CORELINE (D20 Modern/D20 BESM Setting).

Slightly updated version of the Predator with some of their equipment.

YAUTJA
Their species is called the ‘Yautja’ (in their language meaning the ‘survivors’), but almost all the other species know them by other name: the ‘Predators’. This race of humanoid reptilians, with hair-like appendages on their heads that look like dreadlocks, arthropod-like mandibles on either side of their mouth, and no visible nose; has grown into becoming one of the nastiest hunters out there. For them, honor and the Hunter’s Code is everything. For hundreds of years, they saw all other species out there as prey-and Humans, with their increasing use of balancing technology and ever-present ability to adapt to survive, were one of their most coveted prizes.

On Coreline, the situation quickly became something different. They were one of many Fiction races to appear, and although a good deal of them went on a rampage at the view of such exotic prizes, others decided to hang back and scout the scene. Those who went on rampages were quickly eliminated by prey that they underestimated, and the humongous number of Yautja that died during the 23 Hours (not to mention the number of destroyed neighborhoods that came from some of them doing the ‘spoil-sport’ thing) made it understandable to the Yautja society: if the Hunt was to continue on Coreline, it would be necessary to understand all new Prey, and more important, what advantages the common Prey now had. And so, they laid low.
Cue some time later. The Yautja integrated into society, and although the Spirit of the Hunt and its Code is one thing that will never truly fade away, some of them had found that living just for it was an extremely quick way to gain bad rep, enemies (and possibly getting fragged) in this world. Those Yautja that make a honest living do so as bounty hunters, trackers, guides and even park rangers. Those who don’t are hired muscle, assassins and plain psycho killers.
RACIAL TRAITS:
Abilities:
+4 Str, +2 Con, -2 Dex, -4 Cha. Yautja are large, powerful and resilient, but are not very agile. They are bound by caste and honour, making social interactions at times difficult as most view others as prey. Their sense of honour can cause them to lash out if they are insulted. Due to their strength, they can carry as much weight as if their Strength was 2 points higher, and aren't considered encumbered until reaching heavy load.
Bonus Hit Points: Yautja gain +10 hit points, and additional +1 every 2 levels. Yautja are resilient creatures and able to take a beating.
Size: Large-Sized Monstrous Humanoids.
Speed: Base Speed of 30 feet. The Yautja’s speed is not reduced by brush, foliage or broken terrain.
Natural Armour: +2 Natural Defense Bonus. Yautja have tough, leathery skin.
Attacks: Yautja are strong, unarmed attacks deal 1d4 plus Strength modifier
Unusual Vision: The Yautja can see in only one spectrum of light: infra-red. While it’s a superior spectral range, this vision, however, has poor resolution. A Yautja effectively has Darkvision, and can ignore all concealment penalties, but they have a -2 species penalty to Spot checks. This penalty increases to -4 if the object in question is not moving
Resistance: Energy Resistance 5 to Fire, Electrical, Acid and Radiation damage.
Cold Sensitive: Yautja take an additional 2 points of subdual damage per die of cold damage they suffer. If a save allows the cold damage to be reduced, the same reduction applies to this additional damage.
Racial Skills: +1 species bonus to Climb checks and Strength related checks. This bonus raises by 1 every four levels.
Feats: Yautja are automatically proficient in archaic weapons and personal weapons proficiency with Yautja made weapons.
Free Languages: Yautja.

Level Adjustment: +3.

Wristblades
These weapons are paired blades mounted on gauntlets, or bracers, that are retractable, worn on the wearer's arm. Typically the blades are just long enough to extend past the wearer's fingers when hand open, and are incredibly sharp, capable of cleanly slicing through bone. The blades curve down wards slightly, excellent for slashing and can pierce as well. Higher ranked hunters can have longer blades, with additional features, including having blades made from acid proof materials.

Wristblades (PL6+, Archaic Weapon Proficiency, Yautja)
Damage: 2d4
Critical: 19-20x3
Damage Type: Slashing or Piercing
Size: Medium
Weight: 2 lbs
Purchase DC: 15 Yautja Exclusive
Notes: Retractable blades (free action), ignore 3 points of hardness/DR, 2 points of Defense from Natural armour or equipment. Can't be disarmed unless the arm is also removed.

Options
More advanced, older and experienced hunters can get additional upgrades for their wristblades. Common upgrades for bladed weapons can be added, such as serrated blades, but below are wristblade exclusive options among the Yautja.

Acid Resistant Material
The blades are replaced with a metal that is virtually immune to the acid blood of Xenomorphs. The blades have acid immunity.
PDC: +2

Extended Length
This increases the length of the of the blades, allowing the wearer to engage a target farther from them, or to completely impale a target.
Increase damage to 1d10, ignore 4 points of hardness/DR, 3 points of Defense from Natural armour or equipment. These blades extend past the cloak and are visible when extended
PDC: +1
Weight: +1 lbs

Reversible Blades
The blades typically curve down, but this upgrade will cause the blades to rotate so the curve and tip are turned outwards, allowing for backhand slashes.
Switching direction is a free action.
PDC: +1

Launch Blade
The blades can be launched using a magnetic launch system, however launching the blades leaves the weapon useless until the blades are retrieves and reattached, or new ones put in.
Deals same damage as the blades, range increment 30 ft, out to 5 increments, semi, payload 2. Takes 1 standard action to load a blade. Wristblades with 3 blades will have a payload of 3.
PDC: +2

Extra Blade
A third blade is added, increase damage by 1 step, 2d4 becomes 1d10, 1d10 becomes 1d12, etc.
PDC: +2

Bio-Mask
The Bio-mask, or bio-helmet, is a head piece worn by Yautja, covering the face, part of the mouth and the top of the head, using molecular adhesive. Besides protecting the wearer's face, includes breathing apparatus, access to multiple vision modes including zoom capabilities, vocal mimicry, diagnostic, HUD and targeting laser for attached plasmacasters, visual and audio recording systems, sensors for identifying weapons and lifeforms, and a language translator. It is also linked to a wrist gauntlet computer system that controls many of the helmet's functions. The exact style of the helmets vary, especially with the wearer's rank, but most are an armoured, sleek and simple version of a Yautja's face, minus the mandibles. Others may be incorporated into skulls of worthy prey animals.
Visual systems include basic zoom capabilities, ultraviolet, EM field detection (excellent for detecting technological devices and xenomorphs), extends Darkvision to 90 ft. Switching between vision modes and settings is a move equivalent action. HUD and targeting systems grants +2 to attack rolls with attached plasmacasters and other linked ranged weapons.
Has enough memory, combined with the wrist gauntlet for 1 week (7 days) or visual and audio recordings.
The breathing apparatus allows a Yautja to breathe comfortably in any Earth-like atmosphere. Without the helmet the Yautja can survive without penalties for about a week.
PDC: 15 Yautja
Weight: 2 lbs
Versions made for non Yautja can be made, but only given out to those that earn the respect of the Yautja.

Wrist Gauntlet
This is a bracer of Yautja technology, linked with a bio-mask, a powerful computer that controls the functions of a bio-mask and Yautja cloak. It also includes a communications suite, linked with the bio-mask, able to communicate with ships in orbit or even within same system. The wrist gauntlet can also be linked to a linked plasmacaster. Can also be linked to a Yautja ship or vehicle, allowing remote control. It includes a self destruct system that can be set with a countdown. Self destruct deals 10d10 fire damage to a 300 ft radius area, Reflex save DC 25 for those in the outer 50 ft. Incinerates everything closer. Lose of a wrist gauntlet is a mark of great dishonour for the Yautja. These gauntlets are not fitted with wrist blades, which are a separate gauntlet, but can be fitted with other devices.
PDC: 19 Yautja
Weight: 5 lbs.
Size: Medium

Cloak
This piece of technology renders the user invisible, or nearly invisible to the naked eye, as well as many forms of electronic scanning. It wraps light around the user's body in such a fashion that surfaces behind the user are visible through them. The effect is not perfect, often leaving a visible silhouette similar to a heat haze, but in certain environments, and while motionless, effectively allows the user to hide in plain sight, but while moving leaves a distortion in the rough shape of the user. The cloak is ineffective against xenomorphs. When submerged in water, or raining, the cloak is rendered ineffective, and impacts to the user will cause an area around the point of impact to distort and temporarily become visible, or create a colour distortion around the area. Engaging or disengaging the cloak is a move equivalent action that can be done as part of a move, but only once per round.
Grants user +20 to Hide checks. Rain will effectively render it ineffective. Fog and smoke reduce the effect to only +10 if motionless, and +5 if moving.

Options
Several options can be fitted to the Wrist Gauntlet.

Energy Flechette
This weapon is a smaller and simpler and less powerful version of the plasmacaster used by Yautja, built into the wrist gauntlet.
Damage: 2d6
Critical: 20x2
Damage Type: Fire
Range Increment: 20 ft, 5 range increments max
Rate of Fire: Semi
Size: Small
Weight: 1 lbs added to wrist gauntlet
Ammo: 50 internal
Purchase DC: 22
Notes: Integrated part of the wrist gauntlet once installed. Recharges ammo at a rate of 1 shot per 5 minutes of inactivity. Only gains +1 attack bonus from the Bio-mask instead of normal +2.

Power Punch Glove
This weapon, combined with brass knuckle type gloves, extends a metal bridge from the wrist gauntlet to the brass knuckles on the hand, and energizes the hand for a powerful punch.
Damage: 2d8
Critical: 20x4
Damage Type: Bludgeoning
Size: Medium
Weight: 3 lbs added to wrist gauntlet
Purchase DC: 24
Notes: Integrated part of wrist gauntlet once installed. Ignores 10 points of hardness/DR, 5 points of defense from Natural armour or equipment. Usable 5 times before requiring 5 round cooldown.

Yautja Armour
Armour used by the Yautja varies greatly amongst clans and individuals, but will typically include a Partial breastplate, pauldrons (shoulder guards), the gauntlets, glaives on the lower legs. Protection around the groin area. An armoured canister is usually mounted on the back that contains a Yautja's basic supplies (medkit, repair kid, trophy cleaning kit, backup breath apparatus). Many will use netting, cloth and animal hides in their armour as well. There are many hooks and means to hang various small trophies from the hips and lower back.

Yautja Armour (PL6)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 9 lbs
Purchase DC: 17 Yautja
Restriction: Res to Yautja hunters
Notes: DR 4. Can be upgrades with additional armour pieces depending on the wearer's preferences, rank and role. Pauldrons designed to easily mount and dismount a plasma caster with a turret mount to allow it to rotate and fold down out of the way when not in use.

Plasmacaster
The Plasmacaster is a plasma based weapon used by Yautja, typically mounted in a turret mount on the Pauldrons of the armour, linked to targeting lasers in the Bio-mask. These are powerful weapons, and typically are considered the least honourable weaponry of the Yautja. There are different versions, but most have the same features, including varying power levels. Firing a plasmacaster can be manually from the wrist gauntlet, or via command from the bio-mask.

Plasmacaster (PL7 Personal Firearms Proficiency, Yautja)
Damage: 4d10
Critical: 20x3
Damage Type: fire
Range Increment: 60 ft
Rate of Fire: Semi
Size: Med
Weight: 7 lbs
Ammo: 30 rds internal
Purchase DC: 25 Res Yautja
Notes: Ignores 10 points of hardness/DR, 5 points of Defense from Natural Armour and equipment, variable damage (as free action once per round, can alter damage from 1d10 to 4d10. Recharges 1 shot every 5 rounds not used.

Options/Variants

Omni Caster
This upgrade to the plasmacaster is fitted with a bio-scanner and a multi-barreled firing mechanism. This allows the user to scan a target and attack them with any of three types of plasma munitions which are most susceptible to.
Standard Burst - functions as a standard plasma caster.
Fire Plasma - fires a burst of plasma with more incendiary properties. Damage is reduced by 1 die type (d10 becomes d8, etc), and continues to deal half base damage (typically 2d8) each round for 1d4 rounds or until doused.
Dark Plasma - This dark blue, almost black, burst of plasma triggers a controlled energy reaction that correlates its damage to the mass of the target upon it, but is energy intensive. Deals damage equal to 3d8 + 1d8 per size category above medium of the target (large suffers 4d8). Targets larger than 70 feet use starship type and classes for additional sizes. Uses 10 charges for each shot.
PDC: +5

Combistick
The Combistick is a telescoping spear developed by the Yautja. Collapsed it is between 1.5 and 2.5 feet long, and 10 to 14 feet when fully extended. It is well balanced for both use in melee combat and for throwing, and is one of the first weapons a Yautja hunter receives. Many are decorated with skulls and other mementos of different hunts and moments in their lives. Those that die an honorable death are buried with their spear.

Combistick (PL6 Archaic Weapon Proficiency, Yautja)
Damage: 1d12
Critical: 20x3
Damage Type: Piercing
Range Increment: 30 ft out to 5 increments thrown
Size: Medium - Huge
Weight: 6 lbs
Purchase DC: 21 Yautja
Notes: Collapsible (free action to extend or retract, once per round), ignore 8 points of hardness/DR, 6 points of Defense from Natural armour or equipment. Immune to acid.

Glaive
This weapon is a staff weapon, similar to the combistick, but is not designed for throwing, and usually has a blade that can slash and pierce. Most glaives are 10 to 14 feet.

Glaive (PL6 Archaic Weapon Proficiency, Yautja)
Damage: 2d6
Critical: 20x3
Damage Type: Slashing or Piercing
Size: Medium - Huge
Weight: 10 lbs
Purchase DC: 22 Yautja
Notes: Collapsible (free action to extend or retract, once per round), ignore 10 points of hardness/DR, 6 points of Defense from Natural armour or equipment. Immune to acid. Grants reach of 5 feet. Use of the Power Attack feat grants double the bonus.

Burner
The burner is similar to a plasmacaster, however it is more hands-on, manual weapon, shaped like a rifle. These weapons are used by un-blooded hunters and the military. They are slightly weaker than a plasmacaster, but have longer range and autofire capabilities.

Burner (PL7 Personal Firearms Proficiency, Yautja)
Damage: 3d10
Critical: 20x3
Damage Type: fire
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 12 lbs
Ammo: 120 rds box
Purchase DC: 23 Res Yautja
Notes: Ignores 10 points of hardness/DR, 5 points of Defense from Natural Armour and equipment, variable damage (as free action once per round, can alter damage from 1d10 to 3d10. Recharges 1 shot every 5 rounds not used.
 

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Essence GDI Goliath APC
The Goliath APC is the newest version of the APC used by the GDI during the Second Tiberium War, upgraded for the Third Tiberium War. It is a 6 wheeled vehicle, with a quad 20mm cannon in a turret that is capable of targeting both ground and air targets. It loses the amphibious capabilities, but has upgraded armour, which is also slightly more slanted than the previous Amphibious APC to greatly improve its survivability. It also mounts a mine layer that deploys EMP landmines. It can still carry 12 soldiers, although a little more cramped than the Amphibious APC, but three on each side can use their rifles through firing ports. The Goliath APC is three squares wide and four squares long, providing full cover to its occupants, a single top hatch over the driver, plus a large rear door, a crew of two members, driver/commander and gunner.

Crew: 2
Passengers: 12
Cargo: 350 lbs
Init: -2
Maneuver: -1
Top Speed: 80 (8) (350 miles / tank)
Defense: 9
Hardness: 14
Hit Points: 55
Size: Gargantuan
Purchase DC: 39
Restriction: Mil (+3)
Accessories: 2 4-barrel smoke grenade launchers, thermal/nightvision for driver and commander, GPS, military radio, headlights, half penalties for rough terrain, quad 20mm cannon turret, Mine layer, firing ports

Weapons


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

20mm Cannon (4 fire-linked)

8d10

20

Ball

150 ft

S, A

150 rds ea

Gunner

Mine Layer

varies

20

varies

Single
5 uses

Gunner or Commander

Smoke Grenade Launcher (2)

none

-

None

50 ft

Semi

12 grenades

Driver or Commander

Firing Ports
There are six sealable ports, three each side, that infantry inside can fire up to a large sized rifle through, however suffers -2 to attack rolls
Mine Layer
The Goliath can deploy a minefield of EMP mines, requiring a Knowledge (tactics) DC 15 and 1d4+1 minutes work to deploy its mines to cover a 20 foot by 20 foot area for small mines, or 30 ft by 30 ft area for larger mines. Properly set, Spot/Search check DC 15 +1 / 5 points the commander beat the Knowledge (tactics) check, with a Reflex 15 +1 / 5 points the commander beat the knowledge (tactics) check to avoid trigger the mines. See d20 Modern/Future for EMP rules.

Upgraded Goliath APC
An upgraded version is available for elite units who've successfully completed at least 20 missions and have at least 5 confirmed kills. The Goliath is fitted with slightly thicker armour, an upgraded engine, ammunition magazines are increased, half the smoke launchers are replaced with ALA launchers, and the standard ammunition is replaced with sub-calibre rounds, although can make use of normal ammunition.

Make the following changes to the Goliath APC to make Upgraded Goliath APC:
Increase hit points by +5;
Increase Defense by +1;
Increase Hardness to 15;
Increase speed to 90 (9);
Replace 2 smoke grenade launcher with 2 ALA launcher
Can be loaded with Sub-Calibre Rounds for the 20mm Cannons;
Increase Quad 20mm Cannon magazine to 175 rounds each;
PDC +1.

ALA - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. The Laumer Abrams can use its heavy laser cannon while the cloud is active, but it only deals half damage as the cloud reduces its effectiveness.


Sub-Calibre Rounds
These rounds are an upgrade for elite units. Granting +1 per die of damage, and increase range increment by 50 ft, and ignore 4 points of hardness.
PDC +3
 

Essence Wolverine
The Essence Wolverine is an upgrade of the original Wolverine, with a less boxy design, with more curves and a little more humanoid looking than a box with legs and two chain guns on the sides. This design change gives it slightly better armour deflection capabilities, but gives it better climbing abilities than both the original and Mk2 Wolverines. It's slightly faster than the Mk2, but has lighter armour than the Mk2. The arms that mount the chainguns have a sliding armour covering that slides out along the bottom and sides of the barrels with rudimentary graspers that allows the pilot to pick up items and allow the Essence Wolverine to climb over obstacles the original and Mk2 couldn't.

Essence Wolverine
Size: Large (-1)
Bonus Hit Points: 50
Superstructure: Duralloy
Hardness: 17
Armour: Alumisteel
Bonus to Defense: +4 (-1 size)
Armour Penalty: -4
Reach: 10 ft
Strength Bonus: +6
Dexterity Penalty:
Speed: 65 ft
Purchase DC: 40

Slots
Helmet: Class II Sensory System
Back: Ammo Bin
Torso: Cockpit
Left Arm: Chaingun (1000 rds)
Right Arm: Chaingun (1000 rds)
Left Leg: Speed Booster
Right Leg: Speed Booster
Comm System

Standard Package Features:
Bonuses: +2 Navigate, +2 Spot, NBC (+4 Fort Saves) sealed, +2 Climb.
Weapons: 2 chainguns 4d10, 20, 150 ft, a
Slam 1d8 bludgeoning, melee, reach 10 ft

Chaingun
The chaingun is based on the minigun used by the US military, only with some upgrades, such as caseless ammunition, improved barrel materials to keep the rotating barrels cooler. Fires in autofire only, target a 20-foot-by-20-foot area instead of normal 10-foot-by-10-foot area, targets in area must make a Reflex save (DC 20) for half damage. Firing the chaingun uses 50 rounds, or 25 rounds with the Burst Fire feat. If both chainguns are used to target the same target area, increase damage to 6d10 and Reflex save DC 22 for half damage.


Weapon

Damage

Type

Crit

Range

Rate

Magazine

Chaingun (2)

4d10

Ball

20 x2

150 ft

A

Linked

Ammo Bin
The back of the Wolverine mounts a large heavily armoured ammunition bin for the two arm mounted chainguns, divided in two, holding 5000 rounds for each weapon (10,000 total). In the event one weapon is disabled, both parts can feed a single weapon.

Upgraded Essence Wolverine
After things settled down a bit after the 23 Hours and GDI sold off many of these Wolverines to the US military and other allied groups, a few upgrades were made to the mech.
Make the following changes to Essence Wolverine make an Upgraded version:
Add 10 hit points;
Add 1 3-shot smoke grenade launchers;
Add ALA system;
Add Sub-Calibre Rounds;
Add Reactive Armour
PDC: +1

Sub-Calibre Rounds
These rounds are an upgrade for elite units. Granting +1 per die of damage, and increase range increment by 50 ft, and ignore 4 points of hardness.
PDC +3

Reactive Armour
This is reactive armour added to the vehicle, which cancels half the hardness/DR ignoring effects of HEAT and similar missiles, rockets and projectile ammunition.

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.
 

GDI Soldier
The GDI soldier, also known as the minigunner during the First Tiberium War, but make up the backbone for all the wars, but with different equipment over the years and training for specialist roles. The typical soldier is armed with a ranged weapon, a knife, armour and other basic gear.

Low Level GDI Soldier (Fast Ord 1 / Tough Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d8+2 plus 1d10+2; hp 14
Mas: 14
Init: +2
Speed: 25 ft
Defense: 22, Touch 16, flat-footed 20 (+2 Dex, +4 Class, +6 Tactical vest)
BAB: +0
Grapple: +1
Attack: +1 melee (1d4+1 knife), or +3 ranged (Rifle 2d8, 70 ft), or +2 ranged grenade (3d6, slashing, Reflex 15, 10 ft radius)
Full Attack: +2 melee (1d4+1 knife), or +3 ranged (Rifle 2d8, 70 ft)
Special Attacks:
Special Qualities: GDI Training
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: GDI
Saves: Fort +3, Ref +3, Will +1.
Action Points: 0
Rep: +0
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation:
Skills: Intimidate +3, Knowledge (streetwise) +3, Knowledge (tactics) +3, Move Silently +4, Profession +3, Read/Write English, Speak English, Spot +2
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: Tactical Vest, knife, Rifle 5.56mm, 120 rounds of ammunition, military radio, 3 fragmentation grenades, 3 flashbangs, various gear and personal possessions.

Mid Level GDI Soldier (Fast Ord 3 / Tough Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d8+6 plus 3d10+6; hp 42
Mas: 14
Init: +2
Speed: 25 ft
Defense: 24, Touch 18, flat-footed 23 (+2 Dex, +6 Class, +6 tactical vest)
BAB: +4
Grapple: +5
Attack: +5 melee (1d4+1 knife), or +7 ranged (Rifle 2d8, 70 ft), or +6 ranged grenade (3d6, slashing, Reflex 15, 10 ft radius)
Full Attack: +5 melee (1d4+1 knife), or +7 ranged (Rifle 2d8, 70 ft), or +6 ranged grenade (3d6, slashing, Reflex 15, 10 ft radius)
Special Attacks:
Special Qualities: GDI Training
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: GDI
Saves: Fort +5, Ref +5, Will +3.
Action Points: 0
Rep: +2
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation:
Skills: Intimidate +6, Knowledge (streetwise) +4, Knowledge (tactics) +5, Move Silently +4, Profession +5, Read/Write English, Speak English, Spot +3
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot.
Possessions: Tactical Vest, knife, Rifle 5.56mm, 120 rounds of ammunition, military radio, 3 fragmentation grenades, 3 flashbangs, various gear and personal possessions.

GDI Training
Soldiers of the GDI are well trained in ranged combat. Gaining +1 to attack rolls. Also when in groups, they can work together to be more effective. One GDI soldier is designated the leader and makes a single attack roll for all in the group. For every 2 soldiers in the group add +1 to attack roll and +1 die of damage with rifle attacks. Area attacks (full autofire) with the rifle the Reflex save increases by +1. Maximum of 8 soldiers can be part of the group. They can pool the HP together to simplify damage. While working as a group, must move together or lose the benefits, thus suffer -2 to Reflex saves, and can only flank when working with another group, or individual soldiers not part of the group.

Grenadier
The grenadier is a soldier that is trained to throw explosives accurately at extended distances, to counter enemy infantry, clear defensive emplacements and buildings. They have a pistol for defense, but carry backpacks and harnesses that allow quickly draw and throw grenades quickly.
Make following changes to GDI Soldier to make a Grenadier:
Replace rifle and 120 rounds with 9mm pistol (Glock or similar pistol with 3 reloads;
Add Grenade Harness and Pack;
Carry 50 grenades, can be of different types, but all must be of the type that can be thrown;
Add Special Quality Grenadier;
Add Create Mine special attack

Grenadier
The user has extensive training in the use of grenades. Gains +1 to attack rolls with grenades, range increment is 30 ft out to 5 increments. When used in an area that is smaller than the grenade's blast radius, damage is increased by 1 die, and Reflex save DC increased by +2. Can make a Knowledge: Tactics check DC 15 before making an attack with a grenade to throw the grenade to the best location, increasing damage by +1 per die of damage.

Create Mine
The grenadier can make a mine out of a grenade, with a Knowledge: Tactics DC 16 and 30 minutes of work, and the trigger range can be set from the same space as the grenade out to the blast radius -5 ft, and the Reflex DC is increased by +1. The mine has a Spot DC 20, and functions like normal, but triggered when a target moves within the trigger range the grenadier sets at the time of creation.

Rocket Soldier
The rocket soldier is a GDI Soldier with training in using missile and rocket launchers as an anti-armour or anti-aircraft weapon specialist. They are equipped with a pistol and a portable light TOW launcher, which can be fired from the shoulder, or set up with a tripod for greater accuracy.
Make the following changes to the GDI Soldier to make a Rocket Soldier:
Add Exotic Weapons (rocket launchers) feat;
Replace 5.56mm rifle with 9mm pistol (Glock or similar pistols) with 3 reloads;
Add Light TOW launcher with 5 reloads.

Light TOW Launcher
Next-generation of guided anti-armour weapon system, a lighter version based on the Javelin, it become quite common amongst some of the major militaries.
It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces. It uses a detachable, reusable targeting system. This targeting system integrates day sights and a lightweight FLIR-type passive IR night sight with a power system based on disposable batteries, into a hand-held surveillance unit as well as the targeting system. The whole system weighs 20 lbs plus 10 lbs for a tripod, however it can be fired from the shoulder, although slightly less accurate.

Light TOW (PL5 Exotic Weapon Proficiency)
Damage: 8d6, ignore 8 points of hardness
Blast Radius: 10 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Rate of Fire: single
Size: large
Weight: 20 lbs, tripod 10 lbs
Ammo: 1
Purchase DC: 35 (Mil +3)
Notes: Ignores 8 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching or removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder. The launcher is designed so that it can be fired from the user's shoulder, like an RPG launcher or bazooka, but suffers -1 to attack rolls. Setting the tripod and attaching the launcher can be done in 2 rounds by a single person, or a two man team can do it in a single round
 

Essence NOD Recon Bike
The Essence version of the Recon bike is similar to the Attack Cycle of the Second Tiberium War, with an enclosed canopy, rear mounted mini rocket launchers. It features slightly better armour, and improved targeting systems and the inclusion of a sensor system for detecting stealth units.
The fully enclosed canopy that covers the rider in a prone position. Mounted on the rear is a pair of mini rocket launchers designed to attack both ground and air targets. The launchers are designed that they can fire individually or as a pair for higher damage, or can attack multiple missiles at different targets at the expense of a slower rate of fire. The Essence Recon Bike is 1 square wide and 2 squares long, provides complete cover to the rider.

Essence NOD Recon Bike

Crew: 1
Passengers: 0
Cargo: 10 lbs
Init: +0
Maneuver: +4
Top Speed: 280 (28)
Defense: 10
Hardness: 8
Hit Points: 32
Size: M
Purchase DC: 29
Restriction: None
Accessories: Military Radio, run-flat tires, weapon mount x2 mini-rocket launchers, off-road design, targeting system, sensors equal to Mech Class III sensor system..
Notes: Half penalties for rough terrain, reduce penalties to attack rolls while moving by half against ground targets, when immobile +2 to strike air targets.

Weapons


Weapon

Damage

Crit

Damage Type

Range Incr

Rate of Fire

Magazine

Mini Rocket Launcher (2)

varies

20

varies

150 ft

S

18 ea

Mini-Rocket Launchers
The Essence has two mini rocket launchers configured to use virtually any available mini rocket, and able to attack both air and ground targets.
Common rockets include:


Type

Damage

Radius

Reflex DC

Dam Type


LAW

10d6

10 ft

18

Fire

Ignore DR/Hard 10

Explosive

6d6

20 ft

19

Fire


Fragment

6d6

20 ft

19

Slashing

Crit 19-20x2
Two rockets can be fired at the same target at the same time, increase damage by 50%, radius by 50%, Reflex saves by +2.
Alternatively, as a full attack action, while the vehicle is motionless, can attack up to 6 targets all within 50 ft of each other, suffering -4 to attack roll for each target.

Elite units can make use of Tiberium Enhanced Missiles and the same Tiberium Enhancements as the Attack Cycle.

Tiberium Enhanced Missiles/Rockets
This upgrade can be applied to missiles or rockets, enhancing them with Tiberium, increasing their penetration power and their damage, which is even farther increased if used within Tiberium fields or gas.
Missiles and rockets gain +4 to ignore hardness/DR to target struck and +1 ignore hardness/DR to any targets within blast radius if has one, deal +2 die of damage, blast radius if has one increased by 5 feet. Living targets that suffer damage also suffer Tiberium poisoning from injury. If used within a Tiberium field, damage is increased by another +2 die. If used within a Tiberium gas cloud, the blast radius is increased by another 10 feet and Reflex save DC increased by +4. The effects of Tiberium field and Tiberium gas stack.
These missiles are usually assigned to higher level members or elite units.
PDC: +4, NOD, Illegal

Tiberium Enhancement
Make the following changes to the Essence Recon BIke:
Change Maneuver to +3
Change Hit Points to 32
Add Flicker Field
Add Tiberium Caltrops
Add Self Repair System
PDC +2

Flicker Field
The flicker field is a low level Lazarus Shield combined with a Distortion field enhanced with Tiberium. Instead of rendering the vehicle completely invisible, it blurs the cycle's outline and leaves a bit of an after image, as well as makes the image fade in and out at random intervals. It also randomly makes the cycle intangible at random intervals, allowing matter and energy pass through it. The vehicle has a 25% miss chance to any weapons fired against it, and any area attacks. It also has a 50% chance of any attacks that manage to bypass the miss chance of passing through it as it becomes intangible. It takes a standard action to active the Flicker Field, and can remain active for a total of 1 hour before requiring a 1 hour cool down, but it can be turned on and off any number of times as long as the total time adds up to an hour. While the field is up, the Attack Cycle can not fire any weapons as the weapons have a great chance of being intangible and not doing any damage when they strike a target.

Tiberium Caltrops
These are four, or sometimes more, spikes made of iron and bits of Tiberium Vinifera (Blue Tiberium) that are released from a container on the back of the Attack Cycle that cover an area 10 feet wide, 20 feet long. Used to slow and damage vehicles and infantry following the vehicle, or to create an obstacle. Creatures moving more than half their speed, or each round spent fighting in the area filled with Tiberium Caltrops, the caltrops make a touch attack (+0 base attack bonus), dealing 1d4+2 damage (half slashing, half fire) on a successful hit, and the injury reduces foot speed by half (a successful Treat Injury DC 18 or one day's rest remove this penalty). Charging or running creatures must immediately stop if it steps on a caltrop. The creature must also make a Reflex save DC 15 or fall prone, where another caltrop can make an attack.
Vehicles moving through the area must make a Drive check DC 15 to avoid the caltrop obstacle. On a failed save, the vehicle is attacked by 1d4+2 caltrops.
The vehicle has two single use Tiberium Caltrop containers. Refills PDC 20 each.

Self Repair System
The upgraded vehicle has a self repair system that can repair most damage. It can not repair destroyed components, such as tires, the weapons, etc, only repair if they have at least 1 HP left. The system can repair 1d4 HP per round to a maximum of 25 HP repaired before needed to replenish the system. Refilling the system is PDC 15.
 

The GDI Mammoth 2, the AT-AT of the C&C universe with some variants, including a Star Wars and Starcraft version for siege tank goodness.

Mammoth Mk2
The Mammoth mk2 is a large quadrupedal super heavy walker that replaces the Mammoth Tank, towering over the battlefield. A blocky design with four thick legs, with a slightly narrower 'head' part that extends forward. Mounted on the sides are a pair of railguns each side, with a pair of TUSK missile launchers originally found on the original Mammoth tank, except with larger payloads. Under the head is a pair of cannons in a turret to engage any vehicles that get close and past its escort. The Mammoth 2 is slow, but its railguns have incredible range allowing it to strike a target well before it can get close. It includes an experimental self-repair system to repair any battle damage it may suffer that is more powerful than the one found on the original Mammoth. Unfortunately the design required constant maintenance and was incredibly expensive to build, that GDI cancelled further production of the Mammoth Mk2 shortly after the Second Tiberium War.
The Mammoth Mk2 require a crew of 20, driver, co-driver, two primary gunners, commander, 2 secondary gunners, 4 loaders and 5 engineers, 4 operators (radar and other equipment). While the mammoth is an automated feed system, the loader helps make sure the load system runs smoothly and conducts any repairs to the system as needed. If the automated system is knocked offline, the loader can load the cannons manually. The engineers helps maintains the mammoth and controls the repair system. The mammoth has two top hatches, two hatches on the belly as emergency escape hatches with slides and are seal and only release with explosive bolts. Two side doors for crew to enter, with deployable ladders. At the rear underside is a large, and heavily armoured hatch for loading ammunition. It takes 3 full rounds action to enter the mammoth and 3 full rounds to start it moving. The mammoth is eight squares wide, 12 squares long, however on the ground the legs only take up a six square wide, 7 square long area, providing full cover for its occupants.

Crew: 20
Passengers: 0
Cargo: 250 lbs
Init: -5
Maneuver: -4
Top Speed: 30 (3) / 40 ft character scale
Defense: 6
Hardness: 30
Hit Points: 210
Size: Colossal (-4)
Purchase DC: 59
Restriction: Mil (+3)
Accessories: 2 pairs of fire-linked railguns, 2 Tusk missile launchers, 2 30mm cannons in turret, APS, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights, smoke grenade launchers (6).
Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed.

In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything in the forward arc with the rail guns, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the 30mm cannon can attack any ground target, while the other secondary gunner can make attacks with the TUSK missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops.

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 tank.

Repair System
The Mammoth Mk2 has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth.

Obstacle Breaker
Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank 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 mammoth 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. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth.

Weapons


NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
2 Fire-linked Heavy Railgun (2)13d1219-20x4Ball2000 ftSingle80 rounds ea1 Gunner each
Smoke Grenade Launcher (6)none
None50 ftSemi36 grenades totalDriver or Commander
Stomp4d620BludgeonMelee
Driver
Tusk Missile Pod (2)varies20varies200 ftSemi18 missiles ready ea (60 extra ea)Secondary Gunner or Commander
30mm Cannon (2 fire-linked) turret6d1220Ball150 ftS, A1000 rds eaSecondary Gunner

Heavy Railguns
The Mammoth Mk2 mounts a total of 4, in set of 2 two fire-linked, heavy railguns that are capable of destroying most vehicles in 1 or two shots, capable of punching through and hitting targets beyond. Deals 13d12, 19-20x4, ball, 2000 ft, ignore 25 points of hardness. If the ignore hardness is 10 points or more greater than the target's hardness/DR, or a critical hit is scored, the round tears through the target (regardless if the target is destroyed or not), and can continue to strike a target in direct line past the target up to half the range increment (1000 ft) and deal damage to the next target, at -5 attack roll. If the ignore hardness/DR 10 or greater than the next target, the round can strike next target up to 500 ft in direct line at -10 attack roll.
Objects of less than gargantuan size that survive an attack, must make a Reflex save DC half the mammoth's gunner attack roll or be pushed back 1d6x10 ft, and if strike anything suffering 1d6 points of bludgeoning damage.
These weapons are only able to pivot up and down, with very little side to side rotation, meaning the vehicle must turn to attack, meaning the mammoth gunner suffers -4 to attack rolls to hit anything within 100 ft, and can't target anything 30 ft unless directly in front and of at least huge size, but still suffering the -4 to attack rolls.

Stomp
The Mammoth can stomp on large or smaller targets within 20 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets that the Mammoth moves through their space, must make a Reflex save DC 10 + Mammoth pilot's base attack bonus for half damage, failure takes 4d6 points of damage plus are knocked prone.

Tusk Missile Pod
The missile launchers on either side of the Mammoth's back hold 18 missiles at the ready each, and depending on the missiles loaded, can attack aircraft or infantry, or even other tanks, typically Javelin or similar style missiles are loaded, but up to three different types of missiles can be loaded. Once the pod is empty, it takes 1d4+2 rounds to reload the launcher.

Upgrades/Variants
Several upgrades or variants have appeared on Coreline.

Mammoth Mk2 B2
The B2 is an upgrade to the Mammoth mk2, improving its survivability and performance.
Make the following changes to upgrade to an B2:
Increase hit points by 30;
Increase all ammunition supply by 25%;
Add TOS system;
Add ALA 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 gain +1 to attack rolls while vehicle is moving, gain +2 to attack rolls while the vehicle is stationary.

AT-Mammoth
Kuat/Rothana Heavy Engineering found the designs for the Mammoth Mk2 and experimented with the design to see if it was worthy as a replacement for the AT-AT or not. As a transport, it was lacking, but as heavy assault vehicle, as the original was designed. The railguns were replaced with turbolasers, the chin cannons replaced with a pair of mass drivers found originally on the AT-TE, and the TUSK launchers replaced with concussion missile launchers. The turbolaser mounts have improved rotation to allow them to engage airborne targets, making the AT-Mammoth an excellent planetary defense unit, able to reposition to avoid easy destruction. Several anti-personnel blasters dot the hull to keep it protected from infantry that get close. Along with different weapons, Kuat/Rothana brought automation which reduced the crew requirements slightly, and allowed enough space to allow a squad of troops to be carried to help protect the vehicle, or investigate any vehicles or structures damaged but not destroyed by the AT-Mammoth.

Crew: 16
Passengers: 6 troops
Cargo: 250 lbs
Init: -4
Maneuver: -3
Top Speed: 35 (3) / 45 ft character scale
Defense: 6
Hardness: 30
Hit Points: 210
Size: Colossal (-4)
Purchase DC: 60
Restriction: Mil (+3)
Accessories: 2 pairs of fire-linked light turbolasers, 2 concussion missile launchers, 2 mass drivers in turret, anti-personal blasters, APS, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights, smoke grenade launchers (6), quick drop ladder.
Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed.

In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything in the forward arc with the rail guns, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the 30mm cannon can attack any ground target, while the other secondary gunner can make attacks with the TUSK missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops.

Repair System
The Mammoth Mk2 has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth.

Obstacle Breaker
Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank 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 mammoth 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. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth.

Weapons

NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
2 Fire-linked Light Turbolasers (2)15d820x2Fire9500 ftSingle200 rd capacitor1 Gunner each
Smoke Grenade Launcher (6)none
None50 ftSemi36 grenades totalDriver or Commander
Stomp4d620BludgeonMelee
Driver
Concussion Missile Pod (2)10d1019-20x2Energy4000 ftSingle20 missiles ready ea (64 extra ea)Secondary Gunner or Commander
2 Fire-linked Mass Drivers turretVaries
Varies200 ftSingle1000 rds eaSecondary Gunner

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

Light Turbolaser
Light Turbolasers are light 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.


Light Turbolaser (PL6)
Damage: 10d8, ignore 15 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9500 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 39
Restriction: Military (+3)


Stomp
The Mammoth can stomp on large or smaller targets within 20 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets that the Mammoth moves through their space, must make a Reflex save DC 10 + Mammoth pilot's base attack bonus for half damage, failure takes 4d6 points of damage plus are knocked prone.


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. Damage is increased by 50% round down due to fire-linked.

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.

Anti-Personal Blasters
There are several light blasters that are designed to target creatures of small to large size, with +5 to attack roll, doing 3d8, 20x2 fire damage, attacking any humanoid targets within 150 feet of the vehicle. They are automated and don't require a gunner. A gunner can override the targeting protocols with a Computer DC 16 and 2 rounds of work.

Korhal Siege Mammoth
This variant of the Mammoth Mk2 uses Dominion technology, particularly that of the siege tank. Greater automation reduces the crew compliment to a handful, the back is more rounded top. Each of the twin railguns are fitted into full turrets to allow greater movement. The two TUSK missile launchers are replaced with anti-air missile launchers mounted at the rear, while the under chin cannons are replaced with gauss cannons. Instead of railguns the Siege Mammoth mounts a pair of fire-linked 90mm plasma cannons in each turret, which are both capable of transforming into a 180 mm Shock cannon each. Additionally, the two turrets can move up to the back and transform to create a 390mm Thunder Cannon for even greater destructive power, although much slower rate of fire. When the 90mm plasma cannons turn into 180mm Shock cannons, the Siege Mammoth is still able to move, although much slower, which allows a group of them to create a moving artillery wall. But when the two turrets form to create the 390mm Thunder Cannon, the vehicle lowers to the ground, with additional supports extend to help brace against the recoil.

Crew: 6
Passengers: 0
Cargo: 75 lbs
Init: -4
Maneuver: -3
Top Speed: 40 (3) / 50 ft character scale
Defense: 6
Hardness: 30
Hit Points: 240
Size: Colossal (-4)
Purchase DC: 61
Restriction: Mil (+3)
Accessories: 2 pairs of fire-linked 90mm Plasma Cannons, , anti-air missile launchers, 2 12mm gauss cannons in turret, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights.
Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed. Destruction of 1 leg prevents firing of 180mm cannons unless the vehicle is motionless.

In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything with the 90mm plasma cannons, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the gauss cannons can attack any ground target, while the other secondary gunner can make attacks with the anti-air missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops.
Assault mode is used in a similar manner as the siege mode on a Siege Tank, used to attack large clusters of targets, attacking heavy vehicles or buildings from a defensive position. Although the Siege Mammoth can still move, although much slower, which allows for a bit more tactical flexibility with a group creating a moving artillery wall, or on retreats. With the slower rate of fire, typically one turret will fire every other round to maintain a constant rate of fire to prevent large groups from getting too close between firing like with siege tanks.
While in siege mode, both 90mm/180mm cannon gunners work together to coordinate the firing the massive 390mm Thunder Cannon, used for heavy attacks against large very slow moving objects or stationary targets, such as buildings.

Repair System
The Siege Mammoth has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth.

Obstacle Breaker
Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank 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 mammoth 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. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth.


NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
2 2-Fire-Linked 90mm Plasma Cannon (normal mode)21d820x2Fire200 ftSemi 1 Gunner each
2 180 mm Shock Cannon (assault mode)15d1220x2Ballistic300 ft1 per 2 rounds150 rounds ea1 Gunner each (same as 90mm)
390 mm Thunder Cannon (siege mode)10d2020x3Ballistic500 ft1 per 5 rounds75 roundsPrimary gunners
Stomp4d620BludgeonMelee
Driver
Anti-Air Missile Launcher9d620x2Ball/Fire
Single18 missiles ready ea (60 extra ea)Secondary Gunner or Commander
2 Fire-Linked 12mm Gauss Cannon7d1220x2Ball150 ftS, A2000 rds eaSecondary Gunner

90mm Plasma Cannons / 180mm Shock Cannon
This weapon is a dual mode weapon system. While in normal mode, it is a pair of 90mm plasma cannons, dealing 14d8, 20x2 fire damage, ignoring 15 points of hardness/DR each

When the vehicle switches to assault mode, the weapon changes to the 180mm Shock Cannon, firing a 180mm tungsten round that gets superheated at firing, dealing 15d12, 20x2 ballistic damage, ignoring 15 points of hardness/DR to the target struck and deals 10d12 damage to all within 15 foot radius of the target struck, Reflex save DC 17 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Shock Cannon can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.

390mm Thunder Cannon
This weapon is created when the two 180mm Shock cannons move together and merge to create the 390mm Thunder Cannon. It fires massive 390mm tungsten rounds that are superheated at firing, dealing 10d20, 20x3, ballistic damage, ignoring 30 points of hardness/DR to the target struck, and deals 5d20 points of damage to all with 30 foot radius, Reflex save DC 21 for half damage. Also targets within 50 foot radius of point of impact that weigh less than 500 lbs must make a Reflex save DC 16 or be thrown 1d6x10 feet, suffering 1d6 points of bludgeoning damage per 10 ft thrown upon striking anything and knocked prone. Those that make the save are pushed back 1d4x5 feet and stunned for 1 round (Fort save DC 21 to only be dazed).
If the target struck hardness/DR is 20 or lower, and the damage dealt is more than double the target's hardness, the round will travel through the target up to another 50 feet to strike anything in a straight line from the vehicle, dealing half damage to the original target, at -5 attack roll. Switching between 390mm Thunder Cannon to 90mm or 180mm cannons then back to the 390mm Cannon does not reset the 5 round timer between shots, but can switch between the 390mm to the 90mm during the cooldown to allow the vehicle to keep firing nearly every round.

Transform
The siege mammoth can change from normal mode to assault or siege mode, functioning as a tank using the plasma cannons, using stats above in normal mode. As a move equivalent action can change to assault mode, cutting speed by half and activates the Shock Cannon as well as extending additional bracing and support, can't make any driver stunts or make use of stomp attack, its Hardness increases to 35. Can only change to or from assault mode once per round.

As a full round action, can change to siege mode and activates the 390mm Thunder Cannon, but is rendered immobile, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down), the vehicle's hardness is increased to 40 as support struts and bracing extend and shift to support the heavy weapon and the vehicle lowers to the ground. The driver can change between the two modes once per round.
 

Artemis Class AttackCraft
The Artemis classattack craft developed by a colony of early United Federation of Planets thatwas cut off during the 23 Hours that was raided by a group using Y-wings. Theyused the Y-wing as a basis for the frame, but everything inside uses United Earthand early United Federation of Planets technology, including polarized hullplating, phased cannons and spatial torpedoes. The Artemis isn't equipped witha warp drive requiring a ship to carry to a combat zone. Armed with a singlephased cannon in the nose, with a pair of plasma cannons in the turret. Whilephotonic torpedoes were available, they took up more space than spatialtorpedoes, so the later was chosen, as they were cheaper and more could befitted in the hull. The engine nacelles are fitted with powerful impulseengines. The pilot or the gunner can operate the spatial torpedoes, but onlythe pilot can control the phase cannon.
Artemis are used assystem patrol and defense craft, working in wings of 2 to 4, or as squadrons ofup to 12, working in wings of 4, and when carried by other ships, act as forcemultipliers in combat, excellent for flanking maneuvers and surrounding largertargets and distraction for larger starships to strike with heavier weapons.

Artemis Class AttackCraft (PL6)
Type: Ultralight
Subtype: Heavy Fighter
Size: Colossal (-8)
Tactical Speed: 4000 ft, 230 (23) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 15 (20 with polarized hull plating)
Hit Dice: 11d20 (220 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 75.6 ft
Weight: 110,700 lbs
Targeting System Bonus: +3
Crew: 2
Passenger Capacity: 0
Cargo Capacity: 300 lbs
Grapple Modifier: +8
Base PDC: 49
Restriction: Mil (+3)

Attack:
Phased cannon -5 ranged (12d10, 20, fire/energy, 5000 ft, single);
Or spatial torpedo-5 ranged (18d8, 20, fire/energy, -, single) (optional fire-linked increasesdamage to 27d8)

Gunner
2 fire linked plasmaweapons -1 ranged 7d10, 20, fire, 3000 ft;
Or spatial torpedo-5 ranged (18d8, 20, fire/energy, -, single) (optional fire-linked increasesdamage to 27d8)

Attack of Opportunity:

Standard PL(6)Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine
Armour: ditanium
Defense Systems: polarized hull plating
Sensors: Class III, Targeting System
Communications:Radio Transceiver
Weapons: Phased Cannon, 2 fire-linked plasma weapons (turret), 2 spatialtorpedo launchers (5 torpedoes each)
Grappling Systems: None

Phased Cannon
Phased cannons arethe precursor to phaser weapons, a phased energy beam weapon that had variableenergy output. Usually mounted on retractable semi turrets to give them fieldof fire. Able to change damage by lowering the number of die to a minimum of 3d10as 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 torpedoesare larger versions of spatial charges, capable of carrying a larger charge andaffecting a larger area.
At its lowest setting, the torpedo can do 5d8to a single target, or deal this damage to a 1000 ft square (on a planet 1000ft 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 forhalf 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 ignorehardness/damage +1/die over 3. So if damage is set to 4d8 and affects only asingle 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)

Ditanium Alloy(PL5-6)
Ditanium alloy is an alloy that was used to replace titanium in the use inmilitary craft and especially space craft as it had some inherent abilities toblock some of the radiation encountered in space.
Hardness: 15
Base Purchase Modifier: 13 + one-half base purchase DC of the starship.

Polarized HullPlating Defensive System (PL5-6)
An early defensivesystem developed for Starfleet in the mid 2100s, before deflector shieldtechnology, a ship would be fitted with hull plating relays that would polarizethe hull, strengthening the hull and making it more resistant to damage. Italso has the advantage of making the ship more difficult to lock onto with mostgrappling 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 reaches0 hit points, increases the ship's destruction threshold by 50%, and the shiponly loses 1 hit point every 2 rounds. Most ships will have a separate powersupply just for this system. Unfortunately a ship can not run this systemindefinitely, and can only remain running for a maximum of 30 minutes beforerequiring at least 10 minutes of being inactive.
PDC: 5 + one halfbase PDC of starship.

Artemis Mk2
The Mk2 saw anupgrade in power systems that allowed it to mount a pair of forward pulsedphased cannons and a single pulsed phase cannon in a turret. It still carriesspatial torpedoes, but saw an increase in the magazine, and an improved loadingmechanism to allow faster firing of torpedoes. It still lacks shields and warpdrive.
Make followingchanges to Artemis to make Artemis Mk2:
Replace Phased Cannon with 2 fire-linked pulse phased cannons (18d10);
Replace 2fire-linked plasma weapons turret with pulsed phaser cannon turret (12d10)
Increase spatialtorpedo magazines to 6 torpedoes each;
Spatial torpedolaunchers rate of fire now semi;
Reduce speed to 3500ft;
PDC: +1

Pulsed Phased Cannon
These weapons areimproved 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 samevariable 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 tochange damage by lowering the number of die to a minimum of 3d10 as a freeaction 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)

Skadi
The Skadi is thereplacement for the Artemis, using mid 2200s technology, which greatly boostsits capabilities. The frame still follows that of the Y-wing, with an angularand blocky body with a larger front which contains the primary weapons andcockpit, following the blocky design of shuttles of the time. Two struts jutout from the rear sides which contain the impulse engines, with the round warpnacelle on the ends. With the addition of a warp drive, wings of Skadi canpatrol surrounding systems, or strike away from home bases or starships, or canescape a combat zone under their own power if their carrier is destroyed. Thephased cannons are replaced with phasers, it only carries two photon torpedoesdue to their size in a belly launcher, but the addition of shields is seen as abalanced offset for the reduced number of missile weapons.
In combat the Skadiwork in wings of 2 to 4, or squadrons of 3 flights, working together to flankand harass targets for larger starships to strike with heavier weapons.

Skadi Class AttackCraft (PL6)
Type: Ultralight
Subtype: Heavy Fighter
Size: Colossal (-8)
Tactical Speed: 4000 ft, 230 (23) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 13d20 (260 hp) shields 325 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 79.4 ft
Weight: 115,400 lbs
Targeting System Bonus: +3
Crew: 2
Passenger Capacity: 0
Cargo Capacity: 300 lbs
Grapple Modifier: +8
Base PDC: 50
Restriction: Mil (+3)

Attack:
2 Fire-Linked Type 2 phasers -5 ranged (13d10, 20, fire/energy, 5000 ft, semi);
Or photon torpedo -5ranged (12d20, 20, fire/energy, -, single)

Gunner
Type 2 phaser turret-5 ranged (9d10, 20, fire/energy, 5000 ft, semi);
Or photon torpedo -5ranged (12d20, 20, fire/energy, -, single)

Attack of Opportunity:

Standard PL(6)Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine Warp drive (max warp 6.5, cruise 6, 50 lightyear range)
Armour: heavy ditanium
Defense Systems: shields
Sensors: Class III, Targeting System
Communications:Radio Transceiver, subspace transceiver
Weapons: 2 fire-linked phaser type 2, phaser type 2 turret, photon torpedo launcher (2 torpedoes)
Grappling Systems: None

Phaser Type 2
Phasers are the mainoffensive weapons of the Federation, using nadian based phased energy that firebeams, capable of variable energy output. Usually mounted in a low profileturret to allow greater field of fire. Able to change damage by lowering the numberof die to a minimum of 2d10 as a free action once per round. Type 2s were thefirst phaser weapons, replacing the Phased cannons, being smaller, althoughslightly weaker but more energy efficient, than pulsed phased cannons, morecould be mounted on the same ship.
Damage: 9d10
Damage Type:Fire/Energy
Range Increment:5000 ft
Rate of Fire: Semi
Minimum Ship Size:Huge
Purchase DC: 31
Restriction: Res(+2)

Photon Torpedo
Photon torpedoes areanti-matter weapons with variable yields. These weapons usually draw theiranti-matter from the equipped ship's own anti-matter supplies. These torpedoesrequire special containment and feeding systems to load and unload the anti-matterafter a fight.
At its lowest setting, the torpedo can do 3d20to a single target, or deal this damage to a 2000 ft square, and can increasedamage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100ft per die increase, Reflex save DC 19 for half damage when set for an area..The damage can be to the maximum radius, or to a single target. These weaponsare very dangerous in an atmosphere and are usually banned from planetary useexcept in special circumstances. If used in a planetary atmosphere, dealsdamage to an area +50% greater, and if set for a single target, deals halfdamage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21for 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 damageto the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size:Huge
Purchase DC: 31
Restriction: Mil(+3)
Heavy Ditanium Alloy(PL5-6)
Heavy Ditanium alloy is an alloy that was used to replace titanium, combiningDuranium into the alloy to create a new type of armour and superstructure, inthe use of military craft and especially space craft as it had some inherentabilities to block some of the radiation encountered in space.
Hardness: 20
Base Purchase Modifier: 14 + one-half base purchase DC of the starship.
 

MA-04X Zakrello
The MA-04X Zakrello is an early mobile armour developed by the Principality of Zeon in the early stages of the One Year War. Its hull is shaped like a monstrous head with two long vertically slanted eyes, a large mouth with five teeth that contains a diffuse mega particle cannon. On the sides of the hull are a pair of arms that end in blades that are capable of heating to extreme temperatures to melt through armour plating. Flanking the sides of the mouth are a pair of 4-tube missile launchers. Hanging below the frame is a pair of large engines.
The Zakrello is powered by a Minovsky type ultracompact fusion reactor that gives it power for the diffuse mega particle cannon and its large thrusters for excellent speed, but it is not very maneuverable, unable to dodge attacks quickly. Zakrello are only able to operate in space, used typically as interceptors as their great speed and powerful main weapon, made them excellent for intercepting ships before they could launch fighters or mobile armours or suits.
Zakrellos were 82 feet long, weighing at 204 tons

MA-04X Zakrello
Size: Colossal (-8) 82 ft
Bonus Hit Points: 400
Superstructure: Duralloy
Hardness: 15
Armour: Alumisteel Armour
Bonus to Defense: +5
Armour Penalty: -6
Reach: 15 ft
Strength Bonus: +32
Dexterity Penalty: -4
Speed: 0 ft land, 5500 ft space, 6,500 afterburner for 5 rounds or 11,000 ft 1 round.
Purchase DC: 42

Slots
Helmet Oracle Targeting System Mk1
Visor Class II Sensor system
Back Improved Deep Space Thrusters
Left hand Heat Claw
Right hand Heat Claw
Shoulders Lift Support System, Space Skin
Torso Cockpit, 2 Modified Afterburner systems
Belt Diffuse Mega Particle Cannon, 2 4-tube missile launchers
Left leg Improved Deep Space Thrusters
Right leg Improved Deep Space Thrusters
Comm System

Standard Package Features: Headless Design, Unwieldy
Bonuses: +1 attack, +2 Navigate, +2 Spot
Weapons: Diffuse Mega Particle Cannon, Heat Claw x2, 2 4-tube missile launcher

Unwieldy
If moving at 5000 ft or faster per round, suffers -1 to Defense, and an additional -1 for every 2000 ft over 5000 ft. Additionally it suffers -1 to Pilot checks for every 1000 ft over 4000 ft moved in a round.

Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None

Heat Claw (PL5/6)
The heat claw is a curved blade mounted in place of a hand on a mech, that can have its cutting surface superheated to allow it to cut through armour of mechs and ships. It deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d10, Huge 3d10, Gargantuan 4d10, Colossal 5d10. The heat hawk also ignores 5 points of hardness/DR.
Equipment Slots: 1 must be hand or arm
Activation: Attack
Range Increment: Touch/melee
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 9 + one quarter mech PDC
Restriction: Lic (+1)

Diffuse Mega Particle Cannon
The diffused mega particle cannon is a modified version of the light mega particle cannon, designed to fit on a mech. It has shorter range, slightly less power, but still a potent weapon. Takes up two equipment slots.


Diffuse Mega Particle Cannon (PL6)
Damage: 7d20
Critical: x4
Damage Type: Energy
Range Increment: 4500 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 41
Restriction: Mil +3

Modified Afterburner System (PL6
This version of the afterburner, while functioning the same, can be used in one of 2 ways, either dumping a lot of raw fuel at once for a single use to double the mechs speed, or five uses that improved the mech's speed by 20% (round down) for a single round, but can be used up to 5 times. If the second option is used, can not double its speed as there is not enough fuel.
Additional activations require additional afterburner systems.
Equipment Slots: 1, must be torso, back or leg.
Activation: Free action.
Range: Personal
Target: You
Duration: 1 round*
PDC:: 9 + one-quarter the mech's base PDC
Restriction: None

4-Tube Missile Launchers
These missile launchers are simple tube launchers with a single anti-armour warhead each. Although effective against armoured opponents, they are not good against nimble targets. The missiles deal 10d6 points of damage, half ballistic, half fire and ignores 15 points of hardness/DR.
Equipment Slots: 1 must be leg
Activation: Attack
Range Increment: 2000 ft
Target: Single target
Duration: Instantaneous
Saving Throw: None
Purchase DC: 20, 15 for 4 missiles.
Restriction: Mil (+3)
 

Some Zeon One Year War vehicles & ships

Dabude
The Dabude is a class of land battleship used by the Principality of Zeon during the One Year War, that served as both mobile artillery platform and command center. The large hull was moved about on six sets of 3 treads each, with the main hull having a trapazoid prism shape, with three oblong structures that rise up, one from the center front, two others on the sides at one third from the front. The forward one is much larger and contains the main bridge and command and control center, along with the communications and sensors. The two other oblong structures are two large turrets that mount two 120mm cannons. At each corner of the main hull are a set of braces that help brace against the recoil from the four cannons. The rear section is a large flight deck that can support several VTOL craft, or could have two Zaku sized mechs standing on it. Besides the two twin cannon turrets, six twin machine gun turrets mounted around the hull to provide anti-air and anti-personnel protection, with a missile launcher mounted just ahead of the flight deck.
Within the main hull, a large troop barracks that allows up to 50 troops to be carried and deployed, along with space to house crew for up to 4 vtol craft, and can hold up to 4 light APCs. The Dabude measures 357.6 feet long (72 squares), 305 feet wide (61) and 144 feet tall. Provides full cover to all within, takes 1 full minute to start moving. Troops within can exit through two large doors, one on each side, exiting as a move action, up to 10 at a time each side, or an APC can drive out as a move action, using up 40 ft of movement, one out each door. From the flight deck, a single VTOL craft can take off at a time, or a single mobile suit if one is standing on the deck. Dabude could achieve a maximum speed of 60 mph.

Crew: 40
Passengers: 50 troops +10 flight support crew, 20 C&C staff
Cargo: 20 tons, another 60 can be strapped safely to the flight deck.
Init: -5
Maneuver: -6
Top Speed: 60 (6)
Defense: 4
Hardness: 20
Hit Points: 200
Size: Colossal (-8)
Purchase DC: 49
Restriction: Mil +3
Accessories: Military Radio, GPS, darkvision 120 ft for crew, Mech Class II sensors, satellite radio, flight deck, barracks (50 troops, 20 C&C staff, 10 flight deck crew), kitchen, crew living quarters, 2 twin 120mm cannons, 6 twin machine gun turrets, missile launcher, garage (4 light APCs).
Notes: C&C, Stabilizing Braces, Point Defense



Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

Twin 120mm Tank Cannon (2)

15d12*

20

Ball

150 ft

Single

1* (150 rounds ea)

Gunner

Missile Launcher

10d6

20

Ball/fire

1000 ft

Semi

15 missiles

Secondary Gunner

Twin Machine Guns (6)

3d12

20

Ball

100 ft

S/A

12,000 rds ea

Gunners

The 120mm Tank Cannon holds 1 round, but the Mammoth has space and loading mechanism that holds a total of 72 rounds for each gun, 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 cannons can both be fired at the same target as a fire-link, increase damage by 50%. If one weapon is rendered inoperable, the
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.

C&C Suite
Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2.

Stabilizing Braces
These four pylons deploy into the ground, helping to keep the vehicle braced against the recoil of its weapons. Takes a move action to deploy or retract, once per round, remove recoil penalties for firing the weapons, auto fire penalties are halved. Attempts to move the vehicle suffer -15 penalty. While deployed the vehicle is immobile.

Point Defense
If the twin machine guns are not used offensively for the round, can be set to function as a point defense system. The decision of using the weapons offensively or defensively must be made at start of round and can't be changed until next round. Has a 20% chance to destroy any incoming missiles. Or can make attacks of opportunity, attacking anything larger than 10 ft that comes within 100 ft of the vehicle, rolling 1d20 with attack bonus of +4. If this roll meets or exceeds target's Defense, deals 4d12 points of damage.

Dolos Class
The Dolos is a carrier built by the Principality of Zeon, one of their largest ships. The hull consists of two angular pods connected at their lower halves with a section extending downwards with 7 launch bays at the front. Two blocks at the rear on out riggers provide propulsion. Armament consists of 8 twin mega particle cannons, with 3 on each side, two at the rear. A small handful of twin machine guns provide a point defense system. Dolos could carry 182 mobile suits, with up to 7 to launch at the same time, and 4 able to land in 4 landing bays, two on either side of the lower section. Besides the mobile suits up to a dozen shuttles can be stored, and typically launch from the lowest launch bay. In an emergency, two dozen suits or fighters can be stored along the upper hull between the two part of the main hull. The C&C systems onboard allow the Dolos to function as a command unit, and can protect itself from capital ships with its mega particles, but its anti-fighter and mobile suit defenses are extremely limited and it relies on the carried mechs for defense. Like other ships of the time, there is no artificial gravity, with the only gravity generated is when the ship is moving.

Dolos Class (PL 5-6)
Type: superheavy
Subtype: star carrier
Size: Colossal (-8 size)
Tactical Speed: 3500
Defense: 11
Flat-Footed Defense: 7
Autopilot Defense: 7
Hardness: 30
Hit Dice: 1000d20 (20,000 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Length: 1614 ft
Weight: 144,000 tons
Targeting System Bonus: +5
Crew: 400 (expert +8)
Passenger Capacity: 200 MS pilots +230 support crew plus additional 200 misc passengers
Cargo Capacity: 200,000 tons
Grapple Modifier: +16
Base PDC: 75
Restriction: Mil +3

Attack:
Twin Mega Particle Cannon +1 ranged (22d20 energy, x4, 7000 ft) and Twin Mega Particle Cannon -4 ranged (22d20 energy, x4, 7000 ft);
Or Broadside battery of 3 twin mega particle cannons +3 ranged (24d20 energy, x4, 7000 ft) (only to the sides)

Attack of Opportunity:
Point defense system +5 ranged (4d12x10 ballistic)

Standard PL(5-6) Design Spec: 7 catapult launchers, MS hanger (182 mobile suits), shuttle hanger (12 shuttles), zero gravity, C&C Suite
Engines: fusion torch drive, thrusters
Armour: vanadium
Defense Systems: autopilot, radiation shielding, light point defense system
Sensors: Class III, targeting system
Communications: Radio & Laser transceivers
Weapons: twin mega particle cannons (8)
Grappling Systems: None
Notes:

Broadside
The Dolos can temporarily make a batter of the mega particle cannons on one side for increased accuracy and a slight boost in damage. The choice to make a broadside must be made at the start of the round for those weapons, and can't be changed until the start of the next round.

Mega Particle Cannon
These cannons uses the same principles as beam weapons used on mobile weapons, only on a larger scale. Unfortunately, while these weapons are devastating, they have a slow rate of fire, able to fire once every other round.

Mega Particle Cannon (PL6)
Damage: 10d20
Critical: x4
Damage Type: Energy
Range Increment: 6000 ft
Rate of Fire: 1 every 2 rounds
Minimum Ship Size: Colossal
Purchase DC: 42
Restriction: Mil +3

Mobile Suit Catapult
This device is a magnetic launcher used to launch a mobile suit from the ship carrying it. If mobile suits are ready, it can launch a mobile suit each round. Can launch one mobile suit, but takes an additional round to load the next one into the catapult. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems. On the Dolos, the catapult on the bottom can also launch a shuttle.


C&C Suite
Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2.

Rendili Dolos
Rendili StarDrive looking to make itself one of the top manufacturers again after being eclipsed by Kuat Drive Yards during the end of the Old Republic and into the Galactic Empire, they looked into designs from other manufacturers, to either licence designs, or use as inspiration. The first of this initiative Rendili looked at the Dolos carrier and seeing potential for a starfighter carrier. Updating the systems with improved automation, adding artificial gravity, a hyperdrive for FTL travel were the immediate changes made. Internally, the cavernous mobile suit hanger is modified. While mobile suits are much taller, but not as wide as starfighters, gravity inside the hanger is aligned sideways to allow the maximum amount of space as possible. The magnetic catapult system is striped out but the principle was kept in lining the catapult with a directional repulsor lift system that launches ships out the launch bay at a reasonable speed and distance. The sideways orientation of the hanger can be disorienting to some, but does allow a surprise for enemy boarders.
The weapon systems were changed with turbolasers, and the number increased, with heavy turbolasers replacing the mega particle cannons, several light turbolasers providing protection in all directions, and lasers replacing the machine guns for point defense, with more turrets for improved coverage and protection. The launch and receiving bays all have environmental fields to allow ships to be launched or retrieved faster, although they can still be closed off with physical doors to prevent borders or protect against intense radiation.

Make following changes to a Dolos to make Rendili Dolos:
Add Shields (5,000 hp);
Replace 8 twin mega particle cannons with 8 twin heavy turbo laser turrets (22d8, 20x2, fire, 9000 ft, ignore 25 hardness/DR);
Reduce crew requirement to 250;
Add 6 twin light turbolasers (15d8, 20x2, fire, 9500 ft, ignore 15 hardness/DR);
Replace light point defense with point defense (5d12x10 fire damage);
Add Class 2 Hyperdrive;
Add Tractor Beam;
Add Drivesat comm array;
Hanger can carry 165 fighters up to 80 ft long;
Add artificial gravity;
Replace Mobile Suit Catapult with Repulsor Catapult;
PDC: +1

Hanger
The hanger is oriented sideways from the rest of the ship, requiring ships to launch and land side ways, which is facilitated by the tractor beams for landing. 165 fighters up to 80 ft long can be carried, plus 12 shuttles, although larger freighters and shuttles can be carried. Moving from the hanger to the rest of the ship requires going through a zero-gravity area that is 15 feet long, with hand holds to allow easy transition, although a Jump check DC 17 allows someone to lightly leap from one area to another and orient themselves quickly if they've practiced several times.

Repulsor Catapult
This device uses repulsor technology to launch ships from the ship rapidly. When battle ready, each catapult can launch a single ship as a move equivalent action, able to launch two ships per round from each catapult. The catapult can launch a ship up to 12,000 ft before the ship needs to use its own propulsion systems.


Broadside
The Rendili Dolos can temporarily make a batter of the heavy turbolasers on one side for increased accuracy and a slight boost in damage (increase attack +2, 24d8, 20x2 fire 9000 ft, ignore 25 hardness/DR). The choice to make a broadside must be made at the start of the round for those weapons, and can't be changed until the start of the next round.

Light Turbolaser
Light Turbolasers are light 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.


Light Turbolaser (PL6)
Damage: 10d8, ignore 15 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9500 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 39
Restriction: Military (+3)


Heavy Turbolaser
Heavy Turbolasers are heavier 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 -2 to strike any ships of Ultralight size or smaller.


Heavy Turbolaser (PL6)
Damage: 15d8, ignore 25 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Military (+3)
 

RMS-179 GM II
The RMS-179 GM II, also know as GM II, is an upgraded version of the original RGM-79 GM, with most of the upgrades being improved vernier thrusters, slightly more armour, and sensors upgraded slightly. It can make use of all of the GM's weapons and equipment, with a few options available to it and not the original GM.

RMS-179 GM II
Size: Gargantuan (59 Ft) (-4)
Bonus Hit Points: 410
Superstructure: Titanium Alloy
Hardness: 12
Armour: Titanium Alloy
Bonus to Defense: +1 (+5 armour -4 size) /+7 (+5 armour +6 shield -4 size)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: 0
Speed: 50 ft, 3500 ft space
Purchase DC: 51

Slots
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium Vulcan Weapon
Back Improved Deep Space Thrusters
Left Arm 1
Left Hand 1
Right Arm 1
Right Hand 1
Shoulders Space Skin
Shoulder Shield
Back Weapon Pack
Torso and Belt Cockpit
Left Leg 1
Right Leg 1
Boots Zero-G Stabilizer
Comm System

Standard Package Features: Weapon Pack, Improved Deep Space Thrusters, Magnetic Coating
Bonuses: -2 attack, darkvision 100 ft, +2 Navigate & Spot
Weapons: Vulcan Weapon -2 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or
Beam Spray Gun -2 attack, 10d10, energy, 20x4, 120 ft, S, 10 internal, handheld, or
Beam Saber +8 melee, 7d10, fire, 19-20x3, 2 min operation
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Weapon Pack
This backpack like item houses the power system that power the RMS-179 GM II's energy weapons and where it stores the weapons it carries, which is usually one beam saber and a beam weapon. Although it can also carry a bazooka, projectile rifles and other weapons, and even carry the shield. The beam weapon can be recharged after 1 minute (10 rounds). The beam saber can be recharged in 1 minute (10 rounds). The weapon pack can carry the two beam sabers, the shield and two long weapons, such as a beam rifle and a projectile rifle, or the hyper bazooka, or some other combination.
Equipment Slots: 2, must be back, torso or belt.
Activation: None
Range Increment: Touch
Target: You
Duration: None
Saving Throw: none
Purchase DC: 27
Restriction: Mil (+3)

Magnetic Coating
The joints and motors have a special magnetic coating that gives it greater range of movement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 to Initiative and +2 to Reflex saves.

Equipment Slots: None
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 12 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)

Shield
The RMS-179 GM II carries a modified Bastion Tactical Shield, the same as the original GM, that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 6 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)

Vulcan Weapon
This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage.
Equipment Slots: 1
Activation: Attack or attack of opportunity
Range Increment: 70 ft
Target: Single target within 700 ft, or missile, or autofire
Duration: Instantaneous
Saving Throw: none
Purchase DC: 25
Restriction: Mil (+3)

Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None

Beam Rifle
The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 45
Restriction: Mil (+4)

Beam Saber
The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge.
Equipment Slots: 1, hand or arm
Activation: Attack
Range Increment: melee
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)

Optional Weapons
The RMS-179 GM II has a number of optional weapons that it can be equipped with, including common mech weapons, mostly the same equipment as the original GM.

Hyper Bazooka
This is a heavy missile weapon with a small magazine of 3 380mm rockets. Deals 15d8 points of fire damage to a 30 foot radius burst, and ignores 20 points of hardness/DR on the initial target hit. The bazooka itself only holds three rounds, and each equipment slot dedicated to ammunition holds 3 rockets. Takes a standard action to load the bazooka, which provokes an attack of opportunity. While fairly accurate, it isn't very effective against fast moving targets, suffering -2 to strike anything moving more than 40 ft / round on ground, or 2000 ft in space. It can be fired one handed, but suffers a further -2 to attack.
Equipment Slots: 1 hand held
Activation: Attack
Range Increment: 150 ft
Area: 30 ft radius burst
Target: Single target within 1500 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half damage in blast radius, not counting target struck.
Purchase DC: 22 for launcher, 16 for 3 pack of rockets
Restriction: Mil (+3)

Combat Shield
The combat shield is a small shield that mounts to one of the arms, but is reinforced and has two projections sticking out of the bottom that allow it to add to the mech's unarmed strike (as this projections stick out just past the hand, but don't interfere with normal operation of the hand). But when the mech makes an unarmed strike with the shield equipped arm, the mech loses the shield bonus to defense for the rest of that round. Grants +4 shield bonus to Defense. When making an unarmed strike with the shield equipped arm, adds +3d6 Piercing damage to the unarmed strike.
Equipment Slots: 1, arm
Activation: Persistent
Range Increment: Melee
Target: You/single target
Duration: Instantaneous
Saving Throw: none
Purchase DC: 6+ one-quarter mech base purchase DC.
Restriction: Res (+2)

Rail Cannon
The rail cannon is a heavy long ranged projectile weapon that can be used as a sniper or anti fortification weapon. It is not suited for fast moving targets, and the mech must be standing still to fire. The rail cannon deals 7d12 points of ballistic damage, ignoring 20 points of hardness, critical x4 on a natural 20, able to fire out to 15 range increments. The weapon carries 5 rounds and each equipment slot dedicated to ammunition holds 10 rounds.
Equipment Slots: 2
Activation: attack
Range Increment: 200 ft
Target: single target out to 3000 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 29, 10 rds PDC 20
Restriction: Mil (+3)

Beam Sniper Rifle
This is a modified beam rifle first introduce on the RX-78-2, designed for long range strikes. Although it has lower over all damage, it has an improved chance of striking a critical hit. Deals 8d10 points of energy damage, with a critical 18-20 x4 damage, can only fire 10 times before requiring a recharge. Able to fire out to 15 range increments. The beam rifle is a two handed rifle.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 200 ft, 4000 ft space
Target: Single target within 3000 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 46
Restriction: Mil (+4)

S-00109 Shield
This small shield, while similar to those found on the GM Ground Type and the Combat Shield, is constructed of Luna Titanium alloy, increasing its durability. It mounts to one of the arms, but is reinforced and has two projections sticking out of the bottom that allow it to add to the mech's unarmed strike (as this projections stick out just past the hand, but don't interfere with normal operation of the hand). But when the mech makes an unarmed strike with the shield equipped arm, the mech loses the shield bonus to defense for the rest of that round. Grants +4 shield bonus to Defense, and if the attack hits, it grants hardness/DR 20 or 40 vs kinetic attacks (ballistic, slashing, piercing, bludgeoning, concussion) against attacks that manage to strike on the same side as the shield. When making an unarmed strike with the shield equipped arm, adds +3d6 Piercing damage to the unarmed strike. This shield is usually given to elite units and not regular combat units.
Equipment Slots: 1, arm
Activation: Persistent
Range Increment: Melee
Target: You/single target
Duration: Instantaneous
Saving Throw: none
Purchase DC: 12+ one-quarter mech base purchase DC.
Restriction: Mil (+3)
 

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