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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7845624" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">MS-07 Gouf</span></strong></p><p>The Gouf is a high-performance replacement for the MS-06J Zaku II Ground type, following a similar design, however the helmet has a spike that angles back from the forehead, each shoulder has three spikes. The left hand is larger and not as dexterous as each finger mounts a machine gun, while individually weaker, together they equal the Zaku's 120mm or greater. The right arm has a retractable heat rod that can slash targets, or be used to grapple other mechs with an electric shock discharge that can help disable mechs. While it was meant to completely replace the Zaku, it was quickly replaced with the MS-09 Dom, thus most Gouf are produced in limited numbers and used by elite units. The Gouf can make use of any weapon available to Zakus, including the shoulder shield is optional.</p><p></p><p><strong>MS-07 Gouf</strong></p><p>Size: Gargantuan (57.5 ft) (-4)</p><p>Bonus Hit Points: 450</p><p>Superstructure: Duralloy</p><p>Hardness: 15</p><p>Armour: Duralloy</p><p>Bonus to Defense: +4 (+8 armour, -4 size)</p><p>Armour Penalty: -8</p><p>Reach: 15 ft</p><p>Strength Bonus: +24</p><p>Dexterity Penalty: 0</p><p>Speed: 50 ft (-10 ft armour) 2500 ft space (4 squares)</p><p>Purchase DC: 46</p><p></p><p>Slots 11</p><p>Helmet Oracle Targeting System (+2)</p><p>Visor Class III Sensors</p><p>Cranium 1</p><p>Back Deep Space Thrusters</p><p>Left arm Dexterity Booster</p><p>Left hand (1) Finger Machine Guns (5)</p><p>Right arm (1) Heat Rod</p><p>Right hand (1) Modified M-9 carried</p><p>Shoulder Life Support System, Modified M-9 holster</p><p>Shoulder</p><p>Torso Cockpit</p><p>Belt 2 M-9 ammo clips (400 rds)</p><p>Left leg 2 M-9 ammo clips (400 rds)</p><p>Right leg 2 , speed boosterM-9 ammo clips clips (400 rds)</p><p>Boots Speed Booster</p><p>Comm System</p><p></p><p>Standard Package Features: Life support 24 hours, negates zero-g penalties</p><p>Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft</p><p>Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld</p><p>Heat Rod +8 melee 4d8+12 slash/fire, x2, 30 ft reach,</p><p>Slam +8 melee 2d8+12 blud, 20, 15 ft reach</p><p></p><p><strong>Heat Rod (PL5/6)</strong></p><p>The heat rod is a whip like weapon that can have its surface superheated to allow it to cut through armour of mechs and ships. While not as powerful as the heat hawk or sword, it gives the mech greater range, and has the option to be electrified to disable mech instead of cut through it. The heat road deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d8, 10 ft reach; Huge 3d8, 20 ft reach; Gargantuan 4d8, 30 ft reach; Colossal 5d8, 40 ft reach. The heat rod also ignores 5 points of hardness/DR. Alternatively the heat rod can deal half damage as slashing plus 3d6 electrical damage and the mech must make a Fort save DC 10+ electrical damage dealt or be stunned for 1d4 rounds. In any way used grants +2 to grapple attempts. Retracts or extends as a free action.</p><p>Equipment Slots: 1 must be hand or arm</p><p>Activation: Attack</p><p>Range Increment: Touch/melee</p><p>Target: Single target within reach</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 13 + one quarter mech PDC</p><p>Restriction: Lic (+1)</p><p></p><p><strong>Finger Machine Guns</strong></p><p>The hand of the mech is replaced with a larger hand that isn't as dexterous (-2 to tasks requiring find motor skills, -2 to melee strikes when holding a melee weapon, -2 to ranged attacks if holding a ranged weapon) with each finger holding a machine gun. This makes an excellent back up weapon with a larger ammunition supply than head mounted weapons. Some pilots like uses these in close combat as they are able to put the barrels right against vulnerable areas and easily crippling a target. All guns fire together, granting a +1 to attack rolls, dealing 4d8 points of ballistic damage. Holds 500 rounds of ammunition in hand. Each slot for ammunition adds 2000 rounds.</p><p>Equipment Slots: 1 must be hand or arm</p><p>Activation: Attack</p><p>Range Increment: 60 ft</p><p>Target: Single target within 600 ft, autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 10 + one quarter mech PDC.</p><p></p><p></p><p><strong><span style="font-size: 18px">Optional Weapons</span></strong></p><p>280mm Bazooka</p><p>3 Tube Missile Launcher (usually 1, replacing two of the M-9 magazines)</p><p>280mm Bazooka mk2</p><p>Extra ammunition on belt (usually M-9 or 280mm 4 pack magazine)</p><p>Shoulder Shield (+4 Defense)</p><p></p><p><strong>280mm Bazooka mk2</strong></p><p>This is an upgraded version of the original 280mm bazooka first used on the MS-05 Zaku I, designed to use a 4 round magazine to allow for more quicker reloading. The mk2 is also more accurate, not suffering any penalties to attack when using both hands, but still suffers -2 to attack if fired one handed. It uses the same ammunition as the original 280mm bazooka</p><p>Equipment Slots: 1 hand held</p><p>Activation: Attack</p><p>Range Increment: 120 ft</p><p>Area: 30 ft radius burst</p><p>Target: Single target within 1200 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius</p><p>Purchase DC: 21 for launcher, 16 for 4 pack of rockets</p><p>Restriction: Mil (+3)</p><p></p><p><strong><span style="font-size: 22px">Variant</span></strong></p><p><strong><span style="font-size: 18px">MS-07G-2 Gouf Tactical Assault Type</span></strong></p><p>This variant is an assault version, featuring more ranged weapons including a shoulder mounted 120mm gatling gun, the left hand is replaced with a gun pack that includes a machine gun, flamethrower and a small rocket launcher.</p><p>The following changes are made to a basic MS-07:Replace left hand and Finger Machine guns with Gun Pack;</p><p>Add 120mm Gatling Gun to back;</p><p>Add 120mm gatling gun ammo to back;</p><p>PDC: +1</p><p></p><p><strong>Gun Pack</strong></p><p>This replaces the hand with a weapon pack that contains a 7.62 machine gun with 2000 rds, a flamethrower (3d6 fire, 50 ft line, 30 blasts, Reflex save DC 15 for half), rocket launcher (RPG-7 equivalent) with 6 rockets.</p><p>Equipment Slots: 1 hand or arm</p><p>Activation: Attack</p><p>Range Increment: varies by weapon</p><p>Area: varies by weapon</p><p>Target: varies by weapon</p><p>Duration: Instantaneous</p><p>Saving Throw: varies by weapon</p><p>Purchase DC: 12 + one quarter mech base DC.</p><p>Restriction: Mil (+3)</p><p></p><p><strong>120mm Gatling Gun</strong></p><p>This weapon is a turret mounted gatling gun that fires over the mech's shoulder, with decent damage and range.</p><p>The weapon deals 10d8 points of ballistic damage, ignoring 5 points of hardness/DR. The weapon itself holds 4 belts of 50 rounds, and each slot dedicated to ammunition holds 7 belts each.</p><p>Equipment Slots: 1 must be back</p><p>Activation: Attack</p><p>Range Increment: 150 ft</p><p>Target: Single target within 1500 ft, autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 28, 1 belt of 50 rds PDC 15</p><p>Restriction: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 7845624, member: 6668634"] [B][SIZE=7]MS-07 Gouf[/SIZE][/B] The Gouf is a high-performance replacement for the MS-06J Zaku II Ground type, following a similar design, however the helmet has a spike that angles back from the forehead, each shoulder has three spikes. The left hand is larger and not as dexterous as each finger mounts a machine gun, while individually weaker, together they equal the Zaku's 120mm or greater. The right arm has a retractable heat rod that can slash targets, or be used to grapple other mechs with an electric shock discharge that can help disable mechs. While it was meant to completely replace the Zaku, it was quickly replaced with the MS-09 Dom, thus most Gouf are produced in limited numbers and used by elite units. The Gouf can make use of any weapon available to Zakus, including the shoulder shield is optional. [B]MS-07 Gouf[/B] Size: Gargantuan (57.5 ft) (-4) Bonus Hit Points: 450 Superstructure: Duralloy Hardness: 15 Armour: Duralloy Bonus to Defense: +4 (+8 armour, -4 size) Armour Penalty: -8 Reach: 15 ft Strength Bonus: +24 Dexterity Penalty: 0 Speed: 50 ft (-10 ft armour) 2500 ft space (4 squares) Purchase DC: 46 Slots 11 Helmet Oracle Targeting System (+2) Visor Class III Sensors Cranium 1 Back Deep Space Thrusters Left arm Dexterity Booster Left hand (1) Finger Machine Guns (5) Right arm (1) Heat Rod Right hand (1) Modified M-9 carried Shoulder Life Support System, Modified M-9 holster Shoulder Torso Cockpit Belt 2 M-9 ammo clips (400 rds) Left leg 2 M-9 ammo clips (400 rds) Right leg 2 , speed boosterM-9 ammo clips clips (400 rds) Boots Speed Booster Comm System Standard Package Features: Life support 24 hours, negates zero-g penalties Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld Heat Rod +8 melee 4d8+12 slash/fire, x2, 30 ft reach, Slam +8 melee 2d8+12 blud, 20, 15 ft reach [B]Heat Rod (PL5/6)[/B] The heat rod is a whip like weapon that can have its surface superheated to allow it to cut through armour of mechs and ships. While not as powerful as the heat hawk or sword, it gives the mech greater range, and has the option to be electrified to disable mech instead of cut through it. The heat road deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d8, 10 ft reach; Huge 3d8, 20 ft reach; Gargantuan 4d8, 30 ft reach; Colossal 5d8, 40 ft reach. The heat rod also ignores 5 points of hardness/DR. Alternatively the heat rod can deal half damage as slashing plus 3d6 electrical damage and the mech must make a Fort save DC 10+ electrical damage dealt or be stunned for 1d4 rounds. In any way used grants +2 to grapple attempts. Retracts or extends as a free action. Equipment Slots: 1 must be hand or arm Activation: Attack Range Increment: Touch/melee Target: Single target within reach Duration: Instantaneous Saving Throw: None Purchase DC: 13 + one quarter mech PDC Restriction: Lic (+1) [B]Finger Machine Guns[/B] The hand of the mech is replaced with a larger hand that isn't as dexterous (-2 to tasks requiring find motor skills, -2 to melee strikes when holding a melee weapon, -2 to ranged attacks if holding a ranged weapon) with each finger holding a machine gun. This makes an excellent back up weapon with a larger ammunition supply than head mounted weapons. Some pilots like uses these in close combat as they are able to put the barrels right against vulnerable areas and easily crippling a target. All guns fire together, granting a +1 to attack rolls, dealing 4d8 points of ballistic damage. Holds 500 rounds of ammunition in hand. Each slot for ammunition adds 2000 rounds. Equipment Slots: 1 must be hand or arm Activation: Attack Range Increment: 60 ft Target: Single target within 600 ft, autofire Duration: Instantaneous Saving Throw: None Purchase DC: 10 + one quarter mech PDC. [B][SIZE=5]Optional Weapons[/SIZE][/B] 280mm Bazooka 3 Tube Missile Launcher (usually 1, replacing two of the M-9 magazines) 280mm Bazooka mk2 Extra ammunition on belt (usually M-9 or 280mm 4 pack magazine) Shoulder Shield (+4 Defense) [B]280mm Bazooka mk2[/B] This is an upgraded version of the original 280mm bazooka first used on the MS-05 Zaku I, designed to use a 4 round magazine to allow for more quicker reloading. The mk2 is also more accurate, not suffering any penalties to attack when using both hands, but still suffers -2 to attack if fired one handed. It uses the same ammunition as the original 280mm bazooka Equipment Slots: 1 hand held Activation: Attack Range Increment: 120 ft Area: 30 ft radius burst Target: Single target within 1200 ft Duration: Instantaneous Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius Purchase DC: 21 for launcher, 16 for 4 pack of rockets Restriction: Mil (+3) [B][SIZE=6]Variant[/SIZE] [SIZE=5]MS-07G-2 Gouf Tactical Assault Type[/SIZE][/B] This variant is an assault version, featuring more ranged weapons including a shoulder mounted 120mm gatling gun, the left hand is replaced with a gun pack that includes a machine gun, flamethrower and a small rocket launcher. The following changes are made to a basic MS-07:Replace left hand and Finger Machine guns with Gun Pack; Add 120mm Gatling Gun to back; Add 120mm gatling gun ammo to back; PDC: +1 [B]Gun Pack[/B] This replaces the hand with a weapon pack that contains a 7.62 machine gun with 2000 rds, a flamethrower (3d6 fire, 50 ft line, 30 blasts, Reflex save DC 15 for half), rocket launcher (RPG-7 equivalent) with 6 rockets. Equipment Slots: 1 hand or arm Activation: Attack Range Increment: varies by weapon Area: varies by weapon Target: varies by weapon Duration: Instantaneous Saving Throw: varies by weapon Purchase DC: 12 + one quarter mech base DC. Restriction: Mil (+3) [B]120mm Gatling Gun[/B] This weapon is a turret mounted gatling gun that fires over the mech's shoulder, with decent damage and range. The weapon deals 10d8 points of ballistic damage, ignoring 5 points of hardness/DR. The weapon itself holds 4 belts of 50 rounds, and each slot dedicated to ammunition holds 7 belts each. Equipment Slots: 1 must be back Activation: Attack Range Increment: 150 ft Target: Single target within 1500 ft, autofire Duration: Instantaneous Saving Throw: None Purchase DC: 28, 1 belt of 50 rds PDC 15 Restriction: Mil (+3) [/QUOTE]
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