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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7491867" data-attributes="member: 6668634"><p>GAT-X103 Buster Gundam</p><p>One of five mobile suits developed as part of the Earth Alliance's G Project in the Cosmic Era timeline, built as an artillery mobile suit, using the basic frame of the X102 Duel Gundam. The Buster is armed with a gun launcher, a powerful projectile launcher based on railgun technology; a heavy beam rifle and two missile launchers, as well as the head mounted vulcan guns for close in defense. Both the gun launcher and beam rifle are energy intensive weapons and thus have their own power sub-generators so as to not drain the suit's power reserves, allowing more power to be directed to the Phase Shift armour. The Buster lacks beam sabers, making it the weakest in close quarters combat. The sensors of the Buster are enhanced to allow it to accurately at great distances, and also well armoured. An interesting feature of the weapons of the Buster can combined in two different combinations to create two different powerful weapons, the anti-armour shotgun and hyper impulse long-range sniper rifle.</p><p></p><p>GAT-X103 Buster Gundam</p><p>Size: Gargantuan Deep Space (57 Ft, 61.8 ft with antenna on head) (-4)</p><p>Bonus Hit Points: 500</p><p>Superstructure: Vanadium</p><p>Hardness: 20, 100 vs physical attacks w/ps armour active</p><p>Armour: Resilium</p><p>Bonus to Defense: +6</p><p>Armour Penalty: -5</p><p>Reach: 15 ft</p><p>Strength Bonus: +24</p><p>Dexterity Penalty: -2</p><p>Speed: 50 ft, 2500 ft space</p><p>Purchase DC: 54</p><p></p><p>Slots</p><p>Helmet Oracle Targeting System (+3)</p><p>Helmet Enigma Sensor Suite</p><p>Visor Class IV Sensors</p><p>Cranium Vulcan Weapon</p><p>Back & Torso Improved Deep Space Thrusters</p><p>Left Arm Phase Shift Armour</p><p>Left Hand (1) Heavy Beam Rifle</p><p>Right Arm Phase Shift Armour</p><p>Right Hand (1) Gun Launcher</p><p>Shoulders M-87 Talon Missile (2)</p><p>Shoulder Weapon Rack</p><p>Torso Phase Shift Armour</p><p>Torso Cockpit</p><p>Belt Gun Launcher Ammo</p><p>Left Leg 1</p><p>Right Leg 1</p><p>Boots Zero-G Stabilizer</p><p>Comm System</p><p></p><p>Standard Package Features: Improved Deep Space Thrusters, Phase Shift Armour, Limited Power</p><p>Bonuses: -1 attack, darkvision 120 ft, +4 Navigate & Spot, Reduce effects of concealment by two grades.</p><p>Weapons: Vulcan Weapon -1 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or</p><p>Heavy Beam Rifle -1 ranged, 14d10, energy, 20x4, 150 ft, single, 10 internal, handheld, or</p><p>Gun Launcher -1 attack, d, ballistic, 20x2, 200 ft, single, 15 rds, or</p><p>M-87 Talon Missile Launcher -1 ranged 15d6, ballistic/fire, 20x2, -, 12 missiles,</p><p>Slam +8 melee 2d8+12 blud, 20, 15 ft reach </p><p></p><p>Limited Power</p><p>The GAT-X103 runs off high capacity batteries, making its operation time somewhat limited. The mech has enough power to operate for 10 hours. </p><p></p><p>Phase Shift Armour</p><p>Phase Shift armour is specially designed that once activated renders it virtually impervious to physical attacks, such as from blades, bullets and most explosives. However the system is power hungry and can only be run for short periods or drain the equipped mech's battery quickly. There is enough power to run the Phase Shift armour for a total of 20 rounds (which can be broken up over multiple activations).</p><p>Once activated the system grants DR 100 against all kinetic attacks (ballistic, slashing, piercing, bludgeoning)</p><p>Equipment Slots: 3, at least one must be back or torso</p><p>Activation: Move equivalent</p><p>Range Increment: Self</p><p>Target: You</p><p>Duration: -</p><p>Saving Throw: None</p><p>Purchase DC: 15 + one-quarter the mech's base purchase DC</p><p>Restriction: Mil (+3)</p><p>Optional Rule for Phase Shift Armour:</p><p>Once activated the system uses 1 minute of battery life granting DR 100 vs all physical/kinetic attacks, plus for every physical strike (autofire and burst attacks count as a single strike), drains an additional 5 minutes from the battery.</p><p></p><p>Vulcan Weapon</p><p>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.</p><p>Equipment Slots: 1</p><p>Activation: Attack or attack of opportunity</p><p>Range Increment: 70 ft</p><p>Target: Single target within 700 ft, or missile, or autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 25</p><p>Restriction: Mil (+3)</p><p></p><p>Improved Deep Space Thrusters (PL7)</p><p>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.</p><p>Equipment Slots: 2, must be torso, back or legs.</p><p>Activation: Free action</p><p>Range Increment: Personal</p><p>Target: You.</p><p>Duration: Persistent</p><p>Saving Throw: None</p><p>Purchase DC: 14 + one-quarter PDC of the mech.</p><p>Restriction: None</p><p></p><p>Heavy Beam Rifle</p><p>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 14d10 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. The Heavy Beam rifle can only fire once every round. This weapon has a built in generator, allowing it to recharge its energy store, taking 5 rounds to recharge one shot. This weapon can combine with the Gun Launcher</p><p>Equipment Slots: 2, hand or arm, shoulder.</p><p>Activation: Attack</p><p>Range Increment: 150 ft, 3000 ft space</p><p>Target: Single target within 1200 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 47</p><p>Restriction: Mil (+4)</p><p>Note: </p><p></p><p>Gun Launcher</p><p>The Gun Launcher is a projectile launcher based on railgun technology, allowing the weapon to fire great distances. The gun launcher typically fires a solid slug, however it can fire specialized munitions such as armour-piercing and high explosive. The gun launcher can fire a projectile up to 15 range increments. If used within 1 range increment, the gun launcher is -4 to attack, and range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. Any target struck within the first range increment suffers 20d8 points of damage, 19-20x4 critical, and ignores 50 points of damage reduction. Beyond the first range increment, 14d8 damage, 19-20x4 critical, ignoring 30 points of damage. If the damage is more than enough to deplete the target's current hit points, the round will continue for a distance striking any target on the other side up to a distance equal to half the distance from the firer and the first target struck, but damage is reduced by 2 die. The gun launcher can only fire once every round. A built in sub-generator provides more than enough power for the electromagnetic launch system.</p><p>The base system holds 15 rounds, each slot dedicated to ammunition holds 30 rounds. Armour piercing rounds deal 2 less die, but ignore 5 points of Defense from equipment and ignore an additional +10 hardness. High explosive rounds deal +3 die of damage, but ignore only half hardness/DR of solid slugs, dealing fire damage, crit x3. This weapon can be combined with the Heavy Beam Rifle. </p><p>Equipment Slots: 2, hand or arm, shoulder.</p><p>Activation: Attack</p><p>Range Increment: 200 ft, 4000 ft space</p><p>Target: Single target within 3000 ft </p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 47</p><p>Restriction: Mil (+4)</p><p>Note: </p><p></p><p>M-87 Talon Missile Launcher</p><p>The Buster carries two M-87 Talon Missile launchers, however each carries 6 missiles instead of the standard 4.</p><p></p><p>Weapon Rack</p><p>This is a rack that helps hold the Gun launcher and heavy beam rifle when not in use.</p><p></p><p>Anti-Armour Shotgun</p><p>When the Heavy Beam Rifle and Gun Launcher are combined, with the Gun Launcher on the front, it forms a very power shell-firing anti-armour shotgun. It fires a single stream containing multiple shells that later splits apart, resulting in a scatter shot that damages a wide area. Deals 20d8 to all within a 300 ft long, 600 foot wide (in atmosphere, x10 in space) area, ignoring 30 points of DR/hardness, Reflex save DC 18 for half damage. Requires the Gun Launcher to have 5 rounds (which are used) and the Heavy Beam Rifle to have at least 2 rounds (which 2 are used per firing). Takes a move equivalent action to combine the two weapons, which can only be done once per round.</p><p></p><p>Hyper Impulse Long-Range Sniper Rifle</p><p>When the Heavy Beam Rifle and Gun Launcher combine, with the Heavy Beam Rifle in the front, it forms a long range energy sniper rifle with incredible power but with slower firing rate. Deals 25d20 energy damage, 19-20x4, range increment of 200 ft or 4000 ft in space, up to 20 range increments, ignoring 50 points of hardness/DR. Range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. If the damage is more than enough to deplete the target's current hit points, the blast will continue for a distance striking any target on the other side up to a distance equal to half the distance from the firer and the first target struck, but damage is reduced by 4 die.</p><p>Uses five shots from the Heavy Beam Rifle, and can only fire once every other round, the generator from the gun launcher provides the extra power. Takes a move equivalent action to combine or break apart the weapons, which can only be done once per round. Once separated, the gun launcher is unable to fire until the next round as the generator builds power again.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7491867, member: 6668634"] GAT-X103 Buster Gundam One of five mobile suits developed as part of the Earth Alliance's G Project in the Cosmic Era timeline, built as an artillery mobile suit, using the basic frame of the X102 Duel Gundam. The Buster is armed with a gun launcher, a powerful projectile launcher based on railgun technology; a heavy beam rifle and two missile launchers, as well as the head mounted vulcan guns for close in defense. Both the gun launcher and beam rifle are energy intensive weapons and thus have their own power sub-generators so as to not drain the suit's power reserves, allowing more power to be directed to the Phase Shift armour. The Buster lacks beam sabers, making it the weakest in close quarters combat. The sensors of the Buster are enhanced to allow it to accurately at great distances, and also well armoured. An interesting feature of the weapons of the Buster can combined in two different combinations to create two different powerful weapons, the anti-armour shotgun and hyper impulse long-range sniper rifle. GAT-X103 Buster Gundam Size: Gargantuan Deep Space (57 Ft, 61.8 ft with antenna on head) (-4) Bonus Hit Points: 500 Superstructure: Vanadium Hardness: 20, 100 vs physical attacks w/ps armour active Armour: Resilium Bonus to Defense: +6 Armour Penalty: -5 Reach: 15 ft Strength Bonus: +24 Dexterity Penalty: -2 Speed: 50 ft, 2500 ft space Purchase DC: 54 Slots Helmet Oracle Targeting System (+3) Helmet Enigma Sensor Suite Visor Class IV Sensors Cranium Vulcan Weapon Back & Torso Improved Deep Space Thrusters Left Arm Phase Shift Armour Left Hand (1) Heavy Beam Rifle Right Arm Phase Shift Armour Right Hand (1) Gun Launcher Shoulders M-87 Talon Missile (2) Shoulder Weapon Rack Torso Phase Shift Armour Torso Cockpit Belt Gun Launcher Ammo Left Leg 1 Right Leg 1 Boots Zero-G Stabilizer Comm System Standard Package Features: Improved Deep Space Thrusters, Phase Shift Armour, Limited Power Bonuses: -1 attack, darkvision 120 ft, +4 Navigate & Spot, Reduce effects of concealment by two grades. Weapons: Vulcan Weapon -1 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or Heavy Beam Rifle -1 ranged, 14d10, energy, 20x4, 150 ft, single, 10 internal, handheld, or Gun Launcher -1 attack, d, ballistic, 20x2, 200 ft, single, 15 rds, or M-87 Talon Missile Launcher -1 ranged 15d6, ballistic/fire, 20x2, -, 12 missiles, Slam +8 melee 2d8+12 blud, 20, 15 ft reach Limited Power The GAT-X103 runs off high capacity batteries, making its operation time somewhat limited. The mech has enough power to operate for 10 hours. Phase Shift Armour Phase Shift armour is specially designed that once activated renders it virtually impervious to physical attacks, such as from blades, bullets and most explosives. However the system is power hungry and can only be run for short periods or drain the equipped mech's battery quickly. There is enough power to run the Phase Shift armour for a total of 20 rounds (which can be broken up over multiple activations). Once activated the system grants DR 100 against all kinetic attacks (ballistic, slashing, piercing, bludgeoning) Equipment Slots: 3, at least one must be back or torso Activation: Move equivalent Range Increment: Self Target: You Duration: - Saving Throw: None Purchase DC: 15 + one-quarter the mech's base purchase DC Restriction: Mil (+3) Optional Rule for Phase Shift Armour: Once activated the system uses 1 minute of battery life granting DR 100 vs all physical/kinetic attacks, plus for every physical strike (autofire and burst attacks count as a single strike), drains an additional 5 minutes from the battery. 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 Heavy 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 14d10 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. The Heavy Beam rifle can only fire once every round. This weapon has a built in generator, allowing it to recharge its energy store, taking 5 rounds to recharge one shot. This weapon can combine with the Gun Launcher Equipment Slots: 2, hand or arm, shoulder. Activation: Attack Range Increment: 150 ft, 3000 ft space Target: Single target within 1200 ft Duration: Instantaneous Saving Throw: none Purchase DC: 47 Restriction: Mil (+4) Note: Gun Launcher The Gun Launcher is a projectile launcher based on railgun technology, allowing the weapon to fire great distances. The gun launcher typically fires a solid slug, however it can fire specialized munitions such as armour-piercing and high explosive. The gun launcher can fire a projectile up to 15 range increments. If used within 1 range increment, the gun launcher is -4 to attack, and range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. Any target struck within the first range increment suffers 20d8 points of damage, 19-20x4 critical, and ignores 50 points of damage reduction. Beyond the first range increment, 14d8 damage, 19-20x4 critical, ignoring 30 points of damage. If the damage is more than enough to deplete the target's current hit points, the round will continue for a distance striking any target on the other side up to a distance equal to half the distance from the firer and the first target struck, but damage is reduced by 2 die. The gun launcher can only fire once every round. A built in sub-generator provides more than enough power for the electromagnetic launch system. The base system holds 15 rounds, each slot dedicated to ammunition holds 30 rounds. Armour piercing rounds deal 2 less die, but ignore 5 points of Defense from equipment and ignore an additional +10 hardness. High explosive rounds deal +3 die of damage, but ignore only half hardness/DR of solid slugs, dealing fire damage, crit x3. This weapon can be combined with the Heavy Beam Rifle. Equipment Slots: 2, hand or arm, shoulder. Activation: Attack Range Increment: 200 ft, 4000 ft space Target: Single target within 3000 ft Duration: Instantaneous Saving Throw: none Purchase DC: 47 Restriction: Mil (+4) Note: M-87 Talon Missile Launcher The Buster carries two M-87 Talon Missile launchers, however each carries 6 missiles instead of the standard 4. Weapon Rack This is a rack that helps hold the Gun launcher and heavy beam rifle when not in use. Anti-Armour Shotgun When the Heavy Beam Rifle and Gun Launcher are combined, with the Gun Launcher on the front, it forms a very power shell-firing anti-armour shotgun. It fires a single stream containing multiple shells that later splits apart, resulting in a scatter shot that damages a wide area. Deals 20d8 to all within a 300 ft long, 600 foot wide (in atmosphere, x10 in space) area, ignoring 30 points of DR/hardness, Reflex save DC 18 for half damage. Requires the Gun Launcher to have 5 rounds (which are used) and the Heavy Beam Rifle to have at least 2 rounds (which 2 are used per firing). Takes a move equivalent action to combine the two weapons, which can only be done once per round. Hyper Impulse Long-Range Sniper Rifle When the Heavy Beam Rifle and Gun Launcher combine, with the Heavy Beam Rifle in the front, it forms a long range energy sniper rifle with incredible power but with slower firing rate. Deals 25d20 energy damage, 19-20x4, range increment of 200 ft or 4000 ft in space, up to 20 range increments, ignoring 50 points of hardness/DR. Range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. If the damage is more than enough to deplete the target's current hit points, the blast will continue for a distance striking any target on the other side up to a distance equal to half the distance from the firer and the first target struck, but damage is reduced by 4 die. Uses five shots from the Heavy Beam Rifle, and can only fire once every other round, the generator from the gun launcher provides the extra power. Takes a move equivalent action to combine or break apart the weapons, which can only be done once per round. Once separated, the gun launcher is unable to fire until the next round as the generator builds power again. [/QUOTE]
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