CORELINE (D20 Modern/D20 BESM Setting).

Some specific NX Class starships that are most likely encountered during the early days after the 23 Hours, or even afterwards, or if the PCs "travel back in time" for the franchise.

Challenger
The Challenger was the first NX Class built to the mk2 upgrades, captained by Roy Dunsel. It served with distinction during the Earth-Romulan War, particularly in defense of Andoria in 2156. The crew have a particular grudge against Romulans and have studied their tactics and ships of the era extensively, making them particularly effective against Romulan ships, even ones of newer designs.

NX-03 Challenger NX-Class mk2 (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 17 (-8 size +7 Class +6 Dex) 19 vs Romulans
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 131d20 (2620 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 88,000 tons
Targeting System Bonus: +5
Crew: 83 (Ace +12)
Passenger Capacity: 20
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 59
Restriction: Mil +3

Attack:
2 Fire-linked Pulse Phased cannon +5 ranged 18d10 (forward arc only) and 2 Fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only) and Phased cannon +0 ranged 12d10 (18d10 firelinked); or
2 Fire-linked Phased cannon +5 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc); or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20 all 4 front arc only) and 2 fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only) and 2 Fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only); or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20, any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc)

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Anti-Romulan
Engines: thrusters, ion engines, warp drive (max warp 5.2, 5 hrs)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 2 fire-linked pulse phase cannons, 12 phase cannons, 6 photonic torpedo launchers (typically 50 torpedoes per launcher)
Grappling Systems: grapplers x2

Anti-Romulan
The crew have trained, and made a few modifications, to better help fight against Romulan opponents and ships. Gains a +1 Reputation bonus against Romulans, +2 to attack, Reflex and Defense, and all Knowledge (Tactics), Knowledge (Technology) checks related to Romulans. Critical strikes have the multiplier increased by 1 (x2 become x3, etc) against Romulan opponents and ships. These apply even to ships not built by Romulans but are crewed by Romulans. The crew is also focused in attacking Romulans over all others, if there are multiple different races as opponents, the crew of the Challenger will focus on the Romulan target until it is destroyed, surrenders, or disengages from the fight. The crew suffers -3 to all Cha based skills, except Intimidation, when interacting with Romulans, and will prefer to attack than negotiate, and will only accept unconditional surrenders and the ship must completely power down all systems before the crew would accept a surrender.

Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)

Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)

Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Discovery NX-04
The Discovery NX-04, was the fourth NX class, of the Mk2 variant, captained by Captain Curtis. The Discovery had some modifications made to the warp drive and nacelles to test some new theories in warp technology that allowed it to increase its maximum warp speed, and for longer. These modifications were not seen on other NX classes or variants, but lead to improvements for other classes.
Make following changes to NX-Class Mk2:
Reduce crew to 80 due to improvements in automation, crew is Trained level;
Increase maximum warp to Warp 5.5 for a maximum of 12 hours, or 5.2 for 18 hours;
Improved Navigation systems grant +1 to Computer Use, Navigation and Pilot checks when plotting courses over interstellar distances and avoiding hazards that may cause ship to drop out of warp;
Add Quick Warp;
Repair to Warp Drive DC +4 and 10% longer to repair.

Quick Warp
The pilot can cause the ship to jump to Warp 1 as a free action, using an attack of opportunity as a reaction to encountering certain stellar hazards (ion storms suddenly appearing or dropping out of warp), or after a surprised attack, with a Reflex DC 22. On their turn after jumping to warp, must make normal Pilot and Navigate checks to plot a course or drop out of warp speed as a move action.

ISS Interceptor

The Interceptor is a Terran Empire built NX Class, with the crew selected for their extreme loyalty to the Empress. The Interceptor is always assigned to escort the Empress, and will move to interceptor any attacks to the Empress's ship.

ISS Interceptor Terran NX-Class (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 19
Hit Dice: 137d20 (2740 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 95,000 tons
Targeting System Bonus: +5
Crew: 83 (Ace +12)
Passenger Capacity: 70 troops
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil +3

Attack:
2 fire-linked Pulsed Phased cannon +5 ranged 18d10, and 2 fire-linked pulsed phased cannon +0 ranged 18d10 and 2 fire-linked pulsed phased cannon +0 ranged 18d10; or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20 all 4 either front or rear arc only) and 2 fire-linked Pulsed Phased cannon +0 ranged 18d10 and 2 fire-linked Pulsed Phased cannon +0 ranged 18d10

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Emergency Tactics, Launch all Torpedoes, +12 Pilot checks, For The Empress!
Engines: thrusters, ion engines, warp drive (max warp 5.2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher)
Grappling Systems: grapplers x2

Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)

Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)

For The Empress!
The crew of the Interceptor is fanatically loyal to the Empress. When in the same battle as the Empress, gain +2 to attack rolls, +1 Defense. If the Interceptor is within 1000 ft of the ship, or station the Empress is on, the pilot can make a Reflex save DC the attacker's attack roll, and move in the way and take the attack themselves, suffering the damage instead of the ship or station the Empress is on. If the save failed by only 5, half damage to the Empress's ship and half to the Interceptor.

Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.

Emergency Tactics
The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.

Launch All Torpedoes
The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

ISS Dauntless
The ISS Dauntless is a Terran Empire NX-Class, where the crew has modified the craft so that it fires four pulsed phase cannons at a time, with some boosted power redirected from the warp core. This gives more damage per shot, but reduces how many times it can fire, and it's a little slower than other NX's.

ISS Dauntless Terran NX-Class (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 17
Hit Dice: 135d20 (2700 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 95,000 tons
Targeting System Bonus: +5
Crew: 85 (Ace +12)
Passenger Capacity: 65 troops
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil +3

Attack:
4 fire-linked Pulsed Phased cannon +5 ranged 25d10, and 4 fire-linked pulsed phased cannon +0 ranged 25d10; or
Photonic torpedo +5 ranged 10d20 (15d20 fire-linked, or 20d20 all 4 either front or rear arc only) and 4 fire-linked Pulsed Phased cannon +0 ranged 25d10 and 4 fire-linked Pulsed Phased cannon +0 ranged 25d10

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Emergency Tactics, Launch all Torpedoes, +12 Pilot checks, All Power to Weapons!
Engines: thrusters, ion engines, warp drive (max warp 4.9)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher)
Grappling Systems: grapplers x2

All Power to Weapons!
The engineer can reroute power from the FTL, disabling the warp drive, pumping all the power into the pulsed phased cannons with a DC 20 Computer Use check instead of normal DC 15. Instead of the normal half the base damage, gains half of each weapon in the fire-link, now dealing a total of 49d10, however can only maintain this level of power for 5 rounds. Afterwards, the weapons return to normal 25d10, but can only be fired once per round (instead of the twice currently) for 1d4+1 rounds, and the warp drive is still not available during this time.

Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)

Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)

Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.

Emergency Tactics
The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.

Launch All Torpedoes
The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.
 

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HAKUBI CUSTOMS

Vehicle Modifications, Weapons Modification and Selling.

-Central Offices:
Harbor Area, Asgard.
-Regional Offices: Combat Zone, Asgard; T-2; Denver, Colorado; San Francisco, CA.
-Majority Stockholder: Washu Hakubi, Asgard, owning all the company’s stock.
-Information: Hakubi Customs was created by an Alternate version of Washu Hakubi to not get bored to death and to gain some money on the side (so she says).
From her automated warehouse on the Harbor, the most high-tech modifications are available to her, and if they’re not… well, she likes a challenge. It is not a secret in the streets that she also creates all sorts of ‘crazy’ weapon modifications and fully functional replicas of famous Fiction weapons and sells them to the highest bidder or neediest vigilante.
What IS a secret, however, is that she has put almost all of her effort to provide for the Offices’ agents, especially the ones of the Rival Relief Office (the ‘Underdogs’ Office’), and, thus, has kept her gun designs on the street almost down to a trickle, so creating the illusion that most of them are one-of-a-kind, when in truth she’s mass-producing them in the Bunker.
‘The Bunker’, her weapons storage right under the Hakubi Customs warehouse, is also the hangar of a number of fully-functional replicas of Fiction vehicles and a fully-modified Stargate. Her ‘transport service’ is only available to Office agents.

(GM’S NOTE: Her ‘secret agenda’ is to provide the Offices (and any somewhat-good faction) with the means to destroy (or at least give hell) to some of her enemies, one of which took her daughter away. As for the RRO, it is because she 1: was convinced to do this by one of its agents, and 2: she sees potential in the Office that is put to waste by the other two.)
(SECOND GM’S NOTE: A number of her ‘street-sale’ weapons have been adapted with the Booby Trapped/Genetic Tag Gadgets for ease of tracking; and they won’t fire (or will self-destruct) if she enters a command on the Bunker mainframe. She sells said weapons as if the Gadget didn’t existed (no DC modified)-taking a loss but keeping really dangerous weapons under control-apparently.)



Vehicle Customizations
Hakubi Customs, or PCs with appropriate Craft (mechanical) skills, will be happy to implement any of the following custom modifications on vehicles. All custom jobs cost 5 + the craft DC of the job in question. The custom jobs take 1d6 days to be completed as a standard, but they can be ‘rushed’ by paying an extra 50% of the cost.
If self-crafted the character must make a Wealth check DC for the half the cost of the custom job for the raw materials and must pass a Craft (mechanical) check at the listed DC. These checks require a full day’s worth of work, If the Check is failed, another attempt might be made another day at no penalty.

Options can be added to different types of vehicles to enhance performance or give them additional capabilities. Unless otherwise noted, each accessory can only be taken once.
Note that Engine Rebuild, Turbocharger, and Big Engine have approximately the same effect in game terms. A superfast vehicle may have all three options assigned, however.

Airfoils
An aerodynamic feature (airdams, spoilers, etc.) that improves traction by increasing the downward force on a wheeled or sea vehicles. Gives a +1 bonus to any Drive Skill check at speeds over 100 mph.
Craft DC: 15

Armor
The vehicle is retro-fitted with armored panels, Kevlar inserts, and bullet proof glass on the windows. Each time the armor is assigned, the extra weight reduces top speed by 50 (5) but increases the vehicle’s Hardness by 3.
Craft DC: 17

Big Engine
An upgraded engine, such as a big V8 in a passenger car, or a V12 in a sports car. The engine often differentiates an ordinary passenger car from a luxury model, or a basic sports car from a racer. A big engine adds 50(5) to the top speed of any vehicle.
Craft DC: 19

Body Kit
Almost every vehicle out on the streets has a range of optional body kit upgrades available to it, either from the original manufacturer or a wide range of specialist machine shops. The body kit allows the buyer to truly customize the appearance of his vehicle by adding skirting, shark fins, bat wings, cosmetic spoilers and a paint scheme unique to the owner.
The effects are purely cosmetic and have no practical value but will grant the buyer the ability to choose exactly how the vehicle will look.
Craft DC: 15.

Body Spikes
A series of large metal spikes are welded to the body frame of the vehicle, making any ramming and attempts to get on the vehicle (or, in some extreme cases, eat it) damaging as well.
Whenever anything collides with the vehicle, they receive an additional 1d8 dice of damage, aside from any damages taken from the collision. This damage does not stack with the damage given with a Spiked Ram Plate.
Craft DC: 10.

Burglar Alarm
If a door, trunk, or window is opened without the proper key, an alarm will sound to alert (and annoy) everyone in the vicinity. Defeating the alarm requires an appropriate Skill check against a DC equal to the Craft (electronic) check used to make the alarm. Marginal failure (failed by 5 or less) means the thief realizes he or she cannot disarm it while a worse failure means will trigger the alarm.
Craft DC (electronic): 10 (minimum)

Citizen’s Band (CB) Radio
With a range of a few miles, truckers favor CBs for exchanging information on road conditions, speed traps, and general gossip. Unlike a personal cell phone, a CB broadcasts to everyone in the area — it is not useful for private communication, but is great for distress calls. A similar option can be taken for taxi dispatcher radios. A CB radio can be installed in any vehicle.
Craft DC (electronic): 10

Consumer Electronics
These electronic gadgets include small TV sets, a vehicular computer, fax machines, etc. A cassette or CD player in a car can be considered a fairly mundane item. Electronics can be added to any vehicle, provided the size seems reasonable.
Craft DC (electronic): 10

Convertible Top
The vehicle with this option has a removable or retractable plastic, fibreglass, or fabric top. Removing the top gives a better view and nice breeze, but also means that the driver and passengers are now “partially exposed,” and are at the mercy of the weather. Exposed occupants are also completely unprotected from overhead attacks and can be attacked (bypassing vehicle Armour/Hit Points) more easily from the side or rear (-4 attack check penalty to ignore the car’s Armor). On the plus side, those occupants can also fire out of the vehicle without any difficulty, and jump in or out more easily. This feature is available for automobiles; recreational speed boats and most offshore racers automatically possess this option.
Craft DC: 10

Door Mount
This option is a post and bracket for mounting a light or heavy machine gun out a van’s or chopper’s open side door.
Craft DC: 10

Ejector Seat
Developed from the same systems as those used in fighter jets, the ejector seat available for civilian drivers is actually used for security, rather than safety. The owner of the vehicle fitted with an ejector seat, which is usually fitted on the diver’s position, can pre-select the speed at which it will operate. Upon recognizing an unauthorized entry to the vehicle, the ejector seat will fire as soon as the vehicle reaches its selected speed, throwing any would-be thief 60 ft. into the air. No parachute is provided for the fall to the ground.
Early models of the ejector seat were notorious for misfiring, often throwing their owners out into the street, though modern versions are almost 100% reliable. Fitting an ejector seat also requires a Craft (electronics) check at the same DC.
Check DC: 15.

Electronic Countermeasures
This advanced defense system enables the vehicle to avoid detection by radar and other sensors. Any attempt to mechanically detect the vehicle (except through the basic senses such as sight or hearing) incurs a -6 penalty.
Craft DC (electronic): 15

Engine Rebuild
A rebuild is major custom upgrade to the engine, rather than just simply increasing its size. In a car, this may involve removing and completely cleaning the existing system (including “hot tanking” the engine block in a chemical bath to remove grime), then adding various modifications (known as “blueprinting”). Other engine “buzz-words” include forged dome pistons, tuneable fuel injection, strengthened rods and bearings, adjustable or hot cam socket, tubular headers, custom intake manifolds, big valves, and a bored-out throttle body. This option adds 50 (5) to the top speed of any vehicle.
Craft DC: 19

Furnishings
Furnishings include a mini-bar, mini-fridge, kitchenette, chemical toilet, bunk bed, etc. For larger furnishings (kitchenette, bunks, etc.) each one added also requires replacing one or two seats, depending on the size. Furnishings can be added to any vehicle that has a 4 or more passenger capacity.
Craft DC: 10

Global Positioning System (GPS)
This option uses satellite systems to provide precise navigational co-ordinators, which prevents the driver from becoming lost. Naturally, it is still possible to miss a turn through human error. A GPS can be added to any vehicle. A GPS can be locked in with a computer in the corresponding GPS frequency (Computer Use roll, DC 20).
Craft DC (electronic): 10

Hidden Cargo Space
This space is often used in vehicles that are designed to smuggle goods across borders or past highway patrols. Up to 10% of the vehicle’s cargo capacity can be considered “hidden” under fake panels and bogus fixtures. Hidden space can be added to any vehicle with cargo capacity.
Craft DC: 12

Improved Brakes
This option includes high quality brakes, drag chutes, or forward facing jets that allow the vehicle to stop faster than normal. Those breaks provide a +2 bonus to Drive Skill checks on any maneuver where sudden, sharp deceleration is important. Improved breaks can be added to any ground-based vehicle.
Craft DC: 13

Improved Shocks
Some wheeled vehicles have high quality or adjustable shock absorbers or springs, which provide an extra +1 bonus to Drive Skill checks in any circumstance where the suspension would be important (such as crossing over obstacles).
Craft DC: 10

Jump Jets
By fitting powerful, short-burn rockets to the underside of a vehicle, a driver can greatly increase the distance the vehicle will clear when it jumps. Used as part of a jump maneuver, a vehicle fitted with jump jets will clear twice the normal distance. In addition, a jump maneuver may be performed at any time without the benefit of a ramp, usually to clear obstacles. A vehicle jumping without a ramp will clear the normal distance in feet equal to twice its current speed in miles per hour, achieving a maximum height of 3d10 ft.
Craft DC: 21.

Fire Response Security System
A black-market ‘upgrade’ from the Burglar Alarm, it is usually picked up by wealthy people who want to be more… ‘proactive’ in their car protection.
Several nozzles are fitted all around the underside of the vehicle, linked to a gas canister containing volatile chemicals that ignite powerfully in contact with air. Simply by hitting a panic button on the dashboard, the driver can cause a hot sheet of flame to erupt around his vehicle, driving back any potential attackers. Any object within 5 ft. of the vehicle will sustain 2d6 points of fire damage. The flames will continue to surround the vehicle for 1d6 rounds. The vehicle itself will be unharmed from these flames, although the paintwork is often singed. The Lethal Response Security System contains enough gas for just one use, after which it must be refilled (Wealth DC 15). Vehicles of Medium size or smaller and bikes may not be fitted with the system.
Craft DC: 18 (Illegal).

Electric Response Security System
Another upgrade from the Burglar Alarm, it is also picked by people who want a ‘proactive’ response. This modification is legal, unlike the other Security System, because it can be set to be non-lethal.
A computer-controlled set of cables and converters are added to the frame, making possible to electrify the vehicle’s frame with the touch of a switch.
Any object touching the vehicle will take 2d6 points of electricity damage (user’s choice: subdual or lethal-can change settings once per use). The charge will keep going for 1d6 rounds. The vehicle itself and anybody inside it will be unharmed from the electric discharge, but the effect can disrupt communications.
The Electric Response Security System is equipped with a high-capacity battery that powers the system for 2 uses, this battery must be either recharged (Wealth DC 5) or replaced (Wealth DC 15). Vehicles of Medium size or smaller and bikes may not be fitted with the system.
Craft DC (electronic): 18.

Gas Response Security System
Another option to the Security System, the Gas Response Security System is a set of chemical canisters and nozzles set under the vehicle’s underside, that can be activated thru a panic button. Once activated, the immediate area around the vehicle (10 feet) is filled with gas. Those who are in the immediate area must then roll as per exposure rules to whatever gas was inside the canisters (the amount in the canisters corresponds to a grenade’s worth).
The gas also gives complete concealment inside the area. The people inside the car could also be exposed, unless the car was modified with an NBC seal.
The canisters are full with enough chemical for one use, after which they must be refilled (Wealth DC 12+, depending on the legality of the chemical) or replaced (Wealth DC 12+, as well).
Craft DC: 18.

Lights and Siren
Any vehicle can be fitted with a noisy siren and flashing lights. This option can also provide a powerful spot search light. Has the effect of canceling the effects of darkness for 400ft.
Craft DC: 13

Luxury Interior
Leather upholstery, lots of chrome, extra head room, or other items on a vehicle are a sure way to impress someone special. A plethora of luxury options are available for most vehicles.
Craft DC: 9

Manual Transmission
There are two types of transmissions: manual and automatic. An automatic transmission is assumed to be standard issue for cars and hovercars (but not other vehicles), and means that the gear mechanism changes by itself. In a manual transmission, the driver must shift the gears on his or her own, usually with a stick and the clutch pedal. In the case of automobiles, a manual transmission gives an additional -1 penalty to characters who are trying to do something else while they drive, such as shoot a gun. If, however, a vehicle with an automatic transmission and one with a manual transmission are competing in a race, the GM should give any driver who has both the Drive Skill and a manual transmission an extra +1 bonus to reflect the greater speed control the manual transmission provides. Cars and Hovercars can be bought with both transmission types. Converting a car to use another kind of transmission is a DC 15 Repair check.
Craft DC: 15.

NBC Seal
The car is outfitted with a Nuclear-Biological-Chemical Seal, that seals off the interior of the cabin. Also, the car’s air conditioning system is outfitted with special scrubbers to prevent damaging elements from entering. While the system prevents the entry of water, it is useless in a vacuum, and if the vehicle is reduced to 25% or less of its normal Hit Points, the seal is damaged.
Craft DC: 20.

Nitrous Oxide Tank
This option adds a nitrous oxide tank and push-button injection system. Nitrous oxide (“laughing gas”) can be injected into the engine, which releases more free oxygen and improves cylinder pressures and engine temperature. This action allows extra fuel to be burned in a more controlled fashion, resulting in a quick power boost for a short sprint. A single injection adds 100(10) to speed and +2 to Initiative on any round it is used. A tank can be used for up to five rounds before depleting the nitrous oxide bottle. This performance enhancer is available for any vehicle.
Craft DC (chemical): 21

Off-Road Suspension
A raised suspension and special tires allow the vehicle to drive cross-country at two-thirds of the on-road top speed. The extra suspension weight also means -5 mph to road speed. For airplanes, this option corresponds to Rough-Field Landing Gear that lets the aircraft land without a proper runway. Off-road suspension is available for any ground vehicle or light aircraft.
Craft DC: 10

Oxygen Tank
A small oxygen tank is affixed inside a hidden compartment inside the cabin. The oxygen tank is good enough for 30 minutes (with full passenger complement).
Craft DC: 10.

Police-Band Radio
This radio allows the driver to listen to, and communicate on, police and emergency frequencies. If the cops find one of these in a vehicle, they may be a little suspicious, however. This radio is available for any vehicle.
Craft DC (electronic): 12

Pontoons
Pontoons allow a hover vehicle to land in, or take off from, water. The extra air drag reduces the vehicle's top speed by 50 (5). Pontoons are available for any hover vehicle.
Craft DC: 13

Radar Detector
A detector can warn the driver if a police radar trap is within a few miles. Recent models also detect police laser scanners.
Craft DC (electronic): 15

Ram Plate
Though not strictly illegal, the fitting of a ram plate is likely to raise eyebrows for it can sensibly only be used for one thing-protecting a vehicle whenever it is involved in a collision and dealing back as much damage as possible.
A vehicle fitted with a Ram Plate obtains an additional Hardness 15 against collisions from the front. This hardness applies only to collision damage and does not apply to collision damage from directions other then the front. If the vehicle’s hardness is already 15 or greater, the Ram Plate has no effect.
A vehicle cannot have a Ram Plate and a Reinforced or Spiked Ram Plate at the same time.
Craft DC: 15.

Reinforced Ram Plate
The Reinforced Ram Plate is designed fully for battle purposes, and it shows by being even thicker, bigger and meaner than the normal Ram Plate. Vehicles modified with a Reinforced Ram Plate that aren’t police or military-issued are definitely illegal.
A vehicle fitted with a Reinforced Ram Plate obtains an additional Hardness 20 against collisions from the front. The hardness applies only to collision damage and does not apply to collision damage from directions other than the front. If the vehicle’s hardness is already 20 or greater, the Reinforced Ram Plate has no effect. Also, the vehicle is considered to be one size bigger for effects of rolling the damage it deals.
A vehicle cannot have a Reinforced Ram Plate and a Ram Plate or Spiked Ram Plate at the same time. The weight of the Reinforced Ram Plate reduces the total speed of the vehicle by 5 MPH. The Reinforced Ram Plate cannot be fit to vehicles of Medium size or smaller.
Craft DC: 18.

Spiked Ram Plate
The spiked Ram Plate is a normal Ram Plate with large spikes welded to it. The modification is trivially simple, making most users with a normal Ram Plate to make the ‘upgrade’ if required. The Spiked Ram Plate is illegal by street and highway laws, but it is widely used in the Outback by Road Warriors.
A vehicle fitted with a Spiked Ram Plate obtains an additional Hardness 15 against collisions from the front. The hardness applies only to collision damage from the front. As well, when the collision occurs, the dice dealt by the vehicle is increased by 2 dice. This additional damage is Piercing.
A vehicle cannot have a Spiked Ram Plate and a Ram Plate or Reinforced Ram Plate at the same time. A normal Ram Plate can be ‘upgraded’ to a Spiked Ram Plate with a Craft check, DC 5. (The Craft DC given is to make the modification from scratch).
Craft DC: 15.

Retro Jets
By fitting a series of short-burn rockets to the front of the vehicle, the driver can guarantee stopping almost instantly, regardless of the speed he was traveling at. When performing a Hard Brake maneuver (D20M, pg. 159), the Retro Jets allow the vehicle to slow down by three categories instead of just two with a single drive action. After the Retro Jets have been used once, they completely burn out and must be replaced (Wealth DC 18).
Craft DC: 21

Rocket Engine
Favored by speed junkies and the absolutely insane. The vehicle is outfitted with a rocket engine. The engine drastically increases the speed of the vehicle by an additional 100 (10) but the expensive modification incurs a -2 penalty on all Drive Skill checks while the rocket booster is activated.
Craft DC: 21

Rotating License Plate
With a flick of a switch, the license plate can flip to reveal an alternative identity for a vehicle. This illegal modification is available for any automobile or oversized ground vehicle.
Craft DC: 15 (Illegal)

Rotating License Plate, Multiple License.
This ‘enhanced’ version of the Rotating License Plate modification can hold up to three alternate licenses, plus the ‘original’ one.
Craft DC: 20 (Illegal).

Sidecar
Sidecars are attached to motorcycles, allowing an extra person to ride. This option reduces the top speed by 100 (10) on a conventional vehicle or 200 (20) on a hover vehicle. A sidecar requires three rounds to attach or detach.
Craft DC: 15

Slick Tires
A wheeled vehicle may be outfitted with flat racing tires (no grooves) for better traction. Slicks give a +1 bonus to any Drive checks on smooth, dry tracks, but unfortunately have a poor grip on wet roads: an additional -2 penalty is assigned to any penalties suffered by a vehicle for the weather conditions. Slicks are available for any ground vehicle.
Craft DC: 10

Smoke Screen/Oil Slick
This option releases smoke behind the vehicle, obscuring view in a cloud about 10 yards in diameter. The screen will last for 1-6 rounds depending on the wind. Alternatively, it could act as an oil slick, which creates a slippery area that hampers the control of any vehicle driving through it. A driver may avoid the oil slick if he or she spots it in time. At GM’s option, a character caught in a smoke screen/oil slick might be required to make a successful Driving Skill check to avoid an accident. A fully charged smoke screen/oil slick is good for three rounds of use, and is available for any automobile or oversized ground vehicle.
Craft DC: 13

Special Tires or Puncture-Resistant
Tires may be designed with various special abilities. These include solid puncture-resistant tires that run while flat (halve penalties for losing a tire) or special snow tires (reduce or negate any penalties that the GM may assign for maneuvering on snow or ice). Any ground-based vehicle can be equipped with special tires.
Craft DC: 10

Stretchers and Medical Equipment
This option differentiates ambulances from regular vehicles. Each stretcher replaces two seats for passenger capacity purposes. Medical equipment can be added to any van or utility helicopter.
Craft DC: 7 (for alterations to vehicle - medical equipment bought separately)

Stripped
These vehicles are carefully stripped down to improve their power to weight ratio. In a car, this might mean removing glass from side windows (replacing them with nets), taking out the headlights, stripping out the doors (the driver will now climb through the window), modifying the seats, and otherwise removing items that are required for regular driving but unnecessary or unsafe for a high-speed race. Stripping a vehicle will add 30(3) to top speed if the vehicle is still “street legal” or 50(5) if enough stuff is removed so that the vehicle no longer meets minimum safety standards. All vehicles, except an ultra-light, can be stripped.
Craft DC: 13

Sun Roof
A sun roof is an open hatch in the top of the vehicle, which can be added to any car or van. Characters who lean out the opening can be attacked, but receive a benefit for partial cover (-4 penalty to the attacker’s check). A sun roof is available for any automobile or oversized ground vehicle.
Craft DC: 11

Supercharger
A supercharger is designed to increase an engine’s power. The supercharger uses a belt-and-pulley mechanism linked to an engine’s crankshaft. It functions by forcing extra air and fuel into the engine’s combustion chambers. A supercharger adds 40(4) to top speed and the extra acceleration gives a +2 Initiative bonus.
Craft DC: 19

Tow Winch
A winch allows the vehicle to tow other vehicles of equal or smaller size (similar to pulling a trailer — see Trailer below). A winch is available for any pickup truck or oversized ground vehicle.
Craft DC: 5

Turbocharger
This device uses the engine’s exhaust stream to drive an air compressor, which increases the engine’s power output. This extra power adds 50(5) to top speed, but there is no extra initiative bonus, due to “turbo lag” — the delay it takes for the turbocharger to respond.
Craft DC: 19

Weapon Mount - Concealable
Because sometimes it is better to not call the attention of the authorities (but having guns on the vehicle is required), this mod fits the weapons behind concealed hatches and ports from which they spring up when needed. There are two varieties of Concealed Weapon Mount-Light and Heavy.
Noticing a Concealed Weapon Mount requites a Notice roll (DC 20). Concealed weapons may be made ready for firing as part of a drive action on the part of the driver, or a move-equivalent action on part of a crewman. Installing a Concealable Weapon Mount requires both a Craft (Mechanical) and Craft (Electrical) roll at the given DC (the price is only calculated as if one Craft roll was made, though).
The mount only takes one weapon, but can be taken multiple times.
Craft DC: 10 (Light Weapon Mount), 15 (Heavy Weapon Mount).

Weapon Mount - Light
A weapon mount is a bracket or pintle for mounting a light or heavy machine gun on the vehicle’s roof, deck, or the underside of a wing. The mount only takes one weapon, but can be taken multiple times.
Craft DC: 5

Weapon Mount - Heavy
This mount is used for mounting heavy weapons such as rockets. The mount only accepts one weapon, but can be taken multiple times.
Craft DC: 10

Winch
A heavy-duty (1-ton) winch.
Craft DC: 10.

Checking around fiction-land there is an interesting item that I saw in two quite different stories (an episode of “the A-Team” (‘The Taxicab Wars’) and “Condorman”): front armor for a vehicle that is used as ramps to send cars they ram flying right above the defended vehicle and come crashing down behind.

Probably would be like “rammed vehicle does not makes damage to ramming vehicle and rammed vehicle driver must do a drive check DC 20 + other factors (+4 if rammed from the side, for example) to make the car land safely.”
 



Some NOD stuff.

Temple of NOD (Tiberian Dawn Era)
The Temple of NOD is the heart of the Brotherhood, acting as their communications hub and command center, housing the computer core and serving as Kane's residence, where he commands the Brotherhood with an iron fist, surrounded by elite zealots and templars devoted to his cause. The temple also serves as the Brotherhood's advanced research lab, allowing construction of advanced units and technology. It also housed a nuclear missile silo.
The Temple is a massive, cathedral-like building, resembling a scorpion. Its architecture was neo-gothic, mixing heavily decorated metal frames with red and black stained glass windows. Several flying buttress extended from it sideways, resembling scorpion's "legs" and a tail-like protrusion extended from the segment of the temple containing the nuclear missile silo. There was a large underground section which is filled with the labs and research facilities, and storage of the nuclear missiles.

The Temple of Nod is roughly 400 ft by 400 ft, 100 ft tall, with an additional 100 ft for the 'tail' structure, with 400 hit points, hardness 40. Requires a crew of 30, has full NBC protection for occupants. The underground section covers a 2000 ft by 2000 ft, 500 ft deep area, with 600 hit points, hardness 40. Requiring a crew of 75.
There is space in the main temple for 100 people to live, and house 200 for important events. The underground can house 100 soldiers permanently. Destroying the main above ground section will prevent the nuclear missiles from launching, and blocks the access points to the underground section until cleared. Both have enough supplies to feed everyone for 6 months, with NBC protection and air.
Military radio with a range of 200 miles, with satellite uplink, but loses the satellite uplink if the above ground temple is destroyed. Has equivalent sensors of Mech Class III, with range of 30 miles. Labs and computers provide +10 to all Research, Gather Information, Knowledge, and Computer Use checks. NOD units fighting within 10 mile radius of the Temple of NOD gain a +2 morale bonus to attack rolls and saves.
PDC: 50

In Coreline, a Temple of NOD (Tiberian Dawn Era) is rumoured to be hidden deep within the Tiberium fields in Australia. During the defeat of NOD, this temple wasn't found, but one in Sarajevo was destroyed, leaving behind a burned out husk. Two other temples were either partly or fully constructed before being destroyed in China and Siberia, with another rumoured to be in Antarctica.

Temple of NOD (Tiberian Sun Era)
The Temple of NOD is the heart of the Brotherhood, acting as their communications hub and command center, housing the computer core and serving as Kane's residence, where he commands the Brotherhood with an iron fist, surrounded by elite zealots and templars devoted to his cause. The temple also serves as the Brotherhood's advanced research lab, allowing construction of advanced units and technology.
The second generation of Temple, from the Second Tiberium War, differs drastically from its predecessor's, it is streamlined and resembles an encroached scorpion much more. Stained glass panels are almost non-existent, replaced by sleek concrete and steel surfaces. Similar to the original, it contains advanced research labs for advanced units and research to be conducted. It also contains potent sensors to detect stealth units and functions as a control point for Hunter-Seeker droids.

The Temple of Nod is roughly 500 ft by 300 ft, 100 ft tall, with an additional 100 ft for the 'tail' structure, with 450 hit points, hardness 45. Requires a crew of 30, has full NBC protection for occupants. The underground section covers a 2000 ft by 2000 ft, 500 ft deep area, with 600 hit points, hardness 40. Requiring a crew of 75.
There is space in the main temple for 100 people to live, and house 200 for important events. The underground can house 100 soldiers permanently. Destroying the main above ground section will prevent the Hunter-Seeker droids from launching, and blocks the access points to the underground section until cleared. Both have enough supplies to feed everyone for 6 months, with NBC protection and air.
Military radio with a range of 200 miles, with satellite uplink, but loses the satellite uplink if the above ground temple is destroyed. Has equivalent sensors of Mech Class IV, with range of 50 miles. Labs and computers provide +10 to all Research, Gather Information, Knowledge, and Computer Use checks. NOD units fighting within 10 mile radius of the Temple of NOD gain a +2 morale bonus to attack rolls and saves. Can build one Hunter-Seeker droid every 10 minutes if enough material is stored, and can hold 30, capable of deploying up to 5 per round.
PDC: 51

Adventure Ideas
The Brotherhood Arises Again
- Rumours of a new temple is being constructed in a remote area in South America. The PCs are hired to investigate. Depending on the hiring group, military assistance can be called once located.

In the Wrong Hands - After the defeat of NOD, Temples of NOD were destroyed, but generally abandoned in the push to find Kane. Some of these temples may still have relatively intact underground facilities still that may have advanced technologies, or even nuclear missiles that can cause a lot of trouble if they fell into the wrong hands. Or offer a huge payday on the Black Market.

Hunter-Seeker Droid
These drones are simple robotic drones that attack by attaching to an enemy unit and self-destructing. They appear as a roughly 4 foot tall cylinder with duct fans and simple control surfaces for low level flight and maneuvering, several sensors and cameras protrude from the frame. Upon being deployed, these drones accept no commands and attack targets programmed into their memory banks or that don't have a NOD IFF signature that is friendly to the deploying unit. They have enough power to remain in the field for 5 days before self detonating once out of power, but will generally attack a target before that time. Typically will attack vehicles, with preference for GDI, or other programmed organizations, and any GDI, or other organization programmed, structures; leaving civilian vehicles and structures as secondary targets, or if the drone detects more than 5 infantry type units entering a building, then it will attack the building. The Hunter-Seeker can fly as low as 3 feet above the ground, to as high as 50 ft to go over obstacles.
Once released, if released individually, it will use the last detected area within the sensor range of the building or vehicle that releases it, that had enemy activity within 24 hours, and move in a zig-zag type pattern, with about 500 ft between the two outer parts of the zig-zag, towards the area, searching for enemy targets. If released in groups of at least 3, they will move out in a cone area, each zig-zagging within their sections of the cone to locate targets. The more drones released, the larger the area that can be covered.
Upon finding a target, before it strikes, it releases a quick radio burst that is encrypted to any NOD unit in the area, and to its deploying structure or unit, the location and its detonation.

Hunter-Seeker Droid (PL6)
CR: 2
Size: Small
Hit Points: 2d10+10, 15 hp
Init: +4
Speed: 60 ft fly (400 (40) vehicle scale)
Defense: 15 (+3 equipment +2 Dex)
Hardness:
BAB/Grp: +2/+2
Attack: +6 melee
FS/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Self-Destruct
Special Qualities: Construct, Darkvision 40 ft
Saves: Fort +1, Reflex +3, Will +1
Abilities: Str 10, Dex 15, Con -, Int , Wis 10, Cha 1
Skills: Balance +4, Drive +6, Listen +6, Navigate +4, Search +6, Spot +6
Feats:

Frame: Armature
Locomotion: Thrusters
Manipulators: None
Armour: Duraplast
Superstructure:
Sensors: Class III
Skill Software: Balance +4, Search +6, Spot +6, Listen +6, Navigate +4, Drive +6
Feat Software: None
Accessories: AV Recorder, AV Transmitter, military radio, GPS, Skill Net, Skill Progit x2, night-vision sensor (modified night vision googles), explosive charge.
PDC: 34

Self-Destruct
The Hunter-Seeker, upon seeing a valid target (typically a vehicle of a sedan size or larger, or enemy building, structure or large piece of equipment), will make a melee touch attack and immediately self destruct using an explosive charge, dealing 8d6 to a 15 foot radius, Reflex save DC 15 for everything in the radius but the target struck, that ignores 15 points of hardness to the target touched. If the attack misses, the drone still detonates, but the damage doesn't ignore hardness to the intended target, which can make the Reflex save, if it is capable, for half damage.

NOD Artillery
The NOD Artillery was used by NOD, CABAL and the Forgotten during the Second Tiberium War and the Firestorm Conflict, continuing the Brotherhood's extensive use of mobile artillery. It is a large tracked vehicle, with two pairs of tracks, and a large 155mm HE cannon in a turret. Due to the recoil, the vehicle deploys stabilizers and it becomes stationary, but grants it incredible range, but can't strike anything within a minimum range, and requires protection.

Crew: 4
Passengers: 0
Cargo: 250 lbs
Init: -4
Maneuver: -4
Top Speed: 60 (6)
Defense: 6
Hardness: 15 (20 in deployed mode)
Hit Points: 80
Size: Gargantuan (-2)
Purchase DC: 52
Restriction: Mil (+3)
Accessories: 155mm artillery cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: Can't fire while moving, +3 to attack rolls, NBC protection grants +4 to Fort saves, Deploy
Deploy - As a standard equivalent action, the NOD Artillery can switch to deployed mode, stop movement and deploys a series of stabilizers, unlocking the turret from locked forward position. Takes a standard equivalent action to switch back to mobile mode to move again. Can only fire while deployed.

Weapons


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

155mm Artillery Cannon

12d12*

20

Ball

250 ft

Single

80 rounds

Gunner

Smoke Grenade Launcher (2)

none

-

None

50 ft

Semi

12 grenades

Driver or Commander

155mm Artillery Cannon
This weapon can only be fired while deployed. Can't attack at anything within 150 feet, can attack targets out to 25 range increments. The loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds.
The stats are for a standard HE round, dealing 12d12 to target struck, and 9d12 to a 40 foot radius area, Reflex save DC 17 for half, with specialty rounds as the following:
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 25 points of hardness, increase range incr to 300 ft, deals 10d12, critical 19-20x2, ballistic damage. PDC 15 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 9d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 17 for half. PDC 14 for 5 rounds.
M1030 - Deployable Mine Field round. Select a 30 ft by 30 ft area, a successful attack roll will launch the round and it will deploy mine field covering the area with 36 mines, 1 per 5 foot square. If the attack is unsuccessful, roll 1d8 for direction missed by, and each point missed the target spot by, move the mine deploy spot center by 10 ft. The mines automatically bury themselves the round after, and have a Spot DC 19 to be noticed, if no effort made to disguise the area, or not in an area with lots of vegetation. Moving through the area, sets of a mine for each square moved through, dealing 2d4 fire damage, Reflex save DC 14 of half damage. Anything floating up to 5 feet above the mines will trigger the mines. PDC 19 for 5 rounds.

Upgrades

NOD Artillery M1
The M1 version of the NOD Artillery is an upgraded version assigned to elite artillery units, or assigned to protect important facilities. They are fitted with a self-repair unit, ALA, APS and improved targeting systems.
Make the following changes to upgrade to an M1:
Increase hit points by 5;
Increase cannon ammunition supply by 25%;
Increase number of smoke grenades by double (24 total)
Add ALA system;
Add APS system;
Add upgraded targeting system;
Add self-repair system;
PDC: +1

ALA - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.

APS (Active Protection System) - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.

Upgraded Targeting - Gain an additional +2 to attack rolls. Penalty to attack rolls for range increments is reduced by half (every two increments incurs -1 instead of every range increment).

Self-Repair System - While not moving or attacking, the vehicle will repair 1d4 hit points every 2 rounds. Can repair a total of 50 hit points. Resupply PDC 14.

 

Tremor
The Tremor is a variant of the Titan Mk2 that is fitted with a Harmonic Resonance Cannon, the armour is replaced with armour types that resists explosions and fire better. The Tremor was created to help reduce the growth of Tiberium fields, working their way through veins and sources of Tiberium growth, such as Tiberium seeding bombs, etc. The heavier armour allows them to resist the detonating Tiberium crystals, or attacks from NOD or Forgotten forces that try to stop them. While GDI hasn't fielded many Tremors, they field them where Disruptors or Shatterers couldn't or couldn't survive heavy combat due to their lighter armour. Tremors are also used in demolishing large buildings, or in combating other targets that are vulnerable to sonic energy.

Crew: 2
Passengers: 0
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 40 (3) / 50 ft character scale
Defense: 6
Hardness: 25
Hit Points: 130
Size: Gargantuan (-2)
Purchase DC: 57
Restriction: Mil (+3) GDI

Accessories: Harmonic Resonance Cannon, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: Fire Resistance 20 (doesn't work against laser or light based attacks), explosions deal 25% (round down) less damage (includes exploding Tiberium, caught in area of missiles, grenades, etc, but does not reduce the damage, behind its hardness if struck by the missile, grenade, mine, etc), NBC protection grants +4 to Fort saves, obstacle breaker, stable platform.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.

Obstacle Breaker - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Titan to none.

Stable Platform - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.

Weapons


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

Harmonic Resonance Cannon

9d6

Sonic
100 ft long, 15 ft wide line

Single

25 shot

Gunner

Smoke Grenade Launcher (2)

none

-

None

50 ft

Semi

12 grenades

Driver or Commander

Stomp

4d6

20

Bludgeon

Melee

Driver

Harmonic Resonance Cannon
This weapon is a powerful, but slow firing, sonic weapon. It damages everything within its 100 foot long, 15 foot wide field of fire, Reflex DC 19 for half damage, ignoring half the target's hardness/DR. Targets destroyed by this weapon have a 25% chance to explode, dealing half damage to a 20 ft radius in half slashing, half fire damage. Targets that survive the attack have a 25% chance of having their hardness/DR permanently lowered by 1 each time struck, until repaired. If attacking a large structure, larger than 30 ft in two directions, deals double damage.
If used within 50 ft of Vinifera Tiberium, or Blue Tiberium field, it causes the vein, or field to start to detonate, dealing 50% more damage than normal.
 

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Star Trek Ship Systems

Auto Targeting Module, Sensor System Gadget (PL6)
This module is added to the sensors and targeting systems of the ship. This system helps improve targeting of weapons, especially if the one at the controls isn't skilled in starship weapons.
If the user does not have the Starship Gunnery feat, the penalties the user suffers is half (only -2 instead of -4). Those with the Starship Gunner feat gain an additional +1 to attack, or as part of a full attack action, can make an extra attack at -10 their base attack bonus and all other attacks suffer -2 to attack rolls.
PDC: +2
Res: Mil (+3)

Phaser Relay
This device takes up a Defensive or Weapon system space, and can only be applied to Phaser type weapons. The Phaser relay improves the damage of all phaser type weapons by +2 die of damage to base damage. This bonus damage is applied before fire-linking or any other bonuses.
PDC: 30
Res: Mil (+3).
Requirements: Ship must have phaser type weapons equipped.

Directed Energy Distribution Manifold
This device takes up a defensive system or weapon system. The directed energy distribution manifold improves the energy efficiency of any beam weapons equipped on the ship, adding +1 die of damage to base damage of the weapons. This bonus damage is applied before fire-linking or any other bonuses.
PDC: 30
Res: Mil (+3)
Requirements: Ship must be fitted with beam type weapons.

Prefire Chamber
The prefire chamber is a gadget that can be added to a phaser cannon or pulse phaser weapons. Adds +3 die of damage to phaser cannon or pulse phaser it is added to.
PDC: 35
Res: Mil (+3)
Requirements: Cannon or pulse type of phaser.

Polaric Modulator
The Polaric Modulator is a device developed during the Iconian War and surviving examples are rare. When properly installed into a ship with a Slipstream system, it links the system to the power systems, weapons, sublight engines and other systems. The Slipstream system gains a 10% increase in speed, sublight speed is increased by +500 ft due to a low level slipstream field envelops the ship. When diverting power from weapons, can disable multiple weapons, and increase engine speed by another 250 ft for each additional weapon system beyond the first.
Uses up a Defensive system slot.
PDC: 49
Res: Rare (+5)
Requirements: Requires Slipstream engine system.

Nanite Reinforced Circuitry Upgrade
This system is applied to any damage control or other system that repairs the starship hull hit points. Takes up 1 defense system. When a Damage Control or other system that repairs hull hit points, is used, grants a +4 to Repair checks, the repair system repairs 50% more hit points, rounding down.
PDC: 50
Res: Mil (+3)
Requirements: Damage Control system or similar system that repairs starship hull hit points. Access to nanites.

Hull-Repair Weapon Signature Nullifier and Amplifier
This system imbeds the hull with a number of receiving units and capacitors, linked to a damage control system. When the starship's hull suffers damage from an energy weapon, the linked system that repairs hull hit points repairs 10% of the damage the weapon dealt, before damage reduction and other resistances are applied. The hit points are repair at the end of the attacker's round. If the attacking ship attacks with multiple energy weapons, the total damage repair is done at the end of the attacker's turn.
PDC: 50
Res: Rare (+4)

Requirements: Damage Control system or similar system that repairs hull hit points. Doesn't work against missile weapons that deal energy damage.

Materials Marvel

Nanominium
A metallic substance that can be applied as a gloss to provide anti-magical properties. Must be bonded/applied to metallic objects/surfaces. Once applied, items, and the users wielding them, gain SR 15, gain +3 to saves against magical effects. The items also increase their HP by 15% (round down), and increase hardness/DR by 10% (round down). Once this bonus hit points are reduced (after hardness), its bonuses are negated and the Nanominium coat must be applied again. Craft/Repair check DC 25, and takes one-half the time to build the item to apply the coat.
PDC half base PDC of item +4.
Res: Illegal (+4)

Mysterium
This metallic meta-material, is incredibly rare, and so far can only be created by condensing kirbons (particles that help govern the size of matter) and harvested in the White Hot Room (a realm that serves as the afterlife and base of operations for the Phoenix force and its hosts, existing within the M'Kraan Crystal, and outside the Multiverse). Currently only mutants have access, with the Phoenix force favouring mutant telepaths. Once Mysterium is set, its strength and durability is equal to adamantium, capable of even penetrating adamantium. It is a perfect conductor for electricity, but not heat, and protects against most forms of radiation (cosmic, x-ray, gamma, beta, etc), and is magnetic like iron. Its most important feature is its anti-magic properties. Contact with Mysterium shatters magical defenses, breaking magical possession or other forms of control. Small amounts within a person prevents them from being able to use any form of magic. It, and person welding items made of mysterium are not sensed by abilities such as spider-sense, danger sense, or other semi-precognition abilities that warn of imminent danger.
Hardness 50, 50 hit points per inch of thickness, ignores 30 points hardness/DR. Against Adamantium (Marvel) bypasses its hardness.
Ignores bonuses to Defense from magical sources, immediately ends active magical defenses or ongoing spells when in contact (can make a save but at -5 penalty). If more than 3 grams (such as a bullet) is within the body of a being that uses magic (suffered at least 3 points of damage from a bullet, arrow or crossbow bolt, or stabbed by a knife and it left within the body), the target is unable to make use of any magical abilities until it is removed.
PDC: +16, extremely rare, Mutant with access to Phoenix force/White Hot Room.

Materials Star Trek

Detronium
This material is used in the construction of high end shield generators, as it is found to amplify the energies used in shielding technology. It is difficult to mine and process, making its mining highly restricted.
Shields, force fields, and similar protective energy devices, made with Detronium as part of its construction provide 10% more hit points (round down), fixed bonuses increased by 25% (round down) to a minimum of +1, and duration of operation, if has a time limit, it is increased by 10% (round down).
Prerequisite: shield, force field, or field that provides protection.
PDC: Device PDC +6
Res: Rare +4

Magnasite
This liquid is very corosive, capable of metling duranium in short order. Typically sold in 6 oz containers, which can break under sufficient force (such as throwing against hard surfaces). Poured, or target struck by a vial suffers 2d6 points of acid damage, ignoring 25 points of hardness, dealing another 1d6 points of acid damage, ignoring 25 points of hardness the following round. When thrown, targets within 5 feet of the target, Reflex save DC 15, suffer 1d4 points of acid damage for 2 rounds.
PDC: 17 for 5 6 oz containers
Res: Lic +1
 

Star Trek Communicator

22nd Century Federation Communicator
These communicators are similar in size and shape to cellphones, with a flip cover that activates upon opening the cover. The basic models allow voice communications only, while more advanced models allow text. Using subspace frequencies, each device has a range capable of reaching a ship in orbit, or even an orbiting moon. When linked to a communications systems of a starship or satellites and stations within a star system, they could reach anywhere within the star system.
Size: Dim
Weight: 0.5 lbs
PDC: 10 for basic civilian models. Advanced models with text capabilities PDC 11.
Starfleet Communicators free to members of Starfleet, have PDC 19 outside. Have secured frequencies, increasing difficulty in intercepting and decrypting DC +3.


23rd Century Federation Communicator
These communicators are functionally the same as the previous century, except with improved range and encryption for Starfleet models. Without access to a ship, satellite or station in system, these communicators had a range of 1 AU. Starfleet communicators of this time had a black gloss finish with a gold coloured flip cover.
Size: Dim
Weight: 0.4 lbs
PDC: 10 for basic civilian models, Advanced models with text capabilities PDC 11
Starfleet models are free to members of Starfleet, have PDC 20 outside. Have secured frequencies, increasing the DC for intercepting and decrypting by +4.


24th+ Century Federation Communicator
These communicators are reduced in size to that of a large pin, typically 2 inch in diameter, with Starfleet models taking on the Starfleet emblem in design. A simple touch and speaking name of a person, or ship or station within system and will connect to the person or ship/station. A second tap will disconnect the communication. Without a ship, station or satellite within system, these communicators have a range of 1.5 AU. A built in beacon allows these communicators to function as locators for sensors and transporter systems. None of these types of communicators have capability to display or transmit text.
Size: Fine
Weight: -
PDC: 11
Starfleet models are free to members of Starfleet, have PDC 21. Have secured frequencies, increasing the DC for intercepting and decrypting by +5.


Emergency Subspace Beacon
This device is the size of a small backpack, with its own integrated power system and transmitter. It is capable of transmitting an emergency beacon over subspace frequencies with a range of 20 light years. It can receive and send voice and basic text communications over a display screen within 110 light years. It has enough power in beacon mode only for 10 years, but with two way communications only has enough power for 1 year.
Size: Medium
Weight: 10 lbs
PDC: 14
 
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