CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Transformers Options

TemperatureVulnerabilities
Transformers are vulnerable to extreme cold (-30 degrees) and extreme heat(500+ degrees). For cold this includes liquid nitrogen; and heat is thermitebased weapons. I want to expand this to cold including sub-arctic temperatures,cold based lasers, and for heat to include plasma and fusion based weapons thatdeal heat.


Improved VehicleForm
Instead of choosinga new vehicle form when the transformer character is eligible to pick a newform at a level that grants a feat, may choose to improve one of their currentvehicle, or animal if they have the beast form feat. Each time this is chosen, choosetwo of the following to improve: HP +2, Init +1, Maneuver +1, Speed +5, Defense+1, Hardness +1, Cargo +50 lbs. The same vehicle form can only be improved 3times by this method. For beast forms, pick two of the following: Str +1, Dex+1, Speed +5, Defense +1, DR +1, attacks/abilities that have a save DC areincreased +1.

Installing Equipment
A Transformer canhave equipment installed/integrated into its body. The type of equipment thatcan be installed can range from personal to vehicle, starship, mech and roboticequipment. Most equipment can be used in all forms, although some might not beform appropriate. Such as melee weapons while in car form. However, for a +1PDC, such equipment can be used even if it is not form appropriate, such as anintegrated high frequency sword can be deployed as a bladed bumper for addeddamage in ram attacks, or as spinning blades that extend from the wheels forside swipe attacks (can only pick one). A Transformer with starship or mechsensors, or even targeting systems can uses these in any form, same with somedefensive systems.

Special Abilities
Some transformersdevelop special abilities, either from when they are first created/born, orthrough years of hard combat, research or other means. Only about 25% ofTransformers have special abilities.
Roll 1d4 for thecategory of ability, then roll for the ability, or choose one. GMs feel free toadd more special abilities.
Roll 1 Movement 2 Attack 3 Defense 4 Misc
1 Burst of Speed Flame Enhanced Forcefield Holograms
2 Teleport Acid Enhanced Deployable Armour Healing
3 Interstellar Teleport Cold Enhanced Resistance Quantum Divination
4 Alternate Movement Type Area Attack Fortification Cloak
5 Grav Chute EMP Jammers Displacement
6 Juggernaut Glass Gas Rocket Deflection Field Machine Possession
7 Shockwave Concussive Barrier Phase Shifter
8 Sonic Enhanced Steel Satellites Mini-Con
9 OverDrive
10 Repair


Movement
Burst of Speed - Forshort periods of time, the Transformer can increase their speed in any form.For 1+1/2 Con Modifier rounds the Transformer can increase its speed in anyform by 50%. Useable 1+ Con Modifier times per day.
Teleport - TheTransformer has an ability similar to Space, or Ground Bridges, able toteleport itself and up to 1000 lbs of cargo, many miles away. The Transformeris able to teleport up to a maximum of 100 miles+50 miles /3 levels, requiringa Navigate check DC 20 +1/50 miles rounding up to the nearest 50 miles. If theTransformer can see the location reduce DC by 1, is familiar with the location,reduce by -1, or access to a GPS system and coordinates decrease DC by 2. Ifthe check fails by 5 or less, the Transformer is off target in a randomdirectly by 1d10x 1d10% miles away from target location. A failure of more than5 means the Transformer teleports 1d10x50 miles in the opposite direction andtakes 2d6 damage from an energy backlash. The Transformer is able to teleport1+ 1/2 Con modifier times per day, taking a full round action.
InterstellarTeleport - The Transformer possesses a personal Space Bridge, able to transportitself to other planets or even star systems, but can not teleport shortdistances. The Transformer is only able to teleport itself and up to 1000 lbsof cargo, up to 1 light year +1 light year /3 levels, requiring a Navigatecheck DC 25 +1/light year. Access to a stellar navigation/positioning systemreduces the DC by 2. Failure is similar to Teleport, only distance is in AU's(each AU is 93 million miles), requiring 1 minute of calculating and chargingenough power, the Transformer is only able to move up to half speed or takedefensive only actions.
Alternate MovementType - The Transformer's vehicle, or beast form (pick one alternate form) isable, for short periods use an alternate movement type (1d4: 1 land, 2 sea, 3air, 4 space). The Transformer is able to use this alternate movement type for1 hour +1 hr/Con modifier. The alternate movement type speed is only 75% of theoriginal movement type maximum speed. If the new type is space, the Transformerhas a base speed of 2000. It takes a move equivalent action to switch betweenthe movement types.
Grav Chute - TheTransformer has the ability to reduce the effect of gravity on it. Whenfalling, if from a height of greater than 60 feet, it is considered to havefallen only 60 feet. Jump checks gain +2, and on worlds with higher than 2 Gs,the Transformer is affected as if the gravity is 1 less. For example, if theTransformer is on a 3 G planet, it is only affected by 2 G penalties.
Juggernaut - When inmotion the Transformer is particularly devastating. For every 10 feet(character scale) or squares (vehicle scale) the Transformer moves in a round,as part of a charge, bull rush, or just normal movement, the Transformer add +2to melee damage or bush rush checks.

Attacks
Flame Enhanced -Once every 1d4 rounds, the Transformer can enhance all of its attacks to dealan additional 2d6 fire damage for one round.
Acid Enhanced - Onceevery 1d4 rounds, the Transformer can enhance all of its attacks to deal anadditional 2d4 acid damage for one round. The acid continues to deal 1d4 damagefor 1d4 rounds.
Cold Enhanced - Onceevery 1d4 rounds, the Transformer can enhance al of its attacks to deal anadditional 2d6 cold damage for one round.
Area Attack - Onceevery 1d4 rounds, the Transformer can make one of its ranged attacks thatnormally doesn't deal damage to an area, deal all of its damage to a 10 footradius area, DC 15 for half damage.
EMP - TheTransformer is able to release an electromagnetic pulse in a 50 foot area. ThisEM pulse is powerful enough to affect even Tempest protected equipment,requiring a Fort save DC 20. Other Transformers, robots and mechs that fail thesave are stunned and immobile for 1d4+1 rounds and suffer 3d4 electricaldamage. Those that make the save only suffer 1d4 electrical damage and aredazed for 1 round. Useable 1 + Con modifier times per day.
Glass Gas Rocket -The Transformer can launch a rocket that upon detonation releases a gas thattemporarily causes objects to crystalize and become brittle. Targets in the 30foot radius area must make a Fort save DC 20, or for the next 1d4 rounds suffer50% more damage. The Transformer is able to launch this rocket once every1d10+1 rounds.
Shockwave - TheTransformer releases a massive wave of force outwards 20 ft +5 ft/size categoryover medium, sphere dealing 3d6 concussive damage to all within the area, aswell as initiate a bull rush against all creatures affected, using a singlebull rush check. The bull rush check is made as if by a creature one sizelarger than the Transformer with +2 bonus to Strength. In addition, affectedtargets much make a Reflex save DC 15 +1 for every 5 points they failed theirStrength check against the bull rush or be knocked prone. Flying targets takeonly half damage from the blast and are not knocked prone, but suffer -4 totheir bull rush checks.
Sonic Enhanced- Once every 1d4 rounds, the Transformercan enhance all of its attacks to deal an additional 2d8 sonic damage for oneround. The affected target(s) must make a Fort save DC 18 or be deafened.

Defense
Forcefield - TheTransformer can erect a forcefield to absorb damage. The Transformer can createa forcefield with a strength of 20 x Con Modifier HP. Once depleted it takes 10minutes to recharge. Useable 1 + 1/2 Con modifier times per day, requiring a moveequivalent action to activate.
Deployable Armour -The Transformer can generate and deploy armour plating around itself,temporarily giving itself greater protection, but hampers its movementssomewhat. This armour can be deployed in any form, granting +4 Equipment bonusto Defense, +50 +20/size category over medium temporary HP that is reducedfirst, reduce speed by 10, reduce Dex bonus to Defense by 2, increase armourcheck penalty by -2. This armour can be generated 1 + Con modifier times per day, the benefitsand penalties lasting until temporary HP is deleted + 3 rounds, or deactivatedif there is still temporary hit points left. If the temporary hit points aredepleted, the armour can not be redeployed for 5 minutes as it is repaired.
Resistance - TheTransformer is resistant to certain types of damage. 1d6 for type; 1 Fire, 2Cold, 3 Acid, 4 Sonic, 5 Ballistic, 6 Electricity, roll 1d4 for level: 1 Resist5, 2 Resist 10, 3 Resist 15, 4 Resist 20.
Fortification - TheTransformer has a reinforced structure, making it resistant to critical hits,with a chance to convert critical strikes into regular hits. Roll 1d3: 1 LightFortification 25% chance, 2 Medium Fortification 50% chance, 3 Heavy Fortification75% chance.
Jammers - TheTransformer has built in sensor jammers, giving enemy sensors a -5 to Sensorchecks, in addition the Transformer gains one-half concealment against missileattacks. Requires a standard action to activate or deactivate.
Deflection Field -The Transformer an erect an energy field that deflects attacks, granting a +3Deflection bonus to Defense, and +2 Reflex against area attacks. TheTransformer can activate the field for 5 rounds +1/Con modifier up to 1 +1 Conmodifier times per day.
Concussive Barrier -The Transformer emits an invisible field around it, that creature, robot,vehicle, mech or other Transformer that gets within 5 feet of it are thrownback by a concussive force 1d4x10 feet, suffering 1d4 points of bludgeoningdamage for every 5 feet thrown back. A Reflex save DC 10 + Con modifier isrequired for those thrown back to land on their feet; otherwise they fall proneand drop anything they are holding. The field can be maintained for 5 + 1/2 Conmodifier rounds, for 3 + 1/2 Con modifier times per day.
Steel Satellites -The Transformer can release a swarm of small metal plates, in any form (somebeast forms have scales or thick hide, depending on the animal), that surroundit. These satellites interfere with physical attacks, granting a +4 Deflection bonusto Defense. Alternatively these satellites can be launched outward striking allwithin 20 feet for 3d6 slashing damage, Reflex save 17 for half damage. If usedfor defense, the satellites can orbit for 5 rounds + 1/2 Con modifier roundsbefore reattaching to the Transformer. If launched outward, the Transformer cannot activate this ability for 1d4 minutes as they are regenerated.

Misc
Holograms - TheTransformer can create up to 5 holographic images, including sounds of anyobject up to one size category larger than itself, up to 200 feet away. Movingthe holograms requires a concentration check each round the holograms arerunning. Requires a standard action to activate. Will save DC 15 + Int Modifierto disbelieve the illusions.
Healing - TheTransformer contains advanced repair subroutines, able to repair battle damage.Once every 1d4 rounds, the Transformer can repair 1d4 + 1/2 Con modifier HP.
Quantum Divination -As a full round action, doing nothing but concentrate, making a successfulConcentration check DC 20, the Transformer can see possible future outcomes toactions via the quantum vibrations in molecules. For the next 1d4 minutes, all attacks,saves, checks and Defense the Transformer makes gain a +2 Insight bonus.Useable 1 + 1/2 Con modifier times per day.
Cloak - TheTransformer is able to cloak itself, rending it invisible to all senses, exceptfor sound and vibrations in the ground as it walks. Gains +40 to Hide ifimmobile, +20 if moving. Pinpointing an invisible Transformer who isn'tattempting to hide requires a Spot check DC 40 if immobile, DC 20 if moving.
Displacement - TheTransformer surrounds itself in a light-bending effect, making it difficult tosurmise its true location. Any melee or ranged attack directed at theTransformer has a 50% miss chance unless the attacker can locate theTransformer other than sight.
Machine Possession -The Transformer has the ability to take over any machine that is unattended. Bytouching the machine as a full round action, the Transformer imbues it with abit of energy from its spark, turning the object into an animated object (seed20 Menace Manual pg16). The animated machine follows the Transformersinstructions to the best of its abilities. Thus a possessed computer if orderedto research all information on a particular topic will search the internet, ifit is connected to the internet, or begin reading nearby books. The possessionlasts for 30 minutes x Transformer Int Modifier. The Transformer can possess1/2 Con modifier machines at a time.
Phase Shifter - TheTransformer is able to temporarily phase shift, making it intangible. The PhaseShifter can be used two different ways, which take a free action to switchbetween or activate, but only once per round. The first is defensively, grantingthe Transformer a 50% miss chance from enemy attacks for 3 + Con Modifierrounds. The second way is to become follow intangible, allowing the Transformerto pass through matter, such as walls, completely avoid physical attacks.Energy attacks have a 50% chance of affecting the intangible Transformer. TheTransformer can only maintain this use for a total of 1 round + 1/2 Conmodifier rounds. Useable, in either way, up to 1 + Con modifier times per day.
Mini-Con - TheTransformer carries as part of itself a Diminutive to Small sized transformer.Create a transformer of the necessary size, however it is not limited to thecivilian vehicle alternate form rule, usually taking an alternate form of somekind of object or machine of appropriate size. This mini-con doesn't have itsown spark, instead sharing a piece of the Transformer's spark. It is able toact on its own, but always in the best interests of its parent Transformer, andfollowing the parent Transformer's orders to the best of its abilities. Whencarried by the parent Transformer, in a special bay, from which it can launchfrom at as a standard action, the parent Transformer gains the followingbenefits: +2 Spot, Listen, can not be flanked, +1 Init, ranged attacks havetheir ranged increased by 20 feet, and gains Fast Heal 5 for 5 rounds twice perday. If the mini-con is destroyed, the parent Transformer permanently loses 20Hit Points, 2 points of Constitution, and -1 to attack, saves and Defense.
OverDrive - TheTransformer can overcharge its systems for short periods of time. For 3 + 1/2Con modifier rounds, the Transformer gains the following benefits: When makinga full attack action, may make one extra attack with any weapon being held, orbuilt in, using full attack bonus. Gains +1 to attack rolls and +1 Dodge bonusto Defense and Reflex saves, however any condition that causes the lose of Dexmodifier to Defense, also causes the lose of the Dodge bonus. All forms ofmovement area also increased by 30. Afterwards the Transformer is fatigued. Useable 2 + 1/2 Con modifiertimes per day.
Repair - TheTransformer has advanced repair subroutines and systems that allow it to repairitself or other mechanical devices (robots, objects, mechs, vehicles and evenother Transformers) with a simple touch, requiring a Repair check DC 15,repairing 2d4 HP. This ability can only be used 2 + 1/2 Con modifier times perday.


 

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kronos182

Adventurer
Nod Buggy

When Kane appearedon Coreline and discovered there was no NOD, he began gathering resources andbuilding forces. Some of those included some of the older units from the FirstTiberium War due to them being cheap and easy to build until he had more resourcesfor the more advanced units. Most of the older style vehicles were quicklyreplaced as more advanced units were made, some sold on the black market formore resources or technology. Some were retained to use as test beds for newtechnologies researched, stolen or acquired from other means.

One of the olddesigns is the original NOD Buggy, and open rollcage cabin made of durasteeltubing, with run-flat tires, powerful turbocharged engine all combine to createa light weight, maneuverable and fast all terrain workhorse, used for recon,scouting, harassment missions and hauling cargo as its powerful engine hasenough torque to pull heavy loads. The lack of armour and open frame does makethe driver and passengers vulnerable to attacks and the elements, but thevehicle itself suffers less damage as weapons fire has a greater chance ofpassing through the frame instead. The buggy is usually armed with a machinegun or grenade launcher, two squares wide, two squares long, providesone-quarter cover to the occupants. Due to the open frame, takes a free actionto enter or exit the Buggy. Carries enough fuel for 7 hours of driving.

NOD Buggy
Crew: 2(driver and gunner)
Passengers: 1
Cargo: 500 lbs, tow 5 tons
Init: +0
Maneuver: +4
Top Speed: 275 (28)
Defense: 9
Hardness: 6
Hit Points: 32
Size: L
Purchase DC: 21
Restriction: None
Accessories: Military Radio, trailer hitch, run-flat tires, weapon mount(usually machine gun or grenade launcher with up to 400 bullets or 100grenades)
Notes: Half penalties for rough terrain, Open Frame, High Torque Engine


Open Frame
The openframe of the Buggy makes striking the vehicle itself a bit difficult as weaponsfire has a chance to pass through. All attacks against the Buggy have a 20%miss chance as the rounds or discharge passes through the frame. Area attacksdeal half damage, while saved Reflex rolls for half deal only one-quarterdamage. However, due to the open frame, any attacks that would have hit butmissed due to the 20% miss chance have a 20% chance of striking the crew andpassengers, but deals only half damage.

High TorqueEngine
Due to thedesign of the engine, even while pulling a full 5 tons, the NOD Buggy onlyreduces speed by 10% (max speed while pulling 5 tons is 250 (25)).


TiberianUpgrade Buggy
Kane beganproducing even more Tiberian based technology just before his attack in 6 P.V.,and tested some of the technology on older designs used for test bed purposes.

TiberiumEngine Buggy
This NODBuggy has an engine enhanced to use Tiberium gas as an additive. The frame isalso made of a non-metallic material, while not improving its overall hardness,it does make it immune to corrosive materials, including Tiberium gas. Theengine overall has a minor enhancement in speed and can pull more weight, up to7 tons, but its main benefit is a short major boost in speed, like anafterburner. Also the driver can cause the exhaust to release a cloud ofTiberium gas which is quite toxic to humans and corrosive to metals, however itdoesn't protect the crew or passengers, who usually wear some kind ofenvironmental armour that is also immune to corrosive attacks. The weapon mountstill carries a machine gun or grenade launcher type weapon, but these areusually a Tiberium enhanced weapon, or any other infantry level weapon. Thebuggy has enough fuel for 8 hours of driving.

Make thefollowing changes to the NOD Buggy:
Cargo: Cantow 7 tons, without losing any speed with full load.
Top Speed:280 (28)
PurchaseDC: 25
Accessories:Add non-metallic construction
Notes: Immune to acid/corrosive attacks, does not trigger magnetic triggermines, Speed Boost, Tiberium Cloud.


Speed Boost
When activated, afree action, the vehicle gains a +60 square boost in speed for up to 5 rounds,but can be deactivated at any time before then, however the driver suffers a -5to Drive checks. Rams made will gain 1 bonus die to damage. When active, the enginecompartment and exhaust emit a green glow, which will light up a 30 foot arealike a lantern, which will negate any attempts to hide the Buggy at night. Thiscan be used any amount of times as long as the Buggy has fuel.

Tiberium Cloud
At any time as astandard action, the driver, or gunner, can cause the exhaust to emit a cloudof green Tiberium gas. The cloud fills a 20 foot wide, 20 ft high, 30 foot longarea when activated, and lingers for 1d4+1 minutes and requires a strong wind (40mph or greater) to start to dissipate. Those in the cloud can not see more than5 feet in front of them, obscuring all vision, including darkvision and thermalvision, giving everything concealment within 5 ft (20% miss chance) and thosefarther total concealment (50% miss chance), those in the cloud have totalconcealment from those outside the cloud. Those in the cloud wearing, carryingor vehicles made of metal suffer 2d6 points of acid damage every round. Peoplewithout environmentally sealed/NBC armour or vehicles must make a Fort save DC20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hitpoint damage. The save must be made once very minute within the cloud. Thosewho fail the Fort save more than twice within a week of each other have a 50%+10% per failed Fort save above 2 within 1 week of developing permanent healthproblems which will cause 1d4 points of permanent Constitution damage, and anytime the victim would make a save against Exhaustion, Fatigue or Massive Damagesuffers -4 to the save and Fatigue and Exhaustion last twice as long, requiringdouble the normal recovery time.
The Tiberium NODBuggy can use this ability 10 times per fuel tank load.






Recon Bike

As Kane began tobuild his power base, the old Recon Bikes saw use as quick strike anti-tank andrecon units, as they were originally intended, but were phased out as betterunits were quickly produced as resources were gathered. Most where sold on theblack market with some retained as test beds. After Kane's defeat, andsupposedly death, many cell groups use Recon Bikes as quick strike anti-armourunits as they steal new technologies or disrupt government forces in Kane'smaster plan.

The Recon Bike is arear steering bike with a frontal plexiglass-like cockpit, providing the riderwith excellent cover and clear field of vision. The front wheel is fixed tohelp provide stability. Mounted on the rear is a pair of TOW missile launchers.This does limited the Recon Bike's combat endurance as once the payload isexhausted, it must beat a hasty retreat, but with its small size andmaneuverability, a group can lay in hiding to ambush armoured columns and causemassive damage and chaos. The Recon Bike is 1 square wide and 2 squares long,provides three-quarters cover to the rider.

NOD Recon Bike
Crew:1
Passengers: 0
Cargo: 30 lbs
Init: +0
Maneuver: +4
Top Speed: 300 (30)
Defense: 10
Hardness: 6
Hit Points: 28
Size: M
Purchase DC: 26
Restriction: None
Accessories: Military Radio, run-flat tires, weapon mount 4 tube TOW Launcher,off-road design, targeting system.
Notes: Half penalties for rough terrain.


Weapons
TOW Launcher

The ReconBike usually carries either Javelins or Milan missiles in a 4-tube launchersystem on the back behind and on either side of the driver. The built intargeting system allows the driver to fire the missiles without having todismount. While stationary the system grants +2 to attack rolls with the TOWmissiles.

UpgradedRecon Bikes

Latermodels had the TOW launchers replaced with mini-rocket or missile launchers toincrease payload, even with a decrease in damage per missile and range, but themultiple rockets/missiles allowed for greater loiter times and more flexible intypes of targets engaged.





Stealth Tank mk1

The original StealthTank at the time of its creation was a marvel of technology, with its LazarusShield rendering it nearly invisible visually and to some other forms ofsensors. The tank itself used a frame loosely based on light IFVs but insteadof two tracks or multiple wheels it has four wheels in independent armouredstruts, each capable of turning independently, giving it incrediblemaneuverability for its size. Mounted on the back are two TOW missile launcherswith multiple tubes.
The inside of thetank is filled with the Lazarus Shield generator, which distorts the air aroundit, making it virtually invisible to visual sensors. While a marvel oftechnology the Lazarus Shield does have some weaknesses, such as unable tofunction when weapons are fired; and up close the invisibility field appears asa form of air distortion, similar to heat waves. Also the field doesn't stopmotion detectors or thermal sensors, but does distort thermal signatures, whichcan be used to advantage in the right environments. The hull angled and coatedin radar reflective/absorbing material. The Stealth Tank mk1 is two squareswide, three squares long, and provides full cover to its occupants. There is ahatch at the rear for the crew to enter/exit by.

NOD Stealth Tank mk1
Crew:3
Passengers: 0

Cargo: 250lbs
Init: -1
Maneuver:-1
Top Speed:120 (12)
Defense: 8
Hardness:12
Hit Points:50
Size:Gargantuan
PurchaseDC: 43
Restriction: Military(+3)
Accessories:Military radio, NBC cabin, 8 hour life support, off-road design, encryptedburst transmitter/radio scrambler, HUD, darkvision 200 ft, thermo vision 200ft, hazardous chemical and radiation sensors and GPS, Lazarus Shield, sensordeflecting shape, TOW missile launchers, targeting system.
Notes:Mounted weapons don't suffer penalties for the vehicle moving, half penaltiesfor rough terrain, +4 Fort saves vs Chemical/Poison/Radiation, Sensors +4 DC,+2 attack roll when immobile.


TOW Launchers
The Stealth Tank mk1has two TOW missile launchers, each with four tubes, with a single reload foreach tube for a total of 8 missiles. Usually loaded with Javelin, for bothground and air targets, or MILANs. Other TOW style missiles can be substituted.

Lazarus Shield
This opticalcloaking field renders the Stealth Tank mk1 invisible to all visual sensors,granting a +40 to Hide when immobile, or +20 while moving. Even if detected,the Lazarus Shield still prevents the tank's exact position from being know,granting a 50% miss chance to all attacks. However those within 20 feet of thetank can see the distortion field a bit better and only have a 25% miss chance,if they notice the distortion field or the tank's presence. The Lazarus fieldcan be activated and deactivated as a free action before and after an attack,as the field can not function while the weapons fire. The field can bemaintained for a total of 6 hours before it needs a 1 hour cool down time. The6 hours can be broken up, such as when weapons fire. If inactive for more than1 hour between activations before the 6 hours are up, the 6 hours are reset.
If the Stealth Tankmk1 suffers more than 50% damage, the Lazarus Shield will not activate untilrepaired.





NOD Attack Buggy

The Attack Buggyreplaces the old open frame NOD Buggy, with upgrades including having armour,although still open topped, about the same speed although it has an upgradedengine, it is weighed down by the light armour and built in twin machine gunsemi turret mounted behind the driver. The Attack Buggy is built for combat andfills the roll of recon, anti-infantry and quick strike against light targets,and lacks the trailer hitch and passenger capacity. The buggy is two squareswide, two squares long, provides one-half cover to the occupant. Carries enoughfuel for 9 hours of driving.

NOD Attack Buggy
Crew:1
Passengers: 0
Cargo: 50 lbs
Init: +0
Maneuver: +4
Top Speed: 275 (28)
Defense: 9
Hardness: 8
Hit Points: 38
Size: L
Purchase DC: 24
Restriction: None
Accessories: Military Radio, run-flat tires, weapon mount twin thunder machineguns, off road design, targeting system
Notes: Half penalties for rough terrain, semi turret for machine gun allows toattack any target within front half arc (front, left and right), penalties toattack with mounted weapons while moving reduced by half.


Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
Linked Twin Thunder machine gun
3d10
20
ball
100 ft
A
Linked 1400 rds


TiberianUpgrade Attack Buggy
Kane beganproducing even more Tiberium based technology just before his attack in 6 P.V.,and tested some of the technology on older designs used for test bed purposes.
The AttackBuggy can have one of two upgrade packages:

TiberiumSpeed Upgrade
Thisupgrade is similar to the original NOD Buggy engine upgrade, increasing theAttack Buggy's speed, made with non-metallic material that is immune tocorrosive attacks, and releases a cloud of Tiberium gas. The crew will need environmental protection from theAttack buggy's own gas attack still.

Make thefollowing changes to the NOD Attack Buggy:
Top Speed:290 (29)
PurchaseDC: 25
Accessories:Add non-metallic construction
Notes: Immune to acid/corrosive attacks, does not trigger magnetic triggermines, Speed Boost, Tiberium Cloud.


Speed Boost
A slightlyupgraded version from the Nod Buggy's version with improvements in technology,fuel and Tiberium refinement.
When activated, afree action, the vehicle gains a +70 square boost in speed for up to 5 rounds,but can be deactivated at any time before then, however the driver suffers a -4to Drive checks. Rams made will gain 1 bonus die to damage. When active, the enginecompartment and exhaust emit a green glow, which will light up a 30 foot arealike a lantern, which will negate any attempts to hide the Attack Buggy atnight. This can be used any amount of times as long as the Buggy has fuel.

Tiberium Cloud
At any time as astandard action, the driver, or gunner, can cause the exhaust to emit a cloudof green Tiberium gas. The cloud fills a 20 foot wide, 20 ft high, 30 foot longarea when activated, and lingers for 1d4+1 minutes and requires a strong wind (40mph or greater) to start to dissipate. Those in the cloud can not see more than5 feet in front of them, obscuring all vision, including darkvision and thermalvision, giving everything concealment within 5 ft (20% miss chance) and thosefarther total concealment (50% miss chance), those in the cloud have totalconcealment from those outside the cloud. Those in the cloud wearing, carryingor vehicles made of metal suffer 2d6 points of acid damage every round. Peoplewithout environmentally sealed/NBC armour or vehicles must make a Fort save DC20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hitpoint damage. The save must be made once very minute within the cloud. Thosewho fail the Fort save more than twice within a week of each other have a 50%+10% per failed Fort save above 2 within 1 week of developing permanent healthproblems which will cause 1d4 points of permanent Constitution damage, and anytime the victim would make a save against Exhaustion, Fatigue or Massive Damagesuffers -4 to the save and Fatigue and Exhaustion last twice as long, requiringdouble the normal recovery time.
The Tiberium NODAttack Buggy can use this ability 12 times per fuel tank load.

Tiberium AttackUpgrade
This packageincreases Attack Buggy's offensive and defensive capabilities. Although it usessimilar non-metallic construction as the Tiberium Speed upgrade, it is heavier.A rotating set of blades are mounted on the front for ramming attacks, which isespecially useful against infantry, the Twin Thunder machineguns are replacedwith twin .50 cal/12.7mm machineguns. The last upgrade is the Tiberium Infuser,a device that can enhance its weapons, or repair the Attack Buggy while in aTiberium field or gas area. However the driver is not protected from theeffects of Tiberium.

Make the followingchanges to the Attack Buggy:
Reduce Top speed to250 (25);
ReduceManeuverability to +2;
Increase Hardness to10;
Accessories: Addnon-metallic construction, Blade Ram, replace Twin Thunder Machineguns withtwin linked 12.7mm machineguns, Tiberium Infuser.
Notes: Immune toacid/corrosive attacks, does not trigger magnetic mines.

Twin Linked 12.7mmMachine guns increases damage to 3d12, crit 20, Ballistic damage, rangeincrement 120 ft, S/A, 1200 rds linked.

Blade Ram
Mounted on thefront, between the front wheels is a set of rotating blades, designed to shredinfantry. Make a ram attack as normal (see d20 Modern pg 160), however damageis slashing, and against infantry, the Attack Buggy doesn't lose any speed,take any damage or loses control after striking infantry.

Tiberium Infuser

While the AttackBuggy is within the area of a Tiberium Gas attack (such as the Tiberium Cloudfrom Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberiumfield, the Infuser absorbs Tiberium and feeds it to either the weapons or thearmour of the Attack Buggy.
Each round theAttack Buggy is in a Tiberium area, the driver must select one of the followingto enhancements. It can be changed at the start of each of the driver's round:
Weapon Enhancement -The weapons are enhanced by Tiberium, dealing +2 damage / die (both the BladeRam and the twin linked 12.7mm machineguns) for the next attack, which must bemade that round or the next round. A target damaged by the a Tiberium infusedattack must also make a Fort save DC 15 or suffer 1 point of Constitutiondamage, while those that save suffer only an additional 1d4 points of damagedue to damage from bits of Tiberium in the wound from the attack.
Repair - The Infuseruses the Tiberium to repair damage to the Attack Buggy, repairing 1d4 HitPoints.
Armour Enhancement -The Infuser strengthens the armour and structure of the Attack Buggy, grantingit +2 Defense and +5 Hardness until the start of the driver's next turn.





Attack Cycle

The Attack Cycle isthe next generation Recon Bike, featuring better rocket launchers, usingmini-rockets, a fully enclosed canopy that covers the rider in a proneposition. Mounted on the rear is a pair of mini rocket launchers designed toattack both ground and air targets. The Attack Cycle still fills the recon andquick strike roles, with speed comparable to the old Recon Bike, but mountsslightly better armour and a larger rocket payload, even if each rocket dealslower damage. The launchers are designed that they can fire individually or asa pair for higher damage. The AttackCycle is 1 square wide and 2 squares long, provides complete cover to therider.

NOD Attack Cycle
Crew:1
Passengers: 0
Cargo: 20 lbs
Init: +0
Maneuver: +5
Top Speed: 300 (30)
Defense: 10
Hardness: 6
Hit Points: 32
Size: M
Purchase DC: 28
Restriction: None
Accessories: Military Radio, run-flat tires, weapon mount x2 mini-rocketlaunchers, off-road design, targeting system.
Notes: Half penalties for rough terrain, reduce penalties to attack rolls whilemoving by half against ground targets, when immobile +2 to strike air targets.


Weapons

Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
Mini Rocket Launcher (2)
varies
20
varies
150 ft
S
12 ea


Mini-RocketLaunchers
The Attack Cycle hastwo mini rocket launchers configured to use virtually any available minirocket, and able to attack both air and ground targets.
Common rocketsinclude:
Type
Damage
Radius
Reflex DC
Dam Type

LAW
10d6
10 ft
18
Fire
Ignore DR/Hard 10
Explosive
6d6
20 ft
19
Fire

Fragment
6d6
20 ft
19
Slashing
Crit 19-20x2

Two rockets can befired at the same target at the same time, increase damage by 50%, radius by50%, Reflex saves by +2.


Tiberium EnhancedAttack Cycle

Experimenting withvarious new technologies and Tiberium, the Attack Cycle was another oldervehicle used to test new systems. Included in the upgrades is a Flicker Fieldand Tiberium Caltrops. The flicker field is a low level form of the LazarusShield, based loosely on Distortion Fields, but not only does it fade in andout of vision, it also partly becomes intangible. This allows the Attack Cycleto evade incoming fire even better as strikes might just pass right through it.The caltrops are similar to regular caltrops, meant to damage tires of pursuingvehicles or infantry by puncturing tires and feet, but they also contain piecesof Tiberium Vinifera, or Blue Tiberium. This variant of Tiberium is quitecombustible and unstable, making the caltrops even more dangerous as theyexplode. The mini rocket launchers may also include any Tiberium enhancedwarheads instead of conventional mini rockets.

Make the followingchanges to the Attack Cycle:
Change Maneuver to+4
Change Hit Points to32
Add Flicker Field
Add Tiberium Caltrops

Add Self RepairSystem
PDC 29


Flicker Field

The flicker field isa low level Lazarus Shield combined with a Distortion field enhanced withTiberium. Instead of rendering the Attack Cycle completely invisible, it blursthe cycle's outline and leaves a bit of an after image, as well as makes theimage fade in and out at random intervals. It also randomly makes the cycleintangible at random intervals, allowing matter and energy pass through it. TheAttack Cycle has a 25% miss chance to any weapons fired against it, and anyarea attacks. It also has a 50% chance of any attacks that manage to bypass themiss chance of passing through it as it becomes intangible. It takes a standardaction to active the Flicker Field, and can remain active for a total of 1 hour before requiring a 1 hourcool down, but it can be turned on and off any number of times as long as thetotal time adds up to an hour. While the field is up, the Attack Cycle can notfire any weapons as the weapons have a great chance of being intangible and notdoing any damage when they strike a target.

Tiberium Caltrops

These are four, orsometimes more, spikes made of iron and bits of Tiberium Vinifera (BlueTiberium) that are released from a container on the back of the Attack Cyclethat cover an area 10 feet wide, 20 feet long. Used to slow and damage vehiclesand infantry following the Attack Cycle, or to create an obstacle. Creaturesmoving more than half their speed, or each round spent fighting in the areafilled with Tiberium Caltrops, the caltrops make a touch attack (+0 base attackbonus), 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 orone day's rest remove this penalty). Charging or running creatures mustimmediately stop if it steps on a caltrop. The creature must also make a Reflexsave DC 15 or fall prone, where another caltrop can make an attack.
Vehicles movingthrough the area must make a Drive check DC 15 to avoid the caltop obstacle. Ona failed save, the vehicle is attacked by 1d4+2 caltrops.
The Attack Cycle hastwo single use Tiberium Caltrop containers. Refills PDC 20 each.

Self Repair System
The upgraded AttackCycle has a self repair system that can repair most damage. It can not repairdestroyed components, such as tires, the weapons, etc, only repair if they haveat least 1 HP left. The system can repair 1d4 HP per round to a maximum of 25HP repaired before needed to replenish the system. Refilling the system is PDC15.





Stealth Tank mk2

The Stealth Tank mk2is similar to the original Stealth tank with it's four wheels in independentarmoured struts, each capable of turning independently, giving it incrediblemaneuverability for its size. Although the body is similar, but a bit larger, ithas better armour and improved engine and the armoured struts redesigned foreven greater mobility. The top mounted TOW missiles are changed to variablecell missile launchers that can target both air and ground targets. Thevariable cells are designed so that they can be easily set for different typesof missiles or rockets to match the mission or availability, from the TOWs ofthe original, to mini-rocket/missiles or even RPGs with some work. The largerbody of the mk2 allows for two complete reloads of the launchers to be storedand can reload the cells within 30 seconds.
The inside of thetank is filled with the Lazarus Shield generator, which distorts the air aroundit, making it virtually invisible to visual sensors. While a marvel oftechnology the Lazarus Shield does have some weaknesses, such as unable tofunction when weapons are fired; and up close the invisibility field appears asa form of air distortion, similar to heat waves. Also the field doesn't stopmotion detectors or thermal sensors, but does distort thermal signatures, whichcan be used to advantage in the right environments. The hull angled and coatedin radar reflective/absorbing material. The Stealth Tank mk2 is three squareswide, three squares long, and provides full cover to its occupants. There is ahatch at the rear for the crew to enter/exit by.

NOD Stealth Tank mk2
Crew:3
Passengers: 0

Cargo: 250lbs
Init: -1
Maneuver:+0
Top Speed:160 (16)
Defense: 8
Hardness:14
Hit Points:55
Size:Gargantuan
PurchaseDC: 44
Restriction: Military(+3)
Accessories:Military radio, NBC cabin, 10 hour life support, off-road design, encryptedburst transmitter/radio scrambler, HUD, darkvision 200 ft, thermo vision 200ft, hazardous chemical and radiation sensors and GPS, Lazarus Shield mk2,sensor deflecting shape, variable cell missile launchers 2, targeting system.
Notes:Mounted weapons don't suffer penalties for the vehicle moving, half penaltiesfor rough terrain, +4 Fort saves vs Chemical/Poison/Radiation, Sensors +4 DC,+3 attack roll when immobile.


2 Variable CellLaunchers
These missilelaunchers are able to fit nearly any missile that can be launched from theground, including TOW Javelin, Milan and similar missiles, mini-rocket andmini-missiles and even RPGs. Up to 5 TOW style missiles, 8 mini missile/rocketsor 9 RPGs per launcher (10, 16 or 18 respectively for both) ready for use, withtwo more reloads for each launcher inside. Reloading a launcher takes theauto-loading system 30 seconds (2 rounds). Changing the type of missile/rocketloaded in a cell tanks Repair check DC 15 and 5 minutes of work.
Both launchers canbe fired at the same target, increase damage, blast radius by 50% and increaseReflex save by +2.

Lazarus Shield mk2
This opticalcloaking field renders the Stealth Tank mk2 invisible to all visual sensors,granting a +40 to Hide when immobile, or +20 while moving. Even if detected,the Lazarus Shield still prevents the tank's exact position from being know,granting a 50% miss chance to all attacks. However those within 10 feet of thetank can see the distortion field a bit better and only have a 25% miss chance,if they notice the distortion field or the tank's presence. The Lazarus fieldcan be activated and deactivated as a free action before and after an attack,as the field can not function while the weapons fire. The field can bemaintained for a total of 7 hours before it needs a 1 hour cool down time. The7 hours can be broken up, such as when weapons fire. If inactive for more than1 hour between activations before the 7 hours are up, the 6 hours are reset.
If the Stealth Tankmk2 suffers more than 75% damage, the Lazarus Shield will not activate untilrepaired.

Tiberium EnhancedStealth Tank mk2
The Tiberiumenhanced Stealth Tank mk2 can emit a burst of Tiberium green lightning as well as release TiberiumCaltrops which are harder to detect.

Make the followingchanges to the Stealth Tank mk2
Increase Hit Pointsto 58;
Reduce cargo to 100lbs;
PDC 46;
Add TiberiumLightning Field, Tiberium Caltrops, electrical resistance 10.

Tiberium LightningField
The Lazarus shieldis modified so that it has an extra feature, when not used to cloak. As astandard action, when not cloaked, the Stealth Tank mk2 can create a 50 fthemisphere of lightning around it, which an be active for up to 1 minute. All,except the Stealth Tank mk2, within the field suffer 3d6 points of electricaldamage. The stealth tank also gains +5 Deflection bonus to Defense from allranged attacks. There is a 50% chance that physical ranged attacks (missiles,grenades, bullets) are destroyed before reaching the stealth tank, and any thatdon't deal fire or other energy damage (deal ballistic, slashing or piercing)have damaged reduced by half before the tank's hardness is applied.
The lightning fieldprovides a large amount of light, lighting up a 100 ft area at night,completely negating any chance of hiding. Also the Lazarus Shield can not beactivated for 1d4 rounds after the Lightning Field is deactivated.

Tiberium Caltops
These are four, orsometimes more, spikes made of iron and bits of Tiberium Vinifera (BlueTiberium) that are released from a container on the back of the Stealth Tankthat cover an area 10 feet wide, 20 feet long. Used to slow and damage vehiclesand infantry following the vehicle, or to create an obstacle. Creatures movingmore than half their speed, or each round spent fighting in the area filledwith Tiberium Caltrops, the caltrops make a touch attack (+0 base attackbonus), 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 orone day's rest remove this penalty). Charging or running creatures mustimmediately stop if it steps on a caltrop. The creature must also make a Reflexsave DC 15 or fall prone, where another caltrop can make an attack.
Vehicles movingthrough 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.
An interestingeffect discovered is if the caltrops are deployed while the stealth tank iscloaked, the caltrops are also affected by the Lazarus Shield, remainingcloaked for up to an hour, having an effective Hide bonus of +24, making themdifficult to detect. Stealth tank crews will often leave Tiberium Caltrops inareas where expected reinforcements will pass through before springing theirattacks.
The stealth tank mk2carries enough Tiberium Caltrops to be used 5 times. Refills PDC 20 each.
 

kronos182

Adventurer
A weapon emplacement loosely based on a Star Wars weapon emplacement (the ones used on Hoth during Empire Strikes back).

Bp.2 Anti-InfantryTurret


A light automatedemplacement weapon built for anti-infantry defense. This 15 foot tall, 20 footwide conical structure contains a retractable rapid-fire weapon, targeting andsensor systems and a deployable base with anchors that help keep it stationary,is easily transportable in a variety of ways. If fitted with parachutes oranti-grav units, can be dropped from low flying transports, or pushed off theback of ground vehicles into position.
Inside the armouredshell is a power generator that power the Bp.2 for 3 days of constant use, or 2weeks of standby use. To help extend the power, solar and thermal collectorsdeploy from retractable slots, giving the Bp.2 an effective unlimited life span.It can even be connected to larger external power sources.
The onboard sensorsinclude motion detectors with a 200 ft range, thermal, digital optic telescope,IR and passive night vision with an effective scanning range of 1 mile, whichallows its simple, but effective combat computer and targeting system to plottargets movements and use its communications systems to report target sightingsto a master control centre. The weapon turret is designed to be modular and anumber of options are available, but all are energy weapons to save on weightand not requiring ammunition. Bp.2s are very effective when used in groups aspart of a defense grid, and can be linked together via narrow bandcommunications and with a command and control center. If several Bp.2s arelinked together (Computer Check DC 15 to establish a link), and within 100 ftof each other, each Bp.2 gains +1 bonus to attack and 1 additional attack ofopportunity for each Bp.2 within 100 feet, up to a maximum of +5 bonus toattack and 3 additional attacks of opportunities.
The combat computerand targeting system grants the Bp.2 2 attacks with an attack bonus of +5/+0, 2attacks of opportunity with the installed weapon. Within 50 feet, the Bp.2gains a +2 bonus to attacks against mediumsized targets.

Init:+2
Defense: 8
Hardness: 10
Hit Points: 35
Size: Huge
Purchase DC: 22
Restriction: Mil
Accessories: Weapon Turret, targeting system, sensors, anchoring system,IFF.
Notes: Can have parachutes or anti-grav system for low altitude drops fromheights of a maximum of 3 miles. The anchoring system will anchor the Bp.2within 6 seconds (1 round) and raises the turret the next round, ready foraction.


Weapon
Damage
Crit
Damage Type
Range
Rate of Fire
Special
Laser
4d8
20
fire
120 ft
S, A

Plasma
4d10
20
fire
100 ft
S, A

Ion
4d6
20
electricity
100 ft
S
Stun, Disable
Heavy Laser
5d8
20
fire
120 ft
S
Ignore 5 Hardness/DR
Concussion Cannon
3d10
20
concussion
80 ft
S
Knockback


Stun
The Ion cannon isdesigned to stun targets, switching to stun mode is a free action when thecombat program is order to use nonlethal attacks. Targets struck must make aFort save DC 20 or be stunned for 2d4+2 rounds.
Disable
The Ion cannon candisable vehicles, robots and mechs. This functions similar to the stun settingbut against mechanical targets, including those hardened against EMP attacks.Targets struck must make a Fort save DC 18 or be stunned or immobile for 1d4+1rounds. A Repair check DC 15 can get the robot, mech or vehicle moving the nextround, but loses any manuverability or bonuses to Defense from Dex or dodgethat round.
Knockback
The concussioncannon can knock back targets struck. It initiates a bull rush attack on thetarget. Use the damage roll (before deducting any damage reduction, if any) ofthe Concussion cannon attack +4 for its strength value with a minimum result of10, even if the resulting roll is lower.
 

Lord Zack

Explorer
The reason I want to add the Iconian War is because I think it has the opportunity to add a lot of potential stories to Coreline. You could have enemies team up against the Iconians in the face of oblivion, like the Earth Federation and the Principality of Zeon, or the Imperium of Man and... pretty much anyone. It could be an impetus for factions to resort to desperate measures like the deployment of experimental weapons like the Galactic Federation's Project Z (Zerg slave broods, which would perhaps only barely be ready for deployment due to the interference of Samus Aran) and tactics that could cause massive collateral damage. Also it's not like it leaves the Earth in ruins (though the same can't be said for many other worlds and many spacefaring factions would be weakened), since even during the Battle of Sol the Iconians didn't actually attack Earth itself.

I was also thinking that either during or shortly after the Iconian War the End War from Starcraft II: Legacy of the Void would happen. However that event is largely confined to the Koprulu Sector, so including it should not be as big a deal. Though it might include involvement by factions of the Imperium of Man, including Ultramar, the Tau and possibly the (Star Trek) Dominion.
 

kronos182

Adventurer
The reason I want to add the Iconian War is because I think it has the opportunity to add a lot of potential stories to Coreline. You could have enemies team up against the Iconians in the face of oblivion, like the Earth Federation and the Principality of Zeon, or the Imperium of Man and... pretty much anyone. It could be an impetus for factions to resort to desperate measures like the deployment of experimental weapons like the Galactic Federation's Project Z (Zerg slave broods, which would perhaps only barely be ready for deployment due to the interference of Samus Aran) and tactics that could cause massive collateral damage. Also it's not like it leaves the Earth in ruins (though the same can't be said for many other worlds and many spacefaring factions would be weakened), since even during the Battle of Sol the Iconians didn't actually attack Earth itself.

I was also thinking that either during or shortly after the Iconian War the End War from Starcraft II: Legacy of the Void would happen. However that event is largely confined to the Koprulu Sector, so including it should not be as big a deal. Though it might include involvement by factions of the Imperium of Man, including Ultramar, the Tau and possibly the (Star Trek) Dominion.

Interesting idea. I still have yet to read up on the Iconian War.. and I need the last two Starcraft II expansions.
Speaking of Imperium of Man and Starcraft.. what all do we have statted up for them? I believe I've seen the Starcraft marine armour and weapon and Goliath (SC1 era) if I'm not mistaken on this thread?
 

I prefered STO stuff that had been brought to the Core Timeline to be up to "current day" (post-Iconian War) and moulded by it (so we are talking stuff like the Klingons and Starfleet back into speaking terms, the Romulans being led by (somewhat) good guys, etc)... mostly because of some things like, maybe, people from earlier in the War appearing here and there and thinking that triggering a SECOND Iconian War (well, for them... for this universe, being its first--one of their own liking) is a good idea.

Something for PCs to prevent.... by any means necessary.

As for Starcraft, dunno if we started more for it, but definitely know that we have not started anything for 40K yet.
 

kronos182

Adventurer
I prefered STO stuff that had been brought to the Core Timeline to be up to "current day" (post-Iconian War) and moulded by it (so we are talking stuff like the Klingons and Starfleet back into speaking terms, the Romulans being led by (somewhat) good guys, etc)... mostly because of some things like, maybe, people from earlier in the War appearing here and there and thinking that triggering a SECOND Iconian War (well, for them... for this universe, being its first--one of their own liking) is a good idea.

Something for PCs to prevent.... by any means necessary.

As for Starcraft, dunno if we started more for it, but definitely know that we have not started anything for 40K yet.

Ok.. I've got a few things to work on.. I'll probably do up a few more Star Wars vehicles/ships first.. do up some star trek stuff.. oooh.. I was going to do up some general rules for various factions I need to work on. I've got an idea for the 40K marines and possible mutations for the various implants failing in some way.. that will be a little ways off, but I've got some ideas at least.
 

kronos182

Adventurer
AT-DP All TerrainDefense Pod
The All TerrainDefense Pod is a small walker developed after the Clone Wars by the Empire,that is suited for recon, patrol and light ground support roles in areas thathad terrain that was difficult for wheeled, tracked or even some repulsor craftcouldn't navigate. Heavier armed and armoured, and larger than the originalAT-RT with a fully enclosed cockpit for the 2 person crew, with the advancedsensors and gyro systems with wide feet help keep it well balanced and surefooted on rough terrain, even at high speeds. Armed with a chin mounted lasercannon allowed it to engage infantry and light vehicles. The laser iscontrolled by the gunner, which allows the pilot to focus on getting intoposition and evading enemy fire. The pilot and gunner see out an armoured frontpanel and two slot style windows on the side set in hemisphere bulges, whichalso contain some of the sensors. The armour is strong enough to withstand mostinfantry weapons.
The AT-DP is twosquares wide and three squares long (10.5 feet wide by 14.9 feet long) andstands 38.1 feet tall, providing full cover to its crew. Due to its narrowlegs, infantry can occupy the same space as the AT-DP, the first and last 5feet as the feet while standing still are situated in the center for balance.The crew enters through a hatch on the roof, which takes 2 rounds to enter andstart the walker. The roof also has mountings so that it can be carried byseveral types of Imperial shuttles so that it can be transported around aplanet faster, or for planetary landings from an orbiting starship. RequiresVehicle Expert (Walker) feat to operate properly.

Crew:2
Passengers: 0
Cargo: 60 lbs
Init: +0
Maneuver: +1
Top Speed: 140 (14)
Defense: 10
Hardness: 15
Hit Points: 50
Size: Huge
Purchase DC: 40
Restriction: Mil (+3)
Accessories: Military radio, headlights, first aid kit, chin mounted lasercannon, sensors equivalent to mech mk III sensors, weapon link toHUD
Notes: Rough Terrain Design

RoughTerrain Design - All penalties for rough terrain are reduced by half,
Climbing -The AT-DP is able to climb hills and mountains, up to 60 degree incline, with abase Climb skill of +2, with a successful Drive check, the pilot can add halfhis/her own Climb skill bonus.

Chin LaserCannon
The AT-PDhas a chin mounted laser ball turret that is controlled by the gunner, allowingit to fire in almost any direction in its forward half. Although not optimizedfor attacking air targets, if the pilot tilts the body up, it can targetaircraft..

Damage
Crit
Type
Range Inrc
Rate of Fire
Magazine
Chin Laser
6d10
20/x2
Fire
175 ft
S, A
Unlimited
 

kronos182

Adventurer
TIE Series Starfighters

Sienar Fleet Systems is one of the Star Wars manufacturers that appeared after the 23 Hours. Sienar Fleet Systems was made famous for several capital lines and for its most famous, or infamous, starfighter: the TIE. While the version of SFS that appeared is that of only a few years ABY (After Battle of Yavin), and its resources are not as extensive, SFS is producing as many ships as possible, including its TIE series. It is offering all the TIE series from its first prototypes as to the TIE/IN Interceptors and TIE/sa bombers on the open market and the Avengers for military contractors. With the examples of other TIE series, such as the Defenders and those of the GFFA, Sienar Fleet Systems is offering bounties on captured or salvaged examples so they can begin production of the later models.

T.I.E. Starfighter
The prototype/early production TIE was the first fighter to use Sienar's revolutionary SIE-TIE twin ion engine, but was a very basic craft, designed as a cheap, easy and quick to manufacture fighter that will fit in the limited space of starships of the time,or could be carried on external racks. The TIE starfighter has a ball main body with two vertical square 'wings' attached to the sides by short struts that act as solar collectors to help power the fighter. It carried basic sensors and targeting systems, no life support meaning the pilot needs independent air supply, FTL or defensive systems and armed with a single laser. Its lightweight and potent engines did give the TIE starfighter excellent maneuverability. The TIE starfighter is capable of entering and leaving a planet's atmosphere. The TIE starfighter is simple to operate, so even someone not trained as a pilot could pilot one, although not with great skill. The pilot enters through a hatch on the roof. The roof also has connections on the roof to allow it to be carried on external racks of various Imperial ships.

In Coreline the T.I.E. starfighter is used mainly by small militias, poor mercenary groups or as defense fighters for small shipping companies, or as trainer fighters for larger groups.

T.I.E. Starfighter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size)
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 5d20 (100 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 20.1 ft
Weight: 6,500 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 100 lbs
Grapple Modifier:
Base PDC: 35
Restriction: Res (+2)

Attack:
1 laser -1 ranged 6d8, 20, fire, 3000 ft, s

Attack of Opportunity:

Bonuses:
Due to the small size and design, the TIE starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Agile, Narrow Profile, Simple Controls
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System
Communications: Radio Transceiver
Weapons: Laser cannon
Grappling Systems:


Agile
As long as the TIE starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE,and not just one specific target the pilot designates.

Narrow Profile
Due to the small cockpit of the TIE, but the large wing area from the sides, any attack that would normally strike the TIE starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wings.

Simple Controls
The TIE starfighterhas extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties.




T.I.E./LN Starfighter
The TIE/LN Starfighter, or just TIE Fighter is the current production model of the T.I.E. series, but still a very basic craft, designed as a cheap, easy and quick to manufacture fighter that will fit in the limited space of starships of the time, or could be carried on external racks. The TIE/LN still has the ball main body with two vertical 'wings' attached to the sides by short struts, but the wings are slightly larger and hexagon in shape with improved solar collection capabilities.. It carries basic sensors and targeting systems, no life support meaning the pilot needs independent air supply, FTL or defensive systems and armed with two lasers. The TIE/LN is equipped with a missile lock alert system as a means to help increase its survival chances, and the cockpit is fitted with an ejector seat. Its light weight and potent improved engines give the TIE starfighter excellent maneuverability. The TIE starfighter is capable of entering and leaving a planet's atmosphere. The TIE starfighter is simple to operate, so even someone not trained as a pilot could pilot one, although not with great skill. The pilot enters through a hatch on the roof. The roof also has connections on the roof to allow it to be carried on external racks of various Imperial ships.
Some operators have modified the T.I.E./LN with light shield generators, hyperdrives (FTL system)with nav comp systems, or missile launchers, however the added devices increases weight and decrease the TIE/LN's speed and maneuverability.

In Coreline the T.I.E./LN Fighter is used mainly by anyone with the credits, but mainly sold to the Imperial groups, GFFA and other militaries that want easily replaceable craft.

T.I.E./LN Starfighter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4500 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 6d20 (120 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 20.1 ft
Weight: 6,700 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 100 lbs
Grapple Modifier:
Base PDC: 36
Restriction: Res (+2)

Attack:
2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a

Attack of Opportunity:

Bonuses:
Due to the small size and design, the TIE/LN starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, Narrow Profile, Simple Controls, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons
Grappling Systems:


Agile
As long as the TIE/LN starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates.

Narrow Profile
Due to the small cockpit of the TIE/LN, but the large wing area from the sides, any attack that would normally strike the TIE/LN starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wings.

Simple Controls
The TIE/LN starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties.

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6).The pilot must have a space suit or other means to survive the vacuum of space.If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

Options
The TIE/LN can befitted with ONE extra system, however the TIE/LN's speed decreases to 4000 ft and loses the Dodge bonus from its Agile properties.
Missile Launcher
The TIE/LN can befitted with a small missile launcher, usually a two shot concussion missile launcher, if concussion missiles are not available other missiles that can fit on gargantuan or smaller sized craft with a total payload of 2 missiles.

Shield Generator
The TIE/LN can befitted with a shield generator of any type available, from magnetic, particle or solid defense shields, providing 20 hp (using RAW's 20 hp/die equal to 1/4 total hit dice).
Fields (magnetic,particle, etc) can be substituted instead of shields.

Hyperdrive
The TIE/LN can befitted with a low level hyperdrive and necessary navigational computers. The hyperdrive and nav comp will only have enough memory for 4 jump coordinate stored, takes 1d4+2 rounds to calculate new coordinates, and enough fuel for up to 20 light years distance.





T.I.E./sa Bomber
The TIE/sa bomber is a heavy attack craft of the TIE series of craft. As a cheap, easy and quick to manufacture fighter that will fit in the limited space of starships of the time, or could be carried on external racks, it lacks many systems like the TIE/LN.The TIE/sa has two cylinder shaped hulls between two vertical wings, similar to the TIE starfighter, but the upper and lower thirds are bent slightly inwards,and the whole craft is longer than the TIE/LN, with the cockpit in the right hull. It carries basic sensors but also includes terrain following and bombing software and targeting systems, no life support meaning the pilot needs independent air supply, FTL or defensive systems. The TIE bomber is armed with two lasers, but instead of them on the ball cockpit, they are mounted in the wing struts, just inside of the solar collectors. The secondary hull is the modular ordinance pod, able to quickly be fitted with different missiles, torpedoes or bombs, typically holding 4 to 8 heavy missiles or torpedoes, or between 16 and 24 missiles, or up to 20 bombs. The TIE/sa is equipped with a missile lock alert system as a means to help increase its survival chances, and ejector seat. The TIE bomber is capable of entering and leaving a planet's atmosphere. The TIE bomber is simple to operate, so even someone not trained as a pilot could pilot one, although not with great skill. The pilot enters through a hatch on the roof. The roof also has connections on the roof to allow it to be carried on external racks of various Imperial ships.
Some operators have modified the T.I.E./sa with light shield generators, hyperdrives (FTL system) with nav comp systems, or missile launchers, however the added devices increases weight and decrease the TIE/sa's speed and maneuverability.

In Coreline the T.I.E./sa bomber is used mainly by anyone with the credits, but mainly sold to the Imperial groups, GFFA and other militaries that want easily replaceable bomber craft.

T.I.E./sa Bomber (PL6)
Type: Ultralight
Subtype: Fighter/Bomber
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 30.2 ft
Weight: 15,000 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 120 lbs
Grapple Modifier:
Base PDC: 37
Restriction: Mil (+3)

Attack:
2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a

Or Missile Launcher-1 ranged, damage varies by warheads loaded.

Attack of Opportunity:

Bonuses:
Due to the small size and design, the TIE/sa bomber enjoys a +2 bonus to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Simple Controls, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, Ordinance Pod
Grappling Systems:


Simple Controls
The TIE/sa bomber has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks.

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6).The pilot must have a space suit or other means to survive the vacuum of space.If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

Bomber Targeting
When making bombing runs, the TIE/sa bomber gains a +1 to attack rolls to successfully drop its bomb payload on target due to the terrain following and targeting systems.

Ordinance Pod
The secondary hull of the TIE/sa Bomber is modular and can be fitted with a large array of warheads or bombs, with a ventral bomb bay. It can hold up to 16 missiles that require a gargantuan sized craft as a minimum size, or 8 missiles that require colossal, or 8 torpedoes, or up to 20 bombs of similar size. The pod is designed that it can launch a single missile/torpedo or bomb at a time, or in pairs, treating a launched pair as fire-linked.

Options
The TIE/sa bomber can be fitted with a few options, just like the TIE/LN

Shield Generator
The TIE/LN can befitted with a shield generator of any type available, from magnetic, particle or solid defense shields, providing 20 hp (using RAW's 20 hp/die equal to 1/4 total hit dice).Fields (magnetic, particle, etc) can be substituted instead of shields.
Fitting the TIE/sa with a shield generator reduces speed to 3500 ft, loses the bonus to Pilot checks and warhead payload is reduced by 10%.

Hyperdrive
The TIE/LN can befitted with a low level hyperdrive and necessary navigational computers. The hyperdrive and nav comp will only have enough memory for 4 jump coordinates stored, takes 1d4+2 rounds to calculate new coordinates, and enough fuel for up to 20 light years distance. The TIE/sa has reduced speed to 3500 ft, loses the bonus to Pilot checks and warhead payload is reduced by 10%.

Passenger Pod
The ordinance pod is removed and replaced with a passenger compartment, however conditions are a little cramped, turning the TIE/sa into a small transport. This option can only be taken upon construction. The TIE/sa still retains the two lasers and missile lock alert and ejection system. The pod contains a low level hyperdrive, and can seat 6 passengers, a life support system, and extra fuel and supplies of air and food for up to 3 days. Passengers enter through a hatch in the roof, which also has mounts for docking on external racks or airlocks, there is a hatch that links the passenger pod to the cockpit. PDC for a Passenger Pod equipped TIE/sa 36, Res (+2).

Cargo Pod
This is similar to the Passenger Pod, except there is no seats and the pod can be sealed from the cockpit, or accessible via a hatch similar to the passenger pod. The cargo pod can be fitted with a life support system similar to the passenger pod. It carries up to 2 tons of cargo, which can be loaded via a large hatch at the front of the pod, or ventral ramp. A hyperdrive similar to the passenger pod is included. PDC for a Cargo pod equipped TIE/sa 35, Res (+2).
 
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kronos182

Adventurer
T.I.E. Advanced v1
The TIE Advanced v1is an experimental TIE model fitted with a hyperdrive, basic shields, heavierarmour and a missile launcher. The TIE Advanced still has the ball main bodywith two vertical 'wings' attached to the sides by short struts, but the wings areshorter, curved and armoured, with the solar collectors on the inside toimprove durability, but reduces the solar collecting ability, necessitating alarger fuel supply, thus requiring a larger cockpit ball. The wings also foldinwards when it lands to reduce space in hangers. It carries improved sensorsand targeting systems, and life support, and armed with two lasers and a singlemissile launcher that holds up to 3 missiles. The TIE Advanced v1 is equippedwith a missile lock alert system as a means to help increase its survivalchances, and the cockpit is fitted with an ejector seat. The added systems,armour and reduced solar collection reduce the speed of the Advanced v1, evenwith improved engines, making it as fast as a TIE/LN, but has better systemsand armour. The TIE Advanced v1 is capable of entering and leaving a planet'satmosphere. The TIE Advanced v1 isn't as easy to fly as the TIE/LN, due to theadded equipment. The pilot enters through a hatch on the roof. The roof alsohas connections on the roof to allow it to be carried on external racks ofvarious Imperial ships. The onboard life support is good for 5 days beforeneeding refueling, and the hyperdrive is about the equivalent to otherstarfighter sized hyperdrives.

In Coreline theT.I.E. Advanced v1 is used mainly by anyone with the credits, but mainly soldto the Imperial groups, GFFA and other militaries for elite pilots for thosethat use TIE/LN, or a main fighter, if they have the money.

T.I.E. Advanced v1(PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp) 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 20.1 ft
Weight: 7100 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 180 lbs
Grapple Modifier:
Base PDC: 39
Restriction: Res (+2)

Attack:
2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a

Or missile launcher-1 ranged, varies by warhead type, 3 missiles

Attack of Opportunity:

Bonuses:
Due to the small size and design, the TIE Advanced v1 enjoys a +2 bonus toPilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, NarrowProfile, Ejector Seat
Engines: Ion engine, hyperdrive
Armour: Polymeric
Defense Systems: Shields
Sensors: Class III, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, missile launcher
Grappling Systems:


Agile
As long as the TIEAdvanced v1 is moving (not stationary, so had moved the turn before and thecurrent turn), the TIE gains a +2 Dodge bonus to defense, which stacks with anyother Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE,and not just one specific target the pilot designates.

Narrow Profile
Due to the smallcockpit of the TIE Advanced v1, but the large wing area from the sides, anyattack that would normally strike the TIE/LN starfighter has a 50% chance ofmissing due to passing through the empty space around the ball body between thewings.

Ejector Seat
The cockpit isfitted with a seat that has rocket boasters, and designed to quickly blast awaythe canopy, or top hatch to eject the seat and pilot to safety in the event thecraft is destroyed immediately. Upon the craft reaching 0 hit points, the ejectionsystem will eject the pilot safely away. However if the craft would bedestroyed (see table 7-5 for destruction threshold, d20 Future pg 113 fornegative hit points for ship type) by the attack that bought the equipped craftto 0 and below, the ejection seat still ejects the pilot, but must make aReflex save DC 18, failure the pilot suffers half damage from the ship'sdestruction (20d6), success means the pilot only suffers 1/4 the damage (5d6).The pilot must have a space suit or other means to survive the vacuum of space.If the ship is destroyed while in a planetary atmosphere, it is equipped with aparachute to safely land.
The ejector seat isalso equipped with a distress beacon which can be programmed for either generaldistress on all frequencies, or set to only friendly forces.




T.I.E./INInterceptor
The TIE/INInterceptor is an advanced model of the TIE/LN deployed to elite units. The TIEInterceptor still has the ball main body with two vertical 'wings' attached tothe sides by short struts, but the wings are angled like the TIE Bomber's, buton the upper and lower thirds the wings ended forward to a point, with anoticeable gap. It carries improved sensors and targeting systems, but no lifesupport or hyperdrive, and armed with four lasers fitted into the points of thewings. The TIE Interceptor is equipped with a missile lock alert system as ameans to help increase its survival chances, and the cockpit is fitted with anejector seat. Due to the larger solar panels on the wings, more power can bededicated to the engines, and powering the two extra lasers, giving itincreased speed, making it one of the fastest TIEs until the Avenger andDefenders were produced in limited numbers. The TIE Interceptor is capable ofentering and leaving a planet's atmosphere. The pilot enters through a hatch onthe roof. The roof also has connections on the roof to allow it to be carriedon external racks of various Imperial ships.

In Coreline theInterceptor is used mainly by anyone with the credits, but mainly sold to theImperial groups, GFFA and other militaries for elite pilots for those that useTIE/LN, or as an interceptor, as its main purpose to protect importantinstallations and fleet movements on patrol.

T.I.E./INInterceptor (PL6)
Type: Ultralight
Subtype: Fighter/Interceptor
Size: Huge (-2)
Tactical Speed: 5500 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)

Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 31.5 ft
Weight: 7100 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 110 lbs
Grapple Modifier:
Base PDC: 38
Restriction: Res (+2)

Attack:
4 selective fire-linked laser -1 ranged 6d8 or 9d8 or 12d8, 20, fire, 3000 ft,s/a



Attack of Opportunity:

Bonuses:
Due to the small size and design, the TIE Interceptor enjoys a +3 bonus toPilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, NarrowProfile, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class III, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, missile launcher
Grappling Systems:


Agile
As long as the TIEInterceptor is moving (not stationary, so had moved the turn before and thecurrent turn), the TIE gains a +3 Dodge bonus to defense, which stacks with anyother Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE,and not just one specific target the pilot designates.

Narrow Profile
Due to the smallcockpit of the TIE Interceptor, but the large wing area from the sides, anyattack that would normally strike the TIE/IN has a 50% chance of missing due topassing through the empty space around the ball body between the wings.

Ejector Seat
The cockpit isfitted with a seat that has rocket boasters, and designed to quickly blast awaythe canopy, or top hatch to eject the seat and pilot to safety in the event thecraft is destroyed immediately. Upon the craft reaching 0 hit points, the ejectionsystem will eject the pilot safely away. However if the craft would bedestroyed (see table 7-5 for destruction threshold, d20 Future pg 113 fornegative hit points for ship type) by the attack that bought the equipped craftto 0 and below, the ejection seat still ejects the pilot, but must make aReflex save DC 18, failure the pilot suffers half damage from the ship'sdestruction (20d6), success means the pilot only suffers 1/4 the damage (5d6).The pilot must have a space suit or other means to survive the vacuum of space.If the ship is destroyed while in a planetary atmosphere, it is equipped with aparachute to safely land.
The ejector seat isalso equipped with a distress beacon which can be programmed for either generaldistress on all frequencies, or set to only friendly forces.
 

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