CORELINE (D20 Modern/D20 BESM Setting).

OK, guess I am getting confused. Often happens.

Been binging around and I think I found a cool new monster to throw around:

 

kronos182

Explorer
Some COBRA equipment I had posted on my own thread (which is semi dead).

COBRA is a ruthless terrorist organization determined to rule the world. They are led by the ruthless Cobra Commander. High Command Staff is Baroness as the Director of Intelligence, Destro as the Weapons Supplier, and Dr. Mindbender as the Chief Scientific Officer, although others have at times usurped control. It relies on the might of its legions of Cobra Vipers and Cobra Troopers to execute its diabolical schemes while trying to destroy its main enemy: G.I. Joe.
On Coreline, COBRA has multiple factions and splinter groups, some focusing on world domination, others to the utter destruction of G.I. Joe and similar groups. Some have turned to mercenary work, working for anyone who has the money as there are so many other groups fighting for world domination.

Hiss Tank
The Hiss tank is a fast attack or scout tank, built for maneuverability and speed with it's raised body. This two crew vehicle has light armour, but has surprisingly heavy weapon load, carrying a turret with a triple, fire select, 15mm cannons, with four LAW style rockets mounted on top, and two machineguns mounted in semi turrets on each side of the main body. The fire select feature was designed to allow the Hiss to vary the amount of damage it can do, reducing ammunition wastage against lighter targets. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side.
The crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet, allowing for better scouting roles. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch in the rear of the tank, which is also where ammunition is loaded through.
To fill it's scout role, the Hiss is equipped with various cameras and optic sensors, including passive night vision, infrared/thermal cameras, several audio recording devices, multiband military radio, a light radio jammer and enough storage to hold about 15 hours of recording.
This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 2, driver/commander and a gunner/communications officer. The driver can control the cheek guns while the gunner controls the main turret and rockets.

HISS Tank
Crew: 2
Passengers: 1 in an emergency, will be cramped.
Cargo: 50 lbs
Init: -2
Maneuver: -2
Top Speed: 90 (9)
Defense: 8
Hardness: 7
Hit Points: 40
Size: Huge
Purchase DC: 42
Restriction: Mil (+3)
Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, triple 15mm cannons, 2 7.62mm machineguns, 4 LAW rockets.
Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. Fire-select 15mm cannon can fire one cannon at a time, two or all three at a time. Two 15mm cannons deals 4d12 and all three deals 5d12 damage.

WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
15mm Cannon3d1220Ballistic175 ftSemi, AutoLink (300 rds ea)
7.62mm Machinegun2d1020Ballistic90 ftSemi, AutoLink (3000 rds ea)
M72LAW10d6--150 ftSingle4 Rockets


HISS mk2
The Hiss tank mk2 is larger APC based on the original Hiss tank. The mk2 has better armour, replaces the triple 15mm cannons with triple lasers to save on space dedicated to other equipment and troop capacity, with four LAW style rockets mounted on top, and two machineguns mounted in semi turrets on each side of the main body. The fire select feature was designed to allow the Hiss to vary the amount of damage it can do. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side.
The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter.
The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area.This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns while the gunner controls the main turret and rockets. The troop compartment can hold 7 fully armed troops, or carry up to 1 ton of cargo.

HISS Mk2
Crew: 3
Passengers: 7
Cargo: up to 1 ton
Init: -2
Maneuver: -2
Top Speed: 80 (8)
Defense: 8
Hardness: 10
Hit Points: 45
Size: Huge
Purchase DC: 43
Restriction: Mil (+3)
Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, triple laser cannons, 2 7.62mm machineguns, 4 LAW rockets, ECW Jammer.
Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. Fire-select laser cannons can fire one cannon at a time, two or all three at a time. Two laser cannons deals 7d8 and all three deals 9d8 damage.
The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius.
WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
Triple Laser Cannon5d820Fire175 ftSemi, AutoUnlimited
7.62mm Machinegun2d1020Ballistic90 ftSemi, AutoLink (3000 rds ea)
M72LAW10d6--150 ftSingle4 Rockets


Hiss mk2B
The mk2B is a modified version that changes the weapons in the turret to a single 15mm cannon, a sonic projection cannon and additional missiles. The armour is replaced with stealth armour that has a dark reptile scale look to it. This variant is used as both a stealth version and for against units that are resistant to laser weapons.
Make the following changes to the Hiss mk2 to become a mk2B:
Remove triple laser cannons;
Add 15 mm cannon (see Hiss tank for details);
Add Sonic Projection Cannon;
Increase number of M72LAWs from 4 to 8;
Sensors trying to detect the mk2b (thermal, IR, RADAR, LIDAR, mech and other vehicle/starship/aircraft standard sensors) suffer -4, guided missiles suffer -2 (in addition if the ECW jammer is active), laser guided weapons do not gain the bonus from a laser designator, in low light conditions gains +2 to Hide checks.
WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
Sonic Projection Cannon6d620Sonic100 ft long, 15 ft wide lineSemiUnlimited

Sonic Projection Cannon
This is an experimental weapon that fires a line of sonic energy that covers a 100 ft long, 15 ft wide line, Reflex save DC 17 for half damage, plus Fort save DC 20 or be deaf for 1d4+5 rounds unless ear protection is worn, successful save leaves target dazed for 2 rounds.


HISS mk2c
The Hiss tank mk2c turns the mk2 into an anti aircraft platform, removing all troop capacity for weapons. The turret is redesigned with a quad mount of lasers and enhanced sensors including a radar. 4 SAM missiles are fitted to the sides of the turret, two each side, and retains the two machineguns mounted in semi turrets on each side of the main body for self defense. The lasers are a little weaker individually than those mounted on the mk2, but have improved range. The body mounts two mini missile launchers which are configured for attacking low flying aircraft, hovercraft and flying armours or jetpack equipped troops.
The lasers are not capable of firing at ground targets, but the turret is designed for quick movements, allowing it to track and target fast moving fliers. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side. The mini missile launchers are designed to fire either single missiles or small volleys of up to 5 missiles.The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter.The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area, and aids in operating the RADAR.This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns and the mini missiles, while the gunner controls the main turret and SAM missiles.

HISS Mk2c
Crew: 3
Passengers: 0
Cargo: Pull up to 1 ton
Init: -2
Maneuver: -2
Top Speed: 80 (8)
Defense: 8
Hardness: 10
Hit Points: 45
Size: Huge
Purchase DC: 43
Restriction: Mil (+3)
Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, quad AAA laser cannons, 2 7.62mm machineguns, 4 SAM Missiles, 2 multi-launch mini-missiles, ECW Jammer, radar with 10 mile range
Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. AAA lasers have mini range of 50 ft, maximum range of 3 mile, gain +3 to attack rolls against targets moving slower than 200 (20), +2 to targets moving between 300 (30) and 210 (21), can not be fired while the vehicle is moving.
The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius.
WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
Quad AAA Laser Cannons6d820Fire2000 ftSemi, AutoUnlimited
7.62mm Machinegun2d1020Ballistic90 ftSemi, AutoLink (3000 rds ea)
Stinger SAM10d6-Ballistic300 ftSingle4 Missiles
Multi Launch Mini-Missile (2)variesvariesvaries150 ft1-520 Missiles / Launcher

Stinger SAM
This is an adaptation of the shoulder launched Stinger anti-air missile launcher, dealing 10d6 ballistic damage, ignore 10 points of hardness/DR, +3 to attack against aircraft. PDC 15 for 2 missiles

Multi-Launch Mini-Missile Launcher
This is a mini-missile launcher that can launch up to 5 missiles at once, either at a single target, or up to 5 separate targets, but each target must be within 50 feet of each other. As missiles, each missile uses its own attack bonus, +5, and if it misses, it can attempt to hit the target the next round, after which the missile runs out of fuel and detonates.
LAW Mini-Missile PL6
The LAW mini-missile is a light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 15 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 18 for 4.

Explosive Mini-Missile PL6
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 17 for 4.

Fragment Mini-Missile PL6
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 16 for 4.
 

kronos182

Explorer
Link to your thread man? Don't mind posting stuff there.
 
OK, still not sure how the heck does MAstercrafting rules work, I guess, but I think we can figure out how much could these things raise the DC of an item when creating the stats.

Ex. we are statting a Mastercraft Beretta 92, how much that raises over a standard Beretta 92?
 

kronos182

Explorer
OK, still not sure how the heck does MAstercrafting rules work, I guess, but I think we can figure out how much could these things raise the DC of an item when creating the stats.

Ex. we are statting a Mastercraft Beretta 92, how much that raises over a standard Beretta 92?
It's like D&D masterwork rules..

I just double checked the mastercraft rules.. so every +1 mastercraft increases the PDC by +3.
Mastercraft is the quality.. so a +1 is high quality and usually customized, and harder to find. a Masterwork +2 is REALLY rare and REALLY high quality..
So for example.. a high precision sniper rifle like the WA2000 is Mastercraft +1 as they are rare, have really high quality, and the +1 is applied to the attack roll.
An Adamantine sword is also mastercraft at least +1 as it requires high skill, rare and are usually of very fine quality.

So the example you gave of a Beretta 92 has a PDC normally of 16, a mastercrafted version costs PDC 19, has +1 to attack rolls and are hard to find. So most likely is a limited run version, made by a master weaponsmith, fluffy wise could have ivory or rare wood inlays, a few special materials used in its construction (different and more expensive material used in the spring to reduce jamming and efficiency, uses new and expensive dry lubricants, etc).
A Masterwork+2 version of the same weapon is a VERY limited run version, probably only 100 or so made, probably made of special materials (rarer metals), expensive metal plating (silver perhaps?), perhaps barrel redesign that traps more of the explosion of the propellant better for a little more damage (possible +1 damage). It would have a base PDC of 22 before you decided to add gadgets. And can have either +2 attack rolls, or +1 attack and +1 damage, just from its construction.

These bonuses stack with any from gadgets. An item must be Mastercraft before it can be made magical as far as I remember (I'd have to double check the Urban Arcana book), and magical bonuses override mastercraft bonus, but if the magical item enters an anti-magic field, the mastercraft take over.
Gadget bonuses keep working even in anti-magic field, unless the gadget is magical in nature.
 

kronos182

Explorer
Some more NOD good-(bad)-ness

Laser Trooper Laser

This heavy laser produced by NOD as a replacement for the TOW rocket launcher used by its rocket soldiers. The heavy laser comes in two parts, the laser itself, and a back mounted power system, powered by Tiberium, that fits on the user's lower back, allowing the user to still wear a back pack. The laser is an excellent anti-vehicle and anti-aircraft weapon, but it surprisingly isn't effective against living targets. The laser has excellent range and damage, but is a low rate of fire.

Laser Trooper Laser (PL6 Exotic Weapon Proficiency)
Damage: 6d8, 2d8 vs living organic targets
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Rate of Fire: Single
Size: Large
Weight: 14 lbs laser, 6 lbs power unit
Ammo: 10 internal
Purchase DC: 24 Mil +3 (NOD only)
Notes: Against vehicles, aircraft, other inanimate objects (including robots, full conversion cyborgs), ignores 10 points of hardness/DR. Power unit provides 10 shots in its capacitors, recharges 1 shot every five rounds of inactivity. The power unit is good for 1 year before needing to be replaced, using 2 lbs of Tiberium crystals.


Tick Tank

The Tick tank replaced the older light tanks, with attention paid to their armour and firepower. Fairly cheap and fast moving, the Tick tank has a special feature, an entrenchment tool mounted on the front. When entrenched, the hull assumes a vertical position with the front section burrowed into the ground, the turret moves to the raised back of the hull, immobilizing the tank, but gains some additional protection and the turret gains greater range of motion and raising the height and field of vision for the gunner. When horizontal and mobile, the turret has a limited range of motion, able to only cover a 90 degree horizontal arc in the forward half.
Armed with 90mm APDS cannon

Tick Tank (PL5-6)
Crew: 2
Passengers: 0
Cargo: 150 lbs
Init: -4
Maneuver: -4
Top Speed: 70 (7)
Defense: 6*
Hardness: 15*
Hit Points: 65
Size: Gargantuan
Purchase DC: 48
Restriction: Mil (+3)
Accessories: Search light, military radio, 90mm cannon, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS, entrenching tool, turret mode.

Weapons
90mm cannon, 7d12, 20x2, ballistic, 150 ft, semi, 50 rds, ignores 10 points of hardness/DR using APDS rounds.

Alternate Ammunition
High Explosive - Deals 8d6 fire damage to target and to 10 foot radius, Reflex save DC 15 for half, except the target hit doesn't get save. PDC 20 for 10 rounds.
Tiberium Enhanced - Deals 8d10 ballistic damage, critical 20x3, plus crews of vehicles, or anyone in a building struck need to make Fort save DC 15 or suffer 1d4 Constitution damage. On a successful save the crew only suffers 1d4 damage to hit points. PDC 22 for 10 rounds.
Tiberium Gas Round - These rounds are designed to break open on contact and fill a 30 foot radius area with Tiberium Gas. Deals 4d6 ballistic damage to target struck. If the attack roll misses by 1 to 5, strikes the ground within 1d4x10 feet past the target and releasing the gas. If the attack roll misses by 6 or more, the round strikes 2d4x10 feet in a random direction (roll d8 for 8 compass points around the intended target), striking the ground and releasing the gas. PDC 23 for 10 rounds.

Entrenching Tool
The front of the Tick tank is fitted with an entrenching tool to dig into the ground, including rock, concrete and pavement. The underside of the tank is fitted with lifts that, while the tank isn't moving, to angle the front down to allow the entrenching tool to dig into the ground and lift the back of the tank up so that it is standing in a vertical position, burying nearly half the tank into the ground. Through loose and packed dirt it takes the tank a full round to dig and entrench itself. Through rock, concrete and pavement it takes two full rounds to fully entrench. In steel/rebar reinforced concrete or up to 5 inches of steel on top of the ground, 5 rounds to dig through the metal, plus whatever the ground conditions are underneath. Takes 1 full round to return to a horizontal position.

Turret Mode
While entrenching, the turret moves to the back of the tank, and upon the tank reaching a vertical position, the turret now has full 360 degree rotation, can elevate or lower almost 60 degrees (30 degrees up or down). While entrenched, the Tick tank's Defense is increased to 8, Hardness increases to 20 and gains 30 bonus hit points due to the dirt, rock and ground being piled up around it, providing additional protection. While in this mode, the tank is completely immobile until it reverts to normal, taking 1 full round in which it can not fire its weapon.

Tiberium Enhanced Tick Tank mk1
Kane's scientists experimented with enhancing the Tick Tank mk1 to make it a better infiltrator, ambusher and defender, allowing it to blend in with its surrounding to give it stealth capabilities, especially while laying in wait, the chameleonic surface allows it to blend in with the surrounding environment. With the Improved Tiberium Infuser, the Tiberium Enhanced Tick Tank is even more resistant to damage while entrenched, making these vehicles one of the best defensive vehicles for protecting harvesters, or setting up ambushes near Tiberium fields.
Make the following changes to a NOD Tick Tank mk1 to create a Tiberium Enhanced Tick Tank mk1:
Add Improved Tiberium Infuser;
Fletchette Defense System;
Chameleonic Surface;
Increase PDC by +2.

Flechette Defense System
A series of flechette launchers are fitted around the vehicle that are designed to protect it against infantry. The system can be activated as an attack action in a specific direction, or as an attack of opportunity upon enemy infantry entering close proximity of the vehicle.
As an attack, deals 5d6, slashing damage to a 100 foot long, 10 foot wide line, Reflex save DC 18 for half damage. If set to automatically attack when infantry gets close, as an attack of opportunity, when enemy infantry enters within 50 feet of the vehicle, the driver can trigger the system to fill a 50 foot long, 25 foot wide cone, dealing 3d6 slashing damage, Reflex save DC 15 for half damage.
The system has enough ammunition to fire a total of 10 times.
While in a Tiberium field or gas cloud, the Improved Tiberium Infuser can be used to replenish a single use once per round, but the Infuser can't be used for any other purpose that round.
While in a Tiberium field or gas cloud, the flechettes are treated as if they have Tiberium in them, causing Tiberium poisoning via injury.

Improved Tiberium Infuser
While the vehicle is within the area of a Tiberium Gas attack (such as the Tiberium Cloud from Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberium field, the Infuser absorbs Tiberium and feeds it to either the weapons or the armour of the vehicle.
Each round the vehicle is in a Tiberium area, the driver must select one of the following to enhancements. It can be changed at the start of each of the driver's round, and the effects last for 1 round after the vehicle leaves the Tiberium area:
Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +5 damage / die for the next attack, which must be made that round or the next round. A target damaged by the Tiberium infused attack must also make a Fort save DC 15 or suffer 1 point of Constitution damage, while those that save suffer only an additional 1d4 points of damage due to damage from bits of Tiberium in the wound from the attack.
Repair - The Infuser uses the Tiberium to repair damage to the vehicle, repairing 1d6 Hit Points.
Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +3 Defense and +7 Hardness until the start of the driver's next turn.

Chameleonic Surface
The surface of the vehicle is coated with sensors and paint-on style LCD, allowing it to change the colouring of the vehicle. This is used to alter the vehicle's colouring and insignia to that of another nation's vehicles, or can be used to help the vehicle blend into its surroundings. Grants +4 to disguise the vehicle as that of another nation's, or +4 to Hide checks as the surface is changed to show what's on the opposite side to better help hide it.


Cyberwheel

A C.A.B.A.L. designed weapon that resembles a large armoured wheel with a stationary front cowling unit that houses the sensors and processing unit, meant for anti-infantry attacks and as quick scouts, providing C.A.B.A.L. with a rapid response to incursions on its territory. The AI that controls the Cyberwheel, while sophisticated, is fairly straight forward: go to area, scan, report findings, engage hostiles, return for repair and reloading, although it is programmed with numerous hit and run tactics as well as working in groups of other cyberwheels to make their attacks more effective. Depending on resources, the two 7.62mm machineguns can be fitted with the same Tiberium gas cartridges as the Mantis Tiberium Automatic Rifle (deals 2d8 ballistic + target exposed to Tiberium gas, which fills a 10 ft area around the target).

Cyberwheel (PL6)
CR: 2
Size: Medium
Hit Points: 3d10+10, 25 hp
Init: Speed: 40 ft (250 (25) vehicle scale)
Defense: 15 (+3 equipment +2 Dex)
Hardness: BAB/Grp: +2/+2
Attack: +6 ranged (fire-linked dual 7.62mm machine gun 3d10, ball, 20, 100 ft)
FS/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks:
Special Qualities: Construct, Darkvision 40 ft
Saves: Fort +1, Reflex +3, Will +1
Abilities: Str 10, Dex 15, Con -, Int , Wis 10, Cha 1
Skills: Balance +2, Drive +6, Knowledge: Tactics +4, Listen +4, Navigate +4, Search +4, Spot +4
Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency,

Frame: Armature
Locomotion: Gyroscope Wheel
Manipulators: None
Armour: Duraplast
Superstructure: Sensors: Class III
Skill Software: Balance +4, Knowledge: Tactics +4, Search +4, Spot +4, Listen +4, Navigate +4, Drive +4
Feat Software: Personal Firearms Proficiency, Advanced Firearms Proficiency
Accessories: Oracle Targeting System Mark 1, AV Recorder, weapon mount (dual 7.62mm machine gun, 200 rds ea), AV Transmitter, military radio, GPS, Feat Progit x2, Skill Net, Skill Progit x2, night-vision sensor (modified night vision googles).
PDC: 35

Oracle Targeting System PL6
A robot version of the mech Oracle Targeting system including heuristic target-prediction profiling, ballistic projection and plotting, various preprogrammed tactics and strategies, all help the robots accuracy. The system grants an enhancement bonus on attack rolls (+2 to +10) with integrated weapons.
The system has five different categories (denoted Mark I through Mark V). Purchase DC varies depending on the enhancement bonus conferred.
Purchase DC: 18 for Mark I (+2), 19 for Mark II (+4), 21 for Mark III (+6), 23 for Mark IV (+8), 24 for Mark V (+10)

Gyroscope Wheel (PL 5-6)
This is a large central wheel that the robot balances and moves on. Designed to remain upright and leans as it turns, as long as it is moving, it can change direction fairly quickly. While quick to respond to hazards, the system can be upset by large explosions. Suffers -2 to Reflex saves against area effect attacks, such as explosions.
Base Speed: 40 ft
PDC: One-half the base purchase DC of the robot's frame.

Variants
A few variant designs of the Cyberwheel exist, once the plans were discovered from defunct CABAL servers.

Cyberwheel Mk2
A technological upgrade of the Cyberwheel, improving the armour, reinforcing the structure, the machineguns replaced with lasers linked to the power source for near infinite ammunition supply. The wheel is enhanced for improved off-road capabilities and designed to also allow the wheel to be used to shred a target, particularly infantry.
Make the following changes to create a Cyberwheel Mk2
Increase hit points to 4d10, total 30 hp;
Increase Hardness to 5;
Increase ranged attack to +7;
Replace Dual 7.62mm machine guns with dual laser rifles (5d8 fire);
Add off-road design;
Add Wheel Blades;
PDC +2.

Off-Road Design
The vehicle/robot is designed for off-road operations, reducing penalties to Drive checks or Reflex saves due to rough road conditions by half.

Wheel Blades
The wheel of the Cyberwheel is redesigned with a series of blades that allow it to slice anything it runs over or into. The Cyberwheel can make a ram-like melee attack, +4 melee attack roll, dealing 2d6 slashing damage. At vehicle chase scale, reduces damage the Cyberwheel takes on a ram attack, and adds 2d6 slashing damage to the ram damage.


Tiberium Enhanced Cyberwheel
A Tiberium enhanced version of the Cyberwheel, fitted with a Tiberium Infuser which allows for Tiberium enhanced attacks and allows it to repair itself. Fitted with Wheel blades like the Mk2, but they can be released to function as caltrops.
Make the following changes to a Cyberwheel mk2 to create a Tiberium Enhanced Cyberwheel:
Add Improved Tiberium Infuser;
Tiberium Caltrops;
Increase hit points to 5d10, total 35 hp;
Increase Hardness to 7;
Increase ranged attack to +8;
Increase PDC by +4.

Improved Tiberium Infuser
While the vehicle is within the area of a Tiberium Gas attack (such as the Tiberium Cloud from Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberium field, the Infuser absorbs Tiberium and feeds it to either the weapons or the armour of the vehicle.
Each round the vehicle is in a Tiberium area, the driver must select one of the following to enhancements. It can be changed at the start of each of the driver's round, and the effects last for 1 round after the vehicle leaves the Tiberium area:
Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +5 damage / die for the next attack, which must be made that round or the next round. A target damaged by the Tiberium infused attack must also make a Fort save DC 15 or suffer 1 point of Constitution damage, while those that save suffer only an additional 1d4 points of damage due to damage from bits of Tiberium in the wound from the attack.
Repair - The Infuser uses the Tiberium to repair damage to the vehicle, repairing 1d6 Hit Points. Replenishes Tiberium Caltrops
Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +3 Defense and +7 Hardness until the start of the driver's next turn.

Tiberium Caltrops
The Tiberium Enhanced Cyberwheel can use its wheel blades to leave Tiberium Caltrops.
These are four, or sometimes more, spikes made of iron and bits of Tiberium Vinifera (Blue Tiberium) that are released that cover an area 10 feet wide, 20 feet long. Used to slow and damage vehicles and infantry following the Attack Cycle, or to create an obstacle. Creatures moving more than half their speed, or each round spent fighting in the area filled with Tiberium Caltrops, the caltrops make a touch attack (+0 base attack bonus), dealing 1d4+2 damage (half slashing, half fire) on a successful hit, and the injury reduces foot speed by half (a successful Treat Injury DC 18 or one day's rest remove this penalty). Charging or running creatures must immediately stop if it steps on a caltrop. The creature must also make a Reflex save DC 15 or fall prone, where another caltrop can make an attack.
Vehicles moving through the area must make a Drive check DC 15 to avoid the caltrop obstacle. On a failed save, the vehicle is attacked by 1d4+2 caltrops.
The Cyberwheel has two single use Tiberium Caltrop containers. Refills PDC 20 each. The Tiberium Infuser can use the Repair option to replenish one use of the Tiberium Caltrops.
 

kronos182

Explorer
Some more NOD goodness

NOD Subterranean APC

The NOD Subterranean APC are capable of travelling underground by tunnelling through the soil in order to reach far away locations, making them effective heavy assault carriers. The heavily armoured tubular body has a large heavy drill at the front. The drill is well suited for tunnelling through soil, dirt, packed dirt and most rock, but not well suited for steel reinforced concrete or metal, such as those used in fortifications, which is why most APC drivers go deep underground when entering a base.
Equipped with a periscope that has a drill to allow it to reach the surface, while the APC is not moving, as well as inertia compass and other devices to allow it to navigate while underground, it is still difficult to navigate long distances, requiring periodic stops and checks with the periscope or to resurface. The APC is also unarmed, relying on stealth and quick attacks as its form of protection.
The NOD Subterranean APC is three squares wide and four squares long, providing full cover for the crew. A single large door is on the back allows crew or passengers to board or disembark as a full action.

NOD Subterranean APC (PL5)
Crew: 2
Passengers: 7
Cargo: 150 lbs
Init: -3*
Maneuver: -2*
Top Speed: 60 (6) on surface, 20 (2) underground
Defense: 8
Hardness: 15
Hit Points: 60
Size: Huge
Purchase DC: 46
Restriction: +3 Military NOD, Classified +5
Accessories: 2 head lights, military radio, periscope that can raise 20 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 20 hours of air for full crew and passengers
Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.
The tunnel created by the vehicle's passage collapses almost immediately behind the vehicle, making it impossible for any one to follow behind the Subterranean APC.
Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.

Devil's Tongue Subterranean Flame Tank

The second generation of flame-tank, the Devil's Tongue uses the technology of the subterranean APC, allowing it to travel underground to infiltrate enemy territory and using its twin napalm flamethowers as weapons of terror. The heavy armour helps protect the pressurized tanks from attack. The Devil's Tongue is used against groups of infantry, and to clear buildings.
Instead of a single large drill at the front, it has two horizontally mounted roller style drills, which deal increased damage against buildings, but makes it a little slower in moving underground. Equipped with a periscope that has a drill to allow it to reach the surface, while the APC is not moving, as well as inertia compass and other devices to allow it to navigate while underground, it is still difficult to navigate long distances, requiring periodic stops and checks with the periscope or to resurface. The Devil's Tongue is three squares wide and four squares long, providing full cover for the crew. A single large door is on the back allows crew to board or disembark as a full action.

NOD Devil's Tongue Subterranean Flame Tank (PL5)
Crew: 2
Passengers: 0
Cargo: 150 lbs
Init: -3*
Maneuver: -2*
Top Speed: 60 (6) on surface, 15 (2) underground
Defense: 8
Hardness: 15
Hit Points: 65
Size: Huge
Purchase DC: 47
Restriction: +3 Military NOD, Classified +5
Accessories: 2 head lights, military radio, periscope that can raise 20 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 20 hours of air for full crew and passengers
Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.
The tunnel created by the vehicle's passage collapses almost immediately behind the vehicle, making it impossible for any one to follow behind the Devil's Tongue.
Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 6d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack. Against large immobile objects, such as buildings, ignores 8 points of damage and makes a critical strike on a roll of 19-20, dealing double damage.

WeaponDamageCritReflex DCDamage TypeRangeRate of FireMagazine
Napalm Flamethrower (2)4d6*-17Fire100 ft, 10 ft wideSingle50 Shots (internal) ea
The Napalm Flamethrowers will continue to deal damage the next round for half damage. Each flamethrower can cover the front and one side of the vehicle. Forward, both can fire together, increasing damage to 6d6, with a 125 ft line, 20 feet wide, Reflex DC 17 for half damage.


NOD Cyborg Commando

Nod Cyborg Commandos are NOD cyborgs have distinguished themselves from their comrades in combat proficiency and tactical analysis especially as their computer chips serve only as relays between the man and the machine. These soldiers additional upgrades and training turning them into Cyborg Commandos. Due to their Tiberium infused bodies, while a NOD cyborg is in a Tiberium field or in Tiberium gas, it can repair damage and heal its biological systems. Cyborg Commandos are more rare than other NOD cyborgs due to the technology built into them. The Cyborg Commando has heavier armour, the head is more armoured, and becomes immobile, however it has sensors giving it the ability to see all around it. The armour is much heavier, making them resistant to most infantry weaponry. The minigun is replaced with a powerful plasma weapon, the grenade launcher is changed to a mini grenade launcher for greater ammunition capacity. A scorpion tail structure raises from the upper back over the head that mounts a small laser for anti-personnel and light air defense.

NOD Cyborg (Strong Ord 4)
Type: Living Construct
Size: Large (-1)
Hit Points: 8D10+10, 80 hp
Mas: 20
Init: +2
Speed: 30
Defense: 22, touch 14, flat-footed 20 (+2 Dex, +3 Class, +8 Armour, -1 size)
BAB: +4
Grap: +9
Attack: +8 melee unarmed strike (1d4+5), or +6 ranged plasma cannon (5d10), or +6 ranged mini grenade launcher (varies), or +6 ranged laser (3d8).
Full Attack: +8 melee unarmed strike (1d4+5), or +2 ranged plasma cannon (5d10) and +2 ranged mini grenade launcher (varies), or +2 ranged plasma cannon (5d10) and +2 ranged laser (3d8).
Special Qualities: Improved Tiberium Healing, Tiberium Immunity, NOD Indoctrination, DR 10, Defensive Laser
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: NOD
Saves: Fort +4, Ref +3 Will +2
Abilities: Str 20, Dex 14, Con -, Int 10, Wis 12, Cha 8
Occupation: Military (bonus class skills: Demolitions, Survival)
Skills: Climb +3, Demolitions +4, Jump +3, Knowledge: Tactics: +2, Listen +2, Read/Write English, Speak English, Spot +3, Survival +5
Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Exotic Weapon Proficiency (plasma cannon), Simple Weapons Proficiency, Two-Weapon Fighting

Locomotion: Paired Legs
Manipulators: None
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, heavy subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack), plasma cannon, mini grenade launcher (30 grenades, type varies by typically fragmentation or high explosive), laser.
Note: Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks.Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties.

NOD Indoctrination
As a move equivalent action, using training and Indoctrination techniques used by NOD, the Trooper gains +1 to attack rolls for the next 1d4 rounds. Usable 3 times per day. The Trooper is also immune to feat effects all the time.

Improved Tiberium Healing
Anytime the NOD Cyborg Commando is in a Tiberium field or in Tiberium Gas, the NOD cyborg heals 2d4 hit points. Tiberium based weapons, such as NOD chemical sprayer, deals no damage to the NOD cyborg.

Tiberium Immunity
The NOD cyborg does not suffer any effects of Tiberium exposure, poisoning or the radiation from Tiberium. It caught in the explosion of Vinifera Tiberium, suffers no damage on a successful save, or half damage on a failed save.

Damage Reduction
The Cyborg Commando has improved defenses and is resistant to damage, with Damage Reduction 10.

Defensive Laser
The laser on the Cyborg Commando can be used as a defensive weapon, firing upon any medium sized creature, or target the Cyborg has designated as an enemy or protect against grenade, rocket or missile attacks, however this means the Cyborg can not use the weapon offensively for the round. When such a target enters within 30 feet of the cyborg, the laser makes an attack at +4, dealing 3d8 fire damage. When the cyborg is attacked by grenades, RPGs, rockets and missiles, with a 20% chance to destroy such attacks.

Plasma Cannon (PL6 Exotic Weapon Proficiency)
Damage: 5d10
Critical: 20 x2
Damage Type: fire
Range Increment: 120 ft
Rate of Fire: Single
Ammo: 20 internal
Notes: Ignores 5 points of hardness/DR, recharges at rate of 1 shot every minute.
 

Lord Zack

Explorer
Essential Guide to Warfare said:
Through the ages Rendili prided itself on efficiency and reliability, with little use for politics, design aesthetics, or pushing the envelope of research and development. Rather than worry about such things, its shipwrights reused designs from a grab bag of cultures and eras and acquired the rights to technologies once they became widespread in the galaxy.
An interesting quote with implications for Coreline. I could see Rendili replicating a number of different designs from the Milky Way. In particular I could see them building their own battlestars.
 

kronos182

Explorer
An interesting quote with implications for Coreline. I could see Rendili replicating a number of different designs from the Milky Way. In particular I could see them building their own battlestars.
That from the Star Wars Essential Guide to Warfare? I have that book..
And if so.. that would be an interesting take.. a SW version of ships from other cultures from other universes..
They maybe make versions that exclusively uses their technology, so it looks superficially similar to battlestars but inside is all SW tech.. so turbolasers, forcefields, hyperdrives.. which could make it more powerful than the original.. but there might be some design features that may not work.. Let me re-read some stuff.. stat up some of their basic stuff then start whipping up some SW versions..
 

Lord Zack

Explorer
That from the Star Wars Essential Guide to Warfare? I have that book..
And if so.. that would be an interesting take.. a SW version of ships from other cultures from other universes..
They maybe make versions that exclusively uses their technology, so it looks superficially similar to battlestars but inside is all SW tech.. so turbolasers, forcefields, hyperdrives.. which could make it more powerful than the original.. but there might be some design features that may not work.. Let me re-read some stuff.. stat up some of their basic stuff then start whipping up some SW versions..
The Rendili Battlestar might retain some systems of it's Colonial predecessor, such as the non-networked computer systems. In a way it might deliberately hearken back to the Dreadnought-class heavy cruiser with its less automated systems.
 

kronos182

Explorer
The Rendili Battlestar might retain some systems of it's Colonial predecessor, such as the non-networked computer systems. In a way it might deliberately hearken back to the Dreadnought-class heavy cruiser with its less automated systems.
If made by a modern Rendili, I doubt they'd keep the non-networked computers.. but I can look into it..
 

Lord Zack

Explorer
If made by a modern Rendili, I doubt they'd keep the non-networked computers.. but I can look into it..
I mean, it depends on who you are selling it too and what they will use it for. If you are fighting an enemy that is known for their electronic warfare capabilities, like the Cylons, this might actually be a selling point. Also, Rendili's Dreadnaught was notorious for its high crew requirements, so the use of less sophisticated systems by them has precedent.

Another thing I am thinking of is having Anaheim Electronics create a Rendili licensee yard, Anaheim-Rendili StarDrive in the Solar System. Many of these licensee yards exist in the GFFA, with Mon Calamari even having been one. Anaheim-Rendili also does R&D in the system, including the creation of the Sol-class Star Destroyer, which incorporates GFFA tech and design philosophies with Anaheim's design philosophies, including the ability to carry many mobile suits.
 
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kronos182

Explorer
I mean, it depends on who you are selling it too and what they will use it for. If you are fighting an enemy that is known for their electronic warfare capabilities, like the Cylons, this might actually be a selling point. Also, Rendili's Dreadnaught was notorious for its high crew requirements, so the use of less sophisticated systems by them has precedent.

Another thing I am thinking of is having Anaheim Electronics create a Rendili licensee yard, Anaheim-Rendili StarDrive in the Solar System. Many of these licensee yards exist in the GFFA, with Mon Calamari even having been one. Anaheim-Rendili also does R&D in the system, including the creation of the Sol-class Star Destroyer, which incorporates GFFA tech and design philosophies with Anaheim's design philosophies, including the ability to carry many mobile suits.
Also remember the Dreadnaught was created a long time ago in comparison to current tech.. 100 BBY (Before Battle of Yavin), and it had a lot of other problems.. So yes, they did make ships with less automation, but their one 'success' wasn't that great, and they turned their designs away from that type after the Katana Fleet.

HOWEVER.. I could see them doing better and making some ships with less automation than current ships, with more decentralization and some systems completely isolated from others, using more droids & crew to compensate..

A Sol-Class Star Destroyer? PM me more info on it.. size, general shape.. once I start stating up some other stuff (like other SW capital ships, and some more Gundam ships) I can try stating it out.
 

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