CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Nausicaan Ship
These crescent shaped ships, with a central bulge that contains the core systems, and two bulges on each side which contain the warp nacelles that give off a green glow. These ships were produced by Nausicaans in the 22nd century and eventually phased out and sold to anyone with the money. The ships were small, but fast and had potent plasma beam weapons but had weak shields, with ample cargo space and could carry a decent amount of troops which made them excellent for raiders and pirates.

Nausicaan Ship (PL6)
Type: Ultralight
Subtype: Escort
Size: Colossal (-8)
Tactical Speed: 4500
Defense: 5 (-8 size +3 Pilot)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 18d20 (360 hp) shields 225 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 110 ft
Weight: 430 tons
Targeting System Bonus: +3
Crew: 5 to 10 trained
Passenger Capacity: Up to 30
Cargo Capacity: 90 tons
Grapple Modifier: +16
Base PDC: 45
Restriction: Res (+2)

Attack:
Plasma Beam Cannon +0 ranged 15d8

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, improved thrust x2, Shield Dependent, fast transporter
Engines: thrusters, ion engines, warp drive (max warp 4)
Armour: ditanium
Defense Systems: light shields, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, subspace array
Weapons: 2 plasma beam cannons (1 fore, one aft)
Grappling Systems: tractor beam

Plasma Beam Cannon
An upgrade to the older plasma weapon, firing a concentrated beam of plasma, with slightly increased damage but quite devastating once it hits critical systems.
Damage: 15d8, 19-20x3
Damage Type: Fire
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 38
Restriction: Mil (+3)
Note:

Fast Transporter
The transporters on the Nausicaan ships are designed to transport a lot and quickly, able to transport up to 10 people or 5 tons of cargo as a move action, or double that as a full round action.

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.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

TWIN ENGINE SYSTEM (PL 6)
During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.
A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.
This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.
Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: See text.
Purchase DC: 15.

Improved Thrust
Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.
NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)
Restrictions: Starship engines only.
Purchase DC: +2.

Light Shields
These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1).
PDC: Shield type -2.
Restriction: None
Note: Can be combined with Advanced Shield versions.
 

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kronos182

Adventurer
Oberth Class mk2

The mk2 of the Oberth Class is a minor upgrade to the original Oberth, mostly featuring more modern equipment, increased automation to allow an even smaller crew, improved warp drive for greater distance and slightly improved speed. The mk2 has a few new abilities that are due to the upgrades including enhanced plasma manifold. The probe launcher is upgraded to a full photon torpedo launcher and the type 4 phasers are upgraded to type 5 for enhanced defensive capabilities with an additional emitter mounted on the rear to cover that arc from attack. The mk2 can be run by as few as 3 people, and with the improvements can carry up to an additional 10 crew over the original specialist crew.

Oberth Class (Federation (PL6)
Type: Light
Subtype: Corvette (Scout/Science Vessel)
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 32d20 (640 hp) shields 600 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 393 ft
Weight: 7500 tons
Targeting System Bonus:
Crew: 3 to 90
Passenger Capacity: varies
Cargo Capacity: 220 tons
Grapple Modifier: +16
Base PDC: 46
Restriction: Lic (+1)

Attack:
Type 5 Phaser -8 ranged 12d10 (6000 ft, energy/fire, s); or probe launcher -8 ranged (varies by probe, could launch photon torpedoes)

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), science labs, tractor beam, replicators, shuttle bay, Enhanced Plasma Manifold
Engines: thrusters, ion engines, warp drive (max warp 7)
Armour: ditanium
Defense Systems: shields, autopilot
Sensors: Class IV, Science Sensors
Communications: radio transceiver, subspace array
Weapons: 2 type 5 phaser, photon torpedo launcher
Grappling Systems: tractor beam

Science Labs
The ship is equipped with extensive scientific labs for various types of studies and experiments, depending on their configuration. Grants users +2 to any science related Knowledge, Computer Use, Craft (chemical, electrical, mechanical or pharmaceutical), or checks to study space related phenomenon (blackholes, nebulas, etc).

Science Sensors
These sensors enhance the normal sensors but are designed to collect massive amounts of data and are more sensitive to spatial anomalies, such as gravity anomalies, subspace wakes, etc. Grants +2 to sensor checks to study or detect any type of spatial anomaly. Grants +2 to pilot Reflex saves to avoid space related hazards, +2 to Navigate checks to pilot to plot courses. Sensor range is tripled.

Probe Launcher
This is a device for launching various probes for scientific purposes, but could be modified easily to launch photon torpedoes. The Oberth mk2 typically carries 50 probes of various types including generic scientific probes, 4 subspace probes, and other depending on mission profile. The navigator or science station officer can fire a single probe as a standard action.

Phaser Type 5
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Type 5 phasers are similar to Type 4, except they had a little more control over varying damage level, and had improved range. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 6000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 36
Restriction: Mil (+3)

Photon Torpedo
Photon torpedoes are 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 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 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 21 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: 31
Restriction: Mil (+3)

Enhanced Plasma Manifold
The plasma manifold has been improved which allows improved power transfers, particularly to the shields and engines. The engineer can as a standard action activate the Enhanced Plasma Manifold, which boosts the shields by 5 temporary HD (100 hp) and the ship gains +500 ft to speed for 5 rounds. After this duration, the engineer can not restore any depleted HD from the shields for 2 rounds. The engineer can attempt to extend the duration by 1 round with a Repair check DC 20, but the shields can not be restored for an additional 2 rounds for each round the Enhanced Plasma Manifold is extended.

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.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.
 



Lord Zack

Explorer
I'm pretty sure that's incorrect. Or at the very least the Columbia-class must be an earlier version than the refit given that some of the features you attribute to it are features of the Columbia-class.
 

kronos182

Adventurer
I'm pretty sure that's incorrect. Or at the very least the Columbia-class must be an earlier version than the refit given that some of the features you attribute to it are features of the Columbia-class.
I was going by what was on the star trek online page.
Here's the link to the NX (light escort) which has links to the NX-Refit, then the Columbia Class.
 

Lord Zack

Explorer
Well the NX-class in the Star Trek Online game is actually a 25th Century replica with 25th Century technology. Their version of the Columbia-class is also very different from the one from the novels.
 

kronos182

Adventurer
Well the NX-class in the Star Trek Online game is actually a 25th Century replica with 25th Century technology. Their version of the Columbia-class is also very different from the one from the novels.
the NX-Refit on the ST Online page says it's a 23rd century (2200s meaning late TOS to early Kirk movies ((up to approx ST 4))). The Columbia-class on the ST Online page says it's late 2200s (2280+) which is Star Trek 6 (specifies Undiscovered Country) as a new class inspired by the NX-Refit, but also specifies it's a Legendary Temporal Operative version.. so that's kind of.. Temporal Direct hand wavey going on..
So these are the PRE-Iconian & Temporal Wars which would add specific stuff to those versions (the additional special & experimental weapons that can be added, with upgraded weapons/shields/etc).
 

kronos182

Adventurer
The Terran Barracks from Starcraft

Barracks
The Terran Barracks, is a mobile structure that is able to traverse great distances in order to reach new hot-zones or deployment centers. It has a roughly rectangular shape, made of three major sections with three large landing pads that it rests on when on the ground. The thrusters that provide the forward thrust are along one of the longer sides while the main entrance and command center is on the other long side, so it looks like a wide flying brick.
This structure houses marines used by the Terran Confederacy, and later the Dominion. Inside recruits receive training, provided bunks, food and some recreation areas. The inside is mostly divided into several large sections including the Bunk room where soldiers sleep and store their belongings. The Deployment room is located near the entrance/exit, with a large ramp leading down from the entrance to the ground. Weapon and equipment racks are located here. The Galley is cramped but efficient room with food and drink dispensers line the back wall and tables for soldiers to sit and eat. The Resocialization Chamber consists of a darkened room with rows of resocialization tanks that convert convicts into more manageable and obedient soldiers. These were banned in later years and the space dedicated to medical or other facilities and equipment.
The Barracks has facilities to product basic materials to repair armour and ammunition but requires raw materials. Able to produce about 100 rounds of ammunition or 50 HP of parts to repair armour every 12 hours (requiring about 500 lbs of raw material or 1000 lbs of scrap). With raw organic material, the food systems can produce edible rations to feed 50 people once per day (requiring at least 500 lbs of organic material). Barracks without a Resocialization Chamber have medical facilities that has enough supplies to heal about 200 hit points and cure minor poisons and diseases but no facilities to produce more medicine. Grants +2 to Treat Injury checks when attempting to heal someone.
Barracks are about 200 ft wide by 125 feet long, about 70 feet tall, not counting the landing pads, which provide a 10 foot clearance under the barracks. Has 500 hit points, Defense 4, hardness 20. When the barracks lifts off, can move about 100 ft or 50 (5) chase scale per round. The thrusters are designed to allow the barracks to be released from low orbit and land safely, descend about 200 ft per round safely, but climbing only at 100 ft per round. It takes a move action to enter or exit the barracks, and a full round action to lift off or land.
Barracks typically can hold about 50 to 75 marines with enough space to arm them 20 times at least, and enough food, air and supplies to support them for month.
PDC: 50 Mil (+3)

Found abandoned Barracks will typically only have 200 +4d20 hit points, 1d20+2 days of rations and air, and food, supply production operating at only 50% capacity.

Barrack Modifications

Spotlights

Up to 4 spotlights on pivots and turntables can be fitted, each with a range of 200 ft, lighting up a 20 foot area.
PDC: +1

Fire Suppression System
The bunker is equipped with a set of fire suppression drones that are released upon the bunker suffering more than 30 points of damage. The drones can repair 10 hit points to the bunker each round to a maximum of 75 hit points, and can't repair above the bunker's maximum hit points. Refilling this system costs PDC 19.
PDC: +2

Neosteel Armour
The armour of the bunker is reinforced with neosteel plating, increasing Defense to 7 and increases hardness to +5.
PDC: +4

Advanced Medical Facilities
This replaces the Resocialization Chamber with advanced medical facilities, granting anyone attempting to heal or diagnosis injuries or conditions a +5 to Treat Injury and related checks. These facilities also automatically grants the Stimpack creation and Stabilizer Medpack upgrades that would be provided by the Tech Lab without requiring an attached Tech Lab.
PDC: +4

Reactor
The reactor is a powerful power plant, shaped like a cylinder with a rounded triangular cap that can be added to the outside of the Barracks. It is 20 ft by 20 ft, about 40 feet tall, 50 hit points, Defense 6, hardness 20. Once attached to the Barracks it provides an incredible amount of power, increasing the amount of time the Barracks has air and can product supplies, ammunition and parts at double the normal rate. If the Barracks lifts off, the Reactor is left behind and useless until another Barracks is attached. Can not be added to a Barracks with a Tech Lab attached.
PDC: 30 Mil

Tech Lab
This structure is a miniature research facility, looks like a sideways cylinder on a support structure with a large fin-like structure on top, that can be added to the outside of a Barracks. It is 20 ft by 50 feet, about 30 feet tall, 40 hit points, Defense 5, hardness 15. These structures allow research for upgrades to soldiers that are stationed in the Barracks, and has advanced medical facilities for producing more medicine and medical nanites. Can not be attached to a Barracks with an attached Reactor. If the Barracks lifts off, the Tech Lab is left behind and is useless until another Barracks is attached.
PDC: 40
With enough resources and money, and someone working in the Tech Lab, someone can research various upgrades to provide to the soldiers housed in the Barracks. Someone working in the Tech Lab requires at least +5 in at least two of the following skills: Computer Use, Craft: Chemical, Craft: Electrical, Craft Mechanical, Craft: Pharmaceutical (for medicines), Knowledge: Physical Sciences, Knowledge: Technology, Repair, or Research.
A person can research the following upgrades:
Combat Shield - Research DC 20, PDC 20, 300 lbs raw materials and about 6 hours. Allows the creation of the Terran combat shield. Crafting the shield gains a +2 bonus to Craft checks produced at the Barracks and 1 shield can be created per 30 minutes.
StimPack - Research DC 25, PDC 21, 400 raw materials and about 8 hours. Allows the creation of stimpacks at the barracks, with a +2 bonus to Craft Pharmaceutical checks to produce a stimpack at a rate of 1 per 30 minutes.
Concussive Shells - Research DC 25, PDC 25, 500 lbs of raw materials, 2 days. Allows for the concussive shell upgrade to be applied to S-4 Marauder power armours.
Infernal Pre-Igniter - Research DC 25, PDC 20, 500 lbs of raw materials, 2 days. Firebats flamethrowers deal an additional +1 damage per die of damage and flame colour changes to blue.
Drilling Claws - Research 25, PDC 23, 600 lbs of raw materials, 3 days. Improves the time a spider or cerberus mines can activate. When the mines unburrow, they do not provoke an attack of opportunity like normal.
Incinerator Gauntlets - Research DC 30, PDC 27, 1000 lbs of raw materials, 5 days. Allows the creation of the Incinerator flamethrowers that are on the Firebat mk2.
Juggernaut Plating - Research DC 30, PDC 28, 1200 lbs of raw materials 7 days. Allows for the Juggernaut plating upgrade for heavy power armour such as the firebat and marauder power armours.
Stabilizer Medpacks - Research DC 31, PDC 28, 1200 lbs of raw materials, 8 days. Allows for an upgrade to the CMC-405 light combat medical armour that allows the user to perform a heal check as a move equivalent action.
 

kronos182

Adventurer
A generic shotgun toting thug NPC you can use in your games. Loosely based on one of the villians from Marvels Avengers Alliance.

Lead Foot
A typical thug found and employed by various criminal that is armed with a shotgun, wearing a leather jacket and a ski mask to cover their face. Well off Lead Foots have access to alternate ammunition including phosphor rounds, hollow-point and others. Lead Foots generally work for the highest payer, or in lean times anyone willing to pay for their services. They can function as hit man, guards, robbers, perform drive-by shootings.

Lead Foot Low Level (Fast Ord 2)
Type: Human
Size: Medium
CR: 1
Hit Points: 2d8, 12 hp
Mas: 11
Init: +2
Speed: 30 ft
Defense: 16, Touch 16, Flatfooted 14 (+2 Dex, +4 Class)
BAB/Grp: +1 / +1
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +1 melee knife (1d4 slashing), +3 ranged shotgun (2d8 ballistic)
Special Attacks:
Special Qualities:
Allegiances:
Saves: Fort +0, Reflex +4, Will +1
Reputation:
Occupation: Criminal (Disable Device, Sleight of Hand)
Abilities: Str 10, Dex 15, Con 11, Int 9, Wis 12, Cha 12
Skills: Balance +4, Bluff +1, Disable Device +2, Drive +3, Escape Artist +2, Intimidate +2, Knowledge: Street Wise +0, Listen +2, Move Silently +3, Sleight of Hand +3, Spot +3
Feats: Simple Weapons Proficiency, Personal Weapons Proficiency, Point Blank Shot, Quick Reload
Possessions: Modified Beretta M3P, typically 2 drums and 2 5-round magazines, 1 knife, personal items

Lead Foot Mid Level (Fast Ord 6)
Type: Human
Size: Medium
CR: 5
Hit Points: 6d8, 29 hp
Mas: 11
Init: +2
Speed: 30 ft
Defense: 20, Touch 18, Flatfooted 18 (+2 Dex, +6 Class, +2 Equipment)
BAB/Grp: +4 / +4
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +4 melee knife (1d4 slashing), +6 ranged shotgun (2d8 ballistic)
Special Attacks: Buckshot
Special Qualities: Itch Trigger
Allegiances:
Saves: Fort +2, Reflex +5, Will +2
Reputation: +2
Occupation: Criminal (Disable Device, Sleight of Hand)
Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 12, Cha 12
Skills: Balance +4, Bluff +3, Disable Device +3, Drive +4, Escape Artist +2, Intimidate +3, Knowledge: Street Wise +2, Listen +3, Move Silently +5, Sleight of Hand +4, Spot +4
Feats: Simple Weapons Proficiency, Personal Weapons Proficiency, Point Blank Shot, Quick Reload, Dodge, Drive-By Attack, Double Tap, Armour Proficiency (Light).
Possessions: Modified Beretta M3P, typically 2 drums and 2 5-round magazines, 1 knife, personal items, padded leather jacket (similar to leather armour but impromptu instead of archaic)

Buckshot
While the Lead Foot's shotgun is loaded with standard ammunition, they can make an Wisdom check DC 15 as part of a full round attack, at -4 to attack roll. If the attack hits, it deals only +1 damage plus +1 per 2 points beats the DC and if the target is suffering from bleeding (continual damage from blood loss), dizzy, exposed, slow or weakness conditions or in the same round suffered any cold or fire damage deals double damage.

Itchy Trigger
The Lead Foot has an itchy trigger finger, ready to fire their weapon, gaining +1 to initiative, also if the Lead Foot rolled a natural 17, 18 , 19 or 20 attack roll with their shotgun they can make an immediate free single attack at -2 against the same target, provided there is enough ammunition in the weapon.

Modified Beretta M3P
This 12 gauge shotgun, normally used by police and security forces, is modified by Black Market agents to use a drum instead of a 5 box magazine. The drum is capable of carrying up to 3 different types of ammunition, split equally into groups of 10.

Modified Beretta M3P Shotgun, 12ga (PL5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: ballistic
Range Increment: 30 ft
Rate of Fire: S
Size: Large
Weight: 10 lb
Ammo: 5 box or 30 Drum
Purchase DC: 19 Res (+2)
Notes: Can accept normal 5 round box or 30 round box that is capable of carrying 3 different types of ammunition split into groups of 10

Specialty Ammunition
Armour Piercing
- These slugs are designed to penetrate armour. If the target is wearing armour, gains +2 bonus to attack, also targets with natural DR/hardness (by species traits, feats or talents) ignores 2 points.
White Phosphorous (WP) - These slugs are tipped with white phosphorous and can inflict terrible burns on a target. These rounds go off if they strike anything between the shooter and the target. Any target damaged by a white phosphorous shot takes an additional 1d6 points of fire damage and risks catching on fire (cee Catching on fire in Chapter Seven of D20 core book).
Thermite Round - These slugs are tipped with white phosphorous and filled with thermite, designed to burn through heavy armour and objects. They also deal incredible damage to living targets. The rounds deal only 2d4 points of ballistic damage plus 3d6 points of fire damage, followed by 2d6 points of fire damage the next round and 1d6 points of fire damage the round after, with a chance of the target catching fire each round. Each round the Thermite round deals damage, if the target has Hardness, or DR, it is reduced by 1 each round.
 

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