson (2, 1 weapon each)






Heavy Bolter (optional)

3d12+4 +2d6

20

Ballistic+ fire
100 ft
S, A

1600 rds ea

Lascannon (optional)

4d10+2

20

Fire

110 ft
Single
50 shot capacitor

Multi-Melta (optional)

1d6x10 +5

20x3

Fire/Energy

100 ft

Single
50 shot capacitor

Heavy Flamer (optional)

4d6

Fire
75 foot long, 10 ft wide line, Reflex 17

Semi

40 uses
Plasma Gun (optional)
3d12+3

20
Fire
90 ft

S, A

50 shot capacitor

Options
Reinforced Armour

This adds additional armour plating and reinforcements.
Add +10 HP
Add +3 hardness
Add +2 Defense
PDC +1

Assault Dozer Blade
A large bull dozer type blade is mounted to the front of the vehicle. Adds 3d6 damage, half bludgeoning, half piercing to rams, the equipped vehicle doesn't suffer damage. When traveling through an area with mines, the blade sets off mines, suffering only half damage to the blade itself. Blade has hardness 20, 20 hit points.
PDC 12


Variants/Patterns

Leman Russ Conqueror
The Leman Russ Conqueror is a less common variant of the Leman Russ tank, armed with a Conqueror cannon, which is a smaller and lighter version of the Battle Cannon. While this reduces its range and power, it can fire faster and has higher accuracy. Instead of a pintle mounted weapon, it has a co-axial storm bolter, although a pintle mounted weapon can still be fitted, just rarely done. It has an upgraded engine and improved suspension, which gives the Conqueror better speed and maneuverable, making it a good cavalry tank. Conquerors also lack sponsons to keep their speed and maneuverability up.
Make following changes to Leman Rush to make Leman Russ Conqueror:
Increase speed to 60 (6);
Maneuverability changes to -1;
Replace Battle Cannon with Vanquisher Cannon (60 rounds);
Add Co-axial Storm Bolter;
PDC: +3



Heavy Bolter
The heavy bolter is a larger and heavier version of the bolt gun, generally used for anti-infantry or fire support roles. These weapons are used by many factions of the Imperium of Man, from the Imperial Guard as a heavy squad weapon, to the Space Marines as a heavy weapon. The larger projectile with more propellant gives it longer range and higher stopping power, making it capable of destroying light vehicles. A heavy carry handle on the top allows it to be carried easier, and fed from either a disintegrating belt or a 40-round high capacity box magazine.

Heavy Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d12+4 + 2d6
Critical: 20
Damage Type: ballistic +fire
Range Increment: 100 ft
Rate of Fire: S,A
Size: Large
Weight: 30 lb
Ammo: 40 box or linked
Purchase DC: 27 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Heavy Bolter. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Ammunition: Box of 50 Heavy Bolts rounds has a PDC 13.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.

Multi-Melta
The Multi-Melta is a heavier version of the melta gun, typically with two barrels in an over-under design, with greater range and armour penetration, typically mounted on vehicles, although man portable version exist for the Space Marines of the Adeptus Astartes. The man-portable versions are incredibly power hungry and require two power packs to operate. They can work with one, however the payload is incredibly limited.

Multi-Melta (PL7-8 Exotic Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 1d6x10 +5
Critical: 20x3
Damage Type: Fire/Energy
Range Increment: 100 ft
Rate of Fire: Single
Size: Large
Weight: 30 lbs
Ammo: 15 box, holds 2 power packs (total of 30)
Purchase DC: 29 Mil (+3)
Notes: Ignore 15 points of hardness/DR, Silent (-5 to detect the firing of the weapon), can only fire out to 5 range increments. Critical Vaporize, Inaccurate.
Inaccurate - Suffers -1 to attack rolls.
Critical Vaporize - Against organic targets, on a critical hit up to a large sized creature (typical humanoid), requires the target to make a Fort save DC 30 or be disintegrated. A successful save deals 8d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 32.

Plasma Gun
Plasma weapons in the Imperium of man are powerful by dangerous weapons as they are not fully understood. The imperium makes some of the most powerful plasma weapons available, but because of their lack of fully understanding the technology, these weapons can over heat and become unstable, injuring their user or even detonating. Many Adeptus Astartes space marines use these weapons in heavy weapon squads for their heavy damage and armour piercing capabilities.

Plasma Gun (PL6-7 Personal Firearms Proficiency)
Damage: 3d12+3
Critical: 20
Damage Type: Fire
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 20 lbs
Ammo: 40 box
Purchase DC: 26 Mil (+3)
Notes: Gets Hot, ignore 5 points of hardness/DR
Gets Hot - On a natural roll of 1 or 2 attack roll, the weapon over heats, dealing 1d6 fire damage to the user and is inoperative until repaired (Repair DC 15 and 1d4 minutes of work). If the weapon suffers more than 3 natural 1 or 2s within 5 rounds, the weapon fails and detonates, dealing 5d6 fire damage to the user and half damage to a 5 foot radius, Reflex save DC 15 for half damage, the user doesn't get a save.


Lascannon
The lascannon is the heavier version of the lasgun, used as a heavy support weapon by the Imperial Guard, and only Space Marines are able to carry, otherwise they are mounted on vehicles, typically in pairs. The weapons are favoured for anti-tank work as they have high strength and armour-piercing abilities making it a formidable weapon. They have greater range and rate of fire over plasma cannons, but not quite the destructive power. The weapon can be powered by power packs, but it is generally powered by the power pack on the marine's armour, requiring it to be linked by a heavy power cable to the armour.

Lascannon (PL 6-7 Exotic/Heavy Firearms Proficiency, Imperium of Man)
Damage: 4d10+2
Critical: 20
Damage Type: Fire
Range Increment: 110 ft
Rate of Fire: Single
Size: Huge
Weight: 25 lbs
Ammo: 10 box
Purchase DC: 26 Mil (+3)
Notes: Ignore 5 points of hardness/DR (or ignore 5 points of Defense using RAW). If connected to the power systems of an Adeptus Astartes power armour, has 15 shot capacitor, recharges 1 shot ever 5 rounds of inactivity. The weapon, when connected to an Adeptus Astartes power armour, or dedicated power source, such as on a vehicle or power generator, the rate of fire changes to Semi.


Plasma Destroyer
This weapon is a powerful, if temperamental, plasma weapon. This heavy plasma weapon is difficult for the Imperium of Man to produce, and those that are produced are energy demanding, prone to overheating, but have great armour penetration and damage.

Plasma Destroyer (PL6-7 Exotic/Heavy Firearms Proficiency)
Damage: 8d12+4
Critical: 20
Damage Type: Fire
Range Increment: 120 ft
Rate of Fire: Single
Size: Gargantuan
Weight: 150 lbs
Ammo: -
Purchase DC: 32 Rare (+5)
Notes: Gets Hot, ignore 30 points of hardness/DR. Deals half damage to a 10 foot radius, Reflex save DC 17 for half, ignores 10 points of hardness/DR)
Gets Hot - On a natural roll of 1 or 2 attack roll, the weapon over heats, dealing 2d6 fire damage to the user and is inoperative until repaired (Repair DC 15 and 1d4 minutes of work). If the weapon suffers more than 3 natural 1 or 2s within 5 rounds, the weapon fails and detonates, dealing 6d6 fire damage to the user and half damage to a 5 foot radius, Reflex save DC 15 for half damage, the user doesn't get a save.


Assault Cannon
The assault cannon is a heavy, automatic anti-personnel weapon commonly used on Terminator armoured Space Marines or as vehicle mounted weapons. It is a medium-calibre rotary autocannon with 6 barrels cycled by an electric motor past a single chamber.

Assault Cannon (PL6 Exotic/Heavy Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d10
Critical: 20
Damage Type: ballistic
Range Increment: 120 ft
Rate of Fire: A
Reflex Save DC: 17
Size: Huge
Weight: 30 lb
Ammo: linked
Purchase DC: 30 Mil (+3)
Notes: Medium sized creatures attempting to use the assault cannon suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the weapon. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
When using burst fire feat, uses only 5 rounds of ammunition. Can be used to make multiple attacks as user has per round, if attacking the same target/spot for each attack in the same round, increase the Reflex DC by +1 for each following attack that round, resetting the next round, or if attacking a different target/spot.
Ammunition: Box of 5 belts of 50 rounds has a PDC 13.



Vanquisher Cannon
The Vanquisher cannon is a complex variant of the battle cannon found only on the Leman Russ Vanquisher. It has far superior accuracy and range over the battle cannon, firing special ammunition.

Vanquisher Cannon (PL6 Exotic/Heavy Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 7d10
Critical: 20
Damage Type: ballistic
Range Increment: 175 ft
Rate of Fire: Semi
Size: Gargantuan
Ammo:
Purchase DC: 34 Rare (+5)
Notes: +3 to attack rolls even while vehicle is moving, ignores 20 points of hardness/DR.
Ammunition: Box of of 10 rounds has a PDC 21
 

kronos182

Adventurer
Artemis Class Battlestar
The Artemis class was the original class of battlestar, a large ship capable of carrying multiple strike craft, including the Viper class fighters and Raptor drop ships, as well as carry weapons to defend itself and attack other capital ships. The class was built before the First Cylon War, had a bulbous forward section, with a narrower midsection with two 'rib structures' that extend out to the flight pods on each side of the ship, with a large rear section with six engines, with four at each corner and two center. The Artemis was armed with only 8 dual medium capital cannon turrets and four heavy capital cannons in the nose for heavy strike, plus 8 missile tubes that could fire conventional or nuclear missiles.
The Artemis flight pods only had 16 viper launch tubes each, with through deck flight deck. Each pod only capable of supporting 2 squadrons plus an extra flight (28 fighters) of vipers, 4 raptors and 2 shuttles each. The tubes were only capable of launching Viper mk1 and mk2s.
Artemis were the center pieces of fleets at the start of the First Cylon War, but were replaced by the larger and more powerful Jupiter class Battlestars, then were moved to support the Jupiters or lead much smaller strike groups when there were not enough of the larger ships available.
Artemis Battlestars, smaller than their larger Jupiter class, were only 3543 feet long, 1312 feet wide, and 341 feet tall, and lacked the ability to retract the flight pods, so the flight decks were always exposed to vacuum, but the lifts and hangers below were all sealed.

Type: Heavy
Subtype: Fleet carrier
Size: Colossal (–8 size)
Length: 3,543 feet
Weight: 100,000 tons
Crew: 2800 (expert +8) +150 for carried craft
Passenger Capacity: 200 (half to 150 typically soldiers)
Cargo Capacity: 25,000 tons
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Flat-footed Defense: 7
Autopilot Defense: 7
Hardness: 30
Hit Dice: 450d20 (9,000 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+3
Grapple Modifier: +16
Base Purchase DC: 70
Restriction: Military (+3)

Attack: battery of 4 heavy capital cannons +2 ranged (12d12, 20, ballistic, 5000 ft, Ignores 20 points of hardness/DR, suffers -1 to attack rolls to any ship of Ultralight type, and -2 if smaller than colossal size) and battery of 5 dual fire-linked CHE missiles -1 ranged (9d12, 19-20, ballistic, -);
Or battery of 2 dual medium capital cannons +1 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 2 dual medium capital cannons -4 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal)
Or battery of 4 dual fire-linked CHE missiles +3 ranged (9d12, 19-20, ballistic, -) and battery of 4 dual fire-linked CHE missiles -2 ranged (9d12, 19-20, ballistic, -)

Attack of Opportunity: Point-defense system +3 ranged (4d12×10 ballistic)

Standard PL 6 Design Specs: flight pods (2)
Engines: Fusion torch, jump engine
Armor: Vanadium
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 heavy capital cannons, 4 batteries of 2 dual medium capital cannons, 8 missile tubes (CHE 30 missiles each, plus 10 nuclear)
Grappling Systems: none

Flight Pods (2)
The flight pods are hangers, with viper launch tubes, 16 per pod. At any given time up to 4 vipers can be launched from each pod, with enough prep time before a battle, up to 16 can be launched in a single round, but typically 4 from each pod will launch each round, launching 16 ready fighters within 5 rounds, from each pod, as next set of fighters are being loaded (take 2 rounds to load a viper into a launch tube), or 1 raptor or a single shuttle from each pod. Each pod carried 28 vipers, 4 raptors and 2 shuttles. There are lifts and hangers below the deck that are pressurized, but the deck itself is open to the vacuum of space.

Missile Tubes
The missile tubes can be fired individually, or in a battery of 4 dual fire-linked missile tubes. The missiles typically loaded are CHE, however they can be switched to nuclear as a full round action.

Medium Capital Cannon
These projectile weapons are a set up from the heavy gauss guns, mounted on capital ships only and used against capital ship and stations. While they can be used against small, they are not as accurate as slower to move the large turrets.

Name: Medium Capital Cannon (PL 6)
Weapon Damage: 10d12
Critical: 20
Damage Type: Ballistic
Range Increment: 4500
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 36
Restriction: Mil (+3)
Notes: Ignores 15 points of hardness/DR, suffers -1 to attack rolls to any ship smaller than colossal.

Heavy Capital Cannon
These are heavier capital ship scale weapons, used only against large craft, able to punch through heavy armour, but can't be used against small craft.

Name: Heavy Capital Cannon (PL 6)
Weapon Damage: 12d12
Critical: 20
Damage Type: Ballistic
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 38
Restriction: Mil (+3)
Notes: Ignores 20 points of hardness/DR, suffers -1 to attack rolls to any ship of Ultralight type, and -2 if smaller than colossal size.


Sienar Artemis Battle Carrier
Sienar acquired examples of the Artemis Battlestar after coming across a battlefield where Colonial and Cylon forces clashed, with the Cylon being the victors. Intrigued by the flight pods, the viper launch systems, the armour and hull structure. Although they found the weapons and computer systems primitive, the design had promise with the proper updates. Replacing the internal systems with 'modern' technology, including the use of droids and astromechs, reduces the crew compliment. The weapons are replaced with turbolasers, with a few extra turrets, and the ballistic point defense system replaces with laser turrets. The missile tubes are replaced with photon torpedo launchers, with ample supply. To aid in the heavy armour of the ship, shield generators are added for increased protection that the original versions didn't have. The original jump drives are replaced with x2 hyperdrives as Sienar found the design of the jump drives difficult to replicate, plus the fact the space around the ship also moves with it, this type of FTL drive was a danger to allied ships moving in formation and create potential debris fields in systems flight lanes.
The flight pods are fitted with environmental shields so they are pressurized, which allowed expanded hanger capacity. The viper launch tubes were replaced with launch tubes designed to fit most TIE craft available, from fighters, bombers, interceptors to Defenders. Each tube is linked to a TIE rack to allow a fighter to be quickly moved into position then launched at speed, able to launch up to a full squadron at once from each pod at once, with another able to launch rapidly afterwards.
Sienar intended to sell these ships to the Empire, or other similar groups, where it can function in a role similar to a Star Destroyer in small fleets, or escorts for the larger ships, able to soak up more damage than other ships its size thanks to its heavy armour.
The Artemis Battle Carrier can carry

Type: Heavy
Subtype: Fleet carrier
Size: Colossal (–8 size)
Length: 3,543 feet
Weight: 100,000 tons
Crew: 2350 (expert +8) +180 for carried craft
Passenger Capacity: 300 (at least half are soldiers)
Cargo Capacity: 25,000 tons
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Flat-footed Defense: 7
Autopilot Defense: 7
Hardness: 30
Hit Dice: 450d20 (9,000 hp) shields 2250 hp
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+3
Grapple Modifier: +16
Base Purchase DC: 70
Restriction: Military (+3)

Attack: battery of 4 dual turbolaser cannons +3 ranged (18d8, 20, fire, ignore 20 points of DR/hardness, -1 to strike any ships of Ultralight size or smaller), and battery of 4 dual turbolaser cannons -2 ranged (18d8, ignore 20 points of DR/hardness, -1 to strike any ships of Ultralight size or smaller), and battery of 4 dual proton torpedo launcher -1 ranged (15d12, 20x3, energy, +1 to target ships of Corvette types or larger);
Or battery of 2 dual light capital ion cannons +0 ranged (18d6, deals 25% more damage to shields) and battery of 2 dual light capital ion cannons -5 ranged (18d6, deals 25% more damage to shields)

Attack of Opportunity: Point-defense system +3 ranged (4d12×10 fire)

Standard PL 6 Design Specs: flight pods (2)
Engines: Fusion torch, hyperdrive x2
Armor: Vanadium
Defense Systems: shields, autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 batteries of 4 dual turbolasers cannons, 2 batteries of 2 dual light capital ion cannons, 8 proton torpedo launchers (80 torpedoes each)
Grappling Systems: tractor beam

Flight Pods (2)
The flight pods are hangers, with TIE launch tubes, 12 per pod. At any given time up to 6 fighters can be launched from each pod, with enough prep time before a battle, up to 12 can be launched in a single round, but typically 4 from each pod will launch each round, launching 12 ready fighters within 3 rounds, from each pod, as next set of fighters are being loaded (take 1 rounds to load a TIE into a launch tube), or 1 shuttle or similar sized craft from each pod. Each pod carried 32 TIEs, 12 large fighters or shuttles, and 2 larger ships like YT series freighters. It takes 5 minutes to load a TIE from the through flight deck into one of the TIE racks.

Proton Torpedo
Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.

Proton Torpedo (PL6)
Damage: 10d12
Critical: 20x3
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.

Turbolaser
Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.

Turbolaser (PL6)
Damage: 12d8, ignore 20 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Military (+3)

Light Capital Ion Cannon
Light capital ion cannons are a type of energy weapon used to disable a target for capture mounted on capital ships. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per 2 rounds. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance

Light Capital Ion Cannon (PL6)
Damage: 12d6, deals 25% more damage to shields
Critical: 20x2
Damage Type: Energy (Electricity)
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 39
Restriction: Military (+3)
 



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