CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
A couple more BSG Colonial Vipers..

Colonial "Viper Mk IV" Interceptor (PL 6)
The Mk4 uses a modified Mk3 Viper frame, with more powerful engines, more angular design. The tail is smaller than previous designs, and the two lower engines are spaced out a little more than other designs for improved weight balancing. The frame is lighter, combined with the more powerful engines, and increased fuel tank, helps make the Mk IV one of the fastest craft in the Colonial Fleet. While introduced after the Armistice, where paranoia was still high of a potential Cylon attack, the Mk IV was intended as a rapid response interceptor, but it never saw any official action.
By the time of the Attack on the Colonies, the Mk IV were decommissioned, with a few working models in the hands of collectors or in museums.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 25 feet
Weight: 31,000 lb.
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 700 lb.
Tactical Speed: 6,000 ft. (11 sq.) / 7,000 ft afterburner
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 6
Hardness: 20
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +9
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 46
Restriction: Military (+3)

Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, RCS Mk1, improved thrust, -5 to enemy sensors, missiles have 20% miss chance
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 16 chaff bundles, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.)
Grappling Systems: None


Colonial "Viper Mk VIII" Assault Fighter (PL 6)
The Viper Mk VIII is a larger, 2 crew fighter based on the Mk VII frame. Outwardly, other than the larger size, larger cockpit for a second crew member, the tail is smaller and doesn't mount the third needler. Instead the wing root mounts mount twin needlers for a total of four. Rounding out the weapon systems is an internal missile launcher, and can mount several externally missiles. To add to its capabilities, the Mk VIII has a jump drive, allowing it to strike distance targets without the need for a carrier ship, allowing it to function as an escort for Raptors.
The Viper Mk VIII is from an alternate timeline where a few other battlestars survived and Humanity was able to establish a colony world on an alternative Earth and began developing newer craft, including the Viper Mk VIII to allow the Fleet to make more long distance strikes in the hope of keeping the Cylons from finding their new homeworld.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 40.5 feet
Weight: 42,360 lb.
Crew: 2
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 5,500 ft. (11 sq.) / 6,500 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 10d20 (1000 hp)
Initiative Modifier: +2
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 47
Restriction: Military (+3)

Attack: 4 fire-linked-battery needlers -1/-6 ranged (16d12/20) (pilot) and CHE missile -1/-6 ranged (6d12/19-20) (co-pilot); or
4 fire-linked-battery needlers -1 ranged (16d12/20) and CHE missile -6 ranged (6d12/19-20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engines, Ejector Seat, RCS Mk2, +2 Pilot checks, emergency jump, spool up, -5 to enemy sensors, missiles have 20% miss chance
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 fire-linked-battery needlers (range incr. 4,000 ft.). 2 CHE missile launchers (6 missiles each, can mount an additional 6 missiles externally, 3 under each wing for a total of 18 missiles)
Grappling Systems: None

Emergency Jump
The jump drive of the craft is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the ship is immobile for 2 rounds as the engines reset.

Spool Up
The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.
 


kronos182

Adventurer
Some Battlestar Galactica Cylon craft.

Cylon War Raider
The primary fighter attack craft of the Cylons during the first Cylon War, it is an oval wing, with raised middle section which contains the three crew cockpit and two engines at the rear. Armed with two rail guns and carry missiles. Two crew members sit at the front of the cockpit, pilot and co-pilot/gunner, with the third behind and slightly higher which is the commander. These craft are roughly on par with Viper mk1 and mk2 fighters in speed, but slightly heavier armoured. Raiders rarely fly individually, typically working in pairs, groups of 4 or 6, using pincer attacks of two or more raiders attacking a single Colonial craft.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 41 feet (wide)
Weight: 42,500 lb.
Crew: 3 (expert +8)
Passenger Capacity: 0
Cargo Capacity: 3,700 lb.
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 15 (-4 size, +5 class +4 Dex)
Flat-footed Defense: 11
Autopilot Defense: 6
Hardness: 22
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +4
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+2
Grapple Modifier: +8
Base Purchase DC: 50
Restriction: Military (+3)

Attack: 2 fire-linked 30mm MAC cannons +2 ranged (6d12) (pilot) and CHE missile +2 ranged (6d12, optional firelinked 9d12) (gunner).

Attack of Opportunity: None

Standard PL 6 Design Specs: paired attacks, robotic tactics
Engines: Fusion torch engine, thrusters
Armor: Alloy Plating
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class I sensor array, targeting system
Communications: Radio transceiver
Weapons: 2 fire-linked 30mm MAC cannons (range incr. 3,000 ft.), 6 CHE missiles
Grappling Systems: None

Paired Attacks
When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.

Robotic Tactics
Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.

Scatter Raider
The Scatter Raider is a lighter and faster variant of the standard Cylon Raider, typically carried on Overhauler carriers and launched enmass in swarm tactics, working in groups of 4 or more.

Type: Ultralight
Subtype: Fighter
Size: Huge (–2 size)
Length: 32 feet (wide)
Weight: 28,700 lb.
Crew: 2 (expert +8)
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 4,000 ft. (6 sq.)
Defense: 17 (-2 size, +5 class +4 Dex)
Flat-footed Defense: 11
Autopilot Defense: 6
Hardness: 22
Hit Dice: 6d20 (120 hp)
Initiative Modifier: +4
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+2
Grapple Modifier: +8
Base Purchase DC: 47
Restriction: Military (+3)

Attack: 2 fire-linked 30mm MAC cannons +4 ranged (6d12) (pilot) and 2 fire-linked 30mm MAC cannons +4 ranged (6d12) (gunner).

Attack of Opportunity: None

Standard PL 6 Design Specs: paired attacks, robotic tactics, improved thrust x2, Swarm Tactics
Engines: Fusion torch engine, thrusters
Armor: Alloy Plating
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class I sensor array, targeting system
Communications: Radio transceiver
Weapons: 2 fire-linked 30mm MAC cannons (range incr. 3,000 ft.), 6 CHE missiles
Grappling Systems: None

Paired Attacks
When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.

Robotic Tactics
Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.

Swarm Tactics
The fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Scatter Raiders can fit in a 500 ft square and make up a wing. Attacks are made as a fire-linked battery (battery rules for the first 4, fire-link the next four fighters in the wing) of the wing commander's attack, and all the additional fighters providing +1 Defense to the wing commander's defense. When attacking another wing of starships, the scatter raider wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the scatter raider wing gains +2 die of damage.


Advanced Raider
This raider was produced near the end of the Cylon War and in the early years of the Armistice, with advances in technology. The oval wing design is more angular, with the ends of the wings each fitted with a half circle structure, which mounts the weapons. This improved wing design gives the advanced raider improved maneuverability, increased room to install more ammunition and larger missile payloads. The engines are also larger for increased speed. The craft still uses the 3 Cylon crew model of earlier raider models.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 47 feet
Weight: 45,500 lb.
Crew: 3 (expert +8)
Passenger Capacity: 0
Cargo Capacity: 3,700 lb.
Tactical Speed: 4,250 ft. (8 sq.)
Defense: 15 (-4 size, +5 class +4 Dex)
Flat-footed Defense: 11
Autopilot Defense: 6
Hardness: 22
Hit Dice: 9d20 (180 hp)
Initiative Modifier: +5
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+2
Grapple Modifier: +8
Base Purchase DC: 51
Restriction: Military (+3)

Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20) (pilot) and CHE missile +2 ranged (6d12, optional firelinked 9d12) (gunner).

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, RCS Mk1 (+1 to Initiative, and +2 to Pilot checks to perform stunts), can target 2 different targets at the same time with a single CHE missile each at -2 attack rolls.
Engines: Fusion torch engine, thrusters
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.), 12 CHE missiles
Grappling Systems: None

Paired Attacks
When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.

Robotic Tactics
Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.


Modern Raider
The newer, modern raider is far more advanced, being a bio-mechanical vessel, with organic brain that controls the craft. The central body is narrow, with a helmet like front with a large red visor with a red scanning 'eye' that moves side to side across the visor. The wings are large crescents which contains the projectile weapons and missiles, which can be conventional or nuclear. The two engines are mounted on either side of the hull partly under the base of the wings. These raiders are fitted with FTL jump drives, which allow the craft to jump between systems, but can also jump within a system, and is far more accurate than Colonial Raptor jump engines.

Type: Ultralight
Subtype: Fighter
Size: Huge (–2 size)
Length: 29.3 feet
Weight: 24,600 lb.
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 0 lb.
Tactical Speed: 4,750 ft. (8 sq.) / 5,750 ft (11 sq) afterburner
Defense: 21 (-2 size, +7 class +6 Dex)
Flat-footed Defense: 15
Autopilot Defense: 6
Hardness: 22
Hit Dice: 9d20 (180 hp)
Initiative Modifier: +8
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Targeting System Bonus:+3
Grapple Modifier: +8
Base Purchase DC: 53
Restriction: Military (+3)

Attack: 2 fire-linked modified rail cannons +9 ranged (9d12/20) and 2 fire-linked modified rail cannons +4 ranged (9d12/20); or
CHE missiles +9 ranged (7d12/20x3, optional fire-link 10d12/20x3)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, Improved thrust, RCS Mk2 (+2 to Initiative, and +2 to Pilot checks to perform stunts), can target up to 8 different targets at the same time with a single CHE missile each at -2 attack rolls, spool up, multiple jumps, organic pilot
Engines: Fusion torch engine, thrusters, improved thrust, hydrogen injectors, jump drive
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class III sensor array, improved targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.), 16 Improved CHE missiles
Grappling Systems: None

Paired Attacks
When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.

Robotic Tactics
Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.

Spool Up
The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.

Multiple Jumps
The Cylon Raider is capable of making up to 6 jumps (plus an emergency jump) on a single spool up, making the raider a dangerous foe as it can jump out of combat then quickly back in from a different angle.

Organic Pilot
The modern Cylon Raider is a techno-organic craft, with an organic brain and other components. The raider is capable of learning and adapting, can take on levels like an NPC. When destroyed, and a Resurrection is within range, the pilot can download their consciousness into a new raider body, allowing it to never truly die and continue to learn and attempt with each new lease on life.


Advanced Modern Raider
This model of the Modern Raider is fitted with needlers instead of rail cannons and increased armour plating. These are assigned to Modern Raiders that have shown exceptional skill and high kills before suffering a Resurrection.
Make the following changes to Modern Raider to make an Advanced Modern Raider:
Increase HD to 10d20 (200 hp);
+2 Hardness;
Replace 2 rail cannons with 2 fire-linked sliver gun (12d12/20x2, 3000 ft, S, A);
PDC +2


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.

RCS
The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16.


30mm MAC
This is the Colonial's first attempt at a railgun, using the common 30mm rounds in a modified cannon that uses magnetic acceleration to propel the projectile down the barrel.
30mm MAC (PL5-6)
Damage: 4d12
Critical: 20
Damage Type: Ballistic
Range Increment: 3000 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 23
Restriction: Mil (+3)

Improved CHE Missiles
These are an improvement on the CHE missile, with larger warheads, capable of improved critical damage
Damage: 7d12
Critical: 20x3
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 26
Restriction: Mil (+3)
 

kronos182

Adventurer
A NPC from mercenary group.. WERE-KLINGONS!!!

Snarling Targs
The Snarling Targs are a mercenary group of Klingons that appear to be Were-Targs, offering their services as shock troops for any that have the latinum and promise of glory on the battlefield. There are typically 30 warriors, plus 10 support members, including those that man their older bird of prey they use as transport.
Hiring them is relatively easy, costing PDC 22 for a single warrior, +1 per additional 2 warriors, lasting 5 days. Increasing PDC +1 per additional 5 days. It is also expected to provide basic food supplies (including alcohol) and half fuel charges for their ship if they have to travel more than 50 light years to assignment.

Typical Snarling Targ Warrior
Type: humanoid, Klingon
Size: Medium
CR: 9
Hit Points: 6d8+6 plus 3d8+3, 65 hp
Mas: 12
Init: +0
Speed: 35 ft
Defense: 17, 14 touch, flat foot 16 (+1 Dex, +3 Class, +3 armour)
BAB/Grp: +6/+1 / +8
FS/Reach: 5 ft
Attacks: +8 melee bat'leth (2d6+4 slashing or 2d4+4 piercing) or +6 ranged disruptor pistol (3d10 x3, energy/fire 40 ft)
Special Attacks: +8/+3 melee bat'leth (2d6 slashing or 2d4 piercing), or +6/+1 ranged disruptor pistol (3d10 x3, energy/fire 40 ft)
Special Qualities: hot world adaptation, redundant organs, alternate form (su), curse of lycanthropy, low light, ferocity, damage reduction 15/silver (su), scent (ex), Targ Empathy (ex)
Allegiances: Snarling Targs, Family House
Saves: Fort +9, Reflex +3, Will +3
Reputation: +3
Abilities: Str 14, Dex 11, Con 16, Int 9, Wis 12, Cha 9
Skills: Climb +3, Jump +3, Intimidation +2, Listen +2, Spot +2, Survival +10, Swim +4
Feats: Simple Weapons proficiency, Personal Firearms proficiency, Combat Martial Arts, Power Attack, Brawl, advanced firearms proficiency
Possessions: disruptor pistol (TNG era), bat'leth, light armour


Hybrid Form
Same as humanoid with following changes:
Hit Points: 75 hp
Speed: 40 ft
Defense: 23, 14 touch, flat foot 22 (+1 Dex, +3 Class, +3 armour, +6 natural)
Grp: +10
FS/Reach: 5 ft
Attacks: +7 melee bat'leth (2d6+6 slashing or 2d4+6 piercing) or +7 melee gore (1d6+6) or +7 ranged disruptor pistol (3d10 x3, energy/fire 40 ft)
Special Attacks: +7 melee bat'leth (2d6+9 slashing or 2d4+9 piercing) and +2 melee gore (1d6+9), or +7/+2 ranged disruptor pistol (3d10 x3, energy/fire 40 ft)
Saves: Fort +10
Abilities: Str 18, Con 18
Skills: Climb +4, Jump +4, Intimidation +4, Survival +10 (+14 using scent)

Alternate Form (Su)
A were-targ can assume targ or hybrid form, but its gear is not absorbed into the new form. The bipedal hybrid form is just over 7 feet tall, with short fur except around the head, shoulders and upper back which is thick and long, both forms have spines coming out of the back, with a boar-like appearance and tusks. Hybrid form combines the features of a targ (like a terran boar only furrier and spines coming out of its back. Targ form is like a large terran boar, with thick fur around the head, shoulders and upper back, several spines coming out of its back.
Changing to or from targ or hybrid form is a moving action. Upon assuming either form, the were-targ regains hit points as if having rested for a day. A slain were-targ reverts to its klingon form, although it remains dead.

Curse of Lycanthropy (Su)
Any humanoid hit by a were-targ's gore attack (in targ or hybrid form) must succeed on a Fort save (DC 16) or contract lycanthropy.

Ferocity (Ex)
The Were-Targ in hybrid or targ form can continue to fight without penalty until reduce to -25 hit points, at -25 hit points they are slain.

Damage Reduction 15/Silver (Su)
A were-targ in hybrid or targ form ignores the first 15 points of damage by nonsilver or nonmagical weapon but takes full damage from silvered weapons or weapons with a +1 or better magic bonus.

Scent (Ex)
This ability allows the were-targ in hybrid and targ form to detect hidden foes. See Chapter 8: Friends and Foes in d20 Modern core book.

Targ Empathy (Ex)
A were-targ can communicate with targs in any form and gains a +4 species bonus on Diplomacy checks when influencing a targ's attitude. A friendly targ understands and heeds simple commands.


Racial Traits:
Ability Modifiers: +4 Strength, +2 Constitution, -1 Intelligence, -2 Charisma. Klingons are strong and hearty, but on average are not as intelligent, and their warrior ways and aggression, and honour system can make them difficult to understand or interact with.
Medium: As Medium creatures, Klingons have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height.
Speed: Klingons base land speed is 35 feet.
Racial Skills: +1 Listen, +1 Spot and +1 Survival skills. Klingons evolved from predators, allowing them to find prey, and their multiple stomachs and redundant organs allow them to live off the land and eat things that most species find unpalatable.
Extreme Loyalty: Klingons are extremely loyal and honour bound, particularly to family, their Empire and their personal honour. Any skills, checks or rolls related to their allegiances gain +1
Planetary Adaptation: Hot World. Klingons come from a hot planet, Qonos, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13). Klingons suffer -1 to all rolls when in temperatures below freezing, they dislike the cold.
Redundant Organs: Due to the redundant organs Klingons have, any critical attack against them has a 50% chance to be considered a regular hit. When reduced to 0 hit points, the Klingon is not considered dying, and able to act normally until dead at -15 hit points. Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time.
Training: As a warrior race, all Klingons are taught how to use a number of traditional weapons, granting all Klingons Simple Weapon Proficiency, and proficiency in the Bat'leth, swords, gin'tak spears.
Reputation: Klingons are well known for being a proud warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks.
ECL: +2

Typical Disruptor Pistol (TNG+ Era 2330+)
This is the modern version of the typical disruptor pistol, usually based on Klingon designs, has slightly improved damage, range and ammo capacity. The greatest improvement to disruptors has been increased range and ammunition capacity.

Typical Disruptor Pistol (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 3d10
Critical: 20x3
Damage Type: Energy/Fire
Range Increment: 40 ft
Rate of Fire: Semi
Size: Medium
Weight: 4 lbs
Ammo: 30 internal
Purchase DC: 15 Res (+2)
Notes: Inaccurate - Suffers -1 to attack rolls.
Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a disruptor stun setting blast.
Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.

Klingon Disruptor Note: Klingon disruptors are amongst the most common found, and many races will base theirs on Klingon designs. However Klingon disruptors have more kinetic energy to their discharges. Anyone struck by a Klingon built disruptor must make a Reflex save DC 15 or be knocked prone. A failed save of more than 5 throws the target back 5 feet. Klingon disruptors also have 25% larger magazines.
Romulan Disruptor Note: Romulans also use disruptors, but with some notable differences. Romulan disruptors fire a beam, like phasers, instead of the typical bolt, which increases their accuracy and range, but decreases their damage slightly. Romulan disruptors do not suffer the -1 to attack rolls, increase their range by 25%, reduce damage by 1 die type (instead of d8, use d6).

Bat'leth
The Bat'leth is a traditional weapon of Klingons for centuries and considered an honourable weapon. A crescent shape, with typically three hand holds along the outer curve, with typically at least two bladed protrusions along the inner bladed curve. The weapon is well balanced, sharp and deadly, able to remove an opponent's head in a single swing. Able to be wielded with one hand or two equally easily, a well versatile weapon, easily making slashing attacks, or piercing attacks with the protrusions or points at the ends of the crescent.

Bat'leth (PL 4 Exotic Weapon Proficiency, Klingon)
Damage: 2d6 / 2d4
Critical: x3 / 19-20 x2
Damage Type: Slashing / Piercing
Size: Large
Weight: 12.6 lbs
Purchase DC: 15 (13 for Klingons)
Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding is holding one of the handles close to the end of the crescent with both hands, gains the benefit of the Power Attack feat even if they don't have it. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way.
 
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kronos182

Adventurer
An NPC at two stages in their life.

Lucia Gonzales
Lucia is the easy-going leader of a troupe of the Academy's finest. Lucia specializes in diplomacy; it shows i the ease with which she appraises others and makes friends, including the frosty vulcan T'Laan and the pugnacious andorian Shev Akria.

Cadet Lucia Gonzales
Smart Ord 1/Charismatic Ord 2
CR: 2;
Type: Medium sized Human;
HD: 1d6 plus 2d6, HP 12;
Mass: 10;
Init: +1;
Speed: 30 ft;
Defense: 12, touch 12, flat-footed 11 (+1 Dex, +1 Class);
BAB: +1;
Grap: +0;
Attack: +0 melee (1d3-1 nonlethal, unarmed strike), or +2 ranged type 1 phaser (varies);
Full Attack: +0 melee (1d3-1 nonlethal, unarmed strike), or +2 ranged type 1 phaser (varies);
Special Attacks:
SQ: Solution Finder, Problem Solver
FS: 5 ft by 5 ft;
Reach: 5 ft;
AL: Federation, Starfleet;
SV: Fort +2, Ref +3, Will +2;
AP: 0;
Rep: +2;
Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15;
Occupation: White collar (Diplomacy, Knowledge (civics))
Skills: Bluff +7, Computer Use +7, Craft (visual art) +6, Decipher Script +9, Diplomacy +7, Investigate +6, Knowledge (civics) +10, Knowledge (current events) +6, Knowledge (history) +6, knowledge (popular culture) +6, Listen +4, Profession +5, Read/Write English, Read/Write Vulcan, Read/Write Andorian, Research +6, Search +4, Speak English, Speak Vulcan, Speak Andorian, Spot +5
Feats: Starship Operations (Light & Mediumweight), Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: Starfleet Uniform, PADD (tablet sized, functions as upgraded desktop with wireless capabilities, 1 picobyte of data storage), Type 1 phaser (TNG era), tricorder, comm badge with built in universal translator.

Solution Finder
Against hostiles, increases the critical threat range by 1 of weapons. This also works if on the bridge of ship operating sensors or weapons.

Problem Solver
Increases critical damage multiplier by 2 of hand held weapon, or operating the weapons of a starship.

Nine of Eleven
When the USS Sterling went missing in action at the borders of Borg-occupied space, Cadet Gonzales was among the first crew assigned to investigate the ship's disappearance. However, it was not long before members of this search party were greeted with the same fate as the Sterling's crew - a forced, painful assimilation into the Borg Collective. Lucia Gonzales is dead. All that remains is Nine of Eleven, Septenary Adjunct of Unimatrix Twelve. Nine of Eleven was amongst several Borg drones that were rescued from the Collective.
Currently Nine of Eleven seeks groups that are fighting the Borg to help rescue and free other drones from the Collective.

Nine of Eleven
Smart Ord 1/Charismatic Ord 2
CR: 5;
Type: Medium sized Human;
HD: 1d6 plus 2d6 plus 3d8, HP 29; shield 50 hp
Mass: 10;
Init: +1;
Speed: 30 ft;
Defense: 14, touch 12, flat-footed 13 (+1 Dex, +1 Class, +2 Nat);
BAB: +4;
Grap: +3;
Attack: +4 melee (1d3-1 nonlethal, unarmed strike), or +5 ranged forced plasma beam (3d10);
Full Attack: +4 melee (1d3-1 nonlethal, unarmed strike), or +5 ranged forced plasma beam (3d10);
Special Attacks: Assimilation Tubule,
SQ: DR 3, personal forcefield, adaptive forcefield, adaptive weapon, borg implants, fast heal 1, Borg polarization, Adapt & overcome
FS: 5 ft by 5 ft;
Reach: 5 ft;
AL: Federation, Starfleet;
SV: Fort +5, Ref +4, Will +3;
AP: 0;
Rep: +3;
Abilities: Str 9, Dex 13, Con 10, Int 14, Wis 13, Cha 15;
Occupation: White collar (Diplomacy, Knowledge (civics))
Skills: Bluff +8, Computer Use +10, Craft (visual art) +6, Decipher Script +9, Diplomacy +7, Investigate +6, Knowledge (civics) +10, Knowledge (current events) +6, Knowledge (history) +6, knowledge (popular culture) +6, Knowledge (Technology) +8, Knowledge (tactics) +7, Listen +8, Profession +5, Read/Write English, Read/Write Vulcan, Read/Write Andorian, Research +6, Search +10, Speak English, Speak Vulcan, Speak Andorian, Spot +10
Feats: Starship Operations (Light & Mediumweight), Personal Firearms Proficiency, Simple Weapons Proficiency, starship gunnery
Possessions:

Combat
Nine of Eleven generally will avoid combat except in the case of the Borg, then she will engage them, using her abilities to protect herself and her ship against their weaponry.

Borg Polarization
When fighting a borg drone, has a 25% chance to change any critical hit against her to a normal hit. When attacking a borg ship, has 25% chance to change critical strike against ship she is on the bridge of to a normal ship. If the ship has Fortification, increase the ship's Fortification by +10%.

Adapt & Overcome
Reduces the DC for Adaptive Forcefield to 18. If on bridge of starship, can modify the shields using the standard Computer Use DC for adaptive shields, on a successful check, the shields gain DR 25 against the last weapon that hit the ship's shields. This cancels out any Borg drone's use of Adaptive Weapon against her own forcefield and that of the ship she's modified.


Communication Interlink - Subspace communication device to allow instantaneous communication with the Collective. Allows instant communications with the rest of the borg collect as long as within 10 light years of a borg ship or facility with a communications system.
Myo-Neural Cortical Array - Control movements, enhances Strength and Dexterity by +1 each. (Factored in base stats)
Assimilation Tubule - Also known as injection tubules, a pair of flexible needle-like devices that extend from wrists or fingers of Drones, used to deliver nanoprobes as the first step in assimilation. Capable of penetrating most materials and energy fields known to the Federation and others. After a successful grapple, the drone can make a full round touch attach with the Assimilation Tubules, dealing 1 point of piercing damage, that ignore 30 DR/Hardness, injecting the target with assimilation nanites.
Audio Implant - Ties to the communication Interlink for communications and also enhances their hearing +1 Listen.
Homing Device - Each drone has a homing beacon with its own unique translink frequency. Functions as a Galactic GPS for the collective to find drones.
Typically an eye implant - Basic eye implant allows vision in multiple spectrums, infrared, ultraviolet, can see everything in EM spectrum, telescopic, microscopic, and can be easily modified for other vision types including multispacial, +1 Search and +1 Spot. (Factored into base stats)
Personal Force Field - Borg drones are equipped with a force field, with 50 hit points, that regenerates at a rate of 5 hit points every round. If struck by the same energy weapon more than once, the Borg drone can make a Computer check DC 20 after the first attack to analyze the weapon, with a +1 bonus for every other Borg drone within 50 feet struck by the same weapon, to adapt to the weapon, making the Borg and all others within 1 lightyear immune to that energy weapon.
Exo-Plating - Each drone has exo-plating for added protection against attacks and various environments. Combat and specialist labour drones will have heavier armour. +2 Natural Defence and DR 3.
Limited Fast Heal - The nanoprobes in the borg's body along with other implants allows for limited fast heal. Able to heal Con Modifier HP per round up to half the drone's HP before requiring to go to a Regeneration Alcove.
Hostile Environment - This set of implants allows the drone to function in a number of hostile environments including space. Provides 10 hours of air, +4 saves against poisons, diseases, has the Cold, Hot and Heavy planet adaptions.

Assimilate - After making a successful grapple check, the Borg drone can make a full round touch attack to inject the target with their Assimilation Tubules. Target must make a Fort save DC 25 or the target is stunned and paralyzed and is starting to be assimilated. If the target succeeds the save, they are only paralyzed for the round and can make a new save the next round. The target can keep making Fort saves, but each round they resist, the Borg can make a Knowledge: Earth and Life Sciences check DC 17 (as a move action) to increase the DC by +1, each round. A Borg drone can assimilate up to 25 people between regeneration periods.

Adaptive Forcefield - When a drone is attacked by an energy weapon, after the first attack, it can make a Computer Use check DC 20 to adapt the shields to that weapon. If unsuccessful, the drone can attempt again each time attacked by the same weapon, as long as the drone was not attacked by a different type of energy weapon. The drone gets +1 to the check for each other Borg drone within 50 feet also struck by the same weapon. Once the drone is successful on the check, its forcefield is immune to damage from that type of weapon, as well as all other drones within 50 feet.
Note the same type of weapon made by different races require a separate check to become immune. Against magical weapons, attacks, the DC is increased by +5

Adaptive Weapon - The forced plasma beam, mounted on the arm of the drone can be modified to penetrate the shields, and even, with time, the armour of a target. After making a successful attack against a target and dealt damage, the drone can make a Computer Use check DC 30, with a +1 bonus for each borg drone that successfully damages the same target (or targets with similar defenses) within 50 feet. On a successful check, if the target has force fields, one-quarter of the damage bypasses the shields and deals damage directly to the target and three-quarters to the shields. Against a target with DR or Hardness, the weapon gains ignore hardness/DR 3. The drone can make additional Computer Use checks after another attack that successfully damages the target, with a successful check increasing the ignore hardness/DR by +1, and half damage bypasses shields, with a further checks increasing by +1 and one quarter more bypassing shields. After the first successful check, and any additional ones, all borg drones within 50 ft also have the same ability to bypass shields and ignore hardness/DR.
Against magic shields and armour, increase the DC by +5.

Limited Fast Heal - The borg's internal nanites and cybernetics provide the drone with a form of Fast healing, healing 1 HP each round, up to a maximum of 14 hit points. This is replenished after the drone regenerates.

Assimilation Tubule - Also known as injection tubules, a pair of flexible needle-like devices that extend from wrists or fingers of Drones, used to deliver nanoprobes as the first step in assimilation. Capable of penetrating most materials and energy fields known to the Federation and others. After a successful grapple, the drone can make a full round touch attach with the Assimilation Tubules, dealing 1 point of piercing damage, that ignore 30 DR/Hardness, injecting the target with assimilation nanites.

Typically an eye implant - Basic eye implant allows vision in multiple spectrums, infrared, ultraviolet, can see everything in EM spectrum, telescopic, microscopic, and can be easily modified for other vision types including multispacial.

Personal Force Field - Borg drones are equipped with a force field, with 50 hit points, that regenerates at a rate of 5 hit points every round.

Exo-Plating - Each drone has exo-plating for added protection against attacks and various environments. Combat and specialist labour drones will have heavier armour. +2 Natural Defence and DR 3

Hostile Environment - This set of implants allows the drone to function in a number of hostile environments including space. Provides 10 hours of air, +4 saves against poisons, diseases, has the Cold, Hot and Heavy planet adaptions.

Forced Plasma Beam
This energy weapon built into the arm of the borg drone fires a beam of plasma weapon. Deals 3d10 points of fire damage, 20x3 critical, range of 60 feet, semiautomatic rate of fire, has an unlimited ammunition as it draws energy from the drone as long as it regenerates regularly. If the drone hasn't regenerated for more than 48 hours, after 48 hours, has a capacity of 100 shots, and can't refill until regenerates. However the drone can attach and drain a standard power pack to replenish 50 charges for its forced plasma beam weapon.
 

kronos182

Adventurer
GDI Juggernaut and variants

Juggernaut
The first-generation Juggernaut was a GDI artillery walker that entered service during the Firestorm Conflict. Based on a modified Titan frame, the Juggernaut walks on two legs, fairly slowly due to the weight of the three 120mm cannons, it has a third leg that deploys from the rear when it is going to fire. The main legs lock in place and the cannon barrels extend to their full length and it has full 360 degree rotation. While it can't fire while moving, when it is in deployed mode to fire, it has somewhat improved armour as all moving parts are locked and slightly reinforced from the deployed position. While the three cannons are weaker than the Nod's equivalent artillery, it has better area saturation, making it excellent against infantry, plus its use of anti-armour rounds makes it good for anti-armour.

Crew: 3
Passengers: 0
Cargo: 200 lbs
Init: -4
Maneuver: -4
Top Speed: 30 (3) / 40 ft character scale
Defense: 6
Hardness: 20 (25 in deployed mode)
Hit Points: 90
Size: Gargantuan (-2)
Purchase DC: 56
Restriction: Mil (+3)
Accessories: 120mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: Can't fire while moving, +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, transform.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Juggernaut 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 Juggernaut can remain standing but if the leg suffers further damage, it is destroyed and the Juggernaut falls over.
Transform - As a move equivalent action, the Juggernaut can switch to deployed mode, stop movement and deploys a third leg, extends the barrels of its cannons so it can fire. Takes a move equivalent action to switch back to mobile mode to move again.

Obstacle Breaker - Due to the size, weight and armour of the Juggernaut, 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 Juggernaut, which includes such things as low walls, even small vehicles such as cars. When the vehicle 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 Juggernaut only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.


Weapons
NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
120mm Tank Cannon x310d12*20ball200 ftSingle80 rds eaGunner
Smoke Grenade Launcher (2)none-none50 ftSemi12 grenadesDriver or commander
Stomp3d620bludgeonmelee--Driver

120mm Cannons
The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (17d12* damage). The 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.
Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 10 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack).
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 Juggernaut 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 Juggernaut moves through their space, must make a Reflex save DC 10 + juggernaut pilot's base attack bonus for half damage, failure takes 3d6 points of damage plus are knocked prone.

Juggernaut A2
The Juggernaut A2 is a minor upgrade to the Juggernaut and can be applied to the Juggernaut, Behemoth, Juggernaut Mk3 make it more versatile and useful to other organizations when the GDI sold Juggernaut 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 to an 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.

Behemoth
The Behemoth is an upgraded model of the Juggernaut developed by the Steel Talons in an effort to extend the life and usefulness of the Juggernaut. It moves the control cab to the left side of the frame, and added to the upper rear section is an infantry carrying pod. Carried infantry can fire their weapons from the pod to provide protection against infantry or air units depending on the weapons the infantry are carrying.

Crew: 3
Passengers: 6*
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 40 (3) / 50 ft character scale
Defense: 6
Hardness: 25 (30 deployed)
Hit Points: 120
Size: Gargantuan (-2)
Purchase DC: 57
Restriction: Mil (+3)
Accessories: 120mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2), infantry pod.
Notes: Can't fire while moving, +5 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, transform.
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Climbing - The Behemoth 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 Behemoth can remain standing but if the leg suffers further damage, it is destroyed and the Behemoth falls over.
Transform - As a move equivalent action, the Behemoth can switch to deployed mode, stop movement and deploys a third leg, extends the barrels of its cannons so it can fire. Takes a move equivalent action to switch back to mobile mode to move again.

Obstacle Breaker - Due to the size, weight and armour of the Behemoth, 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 vehicle, 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 vehicle to none.

Weapons
NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
120mm Tank Cannon x310d12* +2d620ball225 ftSingle85 rds eaGunner
Smoke Grenade Launcher (2)none-none50 ftSemi12 grenadesDriver or commander
Stomp4d620bludgeonmelee--Driver

120mm Cannon
The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (17d12* damage). The 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 +5 to attack rolls.
Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 10 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack).
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 vehicle 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 vehicle 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.

Infantry Pod
This compartment fitted to the top rear section of the vehicle holds 6 troops, with firing ports to allow any infantry weapons, including heavy infantry weapons like machine guns or light rocket launchers. Provides nine-tenths cover to the occupants. All of the troops can exit the pod as a standard action, takes a full round action, while the vehicle is motionless, to enter the pod.


Juggernaut Mk3
After GDI discontinued walker technology of the Second Tiberium War, they discovered it was advantageous again, with advances in technology for the Third Tiberium War, with the Juggernaut Mk3 being the only walker in service at the start of the Third Tiberium War . Using the Titan Mk2 frame, improved turret, fire control system and new, larger cannons.

Crew: 3
Passengers: 0
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 40 (3) / 50 ft character scale
Defense: 6
Hardness: 25 (30 deployed)
Hit Points: 140
Size: Gargantuan (-2)
Purchase DC: 57
Restriction: Mil (+3)
Accessories: 200mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: Can't fire while moving, +6 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, transform.
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Climbing - The vehicle 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 vehicle can remain standing but if the leg suffers further damage, it is destroyed and the vehicle falls over.
Transform - As a move equivalent action, the vehicle can switch to deployed mode, stop movement and deploys a third leg, extends the barrels of its cannons so it can fire. Takes a move equivalent action to switch back to mobile mode to move again.

Obstacle Breaker - Due to the size, weight and armour of the vehicle, 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 vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle 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 vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.

Weapons
NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
200mm Tank Cannon x312d12*20ball250 ftSingle85 rds eaGunner
Smoke Grenade Launcher (2)none-none50 ftSemi12 grenadesDriver or commander
Stomp4d620bludgeonmelee--Driver

200mm Cannon
The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (19d12* damage). The loading mechanism that holds a total of 85 rounds, which can hold up to 5 different types of rounds. The 200mm 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 +5 to attack rolls.
Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 15 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack).
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 25 points of hardness, increase range incr to 300 ft, deals 10d12, ballistic damage. PDC 15 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 7d12 fire damage to target, ignoring 12 points of hardness and damages a 30 foot radius area, Reflex save DC 16 for half. PDC 14 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 6d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 21 for half damage. PDC 14 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 20 points of hardness, deals 6d12 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 +6. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.

Stomp
The vehicle 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 vehicle moves through their space, must make a Reflex save DC 10 + vehicle pilot's base attack bonus for half damage, failure takes 4d6 points of damage, ignoring 10 points of hardness/DR, plus are knocked prone.

Juggernaut Mk3 Upgrades

Adaptive Armour

This 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. 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
Three railguns replaces the cannons on the Juggernaut mk3, giving greater damage and direct line of sight range, but can't fire out to 20 range increments. The railgun only fires solid projectiles which ignore 20 points of hardness/DR, specialty rounds have not been developed for it. Replacement rounds have PDC 19 for 10 rounds. PDC 27 for the weapon.
NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
Railgun15d1220ball300 ftSemi100 rdsGunner

Upgraded APS - This is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Mounts two rapid-fire railguns as part of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks. PDC 23

Giraffe
The Giraffe is a civilian version of any model of the Juggernaut and Behemoth, stripping out the weapons, targeting systems, some of the armour, and mounting a large crane, excavator shovel and heavy saw on extendable arms/booms. Giraffes were used in construction of GDI bases, and sold to civilian groups, particularly to operate in areas near Yellow Zones or those with possible terrorist activity.
Make following changes to any model of Juggernaut and Behemoth to create a Giraffe:
Remove all weapons & smoke grenades;
Reduce hit points by 10;
Reduce Hardness by 5;
Add 4 spotlights on turrets;
Add Crane;
Add Excavation Shovel;
Add Saw;
PDC -2.

Crane
Taking up the center of the turret, a large crane with a 50 foot reach, 300 feet of cable, capable of lifting 15 tons while in mobile mode, 40 tons in deployed mode.

Excavation Shovel
On the right side of the turret is a boom with a 50 ft reach, able to excavate a 10 ft by 10 ft by 10 ft area of dirt.

Saw
On an articulated arm with a 20 ft reach is a large saw, capable of dealing 4d6 slashing damage, ignoring 5 points of hardness/dr.


Edison HCEV
The Edison heavy combat engineering vehicle is a modified GDI Giraffe variant of Juggernaut built by Starfleet Engineering Corps, for use in areas where shuttles and anti-grav vehicles can't be used. The Edison looks similar to the Giraffe using a Juggernaut Mk3 hull, but filled with Federation technology, the crane is fitted with advanced tools and can lift heavier weights thanks to the addition of a gravity generator in the hull to give the Edison a heavier base, and also aids in keeping it on the ground in low or fluctuation gravity environments. The excavator boom is replaced with an articulated arm similar to the saw arm, with both the shovel and saw replaced with advanced tools and grapple crawls to hold items. The arms can each be operated by a second crew member other than the one operating the main crane, or each can have their own operator. This allows the Edison to work on 3 different things at the same time if all the items are within reach.
Fitted with sensors that belong on advanced shuttles, replicators to create tools and some materials needed for repairs and projects. The command pod is expanded, with expanded area wrapping around the front of the vehicle with an additional pod on the opposite side which holds bunks, refresher unit and storage for personal storage. Storage pods are around the back of the vehicle. The hull is fitted with polarized hull plating for additional protection as a tougher hull was thought more resistant to dangers of falling debris and rockslides than deflector shields would. Two light phasers are added to the roof and underside of front for additional defense but sees more use as an alternate drilling, cutting or even welding tool in an emergency. Emergency transporters are installed in the event that the vehicle would be destroyed the crew can teleport up to 10 km away.
The entrance hatch is modified with an environmental containment field and an extendable corridor to create an airlock while operating in hostile environments.
Requires a crew of two minimum, a driver and engineer, the passengers can also function as additional crew members.

Crew: 2 minimum
Passengers: 6
Cargo: 2800 lbs
Init: -2
Maneuver: -3
Top Speed: 40 (3) walking / 50 ft character scale, 80 (8) /80 ft character scale using anti-grav system.
Defense: 6
Hardness: 25 (30 deployed) (+5 with polarized hull plating activated)
Hit Points: 140
Size: Gargantuan (-2)
Purchase DC: 57
Restriction: Mil (+3)
Accessories: Sensor equivalent to Mech Sensor Class III, fire control computer, thermal/nightvision for crew, GPS, radio transceiver with range of half AU, headlights, crane, replicator, emergency transporter, polarized hull plating, phaser type I x2, gravity generator, anti-grav propulsion, life support system.
Notes: +3 to attack rolls, NBC protection grants +5 to Fort saves, obstacle breaker, transform, +2 Navigate and Spot checks. Equipment provides +4 to Craft Electrical/Mechanical/Structural and Repair checks.
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Climbing - The vehicle 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 vehicle can remain standing but if the leg suffers further damage, it is destroyed and the vehicle falls over.
Transform - As a move equivalent action, the vehicle can switch to deployed mode, stop movement and deploys a third leg, extends the barrels of its cannons so it can fire. Takes a move equivalent action to switch back to mobile mode to move again.

Weapons
NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
Phaser Type 1 (2)1d10-6d1020Fire/Energy500 ftSingle50 shot capacityGunner

Crane & Repair Tools
Taking up the center of the turret, a large crane with a 50 foot reach, 300 feet of cable, capable of lifting 15 tons while in mobile mode, 40 tons in deployed mode. The engineer crew member can make repairs to nearby vehicle from the safety of the vehicle's cabin, must be within reach of the crane. The end of the crane also has a replicator end designed to create any tool required to perform the task at hand. Able to repair 2d8 hit points as a full round action, Given enough time, the replicators inside the hull can replicate complete replacement parts as long as they are made of materials that can be replicated. Able to repair up to 300 hit points worth of repairs. If not carrying passengers can increase this to 600 hit points. Additional material can be created with each compound block, weighing 16 lbs, can provided an additional 2 hit points of materials which can be carried as cargo instead of other cargo.

Repair Arms
The two arms on the sides that replace the saw and excavator have Dex 14, for combat purposes have Str 18, but can hold 5 tons on their own. Have grasping claws to hold materials. Has the same tools as the Crane.

Replicator
The Edison has large replicators built into the hull to allow the engineering crew to create any tools, equipment and materials they need to perform repairs or complete a project.

Gravity Generator
This can create a normal gravity inside the vehicle while it operators in low or fluctuating gravity locations, but it can also be used to keep the vehicle on the ground when operating on a low to micro gravity environment, such as on asteroids, or in areas with fluctuating gravity. When stationary, the gravity generator can increase the vehicle's effective weight to create a greater counter weight to allow the crane to lift up to a maximum of 60 tons as long as the ground it is sitting on can support the weight.

Emergency Transporters
The Archimedes is fitted with an emergency transporter system that when the hull reaches 0 hit points (while polarized the Archimedes will remain intact but with holes up to -10 hit points) will immediately transport up to 10 living beings inside to a safe location within 10 km (16 miles) away. This can be overridden with a command from a crew member to allow the crew to gather equipment and gear, but the system will re-engage at -5 hit point then again at -10 hit points if the command is overridden again at -5 hit points.

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.

Anti-Grav System
The Edison is fitted with an anti-gravity type system, similar to other Federation skimmers and hover craft. Takes a move equivalent action the system engages and the legs pull up against the hull and it can move about hovering between 1 to 10 ft above the ground. Takes another move equivalent action to disengage as the legs lower and the vehicle lowers down.

Phaser Type 1
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. Able to change damage by lowering the number of die to a minimum of 1d10 as a free action once per round. The Type 1 phaser, an earlier model, found on shuttles and other small vehicles or small civilian craft. The phaser has a 50 shot capacity, recharges 1 shot every 1 minute of inactivity. Can be used as a welder or similar to a fusion torch but with a range of 50 feet.
Damage: 6d10
Damage Type: Fire/Energy
Range Increment: 500 ft
Rate of Fire: Single
Minimum Ship/Vehicle Size: Huge
Purchase DC: 30
Restriction: Res (+2)
 

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