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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7845638" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Wolverine Mk1</span></strong></p><p>The Mk1 Wolverine is an anti-personnel headless mech with slab sided armour, two arms fitted with a chaingun each, and large ammunition supply mounted on the back. It is lightly armoured, but enough to protect against infantry weapons, has good speed to out run any infantry, but not very well equipped to combat vehicles. The GDI pulled many out of mothball and storage during the 23 Hours, but have been selling many to their allies as production of Wolverine Mk2s and other vehicles have increased. Many have found their way on the black market.</p><p></p><p><strong>Wolverine Mk1</strong></p><p>Size: Large (-1)</p><p>Bonus Hit Points: 50</p><p>Superstructure: Duralloy</p><p>Hardness: 15</p><p>Armour: Alumisteel</p><p>Bonus to Defense: +4 (-1 size)</p><p>Armour Penalty: -6</p><p>Reach: 10 ft</p><p>Strength Bonus: +6</p><p>Dexterity Penalty:</p><p>Speed: 50 ft</p><p>Purchase DC: 39</p><p></p><p>Slots</p><p>Helmet: Class II Sensory System</p><p>Back: Ammo Bin</p><p>Torso: Cockpit</p><p>Left Arm: Chaingun (1000 rds)</p><p>Right Arm: Chaingun (1000 rds)</p><p>Left Leg: Speed Booster</p><p>Right Leg: Speed Booster</p><p>Comm System</p><p></p><p>Standard Package Features: Bonuses: +2 Navigate, +2 Spot, NBC (+4 Fort Saves) sealed.</p><p>Weapons: 2 chainguns 4d10, 20, 150 ft, a</p><p>Slam 1d8 bludgeoning, melee, reach 10 ft</p><p></p><p><strong>Chaingun</strong></p><p>The chaingun is based on the minigun used by the US military, only with some upgrades, such as caseless ammunition, improved barrel materials to keep the rotating barrels cooler. Fires in autofire only, target a 20-foot-by-20-foot area instead of normal 10-foot-by-10-foot area, targets in area must make a Reflex save (DC 20) for half damage. Firing the chaingun uses 50 rounds, or 25 rounds with the Burst Fire feat. If both chainguns are used to target the same target area, increase damage to 6d10 and Reflex save DC 22 for half damage.</p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Type</td><td>Crit</td><td>Range</td><td>Rate</td><td>Magazine</td></tr><tr><td>Chaingun (2)</td><td>4d10</td><td>Ball</td><td>20x2</td><td>150 ft</td><td>A</td><td>Linked</td></tr></table><p></p><p><strong>Ammo Bin</strong></p><p>The back of the Wolverine mounts a large heavily armoured ammunition bin for the two arm mounted chainguns, divided in two, holding 5000 rounds for each weapon (10,000 total). In the event one weapon is disabled, both parts can feed a single weapon.</p><p></p><p><strong><span style="font-size: 22px">Wolverine Mk1a2</span></strong></p><p>After things settled down a bit after the 23 Hours and GDI sold off many of their Wolverine Mk1s to the US military and other allied groups, a few upgrades were made to the Wolverine.</p><p>Make the following changes to Wolverine Mk1 to make Mk1a2:</p><p>Add 10 hit points;</p><p>Add 2 3-shot smoke grenade launchers;</p><p>Add ALA system;</p><p>PDC: +1</p><p></p><p><strong><span style="font-size: 26px">Wolverine Mk2</span></strong></p><p>The Mk2 Wolverine is an upgraded version of the original Wolverine introduced by the Steel Talons division of GDI. A taller, headless mech with slab-slanted armour, two arms fitted with a chaingun each, and large ammunition supply mounted within its armoured body, it has a number of upgrades over the original, even though it is larger. It is lightly armoured, but enough to protect against infantry weapons, has good speed to out run any infantry, but not very well equipped to combat vehicles. The GDI pulled many out of mothball and storage during the 23 Hours, but have been selling many to their allies as production of other vehicles have increased. Many have found their way on the black market.</p><p></p><p><strong>Wolverine Mk2</strong></p><p>Size: Large (-1)</p><p>Bonus Hit Points: 60</p><p>Superstructure: Duralloy</p><p>Hardness: 15</p><p>Armour: Alumisteel</p><p>Bonus to Defense: +4 (-1 size)</p><p>Armour Penalty: -6</p><p>Reach: 10 ft</p><p>Strength Bonus: +6</p><p>Dexterity Penalty: </p><p>Speed: 60 ft</p><p>Purchase DC: 40</p><p></p><p>Slots</p><p>Helmet: Class III Sensory System</p><p>Back: Ammo Bin</p><p>Torso: Cockpit</p><p>Left Arm: Chaingun (1000 rds)</p><p>Right Arm: Chaingun (1000 rds)</p><p>Left Leg: Speed Booster</p><p>Right Leg: Speed Booster</p><p>Comm System</p><p></p><p>Standard Package Features: Bonuses: +2 Navigate, +2 Spot, Darkvision 90 ftNBC (+4 Fort Saves) sealed.</p><p>Weapons: 2 chainguns 4d10, 20, 150 ft, a</p><p>Slam 1d8 bludgeoning, melee, reach 10 ft</p><p></p><p><strong>Chaingun</strong></p><p>The chaingun is based on the minigun used by the US military, only with some upgrades, such as caseless ammunition, improved barrel materials to keep the rotating barrels cooler. Fires in autofire only, target a 20-foot-by-20-foot area instead of normal 10-foot-by-10-foot area, targets in area must make a Reflex save (DC 20) for half damage. Firing the chaingun uses 50 rounds, or 25 rounds with the Burst Fire feat. If both chainguns are used to target the same target area, increase damage to 6d10 and Reflex save DC 22 for half damage.</p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Type</td><td>Crit</td><td>Range</td><td>Rate</td><td>Magazine</td></tr><tr><td>Chaingun (2)</td><td>4d10</td><td>Ball</td><td>20x2</td><td>170 ft</td><td>A</td><td>Linked</td></tr></table><p></p><p><strong>Ammo Bin</strong></p><p>The back of the Wolverine mounts a large heavily armoured ammunition bin for the two arm mounted chainguns, divided in two, holding 5000 rounds for each weapon (10,000 total). In the event one weapon is disabled, both parts can feed a single weapon.</p><p></p><p><strong><span style="font-size: 22px">Options</span></strong></p><p><strong></strong></p><p><strong>AP Ammo</strong></p><p>The Wolverine Mk2 can be fitted with AP ammunition, giving it greater capabilities that allows it to attack light vehicles. Increase damage by +4, Ignore 5 DR/Hardness. Increase ammo PDC +1.</p><p></p><p><strong><span style="font-size: 22px">Wolverine Mk2a2</span></strong></p><p>After things settled down a bit after the 23 Hours and GDI sold off many of their Wolverine Mk2s to the US military and other allied groups, a few upgrades were made to the Wolverine.</p><p>Make the following changes to Wolverine Mk2 to make Mk2a2:</p><p>Add 15 hit points;</p><p>Add 2 3-shot smoke grenade launchers;</p><p>Add Oracle Targeting System mk1 (+1 attack rolls);</p><p>Add ALA system;</p><p>PDC: +1</p><p></p><p><strong>ALA</strong> - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7845638, member: 6668634"] [B][SIZE=7]Wolverine Mk1[/SIZE][/B] The Mk1 Wolverine is an anti-personnel headless mech with slab sided armour, two arms fitted with a chaingun each, and large ammunition supply mounted on the back. It is lightly armoured, but enough to protect against infantry weapons, has good speed to out run any infantry, but not very well equipped to combat vehicles. The GDI pulled many out of mothball and storage during the 23 Hours, but have been selling many to their allies as production of Wolverine Mk2s and other vehicles have increased. Many have found their way on the black market. [B]Wolverine Mk1[/B] Size: Large (-1) Bonus Hit Points: 50 Superstructure: Duralloy Hardness: 15 Armour: Alumisteel Bonus to Defense: +4 (-1 size) Armour Penalty: -6 Reach: 10 ft Strength Bonus: +6 Dexterity Penalty: Speed: 50 ft Purchase DC: 39 Slots Helmet: Class II Sensory System Back: Ammo Bin Torso: Cockpit Left Arm: Chaingun (1000 rds) Right Arm: Chaingun (1000 rds) Left Leg: Speed Booster Right Leg: Speed Booster Comm System Standard Package Features: Bonuses: +2 Navigate, +2 Spot, NBC (+4 Fort Saves) sealed. Weapons: 2 chainguns 4d10, 20, 150 ft, a Slam 1d8 bludgeoning, melee, reach 10 ft [B]Chaingun[/B] The chaingun is based on the minigun used by the US military, only with some upgrades, such as caseless ammunition, improved barrel materials to keep the rotating barrels cooler. Fires in autofire only, target a 20-foot-by-20-foot area instead of normal 10-foot-by-10-foot area, targets in area must make a Reflex save (DC 20) for half damage. Firing the chaingun uses 50 rounds, or 25 rounds with the Burst Fire feat. If both chainguns are used to target the same target area, increase damage to 6d10 and Reflex save DC 22 for half damage. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Type[/TD] [TD]Crit[/TD] [TD]Range[/TD] [TD]Rate[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Chaingun (2)[/TD] [TD]4d10[/TD] [TD]Ball[/TD] [TD]20x2[/TD] [TD]150 ft[/TD] [TD]A[/TD] [TD]Linked[/TD] [/TR] [/TABLE] [B]Ammo Bin[/B] The back of the Wolverine mounts a large heavily armoured ammunition bin for the two arm mounted chainguns, divided in two, holding 5000 rounds for each weapon (10,000 total). In the event one weapon is disabled, both parts can feed a single weapon. [B][SIZE=6]Wolverine Mk1a2[/SIZE][/B] After things settled down a bit after the 23 Hours and GDI sold off many of their Wolverine Mk1s to the US military and other allied groups, a few upgrades were made to the Wolverine. Make the following changes to Wolverine Mk1 to make Mk1a2: Add 10 hit points; Add 2 3-shot smoke grenade launchers; Add ALA system; PDC: +1 [B][SIZE=7]Wolverine Mk2[/SIZE][/B] The Mk2 Wolverine is an upgraded version of the original Wolverine introduced by the Steel Talons division of GDI. A taller, headless mech with slab-slanted armour, two arms fitted with a chaingun each, and large ammunition supply mounted within its armoured body, it has a number of upgrades over the original, even though it is larger. It is lightly armoured, but enough to protect against infantry weapons, has good speed to out run any infantry, but not very well equipped to combat vehicles. The GDI pulled many out of mothball and storage during the 23 Hours, but have been selling many to their allies as production of other vehicles have increased. Many have found their way on the black market. [B]Wolverine Mk2[/B] Size: Large (-1) Bonus Hit Points: 60 Superstructure: Duralloy Hardness: 15 Armour: Alumisteel Bonus to Defense: +4 (-1 size) Armour Penalty: -6 Reach: 10 ft Strength Bonus: +6 Dexterity Penalty: Speed: 60 ft Purchase DC: 40 Slots Helmet: Class III Sensory System Back: Ammo Bin Torso: Cockpit Left Arm: Chaingun (1000 rds) Right Arm: Chaingun (1000 rds) Left Leg: Speed Booster Right Leg: Speed Booster Comm System Standard Package Features: Bonuses: +2 Navigate, +2 Spot, Darkvision 90 ftNBC (+4 Fort Saves) sealed. Weapons: 2 chainguns 4d10, 20, 150 ft, a Slam 1d8 bludgeoning, melee, reach 10 ft [B]Chaingun[/B] The chaingun is based on the minigun used by the US military, only with some upgrades, such as caseless ammunition, improved barrel materials to keep the rotating barrels cooler. Fires in autofire only, target a 20-foot-by-20-foot area instead of normal 10-foot-by-10-foot area, targets in area must make a Reflex save (DC 20) for half damage. Firing the chaingun uses 50 rounds, or 25 rounds with the Burst Fire feat. If both chainguns are used to target the same target area, increase damage to 6d10 and Reflex save DC 22 for half damage. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Type[/TD] [TD]Crit[/TD] [TD]Range[/TD] [TD]Rate[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Chaingun (2)[/TD] [TD]4d10[/TD] [TD]Ball[/TD] [TD]20x2[/TD] [TD]170 ft[/TD] [TD]A[/TD] [TD]Linked[/TD] [/TR] [/TABLE] [B]Ammo Bin[/B] The back of the Wolverine mounts a large heavily armoured ammunition bin for the two arm mounted chainguns, divided in two, holding 5000 rounds for each weapon (10,000 total). In the event one weapon is disabled, both parts can feed a single weapon. [B][SIZE=6]Options[/SIZE] AP Ammo[/B] The Wolverine Mk2 can be fitted with AP ammunition, giving it greater capabilities that allows it to attack light vehicles. Increase damage by +4, Ignore 5 DR/Hardness. Increase ammo PDC +1. [B][SIZE=6]Wolverine Mk2a2[/SIZE][/B] After things settled down a bit after the 23 Hours and GDI sold off many of their Wolverine Mk2s to the US military and other allied groups, a few upgrades were made to the Wolverine. Make the following changes to Wolverine Mk2 to make Mk2a2: Add 15 hit points; Add 2 3-shot smoke grenade launchers; Add Oracle Targeting System mk1 (+1 attack rolls); Add ALA system; PDC: +1 [B]ALA[/B] - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. [/QUOTE]
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