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<blockquote data-quote="kronos182" data-source="post: 8002571" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Diamondback</span></strong></p><p></p><p>The Diamondback is a hover AFV fitted with twin railguns mounted in a turret, designed for quick attacks, and a sophisticated targeting system to allow it to fire accurate while moving. While developed during the Great War, not many were produced until years later. The hover system allows the Diamondback to circumvent many obstacles, give it good maneuverability and good speed, combined with the twin railguns make it an excellent tank hunter.</p><p>The vulture is 4 squares long (20.5 ft), 3 square wide (15 ft), with a crew of 2 with full cover.</p><p></p><p><strong>Diamondback</strong></p><p>Crew: 2</p><p>Passengers: 0</p><p>Cargo: 60 lbs</p><p>Init: -1</p><p>Maneuver: +1</p><p>Top Speed: 230 (23)</p><p>Defense: 8</p><p>Hardness: 15</p><p>Hit Points: 48</p><p>Size: Huge</p><p>Purchase DC: 46</p><p>Restriction: Mil (+3)</p><p>Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 2 fire-linked Eviscerator rail guns, NBC protection grants +4 to Fort saves.</p><p>Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet, half penalties for firing weapons while moving. Can't attack airborne targets</p><p></p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Crit</td><td>Dam Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>2 Fire-Linked Eviscerator Rail Gun</td><td>7d12</td><td>20x3</td><td>Ball</td><td>140 ft</td><td>Semi</td><td>100 rds ea</td></tr></table><p></p><p><strong>Eviscerator Rail Gun</strong></p><p>The Eviscerator rail gun are a lightweight rail gun with decent damage and rate of fire with respectable armour penetration capabilities. They were developed for the Diamondback to keep weight down while maintaining good damage capacity for the hover AFV.</p><p>Damage: 5d12, ignores 10 points of DR/Hardness</p><p>Critical: 20x3</p><p>Damage Type: Ballistic</p><p>Range Increment: 140 ft</p><p>Rate of Fire: Semi</p><p>Ammunition 1 box of 50 PDC 15.</p><p></p><p><strong><span style="font-size: 22px">Options</span></strong></p><p><strong></strong></p><p><strong>Additional Armour</strong></p><p>The vehicle can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 20 (2 chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking.</p><p>PDC: 18 (Mil +3)</p><p></p><p><strong>Ultra Capacitors</strong></p><p>These self-replicating ultra capacitors reduce reload time of weapons and systems. On the Diamondback these change the weapon systems from semi to semi and automatic.</p><p>PDC: 17</p><p></p><p><strong>Vanadium Plating</strong></p><p>A different type of armour plating for the vehicle. Adds +1 hardness and +5 hit points. This can be applied 3 times, with penalties and bonuses stacking.</p><p>PDC: 21 (Mil +3)</p><p></p><p><strong>Regenerative Bio-Steel</strong></p><p>A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.</p><p>PDC: 25 (Rare +4)</p><p></p><p><strong>Tri-Lithium Power Cell</strong></p><p>These power cells have 40% more capacity and fits in the same slots as the original monolithium power sells that power the rail gun. These cells allow more power to be used to fire farther. Increases range by 20%</p><p>PDC: 21 (Mil +3)</p><p></p><p><strong><span style="font-size: 22px">Variants</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">Diamondback Mk2</span></strong></p><p>The Mk2 is a slight improvement over the original, using improved construction techniques that allow for the hull to be made from a single piece of shaped titanium, allowing it to absorb more punishment as there are very few joints or rivets that could buckle. Although this improvement makes repairing them a little harder. The single piece hull also lightens the vehicle a bit to improve speed slightly.</p><p>Make the following changes to Diamondback to make a Mk2:</p><p>Increase HP by +5;</p><p>Increase speed by 10 (1);</p><p>Repair DC increased by +3, repair times increased by 25%;</p><p>PDC: +2</p><p></p><p><strong><span style="font-size: 18px">Diamondback Mk3</span></strong></p><p>The Mk3 is a version upgraded with additional systems and weapons, including two C-14 gauss rifles, one atop the turret between the railguns which can be used against aircraft and infantry, with another on the main hull in a semi turret that is controlled by the driver against infantry. Other upgrades include upgraded targeting and a missile jamming system for additional defense.</p><p>Make the following changes to Mk1 or Mk2 to make Mk3:</p><p>Add 2 C-14 Impaler gauss rifles, one controlled by gunner, one by pilot, each with 1500 rds;</p><p>Add Jammer;</p><p>Add Upgraded Target;</p><p>PDC: +1</p><p></p><p><strong>Jammer</strong> - Against missile and rocket weapons, the attacker suffers -2 to attack rolls when targeting the tank.</p><p></p><p><strong>Upgraded Targeting</strong> - All weapons suffer no penalties to attack rolls while the vehicle is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary.</p><p></p><p><strong>C-14 Impaler gauss rifle</strong></p><p>Progress Level: 7</p><p>Damage: 3d12</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 100 ft.</p><p>Rate of Fire: S, A</p><p>Magazine: 500</p><p>Size: Large</p><p>Weight: 18 lbs.</p><p>Purchase DC: 26</p><p>Restriction: Res (+2) in Koprulu Sector</p><p></p><p><strong><span style="font-size: 18px">Water Boa</span></strong></p><p>The Water Boa is a Diamondback modified for improved amphibious operations, with the ability to float and move on water, making it an excellent coastal assault or patrol craft. The Water Boa includes a combination harpoon/grappler tag launcher, which allows it to pull in marine life for study of new aquatic zerg life for study or to capture pirates and smugglers.</p><p></p><p><strong>Water Boa</strong></p><p>Crew: 2</p><p>Passengers: 0</p><p>Cargo: 70 lbs</p><p>Init: -1</p><p>Maneuver: +0</p><p>Top Speed: 220 (23), 100 (10) on water</p><p>Defense: 8</p><p>Hardness: 15</p><p>Hit Points: 48</p><p>Size: Huge</p><p>Purchase DC: 47</p><p>Restriction: Mil (+3)</p><p>Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 2 fire-linked Eviscerator rail guns, NBC protection grants +4 to Fort saves, grappler tag with 250 ft of duracable (5 tags & cables for replacements), harpoon launcher. Emergency inflatable raft in storage.</p><p>Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet when using hover system, can float on water or move on the surface using water thrusters, half penalties for firing weapons while moving. Can't attack airborne targets.</p><p></p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Crit</td><td>Dam Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>2 Fire-Linked Eviscerator Rail Guns</td><td>7d12</td><td>20x3</td><td>Ball</td><td>140 ft</td><td>Semi</td><td>100 rds ea</td></tr><tr><td>Grappler Tag Launcher</td><td>None</td><td>-</td><td>None</td><td>50 ft</td><td>-</td><td>5 tags and cables</td></tr><tr><td>Harpoon Launcher</td><td>2d6</td><td>20x2</td><td>Piercing</td><td>100 ft</td><td>Semi</td><td>20 Harpoons</td></tr></table><p></p><p><strong>Grappler Tag/Harpoon Launcher</strong></p><p>This launcher is mounted on the main hull, able to launch a grappler tag, or a harpoon. The harpoons can be fired with or without a duracable attached. If the cable is attached, the harpoon with cable has a maximum range of 250 ft, as do the grappler tag. In the event of a target is too powerful to pull in, or the cable gets damaged, it can be ejected from the launcher and a replacement is put into place.</p><p></p><p><strong><span style="font-size: 18px">Spitting Cobra</span></strong></p><p>The Spitting Cobra is an anti-infantry variant of the Diamondback, replacing the two railguns with a multitude of 12mm Gauss cannons in the turret, allowing it to target large groups of infantry or swarming Zerg. The turret is capable of targeting low flying aircraft and creatures, allowing it to fill the anti-air role as well. The hull mounts a C-14 Impaler gauss rifle in a small turret controlled by the driver on the main hull.</p><p>Make the following changes to Mk1, Mk2 or Mk3 Diamondback to make a Spitting Cobra:</p><p>Remove Eviscerator railguns;</p><p>Add 4 Fire-linked 12mm Gauss cannons to turret;</p><p>Add C-14 Impaler gauss rifle in turret on main hull;</p><p>PDC: +1</p><p></p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Crit</td><td>Dam Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>4 Fire-linked 12mm Gauss Cannon</td><td>9d12</td><td>20x2</td><td>Ball</td><td>150 ft</td><td>S, A</td><td>10,000 rds ea</td></tr><tr><td>C-14 Impaler Gause Rifle</td><td>3d12</td><td>20x2</td><td>Ball</td><td>100 ft</td><td>S, A</td><td>1000 rds</td></tr></table><p></p><p><strong>Spitting Cobra Turret</strong></p><p>This turret mounts four 12mm Gauss cannons, two each side, with improved targeting systems. Each gauss cannon is able to move slightly independently to allow for more accurate targeting and to maximize area attacks. When making autofire attack targets an area 20 ft x 20 ft, Reflex save DC 17 for half damage. Gains +2 to strike medium sized targets, +1 for large sized targets. Able to target airborne targets.</p><p></p><p><strong><span style="font-size: 18px">Constrictor</span></strong></p><p>The Constrictor is a radical modification to the Diamondback, removing the turret and building up the rear section to create a rapid response APC. A light turret that mounts a 12mm gauss cannon is fitted just behind the driver's section for defensive purposes. The Constrictor is able to carry 5 marines in CMC style armour, or 8 regular infantry.</p><p></p><p><strong>Constrictor</strong></p><p>Crew: 2</p><p>Passengers: 5-8</p><p>Cargo: 500 lbs</p><p>Init: -1</p><p>Maneuver: -1</p><p>Top Speed: 250 (25)</p><p>Defense: 8</p><p>Hardness: 15</p><p>Hit Points: 45</p><p>Size: Huge</p><p>Purchase DC: 46</p><p>Restriction: Mil (+3)</p><p>Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 12mm gauss cannon, NBC protection grants +4 to Fort saves.</p><p>Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet, half penalties for firing weapons while moving.</p><p></p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Crit</td><td>Dam Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>C-14 Impaler Gause Rifle</td><td>3d12</td><td>20x2</td><td>Ball</td><td>100 ft</td><td>S, A</td><td>1000 rds</td></tr></table><p></p><p><strong><span style="font-size: 18px">Boa Constrictor</span></strong></p><p>The Boa Constrictor is an experimental modification to the Constrictor after examples of Russian Bullfrog with it's man cannon system. Instead of using a pneumatic system, the Boa Constrictor uses a modified Extractor Field from the APOD-33 dropships to launch parachute or jetpack equipped troops into the air to deploy them past obstacles or over wall through a tube in the roof. This version is completely unarmed, but the engines and control systems are upgraded to allow it race about a battlefield to get its carried troops safely to a launch spot. Reaper squads are fond of the Boa Constrictor as it saves them fuel and can launch them into combat quickly.</p><p>Make the following changes to a Constrictor to make a Boa Constrictor:</p><p>Remove 12mm gauss cannon;</p><p>Reduce crew to 1;</p><p>Increase sped to 280 (28);</p><p>Increase Initiative to +0;</p><p>Increase Maneuverability to +0;</p><p>Add Launcher Field;</p><p>PDC: +1</p><p></p><p><strong>Launcher Field</strong></p><p>Launcher fields are modified Extractor fields used on the APOD-33 dropships, but instead of lifting a target up, the system creates a pulse to launch an armoured trooper equipped with a parachute or jet pack. Can launch a power armoured equipped soldier up to 300 feet in the air (make a ranged touch attack roll to target spot, range increment of 100 ft), as a standard action. The trooper then can engage a parachute, glider or jet pack.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8002571, member: 6668634"] [B][SIZE=7]Diamondback[/SIZE][/B] The Diamondback is a hover AFV fitted with twin railguns mounted in a turret, designed for quick attacks, and a sophisticated targeting system to allow it to fire accurate while moving. While developed during the Great War, not many were produced until years later. The hover system allows the Diamondback to circumvent many obstacles, give it good maneuverability and good speed, combined with the twin railguns make it an excellent tank hunter. The vulture is 4 squares long (20.5 ft), 3 square wide (15 ft), with a crew of 2 with full cover. [B]Diamondback[/B] Crew: 2 Passengers: 0 Cargo: 60 lbs Init: -1 Maneuver: +1 Top Speed: 230 (23) Defense: 8 Hardness: 15 Hit Points: 48 Size: Huge Purchase DC: 46 Restriction: Mil (+3) Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 2 fire-linked Eviscerator rail guns, NBC protection grants +4 to Fort saves. Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet, half penalties for firing weapons while moving. Can't attack airborne targets [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Dam Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]2 Fire-Linked Eviscerator Rail Gun[/TD] [TD]7d12[/TD] [TD]20x3[/TD] [TD]Ball[/TD] [TD]140 ft[/TD] [TD]Semi[/TD] [TD]100 rds ea[/TD] [/TR] [/TABLE] [B]Eviscerator Rail Gun[/B] The Eviscerator rail gun are a lightweight rail gun with decent damage and rate of fire with respectable armour penetration capabilities. They were developed for the Diamondback to keep weight down while maintaining good damage capacity for the hover AFV. Damage: 5d12, ignores 10 points of DR/Hardness Critical: 20x3 Damage Type: Ballistic Range Increment: 140 ft Rate of Fire: Semi Ammunition 1 box of 50 PDC 15. [B][SIZE=6]Options[/SIZE] Additional Armour[/B] The vehicle can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 20 (2 chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking. PDC: 18 (Mil +3) [B]Ultra Capacitors[/B] These self-replicating ultra capacitors reduce reload time of weapons and systems. On the Diamondback these change the weapon systems from semi to semi and automatic. PDC: 17 [B]Vanadium Plating[/B] A different type of armour plating for the vehicle. Adds +1 hardness and +5 hit points. This can be applied 3 times, with penalties and bonuses stacking. PDC: 21 (Mil +3) [B]Regenerative Bio-Steel[/B] A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds. PDC: 25 (Rare +4) [B]Tri-Lithium Power Cell[/B] These power cells have 40% more capacity and fits in the same slots as the original monolithium power sells that power the rail gun. These cells allow more power to be used to fire farther. Increases range by 20% PDC: 21 (Mil +3) [B][SIZE=6]Variants[/SIZE] [SIZE=5]Diamondback Mk2[/SIZE][/B] The Mk2 is a slight improvement over the original, using improved construction techniques that allow for the hull to be made from a single piece of shaped titanium, allowing it to absorb more punishment as there are very few joints or rivets that could buckle. Although this improvement makes repairing them a little harder. The single piece hull also lightens the vehicle a bit to improve speed slightly. Make the following changes to Diamondback to make a Mk2: Increase HP by +5; Increase speed by 10 (1); Repair DC increased by +3, repair times increased by 25%; PDC: +2 [B][SIZE=5]Diamondback Mk3[/SIZE][/B] The Mk3 is a version upgraded with additional systems and weapons, including two C-14 gauss rifles, one atop the turret between the railguns which can be used against aircraft and infantry, with another on the main hull in a semi turret that is controlled by the driver against infantry. Other upgrades include upgraded targeting and a missile jamming system for additional defense. Make the following changes to Mk1 or Mk2 to make Mk3: Add 2 C-14 Impaler gauss rifles, one controlled by gunner, one by pilot, each with 1500 rds; Add Jammer; Add Upgraded Target; PDC: +1 [B]Jammer[/B] - Against missile and rocket weapons, the attacker suffers -2 to attack rolls when targeting the tank. [B]Upgraded Targeting[/B] - All weapons suffer no penalties to attack rolls while the vehicle is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary. [B]C-14 Impaler gauss rifle[/B] Progress Level: 7 Damage: 3d12 Critical: 20 Damage Type: Ballistic Range Increment: 100 ft. Rate of Fire: S, A Magazine: 500 Size: Large Weight: 18 lbs. Purchase DC: 26 Restriction: Res (+2) in Koprulu Sector [B][SIZE=5]Water Boa[/SIZE][/B] The Water Boa is a Diamondback modified for improved amphibious operations, with the ability to float and move on water, making it an excellent coastal assault or patrol craft. The Water Boa includes a combination harpoon/grappler tag launcher, which allows it to pull in marine life for study of new aquatic zerg life for study or to capture pirates and smugglers. [B]Water Boa[/B] Crew: 2 Passengers: 0 Cargo: 70 lbs Init: -1 Maneuver: +0 Top Speed: 220 (23), 100 (10) on water Defense: 8 Hardness: 15 Hit Points: 48 Size: Huge Purchase DC: 47 Restriction: Mil (+3) Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 2 fire-linked Eviscerator rail guns, NBC protection grants +4 to Fort saves, grappler tag with 250 ft of duracable (5 tags & cables for replacements), harpoon launcher. Emergency inflatable raft in storage. Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet when using hover system, can float on water or move on the surface using water thrusters, half penalties for firing weapons while moving. Can't attack airborne targets. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Dam Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]2 Fire-Linked Eviscerator Rail Guns[/TD] [TD]7d12[/TD] [TD]20x3[/TD] [TD]Ball[/TD] [TD]140 ft[/TD] [TD]Semi[/TD] [TD]100 rds ea[/TD] [/TR] [TR] [TD]Grappler Tag Launcher[/TD] [TD]None[/TD] [TD]-[/TD] [TD]None[/TD] [TD]50 ft[/TD] [TD]-[/TD] [TD]5 tags and cables[/TD] [/TR] [TR] [TD]Harpoon Launcher[/TD] [TD]2d6[/TD] [TD]20x2[/TD] [TD]Piercing[/TD] [TD]100 ft[/TD] [TD]Semi[/TD] [TD]20 Harpoons[/TD] [/TR] [/TABLE] [B]Grappler Tag/Harpoon Launcher[/B] This launcher is mounted on the main hull, able to launch a grappler tag, or a harpoon. The harpoons can be fired with or without a duracable attached. If the cable is attached, the harpoon with cable has a maximum range of 250 ft, as do the grappler tag. In the event of a target is too powerful to pull in, or the cable gets damaged, it can be ejected from the launcher and a replacement is put into place. [B][SIZE=5]Spitting Cobra[/SIZE][/B] The Spitting Cobra is an anti-infantry variant of the Diamondback, replacing the two railguns with a multitude of 12mm Gauss cannons in the turret, allowing it to target large groups of infantry or swarming Zerg. The turret is capable of targeting low flying aircraft and creatures, allowing it to fill the anti-air role as well. The hull mounts a C-14 Impaler gauss rifle in a small turret controlled by the driver on the main hull. Make the following changes to Mk1, Mk2 or Mk3 Diamondback to make a Spitting Cobra: Remove Eviscerator railguns; Add 4 Fire-linked 12mm Gauss cannons to turret; Add C-14 Impaler gauss rifle in turret on main hull; PDC: +1 [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Dam Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]4 Fire-linked 12mm Gauss Cannon[/TD] [TD]9d12[/TD] [TD]20x2[/TD] [TD]Ball[/TD] [TD]150 ft[/TD] [TD]S, A[/TD] [TD]10,000 rds ea[/TD] [/TR] [TR] [TD]C-14 Impaler Gause Rifle[/TD] [TD]3d12[/TD] [TD]20x2[/TD] [TD]Ball[/TD] [TD]100 ft[/TD] [TD]S, A[/TD] [TD]1000 rds[/TD] [/TR] [/TABLE] [B]Spitting Cobra Turret[/B] This turret mounts four 12mm Gauss cannons, two each side, with improved targeting systems. Each gauss cannon is able to move slightly independently to allow for more accurate targeting and to maximize area attacks. When making autofire attack targets an area 20 ft x 20 ft, Reflex save DC 17 for half damage. Gains +2 to strike medium sized targets, +1 for large sized targets. Able to target airborne targets. [B][SIZE=5]Constrictor[/SIZE][/B] The Constrictor is a radical modification to the Diamondback, removing the turret and building up the rear section to create a rapid response APC. A light turret that mounts a 12mm gauss cannon is fitted just behind the driver's section for defensive purposes. The Constrictor is able to carry 5 marines in CMC style armour, or 8 regular infantry. [B]Constrictor[/B] Crew: 2 Passengers: 5-8 Cargo: 500 lbs Init: -1 Maneuver: -1 Top Speed: 250 (25) Defense: 8 Hardness: 15 Hit Points: 45 Size: Huge Purchase DC: 46 Restriction: Mil (+3) Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 12mm gauss cannon, NBC protection grants +4 to Fort saves. Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet, half penalties for firing weapons while moving. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Dam Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]C-14 Impaler Gause Rifle[/TD] [TD]3d12[/TD] [TD]20x2[/TD] [TD]Ball[/TD] [TD]100 ft[/TD] [TD]S, A[/TD] [TD]1000 rds[/TD] [/TR] [/TABLE] [B][SIZE=5]Boa Constrictor[/SIZE][/B] The Boa Constrictor is an experimental modification to the Constrictor after examples of Russian Bullfrog with it's man cannon system. Instead of using a pneumatic system, the Boa Constrictor uses a modified Extractor Field from the APOD-33 dropships to launch parachute or jetpack equipped troops into the air to deploy them past obstacles or over wall through a tube in the roof. This version is completely unarmed, but the engines and control systems are upgraded to allow it race about a battlefield to get its carried troops safely to a launch spot. Reaper squads are fond of the Boa Constrictor as it saves them fuel and can launch them into combat quickly. Make the following changes to a Constrictor to make a Boa Constrictor: Remove 12mm gauss cannon; Reduce crew to 1; Increase sped to 280 (28); Increase Initiative to +0; Increase Maneuverability to +0; Add Launcher Field; PDC: +1 [B]Launcher Field[/B] Launcher fields are modified Extractor fields used on the APOD-33 dropships, but instead of lifting a target up, the system creates a pulse to launch an armoured trooper equipped with a parachute or jet pack. Can launch a power armoured equipped soldier up to 300 feet in the air (make a ranged touch attack roll to target spot, range increment of 100 ft), as a standard action. The trooper then can engage a parachute, glider or jet pack. [/QUOTE]
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