CORELINE (D20 Modern/D20 BESM Setting).

Starcraft Terran technology..

Raptor Tactical Visor (PL6, armour equipment)
The Dominion learned hard lessons fighting Protoss and Zerg ambushes. The Raptor visor integrates HUD overlays, biometrics, and enemy-tagging software, giving infantry unprecedented battlefield awareness. Helmet-mounted augmented-reality system with optical zoom, motion-tracking, and targeting highlights.
Integrates digital binoculars, motion tracker with 30 foot radius, and targeting system, granting +1 to Search and Spot checks and attack bonus to linked ranged weapons. Penalties from fog and smoke are halved (concealment), with +2 bonus to detect burrowed zerg. System can tag targets selected by the user to upload to battle data networks, to identify targets of interest or apply different IFF tags (civilian, enemy, friendly, mission priority, etc).
PDC: 15 Mil +3

Options
Neural Sync HUD - This system uses neural mapped AI to link all allied users with a Raptor Tactical Visor within radio range, granting them all +1 to attack rolls. PDC +1
Ghost Link - Can share cloaked/psionic signatures with allied Ghosts, allowing them to share data and gain a +1 to related checks. PDC +2 Mil (+3).


Cycler Stim Injector Pack
After decades of stim abuse, med-tech firms developed a safer, “regulated” combat stim system. The Cycler uses smart nanodosing, preventing soldiers from burning out instantly. Mercs often hack it for unsafe overdrive. Backpack injector system feeding directly into suit veins, adjustable stim control. Can be built into power armour.
Each dose increases a terran's speed by 25% (round down), +2 to Reflex saves, and on a full attack action, gains 1 extra attack at their base attack -5, the user also gains fast heal 1. The effects last for 10 rounds, after which the user takes 3 hit points of damage, and 1 point of temporary Wisdom damage, and dazed for 1 round.
Stimpacks are designed for humans and anyone else taking them will gain the benefits for half the normal duration, plus the side effects, but also make a Fort save DC 17 or suffer 1d6 Con damage and suffer a farther 5 points of hit point damage.
The Cycler can be activated manually as a standard action, or set to automatically activate when the Cycler's simple bio monitor detects the user's HP drops below 50%.
Weight: 2 lbs plus 5 oz per dose.
PDC: 13 for 10 doses Res (+2)


“Bulldog” Exo-Brace Harness
Originally used for construction workers, the Bulldog exo-brace was repurposed by frontier militias. It gives standard infantry enhanced strength, letting them carry heavier weapons or withstand recoil. Partial exoskeleton frame strapped to legs, arms, and back. Unfortunately the system is not designed to be worn over armour, so no or very light armour can be worn under the harness. It is a bit too bulky to wear under other types of armour.
The system doubles the wearer's carrying capacity, and increases user's strength by +2, allowing a slam attack dealing 1d6 + Str bludgeoning damage. The base system is slightly vulnerable to damage, where area effects, such as grenades, where if the wearer suffers more than 10 points of damage from an area effect, the exo-brace harness will stop working for 1d6 rounds, negating it's bonuses.
Weight: 20 lbs
PDC: 22 Res +2

Options
Armoured
- This mounts armour plating to the harness. Grants +3 equipment bonus to Defense, max Dex +5, Armour check penalty -4, and adds 20 lbs to the system. Also removes the vulnerability to damage from area effect damage. PDC +2 Mil +3
Shock Absorbers & Padding - This adds shock absorbers and padding to the harness, can be combined with armoured option. Reduces damage as if 10 ft less, and converts half the damage to nonlethal. Weight increases by 30 lbs. PDC +3
Overdrive Servo Pack – Boosts sprint speed for short bursts, as a free action, can increase user's speed by +20 ft for 5 rounds. Usable 4 times in a day. PDC +2

C-23D “Reaperline” Gauss Pistol
The original C-7 sidearm issued to Ghosts was legendary, but outdated. The Dominion’s arms manufacturers, eager to secure contracts after Mengsk’s fall, rushed the C-23D “Reaperline” into production: a high-caliber magnetic pistol designed for both covert ops and survivalist frontier use. Compact gauss pistol firing hyperaccelerated slugs. Lightweight, modular, and favored by Ghosts and Raiders.
C-23D Reaperline (PL6 Personal Firearms Proficiency)
Damage: 3d12
Critical: 20x2
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 5 lbs
Ammo: 12 box
Purchase DC: 21 Mil (+3), ammunition PDC 11 for box of 30.
Notes: Double tap mode, overload rounds, weapon smart link.
Double Tap - This allows use of the double tap feat even without the double tap feat, firing two rounds at once, at -2, dealing +1 die of damage. If user has double tap feat, the penalty to attack is only -1.
Overload Rounds - As a free action, once per round, taking a full round action as the weapon charges (can still move at normal movement), can over charge the accelerators for improved penetration power granting +3 damage, ignore 2 points of Defense from equipment or natural armour, and 2 points of hardness/DR.

Options
Quiet Strike Module
- This module fits over the top of the weapon and adds a small extension to the barrel. Reduces the sound of firing to near whisper levels, -10 penalty to Listen checks to detect the firing. Reduces damage to 3d10. PDC 13 Mil +3.
Mini-Rail Stabilizer - Attachment around the receiver with power systems to give the weapon improved armour penetration. Functions like the Overload Rounds feature, except functions all the time. Does require maintenance once a month, Repair DC 15 and 30 minutes of work. Failure to do so imposes a -1 to attack rolls that stacks for every month maintenance is not preformed. Also on a natural roll of 1, weapon jams for 1d4 rounds. A Repair check DC 16 and 1 round of work will unjam the weapon, but can jam again on a natural roll of 1, until maintenance is performed. PDC 15 Mil +3. Can't be combined with Quiet Strike Module.

H-12 “Breaker” Gauss Shotgun
Frontier militias demanded a weapon capable of stopping Zerg at close quarters. The H-12 answered the call, firing magnetically accelerated darts designed to rip apart carapace, ammunition stored in a tube along the underside of the barrel, with a pump action for simple and reliable action. A heavy gauss shotgun, brutal recoil, designed for boarding actions and colony defense.

H-12 Breaker (PL6 Personal Firearms Proficiency)
Damage: 4d12
Critical: 20x3
Damage Type: Ballistic
Range Increment: 20 ft
Rate of Fire: S
Size: Large
Weight: 12 lbs
Ammo: 8 internal
Purchase DC: 22 Mil +3, ammunition PDC 8 for box of 40.
Notes: Within first range increment gains +1 to attack rolls. If fired multiple times in a single round, and for each round after of continuous firing without a break of a single round, each following shot after the first suffers additional -1 to attack roll due to recoil. Slow reloading (1 action to reload 1 shell)

Ammunition Types
Buckshot
- fills cartridge with small pellets to create an area effect. Fills a 30 foot long, 15 foot wide cone, Reflex DC 17 for half damage, dealing 3d12 ballistic damage. PDC 8 for box of 40.
Slug - Fires a solid slug with an armour piercing tip, deals 3d12 ballistic damage, but ignores 2 points of Defense from armour or natural armour, ignoring 2 points of hardness/DR. PDC 9 for box of 40.
Shredder - These are similar to the standard darts, except they have monocular edges, designed for shredding organic material. Deals 4d6 half piercing and slashing, 19-20x2, plus deals a cumulative 1 point of bleeding damage that continue to bleed each round until treated. Suffers -1 die of damage against targets with armour bonus of +3 or higher, except if the natural armour is carapace of zerg. PDC 11 for box of 40.
Stagger Impact - A slug with a blunted tip and designed to deform incredibly quickly, also has a small capacitor that emits a charge that is weak, but causes issues with muscle control. Deals 3d10 bludgeoning, plus targets of large size or smaller must make Fort save DC 20 or be knocked prone, successful save the target is dazed for 1 round. Targets must make a second Fort save DC 15, or suffer -5 ft to speed, -1 to attack rolls and skills that require physical movement for 1d4 rounds. PDC 13 for a box of 40.

Options
Auto-Loader
- This device is loaded with 8 cartridges and allows reloading of all 8 as a move action. PDC 7. Takes 2 full rounds to reload the auto-loader.
Recoil Absorber Stock - This replaces the stock with a shock absorbing system, reducing the effects of the recoil. Reduces the penalties from the by half. This means it negates the penalty to attack from every other continuous attack. PDC 12
Chest-Rig Shell Feeder - This is a harness that fits over the user's chest, a flexible, low profile bin, with a flexible chute that connects to the H-12's ammunition feed. The bin holds 24 rounds, allowing for continuous firing before reloading. The vest and chute both have quick releases, requiring a move action, which can be done as part of another move action, to disconnect from the weapon or from the wearer's torso quickly. Reloading the bin takes 5 minutes. The chute is long enough to allow the H-12 to be stored along the user's lower back, hip or over shoulder holster. PDC 15

VX-71 “Duskfire” Coilgun Sniper
A successor to Ghost-issued C-20 rifles, the Duskfire sacrifices stealth for raw kinetic force. Raiders used it to eliminate Protoss zealots and Zerg bio-titans from extreme ranges. Long-barrel coilgun, devastating single-shot damage, requires power backpack for sustained fire. Instead of firing 15mm rounds, upsized to 20mm, while smaller than the C-10, the use of gauss technology makes up for the difference in size for power and range. It has integrated targeting laser, bipod and scope mount, but lacks secondary weapon like the C-20. To make up for the lack of secondary weapon, the gauss system can be overcharged, which takes time, to greatly increase the rounds destructive capability.
An interesting design feature, is the weapon includes a bolt action, which can allow a single round to be loaded, even with the magazine loaded, allowing a specialty round to be used before the magazine, or switching rounds before fully replacing the magazine. A power pack is also required to power the gauss system and the Charged lancer shot system.

VX-71 Duskfire Coilgun (PL6 Personal Firearms Proficiency)
Damage: 5d12
Critical: 20x20
Damage Type: Ballistic
Range Increment: 175 ft
Rate of Fire: Single
Size: Huge
Weight: 29 lbs
Ammo: 5 box, 50 charge power pack
Purchase DC: 27 Mil (+3)
Notes: Integrated mini grenade launcher, targeting laser (300 ft), scope mount, bipod, charged lancer shot, Bolt action. Firing the weapon normally doesn't use much power, typically 1 charge from the power pack allows 5 shots to be fired.
Bolt Action - While functions as a normal bolt action rifle, it also allows, as a move action, to load a single round, while the magazine is attached or not.
Charged Lancer Shot - This feature allows the user to power up the next shot, taking an attack action to prime, increasing the damage for the next attack by +1 die. Can be primed up to 3 rounds, but must be fired by the fourth round as the system becomes unstable, and explodes, dealing weapon damage + 4 die to the user and renders the weapon completely destroyed.

Ammunition
HEAP:
One of the standard rounds used in the Duskfire, deals 3d12 damage to target ignoring 7 points of hardness/dr, 2d8 to all with 10 feet of target, Reflex DC 15 for half. PDC 16 for 10
Anti-Shield Round: Designed to disable energy shields. Deals 5d6 damage to energy shields, 2d12 ballistic to target struct. PDC 17 for 5.
Psionic Attune Round: These rounds are specially designed to use a Ghost's, or other powerful psionic being's psionic power to enhance the round to great effect (see Psionic Channeling Chamber above). PDC 22 for 10.
Lockdown: These rounds temporarily shutdown a mechanical device, such as a vehicle, robot or small ship up to colossal size (60 ft long). The round deals only 2d10 points of damage, and the target device must make a Fort save DC 20 or be inoperative for 1d6+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5.

Options
Psionic Channel Chamber -
This feature can only be used with special psionic attuned rounds. These rounds, when not charged with psionic energy deal damage as normal, but ignore 5 points of Hardness/DR and grant +1 to attack roll. Once changed with 15 power points, the rounds ignore 5 points of hardness/DR, +2 to attack roll, critically strike on a natural 18-20x4, and on a natural 20 deal x6 damage, with all critical damage ignoring all hardness/dr the target possesses. PDC 24 Mil +3, only assigned to Ghosts.
Cloaking Field Link - This is a device that links to the clocking field of Ghost armours, allowing the weapon to also be cloaked when not held against the user. PDC 20 Mil, Ghost only, requires Computer Use DC 19 and 2 minutes to link to a Ghost's armour's cloaking systems. If the weapon is dropped, it will remain cloaked as long as the Ghost is cloaked, but once beyond 50 feet, if the cloak is reactivated, the weapon will not cloak as well. Increases weight of the weapon by 3 lbs.

XR-9 “Dragooner” Missile Launcher
When Terran troops faced increasingly massive Zerg organisms, Dominion engineers miniaturized anti-armor rocket pods into a squad-support launcher. Nicknamed the “Dragooner” for its Protoss-killer reputation. A compact shoulder-fired micro-missile system with smart-lock tracking, appears as an angular box that mounts onto the shoulder of power armour, capable of pivoting from an upright position, and lowering down to be out of the way, and up over the shoulder for use, with some rotation to aid in aiming. System can be fired via HUD, voice command, or manual firing with a control panel mounted on the armour's arm or the side of the launcher.

XR-9 Dragooner (PL6 Heavy or Exotic Weapons Proficiency)
Damage: varies
Critical: varies
Damage Type: varies
Range Increment: 200 ft
Rate of Fire: S, volley
Size: Medium
Weight: 16 lbs
Ammo: 4 Internal
Purchase DC: 22 Mil +3
Notes: +3 to attack rolls, Missiles have a +5 to attack roll if misses target, can only make 1 additional attempts after initial miss before running out of fuel. Reloading 1 missile is standard action. Mini-missile launcher can fire single, or multiple missiles at once at a target, in volleys of 1, 2, 4 missiles. Each doubling increases damage and blast radius (if the missile has one), by 50%, and increases any Reflex save DC by +1

LAW mini-Missile - A light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 5 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4.
Explosive Mini-Missile - The explosive mini-missile is just that, a rocket propelled grenade. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4.
Fragment Mini-Missile - The fragmenting mini-missile sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4.


Options
Cluster Shot
- These are modified versions of the normal missiles loaded, which split into 3 micro versions, dealing only 25% (round down) of the damage, 25% of the blast radius (round down), and saves decreased by 2. Once fired, each smaller missile makes its own attack roll with half the user's attack bonus with +2. These smaller missiles can't make a second attack if they miss, but will strike the ground or detonate 1d4x10 feet randomly off course. PDC +2 to missiles.
Smart Guidance AI - Upgrade to the targeting system and missile software, for if the target is destroyed before the missile strikes (useful for volley fire or Cluster Shot), the missile will attack nearest valid target within 50 feet, using the original attack roll -2. PDC +2 for the launcher.
Anti-Air Mode - This is a software patch, and improvement to the launcher's mounting points to improve range of movement. Grants +3 to attack rolls to strike airborne targets that are 30 ft above the ground, but suffers -5 to attack targets on the ground. Also will cause missiles that have an area of effect to detonate if would miss the target, so that it will still be caught in the blast radius. If missile would miss airborne target by 5 or less, the warhead will detonate, increasing the Reflex save the target(s) in the blast radius have to make by +3. PDC 12 Mil +3
Expanded Tube Rack - Modifies the launcher to accept a box magazine that fits around the end of the launcher, which allows for 2 reloads for each tube (total 12 missiles), but adds 25 lbs to the launcher. If armour doesn't have something to balance the weight of the launcher on the other side, suffers -2 to attacks, Reflex saves, Climb, Balance, Move Silently checks due to the imbalance. PDC +3

 

log in or register to remove this ad

Vulture Mk.IV “Reaper-Bike”
Designed as the successor to the classic Reaper jetpack units, the Reaper-Bike combines Vulture mobility with infantry-scale infiltration capacity. Used by Dominion black-ops cells and strike teams, the Mk.IV carries stealth systems and nanite charges for sabotage missions. A sleek matte-black chassis with composite armor plating and integrated gravimetric lifters, capable of scaling vertical terrain and cloaking briefly for ambushes.

Vulture Mk IV Reaper-Bike

Crew: 1
Passengers: 0
Cargo: 20 lbs
Init: +1
Maneuver: +2
Top Speed: 425 (42)
Defense: 9
Hardness: 10
Hit Points: 26
Size: large
Purchase DC: 29
Restriction: Mil (+3)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), Twin fire-linked C-14 gauss rifles, micro charge launcher, cloak, jump jet.
Notes: +1 Drive checks to avoid obstacles.


NameDamageCritDam TypeRange IncrRate of FireMagazine
Twin Fire-linked C-14 Impaler Gauss Rifle4d1220x2Ball100 ftS, A500 rds ea
Micro Charge Launcher6d6
Fire/concussion30 ftSingle20 charges


Micro Charge Launcher
The this device launches small demolition charges which adhere to what they strike, typically have a timer delay or a remote detonator triggered by the pilot. Timers can be set from 6 seconds to 1 hour, in increments of 6 seconds, otherwise up to 5 charges can be active at a time to be remote detonated, however the range is 1 mile. Once the launching vehicle is beyond this range, the charges will detonate. Each charge deals 6d6 damage, half fire and half concussion, ignoring half the hardness of what they are attached to, with a blast radius of 10 ft, Reflex save DC 16. Can be placed to cause increased destruction using Knowledge: Tactics or Technology (depending on if a building/defensive structure or piece of technology/vehicle), increasing the damage by +1 die +1 die per 5 points over the check. Launching the charge after this check to strike the correct spot suffers a -4 to attack roll. The driver can remove a charge from the ammunition bin as a standard action and arm it manually, still linked to the launcher for a remote detonation.
Charges are PDC 12 for 5.

Cloak
This device wraps light and energy around the vehicle's hull, rendering it invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked vehicle, the attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields.
The cloak can only remain active 10 rounds under combat conditions, or 5 minutes while moving at cruising speeds, after which requires a 10 minute cool down. Firing weapons will create a slight break in the cloak, revealing the muzzle flash and 6 inches around the weapon's barrel for 1 second after the weapon fires. Typically not enough to be easily spotted, but sharp eyes might pick this out in low-light and dark conditions.

Jump Jets
The vehicle is fitted with jets that give it limited flight, mostly used for getting up or down cliffs. The vehicle can raise up or down up to 100 feet and move 50 feet horizontally as a move action, requiring a successfully Drive check DC 16 without any environmental or combat penalties.
PDC: 23


Options
The Reaper Bike can make use of the following upgrades and options. Not all of the standard vulture are compatible.

Additional Armour
The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 18 (Mil +3)

Replenishable Magazine
A microfactory can be attached to the micro charge launcher to slowly create replacement charges. Requires 10 lbs of crystal minerals found within the
Koprulu Sector, or 20 lbs of other minerals, metal and material, taking 1 minute with minerals or 2 minutes with other materials to create a new charge. This adds 40 lbs to the vulture and reduces speed by 50 (5 chase).
PDC: 22 (Res +2)

Silent Burn Jets
These are thrusters tuned to be quieter, allowing the Reaper Bike Vulture Mk 4 to move silently if travelling at 100 (10) or slower, with a base +4 to Move Silently checks plus half the Pilot's Move Silently modifier. For every 20 (2) above 100 the vehicle is moving, suffers -1 penalty.
PDC: 19 (Mil +3)

Enhanced Charges
The micro charges are enhanced, increasing damage by +1 die and ignore 75% of the hardness of the target, and blast radius increased by 5 ft.
PDC 18 Mil +3

Vanadium Plating
A different type of armour plating for the vulture.
Adds +1 hardness and +2 hit points. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 21 (Mil +3)

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


Vulture Type-S “Sandrunner”
The Sandrunner was built for frontier warfare and desert patrols, equipped to scout, harass, and survive in resource-scarce wastelands. Cheap and modular, it remains a favorite among mercenary companies. An open-frame hovercycle with adaptive filtration engines and retractable dust-camouflage plates.

Vulture Type-S Sandrunner Hoverbike

Crew: 1
Passengers: 1 but can't carry any cargo.
Cargo: 50 lbs
Init: -1
Maneuver: +2
Top Speed: 400 (40)
Defense: 9
Hardness: 5
Hit Points: 24
Size: large
Purchase DC: 26
Restriction: Lic (+1)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), light scattergun, spike mine dispenser (8 mines), afterburner, sand veil.
Notes: +1 Drive checks to avoid obstacles. Repair checks reduced by 2 and take 75% of the time as normal.

Light Scattergun
This weapon functions like a large shotgun, only the shell released bursts shortly before the striking the target, it splits open to release a a burst of pellets.

Damage: 3d10 to target struck, 2d8 cone
Critical: 20x2
Damage Type: Ballistic
Range Increment: 90 ft
Rate of Fire: Semi
Size: -
Weight: -
Ammo: 100 rds
Purchase DC: 22 Res +2, ammunition 18 for 50 rds.
Notes: Creates a 30 foot long 15 foot wide cone starting 5 feet before the target. Primary target suffers the primary damage, and all those in the cone can make Reflex save DC 16 for half damage, with the primary target suffering -2 to the Reflex save.

Spike Mine Dispenser
This device attaches to the back of the Vulture and holds three spider mines. Deploying a mine requires the vulture to be stationary and takes a full round to deploy.


Spike Mine
Spike mines are fairly standard mines, but are covered with a series of spikes, which spin to dig into the ground just enough to bury it just under the surface. Unfortunately these mines require manual detonation from the driver. The launcher has a range of 1 mile before the mines can't receiver the signal, although there is no limited to the number of mines deployed by the launcher to be linked, but once the command given, all the mines deployed will detonate.
Each mine deals 6d6 fire and slashing damage to a 20 foot radius, Reflex DC 17 for half.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 13 per mine, Res +2

Afterburners
A set of afterburners are fitted to the vehicle to increase its movement for short periods. As a free action, driver can activate the afterburners, increasing the speed by 50% (round down) for 2 rounds, but suffers -2 to Drive checks. Requires 2 rounds cooldown between uses.
PDC: +1

Sand Veil
The vehicle releases a smoke screen around itself, filling a 30 foot radius around it immediately as a standard action. If released while moving, creates a wall of smoke 20 foot wide, 20 feet tall, and 100 feet long. The cloud lasts for 5 rounds before dissipating, unless there are strong winds. Smoke blocks vision, granting total concealment. If used while in sandy area, the Sandrunner's hover thrusters help kick up sand to make the screen even more effective. Expands area by 10 feet when stationary, and when moving width and height expanded by 5 feet, and length by 30 feet. Also reduces effectiveness of thermal scanners through the cloud by half as the sand scatters the sensors. Usable 5 times per day.

Options
The Sandrunner has limited upgrades and options compared to other Vulture bikes as it's more stripped down, and made to be easily repairable compared to others.

Spider Mine Dispenser
This device attaches to the back of the Vulture and holds three spider mines. Deploying a spider mine requires the vulture to be stationary and takes a full round to deploy.
PDC: 20 (Mil +3)


Spider Mine
Spider mines are mines fitted with four legs, the ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 5 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 50 ft, making a touch attack with +4 bonus to attack rolls, dealing 6d6 fire and slashing damage to a 20 foot radius, Reflex DC 15 for half, except the target struck makes no save.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 19 per mine

Spider Mine mk2
These mines are improved with a stronger frame, better explosive pattern, although with slightly less damage. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 60 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 20 foot radius, Reflex DC 18 for half, except the target struck makes no save.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 20 per mine


Ion Thrusters
These are improved engines for the vulture, loosely based on ship engines, boosting the speed. The vulture's speed increases by 50%, but when at speeds greater than 450 (45 chase), suffers -1 Maneuverability and -1 to Drive checks.
PDC: 16 (Res +2)

Additional Armour
The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 1 time on Sandrunner, with penalties and bonuses stacking.
PDC: 18 (Mil +3)

Replenishable Magazine
A microfactory can be attached to the spider mine dispenser to slowly create replacement spider mines. Requires 20 lbs of crystal minerals found within the
Koprulu Sector, or 30 lbs of other minerals, metal and material, taking 1 minute with minerals or 2 minutes with other materials to create a new mine. This adds 40 lbs to the vulture and reduces speed by 50 (5 chase).
PDC: 22 (Res +2)

Ultra Capacitors
These self-replicating ultra capacitors reduce reload time of weapons and systems. On a vulture these change the weapon systems from semi to semi and automatic. If the vulture is equipped with a spider mine dispenser, now takes a standard action to deploy a spider mine.
PDC: 17

Chameleon Coating
Covered in a coating that mimics general colour and texturing of its surroundings, but only effective while stationary. Grants a +8 to Hide the vehicle while it is stationary. PDC 18 Res +2

Vulture Type-H “Hoplite”
Faction: Terran Imperium Army
Role: Armored escort / anti-personnel
Reforged in the image of pre-Dominion military honor, the Hoplite trades agility for resilience. It escorts mechanized infantry and provides suppressive fire. A heavily armored Vulture with twin grenade cannons mounted under reinforced frontal plating in a turret, resembling a compact urban tank-bike. The Hoplite can dock upon the top of bunkers that don't have automated turrets, linking its power systems and grenade launcher to system within the bunker to allow a trooper inside the bunker to remotely fire the weapons. When docked in this way, the bike changes shape slightly to bend around the top of the bunker to more integrate with the building.

Vulture Type-H Hoplite Hoverbike

Crew: 1
Passengers: 0
Cargo: 15 lbs
Init: -1
Maneuver: +0
Top Speed: 350 (35)
Defense: 11
Hardness: 15
Hit Points: 31
Size: large
Purchase DC: 29
Restriction: Mil (+3)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), twin grenade launcher (typically anti-personnel frag grenades) with 60 grenades each.
Notes: +1 Drive checks to avoid obstacles.

Grenade Launcher

Damage: varies by grenade (typically frag)
Critical: -
Damage Type: varies by grenade
Range Increment: 80 ft
Rate of Fire: Semi
Size: Med
Weight: -
Ammo: 60 internal
Purchase DC: 16
Notes: Reloading takes 2 minutes with proper equipment. Can be fire-linked, increasing damage, blast radius by 50% and Reflex save by +2.


Bulwark Field
Creates an energy field that reduces damage from ranged attacks, granting a +2 Deflection bonus to Defense, also reduces ranged damage by 10%. Can operate for 5 rounds, requiring a 5 round cooldown. When docked with a bunker, can operate for 10 rounds, and also protects the bunker.

Bunker Sync
The Hoplite is capable of docking with a Terran bunker, linking its systems to the bunker so that it can be operated and powered from within. When it docks, the nose in front of the grenade launchers, the rear and thrusters, and a some side panels angle down to better rest atop the Bunker. Adds the Hoplite's hit points to the bunker which are depleted first, increases the bunker's Defense by 2. The weapons and Bulwark Field can be operated from within the bunker. The grenade launchers gain a +1 to attack rolls while docked. It takes 2 full rounds to dock and link with the bunker. Detaching from the bunker takes 1 full round. A hatch in the top of the bunker allows access to the docked Hoplite, taking 1 full round to enter or exit the bunker through this hatch. While docked, if a supply of grenades are available in side, they can be automatically loaded into the Hoplite, but takes 2 full rounds to reload.
Many Hoplite pilots will use bunkers as a means to quickly reload and refuel during patrols, docking, uploading mission data as they reload before taking off again with either new orders or continue their patrol.

Options
The Hoplite can have the following options or upgrades, as not all vulture options and upgrades are not compatible.

Additional Armour
The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 4 times to the Hoplite, with penalties and bonuses stacking.
PDC: 18 (Mil +3)

Ultra Capacitors
These self-replicating ultra capacitors reduce reload time of weapons and systems. On a vulture these change the weapon systems from semi to semi and automatic. If the vulture is equipped with a spider mine dispenser, now takes a standard action to deploy a spider mine.
PDC: 17

Vanadium Plating
A different type of armour plating for the vulture.
Adds +1 hardness and +2 hit points. This can be applied 4 times on the Hoplite, with penalties and bonuses stacking.
PDC: 21 (Mil +3)

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

PDC: 25 (Rare +4)

Reinforced Hull Plating
Reinforcements of the body of the Hoplite, adds 20 hit points.
PDC: 19

Grenade Stabilizers
Improves range increments for grenade launcher by 30 ft.
PDC: 16 Mil +3

Field Capacitors
Reduces Bulwark cooldown by 2 rounds.
PDC: 17 Mil +3
 

Remove ads

Top