CORELINE (D20 Modern/D20 BESM Setting).

Well, the new things to factor in order to replicate what shows up in "Ant-Man and The Wasp" would be how it works with passengers and how it works when the vehicles are moving (then again, the chase scene has the shrunken cars moving really fast, so I guess we could allow them to keep the same moving speed).
 

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kronos182

Adventurer
Well, the new things to factor in order to replicate what shows up in "Ant-Man and The Wasp" would be how it works with passengers and how it works when the vehicles are moving (then again, the chase scene has the shrunken cars moving really fast, so I guess we could allow them to keep the same moving speed).

The car is modified to have a system like the Ant-Man suit regulator on it so it can shrink with people inside, the same with the building they moved like a suitcase.
 
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Doc_Pippin

Explorer
Well, the new things to factor in order to replicate what shows up in "Ant-Man and The Wasp" would be how it works with passengers and how it works when the vehicles are moving (then again, the chase scene has the shrunken cars moving really fast, so I guess we could allow them to keep the same moving speed).

I think the speed could be explained in a similar way as Ant-Man's strength, the engine still produces the same amount of power because the actual change was either in shunting mass into a hammerspace or reduction in the area between subatomic particles either way, the energy output would be propelling a smaller vehicle at relatively higher velocity so those in the vehicle would perceive the speed of the vehicle as much faster than those outside of it. Kind of like how we can externally clock the movement of blood as it moves through a body at ~4 mph, but from the perspective of the cells in the blood, the speed and relative force would be staggeringly higher, more akin to hypersonic speeds.
 

kronos182

Adventurer
A vehicle based on a toy.
d02.jpg

Republic Attack Dropship
The Attack Dropship was produced for use by elite units in the later stages of the Clone Wars. It is a single pilot craft that looks like a much scaled down LAAT, with jus the cockpit, two adjustable chin weapons, and smaller version of the engines, wings and massdriver launchers mounted directly behind the cockpit, with an additional pair of weapons mounted between the massdriver launchers. Below the wings and engine block is a rack that allows for two troopers to strap themselves to for transport. When carrying troops the cockpit is in a 70 degree down angle, but once carried troops are released, the cockpit rotates up to only a 15 degree down angle to increase aerodynamics, allowing the Attack Dropship to function as a fighter providing air support. The passenger rack can be modified to hold small cargo containers.

Attack Dropship (PL6)
Crew: 1
Passengers: 2
Cargo: 30 lbs / 300 lbs*
Init: +0/+1
Maneuver: 0/+1
Top Speed: 200 (20) troop carry mode / 700 (70) fighter mode
Defense: 8
Hardness: 10
Hit Points: 25
Size: Huge
Purchase DC: 36
Restriction: Mil (+3)
Accessories: Military Radio, weapons, crew rack
Notes: When in troop carrying mode speed, initiative, maneuver uses the numbers before the /, when not carrying crew use the numbers after the /. Chin blasters are semi-turrets, able to pivot up or down, and a bit to the sides granting +1 to attack rolls. Can hover. The pilot can release the carried troops as a free action when close to the ground. Switching between the two modes is a move equivalent action that can only be done at speeds lower than 100 (10). It takes troops 1 full round to get into the rack and strapped in safely.

WeaponDamageCritDamage TypeRange IncrROFMagazine
Massdriver Launchers (2)Varies-Varies200 ft*Single20 (10 ea)
Chin Fire-Linked Anti-Personnel Blasters (2)6d820, x2Fire100 ftS, AUnlimited
Fire-Linked Lasers (2)6d1020, x2Fire120 ftSUnlimited

Massdriver Launcher
This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one.
Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles.
KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles.
Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5.

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.
 

kronos182

Adventurer
A few Star Wars personnel weapons.

R-20 Scatterblaster
The R-20 Scatterblaster is a blaster pistol created by BlasTech Industries, that instead of firing one powerful blaster bolt, fired multiple smaller ones, making it more difficult to dodge. This feature also was useful against opponents such as Jedi, as they would have some difficulty deflecting multiple bolts.

R-20 Scatterblaster (PL6 Personal Firearms Proficiency)
Damage: 2d4*
Critical: x2
Damage Type: Fire
Range Increment: 40 ft
Rate of Fire: S
Size: Small
Weight: 4 lbs
Ammo: 30 Box
Purchase DC: 19
Restriction: Mil (+3)
Notes: Targets don't apply their Dex modifier to Dodge bonus to Defense. For every 3 points over the target's Defense (ignore Dex modifier and Dodge bonuses), increase damage by 1d4 to a maximum of 5d4.


T-21 Light Repeating Blaster
The T-21 was one of the heaviest and powerful standard issue weapons that could be carried by a single soldier. A thick bodied weapon that was light enough to carry and fire on the move made this weapon a good choice for heavy assaults. It can use a standard power pack that only provided enough power for 25 shots, but it can be hooked up to a power pack that can be carried as a backpack for a larger capacity. A light weight tripod can be carried on a soldier's belt, allowing for more stable firing.

T-21 Light Repeating Blaster (PL6 Exotic Firearms Proficiency T-21)
Damage: 3d10+5
Critical: x3
Damage Type: Fire
Range Increment: 65 ft
Rate of Fire: S, A
Size: Large
Weight: 15 lbs, backpack power supply 30 lbs.
Ammo: 25 box, or 200 with back pack power supply
Purchase DC: 25
Notes: -1 to attack rolls due to its weight and size. If mounted on tripod, attack penalty removed. Backpack power supply provides 200 shots, regenerates 10 shots per 5 rounds. Takes 1 full round to connect and power up the weapon.


Accelerated Charged Particle Repeater Gun (ACP)
This weapon is a medium ranged blaster manufactured by Arakyd Industries, and was popular amongst criminals and mercenaries. The weapons are not particularly advanced, came with a wired support under the frame just behind the barrel for added support, and a sight near the barrel, and built-in extinguisher in case of overheating. As they are more particle weapons than blasters, they were particularly effective against shielding, but not as much against armoured surfaces. The weapon required special ammunition packs that had enough material for forty shots.

ACP (PL6 Personal Firearms Proficiency)
Damage: 2d8 vs solid objects, 4d10 vs shields
Critical: x2
Damage Type: Fire
Range Increment: 50 ft
Rate of Fire: S, A
Size: Medium
Weight: 9 lbs
Ammo: 40 box
Purchase DC: 21
Notes: Gets Hot
Gets Hot - If fired on autofire for more than 3 rounds in a row, or on a natural roll of 1, the weapon over heats, but the extinguisher system cools the weapon, but it can't fire for that round, and fills a 5 foot area with steam.


Concussion Rifle
The concussion rifle is an uncommon weapon, with a thick rectangular frame with a large aperture, and a side mounted handle for providing stability, that fires a concussive sonic charge, creating a powerful shockwave that is able to knock down a full-grown person.

Concussion Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: x2
Damage Type: Sonic
Range Increment: 50 ft
Rate of Fire: S
Size: Large
Weight: 14 lbs
Ammo: 25 box
Purchase DC: 23
Notes: Deals damage in a 10 foot radius, Reflex save 15 for half damage, plus target has to make a second Reflex save DC 16 or be knocked prone, a successful save the target is only staggered for 1 round.


W-90 Concussion Rifle
The W-90 concussion rifle is a long barreled concussion rifle manufactured by BlasTech. It mounts a scope similar to the E-11 blaster, and longer range over other concussion rifles.

Concussion Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: x2
Damage Type: Sonic
Range Increment: 90 ft
Rate of Fire: S
Size: Large
Weight: 18 lbs
Ammo: 25 box
Purchase DC: 24
Notes: Deals damage in a 10 foot radius, Reflex save 17 for half damage, plus target has to make a second Reflex save DC 18 or be knocked prone, a successful save the target is only staggered for 1 round.


Imperial Repeater Rifle
This repeating rifle has a thick, short blocky body with a thin stock that extends from the bottom of the handle. It has three short barrels in a triangle design and cycles through each barrel as it fires to keep barrel temperature down for high rate of fire. The weapon has a secondary fire mode that unleashes a bolt from all three for a potent single shot kill, but lowers rate of fire.

Imperial Repeater Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: x2
Damage Type: Fire
Range Increment: 60 ft
Rate of Fire: S, A
Size: Large
Weight: 18 lbs
Ammo: 30 box
Purchase DC: 25
Notes: Secondary fire mode, switching is free action, deals 5d10, ignores 5 points of hardness/DR, uses 5 shots, rate of fire is single.
 

kronos182

Adventurer
A.I.M. (Advanced Ideas Mechanics)
A.I.M. Is a privately funded think tank organized of a group of brilliant scientists whose sole dedication is to acquire and develop power through technological means, to use this power to overthrow the governments of the world. They develop and supply arms and technology to radicals and subversive organizations in order to foster a violent technological revolution of society while making a profit.
Started back during World War II as a part of Hydra, although developed into a separate group, and even created a public company that allowed them to generate more funds legally.
A.I.M. has made advancements in various fields, from materials, cybernetics, biological engineering, energy weapons and even medical research, but primarily weapons or how to weaponize any technology in development.
A.I.M. members wear yellow uniforms with helmets that resemble those worn by workers in bio-hazards and radiation filled areas, however they look more like bee-keeper outfits, and usually referred to as bee-keepers and A.IM. bases sometimes called hives.
A.I.M. Has multiple bases around the world, even a small stealth base in orbit, but their primary base is A.I.M. Island, an island located in the Caribbean Sea, heavily fortified and equipped with technology that can nullify most attacks, particularly any technological based attack. The U.S. had launched an attack against A.I.M. Island, but all launched missiles against the island were either neutralized or vaporized before getting within 5 miles, and their attempt to land troops was also met with failure.

On Coreline, A.I.M. continues to develop technology and weapons, selling them to terrorist groups, fanatics and anyone else that can pay, including some government groups. Although Hydra and A.I.M. are not directly affiliated with each other, A.I.M. does supply Hydra with some of their tech. Most law enforcement, military and governments ban all A.I.M. technology, and try to stop any A.I.M. activity within their borders, but have an unspoken truce with A.I.M., we'll leave you alone, if you leave us alone, any noticeable illegal activity within our borders will be dealt with. A.I.M. merely compensated with improved stealth tech for any teams they send aboard.

AIM Member
Members of AIM are researchers, dedicated to advancing technology and the sciences for the sake of science, and to advance the group's goal of the acquisition of power and overthrow all governments by technological means. These members, when not in the lab researching and building, act as the basic soldiers for AIM. While they may not be very good at fighting themselves, their advanced weapons and technology make them a threat.

Low Level AIM Member (Smart Ord 1/Dedicated Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d6-1 plus 1d6-1; hp 5
Mas: 8
Init: +1
Speed: 30 ft
Defense: 13, Touch 12, flat-footed 12 (+1 Armour, +1 Dex, +1 Class, )
BAB: +0
Grapple: +0
Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol)
Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +0, Ref +1, Will +4.
Action Points: 0
Rep: +2
Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13
Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)
Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Disable Device +6, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +3, Speak English, Speak (any two), Treat Injury +4.
Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.
Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d6-3 plus 3d6-3; hp 15
Mas: 8
Init: +1
Speed: 30 ft
Defense: 15, Touch 14, flat-footed 14 (+1 Armour, +1 Dex, +3 Class)
BAB: +3
Grapple: +3
Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol)
Full Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +2, Ref +4, Will +6.
Action Points: 0
Rep: +2
Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13
Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)
Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Disable Device +9, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +5, Speak English, Speak (any two), Treat Injury +5.
Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency
Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Scientific Improvisation
AIM members may specialize in difference fields, but all have some familiarity in multiple fields and can improvise solutions and tools quickly. The AIM member can spend a full round action by combining common objects with a Craft check that corresponds to the function desired. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. However this item is single use, or lasts for a number of rounds equals to the AIM member's level then breaks and the parts are useless.

Experimental Weapon Proficiency
AIM creates a large array of experimental devices and weapons, some are put into mass production for AIM members, and some are one offs. The AIM member is proficient in any mass produced AIM weapons, and up to 1 + Int modifier weapons the AIM member has built themselves. If the AIM member has maxed out their number of weapons they have built, they can replace one by spending 1 full minute studying the weapon in detail, undisturbed to replace one weapon they have developed and were proficient with.

AIM Researcher
The Researcher specializes in medicines and chemicals to enhance to hinder biological systems. Their helmets are a little more streamlined, with a green-yellow opaque faceplate, two tubes go from the helmet to a collar piece which contains air tanks. A backpack with compressed space technology is usually carried to allow them to carry a large array of chemicals, poisons, toxins and medicines
Make the following changes to AIM Member to create AIM Researcher:
Change Knowledge (Arcane Lore) with Craft (Pharmaceutical);
Change Builder with Medical Expert (+2 Craft (Pharmaceutical) and Treat Injury);
Add Surgery Drone to equipment;
Add Researcher Helmet to equipment;
Add Spatial Backpack to equipment;
Add Wounding Shot special attack.

Wounding Shot
With the Researcher's knowledge in biology, they can make their attack deal increased damage and caused increased pain to reduce the target's combat capabilities. Against a living target with a discernable biology, the Researcher can, as a full round attack, taking -4 to attack roll and with a successful Knowledge: Earth and Life Sciences DC 19, can add +1d4 damage plus an additional +1d4 damage for every 5 points over the DC and suffers -1 to attack, Defense, skills. If the weapon deals piercing, slashing or ballistic damage, the target, if living (doesn't affect undead or those that lack a circulatory system), must also make a Fort save or suffering 1 point of bleeding damage for 1d4 rounds.

AIM Director
The AIM Director is an expert at leading teams of scientists, with abilities to use his science to keep his team alive and attacking. Directors wear slightly heavier armour, equipped with Spatial Backpacks fitted with a shield generator, and two phased pistols.

Low Level AIM Director (Smart Ord 1/Dedicated Ord 1/Charismatic Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d6-1 plus 1d6-1 plus 1d6-1; hp 7
Mas: 8
Init: +1
Speed: 30 ft
Defense: 14, Touch 12, flat-footed 13 (+2 Armour, +1 Dex, +1 Class)
BAB: +0
Grapple: +0
Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol)
Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +1, Ref +2, Will +4.
Action Points: 0
Rep: +4
Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13
Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)
Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Diplomacy +4, Disable Device +6, Gather Information +4, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +4, Speak English, Speak (any two), Treat Injury +4.
Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.
Possessions: AIM Director Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3/Charismatic 2)
CR 6;
Size: Medium-sized Human;
HD: 3d6-3 plus 3d6-3 plus 2d6-2; hp 19
Mas: 8
Init: +1
Speed: 30 ft
Defense: 17, Touch 15, flat-footed 16 (+2 Armour, +1 Dex, +4 Class)
BAB: +4
Grapple: +4
Attack: +4 melee (1d3 nonlethal), or +5 ranged (2d4 phased pistol)
Full Attack: +4 melee (1d3 nonlethal), or +5 ranged (2d4 phased pistol)
Special Attacks: IED
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +3, Ref +6, Will +6.
Action Points: 0
Rep: +4
Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13
Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)
Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Diplomacy +6, Disable Device +9, Gather Information +6, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +7, Speak English, Speak (any two), Treat Injury +5.
Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency
Possessions: AIM Director Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, 2 phased pistols, 4 magazines

IED
The Director can make an Improvised Explosive Device, or IED, as a standard action, with a Craft: Electronic check DC 21 out of anything with an electrical system, but it only deals 2d6 with a blast radius of 10 feet, Reflex save DC 14 for half damage.

Equipment

AIM Uniform

AIM uniforms varies with rank and position, but all are yellow, and the most common resembling a hazmat suit with a helmet similar to a bee-keeper's outfit.
A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply.

A.I.M. Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +1
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -0
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 18
Restriction: Mil (+3) Aim +0
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage). AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.

AIM Coilgun Rifle
The AIM coilgun rifle using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 30 each. The coilgun rifle fires marble sized projectiles at high velocity.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 150 ft
Rate of Fire: S, A
Ammo: 90 box
PDC: 19
Restriction: AIM, +4 Illegal
Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round.

AIM Coilgun Pistol
The AIM coilgun pistol using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 15 each. The coilgun pistol fires marble sized projectiles at high velocity.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 75 ft
Rate of Fire: S, A
Ammo: 45 box
PDC: 17
Restriction: AIM, +4 Illegal
Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round.

Ammunition
Standard - A marble sized projectile that is magnetic to allow coilguns to fire it, designed to deform upon impact to impart as much damage as possible, dealing 2d8 ballistic damage. PDC 5 for 50.
Anti-Personnel - This projectile breaks apart in fragments inside the target, causing significant wounds. Deals 1d8 ballistic damage plus 2d4 slashing, target must make a Fort save DC 14 or take 1 point of bleeding damage each round for 1d4 rounds. Treat Injury DC 15 to stop. PDC 11 for 50.
Anti-Armour - These projectiles contain a small shaped explosive, deals 2d6 ballistic and ignores 5 points of hardness/DR. PDC 12 for 50.
Explosive - This marble sized projectile is filled with a thermobaric chemical that is released upon striking a target or surface, dealing 3d6 fire damage to a 10 foot radius spherical area, Reflex save DC 14 for half damage. PDC 13 for 50.
EMP - Mini EMP generators in a marble projectile that affects only the target struck. All non-shielded, non-military electronic devices will shut down for 1d6+1 rounds. Military and shielded devices must make a Fort save DC 15, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 rounds, plus suffer 1d4 electrical damage. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). PDC 17 for 50.
Cryo Round - These rounds are filled with a compound that upon contact with air reduce the temperature in a very small area very quickly. They deal 1d8 ballistic and 2d4 cold damage, plus the target must make a Fort save DC 15 or suffer -2 to attack, skills, Defense and half speed for 1d4+1 rounds. A successful save the target only stuffers -1 to attack, skills, Defense for 1 round. PDC 17 for 50.

Researcher Helmet
This helmet replaces the normal AIM Uniform helmet, includes a HUD system that links wirelessly to a computer and the Surgery Drone. The collar of the helmet contains air tanks that provides 2 hours of air. The collar also contains space for five doses of any liquid chemical that the Researcher can use on him/herself as a free action.

Surgery Drone
This small robot has a rectangular shaped frame, with a curved back, two gimbled anti-grav units on the underside. It is only 1.5 feet long and 6 inches wide, with 5 hit points, Defense 14, fly (perfect) 40 ft, maximum altitude of 300 feet, able to operate for 1 hour before requiring recharging in a special dock mounted in the Spatial Backpack. It is fitted with a healing beam. The healing beam uses energy that stimulates a living organisms natural healing abilities. As a full round action, with a range of 5 feet, the beam can heal 1d4+1 hit points in a living target as a ranged touch attack roll with a 2 bonus. The Surgery Drone is controlled via the HUD in the Researcher Helmet by voice commands (a single command as a free action once per round, additional commands are move equivalent), such as move 30 feet to left, heal target designated Bob, etc.
Weight: 5 lbs
PDC: 20

Spatial Backpack
This backpack made of impact resistant plastics, has a dock on the top for the Surgery drone as well as a built in power supply to power the backpack and recharge the Surgery Drone, a laptop and similar devices. The backpack has an opening that is about 1 foot in diameter, and inside looks like it is only 1.5 feet wide by 1 foot long and 2 feet deep, but in reality the inside is made of compressed space, able to hold up to 300 lbs of items, as long as they are not more than 1 foot in diameter, but can be much longer. The weight of any item inside the Spatial Backpack is not felt by the wearer.
Weight: 10 lbs
PDC: 21
Restriction: 0 AIM, +4 illegal

AIM Phased Pistol
The AIM Phased pistol using exotic particles to strike a target. However these particles phase in and out of space, and deal low damage initially as only some particles in the discharge strike the target as they are in phase, others are out of phase. A short time later, more particles phase back into space.
Damage: 2d4*
Critical: 20x2
Damage Type: Energy
Range Increment: 45 ft
Rate of Fire: S, A
Ammo: 25 box
PDC: 23
Restriction: AIM, +4 Illegal
Notes: Due to exotic particles out of phase bypasses most shields ignores all Hardness/DR. For next 1d4 rounds, deals 2d4 energy damage, target can make Fort save DC 21 to reduce damage by half for each round of additional damage, but not the initial damage.

AIM Director Uniform
The Director uniform is similar to the standard AIM uniform except instead of a rectangular visor, the visor has slightly larger areas directly in front of the eyes which contain enhanced optics.
A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials, shoulder pads, half bracers, shin guards are added which contain an energy deflection field. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply. Connects to a modified Spatial Backpack with a built in shield generator that projects a shield over a larger area than normal.

A.I.M. Director Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -0
Speed (30 ft): 30 ft
Weight: 6 lbs + 12 backpack
Purchase DC: 21
Restriction: Mil (+3) Aim +0
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), gains +2 Defense against energy weapons, spatial backpack (1.5 foot radius opening, appears to be 1.5 feet wide, 1.5 feet long, 3 feet deep, holds 200 lbs), shield. AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.Shield - Projects a protective energy field around the user and a 20 foot radius. The shield can absorb 50 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.

A.I.M. ARC Armiger
The A.I.M. ARC Armiger is an A.I.M. modified and upgraded version Roxxon's Armiger that they stole the plans for, and mixed in some stolen Stark Tech. While the ARC Armiger looks similar to the original Armiger, it has noticeable differences, the first being it is yellow in colour, has a more rounded design instead of the originals hard angles, with a crude, but functional ARC reactor powering the whole thing, providing ample power for its energy weapons. The 90mm cannon is replaced with a chain gun style laser for rapid fire, plus it can also fire a powerful single beam for heavy anti-armour purposes, now housed in an armoured raised casing on the left side. The TOW missiles are replaced with a retractable variable fire mini-missile launcher, while the CIWS system is upgraded for improved accuracy and replaced with rapid-fire energy weapons, similar to lasers. Additionally the ARC Armiger is fitted with a gas venting system instead of the smoke grenades, able to store up to 3 different chemicals, typically including smoke that includes IR/thermo blocking properties, CS gas or other crowd dispersing gas, and sometime some other airborne agent, from poisons to mutigenic gas or some other weaponized aerosol they are testing. Additionally, the ARC Armiger is capable of movement underwater, and its weapons work even under water, if at reduced range. If used underwater, the mini-missiles can be swapped for mini-torpedoes instead. Additionally the ARC Armiger is fitted with Project PROTEAN technology, stolen from Stark Industries. Project PROTEAN is technology designed to repair or modify technology it was designed for, in this case, weapons. This makes destroying an ARC Armiger difficult as it repairs itself.
Crewed by 2, driver and gunner/commander. It has two top hatches, one for the driver and gunner. Takes a full-round action to enter the tank, and another full-round action to start it moving. The ARC Armiger is three squares wide, six squares long (22.02 ft long for the hull, 27 ft counting the barrel of the cannon, 12 ft wide and 8 ft high for the body, weighing 42 tons), able to lower itself down to a height of 7 feet, while moving usually 12 feet high, and can raise up to 16 feet, but can't move while this high, provides full cover to its occupants.

Crew: 2
Passengers: 0
Cargo: 300 lbs
Init: -2
Maneuver: -3
Top Speed: 60 (6), 40 (4) on surface or under water
Defense: 6
Hardness: 20
Hit Points: 68
Size: Gargantuan
Purchase DC: 55
Restriction: Illegal (+4) AIM Res (+2)
Accessories: variable laser cannon, mini-missile launcher, CIWS point defense system, gas venting system, APS, fire-control computer, thermal/nightvision for driver, gunner, GPS, military radio, headlights, Project PROTEAN system, 20 hours air
Notes: +2 attack with weapons, NBC protection grants +4 to Fort saves. 25% chance to destroy any missile or RPG fired at the vehicle, +6 Fort save vs EMP weapons

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.

AIM CIWS Point Defense System
Using advanced AI tracking combined with rapid fire weapons, based on the CIWS on naval ships, the CIWS Point defense system serves two functions: targets all incoming missiles and rpgs, and allows the vehicle to make attacks of opportunity against other vehicles or low flying aircraft or drones. It can not be fired manually by the crew, or make normal attacks.
Destroy Missiles/RPGS: The system has a 25% chance to destroy any incoming missile, rocket or rpg. A destroyed missile, rocket or rpg deals no damage to the vehicle.
Make Attacks of Opportunity: The system threats the space the vehicle occupies as well 100 ft area around it. When making an attack of opportunity, the system rolls 1d20 plus any targeting bonuses, if the result is greater than target's defense, deals 4d8 fire damage.
The system can attack something as small as a medium sized creature (programmed for humanoids), up to larger vehicles such as other tanks, or low flying aircraft, such as helicopters or drones. System has +2 attack bonus.

WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
Variable Laser Cannon (Pulse)6d820x2fire200 ftS, A50 shot capacitor
Variable Laser Cannon (Beam)8d1020x3fire75 ftSingleUses 5 shots
Mini-Missile Launchervaries20varies200 ftSemi80 Missiles

Variable Laser Cannon
This weapon is a multiple barreled laser, capable of firing a single shot or a barrage of full automatic fire (pulse mode), or a powerful, but short ranged, armour melting blast (beam mode). The beam mode uses up a lot of power, but ignores 10 points of hardness plus each successful strike reduces the target's hardness/DR by 2 points with each successful strike, permanently. On a critical strike it reduces the target's hardness by 5. The capacitor replenishes shots at a rate of 1 shot every 1d4 rounds if not fired.

Mini-Missile Launcher
This mini-missile launcher can fire single, or multiple missiles at once at a target, in volleys of 1, 2, 4 or 8 missiles. Each doubling increases damage and blast radius (if the missile has one), by 50%, and increases any Reflex save DC by +1.
Any mini-missile can be loaded, by typically HE, AP or Fragmentation are loaded. For underwater missions, mini-torpedoes can be loaded. (Mini-Torpedoes are similar to missiles but work under water, fire based missiles will have damage reduced by 1 die, but have blast radius increased by 25%. All area affect missiles will have Reflex save DC increased by +1, if sonic based damage and blast radius is increased by 50% and Reflex save increased by +2).

Project PROTEAN System
Using stolen Project PROTEAN technology, the ARC Armiger can repair damage it has suffered. As long as the ARC Armiger has 5 hit points or more, it can repair itself at a rate of 5 hit points per round.


EMP
AIM has developed a man portable, and potent EMP device, about the size of a soccer ball, able to knock out technology within an area, allowing them to disable security and defense systems, or even knock out technologically enhanced super heroes.
Once activated, it will go off the next round, or with a delay of up to 1 minute (10 rounds), affecting a 50 ft area. All non-shielded, non-military electronic devices will shut down and require repairs. Military and shielded devices must make a Fort save DC 18, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 minutes, plus suffer 1d4 electrical damage for every size category over medium. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). After the device is activated, it burns itself out, making it useless.
Weight: 6 lbs
PDC: 25
Res: Illegal (+4) AIM Res (+2)

Exoskeletal Battletank
The Exoskeletal Battletank Mk1 is AIM's standard battle armour, which Hydra based their Mk2 power armour off of. Its yellow armour is curved to help deflect projectiles and coated in energy resistant material to protect against energy discharges from many super powered foes. The left shoulder has a retractable grenade launcher that has a divided ammo bin to allow up to 4 different types of grenades to be loaded, while the right shoulder has a retractable coilgun rifle. Instead of repulsor weapons in the hands, variable power particle beam weapons are fitted, although they are slower to fire than the repulsors, the varying power levels are more versatile.
A more powerful power core is fitted in the Exoskeletal battletank than those sold to Hydra, with the ability to enhance its weapons with the force of attacks the armour takes, however as the armour takes damage and increases the power of its weapons, it runs the risk of overload. To compensate for battlefield damage, the battletank armour is fitted with a nanite repair system, allowing for quick, although limited repairs.

AIM Exoskeletal Battletank Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 55
Base Speed: 30 ft.
Height: 7.7 ft.
Weight: 340 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +6
Hardness: 17
Max Dex Bonus: +2
Armour Check Penalty: -8
Purchase DC: 40
Restriction: Illegal (+4), AIM +2
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 40 grenades, can be divided into 4 different types, 10 each), coilgun (300 rounds). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity, psychic shielding.

Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.
Its reach is 5 feet, and its base speed is 25 feet.
Base Purchase DC: 37.
Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit
Boots: 1 slot.
Helmet: Cockpit.
Left arm: Particle Beam Cannon.
Right arm: Particle Beam Cannon.
Shoulder: Power Core
Torso: Cockpit

Particle Beam Cannon
These heavy particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 2d12 to 5d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12 and 5d12 points of damage, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use.
Damage: variable
Critical: 20x3
Damage Type: non-specific energy
Range Increment: 70 ft
Rate of Fire: Single
Ammo: 30 charges
Notes: Suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.

Power Core
The Exoskeletal battletank Armour is powered by a high energy source that is based on technology acquired from Stark Industries. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, AIM scientists were partly successful. Every 5 points of damage the power armour takes, the next particle beam cannon or coilgun attack gains +2 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +20 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.

Coilgun Rifle
Mounted on the right shoulder is a retractable coilgun rilfe, using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine for the weapon can be divided into 3 different types of up to 100 rounds each.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 150 ft
Rate of Fire: S, A
Ammo: 300 Internal

Grenade launcher
Mounted on the left shoulder is a retractable grenade launcher that can switch between up to 3 different types of grenades. Typically loaded are fragmentation, explosive and smoke grenades.
Damage: varies by grenade
Critical: -
Damage Type: varies by grenade
Range Increment: 60 ft
Rate of Fire: Semi
Ammo: 40 internal, divided into 4 groups of 10, which can be all the same, or 3 different types.
Switching grenade types is a free action.

Nanite Repair
The armour is fitted with a nanite repair system, which looks like it vents steam, however it is a small cloud of nanites that quickly move to repair the armour and the user in case of injury. As a full round action, where the user can not do anything other than move at most 15 feet, vents a cloud of nanites that can repair damage to the armour and the user, priority of repaired damage goes to the armour first, then extra goes to the user, of 1d8+2 hit points. Also any charges the power core might have stored are reduced by 1 each time the Nanite Repair system is used. The system has enough material to repair up to 50 hit points. Replenishing the nanites costs PDC 14 (AIM only) for 10 hit points.

Psychic Shielding
The armour is lined with material that helps reduce the effects of psychic probes or attacks. Psionic abilities that allow a save the user is +2 to save, while the armour has DR 10 in addition to its normal hardness against psionic abilities that cause damage (the ability itself, not an ability that can cause damage from other sources, such as telekinesis used to hurl an object that damages the armour).

AIM Shield Generator
AIM has multiple designs for defensive energy shielding, including personal shielding, for vehicles and buildings.

Personal Shield
The Personal Shield is a device that projects a protective energy field around the user in a oblong shape about a foot around the wearer from a device mounted on the wearer's waist. The shield can absorb 30 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.
Weight: 9 lbs
PDC: 22 AIM only, Illegal (+4)

Vehicle Shield
This shield is tied into the power source of the vehicle, giving it greater power. A few different levels of shields exist, depending on the vehicle size. The shield can absorb a certain amount of damage before it is depleted, based on size of the vehicle it is mounted on, with an Energy Resistance of 10 (any type of energy damage except acid). The shield can regenerate 5 hit points every 5 rounds. The device has enough power to run for 20 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.
Size Medium 75 hit points, Large 100 hit points, Huge 150 hit points, Gargantuan 200 hit points, Colossal 275 hit points.
Weight: 20 +10 lbs / size over medium
PDC: Medium 23, Large 24, Huge 26, Gargantuan 28, Colossal 30, AIM +3 Mil, +5 Classified

AIM Particle Rifle
These heavy personal particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 1d12 to 4d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use.
Damage: variable
Critical: 20x3
Damage Type: non-specific energy
Range Increment: 50 ft
Rate of Fire: Single
Ammo: 30 box
Notes: Suffers -1 to attack rolls.
PDC: 19, Illegal, AIM +3 Mil

AIM Power Backpack
This yellow and black squared backpack is a potent source of energy. Many AIM members use it to power weapons and as a portable power source for their many experiments.
The pack has enough power to power anything from weapons to a small office building or a gargantuan sized mech for a week. When used to power energy weapons, by an armoured cable, the weapon has an ammo capacity of unlimited.
Weight: 14 lbs
PDC: 17 Illegal, AIM Unrestricted
 

kronos182

Adventurer
Diamondback

The Diamondback is a hover AFV fitted with twin railguns mounted in a turret, designed for quick attacks, and a sophisticated targeting system to allow it to fire accurate while moving. While developed during the Great War, not many were produced until years later. The hover system allows the Diamondback to circumvent many obstacles, give it good maneuverability and good speed, combined with the twin railguns make it an excellent tank hunter.
The vulture is 4 squares long (20.5 ft), 3 square wide (15 ft), with a crew of 2 with full cover.

Diamondback
Crew: 2
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: +1
Top Speed: 230 (23)
Defense: 8
Hardness: 15
Hit Points: 48
Size: Huge
Purchase DC: 46
Restriction: Mil (+3)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 2 fire-linked Eviscerator rail guns, NBC protection grants +4 to Fort saves.
Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet, half penalties for firing weapons while moving. Can't attack airborne targets

NameDamageCritDam TypeRange IncrRate of FireMagazine
2 Fire-Linked Eviscerator Rail Gun7d1220x3Ball140 ftSemi100 rds ea

Eviscerator Rail Gun
The Eviscerator rail gun are a lightweight rail gun with decent damage and rate of fire with respectable armour penetration capabilities. They were developed for the Diamondback to keep weight down while maintaining good damage capacity for the hover AFV.
Damage: 5d12, ignores 10 points of DR/Hardness
Critical: 20x3
Damage Type: Ballistic
Range Increment: 140 ft
Rate of Fire: Semi
Ammunition 1 box of 50 PDC 15.

Options

Additional Armour

The vehicle can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 20 (2 chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 18 (Mil +3)

Ultra Capacitors
These self-replicating ultra capacitors reduce reload time of weapons and systems. On the Diamondback these change the weapon systems from semi to semi and automatic.
PDC: 17

Vanadium Plating
A different type of armour plating for the vehicle. Adds +1 hardness and +5 hit points. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 21 (Mil +3)

Regenerative Bio-Steel
A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.
PDC: 25 (Rare +4)

Tri-Lithium Power Cell
These power cells have 40% more capacity and fits in the same slots as the original monolithium power sells that power the rail gun. These cells allow more power to be used to fire farther. Increases range by 20%
PDC: 21 (Mil +3)

Variants

Diamondback Mk2

The Mk2 is a slight improvement over the original, using improved construction techniques that allow for the hull to be made from a single piece of shaped titanium, allowing it to absorb more punishment as there are very few joints or rivets that could buckle. Although this improvement makes repairing them a little harder. The single piece hull also lightens the vehicle a bit to improve speed slightly.
Make the following changes to Diamondback to make a Mk2:
Increase HP by +5;
Increase speed by 10 (1);
Repair DC increased by +3, repair times increased by 25%;
PDC: +2

Diamondback Mk3
The Mk3 is a version upgraded with additional systems and weapons, including two C-14 gauss rifles, one atop the turret between the railguns which can be used against aircraft and infantry, with another on the main hull in a semi turret that is controlled by the driver against infantry. Other upgrades include upgraded targeting and a missile jamming system for additional defense.
Make the following changes to Mk1 or Mk2 to make Mk3:
Add 2 C-14 Impaler gauss rifles, one controlled by gunner, one by pilot, each with 1500 rds;
Add Jammer;
Add Upgraded Target;
PDC: +1

Jammer - Against missile and rocket weapons, the attacker suffers -2 to attack rolls when targeting the tank.

Upgraded Targeting - All weapons suffer no penalties to attack rolls while the vehicle is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary.

C-14 Impaler gauss rifle
Progress Level: 7
Damage: 3d12
Critical: 20
Damage Type: Ballistic
Range Increment: 100 ft.
Rate of Fire: S, A
Magazine: 500
Size: Large
Weight: 18 lbs.
Purchase DC: 26
Restriction: Res (+2) in Koprulu Sector

Water Boa
The Water Boa is a Diamondback modified for improved amphibious operations, with the ability to float and move on water, making it an excellent coastal assault or patrol craft. The Water Boa includes a combination harpoon/grappler tag launcher, which allows it to pull in marine life for study of new aquatic zerg life for study or to capture pirates and smugglers.

Water Boa
Crew: 2
Passengers: 0
Cargo: 70 lbs
Init: -1
Maneuver: +0
Top Speed: 220 (23), 100 (10) on water
Defense: 8
Hardness: 15
Hit Points: 48
Size: Huge
Purchase DC: 47
Restriction: Mil (+3)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 2 fire-linked Eviscerator rail guns, NBC protection grants +4 to Fort saves, grappler tag with 250 ft of duracable (5 tags & cables for replacements), harpoon launcher. Emergency inflatable raft in storage.
Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet when using hover system, can float on water or move on the surface using water thrusters, half penalties for firing weapons while moving. Can't attack airborne targets.

NameDamageCritDam TypeRange IncrRate of FireMagazine
2 Fire-Linked Eviscerator Rail Guns7d1220x3Ball140 ftSemi100 rds ea
Grappler Tag LauncherNone-None50 ft-5 tags and cables
Harpoon Launcher2d620x2Piercing100 ftSemi20 Harpoons

Grappler Tag/Harpoon Launcher
This launcher is mounted on the main hull, able to launch a grappler tag, or a harpoon. The harpoons can be fired with or without a duracable attached. If the cable is attached, the harpoon with cable has a maximum range of 250 ft, as do the grappler tag. In the event of a target is too powerful to pull in, or the cable gets damaged, it can be ejected from the launcher and a replacement is put into place.

Spitting Cobra
The Spitting Cobra is an anti-infantry variant of the Diamondback, replacing the two railguns with a multitude of 12mm Gauss cannons in the turret, allowing it to target large groups of infantry or swarming Zerg. The turret is capable of targeting low flying aircraft and creatures, allowing it to fill the anti-air role as well. The hull mounts a C-14 Impaler gauss rifle in a small turret controlled by the driver on the main hull.
Make the following changes to Mk1, Mk2 or Mk3 Diamondback to make a Spitting Cobra:
Remove Eviscerator railguns;
Add 4 Fire-linked 12mm Gauss cannons to turret;
Add C-14 Impaler gauss rifle in turret on main hull;
PDC: +1

NameDamageCritDam TypeRange IncrRate of FireMagazine
4 Fire-linked 12mm Gauss Cannon9d1220x2Ball150 ftS, A10,000 rds ea
C-14 Impaler Gause Rifle3d1220x2Ball100 ftS, A1000 rds

Spitting Cobra Turret
This turret mounts four 12mm Gauss cannons, two each side, with improved targeting systems. Each gauss cannon is able to move slightly independently to allow for more accurate targeting and to maximize area attacks. When making autofire attack targets an area 20 ft x 20 ft, Reflex save DC 17 for half damage. Gains +2 to strike medium sized targets, +1 for large sized targets. Able to target airborne targets.

Constrictor
The Constrictor is a radical modification to the Diamondback, removing the turret and building up the rear section to create a rapid response APC. A light turret that mounts a 12mm gauss cannon is fitted just behind the driver's section for defensive purposes. The Constrictor is able to carry 5 marines in CMC style armour, or 8 regular infantry.

Constrictor
Crew: 2
Passengers: 5-8
Cargo: 500 lbs
Init: -1
Maneuver: -1
Top Speed: 250 (25)
Defense: 8
Hardness: 15
Hit Points: 45
Size: Huge
Purchase DC: 46
Restriction: Mil (+3)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 12mm gauss cannon, NBC protection grants +4 to Fort saves.
Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet, half penalties for firing weapons while moving.

NameDamageCritDam TypeRange IncrRate of FireMagazine
C-14 Impaler Gause Rifle3d1220x2Ball100 ftS, A1000 rds

Boa Constrictor
The Boa Constrictor is an experimental modification to the Constrictor after examples of Russian Bullfrog with it's man cannon system. Instead of using a pneumatic system, the Boa Constrictor uses a modified Extractor Field from the APOD-33 dropships to launch parachute or jetpack equipped troops into the air to deploy them past obstacles or over wall through a tube in the roof. This version is completely unarmed, but the engines and control systems are upgraded to allow it race about a battlefield to get its carried troops safely to a launch spot. Reaper squads are fond of the Boa Constrictor as it saves them fuel and can launch them into combat quickly.
Make the following changes to a Constrictor to make a Boa Constrictor:
Remove 12mm gauss cannon;
Reduce crew to 1;
Increase sped to 280 (28);
Increase Initiative to +0;
Increase Maneuverability to +0;
Add Launcher Field;
PDC: +1

Launcher Field
Launcher fields are modified Extractor fields used on the APOD-33 dropships, but instead of lifting a target up, the system creates a pulse to launch an armoured trooper equipped with a parachute or jet pack. Can launch a power armoured equipped soldier up to 300 feet in the air (make a ranged touch attack roll to target spot, range increment of 100 ft), as a standard action. The trooper then can engage a parachute, glider or jet pack.
 

kronos182

Adventurer
A couple versions of armour requested awhile back that I'm really sorry are late. Early Iron Man armour combined with some of the nanites from later models.

Carbon Armour
This set of armour is based on the Iron Man suits, using older models salvaged or bought, and upgraded with some nanites based on later versions of the iron Man suits, to enhance its combat capabilities and defensive abilities. The armour has many of the basic systems of any Iron Man armour, including basic flight systems, repulsors, mini missiles. The nanites allow the wearer to create melee weapons, enhance existing weapons, boost the armour's defense, or create additional flight systems.

Carbon Armour Mk1
The Mk1 was built from a basic Iron Man suit that allowed for flight, a repulsor in each hand, but lacked the chest mounted unibeam, arm mounted mini missiles. The nanites are contained in a unit where the unibeam would be on the chest. On command, the wearer can cause the nanites to move about the armour to form a shield, thrusters, melee blades, additional armour plating and thrusters.

Carbon Armour Mk1 (PL7)
Type: Powered Armour
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (good maneuverability, can hover)
Weight: 80 lb
Purchase DC: 32
Restriction: Res (+2)
Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, military radio, HUD software sensor link, HUD software targeting (built-in weaponry), 2x repulsor weapons, micro flares (6 uses), mini missile launcher (2 missiles), nanites.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +1 attack with built-in weapons, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1 Computer Use checks, flares suffer -5 on opposed attack rolls, Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet. Can not carry more than light load while in flight (not counting the weight of the armour).

Repulsor Weapons
Built into the palms are repuslor weapons that fire a beam of energy that can vary its power output. The blast at any setting has enough force to knock most people off their feet, even on the stun setting. Deals 3d12, 20, energy, 75 ft, s, targets struck must make a Reflex save DC 10 + damage dealt or be knocked back 10 feet and prone, while a successful save causes the target to be staggered for 1 round. Can vary damage as a free action from 1d12 to 3d12, or stun setting, target must make a Fort save DC 15 or be stunned for 1d4 rounds, plus must save against being knocked back. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), these weapons can not be used in flight.

Staggered
The character suffered a powerful or unexpected blow, such as from a critical hit or from a surprise attack from a concealed or invisible opponent. The character does not get any bonuses from Dodge or other dodge bonuses to Defense, nor their Dexterity bonus to Defense and Reflex saves suffer -2.

Mini Missile Launcher
Each arm contains a mini missile, with a typical range of 150 ft to 200 ft, depending on type of missile. Explosive missiles are usually loaded. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.
If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. There are two missiles total, one on each arm.

Explosive Mini Missile PL6
The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.

Micro Flares
These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead.
Replacement micro flares have a PDC 10 for 6.

Nanites
These nanites, housed in a container in the chest, can be used to for different pieces of equipment or enhance existing equipment. As a move action, the user can pick one of the following options once per round. The nanites have 50 charges maximum, and charges are recharged when the nanite options are deactivated at a rate of 1 charge per hour of inactivity. Charges can be replaced with an infusion of additional nanites (PDC 18, Rare +5 per charge). Some charges are lost permanently due to damage, and can only be replaced with additional nanites added.
Melee Weapon - The nanites move to the hands and wrists to form a variety of weapons. There is only enough nanites to form either two small melee weapons, dagger sized blades or small bludgeons, or one large blade or hammer-like weapons. Daggers deal 1d4+2, crit 19-20 x2, slashing or piercing, bludgeons deal 1d6, 20 x2 bludgeoning damage. The larger blade deals 2d4, 20x3, slashing damage; hammer deals 1d10+2, 20x3, bludgeoning damage. Creating 1 small weapon uses 1 charge, creating a large weapon uses 2 charges. When the weapon is deactivated the charge is replaced the next round.
Shield - The nanites can form a medium sized shield on one arm, granting +4 to Defense. For every 10 points of damage the wearer takes, or would be negated by the shield (attack misses due to the bonus provided by the shield) the bonus to Defense provided by the shield drops by 1. Every 20 points the wearer suffers reduces the number of charges available by 1 permanently until replaced. Shield uses 3 charges to form. After taking damage and bonus to Defense lowered, an additional charge can be spent to increase the Defense back up by 1.
Enhanced Flight - Using four charges, the nanites form additional thrusters on the back and legs, boosting flight speed by +50 ft. This option can remain active for 10 minutes before requiring to deactivate.
Enhanced Durability - The nanites spread over the armour to enhance its protective qualities using 10 charges, granting the wearer DR 10, Fire Resistance 10. Each time the wearer is hit, the DR and Fire resistance is reduced by 1 and loses 1 nanite charge permanently. The DR and Fire resistance can be increased by 1 by spending another charge.

Carbon Armour Mk2
The Mk2 sees improvements in defense, flight systems for improved speed, and improved leg actuators for improved ground movement. Additional built in weapons include micro missiles on the shoulders. The nanite housing is improved for increased storage and can enhance weapons or strength.

Carbon Armour Mk1 (PL7)
Type: Powered Armour
Equipment Bonus: +6
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 35 ft, fly 50 ft (average maneuverability) / 80 ft (good maneuverability, can hover)
Weight: 60 lb
Purchase DC: 34
Restriction: Res (+2)
Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, military radio, HUD software sensor link, HUD software targeting (built-in weaponry), 2x repulsor weapons, micro flares (6 uses), mini missile launcher (4 missiles), nanites.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1 Computer Use checks, flares suffer -5 on opposed attack rolls, Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet. Can not carry more than light load while in flight (not counting the weight of the armour).

Repulsor Weapons
Built into the palms are repuslor weapons that fire a beam of energy that can vary its power output. The blast at any setting has enough force to knock most people off their feet, even on the stun setting. Deals 3d12, 20, energy, 75 ft, s, targets struck must make a Reflex save DC 10 + damage dealt or be knocked back 10 feet and prone, while a successful save causes the target to be staggered for 1 round. Can vary damage as a free action from 1d12 to 3d12, or stun setting, target must make a Fort save DC 15 or be stunned for 1d4 rounds, plus must save against being knocked back. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), these weapons can not be used in flight.

Staggered
The character suffered a powerful or unexpected blow, such as from a critical hit or from a surprise attack from a concealed or invisible opponent. The character does not get any bonuses from Dodge or other dodge bonuses to Defense, nor their Dexterity bonus to Defense and Reflex saves suffer -2.

Mini Missile Launcher
Each arm contains a mini missile, with a typical range of 150 ft to 200 ft, depending on type of missile. Explosive missiles are usually loaded. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.
If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. There are 4 missiles total, two on each arm.

Explosive Mini Missile PL6
The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.

Micro Flares
These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead.
Replacement micro flares have a PDC 10 for 6.

Micro Missiles
Two deployable launchers raise from the shoulders which fire micro missiles, able to fire a single missile, a volley at a single target or at multiple targets at once. Each missile only deals 3d4 damage, critical 19-20x2, ballistic damage, range incr 75 ft, semi, with an additional +1 to attack rolls (total +3 from suit targeting). Can be fire-linked against a single target, with each doubling increasing damage by 1d4 points of damage up to a maximum of 8, for a total of 6d4 points of damage. Alternatively, up to 8 targets, no more than 20 ft from each other, can get attacked as a single attack, but the firer suffers -1 to attack rolls for every 2 targets. Total of 16 micro missiles. PDC 17 for 4 missiles.

Nanites Mk2
These nanites, housed in a container in the chest, can be used to for different pieces of equipment or enhance existing equipment. As a move action, the user can pick one of the following options once per round. The nanites have 60 charges maximum, and charges are recharged when the nanite options are deactivated at a rate of 1 charge per hour of inactivity. Charges can be replaced with an infusion of additional nanites (PDC 18, Rare +5 per charge). Some charges are lost permanently due to damage, and can only be replaced with additional nanites added.
Melee Weapon - The nanites move to the hands and wrists to form a variety of weapons. There is only enough nanites to form either two small melee weapons, dagger sized blades or small bludgeons, or one large blade or hammer-like weapons. Daggers deal 1d4+2, crit 19-20 x2, slashing or piercing, bludgeons deal 1d6, 20 x2 bludgeoning damage. The larger blade deals 2d4, 20x3, slashing damage; hammer deals 1d10+2, 20x3, bludgeoning damage. Creating 1 small weapon uses 1 charge, creating a large weapon uses 2 charges. When the weapon is deactivated the charge is replaced the next round.
Shield - The nanites can form a medium sized shield on one arm, granting +4 to Defense. For every 10 points of damage the wearer takes, or would be negated by the shield (attack misses due to the bonus provided by the shield) the bonus to Defense provided by the shield drops by 1. Every 20 points the wearer suffers reduces the number of charges available by 1 permanently until replaced. Shield uses 3 charges to form. After taking damage and bonus to Defense lowered, an additional charge can be spent to increase the Defense back up by 1.
Enhanced Flight - Using four charges, the nanites form additional thrusters on the back and legs, boosting flight speed by +75 ft. This option can remain active for 10 minutes before requiring to deactivate.
Enhanced Durability - The nanites spread over the armour to enhance its protective qualities using 10 charges, granting the wearer DR 10, Fire Resistance 10. Each time the wearer is hit, the DR and Fire resistance is reduced by 1 and loses 1 nanite charge permanently. The DR and Fire resistance can be increased by 1 by spending another charge.
Additional Armour - Using 10 charges, the nanites grant an additional +5 to Defense and grants 50 bonus hit points, but speed is reduced by 10 ft on ground and 20 ft flying. Every 10 points of damage suffered reduces the bonus to Defense by 1, and permanently reduces number of charges by 1. Spending an additional 2 charges regains +1 Defense and 10 bonus hit points. A critical strike against the wearer deals half damage to the bonus hit points and half to the wearer's own hit points. This can be combined with the Enhanced Durability option.
Enhance Repulsors - Spending 1 charge, the nanites can boost the repulsors by +1d12 damage and increase range increment by 25 ft for 5 rounds.
Enhanced Strength - Spending 2 charges can increase the Strength bonus the armour provides by +4 for 1 minute. This can be combined with the melee weapon option.
Replenish Projectiles - Alternatively, the nanites can be used to replenish spent ammunition, but this permanently loses nanite charges. 1 charge can replenish 2 micro missiles taking 1 full round to create, 2 charges replenishes 1 mini missile taking 1 full round to create.
 

kronos182

Adventurer
Leonin
Leonins are a proud and noble race of feline humanoids that looks like lions. The males engage in combat, while the females hunt and raise the young. While in combat, they are brave, chivalrous and never backing down from a challenge, never resorting to underhanded trickery. When not engaged in war, they train, hunt or hold ritualistic celebrations. They stand about 7 feet tall, with the males having large manes, their hands and feet have claws instead of nails, which they can use in combat, and their teeth and jaws are powerful. They have long tails which help them balance while they run, for they often lean forward to decrease wind resistance.
Leonins are found in areas with large open spaces, such as plains and light forests with surrounding grasslands.
Leonins don't openly embrace other races, but they don't scorn them either, and once a Leonin befrends another, regardless of race, they are loyal to the death. They typically get along with elves and others that live more in tune with nature, are honourable and share their beliefs.
In Coreline, Leonins are found mostly in Africa, Australia and parts of Central America, although they can be in other areas. Most will keep within their tribal areas, but many will go to the cities and work for groups they find honourable. Those in the city will use higher tech versions of their tribal weapons such as vibro blades, energized blades, modern crossbows with tech upgrades, or some will use projectile weapons like rifles or needlers.

Racial Traits:

Ability Score Modifiers: +2 Strength, +1 Dexterity, -2 Charisma. They are strong and able warriors, but their codes of honour, chivalrous nature can make interactions with other species difficult.
Size: Medium.
Speed: Leonin base land speed is 40 feet.
Courage (Ex): Leonin get +2 bonus to Will saves against mind-affecting abilities and fear effects.
Low-Light Vision: A Leonin can see twice as far as a normal human in low-light conditions.
Racial Skills: +2 Survival, Leonin are well adept at living off the land, +2 Racial bonus on Listen and Move Silently checks.
Feats: All Leonins are proficient in a number of ancient weapons (swords, axes, war hammers), gaining two ancient weapon proficiencies, plus Light Armour Proficiency and Shields,
Keen Smell: Leonins have an excellent sense of smell and gain the Scent ability.
Pounce: If the Leonin moves at least 20 feet straight toward a target and hits with a melee attack on the same turn, the target must succeed a DC 12 Strength check or be knocked prone. If the target is knocked prone, the Leonin can make one bite attack against the target as a bonus action.
Claws: Unarmed melee strikes can deal lethal slashing damage.
Bite: Leonins have powerful jaws and sharp teeth, dealing 1d4 piercing damage for both bite and claw attacks.
ECL: +1

Leonin Warrior
A common Leonin Warrior, they guard their tribal lands, gatherers and important tribal members. Some can be found in the cities working as guards or security, raising money for their tribes, and will typically try and arm themselves with high tech version of their traditional weapons.

Leonin Warrior
CR 1;
Medium Humanoid (Strong 1/Tough 1)
Hit Dice: 1d8+2 plus 1d10+2; hp 14; Mas 15; Init +1;
Speed: 40 ft;
Defense 13, touch 13, flat-footed 12 (+1 Dex, +2 class +1 leather armour);
BAB: +1; Grap +3; Atk +3 melee spear (1d8+2) or +3 melee scimitar (1d6+2), or +3 melee claw (1d4+2), or +2 ranged crossbow (1d10, 40 ft); Full Atk +3 melee spear (1d8+2) or +3 melee scimitar (1d6+2) or +3 melee claw (1d4+2), or +2 ranged crossbow (1d10, 40 ft);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce
SQ: Keen Smell, Leonin traits
AL: Tribe;
SV: Fort +4, Ref +1 , Will +0; AP 0; Rep +0;
Ability Scores: Str 16, Dex 13, Con 15, Int 11, Wis 10, Cha 8.
Skills: Balance +3, Climb +3, Intimidate +3, Knowledge (earth & life sciences) +2, Listen +4, Move Silently +4, Read/Write Leonin, Read/Write English (or regional area), Search +2, Spot +3
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear)
Advancement:
Organization: Found in groups of 1, 2, 6 or larger, depending on their mission.
Equipment: 2 Spears, scimitar, knife, sack with 3 days rations, few personal items, leather armour, crossbow, 20 bolts.
Leonin not in tribal lands will typically have vibro blade knives, spears, crossbow with high tech bolts, may even have repeating crossbows. Higher level members will have Personal Firearms proficiency and carry automatic weapons, needlers, or similar projectile weapons.
 

kronos182

Adventurer
Medium Tank

Is a loosely based on the M1 Abrams, with a low profile, a reasonable powerful 105mm cannon, with a balance of speed and armour, used as the main tank of GDI during the First Tiberium War before the GDI switched to walker technology. The medium tank is fairly cheap, but well balanced in power, speed and defense. It was an excellent anti-tank and anti-building vehicle, easily able to take on anything NOD had at the time. GDI makes use of the medium take now as a training unit, defense of second or third echelon bases and sells others to allies.

GDI Medium Tank mk1 (PL5)
Crew: 3
Passengers: 0
Cargo: 250 lbs
Init: -4
Maneuver: -4
Top Speed: 75 (7)
Defense: 6
Hardness: 15
Hit Points: 64
Size: Gargantuan
Purchase DC: 48
Restriction: Mil (+3)
Accessories: Search light, military radio, 105mm cannon, 5.56mm machine gun pintle mount, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS

WeaponDamageCriticalDamage TypeRange IncrRate of FIreMagazine
105 Cannon9d1220Ball150 ftS70 rds
5.56mm Machine gun2d820Ball80 ftS, A3000 rds

Alternate Ammunition
APFSDS
- Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 7d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 4d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 4d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.

Variants

Medium Tank mk2

After the chaos of the 23 Hours and Kane's attack later, many older vehicles and weapon systems were upgraded and rushed into service. The GDI got access to more advanced technology and used some to upgrade older vehicles as a stop gap before new designs could be developed.
Many Medium Tanks were upgraded with systems similar to the Mammoth A2.
Make the following changes to upgrade a Mammoth tank to a Mammoth A2:
Increase hit points by 15 to 79;
Increase 105mm cannon ammunition supply by 25%;
Add 2 smoke grenade launches (12 grenades total)
Replace 5.56mm machine gun with rail gun (3d12, 100 ft, 3000 rds)
Add ALA system;
Add upgraded APS;
Add upgraded targeting system;
Increase PDC +2

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.

Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary. The Mammoth A2 can use its Tusk Mk2 missile pods to attack two targets at once, but suffer -4 to the attack roll, and the targets can not be more than 100 feet apart.

Upgraded APS - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the six rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks, the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal.

Porcupine Medium Tank
This variant replaces the turret with a shorter but taller turret that is filled with multiple rapid-fire railguns, with improved targeting systems for targeting smaller fast moving targets such as infantry and power armour. GDI developed the Porcupine in response to all the super powered humanoids that could take on tanks in one-on-one combat. While the railguns may not be powerful enough to take out some of these super beings, but it can wound or at least distract them enough for heavier weapons to deal with them. Additionally the Porcupine is fitted with 2 tangler grenade launchers to help hold targets in place, with one in a semi turret mounted on the hull and the other atop the turret.
The turret mounts six railguns, and with all six going gives the Porcupine a distinct rip-rattle sound, giving it the nicknames of Ripper, or Rattler, or Shredder by crew and survivors. The ammunition bins can be split into three different types to allow a mix of ammunition types to be used for different targets.
Make the following changes to create a Porcupine Medium Tank:
Replace 105mm cannon and 5.56mm machine gun with Battery of three twin-firelinked railguns;
Add two tangler grenade launchers;
Add ALA system;
Add upgraded APS;
Add upgraded targeting system;
PDC +4.

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.

Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary, +2 to attack rolls against targets of medium or smaller size (+4 if stationary).

Upgraded APS - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the six rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks, the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal.

Triple Battery Twin-Firelinked Railguns - These 6 railguns fitted in a triple battery grant an additional +2 to attack rolls (+4 or +6 while stationary).

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazineControl
Triple Battery Twin-Firelinked Railguns (6)4d1220Ball100 ftS, A5000 rds eaGunner
Anti-Laser Aerosol Launcher (2)None-None30 ft radiusSingle6 usesDriver or Commander
Tangler Grenade Launcher (2)Special--100 ftSemi20 Grenades eaCommander or Gunner
 

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