CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Orca Fighter
The basic aircraft of the GDI during the Second Tiberium War, the direct successor to the Orca assault craft, that was much faster than the original Orca. The short stub wings are moved to behind the cockpit and are more flush with the hull, almost as tall as the frame and hold the craft's main armaments of Hellfire missiles. The chin mounted weapon was removed, removing the craft's ability to strike at infantry, instead becoming a tank hunter. Instead of two large articulated jets, the Orca fighter has two turboprop lift fans that give it lift, hover capabilities and give it maneuverability. Over the stub wings are a pair of jets that provide forward thrust to give it greater speed over the original Orca. While not as fast as dedicated fighters, it is far more maneuverable, allowing it to fly in areas normal fighters can't, and being faster than helicopters allows for faster strikes and retreats.
The Orca Fighter is 55 feet (11 squares) long, 25 feet (5 squares wide) at the edges of the turbofans, and the pilot has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another full round to start the craft.

Orca Fighter (PL 5-6, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 30 lbs
Init: -1
Maneuver: +0
Speed: 400 (40)
Defense: 6
Hardness: 8
Hit Points: 45
Size: Gargantuan
PDC: 43
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator.
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls.
NameDamageCriticalDamage TypeRange IncrementRate of FireMagazine
Hellfire Launcher (2)15d620Ballistic500 ftSingle12 missiles ea

Hellfire (Air-to-Surface Missile)
The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.

Dolphin Fighter
The Dolphin is a recon variant of the Orca Fighter, with lighter weapons but with a mix of anti-air and anti-ground for defense, added sensor equipment, and upgraded engines. The armour is lighter and swapped with radar deflecting/absorbing material to help it evade attacks. It has a slow stealth mode with similar to the Phantom Orca, so it can spend more time getting information. It has an afterburner system for quick escapes.

Dolphin Fighter (PL 5-6, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 30 lbs
Init: -1
Maneuver: +0
Speed: 460 (46) / 120 (12) stealth mode
Defense: 6
Hardness: 6
Hit Points: 45
Size: Gargantuan
PDC: 44
Restriction: Mil (+3)
Accessories:
Military Radio, Searchlight, GPS, thermo/nightvision, stealth armour, stealth mode, anti-grav device, sensors equivalent to Mecha Class III with triple the range, +5 to Computer Use checks. Afterburners
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls. Opponents trying to detect the Phantom Orca suffer -5 penalty to Computer Use checks to detect if they are using Radar, Class I or II sensors. Class III are unaffected. In low light or dark conditions gains +5 to Hide checks. In stealth mode maximum speed is 100 (10), at distances greater than 500 ft gains +10 to Move Silently checks. Hellfire launcher is retractable but opens as a free action before firing. Anti-grav device allows the Dolphin Orca to hover silently, in stealth mode, if only hovering for at least 2 rounds, the Dolphin Orca gains +20 to Hide checks for sound only as the anti-grav system is completely silent and can remain hovering for 10 minutes before rotors have to be engaged.
NameDamageCriticalDamage TypeRange IncrementRate of FireMagazine
Hellfire Launcher (2)15d620Ballistic500 ftSingle2 Missiles ea
Sidewinder Launcher (2)20d620Ballistic1 mileSingle2 Missiles ea

Afterburners
As part of a move action, the pilot can make a Pilot check DC 10, increasing speed to 650 (65) instantly, the afterburners will remain active for 3 rounds, including the round they are activated, and the pilot suffers -4 to Pilot checks. The afterburners can be used a total of 10 times before requiring refueling.

Sidewinder (Air-to-Air Missile)
The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is used to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft.
Sidewinder missiles have a minimum range of 500 feet. If fired against a target closer than 500 feet, it does not arm and does not explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on a fighter aircraft. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat -- specifically the heat produced by the jet engines and turboprops that power most modern helicopters and planes. The sidewinder cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.
To fire the missile, one must first acquire the target, which requires a full-round action. After the target is acquired, firing the missile is an attack action. Once fired, a sidewinder missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement).
When the sidewinder missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 20 half).

Korhal Orca
This Orca variant was created by techs and engineers using Dominion technology. The Korhal Orca is fitted with improved environmental seals and life support, the weapons are replaced with those found on the Wraith, including the cloaking device, however it has a more limited operation time. The Korhal Orca can be modified with most of the same upgrades as the Wraith, except the reactors to increase the time of the cloak, but the bio-steel and other armour upgrades can be applied.

Orca Fighter (PL 5-6, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 30 lbs
Init: -1
Maneuver: +0
Speed: 400 (40)
Defense: 6
Hardness: 15
Hit Points: 49
Size: Gargantuan
PDC: 45
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Cloaking screen. Environmental seal with 12 hours air.
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls. Gemini missiles additional +2 vs aircraft, can't be used against ground targets, burst laser additional +2 vs ground targets, but -4 vs air targets, Autofire Reflex DC 17.
NameDamageCriticalDamage TypeRange IncrementRate of FireMagazine
Gemini Missile Launchers (2 fire-linked)18d819-20x2Ballistic/Fire-Semi14 Missiles ea
Burst Laser6d820Fire200 ftS, A

Cloaking Screen
This device wraps light and energy around the ship's hull, rendering the ship invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked ship attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields.
The Korhal Orca can only remain cloaked for 5 rounds under combat conditions, or 5 minutes while moving at cruising speeds, after which requires a 10 minute cool down.

Gemini Missiles
Gemini missiles are designed for use against other aircraft and starships. Against such targets they grant +2 to attack rolls, but suffer -2 and critical is only on a natural roll of 20, to attack targets on the ground.
NameDamageCriticalDamage TypeRange IncrRate of FireMin Ship SizePDCRes
Gemini Missiles12d819-20Ballistic/Fire-SemiHuge29Mil (+3)

Burst Laser
The burst laser on the Wraith is a standard laser with semi and automatic fire capability, gains +2 to attack rolls against ground targets, plus the Reflex DC for the Autofire attack is 17 instead of the normal 15. If the autofire is used against a target of Huge size or more, and it fails the save, the target suffers double damage. Against airborne or space craft suffers -4 to attack rolls.
PDC: 30
Res: Mil +3
 

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kronos182

Adventurer
Orca Bomber
A heavy Orca based aircraft used by GDI specializing in anti-surface operations, used during the Second Tiberium War. This version of the Orca has a larger cockpit for a second crew member, large wings that contain the weapons, with a twin boom-tail configuration for better stability. Behind the two large wings that contain the payload are two large ducted fans that provide lift, with a small jet at the rear of the fuselage between the tails provides forward thrust. While not as fast as the Orca fighter, or the original Orca Assault craft, it is still quite maneuverable, able to hover easily, and has significantly more armour than either. Orca bombers are usually loaded with free-fall bombs, and used to make carpet bombing attacks, although it can be loaded with air to surface missiles.
The Orca Bomber is 60 feet (12 squares) long, 60 feet (12 squares wide), the crew has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another full round to start the craft.

Orca Bomber (PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: +0
Speed: 250 (25)
Defense: 6
Hardness: 15
Hit Points: 50
Size: Gargantuan
PDC: 45
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator.
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. +1 to attack rolls. Carpet Bomb. If carrying Hellfire missiles, can be fire-linked, increasing damage by 50%, Reflex save by +3.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
HE Bombs12d6-Fire/Ballistic--30 bombs
Hellfire missiles (optional)15d620Ballistic500 ftSingle30 missiles

HE Bombs
These high explosive bombs deal 12d6 to a 25 ft radius area, Reflex DC 17. When dropped directly on a target, ignores 5 points of hardness. For each doubling of bombs dropped at once, up to 8, increase damage by 5d6, increase blast radius by 15 feet, increase Reflex save DC by +2.

The Orca bomber can carry a mix of HE bombs and Hellfire missiles, replacing 1 bomb with 1 Hellfire missile. Have to switch out 2 bombs at a time, with a minimum of 2 bombs switched each time.

Carpet Bomb
The craft can release its bombs to cover a larger area, the gunner makes an attack roll to target a 50 foot wide 200 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 15d6 points of fire/ballistic damage, Reflex save 19 for half damage, but uses up 12 bombs. Every two bombs added increases the length of the Carpet Bomb by 25 feet, to a maximum of 350 feet.

Hellfire (Air-to-Surface Missile)
The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.

Orca Bomber Mk2
The Orca Bomber Mk2 is a bit larger than the Orca Bomber, but carriers heavier armour, larger payload, mounts a forward 20mm cannon, plus two guns in remote turrets, one mounted above and below the fuselage, for added protection. It's slower than other Orca craft, but the heavier payload and the addition of the remote turrets that can be used to shoot down enemy missiles, help offset the cons and the higher price tag. While the overall length and width are not larger than the original Orca bomber, the fuselage is longer, the payload areas are bigger, which creates a shorter tail. The lift fans are also enlarged to offset the increased weight.

Orca Bomber Mk2 (PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: -1
Speed: 220 (22)
Defense: 8
Hardness: 18
Hit Points: 58
Size: Gargantuan
PDC: 47
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. +1 to attack rolls. Carpet Bomb. If carrying Hellfire missiles, can be fire-linked, increasing damage by 50%, Reflex save by +3.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
HE Bombs12d6-Fire/Ballistic--30 bombs
20mm Cannon (2 fire-linked)6d1020Ballistic150 ftS, A150 rds
Remote Turret (2)4d1220Ballistic150 ftS, ALiked 750 rds ea
Or Sidewinder Missiles (optional)20d620Ballistic1 MileSingle40 missiles
Hellfire missiles (optional)15d620Ballistic500 ftSingle40 missiles

HE Bombs
These high explosive bombs deal 12d6 to a 25 ft radius area, Reflex DC 17. When dropped directly on a target, ignores 5 points of hardness. For each doubling of bombs dropped at once, up to 8, increase damage by 5d6, increase blast radius by 15 feet, increase Reflex save DC by +2.

The Orca bomber can carry a mix of HE bombs and Hellfire missiles, or Sidewinder missiles, replacing 1 bomb with 1 Hellfire missile, or 1 Sidewinder1. Have to switch out 2 bombs at a time, with a minimum of 2 bombs switched each time.

Carpet Bomb
The craft can release its bombs to cover a larger area, the gunner makes an attack roll to target a 50 foot wide 200 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 15d6 points of fire/ballistic damage, Reflex save 19 for half damage, but uses up 12 bombs. Every two bombs added increases the length of the Carpet Bomb by 25 feet, to a maximum of 350 feet.

Remote Turrets
The remote turrets are controlled by the second crew member, or can be set to automatic to act as a point defense system. When functioning as a point defense system, against missiles has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage.
Make attacks of opportunity: The equipped craft threats all spaces within 100 ft of it. When making an attack of opportunity, the point defense system rolls 1d20 +2. If the result exceeds the target's Defense, the point defense system deals 4d12 ballistic damage.

Hellfire (Air-to-Surface Missile)
The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.

Sidewinder (Air-to-Air Missile)
The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is used to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft.
Sidewinder missiles have a minimum range of 500 feet. If fired against a target closer than 500 feet, it does not arm and does not explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on a fighter aircraft. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat -- specifically the heat produced by the jet engines and turboprops that power most modern helicopters and planes. The sidewinder cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.
To fire the missile, one must first acquire the target, which requires a full-round action. After the target is acquired, firing the missile is an attack action. Once fired, a sidewinder missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement).
When the sidewinder missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 20 half).

Spined Orca
The Spined Orca is a modification of the Orca Mk2, making use of the thicker body and enlarged weapon bays, with an expanded cockpit for a third crew member, only it eschews all missile weaponry and instead mounts all projectile weapons. Two fire-linked 90mm cannons line the belly, and the number of remote guns is doubled, with two on top and two on the underside flanking the hull, allowing for greater coverage for protection, or for clearing a landing zone for any Orca transports, carry-alls or dropships it might be escorting. In addition to the two 90mm cannons for forward offense, two 20mm cannons flank the fuselage for additional forward attacks, usually used on lighter targets than the 90mm cannons. The Spined Orca is also heavily armoured as it's expected to loiter in closer combat than Orca Bombers.
The Spined Orca is favoured by groups that love guns or groups that fight fictions, monsters or aliens that have specific material weaknesses.

Spined Orca Bomber Mk2 (PL 5-6, VTOL Aircraft)
Crew: 3, pilot, 2 gunners
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: -2
Speed: 220 (22)
Defense: 9
Hardness: 20
Hit Points: 62
Size: Gargantuan
PDC: 49
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets (4)
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. +2 to attack rolls.

NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
90mm Cannon (2 fire-linked)12d1220Ballistic150 ftS50 rds ea
20mm Cannon (2 fire-linked)6d1020Ballistic150 ftS, A1500 rds ea
Remote Turret (4)4d1220Ballistic150 ftS, A3500 rds ea

Remote Turrets
The remote turrets are controlled by the second crew member and third, split 2 between the two crew, or can be set to automatic to act as a point defense system. When functioning as a point defense system, against missiles has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage.
Make attacks of opportunity: The equipped craft threats all spaces within 100 ft of it. When making an attack of opportunity, the point defense system rolls 1d20 +2. If the result exceeds the target's Defense, the point defense system deals 4d12 ballistic damage.

Korhal Orca Bomber
The Korhal Orca Bomber is built using Terran Dominion technology, fitted with neosteel armour, armed with Gemini missiles for anti-air work and Backlash rockets for anti-ground work. It also comes with a cloaking device to allow it to make stealth strikes. The Korhal Orca bomber isn't sealed enough to be used in environments with zero oxygen, but does provide some protection against gases and biological attacks.

Orca Bomber Mk2 (PL 6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: -1
Speed: 250 (25)
Defense: 8
Hardness: 20
Hit Points: 64
Size: Gargantuan
PDC: 47
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. +1 to attack rolls.
Gemini missiles additional +2 vs aircraft, can't be used against ground targets, Backlash Rockets can only hit ground targets, fire-linked, Reflex DC 17 and blast radius 25 ft due to fire-linking. +4 Fort saves against gases and airborne contaminates.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Gemini Missile Launcher (2 fire-linked)18d819-20Ballistic/Fire500 ftSemi30 missiles ea
Backlash Rocket Launchers (2 fire-linked)21d820x3Fire300 ftSemi32 rockets ea

Cloaking Screen
This device wraps light and energy around the ship's hull, rendering the ship invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked ship attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields.
The Korhal Orca Bomber can only remain cloaked for 8 rounds under combat conditions, or 8 minutes while moving at cruising speeds, after which requires a 10 minute cool down.

Backlash Rockets
Backlash rockets are a type of stinger missile, used as a form of air-to-ground ordnance. The high explosive warhead is lined with plasteel, and is designed to burn through the heaviest neosteel plating. Deals 15d8 points of fire damage to target struck, ignoring 15 points of hardness, plus deals half damage to all within 15 foot radius area Reflex save DC 15 for half damage;. The following round targets suffer half damage as the molten plasteel continues to burn, ignoring 8 points of hardness only against the primary target struck.
NameDamageCriticalDamage TypeRange IncrRate of FireMin Ship SizePDCRes
Backlash Rocket14d820x3Fire300 ftSemiHuge30Mil (+3)
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kronos182

Adventurer
Orca Transport
The Orca Transport is a lightly armoured GDI trasport craft used during the Second Tiberium War. It has an angular body, with four turboshaft engines flanking its corners, with cockpit that sticks out the front made with bullet proof glass with excellent field of vision. The main fuselage is used to transport personnel and light ordnance and cargo across great distances, however it lacks armour and weapon.
GDI used the Orca transport mainly to evacuate infantry or combat rescue civilians, or transport light cargo and supplies across the battlefields. After the Second Tiberium War GDI sold many of the Orca Transports to civilian and rescue organizations as the Orca Transport was replaced with the V-35 Ox. With the four engines providing stability, the Orca transport is far safer to operate in bad weather than normal helicopters, and can operate with as few as two engines, although at greatly decreased performance.
The Orca Transport is 50 feet (12 squares) long, 30 feet (12 squares wide), the crew has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another full round to start the craft. There is a large split door at the rear, with the lower part forming a ramp, with a door on each side that allows for rapid deployment.
On Coreline the Orca Transport is quite popular amongst rescue organizations, able to hover and remain stable in conditions and locations where normal helicopters have difficulty operating in. It is particularly popular as a naval rescue craft

Orca Transport (PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 14
Cargo: 1.5 tons
Init: -2
Maneuver: +0
Speed: 300 (30)
Defense: 6
Hardness: 5
Hit Points: 40
Size: Gargantuan
PDC: 40
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator.
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5).

Rescue Orca Transport
These transports are fitted with cranes and wenches on the side doors to airlift people. The crane can support up to 500 lbs, with up to 100 ft of duracable, able to lift cargo or person at a rate of 30 feet per round. These transports are also fitted with pontoons for water landings and the engines are raised slightly to allow clearance while it is landed on water. Several hatches on the sides allow access to stored medical and rescue equipment as well as two compartments under the craft that allow it to release inflatable rafts below it, storing 4 rafts which automatically inflate upon hitting water.
Make the following changes to an Orca Transport to make a Rescue Orca Transport:
Add 2 cranes & wenches with 100 ft of duracable with attachable harness or hooks to attach other cargo;
Able to land and float on water;
Exterior hatches that hold rescue equipment and/or medical supplies;
Two hatches under fuselage that can release an inflatable raft as a move action by co-pilot, carries 2 rafts per hatch;
Has emergency floatation system in event of water crash, which keeps craft afloat in case pontoons are damaged;
PDC: +1

Korhal Orca Transport
This Orca Transport variant is built using technology from the Korhal sector, replacing the unarmed frame with light neosteel, adding an extraction field to allow the extraction or dropping of infantry without the ship to land. It is also fitted with a medical bay & triage with a ranged auto-sutures and laser scalpels similar to the Terran medical transport, making the Korhal Orca transport more versatile, however its passenger capacity is reduced. The second crew member is replaced with a medic that operates the ranged auto-sutures and laser scalpels as well as the medical bay, while the ship can be flown by just the pilot. The craft has improved environmental seals but is not capable of operating in space.

Korhal Orca Transport (PL 6, VTOL Aircraft)
Crew: 2
Passenger: 12
Cargo: 800 lbs
Init: -2
Maneuver: +0
Speed: 300 (30)
Defense: 6
Hardness: 15
Hit Points: 45
Size: Gargantuan
PDC: 43
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, Extraction Field, Ranged Auto-Sutures and Laser Scalpels, Medical bay & triage.
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5).

Extraction Field
Extraction fields are devices that uses technology similar to gravity accelerators, that allow equipped ships to lift objects to the ship while it is still airborne. However this requires the ship to remain motionless, as well as those caught in the beam. This limits its use for quick dustoffs. The beam has a range of 60 feet, can lift an object of medium size (such as a marine in armour) at a rate of 30 feet as a move action, or 60 ft as a standard action. Large objects and vehicles take longer, moving 30 ft as a full round action. Can only lift or drop 1 person at a time.

Ranged Auto-Sutures and Laser Scalpels
This device allows a medic onboard the ship to remotely provide some healing for an ally if they are not able to get them on board the Medivac, or the medivac is full. A person operating this device needs to make a ranged touch attack, with a range increment of 20 feet out to 5 increments, which can heal any organic living target for 1d4 points of damage on a successful hit. If the user has 4 ranks or more in Treat Injury skill, gains +1 to the ranged attack roll and can heal a bonus +2 hit points per strike.

Medical Bay & Triage
The Medivac has a built in medical bay and triage to allow on board medics to treat the wounded quickly. Advanced First Aid and Surgical kits with at least enough supplies for to treat various conditions up to 20 times, plus have enough supplies to heal up to 100 hit points
 

kronos182

Adventurer
Tetsu No Honō No Seiken
The Tetsu no Hono No Seiken, or Iron Fiery Sword, is a Tetsu fiend upper level warrior, they protect important fiends and engage powerful foes and special missions. They look like larger versions of the Tetsu No Ken, or Iron Sword fiends, standing nearly 7 feet tall, weighing over 300 lbs of muscle and armour, with larger horns, heavier armour, a larger sword and also carry a bow for ranged attacks. Their swords are always bathed in flames and wounds bleed profusely.

Tetsu No Hono No Seiken
Size: Medium
Type: Outsider
CR: 8
Hit Dice: 9d8+18; 68 HP
Mas: 14
Init: +2
Speed: 30 ft
Defense: 23, touch 12, flat-footed 21 (+2 Dex, +6 Natural, +5 medium samurai armour)
BAB: +9/+4
Grapple: +13
Attack: +16 melee katana (2d8+6 +1d6 fire/19-20) or +13 ranged bow (2d6+2)
Full Attack: +16 melee katana (2d8+6 +1d6 fire/19-20) and +13 melee katana (2d8+6 +1d6 fire/19-20) or +13 ranged bow (2d6+2) and +8 ranged bow (2d6+2)
FS: 5 ft by 5 ft
Reach: 5 ft
Special Attack: Fiery Wave
Special Qualities: Damage reduction 15/ballistic, darkvision 60 ft, fire resistance 20, immunities, wounding weapon; magic arrows
Alignment: evil, law
Saves: For +8, Ref +8, Will +7
Abilities: Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 10
Skills: Balance +6, Bluff +4, Escape Artist +6, Hide +6, Knowledge (arcane lore) +8, Knowledge (behavioral science) +8, Listen +8, Move Silently +6, Read/Write Abyssal, Japanese, English, Search +5, Speak Abyssal, Japanese, English, Spot +9
Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (Tetsu no Hono No Seiken sword), Power Attack, Armour Proficiency Light, Medium
Possessions: Medium Samurai armour, casual outfit, Tetsu no Hono No Seiken sword, Tetsu no Hono No Seiken bow.
Advancement: By character class.

Combat
Tetsu no Hono No Seiken start combat at range if possible, using their Magic Arrow to increase their damage potential and add energy damage. Then they will switch to their large katanas and engage in melee combat. Against large groups of targets, they will use their Fiery Wave, especially if there are multiple Tetsu no Hono No Seiken working together, creating overlapping cones of hellish fire. If the opponent is lightly armoured but tough, the Tetsu no Hono No Seiken will use its Power Attack feat, taking a -5 to attack roll and adding +5 to melee damage.

Damage Reduction 15/Ballistic (Ex): A Tetsu no Hono No Seiken ignores the first 15 points of damage by any non-ballistic weapon.
Fire Resistance 20 (Ex): A Tetsu no Hono No Seiken ignores the first 20 points of damage from any attack that deals fire damage.
Immunities (Ex): A Tetsu no Hono No Seiken is immune to slashing weapons.
Tetsu no Hono No Seiken Sword (Su): The sword wielded by the Tetsu no Hono No Seiken is an extension of the fiend itself, counts as a magical +2 weapon, aligned with evil. If the fiend is disarmed, the sword disappears immediately and returns to the fiend's hand the next round. The weapon is constantly bathed in flames, dealing an extra 1d6 points of fire damage. On a critical hit it deals 2d6 points of fire damage instead.
Wounding Weapon (Su): The sword held by the Tetsu no Hono No Seiken can inflict terrible wounds that bleed profusely. In addition to the normal damage the weapon deals, the target takes 1 point of damage that round and each subsequent round from bleeding. Multiple wounds from a wounding weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). A successful Treat Injury check (DC 15) or the application of any cure spell stops the bleeding. The weapon does not retain this ability out of the fiend's hands, although any wounds it has inflicted continue to bleed.
Tetsu no Ken Bow (Su): The bow wielded by the Tetsu no Hono No Seiken is an extension of the fiend itself, counts as a magical +2 weapon, aligned with evil. If the fiend is disarmed, the bow disappears immediately and returns to the fiend's hand the next round. When the fiend draws the string, a simple arrow appears, dealing 2d6+2 piercing damage, unless the fiend uses its Magic Arrows ability.
Magic Arrows (Su): Once every 1d4 rounds, the Tetsu no Hono No Seiken can create 2d6+2 arrows that can deal an additional 1d6 points of energy damage, elected at the time the ability is used. These arrows last for 1 minute or until used, held in the fiend's hand, ready to be fired. Each arrow created at the use of this ability will all have the same energy type, chosen from fire, cold, electricity and acid.
Fiery Wave (Su): Once every 1d4+1 rounds, the Tetsu no Hono No Seiken swings its blade horizontally from one side to the other, releasing a wave of unholy fire, which expands out creating a 60 foot long, 30 foot wide cone, dealing 2d4 damage that is both fire and unholy/evil aligned, Reflex save DC 19 for half damage. Resistance or immunity to fire does not cancel or reduce the damage.
 

kronos182

Adventurer
Ferengi Na'Far Shuttle
The Na'Far shuttle has a conical shaped hull, with two short curved wings that look like mandibles, giving the shuttle an insect-like appearance, built by the Ferengi Alliance, with the same basic design for many years just with updates. The shuttle is warp capable with good range and decent speed for its size. They are equipped with deflector shields and a single phaser-like weapon for defense. They can be crewed by as little as a single person and can carry up to 8 people total. A small control area, the cockpit, is mounted in the front, with rudimentary sleeping quarters, and a cargo hold in the aft. Also installed is a waste extraction unit and a replicator. A built in transporter can transport up to 8 people. These are standard features on the shuttles, and many have been modified to their owner's specifications, from lavish interiors to improved engines, larger cargo bay, additional weapons.
Many business owners and other infulential members of Ferengi society own at least one of these shuttles, but the Ferengi Alliance is not against selling to outsiders for a profit, although buyer be aware of what they are buying.

Na'Far Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle
Size: Gargantuan (-4)
Tactical Speed: 4000 ft
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 7d20 (140 HP), 175 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 60.8 ft
Weight: 38,300 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 7 (15 in emergency)
Cargo Capacity: 200 tons (with only 1 passenger)
Grapple Modifier:
Base PDC: 50, within Ferengi space or allies 40-45.
Restriction:

Attack:
Phaser -4 ranged (3d10-12d10)

Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Shield Dependent, emergency transporter, small food replicator
Engines: thrusters, ion engine Warp Drive (max warp 5, 200 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class III
Communications: radio transceiver, subspace transceiver
Weapons: phaser (equivalent to Type 4)
Grappling Systems: none

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%.

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.

Phaser Type 4
Phasers are the main offensive weapons of the Federation and other races, 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. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)

Emergency Transporter
Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported.
PDC: 28

Na'Far MS Shuttle
This variant of the Na'Far shuttle was developed after 2400 after the technology behind the metaphasic shielding was a bit more available, for the right price. The Na'Far MS was made for VIPs and other rich Ferengi, although some have been found outside the Ferengi Alliance. The interiors are more luxurious, engines are improved for a bit more speed with the same range, however the weapons remain the same, but can be upgraded at additional cost. The main feature of the Na'Far MS is the addition of the Metaphasic Shield Array. While not as powerful as the Metaphasic shielding developed by Dr Reyga and used by the Enterprise D, it greatly improves the survivable of the equipped ship, however it draws a lot of power and the equipped ship can not fire weapons and is a bit slower.

Na'Far MS Shuttle (PL7)
Type: Ultralight
Subtype: Shuttle
Size: Gargantuan (-4)
Tactical Speed: 4000 ft
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 7d20 (140 HP), 200 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 60.8 ft
Weight: 38,900 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 5 (10 in emergency)
Cargo Capacity: 100 tons (with only 1 passenger)
Grapple Modifier:
Base PDC: 54, within Ferengi space or allies 45+.
Restriction:

Attack:
Phaser -4 ranged (3d10-12d10)

Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Shield Dependent, emergency transporter, small food replicator, luxury rooms
Engines: thrusters, ion engine Warp Drive (max warp 6, 200 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot, metaphasic shields
Sensors: Class III
Communications: radio transceiver, subspace transceiver
Weapons: phaser (equivalent to Type 4)
Grappling Systems: none

Metaphasic Shield Array S
This shield array is based on principles developed by Ferengi scientist Dr Reyga, although not as powerful as his design, built for shuttle and fighter craft. While active, the ship doubles its maximum shield HP, and shields gain Energy (all) Resistance 100 and Resistance to all other types of damage (such as ballistic) 50, and regenerate at a rate of 20 HP per round, however the ship can't fire any energy weapons, suffers -1000 ft to speed. Metaphasic shields can only be active for 10 rounds before requiring 5 minute cool down. This time can be reduced with a Computer Use check DC 20 and 5 rounds work to reduce by 1 minute, however each time this is done the bonus shield HP is reduced by 50 and all resistances are reduced by 10.
PDC: 47
Res: Mil +4
 
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kronos182

Adventurer
Daedalus Class
The Daedalus class was an early class of starship built in the early days of the United Federation of Planets, one of the first classes with a noticeable primary and secondary hull that becomes that standard of Starfleet. The primary hull is a large sphere attached to the tubular secondary hull by a long tube, with two warp nacelles that are mounted on pylons that extend from the front of the secondary hull. The Daedalus were almost 350 feet long, with 7 decks, armed with phase cannons two fore and two aft, spatial torpedoes withtwo launchers fore and two aft, protected by polarized hull plating. The Daedalus were one of the first with a shuttle bay, able to carry 10 average sized shuttles (up to 30 feet long, or 5 ships of up to 50 feet), typically carrying 6 shuttlepods.
They served as exploratory craft, charting space and encountering new species.

Daedalus-Class (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 15 (20 polarized)
Hit Dice: 70d20 (1400 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 344 ft
Weight: 199,000 tons
Targeting System Bonus: +3
Crew: 229 Trained (+4)
Passenger Capacity: 100
Cargo Capacity: 5,000 tons
Grapple Modifier: +16
Base PDC: 57
Restriction: Mil +3

Attack:
Phased cannon -3 ranged 12d10 (18d10 fire-linked, front arc only), or Phased cannon -3 ranged 12d10 (18d10 fire-linked, rear arc only)
Phased cannon -3 ranged (12d10 (18d10 fire-linked) and -8 spatial torpedo 18d8 (27d8 fire-linked)

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Medical bay, transporter, science labs, shuttle bay
Engines: thrusters, ion engines, warp drive (max warp 4.5)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 4 phase cannons, 4 spatial torpedo launchers (typically 50 torpedoes per launcher)
Grappling Systems: grapplers x2

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

Phased Cannon
Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)

Spatial Torpedo
Spatial torpedoes are larger versions of spatial charges, capable of carrying a larger charge and affecting a larger area.
At its lowest setting, the torpedo can do 5d8 to a single target, or deal this damage to a 1000 ft square (on a planet 1000 ft radius maximum), and can increase damage by 1 die up to a maximum of 18d8, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 15 for half damage when set for area damage. The damage can be to the maximum radius, or to a single target, in which case to a single target the weapon gains ignore hardness/damage +1/die over 3. So if damage is set to 4d8 and affects only a single target gains ignore hardness/Dr 2
Damage: varies
Damage Type: Fire/Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 28
Restriction: Mil (+3)

Daedalus Class mk2
The mk2 is an upgraded version of the original Daedalus, with increased size, making it taller with the addition of 3 additional decks, boasting improved hull plating and weapons, replacing the 4 main phase cannons with pulsed phase cannons, while adding four phased cannons in full turrets to improve fire power and cover all angle. The spatial torpedoes are replaced with photonic torpedoes.
This upgrade was made at the start of the Earth-Romulan War as additional ships were needed to protect Earth and the fledgling United Federation of Planets.
Make the following changes to the Daedalus-Class to turn it into a mk2:
Increase Hit Dice to 74d20 (1480 hp);
Replace main phased cannons with pulse phased cannons;
Add 4 phased cannons. Capable of targeting 2 different targets at once without serious power drains;
Replace spatial torpedoes with photonic torpedoes, typically carrying 50 per launcher (can still carry spatial torpedoes as back up or if photonic not available);
Replace targeting system with improved targeting system (total +5 bonus to attack rolls from targeting system);
Increase weight to 215,000 tons;
Increase cargo capacity to 6000 tons;
Increase passenger capacity to 150 (during times of war half passenger capacity is filled with dedicated security personnel);
Increase number of carried craft in shuttle by to 12 shuttles under 30 ft, 5 up to 50 feet long;
Increase PDC to 58

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

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

Corellian Engineering Corporation CR101 Daedalus
The CR101 Daedalus class corvette/light carrier is modelled after the Federation Daedalus class starship, keeping the sphere forward section and tubular rear, with a thicker neck than the Federation Daedalus. The warp nacelles are replaced with outriggers, with thicker pylons, with the ends being additional engines while the forward parts mount point defense turrets and docking clamps for small craft. The rear of the tubular rear section flairs out a bit to house an engine block in a spherical pattern of 7 engines. The shuttle bay is moved to the front of the rear section below the 'neck', and can accommodate up to 6 ships up to 75 ft in length. And additional four craft, two each side, can be carried on the underside of the outriggers, or larger shuttles and transports can dock to the underside of the outriggers.
The main weaponry are mounted in the sphere forward section, consisting of two double turbolasers, one mounted at the top of the sphere, and the other on the bottom, with a ring of double lasers round the circumference. Two single barrel turbolasers are mounted on the rear body, one on top and one on the bottom to provide additional protection, especially for the rear quarter, while several point defense lasers are fitted on the outriggers.

CEC CR101 Daedalus Corvette (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3500
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 20
Hit Dice: 70d20 (1400 hp) Shields 185 hp
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 344 ft
Weight: 367,000 tons
Targeting System Bonus: +3
Crew: 200 Trained (+4)
Passenger Capacity: 100, up to 10 pilots
Cargo Capacity: 5,500 tons
Grapple Modifier: +16
Base PDC: 59
Restriction: Mil +3

Attack:
Double Turbolaser -3 ranged (18d8), and battery of 2 double laser -7 (9d8), and single turbolaser -8 (12d8)(rear arc only);
Or Double turbolaser -3 (18d8) and double turbolaser -8 (18d8), and bank of 2 double laser -7 (9d8)

Attack of Opportunity:
Point Defense System +3 ranged (2d12x10, fire)

Standard PL(6) Design Spec: Medical bay, hanger, 4 docking clamps
Engines: thrusters, ion engines, hyperdrive x2, backup x10
Armour: alloy
Defense Systems: autopilot, shields, point defense system
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 2 double turbolasers, 2 single turbolaser, 4 banks of 2 double lasers (positioned around the sphere forward section)
Grappling Systems: tractor beam

Hanger & Docking Clamps
Up to 6 ships up to 75 ft in length can easily fit in the hanger, and can launch 1 per round. The docking clamps can hold up to 2 ships of less than 50 feet, or one ship up to 150 ft, and can launch one ship from each clamp as part of a move action. If four ships are attached to the docking clamps, all four can launch at once, however the pilots need to make a Pilot check DC 15 to avoid crashing into each other.

Turbolaser
Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.

Turbolaser (PL6)
Damage: 12d8, ignore 20 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Military (+3)
 
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kronos182

Adventurer
Titan Mk1
The Titan is a bipedal GDI combat walker used during the Second Tiberium War to replace the aging GDI medium tank. Using advances in technology pioneered with the X-O Powersuit and Wolverine walkers, created a powerful walker standing 25 feet tall, capable of traversing any terrain with ease, armed with a formidable laser-guided 120mm side-mounted cannon. Although the Titan is quite slow, it can move at full speed across difficult terrain that would give traditional track vehicles difficulty. While not equipped to engage infantry, which a Wolverine escort is used for, the large feet of the Titan can crush any infantry that gets too close.
The frame of the titan had proven so successful that it used and modified to create other walkers such as the juggernaut artillery walker.
Over time the Titan did prove to be expensive as the legs required extensive repairs and maintenance costs, and was eventually phased out shortly before the Third Tiberium War in favour of the MBT-6 Predator.
The Titan is 25 ft tall, taking up a 15 ft by 15 ft area on the ground.

Crew: 3
Passengers: 0
Cargo: 200 lbs
Init: -4
Maneuver: -4
Top Speed: 30 (3) / 40 ft character scale
Defense: 6
Hardness: 20
Hit Points: 100
Size: Gargantuan (-2)
Purchase DC: 54
Restriction: Mil (+3)
Accessories: 120mm tank cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: No penalties for firing 120mm tank cannon, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 40 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.

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

Stable Platform - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazineController
120mm Cannon10d12*20Ballistic150 ftSingle1* (80 rds)Gunner
Smoke Grenade Launcher (2)none-none50 ftSemi12 GrenadesDriver or Controller
Stomp3d620BludgeonMelee--Driver

The 120mm Tank Cannon holds 1 round, but the Titan has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls, this is not counting the +1 when firing motionless.
The 120mm cannon is mounted on the right side, able to rotate 90 degrees up and 45 degree down, to shoot to the sides the upper part of the Titan rotates, allowing it to face and fire backwards while still moving forward.
The stats are for a solid round, with specialty rounds as the following:
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 8d12, 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 5d12 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 5d12 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.

Stomp
The Titan can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any medium sized or smaller targets that the Titan moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 3d6 points of damage plus are knocked prone.

Upgrades

Titan A2

The Titan A2 is a minor upgrade to the Titan and can be applied to the Titan Mk2 make it more versatile and useful to other organizations when the GDI sold Titans to increase its resources to build newer vehicles. This upgrade includes TOS, ALA, an APS and an improved targeting systems.
Make the following changes to upgrade a Titan to a Titan A2:
Increase hit points by 10;
Increase cannon ammunition supply by 25%;
Increase number of smoke grenades by double (24 total)
Add TOS system;
Add ALA system;
Add APS system;
Add upgraded targeting system;
PDC: +1

TOS - Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in co-ordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.

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

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

Upgraded Targeting - 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 vehicle is stationary.

Titan Mk2
The Titan Mk2 is an upgraded version developed by the Steel Talons group of GDI, upgrading armour, weapons and other systems to keep the Titan a viable fighting machine. The frame is more angular than the original, slightly shorter but wider for greater balance. The 120mm cannon is upgraded with greater range and slightly improved damage from increased speed of the projectile. The legs are improved for better speed and it can crush smaller vehicles with its reinforced feet.

Crew: 2
Passengers: 0
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 40 (3) / 50 ft character scale
Defense: 6
Hardness: 25
Hit Points: 120
Size: Gargantuan (-2)
Purchase DC: 56
Restriction: Mil (+3)
Accessories: 120mm tank cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: No penalties for firing 120mm tank cannon, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.

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

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

NameDamageCriticalDamage TypeRange IncrRate of FireMagazineController
120mm Cannon10d12* +2d620Ballistic150 ftSingle1* (85 rds)Gunner/Commander
Smoke Grenade Launcher (2)none-none50 ftSemi12 GrenadesDriver or Commander
Stomp4d620BludgeonMelee--Driver

The 120mm Tank Cannon holds 1 round, but the Titan has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls, this is not counting the +1 when firing motionless. All rounds fired from the upgraded 120mm cannon gain a bonus +2d12 points of ballistic damage from the speed of the round as the cannons are enhanced with railgun based technology to create a hybrid weapon to provide improved range.
The 120mm cannon is mounted on the right side, able to rotate 90 degrees up and 45 degree down, to shoot to the sides the upper part of the Titan rotates, allowing it to face and fire backwards while still moving forward.
The stats are for a solid round, with specialty rounds as the following:
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 8d12, 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 5d12 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 5d12 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.

Stomp
The Titan can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets, including vehicles that the Titan moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 4d6 points of damage, ignoring 10 points of hardness/DR, plus are knocked prone.

Titan Mk2 Upgrades
Several upgrades were developed by the Steel Talons for their elite units as they were not cheap to upgrade all of their Titans.

Adaptive Armour
This Steel Talon exclusive upgrade adds some additional armour plating that when activated, greatly improves the vehicle's durability and survivability. When activated as a move action, the equipped vehicle gains +5 Hardness plus gains bonus hit points equal to 35% of the equipped vehicle's normal max hit points. For example on a Titan Mk2 the vehicle will have Hardness 30 and a bonus of 42 hit points which are reduced first. The vehicle is also immune to EMP attacks even without the Adaptive Armour active. While active, the rate of fire of weapons is reduced 1 step (automatic down to semi, semi down to single, and single down to once every other round), and speed is reduced by 25%. The Adaptive Armour can only remain active for 5+1d4 rounds.
PDC: 34

Railgun
A large railgun replaces the cannon on the Titan, giving greater damage and range. The railgun only fires solid projectiles, specialty rounds have not been developed for it. Replacement rounds have PDC 19 for 10 rounds. PDC 27 for the weapon.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazineControler
Titan Railgun14d1220Ballistic300 ftSemi90 rdsGunner / Commander


AT-Titan
Kuat/Rothana Heavy Engineering found the designs for the Titan and thought it was a worthy design and made their own version. Based on the Titan Mk2 with its angular frame and greater stability. Upgraded with better motive systems from Kuat & Rothana's experience with walker vehicles, the AT-Titan is much faster than the original Titans. The AT-Titan is also more heavily armed, with a few options available. The primary cannon is replaced with either a mass driver or a heavy laser, a pair light blasters are fitted in a turret on the left side of the walker for anti-personnel protection. Mounted on the top is a pop-up concussion missile launcher for use against aircraft and speeders.

Crew: 2
Passengers: 0
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 70 (7) / 70 ft character scale
Defense: 6
Hardness: 25
Hit Points: 120
Size: Gargantuan (-2)
Purchase DC: 56
Restriction: Mil (+3)
Accessories: Mass driver or laser cannon, fire-linked twin light blasters, concussion missile launcher, fire-control computer, thermal/nightvision for driver, gunner/commander, GPS, military radio, headlights.
Notes: No penalties for firing weapons, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform. Takes proper equipment and Repair check DC 15 and 15 minutes of work to switch between the mass driver and the laser cannon.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.

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

Stable Platform - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Mass Drivervaries-Varies200 ft*Single75 rds
Laser Cannon (Optional)5d1020x2Fire175 ftSemiUnlimited
Twin Light Blasters4d1020x2Fire100 ftS, AUnlimited
Concussion Missile Launcher10d1019-20x2Energy4000 ftSemi6 Missiles
Stomp3d620x2BludgeoningMelee

Mass Driver
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.

Laser Cannon
This is a heavy laser cannon designed for antivehicle work, dealing 5d10 points of damage, ignoring 8 points of hardness/DR.
 

kronos182

Adventurer
R2-A5

R2-A5, Artoo-Ayfive, is a white-and-green R2 series astromech droid, with masculine programming, that was programmed for combat communications, used to acquire targeting data for starfighters and gunnery systems. R2-A5 served the Empire, a tough guy, ready for action at the drop of a hat. He is equipped with a claw arm and retractable sensorscope.
R2-A5 is most effective aboard capital ships that launch starfighter squardrons, helping to co-ordinate their attacks and those of the capital ship he is on, allowing the most affective firing solutions to strike the enemy and prevent friendly fire.

CR: 1
Size: Small (3 ft, 2 inches)
Hit Points: 1d10+5 (15)
Init: +1
Speed: 15 ft, 30 wheels
Defense: 11 (+1 Dex, +1 Size)
Hardness:
BAB/Grp: +0
Attack: unarmed +1 melee 1d3+1
FS/Reach: 5/5 ft
Special Attacks:
Special Qualities: Superior Crossfire, Co-Ordinate Squadrons,
Saves: Fort +0 , Reflex +1 , Will +0
Abilities: Str 12, Dex 13, Con -, Int 15, Wis 10, Cha 5
Skills: Computer Use +10, Craft Electrical +6, Craft Mechanical +6, Knowledge Technology +8, Listen +3, Navigate +6, Pilot (Ultralight) +5, Repair +8, Search +4, Spot +4
Feats: Starship Operations: Ultralight, Gearhead
Accessories: Int upgrade x2, Dex upgrade, internal storage (20 lbs), complink, tool mount x4 (mounted on body), vocalizer, mechanicomp sensor, electricomp sensor, fusion torch, arc welder, motion sensor, grappler tag with 50 ft of duracable, sensor periscope (2 foot reach), video & photo recorders, holo projector & recorder, radio, electrical tool kit deluxe, mechanical tool kit deluxe, multipurpose tool, fire extinguisher (6 uses) heuristic processors, magnetic feet, navi-comp

Superior Crossfire
When the ship R2-A5 is on and an allied starship are on opposite sides of an enemy and within 2000 ft (4 squares) of that opponent, they can catch the enemy ship in their crossfire, Because the enemy is forced to defend itself on two fronts, the allied ships gain a +2 bonus on attack rolls against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.

Co-Ordinate Squadrons
When allied starfighters make Co-ordinated Attacks, and within 10,000 ft of the ship R2-A5 is on, double the bonus of their Aid Other action, and each fighter adds three-quarters their weapon damage to wing commander's damage. Additionally as long as the ship R2-A5 is aware of a threat, or one of the allied fighters is aware, all allied fighters and R2-A5's ship are aware, can't be flanked or surprised.

Precision Barrage
If the ship R2-A5 is one uses an attack that affects an area and a friendly starfighter is in the affected area, the allied ship gains +3 to Dodge the affect for no damage, suffering only one-quarter damage on a failed save.
 

kronos182

Adventurer
Capt Mech
This mech, built by Stark Industries, is based on Captain America. It sacrifices some armour and strength for increased speed and mobility. It has a single repulsor, the hands are reinforced for improved melee combat, plus it is equipped with a large round shield for added defense, and can be used offensively. The mech is equipped mounting points and easy programming upgrading to allow other weapons to be fitted as the client desires, and can make use of any weapons designed for its size. Comes in blue with red accents, but other colours are common, such as several camouflage patterns from urban to forest and desert.

Capt Mech mk1
Size: Large (-1)
Bonus Hit Points: 80 hp
Superstructure: Duralloy
Hardness: 15
Armour: Resilium
Bonus to Defense: +9 (+4 armour, -1 size, +4 shield, +2 Dex)
Armour Penalty: -4
Reach: 10 ft
Strength Bonus: +6
Dexterity Bonus: +2
Speed: 40 ft,
Purchase DC: 35

Slots
Back Chaff
Left Arm Shield
Right Arm Repulsor Cannon
Shoulders
Torso Cockpit
Torso Class II Sensor System
Boots
Comm System

Standard Package Features: Headless, integrated helmet, remote control
Bonuses: +2 Navigate & Spot
Weapons: Repulsor Cannons -1 ranged (4d8 fire or 4d10 fire),
Slam +3 melee (1d8+3 Str +4)
Shield Bash +3 melee (2d6 bludgeon x2, or 1d8 slashing, 19-20x2 using edge)

Integrated Helmet

Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech.
The helmet itself has integrated military radio, GPS, night vision goggles.

Remote Control
While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls.

Repulsor Cannon
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.
(4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a)
Slots: 1
Damage: 3d8 laser / 5d10 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 40 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.
PDC: 20
Restriction: Mil (+3)
 


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