Kronos's d20 Stuff

kronos182

Adventurer
Big Blue Rebreather

The Big Blue rebreather is an industrial rebreather system, and consists of a single helium/oxygen/nitrogen tank plus rebreather bladders encased in a hardshell backpack, an insulated kevlar wetsuit, full helmet with HUD, and an advanced dive computer as well as the standard items (dive weights, fins, etc) and an interface cable for cybernetic information relay. With this rebreather system, the user takes a breath of fresh mix every twenty minutes, which turns a 30 minute mixed tank into 10 hours' worth of breathable air, and an air release (bubble trail), only once every twenty minutes. Maximum dive depth of 300 feet.
Weight: 20 lbs.
PDC: 20
 

log in or register to remove this ad



kronos182

Adventurer
Predator UAV

The Predator is a remotely piloted aircraft originally designed for aerial reconnaissance and forward observation roles, but has been upgraded to carry and fire two Hellfire Air-to-Surface missiles, or other munitions. It has served in many wars and engagements, and is one of the most well recognized of UAVs.
Powered by a Rotax engine and driven by a pusher propeller, the craft can fly up to 460 miles to a target, loiter overhead for 14 hours, then return to base. The Predator is fairly large for a UAV, measuring 27 ft long with a wingspan of 48.7 ft, and 7 ft tall, weighing 1130 lbs empty, able to carry up to 1100 lbs of ordinance or cargo. With a maximum speed of 135 mph, a range of 675 miles, maximum altitude of 25,000 ft, or running for 24 hours, gives the Predator decent range and loitering capabilities. Unfortunately due to its size, the Predator requires a fair amount of runway space, about the same as a small aircraft, like a Cessna.
The Predator requires a pilot, two sensor operators, and if armed an ordnance officer. The Predator requires a GCS, which can be held in virtually any location if there is satellite communications available. If there is no satellite systems available, a GCS vehicle with powerful radio is required and would have a range of 70 to 100 miles, depending on terrain conditions. The onboard systems allows the Predator to navigate a simple flight plan without supervision and will notify its controller once approximately 5 minutes from its destination.
The Predator is 6 squares long and 10 squares wide, fuselage is 1 square wide.


Predator UAV (Mid-Late PL5)
Crew: 3-4 (Pilot, 2 sensor operators, 1 ordnance officer if armed from Ground Control Station)
Passengers: -
Cargo: 250 lbs
Init: -2
Maneuver: -1
Top Speed: 250 (25)
Defense: 10
Hardness: 3
Hit Points: 12
Size: Gargantuan (going by body length, not wingspan).
Purchase DC: 34 for Predator UAV, 41 for UAV and GCS plus enough parts to repair UAV 5 times.
Restriction: Military (+3)
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, control transceiver, laser painter, auto-pilot, GCS, satellite uplink, radar, two weapon hardpoints.
Notes: Requires Ground Control Station which is a separate vehicle, or in a building if satellite communications available. 24 hours of flight time, range of 675 miles, maximum height 25,000 ft.
While on autopilot, has a Pilot and Navigate skills of +3 each for avoiding obstacles and staying on course. Will notify controller when 5 minutes from destination via GPS system, or unexpected situation encountered (encounter non-friendly or unknown aircraft via radar and visual sensors, bad weather 50 miles ahead, a weapon system locks onto the craft, etc).

Weapon Hardpoints
The Predator has two hardpoints for mounting missiles or bombs. It typically carries two Hellfire Air-to-Surface Missiles (1 per hard point) or 4 Air-to-Air Stinger Missiles, two per hardpoint.

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.

Stinger Missiles
These are based off the shoulder mounted Stinger missiles, only configured for launch from an aircraft. These missiles can only strike an object in the air. These missiles do not need a laser designator, and have a minimum range of 100 ft. Deals 10d6 points of damage to the target and ignores 10 points of hardness/DR, gains +1 to attack against airborne craft. If the missile does not arm, only deals 3d6 points of ballistic damage. Range increment of 1000 ft.



GCS Vehicle
This truck is about the size of a moving truck, with a cab that can hold 4 people. The back section contains all the equipment to operate the Predator UAV, plus contains enough fuel to refuel the Predator once, plus equipment and tools for making minor repairs to the UAV. There is some storage room as well for supplies for the crew, such as survival gear and food. A powerful radio systems for communicating with the drone is mounted on top, which is capable of folding and retracting to prevent it from being damaged in bad weather or while travelling.
The GCS vehicle is two squares wide, five squares long, providing three-quarter cover to those in the cab, complete in the cargo section. The cab has 3 doors, plus a double door for the cargo/control second.

GSC Vehicle
Crew: 1
Passengers: 3
Cargo: 1000 lbs
Init: -4
Maneuver: -4
Top Speed: 165 (16)
Defense: 6
Hardness: 6
Hit Points: 45
Size: G
Purchase DC:
Restriction: Restricted (+2)
Accessories: GSC, refuel pump for UAV, mechanical and electrical kits, enough spare parts to repair UAV 5 times (up to 7 HP per repair. If UAV is reduced to 0 HP, it is destroyed and can not be repaired), 1 reloads of fuel for UAV.
Notes: Control system for the UAV.
 
Last edited:

kronos182

Adventurer
Reaper UAV
The Reaper is based on the Predator UAV, only it is larger, heavier with better engine and other systems, designed as a dedicated hunter-killer UAV, carrying more ordnance than the original Predator. Being based on the Predator, it can use the same GCS as the Predators and minimal training for those who used Predators to switch to the Reaper. The Reaper is fitted with 6 wing hard points, with the inner ones holding 1000 lbs each, middle up to 600 lbs, and the outer two 200 lbs each. The Reaper boasts improved avionics, sensors and communications over the Predator, and improved autopilot, allowing it to engage in evasive actions by itself it targeted by enemy weapon systems while on autopilot. If there is no satellite systems available, a GCS vehicle with powerful radio is required and would have a range of 100 to 150 miles, depending on terrain conditions. The onboard systems allows the Reaper to navigate a simple flight plan without supervision and will notify its controller once approximately 5 minutes from its destination.
The Reaper is 6 squares (36 ft) long, with a wingspan of 11 squares (65 ft, 7 in) wide, 12.5 ft tall, with a range of 1151 miles, and if fully loaded only 14 hours of flight time, unloaded, up to 24 hours, with a maximum altitude of 50,000 ft.

Reaper UAV (Mid-Late PL5)
Crew: 2 (Pilot, 1 sensor operator/ordnance officer, from Ground Control Station)
Passengers: -
Cargo: 3800 lbs
Init: -2
Maneuver: -1
Top Speed: 300 (25)
Defense: 8
Hardness: 4
Hit Points: 16
Size: Gargantuan (going by body length, not wingspan).
Purchase DC: 36 for Reaper UAV, 43 for UAV and GCS plus enough parts to repair UAV 3 times.
Restriction: Military (+3)
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, control transceiver, laser painter, auto-pilot, GCS, satellite uplink, radar, six weapon hardpoints, missile lock alert.
Notes: Requires Ground Control Station which is a separate vehicle, or in a building if satellite communications available. 24 hours of flight time, range of 1151 miles, maximum height 50,000 ft.
While on autopilot, has a Pilot and Navigate skills of +4 each for avoiding obstacles and staying on course. Will notify controller when 5 minutes from destination via GPS system, or unexpected situation encountered (encounter non-friendly or unknown aircraft via radar and visual sensors, bad weather 50 miles ahead, a weapon system locks onto the craft, etc). If targeted by enemy weapon systems (laser designator, missile systems targeting), the Reaper can engage in simple evasion maneuvers and immediately alerts the operators.

Weapon Hardpoints
The Reaper has six hardpoints for mounting missiles or bombs. It typically carries hour Hellfire Air-to-Surface Missiles and two laser guided 500 lbs bombs, multiple Stinger missiles, even Sidewinders, or other weapons, even fuel tanks (500 and 1000 lbs tanks available, must carry a pair of same size, each 500 lb of fuel gives the Reaper an extra 6 hours of flight time).

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.

Stinger Missiles
These are based off the shoulder mounted Stinger missiles, only configured for launch from an aircraft. These missiles can only strike an object in the air. These missiles do not need a laser designator, and have a minimum range of 100 ft. Deals 10d6 points of damage to the target and ignores 10 points of hardness/DR, gains +1 to attack against airborne craft. If the missile does not arm, only deals 3d6 points of ballistic damage. Range increment of 1000 ft.



GCS Vehicle
This truck is about the size of a moving truck, with a cab that can hold 4 people. The back section contains all the equipment to operate the Predator or Reaper UAV, plus contains enough fuel to refuel the UAV once, plus equipment and tools for making minor repairs to the UAV. There is some storage room as well for supplies for the crew, such as survival gear and food. A powerful radio systems for communicating with the drone is mounted on top, which is capable of folding and retracting to prevent it from being damaged in bad weather or while travelling.
The GCS vehicle is two squares wide, five squares long, providing three-quarter cover to those in the cab, complete in the cargo section. The cab has 3 doors, plus a double door for the cargo/control second.

GSC Vehicle
Crew: 1
Passengers: 3
Cargo: 1000 lbs
Init: -4
Maneuver: -4
Top Speed: 165 (16)
Defense: 6
Hardness: 6
Hit Points: 45
Size: G
Purchase DC:
Restriction: Restricted (+2)
Accessories: GSC, refuel pump for UAV, mechanical and electrical kits, enough spare parts to repair UAV 5 times (up to 7 HP per repair. If UAV is reduced to 0 HP, it is destroyed and can not be repaired), 1 reloads of fuel for UAV.
Notes: Control system for the UAV.
 
Last edited:




kronos182

Adventurer
41 ft. Utility Boat
These versatile, fast ships are in service by the coast guard, but are also used as river/coastline patrol and attack craft by SEALs and SBU when subtlety is not required. In that role they usually have a .50 caliber machinegun or a MK-19 grenade launcher installed.
Crew receive 1⁄4 cover, passengers below deck receive total cover. The 41 ft. foot boat is 8 squares long, and 2 squares wide.

41 ft Utility Boat (powerboat PL 4)
Crew: 3
Passengers: 0
Cargo: 1000 lbs
Init: -2
Maneuver: -2
Top Speed: 55 (5)
Defense: 8
Hardness: 10
Hit Points: 40
Size: G
Purchase DC: 40
Restriction: Mil +3
Accessories: Military Radio, GPS, 2 turret search lights, 1 weapon mount.
Notes: Must remain within coastal areas, rivers or lakes, can not travel on seas or oceans.
 

kronos182

Adventurer
Cyclone Class Patrol Coastal Boats
These craft are used to transport SEALs, and by the Special Boat Unit in a situation where the 41’ Utility or Mark V SOC would be outgunned. The 8 passengers on a Cyclone class vessel are typically an eight-man SEAL team. The Cyclone Class is armed with 2 25mm cannons (500 rounds), 2 .50 caliber machineguns (1,000 rds), and 2 Mk 19 grenade launchers (200 rds Fragmentation), and 6 Stinger missiles (vehicle mounted). The Cyclone provides 1⁄4 cover for crew, and total cover for passengers below deck. The Cyclone is 34 squares long, and 5 squares wide. Two passengers can disembark as a move action in a single round.

Cyclone Class Patrol Coastal Boats (ship PL 5)
Crew: 28
Passengers: 8
Cargo: 500 lbs
Init: -4
Maneuver: -4
Top Speed: 64 (6)
Defense: 6
Hardness: 12
Hit Points: 45
Size: G
Purchase DC: 50
Restriction: +3 Mil
Accessories: Military radio, GPS, 7 weapon mounts, 2 25mm cannons, 2 .50 cal machineguns, 2 Mk 19 grenade launchers, 6 stinger missiles, 2 turreted spot lights.
Notes: Low draft (doesn't sit deep in water) allows to come up to many beaches to allow troops to disembark. Not capable of travelling across seas or oceans, must be within coastal waters, lakes or deep rivers.
 

Remove ads

Top