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<blockquote data-quote="kronos182" data-source="post: 7867599" data-attributes="member: 6668634"><p>Some COBRA equipment I had posted on my own thread (which is semi dead).</p><p></p><p>COBRA is a ruthless terrorist organization determined to rule the world. They are led by the ruthless Cobra Commander. High Command Staff is Baroness as the Director of Intelligence, Destro as the Weapons Supplier, and Dr. Mindbender as the Chief Scientific Officer, although others have at times usurped control. It relies on the might of its legions of Cobra Vipers and Cobra Troopers to execute its diabolical schemes while trying to destroy its main enemy: G.I. Joe.</p><p>On Coreline, COBRA has multiple factions and splinter groups, some focusing on world domination, others to the utter destruction of G.I. Joe and similar groups. Some have turned to mercenary work, working for anyone who has the money as there are so many other groups fighting for world domination.</p><p></p><p><span style="font-size: 22px"><strong>Hiss Tank</strong></span></p><p>The Hiss tank is a fast attack or scout tank, built for maneuverability and speed with it's raised body. This two crew vehicle has light armour, but has surprisingly heavy weapon load, carrying a turret with a triple, fire select, 15mm cannons, with four LAW style rockets mounted on top, and two machineguns mounted in semi turrets on each side of the main body. The fire select feature was designed to allow the Hiss to vary the amount of damage it can do, reducing ammunition wastage against lighter targets. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side.</p><p>The crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet, allowing for better scouting roles. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch in the rear of the tank, which is also where ammunition is loaded through.</p><p>To fill it's scout role, the Hiss is equipped with various cameras and optic sensors, including passive night vision, infrared/thermal cameras, several audio recording devices, multiband military radio, a light radio jammer and enough storage to hold about 15 hours of recording.</p><p>This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 2, driver/commander and a gunner/communications officer. The driver can control the cheek guns while the gunner controls the main turret and rockets.</p><p></p><p><strong>HISS Tank</strong></p><p>Crew: 2</p><p>Passengers: 1 in an emergency, will be cramped.</p><p>Cargo: 50 lbs</p><p>Init: -2</p><p>Maneuver: -2</p><p>Top Speed: 90 (9)</p><p>Defense: 8</p><p>Hardness: 7</p><p>Hit Points: 40</p><p>Size: Huge</p><p>Purchase DC: 42</p><p>Restriction: Mil (+3)</p><p>Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, triple 15mm cannons, 2 7.62mm machineguns, 4 LAW rockets.</p><p>Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. Fire-select 15mm cannon can fire one cannon at a time, two or all three at a time. Two 15mm cannons deals 4d12 and all three deals 5d12 damage.</p><p></p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Crit</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>15mm Cannon</td><td>3d12</td><td>20</td><td>Ballistic</td><td>175 ft</td><td>Semi, Auto</td><td>Link (300 rds ea)</td></tr><tr><td>7.62mm Machinegun</td><td>2d10</td><td>20</td><td>Ballistic</td><td>90 ft</td><td>Semi, Auto</td><td>Link (3000 rds ea)</td></tr><tr><td>M72LAW</td><td>10d6</td><td>-</td><td>-</td><td>150 ft</td><td>Single</td><td>4 Rockets</td></tr></table><p></p><p></p><p><strong><span style="font-size: 22px">HISS mk2</span></strong></p><p>The Hiss tank mk2 is larger APC based on the original Hiss tank. The mk2 has better armour, replaces the triple 15mm cannons with triple lasers to save on space dedicated to other equipment and troop capacity, with four LAW style rockets mounted on top, and two machineguns mounted in semi turrets on each side of the main body. The fire select feature was designed to allow the Hiss to vary the amount of damage it can do. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side.</p><p>The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter.</p><p>The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area.This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns while the gunner controls the main turret and rockets. The troop compartment can hold 7 fully armed troops, or carry up to 1 ton of cargo.</p><p></p><p><strong>HISS Mk2</strong></p><p>Crew: 3</p><p>Passengers: 7</p><p>Cargo: up to 1 ton</p><p>Init: -2</p><p>Maneuver: -2</p><p>Top Speed: 80 (8)</p><p>Defense: 8</p><p>Hardness: 10</p><p>Hit Points: 45</p><p>Size: Huge</p><p>Purchase DC: 43</p><p>Restriction: Mil (+3)</p><p>Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, triple laser cannons, 2 7.62mm machineguns, 4 LAW rockets, ECW Jammer.</p><p>Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. Fire-select laser cannons can fire one cannon at a time, two or all three at a time. Two laser cannons deals 7d8 and all three deals 9d8 damage.</p><p>The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius.</p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Crit</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Triple Laser Cannon</td><td>5d8</td><td>20</td><td>Fire</td><td>175 ft</td><td>Semi, Auto</td><td>Unlimited</td></tr><tr><td>7.62mm Machinegun</td><td>2d10</td><td>20</td><td>Ballistic</td><td>90 ft</td><td>Semi, Auto</td><td>Link (3000 rds ea)</td></tr><tr><td>M72LAW</td><td>10d6</td><td>-</td><td>-</td><td>150 ft</td><td>Single</td><td>4 Rockets</td></tr></table><p></p><p></p><p><strong><span style="font-size: 22px">Hiss mk2B</span></strong></p><p>The mk2B is a modified version that changes the weapons in the turret to a single 15mm cannon, a sonic projection cannon and additional missiles. The armour is replaced with stealth armour that has a dark reptile scale look to it. This variant is used as both a stealth version and for against units that are resistant to laser weapons.</p><p>Make the following changes to the Hiss mk2 to become a mk2B:</p><p>Remove triple laser cannons;</p><p>Add 15 mm cannon (see Hiss tank for details);</p><p>Add Sonic Projection Cannon;</p><p>Increase number of M72LAWs from 4 to 8;</p><p>Sensors trying to detect the mk2b (thermal, IR, RADAR, LIDAR, mech and other vehicle/starship/aircraft standard sensors) suffer -4, guided missiles suffer -2 (in addition if the ECW jammer is active), laser guided weapons do not gain the bonus from a laser designator, in low light conditions gains +2 to Hide checks.</p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Crit</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Sonic Projection Cannon</td><td>6d6</td><td>20</td><td>Sonic</td><td>100 ft long, 15 ft wide line</td><td>Semi</td><td>Unlimited</td></tr></table><p></p><p><strong>Sonic Projection Cannon</strong></p><p>This is an experimental weapon that fires a line of sonic energy that covers a 100 ft long, 15 ft wide line, Reflex save DC 17 for half damage, plus Fort save DC 20 or be deaf for 1d4+5 rounds unless ear protection is worn, successful save leaves target dazed for 2 rounds.</p><p></p><p></p><p><strong><span style="font-size: 22px">HISS mk2c</span></strong></p><p>The Hiss tank mk2c turns the mk2 into an anti aircraft platform, removing all troop capacity for weapons. The turret is redesigned with a quad mount of lasers and enhanced sensors including a radar. 4 SAM missiles are fitted to the sides of the turret, two each side, and retains the two machineguns mounted in semi turrets on each side of the main body for self defense. The lasers are a little weaker individually than those mounted on the mk2, but have improved range. The body mounts two mini missile launchers which are configured for attacking low flying aircraft, hovercraft and flying armours or jetpack equipped troops.</p><p>The lasers are not capable of firing at ground targets, but the turret is designed for quick movements, allowing it to track and target fast moving fliers. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side. The mini missile launchers are designed to fire either single missiles or small volleys of up to 5 missiles.The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter.The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area, and aids in operating the RADAR.This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns and the mini missiles, while the gunner controls the main turret and SAM missiles.</p><p></p><p><strong>HISS Mk2c</strong></p><p>Crew: 3</p><p>Passengers: 0</p><p>Cargo: Pull up to 1 ton</p><p>Init: -2</p><p>Maneuver: -2</p><p>Top Speed: 80 (8)</p><p>Defense: 8</p><p>Hardness: 10</p><p>Hit Points: 45</p><p>Size: Huge</p><p>Purchase DC: 43</p><p>Restriction: Mil (+3)</p><p>Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, quad AAA laser cannons, 2 7.62mm machineguns, 4 SAM Missiles, 2 multi-launch mini-missiles, ECW Jammer, radar with 10 mile range</p><p>Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. AAA lasers have mini range of 50 ft, maximum range of 3 mile, gain +3 to attack rolls against targets moving slower than 200 (20), +2 to targets moving between 300 (30) and 210 (21), can not be fired while the vehicle is moving.</p><p>The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius.</p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Crit</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Quad AAA Laser Cannons</td><td>6d8</td><td>20</td><td>Fire</td><td>2000 ft</td><td>Semi, Auto</td><td>Unlimited</td></tr><tr><td>7.62mm Machinegun</td><td>2d10</td><td>20</td><td>Ballistic</td><td>90 ft</td><td>Semi, Auto</td><td>Link (3000 rds ea)</td></tr><tr><td>Stinger SAM</td><td>10d6</td><td>-</td><td>Ballistic</td><td>300 ft</td><td>Single</td><td>4 Missiles</td></tr><tr><td>Multi Launch Mini-Missile (2)</td><td>varies</td><td>varies</td><td>varies</td><td>150 ft</td><td>1-5</td><td>20 Missiles / Launcher</td></tr></table><p></p><p><strong>Stinger SAM</strong></p><p>This is an adaptation of the shoulder launched Stinger anti-air missile launcher, dealing 10d6 ballistic damage, ignore 10 points of hardness/DR, +3 to attack against aircraft. PDC 15 for 2 missiles</p><p></p><p><strong>Multi-Launch Mini-Missile Launcher</strong></p><p>This is a mini-missile launcher that can launch up to 5 missiles at once, either at a single target, or up to 5 separate targets, but each target must be within 50 feet of each other. As missiles, each missile uses its own attack bonus, +5, and if it misses, it can attempt to hit the target the next round, after which the missile runs out of fuel and detonates.</p><p><strong>LAW Mini-Missile PL6</strong></p><p>The LAW mini-missile is a light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 15 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 18 for 4.</p><p></p><p><strong>Explosive Mini-Missile PL6</strong></p><p>The explosive mini-missile is just that, a rocket propelled grenade. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.</p><p></p><p><strong>Fragment Mini-Missile PL6</strong></p><p>The fragmenting mini-missile sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 16 for 4.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7867599, member: 6668634"] Some COBRA equipment I had posted on my own thread (which is semi dead). COBRA is a ruthless terrorist organization determined to rule the world. They are led by the ruthless Cobra Commander. High Command Staff is Baroness as the Director of Intelligence, Destro as the Weapons Supplier, and Dr. Mindbender as the Chief Scientific Officer, although others have at times usurped control. It relies on the might of its legions of Cobra Vipers and Cobra Troopers to execute its diabolical schemes while trying to destroy its main enemy: G.I. Joe. On Coreline, COBRA has multiple factions and splinter groups, some focusing on world domination, others to the utter destruction of G.I. Joe and similar groups. Some have turned to mercenary work, working for anyone who has the money as there are so many other groups fighting for world domination. [SIZE=6][B]Hiss Tank[/B][/SIZE] The Hiss tank is a fast attack or scout tank, built for maneuverability and speed with it's raised body. This two crew vehicle has light armour, but has surprisingly heavy weapon load, carrying a turret with a triple, fire select, 15mm cannons, with four LAW style rockets mounted on top, and two machineguns mounted in semi turrets on each side of the main body. The fire select feature was designed to allow the Hiss to vary the amount of damage it can do, reducing ammunition wastage against lighter targets. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side. The crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet, allowing for better scouting roles. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch in the rear of the tank, which is also where ammunition is loaded through. To fill it's scout role, the Hiss is equipped with various cameras and optic sensors, including passive night vision, infrared/thermal cameras, several audio recording devices, multiband military radio, a light radio jammer and enough storage to hold about 15 hours of recording. This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 2, driver/commander and a gunner/communications officer. The driver can control the cheek guns while the gunner controls the main turret and rockets. [B]HISS Tank[/B] Crew: 2 Passengers: 1 in an emergency, will be cramped. Cargo: 50 lbs Init: -2 Maneuver: -2 Top Speed: 90 (9) Defense: 8 Hardness: 7 Hit Points: 40 Size: Huge Purchase DC: 42 Restriction: Mil (+3) Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, triple 15mm cannons, 2 7.62mm machineguns, 4 LAW rockets. Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. Fire-select 15mm cannon can fire one cannon at a time, two or all three at a time. Two 15mm cannons deals 4d12 and all three deals 5d12 damage. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]15mm Cannon[/TD] [TD]3d12[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]175 ft[/TD] [TD]Semi, Auto[/TD] [TD]Link (300 rds ea)[/TD] [/TR] [TR] [TD]7.62mm Machinegun[/TD] [TD]2d10[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]90 ft[/TD] [TD]Semi, Auto[/TD] [TD]Link (3000 rds ea)[/TD] [/TR] [TR] [TD]M72LAW[/TD] [TD]10d6[/TD] [TD]-[/TD] [TD]-[/TD] [TD]150 ft[/TD] [TD]Single[/TD] [TD]4 Rockets[/TD] [/TR] [/TABLE] [B][SIZE=6]HISS mk2[/SIZE][/B] The Hiss tank mk2 is larger APC based on the original Hiss tank. The mk2 has better armour, replaces the triple 15mm cannons with triple lasers to save on space dedicated to other equipment and troop capacity, with four LAW style rockets mounted on top, and two machineguns mounted in semi turrets on each side of the main body. The fire select feature was designed to allow the Hiss to vary the amount of damage it can do. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side. The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter. The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area.This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns while the gunner controls the main turret and rockets. The troop compartment can hold 7 fully armed troops, or carry up to 1 ton of cargo. [B]HISS Mk2[/B] Crew: 3 Passengers: 7 Cargo: up to 1 ton Init: -2 Maneuver: -2 Top Speed: 80 (8) Defense: 8 Hardness: 10 Hit Points: 45 Size: Huge Purchase DC: 43 Restriction: Mil (+3) Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, triple laser cannons, 2 7.62mm machineguns, 4 LAW rockets, ECW Jammer. Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. Fire-select laser cannons can fire one cannon at a time, two or all three at a time. Two laser cannons deals 7d8 and all three deals 9d8 damage. The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Triple Laser Cannon[/TD] [TD]5d8[/TD] [TD]20[/TD] [TD]Fire[/TD] [TD]175 ft[/TD] [TD]Semi, Auto[/TD] [TD]Unlimited[/TD] [/TR] [TR] [TD]7.62mm Machinegun[/TD] [TD]2d10[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]90 ft[/TD] [TD]Semi, Auto[/TD] [TD]Link (3000 rds ea)[/TD] [/TR] [TR] [TD]M72LAW[/TD] [TD]10d6[/TD] [TD]-[/TD] [TD]-[/TD] [TD]150 ft[/TD] [TD]Single[/TD] [TD]4 Rockets[/TD] [/TR] [/TABLE] [B][SIZE=6]Hiss mk2B[/SIZE][/B] The mk2B is a modified version that changes the weapons in the turret to a single 15mm cannon, a sonic projection cannon and additional missiles. The armour is replaced with stealth armour that has a dark reptile scale look to it. This variant is used as both a stealth version and for against units that are resistant to laser weapons. Make the following changes to the Hiss mk2 to become a mk2B: Remove triple laser cannons; Add 15 mm cannon (see Hiss tank for details); Add Sonic Projection Cannon; Increase number of M72LAWs from 4 to 8; Sensors trying to detect the mk2b (thermal, IR, RADAR, LIDAR, mech and other vehicle/starship/aircraft standard sensors) suffer -4, guided missiles suffer -2 (in addition if the ECW jammer is active), laser guided weapons do not gain the bonus from a laser designator, in low light conditions gains +2 to Hide checks. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Sonic Projection Cannon[/TD] [TD]6d6[/TD] [TD]20[/TD] [TD]Sonic[/TD] [TD]100 ft long, 15 ft wide line[/TD] [TD]Semi[/TD] [TD]Unlimited[/TD] [/TR] [/TABLE] [B]Sonic Projection Cannon[/B] This is an experimental weapon that fires a line of sonic energy that covers a 100 ft long, 15 ft wide line, Reflex save DC 17 for half damage, plus Fort save DC 20 or be deaf for 1d4+5 rounds unless ear protection is worn, successful save leaves target dazed for 2 rounds. [B][SIZE=6]HISS mk2c[/SIZE][/B] The Hiss tank mk2c turns the mk2 into an anti aircraft platform, removing all troop capacity for weapons. The turret is redesigned with a quad mount of lasers and enhanced sensors including a radar. 4 SAM missiles are fitted to the sides of the turret, two each side, and retains the two machineguns mounted in semi turrets on each side of the main body for self defense. The lasers are a little weaker individually than those mounted on the mk2, but have improved range. The body mounts two mini missile launchers which are configured for attacking low flying aircraft, hovercraft and flying armours or jetpack equipped troops. The lasers are not capable of firing at ground targets, but the turret is designed for quick movements, allowing it to track and target fast moving fliers. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side. The mini missile launchers are designed to fire either single missiles or small volleys of up to 5 missiles.The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter.The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area, and aids in operating the RADAR.This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns and the mini missiles, while the gunner controls the main turret and SAM missiles. [B]HISS Mk2c[/B] Crew: 3 Passengers: 0 Cargo: Pull up to 1 ton Init: -2 Maneuver: -2 Top Speed: 80 (8) Defense: 8 Hardness: 10 Hit Points: 45 Size: Huge Purchase DC: 43 Restriction: Mil (+3) Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights, thermal/IR cameras, 2 survival kits, quad AAA laser cannons, 2 7.62mm machineguns, 4 SAM Missiles, 2 multi-launch mini-missiles, ECW Jammer, radar with 10 mile range Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. AAA lasers have mini range of 50 ft, maximum range of 3 mile, gain +3 to attack rolls against targets moving slower than 200 (20), +2 to targets moving between 300 (30) and 210 (21), can not be fired while the vehicle is moving. The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Quad AAA Laser Cannons[/TD] [TD]6d8[/TD] [TD]20[/TD] [TD]Fire[/TD] [TD]2000 ft[/TD] [TD]Semi, Auto[/TD] [TD]Unlimited[/TD] [/TR] [TR] [TD]7.62mm Machinegun[/TD] [TD]2d10[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]90 ft[/TD] [TD]Semi, Auto[/TD] [TD]Link (3000 rds ea)[/TD] [/TR] [TR] [TD]Stinger SAM[/TD] [TD]10d6[/TD] [TD]-[/TD] [TD]Ballistic[/TD] [TD]300 ft[/TD] [TD]Single[/TD] [TD]4 Missiles[/TD] [/TR] [TR] [TD]Multi Launch Mini-Missile (2)[/TD] [TD]varies[/TD] [TD]varies[/TD] [TD]varies[/TD] [TD]150 ft[/TD] [TD]1-5[/TD] [TD]20 Missiles / Launcher[/TD] [/TR] [/TABLE] [B]Stinger SAM[/B] This is an adaptation of the shoulder launched Stinger anti-air missile launcher, dealing 10d6 ballistic damage, ignore 10 points of hardness/DR, +3 to attack against aircraft. PDC 15 for 2 missiles [B]Multi-Launch Mini-Missile Launcher[/B] This is a mini-missile launcher that can launch up to 5 missiles at once, either at a single target, or up to 5 separate targets, but each target must be within 50 feet of each other. As missiles, each missile uses its own attack bonus, +5, and if it misses, it can attempt to hit the target the next round, after which the missile runs out of fuel and detonates. [B]LAW Mini-Missile PL6[/B] The LAW mini-missile is a light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 15 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 18 for 4. [B]Explosive Mini-Missile PL6[/B] The explosive mini-missile is just that, a rocket propelled grenade. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4. [B]Fragment Mini-Missile PL6[/B] The fragmenting mini-missile sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 16 for 4. [/QUOTE]
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