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<blockquote data-quote="kronos182" data-source="post: 9156218" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Mi-31 Behemoth</span></strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> <span style="font-family: 'Calibri'"></span></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: 12</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 5700 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: -2</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 400 (40) (650 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: 60</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: 50</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 2 fire-linked 20mm cannons, 6 wing weapon stations, APS, laser designator, flare launcher (10 flares).</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. +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.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Weapons</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'">20mm cannon (2 fire-linked)</span></span></td><td><br /> <span style="font-family: 'Calibri'">6d10</span></td><td><br /> <span style="font-family: 'Calibri'">20</span></td><td><br /> <span style="font-family: 'Calibri'">Ball</span></td><td><br /> <span style="font-family: 'Calibri'">150 ft</span></td><td><br /> <span style="font-family: 'Calibri'">Semi</span></td><td><br /> <span style="font-family: 'Calibri'">600 rds ea</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 (optional)</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'">8 missiles (4 each wing, uses 2 stations)</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 (optional)</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'">50 (25 each wing, uses 2 stations)</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'">6 (3 each wing, uses 2 stations)</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'">Twin 12.7mm machineguns (4 fire-linked, optional)</span></td><td><br /> <span style="font-family: 'Calibri'">5d12</span></td><td><br /> <span style="font-family: 'Calibri'">20</span></td><td><br /> <span style="font-family: 'Calibri'">Ball</span></td><td><br /> <span style="font-family: 'Calibri'">110 ft</span></td><td><br /> <span style="font-family: 'Calibri'">S, A</span></td><td><br /> <span style="font-family: 'Calibri'">600 rds each (uses 2 stations, 1 each wing)</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'">20mm cannon (2 fire-linked, optional )</span></span></td><td><br /> <span style="font-family: 'Calibri'">6d10</span></td><td><br /> <span style="font-family: 'Calibri'">20</span></td><td><br /> <span style="font-family: 'Calibri'">Ball</span></td><td><br /> <span style="font-family: 'Calibri'">150 ft</span></td><td><br /> <span style="font-family: 'Calibri'">Semi</span></td><td><br /> <span style="font-family: 'Calibri'">100 rds ea (uses 2 stations, 1 each wing)</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'">Fuel pod</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> <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'">Extends range 300 miles (uses 2 stations, 1 each wing), ejectable after use</span></td><td><br /> </td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">250 lbs Bomb</span></span></td><td><br /> <span style="font-family: 'Calibri'">4d12</span></td><td><br /> <span style="font-family: 'Calibri'">20</span></td><td><br /> <span style="font-family: 'Calibri'">Ball</span></td><td><br /> <span style="font-family: 'Calibri'">100 ft</span></td><td><br /> <span style="font-family: 'Calibri'">Single</span></td><td><br /> <span style="font-family: 'Calibri'">4 (2 each station, 1 each wing)</span></td><td><br /> </td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p> <span style="font-family: 'Calibri'"></span></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="color: black"><span style="font-family: 'Calibri'"> </span></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> <span style="font-family: 'Calibri'"></span></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> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">70 mm Rockets 6d12 20 Ballistic 150 ft. S 7 or 19 Huge * * *</span></p><p> <span style="font-family: 'Calibri'"></span></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></blockquote><p></p>
[QUOTE="kronos182, post: 9156218, member: 6668634"] [FONT=Calibri][B][SIZE=7]Mi-31 Behemoth[/SIZE][/B] 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. [/FONT] [COLOR=black][FONT=Calibri]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[/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]20mm cannon (2 fire-linked)[/FONT][/COLOR][/TD] [TD] [FONT=Calibri]6d10[/FONT][/TD] [TD] [FONT=Calibri]20[/FONT][/TD] [TD] [FONT=Calibri]Ball[/FONT][/TD] [TD] [FONT=Calibri]150 ft[/FONT][/TD] [TD] [FONT=Calibri]Semi[/FONT][/TD] [TD] [FONT=Calibri]600 rds ea[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri]Pilot or Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [FONT=Calibri]Hellfire Missiles (optional)[/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]8 missiles (4 each wing, uses 2 stations)[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Hydra 70mm Rockets (optional)[/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]50 (25 each wing, uses 2 stations)[/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]6 (3 each wing, uses 2 stations)[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [FONT=Calibri]Twin 12.7mm machineguns (4 fire-linked, optional)[/FONT][/TD] [TD] [FONT=Calibri]5d12[/FONT][/TD] [TD] [FONT=Calibri]20[/FONT][/TD] [TD] [FONT=Calibri]Ball[/FONT][/TD] [TD] [FONT=Calibri]110 ft[/FONT][/TD] [TD] [FONT=Calibri]S, A[/FONT][/TD] [TD] [FONT=Calibri]600 rds each (uses 2 stations, 1 each wing)[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri]Pilot or Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]20mm cannon (2 fire-linked, optional )[/FONT][/COLOR][/TD] [TD] [FONT=Calibri]6d10[/FONT][/TD] [TD] [FONT=Calibri]20[/FONT][/TD] [TD] [FONT=Calibri]Ball[/FONT][/TD] [TD] [FONT=Calibri]150 ft[/FONT][/TD] [TD] [FONT=Calibri]Semi[/FONT][/TD] [TD] [FONT=Calibri]100 rds ea (uses 2 stations, 1 each wing)[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri]Pilot or Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [FONT=Calibri]Fuel pod[/FONT][/TD] [TD] [LIST] [*][LIST] [*] [/LIST] [/LIST][/TD] [TD] [LIST] [*][LIST] [*] [/LIST] [/LIST][/TD] [TD] [LIST] [*][LIST] [*] [/LIST] [/LIST][/TD] [TD] [LIST] [*][LIST] [*] [/LIST] [/LIST][/TD] [TD] [LIST] [*][LIST] [*] [/LIST] [/LIST][/TD] [TD] [FONT=Calibri]Extends range 300 miles (uses 2 stations, 1 each wing), ejectable after use[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri] [/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]250 lbs Bomb[/FONT][/COLOR][/TD] [TD] [FONT=Calibri]4d12[/FONT][/TD] [TD] [FONT=Calibri]20[/FONT][/TD] [TD] [FONT=Calibri]Ball[/FONT][/TD] [TD] [FONT=Calibri]100 ft[/FONT][/TD] [TD] [FONT=Calibri]Single[/FONT][/TD] [TD] [FONT=Calibri]4 (2 each station, 1 each wing)[/FONT][/TD] [TD] [COLOR=black][FONT=Calibri] [/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] [/FONT] [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. [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. 70 mm Rockets 6d12 20 Ballistic 150 ft. S 7 or 19 Huge * * * [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).[/FONT] [/QUOTE]
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