Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9156212" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Mil Mi-24 Hind</span></strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> </p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 2-3</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Passengers: 8</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 5300 lbs external sling</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Init: -3</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Maneuver: -4</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 366 (37) (208 miles / tank)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 15</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 54</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Gargantuan</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 49</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: NBC protection +4 Fort saves, 12.7mm gun affects 20x20 ft, uses 20 rounds, Reflex DC 17 for half.</span></span></p><p> </p><p> </p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Weapons</strong></span></span></p><table style='width: 100%'><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">12.7mm Gun</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">4d10</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">A</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Linked (1300 rds)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Pilot or Gunner</span></span></td></tr><tr><td><br /> <span style="font-family: 'Calibri'">Hellfire Missiles</span></td><td><br /> <span style="font-family: 'Calibri'">15d6</span></td><td><br /> <ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul"></li> </ul></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul"></li> </ul></li> </ul> </td><td><span style="font-family: 'Calibri'">500 ft</span></td><td><br /> <span style="font-family: 'Calibri'">Single</span></td><td><br /> <span style="font-family: 'Calibri'">6 missiles (3 each wing)</span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Hydra 70mm Rockets</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">6d12</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">S</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">40 (20 each wing)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr><tr><td><br /> <span style="font-family: 'Calibri'">Sidewinder Missiles</span></td><td><br /> <span style="font-family: 'Calibri'">20d6</span></td><td><br /> <ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul"></li> </ul></li> </ul> </td><td><span style="font-family: 'Calibri'">Ball</span></td><td><br /> <span style="font-family: 'Calibri'">1 mile</span></td><td><br /> <span style="font-family: 'Calibri'">Single</span></td><td><br /> <span style="font-family: 'Calibri'">4 (2 each wing)</span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr></table><p></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>APS (Active Protection System)</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Hydra 70 M247</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Hydra 70 M255</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.</span></p><p><span style="font-family: 'Calibri'">Hydra 70 M261</span></p><p><span style="font-family: 'Calibri'">The Hydra 70 M261 features a high explosive warhead that is most useful against unprotected, unarmored ground targets such as infantry.</span></p><p><span style="font-family: 'Calibri'">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).</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.</span></p><p><span style="font-family: 'Calibri'">Hydra 70 M264</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.</span></p><p> </p><p><span style="font-family: 'Calibri'">70 mm Rockets 6d12 20 Ballistic 150 ft. S 7 or 19 Huge * * *</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Hellfire Missile</strong></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Sidewinder (Air-to-Air Missile)</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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).</span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Variants</strong></span></span></p><p> </p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Laumer Hind</span></strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Make the following changes to Mi-24 Hind to a Laumer Hind:</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Increase hit points by +5;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Increase Defense by +1;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Increase speed to 350 (25);</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Change Maneuver penalty to -2;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Increase Passenger Capacity to 10;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Replace 12.7 gun with heavy railgun;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Add additional 2 weapon stations, 1 on each cheek of the nose, can only mount non missile/rocket/grenade systems;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Add 2 ALA launchers with 5 uses each;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Add upgraded APS;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Add TOS;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Add Upgraded Targeting;</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">PDC +5.</span></span></p><p> </p><table style='width: 100%'><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Heavy Railgun</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">4d12</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">120 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">A</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Linked (2000 rds)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Pilot or Gunner</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Twin Fire-Linked Rapid-Fire Railguns (optional)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">4d10</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">100 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">A</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Linked 2200 rds ea, uses 2 stations 1 per wing or cheek</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Mini Missile Launcher (optional)</span></span></td><td><br /> <ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul"></li> </ul></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul"></li> </ul></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul"></li> </ul></li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">128 missiles (64 each, uses 2 stations, 1 per wing)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Twin Fire-Linked Lasers (optional)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">5d8</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">90 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">S, A</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">400 rds ea (uses 2 stations 1 per wing or cheek)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Pilot or Gunner</span></span></td></tr></table><p><span style="color: #333333"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>ALA</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">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.</span></span></p><p> </p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>Upgraded Targeting</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">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.</span></span></p><p> </p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>Upgraded APS</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">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.</span></span></p><p> </p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>TOS</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">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.</span></span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Mini-Missile Launcher</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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. </span></p><p><span style="color: black"><span style="font-family: 'arial'">If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">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.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">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.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">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.</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9156212, member: 6668634"] [FONT=Calibri][B][SIZE=7]Mil Mi-24 Hind[/SIZE][/B] 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.[/FONT] [COLOR=black][FONT=Calibri]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.[/FONT][/COLOR] [COLOR=black][FONT=Calibri][B]Weapons[/B][/FONT][/COLOR] [TABLE] [TR] [TD] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]12.7mm Gun[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]4d10[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]A[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Linked (1300 rds)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Pilot or Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [FONT=Calibri]Hellfire Missiles[/FONT][/TD] [TD] [FONT=Calibri]15d6[/FONT][/TD] [TD] [LIST] [*] [LIST] [*] [/LIST] [/LIST][/TD] [TD][LIST] [*] [LIST] [*] [/LIST] [/LIST][/TD] [TD][FONT=Calibri]500 ft[/FONT][/TD] [TD] [FONT=Calibri]Single[/FONT][/TD] [TD] [FONT=Calibri]6 missiles (3 each wing)[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Hydra 70mm Rockets[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]6d12[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]S[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]40 (20 each wing)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [FONT=Calibri]Sidewinder Missiles[/FONT][/TD] [TD] [FONT=Calibri]20d6[/FONT][/TD] [TD] [LIST] [*] [LIST] [*] [/LIST] [/LIST][/TD] [TD][FONT=Calibri]Ball[/FONT][/TD] [TD] [FONT=Calibri]1 mile[/FONT][/TD] [TD] [FONT=Calibri]Single[/FONT][/TD] [TD] [FONT=Calibri]4 (2 each wing)[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [/TABLE] [COLOR=black][FONT=Calibri][B]APS (Active Protection System)[/B] 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.[/FONT][/COLOR] [FONT=Calibri] [B]Hydra 70 M247[/B] 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.[/FONT] [FONT=Calibri][B]Hydra 70 M255[/B] 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.[/FONT] [FONT=Calibri]70 mm Rockets 6d12 20 Ballistic 150 ft. S 7 or 19 Huge * * *[/FONT] [FONT=Calibri][B]Hellfire Missile[/B][/FONT] [COLOR=black][FONT=Calibri]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.[/FONT][/COLOR] [FONT=Calibri] [B]Sidewinder (Air-to-Air Missile)[/B] 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). [SIZE=7][B]Variants[/B][/SIZE][/FONT] [FONT=Calibri][B][SIZE=6]Laumer Hind[/SIZE][/B] 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.[/FONT] [COLOR=#333333][FONT=Calibri]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.[/FONT][/COLOR] [TABLE] [TR] [TD] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Heavy Railgun[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]4d12[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]120 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]A[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Linked (2000 rds)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Pilot or Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Twin Fire-Linked Rapid-Fire Railguns (optional)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]4d10[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]100 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]A[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Linked 2200 rds ea, uses 2 stations 1 per wing or cheek[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Mini Missile Launcher (optional)[/FONT][/COLOR][/TD] [TD] [LIST] [*] [LIST] [*] [/LIST] [/LIST][/TD] [TD][LIST] [*] [LIST] [*] [/LIST] [/LIST][/TD] [TD][LIST] [*] [LIST] [*] [/LIST] [/LIST][/TD] [TD][COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]128 missiles (64 each, uses 2 stations, 1 per wing)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Twin Fire-Linked Lasers (optional)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]5d8[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]90 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]S, A[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]400 rds ea (uses 2 stations 1 per wing or cheek)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Pilot or Gunner[/FONT][/COLOR][/TD] [/TR] [/TABLE] [COLOR=#333333][FONT=Calibri] [B]ALA[/B] 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.[/FONT][/COLOR] [COLOR=#333333][FONT=Calibri][B]Upgraded Targeting[/B] 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.[/FONT][/COLOR] [COLOR=#333333][FONT=Calibri][B]Upgraded APS[/B] 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.[/FONT][/COLOR] [COLOR=#333333][FONT=Calibri][B]TOS[/B] 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.[/FONT][/COLOR] [FONT=Calibri][B]Mini-Missile Launcher[/B] 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. [/FONT] [COLOR=black][FONT=arial]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.[/FONT][/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top