CORELINE (D20 Modern/D20 BESM Setting).

Ok.. well looking over that pdf of yours and official Star Wars d20 Revised.. have two choices.. as the one you have uses feats more, while Star Wars d20 uses skills with feats to enhance the force powers, and technically costs vitality (hit points are split between wounds and vitality, but that can be ignored). So those are the two options we have, or we can make another version?
 

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A few War Hammer 40k items.

Arc Weapons

Arc Weapons are a type of weapon used by Adeptus Mechanicus Skitarii. Powered by permacapacitors shipped from Mars, these ancient weapons store energy from the days when the Imperium was young. They discharge with a loud crack, firing a bolt of blue-white electricty that can fry a man's brain or overload a warmachine's circuits in seconds. Most of these weapons are ranged weapons, like pistols and rifles, but some melee weapons using arc technology exist.
These weapons usually have a large tube that looks like a glowing coil, mounted on top, with a barrel mounted below that with the trigger, handle and other parts connected to the rear of the barrel.

Arc Pistol
The smallest example of Arc weapons is the arc pistol, used as a side arm or primary weapon for officers.

Arc Pistol (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 18-20x2
Damage Type: Electrical
Range Increment: 30 ft
Rate of Fire: Single
Size: Small
Weight: 5 lbs
Ammo: 30 box
Purchase DC: 24
Notes: Stun, EMP, Fry Brains
Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round.
EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle).
Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest.


Arc Rifle
A rifle sized Arc weapon used by the Adeptus Mechanicus soldiers.

Arc Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: 18-20x2
Damage Type: Electrical
Range Increment: 60 ft
Rate of Fire: Single
Size: Small
Weight: 8.5 lbs
Ammo: 30 box
Purchase DC: 25
Notes: Stun, EMP, Fry Brains
Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round.
EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle).
Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest.


Arc Scourge
The Arc Scourge was a type of Arc Weapon used by the Adeptus Mechanicus during the Great Crusade and Horus Heresy. This powerful lash-like weapon was equipped with multiple Disruption Fields and could be used to strike multiple foes at once. It could deliver a pulse that would incinerate and overload systems on enemy vehicles.

Arc Scourge (PL6 Exotic Weapon Proficiency: Arc Scourge)
Damage: 1d6 + 2d6*
Critical: 18-20/x2
Damage Type: Slashing / Electrical
Size: Medium
Weight: 5 lbs
Purchase DC: 25
Notes: 15 foot reach, Multi Heads, Multi Strike, Stun, EMP, Fry Brains
Multi Heads - The Arc Scourge has multiple striking ends, with a successful strike 1d6 heads strike the target, each dealing 1d6 slashing + 1d6 electrical, plus all other effects.
Multi Strike - As a full round action, the wielder can swing the Arc Scourge around them, dealing damage to all within 15 feet of 2d6 slashing + 2d6 electrical and all other effects of an Arc weapon. Targets get a Reflex save DC 15 + wielder's Dex modifier for half damage.
Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round.
EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle).
Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest.



Conversion Field
The field's effect is to convert the energy of an impact into light. When the field stops a shot, a blinding flash of light is produced. The field is capable of rendering even plasma gun shots harmless. These devices are usually small and fitted into ornate jewellery, or iconic items such as the symbol of the Imperium.
The Conversion field provides the wearer with Energy Resistance 30 against energy based weapons, not including sonic or acid energy types. When the wearer is struck by an energy attack, there is a bright flash of energy as the field resists and converts the weapon's energy into light. Those within 10 feet of the wear must make a Fort save DC 15 or be blinded for 1d6-1 rounds for a minimum of 1 round.
Weight: 1-3 lbs.
PDC: 26

Refractor Field
A refractor field generator is a small device which projects a protective energy field around the user. Its effect is to disperse the energy of an incoming shot or blow over the total area of the field. The field, although less reliable than that of a rosarius, can stop even the powerful projectiles such as lascannon and plasma hits.
The refractor field gives the wearer a +4 Deflection bonus to Defense, and if the wearer is still hit, gains DR 10 against energy and physical strikes.
Weight: 2-5 lbs
PDC 24
 

Ok.. well looking over that pdf of yours and official Star Wars d20 Revised.. have two choices.. as the one you have uses feats more, while Star Wars d20 uses skills with feats to enhance the force powers, and technically costs vitality (hit points are split between wounds and vitality, but that can be ignored). So those are the two options we have, or we can make another version?

Guess we could devise something.
 


Star Wars Weapons

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.


Homing Concussion Missiles
These concussion missiles have advanced tracking systems, making them particular deadly against fighters as they will keep tracking a target until it strikes or runs out of fuel.

Homing Concussion Missile (Pl6)
Damage: 9d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 25
Restriction: Mil (+3)
Notes: +5 to target ships of shuttle types or smaller. If the homing concussion missile misses its target, it can make another attack roll at +4 each round until it strikes or run out of fuel, after 5 rounds.

Advanced Concussion Missile
Advanced Concussion Missiles are more powerful versions of concussion missiles with improved targeting systems. While not as capable of tracking a target for as long as a homing concussion missile, it has a higher chance of striking, and has a single chance to turn around and strike the missed target.

Advanced Concussion Missile
Damage: 12d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 5000
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 24
Restriction: Mil (+3)
Notes: +3 to target ships of shuttle types or smaller. On a miss, the following round, the advanced concussion missile can make an attack roll in an attempt to strike the target again. However if it misses this time, it misses.



Assault Concussion Missile
These missiles are capital ship grade concussion missiles, being much larger than those used by starfighters, used against capital ships and for planetary bombardment.

Assault Concussion Missile
Damage: 20d10
Critical: 19-20x3
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 25
Restriction: Mil (+3)
Notes: +2 to target ships of corvette types or larger. Can be launched from orbit to strike a target on the ground.



Proton Torpedo
Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.

Proton Torpedo (PL6)
Damage: 10d12
Critical: 20x3
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.


Advanced Proton Torpedoes
Advanced proton torpedoes are more powerful versions of proton torpedoes with improved targeting systems. While not as capable of tracking a target for as long as a homing proton torpedo, it has a higher chance of striking, and has a single chance to turn around and strike the missed target. These torpedoes also deal damage over a larger area.


Advanced Proton Torpedo (PL6)
Damage: 12d12
Critical: 20x3
Damage Type: Energy
Range Increment: 6000 ft
Blast Radius: 200 ft, Reflex DC 16 for targets in blast radius, no save for target struck
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of Corvette types or larger. On a miss, the following round, the advanced proton torpedo can make an attack roll in an attempt to strike the target again. However if it misses this time, it misses.


Homing Proton Torpedo
These concussion missiles have advanced tracking systems, making them particular deadly against fighters as they will keep tracking a target until it strikes or runs out of fuel.

Homing Proton Torpedo (Pl6)
Damage: 9d12
Critical: 20x3
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 24
Restriction: Mil (+3)
Notes: +3 to target ships of corvette types or larger. If the homing proton torpedo misses its target, it can make another attack roll at +4 each round until it strikes or run out of fuel, after 5 rounds.

Plasma Torpedo
These torpedoes are used to overwhelm a ship's shields. They are plasma-based and upon impact released a burst of radiation that was designed to interfere with shields, but not very effective against armour or other forms of protection. These weapons are damaging to all types of energy shields, including particle, ray, deflector and others. However plasma based shields reduce their damage by half.

Plasma Torpedo (PL6-7)
Damage: 10d20
Critical: 20x4
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 25
Restriction: Mil (+3), available to New Republic
Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage.


Plasma Missile (PL6-7)
These are man portable or vehicle launched, smaller versions of the plasma torpedoes used against ground vehicles or aircraft.

Damage: 5d20
Critical: 20x4
Damage Type: Energy
Range Increment: 2000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3), available to New Republic
Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage.
 



I thought Stingray Industries could use some more products.. These might be used for their own security/allies and not for sale, or for sale.

S.I. Ambush

A Stingray Industries entry into the personal defense weapon category to compete with such weapons as the P90.
This bullpup designed machine pistol has the magazine feed behind the handle that curves down to connect to the back of the handle, with a small hand grip forward of the trigger guard, similar to the P90. Although it doesn't have as large of a magazine as the P90, its closest contender in the Personal Defense Weapon category, the Ambush does have slightly better accuracy for scoring critical strikes. The magazine has a quick release that drops it from the weapon nearly instantly, allowing for quicker reloads.

Ambush (PL5 Personal Firearms Proficiency)
Damage: 2d6
Critical: 19-20x2
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S, A
Size: Med
Weight: 6 lbs
Ammo: 30 box
Purchase DC:
Notes: Uses 9mm ammunition. Reloading a magazine is a swift action.


S.I. Siege

The latest entry by Stingray Industries is the Siege. This weapon crosses the line between submachine gun and assault rifle, with a layout similar to a submachine gun, with a compact frame, no butt stock aft of the trigger/handle assembly, proceeded by the ammunition magazine feed which takes 5.56mm rifle rounds. A padded grip under the stubby barrel rounds out the design, and eliminates any ability to mount under barrel accessories. A top mounted carry handle with iron sight grove running through it, runs the length of the short weapon. The action is quick and reliable, although has a tendency to cycle through an extra round or two after controlled bursts or double tapping.

S.A. Siege (PL5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 60 ft
Rate of Fire: S, A
Size: Medium
Weight: 7 lbs
Ammo: 30 box
Purchase DC: 22 Res (+2)
Notes: Follow-up Attack, has optional standard 30 round magazine box, 45 round banana clip, or 75 round drum.

Follow-up Attack - After the wielder makes use of Double Tap or Burst Fire feats or makes an automatic attack, roll 1d6, on a 5, the Siege fires another round, if one is available in the magazine, at the same target at the same attack roll but at -5 (if full automatic fire was used, pick one target hit at random) dealing damage of a single round, 2d8. On a roll of 6, two rounds are fired dealing damage of a double tap attack, 3d8. These follow up attacks do not deal critical damage if the original attack was a critical strike.


S.I. PDW11

Another entry by Stingray Industries in the Personal Defense Weapon/submachine gun category, the PDW11. This weapon is very similar to the P90 in design, only the bottom of the handle isn't connected to the rear body of the weapon, allowing for faster grabbing of the handle, and use by those of larger than normal hands. The barrel is a little longer with a larger cooling shroud. Because of the open grip handle design, the PDW11 is easier to draw and aim. Comes with sling to carry over the shoulder and quick drawing.

PDW11 (PL5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: ballistic
Range Increment: 70 ft
Rate of Fire: S, A
Size: Large
Weight: 7.5 lbs
Ammo: 45 box
Purchase DC: 21 Res +2
Notes: Uses 5.56mm ammunition. Counter, Quick Counter
Counter - Actions that normally don't trigger attacks of opportunity are performed within 30 feet of the wielder of the PDW11, trigger an attack of opportunity from the wielder of the PDW11 as long as the wielder is holding the PDW11 in hand.
Quick Counter - As long as the wielder has the PDW11 slung and a free hand, the wielder can use the PDW11 to make an attack of opportunity when one is triggered by an opponent normally. The Counter ability is not activated until the PDW11 is drawn.


S.I. Spectre

Stingray Industries' latest entry in the assault rifle range is the Spectre. With a frame based loosely on the H&K G36, only with more curved edges to prevent snagging and improved barrel shroud and a flat mate coating to prevent light from reflecting off the weapon. An electro-optical scope is mounted on the top at the rear of the carry handle.

S.I. Spectre (PL5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: ballistic
Range Increment: 80ft
Rate of Fire: S, A
Size: Large
Weight: 8 lbs
Ammo: 30 box
Purchase DC: 20 Res (+2)
Notes: Compatible with 50 round drum, 5.56mm ammunition, targets struck must make Fort save DC 14 or Slowed for 1d4 rounds. Multiple strikes and failing saves increases duration by 1 round.
 

RX-75 Guntank
Part of the Project V, and early mobile suit design, the RX-75 is a hybrid design, with a mech torso attached to a tank like chassis instead of legs. While this makes it slower and less mobile than later Gundams, it does give it a lower profile, able to carry heavy weapons and hard to knock over. As part of the Project V program that developed the RX-78, which RGM-79s and other massed produced mobile suits are based on, it paved the way for a number of the systems used on the RX-78, such as the Luna Titanium alloy armour and the Core fighter system.
The RX-75-4 mounts two 180mm cannons, one on each shoulder. The arms end in four launch tubes for missiles, which look like stubby fingers, allowing for better accuracy. The back mounts jump rockets, allowing for short bursts of speed or to let the RX-75 to jump over obstacles, or be air dropped. The rockets also allow it to maneuver in space.

RX-75 Guntank
Size: Gargantuan (-4) 49.2 ft 56 tons
Bonus Hit Points: 400
Superstructure: Lunar Titanium Alloy
Hardness: 20, 40 vs kinetic attacks
Armour: Luna Titanium Alloy
Bonus to Defense: +8
Armour Penalty: -5
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 60 ft, 3000 ft space
Purchase DC: 48

Helmet Oracle Targeting System (+3)
Visor Class IV Sensors
Cranium 1
Left Arm M-87 Talon reload (4 missiles)
Left Hand M-87 Talon Missile Launcher
Right Arm M-87 Talon reload (4 missiles)
Right Hand M-87 Talon Missile Launcher
Shoulders Twin 180mm Cannons
Back 180mm cannons and ammunition (30 rounds / cannon)
Torso and Belt Core Block System
Tread Section Zero-G Stabilizer, Space Skin, Improved Deep Space Thrusters
Comm System

Standard Package Features: Core Block System, Weapon Pack, Improved Deep Space Thrusters
Bonuses: -1 attack, darkvision 120 ft, +4 Navigate & Spot, +4 stabilization bonus
Weapons: 2x 180mm cannons 12d12, ball, 20x2, 200 ft, 30 rds ea
2x M-87 Talon Missile launchers 15d6, ball/fire, 20x2, -, 8 rds ea
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

180mm Cannons
The Guntank mounts two 180mm cannons, based on heavy tank cannons, that feed from a large magazine mounted on the back. These weapons can be fired in artillery mode for even greater range (out to 20 range increments) using normal artillery rules. Each magazine is capable of being split in two halves to carry two different types of ammunition. Normal rounds deal 12d12 points of ballistic damage.
Equipment Slots: 3
Activation: Attack
Range Increment: 200 ft
Target: Single target within 2000 ft, or 20,000 ft in artillery mode
Duration: Instant
Saving Throw: None
Purchase DC: 24
Restriction: Mil (+3)

Core Block System
The Core Block System is part of the V Project design, using a fighter jet as a modular cockpit and control system for a number of mechs in the RX-78 series. It also acts as an escape vehicle with its own weapons and propulsion system for the pilot. The fighter folds up into a compact form while docked in the torso of the RX-78-2 and shares power with the mech. In the event the mech would be destroyed, the pilot can make a Reflex save DC 20 to eject safely. However if the mech would have suffered enough damage to bring it past -50 hit points from the attack that destroyed it, the pilot must make a second Reflex save DC 20 or suffer half the damage the mech would have suffered past 0 to the escape fighter. The fighter carries 4 fire-linked Vulcan weapons, the same as those mounted in the mech's head, plus two missiles in internal launchers. These weapons can only be used when the fighter is not docked with the mech.

Core Block Figther
Crew: 1
Passengers: 0
Cargo: 50 lbs
Init: -1
Maneuver: +2
Top Speed: 1500 (150), 3000 ft space
Defense: 8
Hardness: 9
Hit Points: 35
Size: Huge
Purchase DC: 50
Restriction: Mil +3
[TABLE="class: outer_border, width: 500"]
[TR]
[TD] Weapon[/TD]
[TD] Damage[/TD]
[TD] Crit[/TD]
[TD] Damage Type[/TD]
[TD] Range Incr[/TD]
[TD] Rate of Fire[/TD]
[TD] Magazine[/TD]
[/TR]
[TR]
[TD] 4 Vulcan Weapons[/TD]
[TD] 5d8[/TD]
[TD] 20[/TD]
[TD] Ballistic[/TD]
[TD] 100 ft[/TD]
[TD] S, A[/TD]
[TD] 200 rds link[/TD]
[/TR]
[TR]
[TD] 2 Missiles [/TD]
[TD] -[/TD]
[TD] -[/TD]
[TD] -[/TD]
[TD] -[/TD]
[TD] S[/TD]
[TD] 2[/TD]
[/TR]
[/TABLE]


Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None
 
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RB-79 Ball

The mobile pod introduced in the One Year War continued to serve thereafter, albeit in a reduced capacity. The RB-79 is primarily used as long-range fire support and as a glorified worker pod. However, the Ball should not be under-rated since it does have it's advantages, particularly cost-effectiveness and high acceleration. Some have recognized the potential of the mobile pod concept and are considering ways to improve the RB-79 or to create a new, superior successor. Most Balls in the UEFA are of the C Type.
The RB-79 is based on a civilian space construction mobile pods, with the first military models being little more than civilian versions with added armour plating and a 180mm recoilless cannon mounted on top. The pod is spherical with the weapon mounted on the top, two simple arms with grasping claws mounted to the lower front, and engine pod in the back. The arms will still mount tools as many of these pods are used not only for fleet or station defense, but also maintenance and aiding in boarding actions as they have cutting tools, and emergency repairs during or after a battle. These pods can only be used in space, although a few models are designed for aquatic work, as they do not have powerful enough engines to allow them to fly in an atmosphere.

RB-79
Size: Gargantuan (-4, 42 ft, -4, 17.2 tons)
Bonus Hit Points: 400
Superstructure: Titanium Alloy
Hardness: 12
Armour: Titanium Alloy
Bonus to Defense: +5
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 2000 ft space only
Purchase DC: 36

Slots
Helmet 180mm Cannon
Visor Class II Sensors
Cranium Oracle Targeting System (+1)
Left Arm Tools
Left Hand
Right Arm
Right Hand tools
Shoulders 180mm cannon
Back 180mm cannon and ammunition (30 rounds)
Torso Cockpit, Deep Space Thrusters
Belt Zero-G Stabilizer, Space Skin
Comm System
Standard Package Features: Deep space thrusters, Arm Tools, Tug
Bonuses: +2 Navigation, Spot
Weapons: 180mm recoilless cannon -3 ranged 12d12, ball, 20x2, 200 ft, 30 rds

Arm Tools
The arms mount numerous tools that are retractable, allowing the RG-79 to also aid in repairs or boarding actions. Contains saw, welding and cutting torch, variable size screw drivers and wrenches, and prying tools.

Tug
Not a set of equipment, but the engines of the RB-79 are the same as those mounted in civilian models, which have a lot of power for moving equipment and cargo around, allowing one to move 50 tons once the arms have a hold on an object at full speed, or 75 tons at half speed. If the RB-79 attempts to push an enemy ship or mech, must initiate either a grapple or bull rush/overrun, with a +10 bonus. If the RB-79 has help from other pods, can push an additional 50 tons per pod helping.

180mm Cannon
The RB-79 mounts 1 180mm cannon, based on heavy tank cannons, that feed from a large magazine mounted on the back. These weapons can be fired in artillery mode for even greater range (out to 20 range increments) using normal artillery rules. Each magazine is capable of being split in two halves to carry two different types of ammunition. Normal rounds deal 12d12 points of ballistic damage.
Equipment Slots: 3
Activation: Attack
Range Increment: 200 ft
Target: Single target within 2000 ft, or 20,000 ft in artillery mode
Duration: Instant
Saving Throw: None
Purchase DC: 24
Restriction: Mil (+3)


RB-79C
The 79C variant of the Ball is similar to the original RB-79, only built as a military model, using a 120mm recoilless cannon, similar to those found on land based tanks, only designed for space use. The arms have an extra part that extends to allow it to handle larger items, and more weight, able to push 100 ton objects. This variant becomes the standard Ball and most numerous of all the Ball types.
Replace Titanium Alloy Armour with Duralloy Armour increasing Defense to +8;
Replace 180mm cannon with 120mm cannon (10d12, ballistic, 150 ft, 50 rounds).


RB-79F
The F variant is an improved version of the RB-79 or RB-79C, boasting a reinforced structure, better thrusters for better speed and range.
Change superstructure to Duralloy, increasing Hardness to 15;
Increase Speed to 2500 ft.

RB-79K
The 79K variant is similar to the C, with the extra part on the arm for handling larger loads, but also mounts a rocket-guided cable wench for latching onto objects farther out, and mounts two 180mm recoilless cannons instead of one like the standard model.
Double number of 180mm cannons to 2;
Add 500 ft cable and wench with grapple.
 
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