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<blockquote data-quote="kronos182" data-source="post: 7315249" data-attributes="member: 6668634"><p><strong>Combat Shield</strong></p><p>The shield was thought to be an obsolete defensive device, however against the Zerg, it has gained popularity, as it puts a bit more between a soldier and the claws of a zerg. The shield is made of 30mm of bonded carbide and usually mounted to the upper arm or shoulder of CMC-300, 400 or 405 armours, leaving the hands free while still providing protection. With a little time, a group of marines can use their shields to help fortify improvised fortifications, such as sandbags, trenches or foxholes. </p><p></p><p>Combat Shield (PL5)</p><p>Type: Shield</p><p>Equipment Bonus: +4</p><p>Nonprof Bonus: +3</p><p>Armour Penalty: -2</p><p>Weight: 10 lbs</p><p>PDC: 10 Res (+2)</p><p></p><p><strong>CMC-660 Heavy Combat Suit/Firebat</strong></p><p></p><p>The CMC-660 heavy combat suit is the standard issue armour assigned to firebats. Heavier, but more durable and much higher heat resistant to other models, with heavier armour, the CMC-660 is well suited for close combat work. It has many of the same features as the CMC-300, making logistics for some spare parts much easier, but with added special systems to protect the user and the armour from the plasma and flame the integrated weapons produce. Plasma tanks are located on the back, are reinforced with containment fields, and armour, are protected from frontal attacks by the bulk of the armour, but can still detonate with a powerful enough attack that ruptures the tanks and the containment field. The flamethowers mounted on each arm allows the Firebat user to fill large areas with flames, making them excellent against large groups of infantry. The hands of the armour are larger than other CMC armours, making it difficult to use normal weapons, but they are good for holding melee weapons. Unfortunately the flamethowers can't be used while holding anything in the hands, or risk damaging the held item. </p><p></p><p>CMC-660 Powered Combat Suit (PL6-7)Type: Tactical, PoweredEquipment Bonus: +9Nonprof. Bonus: +5Str Bonus: +3Nonprof Str Bonus: +0Max Dex: +1Armour Penalty: -6Speed (30 ft): 20 ft/15 ftWeight: 350 lbsPurchase DC: 26Restriction: Mil (+3)Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), 2 ammo holders (1 each leg), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, fire resistance 15 (not effective against lasers), two wrist mounted perdition flamethrowers, two fuel tanks (back mounted, oversized hands, critical detonation.</p><p>Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1.</p><p>Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15).</p><p>Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers.</p><p>Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed.</p><p>Critical Detonation - Anytime the wearer suffers a critical hit, there is a 10% chance the tanks are struck, the armour must make a Fort save DC 15 or the tanks rupture, dealing 6d6 fire damage to a 20 foot radius area. This ruins the tanks, and if the user survives, the armour is heavily damage to the point of non-functional.</p><p></p><p>Perdition Flamethrower</p><p>Each arm is fitted with a perdition flamethrower, using a combusto-plasma fuel, found to be particularly useful against Zerg as the plasma fuel seeps between gaps in zerg armour. Targets in the area the flames fill are required to make a Reflex save DC 15 for half. Zerg suffer +1d6 additional damage as the gases and flames seeps into their body. This additional damage is not halved even with a successful save.</p><p>Damage: 3d6 </p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 5 ft wide 30 ft long line</p><p>Rate of Fire: Single</p><p>Magazine: 50 shot per back tank ea.</p><p>Size: *part of armour</p><p>Weight: *part of the armour now</p><p>PDC: 14 to refill tank.</p><p>Note: If the user uses both flamethrowers in the same attack, fills a 15 foot wide, 30 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower.</p><p></p><p><strong>Firebat mk2</strong></p><p>The current generation of CMC-660 firebat armour is very similar, although a few notable differences include the moving visor is missing, replaced by a full faceplate with eye slits, servo system a bit more exposed, improved heat resistant systems, and improved containment field. The other major improvement is the perdition flamethrowers are replaced with incinerator gauntlets, which have multiple ports to channel the fuel through to cover a larger area without any loss of intensity.</p><p></p><p>CMC-660 Powered Combat Suit mk2 (PL6-7)Type: Tactical, PoweredEquipment Bonus: +9Nonprof. Bonus: +5Str Bonus: +3Nonprof Str Bonus: +0Max Dex: +1Armour Penalty: -5Speed (30 ft): 20 ft/15 ftWeight: 350 lbsPurchase DC: 27Restriction: Mil (+3)Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), 2 ammo holders (1 each leg), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, fire resistance 20 (not effective against lasers), two wrist mounted incinerator flamethrowers, two fuel tanks (back mounted, oversized hands, critical detonation.</p><p>Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1.</p><p>Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15).</p><p>Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers.</p><p>Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed.</p><p>Critical Detonation - Anytime the wearer suffers a critical hit, there is a 10% chance the tanks are struck, the armour must make a Fort save DC 14 or the tanks rupture, dealing 6d6 fire damage to a 20 foot radius area. This ruins the tanks, and if the user survives, the armour is heavily damage to the point of non-functional.</p><p></p><p>Incinerator Flamethrower</p><p>Each arm is fitted with an incinerator flamethrower, using a combusto-plasma fuel, found to be particularly useful against Zerg as the plasma fuel seeps between gaps in zerg armour. The incinerator is an improvement over the perdition with having multiple ports that allow the weapon to fill a larger area with flames without losing intensity. Targets in the area the flames fill are required to make a Reflex save DC 15 for half. Zerg suffer +1d6 additional damage as the gases and flames seeps into their body. This additional damage is not halved even with a successful save.</p><p>Damage: 3d6 </p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 10 ft wide 30 ft long line</p><p>Rate of Fire: Single</p><p>Magazine: 50 shot per back tank ea.</p><p>Size: *part of armour</p><p>Weight: *part of the armour now</p><p>PDC: 14 to refill tank.</p><p>Note: If the user uses both flamethrowers in the same attack, fills a 20 foot wide, 40 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower.</p><p>Alternatively, the user can use both flamethrowers to create a wall of fire around him/herself. As a full round action, the user waves their arms from in front of them to their sides, creating a semi-circle of flames covering their front and sides, 15 feet from the user. This wall of flames lasts until the start of the user's next round, granting a 25% miss chance from attacks more than 20 feet away as the flames makes it difficult to see the user. Anything attempting to move through the flames suffers 3d6 points of fire, no Reflex save for half.</p><p></p><p><strong>United Earth Directorate Firebat Armour</strong></p><p>This armour is fundamentally similar to the mk2 CMC-660 armour, however it has several improvements, including replacing the flamethrowers with a C-140 Epyon plasma incinerator cannon.</p><p>Make the following changes to CMC-660 mk2 to make an UED Firebat:Decrease Armour check penalty to -4;</p><p>Weight to 300 lbs;</p><p>Increase speed to 25 ft;</p><p>On Critical Detonation, armour only has to make a Fort save DC 12 to save against tanks rupturing;</p><p>Replace Incinerator Flamethrowers with Epyon plasma cannon.</p><p></p><p>C-140 Epyon Incinerator Cannon</p><p>Damage: 3d6 </p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 60 ft, or 10 ft wide 30 ft long line</p><p>Rate of Fire: Semi or Single</p><p>Magazine: 50 shot per back tank ea.</p><p>Size: *part of armour</p><p>Weight: *part of the armour now</p><p>PDC: 14 to refill tank.</p><p>Note: Switch Fire mode (move action that switches the Epyon from a ranged plasma blaster to a plasma flamethrower, able to switch only once per round), if the user uses both flamethrowers in the same attack, fills a 20 foot wide, 40 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower.</p><p>Alternatively, the user can use both flamethrowers to create a wall of fire around him/herself. As a full round action, the user waves their arms from in front of them to their sides, creating a semi-circle of flames covering their front and sides, 15 feet from the user. This wall of flames lasts until the start of the user's next round, granting a 25% miss chance from attacks more than 20 feet away as the flames makes it difficult to see the user. Anything attempting to move through the flames suffers 3d6 points of fire, no Reflex save for half.</p><p></p><p><strong></strong></p><p><strong>Firebat Options</strong></p><p>A few options are available to firebats. Some of these upgrades are only available to special forces units.</p><p></p><p>Juggernaut Plating</p><p>Additional armour plating added to the firebat, granting DR 3, however increases the armour check penalty by a further -1, reduces Max Dex bonus by 1.</p><p>PDC: 16 Mil (+3)</p><p></p><p>Ultra Capacitors</p><p>These self-replicating ultra capacitors reduce load times and aids in the cooling systems of the firebat's weapons, increasing the speed that their flamethrowers can fire. Changes rate of fire from single to semi.</p><p>PDC: 17 (Mil +3)</p><p></p><p>Vanadium Plating</p><p>Parts of the armour is replaced with vanadium plating, increasing the armour's ability to absorb damage. Adds 10 temporary hit points which are depleted first. This bonus hit points benefits from the armour's fire resistance. Imposes -1 to armour check penalties. Can be added 3 times, bonuses and penalties stack.</p><p>PDC: 18 Mil (+3)</p><p></p><p>Napalm Rockets</p><p>A few special forces groups of firebats are given access to rockets that are filled with napalm, giving them greater reach. The rockets are launched from special shoulder mounted launchers, each holding 2 rockets. Besides giving the firebat extended range, the napalm burns for quite a bit longer, creating a hazard for anything moving through the area. Reflex save DC 15 for half damage upon detonation for all targets within the blast area.</p><p>Damage: 3d6 20 ft radius + continual burning</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 120 ft</p><p>Rate of Fire: Single</p><p>Magazine: 4 internal (2 each shoulder</p><p>Size: *part of armour</p><p>Weight: *part of the armour now</p><p>PDC: 16 for box of 4 rockets.</p><p>Continual Burning: After the round the rocket strikes its target, the blast radius area is filled with burning napalm for 1d6+1 rounds, dealing 2d6 fire damage to everything within the area.</p><p></p><p></p><p></p><p><strong>5-4 Armoured Infantry Suit</strong></p><p>A heavily remodeled version of the CMC-660 used by marauders. Armed with two Quak K12 Punisher grenade launchers on each arm. The suit's autoloader is equipped to quickly manufacture and load hundreds of standard punisher grenades. Much of the thermal insulation has been removed, additional armour added with the armour shaped to abate explosive impacts, allowing them to practically ignore damage from nearby friendly punisher grenade explosions. The plasma fuel tanks are removed and replaced with auxiliary generator and manufacturing plant to create the ammunition for the K12 Punisher grenade launchers.</p><p></p><p>CMC-660 Powered Combat Suit (PL6-7)Type: Tactical, PoweredEquipment Bonus: +10Nonprof. Bonus: +5Str Bonus: +3Nonprof Str Bonus: +0Max Dex: +0Armour Penalty: -6Speed (30 ft): 20 ft/15 ftWeight: 350 lbsPurchase DC: 27Restriction: Mil (+3)Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, DR 5, explosive resistance 10, two wrist mounted K12 Punisher Grenade launchers, back mounted ammo manufacturing plant.</p><p>Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1.</p><p>Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15).</p><p>Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers.</p><p>Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed.</p><p>Explosive Resistance - Against explosive weapons (grenades, missiles, HEAT weapons, concussive weapons) reduces damage by 10, which stacks with the DR 5 of the armour reducing damage from explosives weapons by 15 points of damage total. Armour piercing weapons have their ability to by-pass DR reduced by 1 against the armour, or if using RAW rules, bonus to attack rolls against armour is ignored.</p><p></p><p>K12 Punisher Grenade Launcher</p><p>An automated grenade launcher that fires punisher grenades, connected to a manufacturing plant to the back of 5-4 armours allows marauders to remain in the field longer without resupplying. Punisher grenades are armour piercing explosives that can render a vehicle to scrap, or decimate organic life. Ignore 3 points of hardness/DR, or using RAW +3 to attack against targets with armour bonuses to defense, or natural armour +1 or greater. Deals damage to 10 foot area, Reflex save DC 15 for half damage. The ignore hardness/DR/RAW bonus to attack only affects the target struck.</p><p>Damage: 4d6 10 ft </p><p>Critical: 20</p><p>Damage Type: fire/slashing</p><p>Range Increment: 60 ft</p><p>Rate of Fire: S</p><p>Magazine: 50 internal*</p><p>Size: *part of armour</p><p>Weight: *part of the armour now</p><p>PDC: Punisher Grenades 15 for box of 5</p><p></p><p>Automated Ammunition Manufacturing Plant</p><p>The back of the 5-4 armour is fitted with a power system and an automated ammunition manufacturing plant that builds punisher grenades for both K12 Punisher grenade launchers. The armour comes with enough supplies to build 200 grenades, at a rate of 1 grenade every 2 rounds. The user can feed material into the manufacturer, such as scrap metal, pieces of carapace, rocks and other minerals, but this takes longer, requiring 5 lbs of material per grenade and increases time to 1d4+1 rounds to create a grenade.</p><p></p><p><strong>Marauder Options</strong></p><p>A number of options are available for 5-4 Marauder armours, with many only available to special forces units.</p><p></p><p>Kinetic Foam</p><p>While the armour can survive incredible punishment, the same can't be said for the pilot. This kinetic foam underlayer helps protect the pilot from crushing impacts, reducing damage from falls, crushing attacks and bludgeoning attacks. Falling damage is reduced a farther 10 ft, gains DR 5 against crushing and slam attacks, bludgeoning damage, and non-lethal damage is reduced by half.</p><p>PDC: 12 Res (+2)</p><p></p><p>Ultra Capacitors</p><p>These self-replicating ultra capacitors reduce load times and aids in the cooling systems of the 5-4 Marauder's weapons, increasing the speed that their grenade launchers can fire. Changes rate of fire from semi to automatic</p><p>PDC: 17 (Mil +3)</p><p></p><p>Vanadium Plating</p><p>Parts of the armour is replaced with vanadium plating, increasing the armour's ability to absorb damage. Adds 10 temporary hit points which are depleted first. This bonus hit points benefits from the armour's damage resistance. Imposes -1 to armour check penalties. Can be added 3 times, bonuses and penalties stack.</p><p>PDC: 18 Mil (+3)</p><p></p><p>Concussive Shells</p><p>The punisher grenades are replaced with concussive shells. These shells form a gravitational warp when they detonate, slowing all within the blast radius. These grenades are designed as anti-infantry weapons, and thus don't have the armour penetration of the punisher grenades. These grenades deal 3d6 fire/slashing damage to all within 15 foot radius, Reflex DC 15 for half, plus all targets of size Large or smaller must make a Fort save DC 18 or be considered Slowed (suffers 10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round) for 1d4+1 rounds. Those that successfully save are only Dazed for 1 round. Once a 5-4 Marauder armour has been upgraded with this option, it can only fire punisher grenades if they are hand loaded as the manufacturing plant has been reconfigured to create these grenades. Takes +1 rounds to create a concussive shell.</p><p>PDC: 18 Mil (+3).</p></blockquote><p></p>
[QUOTE="kronos182, post: 7315249, member: 6668634"] [B]Combat Shield[/B] The shield was thought to be an obsolete defensive device, however against the Zerg, it has gained popularity, as it puts a bit more between a soldier and the claws of a zerg. The shield is made of 30mm of bonded carbide and usually mounted to the upper arm or shoulder of CMC-300, 400 or 405 armours, leaving the hands free while still providing protection. With a little time, a group of marines can use their shields to help fortify improvised fortifications, such as sandbags, trenches or foxholes. Combat Shield (PL5) Type: Shield Equipment Bonus: +4 Nonprof Bonus: +3 Armour Penalty: -2 Weight: 10 lbs PDC: 10 Res (+2) [B]CMC-660 Heavy Combat Suit/Firebat[/B] The CMC-660 heavy combat suit is the standard issue armour assigned to firebats. Heavier, but more durable and much higher heat resistant to other models, with heavier armour, the CMC-660 is well suited for close combat work. It has many of the same features as the CMC-300, making logistics for some spare parts much easier, but with added special systems to protect the user and the armour from the plasma and flame the integrated weapons produce. Plasma tanks are located on the back, are reinforced with containment fields, and armour, are protected from frontal attacks by the bulk of the armour, but can still detonate with a powerful enough attack that ruptures the tanks and the containment field. The flamethowers mounted on each arm allows the Firebat user to fill large areas with flames, making them excellent against large groups of infantry. The hands of the armour are larger than other CMC armours, making it difficult to use normal weapons, but they are good for holding melee weapons. Unfortunately the flamethowers can't be used while holding anything in the hands, or risk damaging the held item. CMC-660 Powered Combat Suit (PL6-7)Type: Tactical, PoweredEquipment Bonus: +9Nonprof. Bonus: +5Str Bonus: +3Nonprof Str Bonus: +0Max Dex: +1Armour Penalty: -6Speed (30 ft): 20 ft/15 ftWeight: 350 lbsPurchase DC: 26Restriction: Mil (+3)Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), 2 ammo holders (1 each leg), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, fire resistance 15 (not effective against lasers), two wrist mounted perdition flamethrowers, two fuel tanks (back mounted, oversized hands, critical detonation. Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1. Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15). Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers. Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed. Critical Detonation - Anytime the wearer suffers a critical hit, there is a 10% chance the tanks are struck, the armour must make a Fort save DC 15 or the tanks rupture, dealing 6d6 fire damage to a 20 foot radius area. This ruins the tanks, and if the user survives, the armour is heavily damage to the point of non-functional. Perdition Flamethrower Each arm is fitted with a perdition flamethrower, using a combusto-plasma fuel, found to be particularly useful against Zerg as the plasma fuel seeps between gaps in zerg armour. Targets in the area the flames fill are required to make a Reflex save DC 15 for half. Zerg suffer +1d6 additional damage as the gases and flames seeps into their body. This additional damage is not halved even with a successful save. Damage: 3d6 Critical: 20 Damage Type: fire Range Increment: 5 ft wide 30 ft long line Rate of Fire: Single Magazine: 50 shot per back tank ea. Size: *part of armour Weight: *part of the armour now PDC: 14 to refill tank. Note: If the user uses both flamethrowers in the same attack, fills a 15 foot wide, 30 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower. [B]Firebat mk2[/B] The current generation of CMC-660 firebat armour is very similar, although a few notable differences include the moving visor is missing, replaced by a full faceplate with eye slits, servo system a bit more exposed, improved heat resistant systems, and improved containment field. The other major improvement is the perdition flamethrowers are replaced with incinerator gauntlets, which have multiple ports to channel the fuel through to cover a larger area without any loss of intensity. CMC-660 Powered Combat Suit mk2 (PL6-7)Type: Tactical, PoweredEquipment Bonus: +9Nonprof. Bonus: +5Str Bonus: +3Nonprof Str Bonus: +0Max Dex: +1Armour Penalty: -5Speed (30 ft): 20 ft/15 ftWeight: 350 lbsPurchase DC: 27Restriction: Mil (+3)Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), 2 ammo holders (1 each leg), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, fire resistance 20 (not effective against lasers), two wrist mounted incinerator flamethrowers, two fuel tanks (back mounted, oversized hands, critical detonation. Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1. Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15). Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers. Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed. Critical Detonation - Anytime the wearer suffers a critical hit, there is a 10% chance the tanks are struck, the armour must make a Fort save DC 14 or the tanks rupture, dealing 6d6 fire damage to a 20 foot radius area. This ruins the tanks, and if the user survives, the armour is heavily damage to the point of non-functional. Incinerator Flamethrower Each arm is fitted with an incinerator flamethrower, using a combusto-plasma fuel, found to be particularly useful against Zerg as the plasma fuel seeps between gaps in zerg armour. The incinerator is an improvement over the perdition with having multiple ports that allow the weapon to fill a larger area with flames without losing intensity. Targets in the area the flames fill are required to make a Reflex save DC 15 for half. Zerg suffer +1d6 additional damage as the gases and flames seeps into their body. This additional damage is not halved even with a successful save. Damage: 3d6 Critical: 20 Damage Type: fire Range Increment: 10 ft wide 30 ft long line Rate of Fire: Single Magazine: 50 shot per back tank ea. Size: *part of armour Weight: *part of the armour now PDC: 14 to refill tank. Note: If the user uses both flamethrowers in the same attack, fills a 20 foot wide, 40 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower. Alternatively, the user can use both flamethrowers to create a wall of fire around him/herself. As a full round action, the user waves their arms from in front of them to their sides, creating a semi-circle of flames covering their front and sides, 15 feet from the user. This wall of flames lasts until the start of the user's next round, granting a 25% miss chance from attacks more than 20 feet away as the flames makes it difficult to see the user. Anything attempting to move through the flames suffers 3d6 points of fire, no Reflex save for half. [B]United Earth Directorate Firebat Armour[/B] This armour is fundamentally similar to the mk2 CMC-660 armour, however it has several improvements, including replacing the flamethrowers with a C-140 Epyon plasma incinerator cannon. Make the following changes to CMC-660 mk2 to make an UED Firebat:Decrease Armour check penalty to -4; Weight to 300 lbs; Increase speed to 25 ft; On Critical Detonation, armour only has to make a Fort save DC 12 to save against tanks rupturing; Replace Incinerator Flamethrowers with Epyon plasma cannon. C-140 Epyon Incinerator Cannon Damage: 3d6 Critical: 20 Damage Type: fire Range Increment: 60 ft, or 10 ft wide 30 ft long line Rate of Fire: Semi or Single Magazine: 50 shot per back tank ea. Size: *part of armour Weight: *part of the armour now PDC: 14 to refill tank. Note: Switch Fire mode (move action that switches the Epyon from a ranged plasma blaster to a plasma flamethrower, able to switch only once per round), if the user uses both flamethrowers in the same attack, fills a 20 foot wide, 40 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower. Alternatively, the user can use both flamethrowers to create a wall of fire around him/herself. As a full round action, the user waves their arms from in front of them to their sides, creating a semi-circle of flames covering their front and sides, 15 feet from the user. This wall of flames lasts until the start of the user's next round, granting a 25% miss chance from attacks more than 20 feet away as the flames makes it difficult to see the user. Anything attempting to move through the flames suffers 3d6 points of fire, no Reflex save for half. [B] Firebat Options[/B] A few options are available to firebats. Some of these upgrades are only available to special forces units. Juggernaut Plating Additional armour plating added to the firebat, granting DR 3, however increases the armour check penalty by a further -1, reduces Max Dex bonus by 1. PDC: 16 Mil (+3) Ultra Capacitors These self-replicating ultra capacitors reduce load times and aids in the cooling systems of the firebat's weapons, increasing the speed that their flamethrowers can fire. Changes rate of fire from single to semi. PDC: 17 (Mil +3) Vanadium Plating Parts of the armour is replaced with vanadium plating, increasing the armour's ability to absorb damage. Adds 10 temporary hit points which are depleted first. This bonus hit points benefits from the armour's fire resistance. Imposes -1 to armour check penalties. Can be added 3 times, bonuses and penalties stack. PDC: 18 Mil (+3) Napalm Rockets A few special forces groups of firebats are given access to rockets that are filled with napalm, giving them greater reach. The rockets are launched from special shoulder mounted launchers, each holding 2 rockets. Besides giving the firebat extended range, the napalm burns for quite a bit longer, creating a hazard for anything moving through the area. Reflex save DC 15 for half damage upon detonation for all targets within the blast area. Damage: 3d6 20 ft radius + continual burning Critical: 20 Damage Type: fire Range Increment: 120 ft Rate of Fire: Single Magazine: 4 internal (2 each shoulder Size: *part of armour Weight: *part of the armour now PDC: 16 for box of 4 rockets. Continual Burning: After the round the rocket strikes its target, the blast radius area is filled with burning napalm for 1d6+1 rounds, dealing 2d6 fire damage to everything within the area. [B]5-4 Armoured Infantry Suit[/B] A heavily remodeled version of the CMC-660 used by marauders. Armed with two Quak K12 Punisher grenade launchers on each arm. The suit's autoloader is equipped to quickly manufacture and load hundreds of standard punisher grenades. Much of the thermal insulation has been removed, additional armour added with the armour shaped to abate explosive impacts, allowing them to practically ignore damage from nearby friendly punisher grenade explosions. The plasma fuel tanks are removed and replaced with auxiliary generator and manufacturing plant to create the ammunition for the K12 Punisher grenade launchers. CMC-660 Powered Combat Suit (PL6-7)Type: Tactical, PoweredEquipment Bonus: +10Nonprof. Bonus: +5Str Bonus: +3Nonprof Str Bonus: +0Max Dex: +0Armour Penalty: -6Speed (30 ft): 20 ft/15 ftWeight: 350 lbsPurchase DC: 27Restriction: Mil (+3)Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, DR 5, explosive resistance 10, two wrist mounted K12 Punisher Grenade launchers, back mounted ammo manufacturing plant. Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1. Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15). Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers. Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed. Explosive Resistance - Against explosive weapons (grenades, missiles, HEAT weapons, concussive weapons) reduces damage by 10, which stacks with the DR 5 of the armour reducing damage from explosives weapons by 15 points of damage total. Armour piercing weapons have their ability to by-pass DR reduced by 1 against the armour, or if using RAW rules, bonus to attack rolls against armour is ignored. K12 Punisher Grenade Launcher An automated grenade launcher that fires punisher grenades, connected to a manufacturing plant to the back of 5-4 armours allows marauders to remain in the field longer without resupplying. Punisher grenades are armour piercing explosives that can render a vehicle to scrap, or decimate organic life. Ignore 3 points of hardness/DR, or using RAW +3 to attack against targets with armour bonuses to defense, or natural armour +1 or greater. Deals damage to 10 foot area, Reflex save DC 15 for half damage. The ignore hardness/DR/RAW bonus to attack only affects the target struck. Damage: 4d6 10 ft Critical: 20 Damage Type: fire/slashing Range Increment: 60 ft Rate of Fire: S Magazine: 50 internal* Size: *part of armour Weight: *part of the armour now PDC: Punisher Grenades 15 for box of 5 Automated Ammunition Manufacturing Plant The back of the 5-4 armour is fitted with a power system and an automated ammunition manufacturing plant that builds punisher grenades for both K12 Punisher grenade launchers. The armour comes with enough supplies to build 200 grenades, at a rate of 1 grenade every 2 rounds. The user can feed material into the manufacturer, such as scrap metal, pieces of carapace, rocks and other minerals, but this takes longer, requiring 5 lbs of material per grenade and increases time to 1d4+1 rounds to create a grenade. [B]Marauder Options[/B] A number of options are available for 5-4 Marauder armours, with many only available to special forces units. Kinetic Foam While the armour can survive incredible punishment, the same can't be said for the pilot. This kinetic foam underlayer helps protect the pilot from crushing impacts, reducing damage from falls, crushing attacks and bludgeoning attacks. Falling damage is reduced a farther 10 ft, gains DR 5 against crushing and slam attacks, bludgeoning damage, and non-lethal damage is reduced by half. PDC: 12 Res (+2) Ultra Capacitors These self-replicating ultra capacitors reduce load times and aids in the cooling systems of the 5-4 Marauder's weapons, increasing the speed that their grenade launchers can fire. Changes rate of fire from semi to automatic PDC: 17 (Mil +3) Vanadium Plating Parts of the armour is replaced with vanadium plating, increasing the armour's ability to absorb damage. Adds 10 temporary hit points which are depleted first. This bonus hit points benefits from the armour's damage resistance. Imposes -1 to armour check penalties. Can be added 3 times, bonuses and penalties stack. PDC: 18 Mil (+3) Concussive Shells The punisher grenades are replaced with concussive shells. These shells form a gravitational warp when they detonate, slowing all within the blast radius. These grenades are designed as anti-infantry weapons, and thus don't have the armour penetration of the punisher grenades. These grenades deal 3d6 fire/slashing damage to all within 15 foot radius, Reflex DC 15 for half, plus all targets of size Large or smaller must make a Fort save DC 18 or be considered Slowed (suffers 10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round) for 1d4+1 rounds. Those that successfully save are only Dazed for 1 round. Once a 5-4 Marauder armour has been upgraded with this option, it can only fire punisher grenades if they are hand loaded as the manufacturing plant has been reconfigured to create these grenades. Takes +1 rounds to create a concussive shell. PDC: 18 Mil (+3). [/QUOTE]
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