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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7349593" data-attributes="member: 6668634"><p>Hopper Bug</p><p>Hoppers are flying Arachnids used for hit and run tactics against small units, and as air support for large attacks. Essentially a Warrior with wings, they are swift and agile, but have lighter armoured exoskeleton. Instead of a large mandible at the front of the head, which is smaller, to allow for greater aerodynamics, they have a pincer at the rear of an added tail. They attack by grabbing and stabbing targets with their front legs, or grabbing with a pincer located in the rear of its tail. Hoppers are surprising strong, able to lift 1000 lbs with their pincer without slowing down, allowing them to lift troopers in armour and drop them from great heights.</p><p></p><p>CR 3;</p><p>Large aberration [Arachnid]; </p><p>Hit Dice: 4d8+6; hp 22; Mas —; Init +4; </p><p>Speed: 30 ft, Fly 60 ft; </p><p>Defense 15, touch 14, flat-footed 11 (-1 size, +4 Dex, +2 natural); </p><p>BAB: +4; Grap +10; Atk +8 melee (2d6+2 pincer); Full Atk +8 melee pincer 2d6+2 and +0 melee 2 mandibles 1d6+1; </p><p>FS: 5 ft. by 5 ft.; Reach 5 ft.; </p><p>SQ: darkvision 60 ft., DR 3; </p><p>AL: Hive; </p><p>SV: Fort +2, Ref +5 , Will +3; AP 0; Rep +0; </p><p>Ability Scores: Str 14, Dex 18, Con 14, Int 3, Wis 8, Cha 2.</p><p>Skills: Climb +2, Hide +9*, Jump +4, Listen +2, Move Silently +3, Spot +3, Survival +3</p><p>Feats: Weapon Finesse (Pincer).</p><p>Advancement: 4–6 HD (Large).</p><p>Organization: Found in groups of 1, pairs or swarms as large as thousands.</p><p></p><p>Species Traits</p><p>Bonus Feat: Hoppers gain Weapon Finesse (Pincer) as a bonus feat, </p><p>Damage Reduction (Ex): Hopper bugs have tough exoskeletons that provide DR 3, and Natural armour bonus to Defense +2.</p><p>Improved Grab (Ex): To use this ability, the Hopper bug must hit a single opponent at least one size category smaller than itself with a pincer attack. If it gets a hold (grapple check), it automatically deals damage from the pincer each round the hold is maintained. </p><p>Skill Bonuses: Hoppers gain a +2 species bonus on Climb and Survival checks, gains +4 to Grapple checks made with the pincer.</p><p>Camouflage (Ex): Hopper bugs are bred so their exoskeleton colouring matches their environment, granting them +8 racial bonus to Hide checks.</p><p>Armour Piercing (Ex): The pincer is designed to puncture and rend armour, with each ignoring 3 points of hardness/DR, and 1 point of Defense from armour/natural armour. A critical hit from the pincer also rends armour of large structures and vehicles, reducing hardness/DR by 1 with a successful critical hit. Objects of colossal size are not affected by this, but instead take 50% more damage on a critical hit.</p><p></p><p>Combat</p><p>Hopper bugs use swarm tactics with hit and run attacks, usually charging a target and grabbing it with its pincer, then lifting it up into the air, continuing to squeeze and cut with their pincer before dropping a potentially dead, or heavily wounded enemy down onto its allies to hurt them and sow confusion and lower morale with falling bodies.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7349593, member: 6668634"] Hopper Bug Hoppers are flying Arachnids used for hit and run tactics against small units, and as air support for large attacks. Essentially a Warrior with wings, they are swift and agile, but have lighter armoured exoskeleton. Instead of a large mandible at the front of the head, which is smaller, to allow for greater aerodynamics, they have a pincer at the rear of an added tail. They attack by grabbing and stabbing targets with their front legs, or grabbing with a pincer located in the rear of its tail. Hoppers are surprising strong, able to lift 1000 lbs with their pincer without slowing down, allowing them to lift troopers in armour and drop them from great heights. CR 3; Large aberration [Arachnid]; Hit Dice: 4d8+6; hp 22; Mas —; Init +4; Speed: 30 ft, Fly 60 ft; Defense 15, touch 14, flat-footed 11 (-1 size, +4 Dex, +2 natural); BAB: +4; Grap +10; Atk +8 melee (2d6+2 pincer); Full Atk +8 melee pincer 2d6+2 and +0 melee 2 mandibles 1d6+1; FS: 5 ft. by 5 ft.; Reach 5 ft.; SQ: darkvision 60 ft., DR 3; AL: Hive; SV: Fort +2, Ref +5 , Will +3; AP 0; Rep +0; Ability Scores: Str 14, Dex 18, Con 14, Int 3, Wis 8, Cha 2. Skills: Climb +2, Hide +9*, Jump +4, Listen +2, Move Silently +3, Spot +3, Survival +3 Feats: Weapon Finesse (Pincer). Advancement: 4–6 HD (Large). Organization: Found in groups of 1, pairs or swarms as large as thousands. Species Traits Bonus Feat: Hoppers gain Weapon Finesse (Pincer) as a bonus feat, Damage Reduction (Ex): Hopper bugs have tough exoskeletons that provide DR 3, and Natural armour bonus to Defense +2. Improved Grab (Ex): To use this ability, the Hopper bug must hit a single opponent at least one size category smaller than itself with a pincer attack. If it gets a hold (grapple check), it automatically deals damage from the pincer each round the hold is maintained. Skill Bonuses: Hoppers gain a +2 species bonus on Climb and Survival checks, gains +4 to Grapple checks made with the pincer. Camouflage (Ex): Hopper bugs are bred so their exoskeleton colouring matches their environment, granting them +8 racial bonus to Hide checks. Armour Piercing (Ex): The pincer is designed to puncture and rend armour, with each ignoring 3 points of hardness/DR, and 1 point of Defense from armour/natural armour. A critical hit from the pincer also rends armour of large structures and vehicles, reducing hardness/DR by 1 with a successful critical hit. Objects of colossal size are not affected by this, but instead take 50% more damage on a critical hit. Combat Hopper bugs use swarm tactics with hit and run attacks, usually charging a target and grabbing it with its pincer, then lifting it up into the air, continuing to squeeze and cut with their pincer before dropping a potentially dead, or heavily wounded enemy down onto its allies to hurt them and sow confusion and lower morale with falling bodies. [/QUOTE]
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