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<blockquote data-quote="kronos182" data-source="post: 6790336" data-attributes="member: 6668634"><p>A.N.I.M.L Wyrm (PL6/7)</p><p></p><p>Wyrms are large combat robots designed after mythical large flightless dragons. Wyrms look like large 20 ft long bodied, armoured reptiles, large claws and powerful jaws. Usually designed with frills or spines on the head and neck. All wyrms have several standard built in weapons, with some models have a few different internal weapons, and most also have external weapons which differ between models. </p><p>Wyrm droids are built as heavy shock or assault units. Some have other purposes such as anti-infantry, bunker busters or more support roles. All wyrms are based on the same base model, then either adding customizations or variant model.</p><p></p><p>Wyrm Base Model (PL6/7)</p><p>Type: Construct</p><p>CR: 5</p><p>Size: Huge</p><p>Hit Points: 8d10 +40 (76)</p><p>Init: +3</p><p>Speed: 50 ft</p><p>Defense: 19 (+8 equipment, +3 dex, -2 size)</p><p>Hardness: </p><p>BAB/Grp: +10 +5/+15</p><p>Attack: +19 melee jaw 2d8+9 piercing, +15 melee 2 claws 1d8+4 slashing</p><p>FS/Reach: 15 ft/ 10 ft</p><p>Special Qualities: Darkvision 60 ft, Energy Resistance acid 10, cold 10, electricity 10, fire 10</p><p>Special Attacks: </p><p>Saves: Fort +6, Reflex +9, Will +6</p><p>Abilities: Str 28, Dex 15, Con -, Int 10, Wis 10, Cha 5</p><p>Skills: Balance +7, Climb +13, Escape Artist +5, Hide +7, Intimidate +4, Knowledge (Tactics) +4, Listen +4, Move Silently +4, Navigate +10, Search +4, Spot +4, Tumble +7</p><p>Feats: Personal Weapons Proficiency, Dodge, Mobility, Spring Attack, Power Attack, Advanced Firearms Proficiency, 3 open feats for user choice, </p><p>Frame: Biodroid</p><p>Locomotion: Legs (Multiple Quadruped)</p><p>Superstructure: </p><p>Manipulators: Enhanced Jaws, claws x2</p><p>Armour: Duralloy</p><p>Sensors: Class IV</p><p>Skill Software: Skill Net (Balance +4, Climb +4, Hide +4, Intimidate +4), Skill Net (Knowledge (Tactics) +4, Listen +4, Move Silently +4, Search +4), Skill Progit (Spot +4), Skill Progit (Tumble +4)</p><p>Feat Software: Feat Net (Dodge, Mobility, Spring Attack, Power Attack), Feat Net (Advanced Firearms Proficiency plus 3 of user choice)</p><p>Accessories: AV Recorder, AV Transmitter, Survivor Array, Gimbaled Joints, Universal Weapon Mounts x4, Oracle Targeting System Mk2, Military Affinity programing (Knowledge tactics, Personal weapons proficiency), Enhanced Jaws, Feat Net x2,</p><p>PDC: 35 (Res +2)</p><p></p><p>The base model wyrm is fairly simple as far as wyrms go, armed with it's teeth and claws, and four weapon mounts available, situated at one at each shoulder and two on the back. The programming is left open to easily be changed depending on the weapons the client installs into the weapon mounts. Basic wyrms are excellent anti personnel units and can easily take on lightly armoured vehicles, usually charging them, in an attempt to knock them over then ripping into them with their jaws and for claws. The front legs have feet designed with opposable thumbs so they can be used to pick up, hold and manipulate objects, but suffer the normal penalties that claw manipulators suffer. This does allow wyrms to aid in support roles.</p><p>The universal weapon mounts will easily mount any personal weapon or light vehicle weapon, such as .50 cal machineguns, light laser cannons, up to weapons of large size, or the two back mounts can be combined to support a weapon of huge or gargantuan size, but ammunition dependant weapons will have a limited payload. In theory one could mount a BMP-2 30mm cannon, but would be limited to around 50 rounds or so.</p><p></p><p>[HR][/HR]</p><p></p><p>Fire Wyrm</p><p>Fire wyrms look like basic wyrms except for the mounted weapons, armour is designed to look like red scales, and two small frills on the side of the head with a pair of curved back horns on the top. The fire wyrm is a part anti personnel part weapon of terror. Armed rapid fire weapons, enhanced protection, speed and of course, a breathe weapon to give it its name. Fire wyrms are programmed like attack dogs, seeking out troops and driving them out of hiding places and destroying them with its plasma flamethrower. The dual laser turret is excellent for keeping infantry pinned down or protecting its rear and flanks, while using the plasma blaster on other targets, and the mini grenade launcher can be used for when it encounters light armour. A favourite tactic of the fire wyrm is charging into combat, using its ranged weapons as it closes, then using its plasma flamethrower against the largest grouping of infantry, then using its jaws and claws against anything foolish enough to get close to it. Against vehicles and fortifications, it's been known for fire wyrms to tear open doors or hatches and releasing gouts of plasma flame, where people inside have less room to dodge.</p><p>Make the following changes to the basic wyrm to turn it into a fire wyrm:</p><p>Increase Hit dice by 2 die, BAB by +1, Saves by +1, Dex increased by +4 (to 19), Speed to 60 ft</p><p>Add Dual laser turret to back. 5d8, 20, fire, S/A, 100 ft, unlimited box</p><p>Add mini grenade launcher to left shoulder mount, damage varies by grenade, varies by grenade, type varies, S/A, 80 ft, 100 box, variable ammunition gadget, usually mix of smoke, explosive, fragmentation grenades.</p><p>Add plasma weapon to right shoulder mount, 3d10, 20, fire, 80 ft, S/A, unlimited box</p><p>Add plasma flamethrower to mouth, 3d6 fire, 60 ft cone, Reflex DC 20, usable once every 1d4 rounds.</p><p>Energy Resistance Coat, increase fire resistance to 20</p><p>Add Exotic Weapon Proficiency (mini grenade launcher), Point Blank Shot, Precise Shot, Feat Progit Shot on the Run</p><p>Increase PDC to 39.</p><p></p><p> </p><p>New Equipment</p><p>Enhanced Jaws (PL6)</p><p>Enhanced jaws are more powerful and larger than previous jaw systems for robots, allowing the jaws to deal greater damage than before. Increase jaw damage by 1 die</p><p>Damage: Lethal piercing</p><p>Purchase DC: 12 + one-quarter the base purchase DC of the robot's frame</p><p></p><p>Enhanced Actuators</p><p>Enhanced actuators replace the normal actuators and drive systems in legs to grant better speed. Enhanced actuators increase the maximum base speed for a type of locomotion by double the base speed. For example for multiple legs with a base of 30 ft, enhanced actuators grants a max speed of 90 ft.</p><p>Benefit: Increases mode of locomotion to double base speed.</p><p>Purchase DC: 21</p><p></p><p>[HR][/HR]</p><p></p><p>Night Shade Wyrm</p><p>The night shade is the stealth form of the wyrm, program for quiet approach, then releasing quick devastation upon its target before fading back into the shadows. Its core programming model was based on several predatory reptiles and wild felines to maximize its attack style. Installed is the best stealth systems available, including radar absorbing materials, thermal and audio dampeners, rubber padding on the feet. The night shade has a very sleek body, covered</p><p>Make the following changes to the base wyrm:</p><p>Add Optical Camouflage (adds +8 to hide when activated), increase balance, climb, hide and move silently checks by +4 ranks</p><p>Add Alertness feat, Track Feat, Lightning Reflexes Feat</p><p>Change sensors to Class VII (granting +120 ft darkvision +2 to listen search and spot checks as well as initiative checks)</p><p>Add Stealth Suite (based on the same system for mechs) adding +10 to hide and move silently</p><p>Change armour to Darkstar Stealth Armour (same as the mech armour from pg 70 d20 Future Tech) granting +5 to Def, Computer Use checks to scan or detect suffer -5 penalty.</p><p>Add two modified HK 101LS stealth lasers to the shoulder mounts, 3d8, 20, fire, 150 ft, Semi, unlimited box (these lasers have no visible discharge that is detectable by normal means sensors designed to detect laser weapons do not detect these weapons)</p><p>Add a smoke grenade launcher to each leg, holding 6 grenades each</p><p>Add stealth tranquilizer launcher to back, 1d4 piercing damage, Fort save DC 21 or unconscious for 2d6 minutes, a successful save means stunned for 1d4 rounds</p><p>Add acid dispenser to front paws, used for quietly burning holes into barriers, deals 3d10 acid damage, ignore hardness/DR for 1d4 rounds, has 20 doses per paw.</p><p>Add climb speed of 20 ft</p><p>Add extendable sensor scope on a 50 ft prehensile tentacle limb, allows night shade to see around corners or other barriers.</p><p>Change PDC to 41</p><p></p><p>[HR][/HR]</p><p></p><p>Spitting Wyrm</p><p>The spitting wyrm is a heavy anti material or tank hunter robot. The spitting wyrm has thicker and slightly shorter legs, slightly wider body, usually with brown scale like armour. The head has a crown of spikes angling back. The spitting wyrm mounts a heavy energy cannon and two missile launchers mounted on the shoulders. The only close in weapons the spitting wyrm has are the jaws, claws and the crown of spikes on it's head can be launched to defend itself from any close quarters attacks.</p><p>Make the following changes to the base model:</p><p>Add 4 hit dice, increase BAB by +2, increase Dex by +4 (to 19), increase saves by +2, reduce speed to 40 ft</p><p>Add Exotic Weapon Proficiency (Rocket Launcher), Far Shot, Exotic Weapon Proficiency (Heavy cannon)</p><p>Change Oracle Targeting System to Mk 4 (+8 to attack)</p><p>Change claws to HF claws, change claw damage to 2d6 slashing</p><p>Add Avalanche Variable-Charge Energy Cannon, 10d6 or higher, 20, fire, 150 ft, semi, unlimited. Can be charged as a full round action, dealing an extra 2d6 points of damage per round. If the weapon is primed more than three rounds, it explodes destroying the weapon and dealing 16d6 to the robot.</p><p>Add M144B3 LAW to each shoulder, 15d6, 20, fire, 225 ft, 25 ft blast radius, Reflex DC 21, semi, 10 box, ignores 15 points of hardness/dr.</p><p>Add Spike Launcher System, 3d6, 19-20 x2, piercing, 20 ft radius, Reflex 20, single, 5 bundles.</p><p>PDC 39</p><p></p><p>The M144B is a modified version of the M144A2 found in the 101 Future Weapons thread. </p><p></p><p>[HR][/HR]</p><p></p><p>Lightning Wyrm</p><p>The lightning wyrm is fast, programmed to move in quick, deal as much damage as quickly before moving onto other targets, softening them up for troops following in behind them. This wyrm is more of a dark blue in colour, sleek build, slightly longer legs and has two large frills on the sides of its head and a small crest that runs from the top to about the base of its neck, and a longer, more prehensile tail that ends in a wicked blade. There are several small spike like protrusions at various locations along the body, not large enough to be useful in combat but do give it a slightly more intimidating appearance. From its mouth it can release a devastating electrical blast, and can also when surrounded by targets release a burst of electricity.</p><p>Make the following changes to the base model:</p><p>Add 4 hit dice, increase BAB by +3, increase Dex by +6 (to 21), increase saves by +3, change speed to 90 ft</p><p>Add Multiattack feat, Exotic Weapon Proficiency (Grenade launcher), Powerful Charge (dealing extra 3d6 points of damage on a charge with a melee attack)</p><p>Add Feat Net with Point Blank Shot, Precise Shot, Shot on the Run</p><p>Change sensors to Class V Ladar version (increase darkvision to 120 ft, +4 spot, +2 listen)</p><p>Add Duralloy superstructure (add Hardness 15)</p><p>Change claws to HF claws, dealing 2d6 slashing</p><p>Add Enhanced Actuators</p><p>Add Energy Resistance Coat Fire (raising fire resistance to 20)</p><p>Add two Laser/Grenade launcher, one to each shoulder, unlimited laser, carries 50 grenades, mix of fragmentation, explosive and HEAT</p><p>Add Electron blaster to mouth, usable every 1d4 rounds</p><p>Add Eel discharger to back</p><p>PDC 39</p><p></p><p>Laser/Grenade Launcher</p><p>Two combination laser/grenade launchers are mounted at the shoulders are the lightning wyrms primary ranged weapons.</p><p>Damage: 4d8 Laser, varies with grenade</p><p>Critical: 20, varies with grenade</p><p>Damage Type: Fire, varies with grenades</p><p>Range Increment: 100 ft, 90 ft</p><p>Rate of Fire: S/A, Semi</p><p>Ammo: Unlimited laser, 50 grenades, variable ammunition gadget</p><p>Uses upgraded 40mm grenades</p><p>Fragmentation 5d6 slashing, 20, burst radius 30 ft, Reflex DC 17, PDC 15 for box of 6</p><p>Explosive 5d6 fire, 20, burst radius 30 ft, Reflex DC 19, PDC 16 for box of 6</p><p>HEAT 4d6 fire, 20, burst radius 15 ft, Reflex DC 17, ignore 10 points of hardness/DR, PDC 17 for box of 6</p><p></p><p>Tail Blade</p><p>Treat as a tail sweep like a dragon, deals 2d6 slashing damage, half strength bonus, or can stab at any target on flanks and rear for piercing damage.</p><p></p><p>Electron Blaster</p><p>The electron blaster is a heavy electrical based weapon which fires from the wyrm's mouth. Just before discharging, the frills and crest will seem to light up with internal arcs of electricity then the wyrm opens its mouth and roars as the blast is released, striking any in its path.</p><p>Damage: 6d8</p><p>Critical: 20</p><p>Damage Type: Electrical</p><p>Range Increment: 50 ft line, 5 ft wide</p><p>Rate of Fire: every 1d4 rounds</p><p>Ammo: Unlimited</p><p>Notes: Ignores 10 points of hardness/dr for every target in its path</p><p></p><p>Eel Discharger</p><p>The eel discharger is a defensive mechanism, which releases a burst of electrical energy from the many spike like protrusions along the body. Foes not in environmentally shielded power armour or in heavier vehicles can also be potentially stunned from the discharge as well.</p><p>Releases an electrical pulse in a 20 ft burst radius around the wyrm, dealing 3d6 electrical damage, Reflex DC 19 for half damage. Targets not in armour less than environmentally sealed power armour, or larger mech or vehicles must make a Fort save DC 19 or be stunned for 1d6+3 rounds</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790336, member: 6668634"] A.N.I.M.L Wyrm (PL6/7) Wyrms are large combat robots designed after mythical large flightless dragons. Wyrms look like large 20 ft long bodied, armoured reptiles, large claws and powerful jaws. Usually designed with frills or spines on the head and neck. All wyrms have several standard built in weapons, with some models have a few different internal weapons, and most also have external weapons which differ between models. Wyrm droids are built as heavy shock or assault units. Some have other purposes such as anti-infantry, bunker busters or more support roles. All wyrms are based on the same base model, then either adding customizations or variant model. Wyrm Base Model (PL6/7) Type: Construct CR: 5 Size: Huge Hit Points: 8d10 +40 (76) Init: +3 Speed: 50 ft Defense: 19 (+8 equipment, +3 dex, -2 size) Hardness: BAB/Grp: +10 +5/+15 Attack: +19 melee jaw 2d8+9 piercing, +15 melee 2 claws 1d8+4 slashing FS/Reach: 15 ft/ 10 ft Special Qualities: Darkvision 60 ft, Energy Resistance acid 10, cold 10, electricity 10, fire 10 Special Attacks: Saves: Fort +6, Reflex +9, Will +6 Abilities: Str 28, Dex 15, Con -, Int 10, Wis 10, Cha 5 Skills: Balance +7, Climb +13, Escape Artist +5, Hide +7, Intimidate +4, Knowledge (Tactics) +4, Listen +4, Move Silently +4, Navigate +10, Search +4, Spot +4, Tumble +7 Feats: Personal Weapons Proficiency, Dodge, Mobility, Spring Attack, Power Attack, Advanced Firearms Proficiency, 3 open feats for user choice, Frame: Biodroid Locomotion: Legs (Multiple Quadruped) Superstructure: Manipulators: Enhanced Jaws, claws x2 Armour: Duralloy Sensors: Class IV Skill Software: Skill Net (Balance +4, Climb +4, Hide +4, Intimidate +4), Skill Net (Knowledge (Tactics) +4, Listen +4, Move Silently +4, Search +4), Skill Progit (Spot +4), Skill Progit (Tumble +4) Feat Software: Feat Net (Dodge, Mobility, Spring Attack, Power Attack), Feat Net (Advanced Firearms Proficiency plus 3 of user choice) Accessories: AV Recorder, AV Transmitter, Survivor Array, Gimbaled Joints, Universal Weapon Mounts x4, Oracle Targeting System Mk2, Military Affinity programing (Knowledge tactics, Personal weapons proficiency), Enhanced Jaws, Feat Net x2, PDC: 35 (Res +2) The base model wyrm is fairly simple as far as wyrms go, armed with it's teeth and claws, and four weapon mounts available, situated at one at each shoulder and two on the back. The programming is left open to easily be changed depending on the weapons the client installs into the weapon mounts. Basic wyrms are excellent anti personnel units and can easily take on lightly armoured vehicles, usually charging them, in an attempt to knock them over then ripping into them with their jaws and for claws. The front legs have feet designed with opposable thumbs so they can be used to pick up, hold and manipulate objects, but suffer the normal penalties that claw manipulators suffer. This does allow wyrms to aid in support roles. The universal weapon mounts will easily mount any personal weapon or light vehicle weapon, such as .50 cal machineguns, light laser cannons, up to weapons of large size, or the two back mounts can be combined to support a weapon of huge or gargantuan size, but ammunition dependant weapons will have a limited payload. In theory one could mount a BMP-2 30mm cannon, but would be limited to around 50 rounds or so. [HR][/HR] Fire Wyrm Fire wyrms look like basic wyrms except for the mounted weapons, armour is designed to look like red scales, and two small frills on the side of the head with a pair of curved back horns on the top. The fire wyrm is a part anti personnel part weapon of terror. Armed rapid fire weapons, enhanced protection, speed and of course, a breathe weapon to give it its name. Fire wyrms are programmed like attack dogs, seeking out troops and driving them out of hiding places and destroying them with its plasma flamethrower. The dual laser turret is excellent for keeping infantry pinned down or protecting its rear and flanks, while using the plasma blaster on other targets, and the mini grenade launcher can be used for when it encounters light armour. A favourite tactic of the fire wyrm is charging into combat, using its ranged weapons as it closes, then using its plasma flamethrower against the largest grouping of infantry, then using its jaws and claws against anything foolish enough to get close to it. Against vehicles and fortifications, it's been known for fire wyrms to tear open doors or hatches and releasing gouts of plasma flame, where people inside have less room to dodge. Make the following changes to the basic wyrm to turn it into a fire wyrm: Increase Hit dice by 2 die, BAB by +1, Saves by +1, Dex increased by +4 (to 19), Speed to 60 ft Add Dual laser turret to back. 5d8, 20, fire, S/A, 100 ft, unlimited box Add mini grenade launcher to left shoulder mount, damage varies by grenade, varies by grenade, type varies, S/A, 80 ft, 100 box, variable ammunition gadget, usually mix of smoke, explosive, fragmentation grenades. Add plasma weapon to right shoulder mount, 3d10, 20, fire, 80 ft, S/A, unlimited box Add plasma flamethrower to mouth, 3d6 fire, 60 ft cone, Reflex DC 20, usable once every 1d4 rounds. Energy Resistance Coat, increase fire resistance to 20 Add Exotic Weapon Proficiency (mini grenade launcher), Point Blank Shot, Precise Shot, Feat Progit Shot on the Run Increase PDC to 39. New Equipment Enhanced Jaws (PL6) Enhanced jaws are more powerful and larger than previous jaw systems for robots, allowing the jaws to deal greater damage than before. Increase jaw damage by 1 die Damage: Lethal piercing Purchase DC: 12 + one-quarter the base purchase DC of the robot's frame Enhanced Actuators Enhanced actuators replace the normal actuators and drive systems in legs to grant better speed. Enhanced actuators increase the maximum base speed for a type of locomotion by double the base speed. For example for multiple legs with a base of 30 ft, enhanced actuators grants a max speed of 90 ft. Benefit: Increases mode of locomotion to double base speed. Purchase DC: 21 [HR][/HR] Night Shade Wyrm The night shade is the stealth form of the wyrm, program for quiet approach, then releasing quick devastation upon its target before fading back into the shadows. Its core programming model was based on several predatory reptiles and wild felines to maximize its attack style. Installed is the best stealth systems available, including radar absorbing materials, thermal and audio dampeners, rubber padding on the feet. The night shade has a very sleek body, covered Make the following changes to the base wyrm: Add Optical Camouflage (adds +8 to hide when activated), increase balance, climb, hide and move silently checks by +4 ranks Add Alertness feat, Track Feat, Lightning Reflexes Feat Change sensors to Class VII (granting +120 ft darkvision +2 to listen search and spot checks as well as initiative checks) Add Stealth Suite (based on the same system for mechs) adding +10 to hide and move silently Change armour to Darkstar Stealth Armour (same as the mech armour from pg 70 d20 Future Tech) granting +5 to Def, Computer Use checks to scan or detect suffer -5 penalty. Add two modified HK 101LS stealth lasers to the shoulder mounts, 3d8, 20, fire, 150 ft, Semi, unlimited box (these lasers have no visible discharge that is detectable by normal means sensors designed to detect laser weapons do not detect these weapons) Add a smoke grenade launcher to each leg, holding 6 grenades each Add stealth tranquilizer launcher to back, 1d4 piercing damage, Fort save DC 21 or unconscious for 2d6 minutes, a successful save means stunned for 1d4 rounds Add acid dispenser to front paws, used for quietly burning holes into barriers, deals 3d10 acid damage, ignore hardness/DR for 1d4 rounds, has 20 doses per paw. Add climb speed of 20 ft Add extendable sensor scope on a 50 ft prehensile tentacle limb, allows night shade to see around corners or other barriers. Change PDC to 41 [HR][/HR] Spitting Wyrm The spitting wyrm is a heavy anti material or tank hunter robot. The spitting wyrm has thicker and slightly shorter legs, slightly wider body, usually with brown scale like armour. The head has a crown of spikes angling back. The spitting wyrm mounts a heavy energy cannon and two missile launchers mounted on the shoulders. The only close in weapons the spitting wyrm has are the jaws, claws and the crown of spikes on it's head can be launched to defend itself from any close quarters attacks. Make the following changes to the base model: Add 4 hit dice, increase BAB by +2, increase Dex by +4 (to 19), increase saves by +2, reduce speed to 40 ft Add Exotic Weapon Proficiency (Rocket Launcher), Far Shot, Exotic Weapon Proficiency (Heavy cannon) Change Oracle Targeting System to Mk 4 (+8 to attack) Change claws to HF claws, change claw damage to 2d6 slashing Add Avalanche Variable-Charge Energy Cannon, 10d6 or higher, 20, fire, 150 ft, semi, unlimited. Can be charged as a full round action, dealing an extra 2d6 points of damage per round. If the weapon is primed more than three rounds, it explodes destroying the weapon and dealing 16d6 to the robot. Add M144B3 LAW to each shoulder, 15d6, 20, fire, 225 ft, 25 ft blast radius, Reflex DC 21, semi, 10 box, ignores 15 points of hardness/dr. Add Spike Launcher System, 3d6, 19-20 x2, piercing, 20 ft radius, Reflex 20, single, 5 bundles. PDC 39 The M144B is a modified version of the M144A2 found in the 101 Future Weapons thread. [HR][/HR] Lightning Wyrm The lightning wyrm is fast, programmed to move in quick, deal as much damage as quickly before moving onto other targets, softening them up for troops following in behind them. This wyrm is more of a dark blue in colour, sleek build, slightly longer legs and has two large frills on the sides of its head and a small crest that runs from the top to about the base of its neck, and a longer, more prehensile tail that ends in a wicked blade. There are several small spike like protrusions at various locations along the body, not large enough to be useful in combat but do give it a slightly more intimidating appearance. From its mouth it can release a devastating electrical blast, and can also when surrounded by targets release a burst of electricity. Make the following changes to the base model: Add 4 hit dice, increase BAB by +3, increase Dex by +6 (to 21), increase saves by +3, change speed to 90 ft Add Multiattack feat, Exotic Weapon Proficiency (Grenade launcher), Powerful Charge (dealing extra 3d6 points of damage on a charge with a melee attack) Add Feat Net with Point Blank Shot, Precise Shot, Shot on the Run Change sensors to Class V Ladar version (increase darkvision to 120 ft, +4 spot, +2 listen) Add Duralloy superstructure (add Hardness 15) Change claws to HF claws, dealing 2d6 slashing Add Enhanced Actuators Add Energy Resistance Coat Fire (raising fire resistance to 20) Add two Laser/Grenade launcher, one to each shoulder, unlimited laser, carries 50 grenades, mix of fragmentation, explosive and HEAT Add Electron blaster to mouth, usable every 1d4 rounds Add Eel discharger to back PDC 39 Laser/Grenade Launcher Two combination laser/grenade launchers are mounted at the shoulders are the lightning wyrms primary ranged weapons. Damage: 4d8 Laser, varies with grenade Critical: 20, varies with grenade Damage Type: Fire, varies with grenades Range Increment: 100 ft, 90 ft Rate of Fire: S/A, Semi Ammo: Unlimited laser, 50 grenades, variable ammunition gadget Uses upgraded 40mm grenades Fragmentation 5d6 slashing, 20, burst radius 30 ft, Reflex DC 17, PDC 15 for box of 6 Explosive 5d6 fire, 20, burst radius 30 ft, Reflex DC 19, PDC 16 for box of 6 HEAT 4d6 fire, 20, burst radius 15 ft, Reflex DC 17, ignore 10 points of hardness/DR, PDC 17 for box of 6 Tail Blade Treat as a tail sweep like a dragon, deals 2d6 slashing damage, half strength bonus, or can stab at any target on flanks and rear for piercing damage. Electron Blaster The electron blaster is a heavy electrical based weapon which fires from the wyrm's mouth. Just before discharging, the frills and crest will seem to light up with internal arcs of electricity then the wyrm opens its mouth and roars as the blast is released, striking any in its path. Damage: 6d8 Critical: 20 Damage Type: Electrical Range Increment: 50 ft line, 5 ft wide Rate of Fire: every 1d4 rounds Ammo: Unlimited Notes: Ignores 10 points of hardness/dr for every target in its path Eel Discharger The eel discharger is a defensive mechanism, which releases a burst of electrical energy from the many spike like protrusions along the body. Foes not in environmentally shielded power armour or in heavier vehicles can also be potentially stunned from the discharge as well. Releases an electrical pulse in a 20 ft burst radius around the wyrm, dealing 3d6 electrical damage, Reflex DC 19 for half damage. Targets not in armour less than environmentally sealed power armour, or larger mech or vehicles must make a Fort save DC 19 or be stunned for 1d6+3 rounds [/QUOTE]
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