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<blockquote data-quote="kronos182" data-source="post: 8066083" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">RMS-106 Hizack</span></strong></p><p></p><p>The RMS-106 Hizack is a mass-production general-purpose mobile suit from the Zeta Gundam universe, based on the older MS-06 Zaku II but upgraded with Earth Federation technologies. It features an improved power source that will allow it to be equipped with a single beam weapon, mounts two 'wings' over the shoulders with thrusters, two thruster pods on the legs and improved back thrusters, granting it greater speed on land an space. Typically armed with a 120mm machine gun, a beam saber or heat hawk, or can equip a beam rifle</p><p></p><p><strong>RMS-106 Hizack</strong></p><p>Size: Gargantuan (59.1 ft) (-4)</p><p>Bonus Hit Points: 420</p><p>Superstructure: Duralloy</p><p>Hardness: 15</p><p>Armour: Duralloy</p><p>Bonus to Defense: +4/+8 (+8 armour, -4 size, +4 shield)</p><p>Armour Penalty: -8</p><p>Reach: 15 ft</p><p>Strength Bonus: +24</p><p>Dexterity Penalty: +0</p><p>Speed: 40 ft (-10 ft armour) 3000 ft space (4 squares)</p><p>Purchase DC: 43</p><p></p><p>Slots 11</p><p>Helmet Oracle Targeting System (+2)</p><p>Visor Class III Sensors</p><p>Cranium Space Skin</p><p>Back Deep Space Thrusters</p><p>Left arm 2 M-9 ammo clips (400 rds)</p><p>Left hand (1) Heat Hawk</p><p>Right arm 1 2 M-9 ammo clips (400 rds)</p><p>Right hand (1) Modified M-9</p><p>Shoulder Life Support System, Modified M-9 holster</p><p>Shoulder Bullwark Shield</p><p>Torso Cockpit</p><p>Belt Zero-G Stabilizer</p><p>Left leg Thruster Pod</p><p>Right leg Thruster Pod</p><p>Boots 1</p><p>Comm System</p><p></p><p>Standard Package Features: Life support 24 hours, negates zero-g penalties, +1 Init, +2 Reflex, Ballute System</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 Hawk +8 melee 4d12+12 slash/fire, x3, 15 ft reach</p><p>Slam +8 melee 2d8+12 blud, 20, 15 ft reach</p><p></p><p><strong>Modified M-9 Barrage Chaingun (PL5)</strong></p><p>This is a modified M-9 Barrage that uses clips, like an infantry scaled weapon, to allow for quick reloading of the weapon in the heat of battle. Statistically it is identical, except it has Box Ammunition with 200 rounds, and is handheld, and stored in a holster on the shoulder or leg. An equipment slot dedicated to ammunition (usually belt, legs, shoulder, arm or torso) can hold two clips for a total of 400 rounds. This allows a user with the Quick Reload feat to reload the modified M-9 as a free action. Deals 5d6 damage</p><p>Equipment Slots: 1 (hand)</p><p>Activation: Attack</p><p>Range Increment: 60 ft</p><p>Target: Single target within 600 ft, or autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 21</p><p>Restriction: Res (+2)</p><p></p><p><strong>Heat Hawk (PL5/6)</strong></p><p>The heat hawk is an axe weapon that can have its cutting surface superheated to allow it to cut through armour of mechs and ships. This weapon has become the standard melee weapon on Zeon mechs for many years. The heat hawk deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d12, Huge 3d12, Gargantuan 4d12, Colossal 5d12. The heat hawk also ignores 5 points of hardness/DR.</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: 10 + one quarter mech PDC</p><p>Restriction: Lic (+1)</p><p></p><p><strong>Improved Deep Space Thrusters (PL7)</strong></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><strong>Magnetic Coating</strong></p><p>The joints and motors have a special magnetic coating that gives it greater range of movement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 to Initiative and +2 to Reflex saves.</p><p>Equipment Slots: None</p><p>Activation: None</p><p>Range Increment: Touch</p><p>Target: You</p><p>Duration: Persistent</p><p>Saving Throw: None</p><p>Purchase DC: 12 + one-quarter the mech's base purchace DC</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Thruster Pods</strong></p><p>These pods that fit to the legs of the RMS-106 contain extra fuel and thruster that give the RMS-106 improved speed and movement. On land, the mech enjoys a +5 to Jump checks, allowing it to make power jumps up to 200 feet long, 100 feet high. The thrusters can also fire periodically to improve speed for short periods, allowing the RMS-106 to charge as if its base speed was 60 feet. In space the thrusters increase the speed by 1000, for a maximum of 2000 ft</p><p></p><p><strong>Ballute System</strong></p><p>An atmospheric entry device designed to be used to be used by a mobile suit. As the suit enters an atmosphere, a bowl-shaped ballute (balloon parachute) deploys to protect it from the friction heat of atmospheric entry. Once deployed, the mech is immune to all damage from the friction heat of planetary entry, however the mech is at the whim of gravity and unable to defend itself or change course, and a correct entry path must be plotted before the Ballute system deploys to ensure it goes in the correct direction. Once the mech fully enters the atmosphere and no longer will take damage, the lower half of the ballute is ejected and the upper half acts as a parachute, combined with the leg thrusters allows for a safe landing. Once deployed, the system has to be replaced.</p><p>PDC: 25</p><p></p><p><strong><span style="font-size: 22px">Optional Weapons</span></strong></p><p>The RMS-106 Hizack can make use of most Principality of Zeon mech weapons produced for other mechs, and can make use of a singe beam weapon, typically of earlier or current Earth Federation weapons, except heavy beam weapons as the power generator doesn't have enough power, unless the weapon has its own dedicated power source.</p><p></p><p><strong>280mm Bazooka</strong></p><p>This is a single shot heavy missile weapon that can be used by most Zakus and other mechs produced by the Principality of Zeon. Although other users have adapted it for use by other mechs. Designed like a very large RPG-7, a large tube launcher that must be reloaded after each attack. Deals 10d8 points of fire damage to a 30 foot radius burst, and ignores 15 points of hardness/DR on the initial target hit. The bazooka itself only holds one round, and each equipment slot dedicated to ammunition holds 4 missiles. Takes a standard action to load the bazooka, which provokes an attack of opportunity. The Bazooka is inaccurate and suffers a further -2 to attack. It can be fired one handed, but suffers a further -2 to attack.</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: 20 for launcher, 16 for 4 pack of rockets</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Three Shot Hip Missiles</strong></p><p>These missile launchers are simple tube launchers with a single anti-armour warhead each. Although effective against armoured opponents, they are not good against nimble targets, and required the mech to be stationary to fire with any accuracy. The missiles deal 10d6 points of damage, half ballistic, half fire and ignores 15 points of hardness/DR. If the Mech is moving more than 10 ft before firing the missiles, the pilot suffers a -4 to attack. These are usually mounted in pairs, one on each leg.</p><p>Equipment Slots: 1 must be leg or belt</p><p>Activation: Attack</p><p>Range Increment: 200 ft</p><p>Target: Single target within 2000 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 20, 14 for 3 missiles.</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Beam Saber</strong></p><p>The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge.</p><p>Equipment Slots: 1, hand or arm</p><p>Activation: Attack</p><p>Range Increment: melee</p><p>Target: Single</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 44</p><p>Restriction: Mil (+4)</p><p></p><p><strong>Beam Rifle</strong></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 10d10 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.</p><p>Equipment Slots: 2, hand or arm.</p><p>Activation: Attack</p><p>Range Increment: 120 ft, 2500 ft space</p><p>Target: Single target within 1200 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 45</p><p>Restriction: Mil (+4)</p><p></p><p><strong>Shield</strong></p><p>The RMS-106 can carry an additional shield, typically a Bastion Tactical shield, although it ca carry one based on the RX-78-2 shields, or any other shield can be fitted.</p><p></p><p><strong>BR-87A Beam Rifle</strong></p><p>A modern beam rifle that has improved energy efficiency and range over older models, plus it is powered by replaceable e-pacs and rated at 2.2 MW. On the Hizack, 2 to 4 e-pacs are carried, and are slowly recharged by its more limited generator (recharges 1 shot every 5 minutes outside of combat or strenuous use). Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 15 times per e-pac. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls.</p><p>Equipment Slots: 2, hand or arm.</p><p>Activation: Attack</p><p>Range Increment: 150 ft, 3000 ft space</p><p>Target: Single target within 1500 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 45</p><p>Restriction: Mil (+4)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8066083, member: 6668634"] [B][SIZE=7]RMS-106 Hizack[/SIZE][/B] The RMS-106 Hizack is a mass-production general-purpose mobile suit from the Zeta Gundam universe, based on the older MS-06 Zaku II but upgraded with Earth Federation technologies. It features an improved power source that will allow it to be equipped with a single beam weapon, mounts two 'wings' over the shoulders with thrusters, two thruster pods on the legs and improved back thrusters, granting it greater speed on land an space. Typically armed with a 120mm machine gun, a beam saber or heat hawk, or can equip a beam rifle [B]RMS-106 Hizack[/B] Size: Gargantuan (59.1 ft) (-4) Bonus Hit Points: 420 Superstructure: Duralloy Hardness: 15 Armour: Duralloy Bonus to Defense: +4/+8 (+8 armour, -4 size, +4 shield) Armour Penalty: -8 Reach: 15 ft Strength Bonus: +24 Dexterity Penalty: +0 Speed: 40 ft (-10 ft armour) 3000 ft space (4 squares) Purchase DC: 43 Slots 11 Helmet Oracle Targeting System (+2) Visor Class III Sensors Cranium Space Skin Back Deep Space Thrusters Left arm 2 M-9 ammo clips (400 rds) Left hand (1) Heat Hawk Right arm 1 2 M-9 ammo clips (400 rds) Right hand (1) Modified M-9 Shoulder Life Support System, Modified M-9 holster Shoulder Bullwark Shield Torso Cockpit Belt Zero-G Stabilizer Left leg Thruster Pod Right leg Thruster Pod Boots 1 Comm System Standard Package Features: Life support 24 hours, negates zero-g penalties, +1 Init, +2 Reflex, Ballute System 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 Hawk +8 melee 4d12+12 slash/fire, x3, 15 ft reach Slam +8 melee 2d8+12 blud, 20, 15 ft reach [B]Modified M-9 Barrage Chaingun (PL5)[/B] This is a modified M-9 Barrage that uses clips, like an infantry scaled weapon, to allow for quick reloading of the weapon in the heat of battle. Statistically it is identical, except it has Box Ammunition with 200 rounds, and is handheld, and stored in a holster on the shoulder or leg. An equipment slot dedicated to ammunition (usually belt, legs, shoulder, arm or torso) can hold two clips for a total of 400 rounds. This allows a user with the Quick Reload feat to reload the modified M-9 as a free action. Deals 5d6 damage Equipment Slots: 1 (hand) Activation: Attack Range Increment: 60 ft Target: Single target within 600 ft, or autofire Duration: Instantaneous Saving Throw: None Purchase DC: 21 Restriction: Res (+2) [B]Heat Hawk (PL5/6)[/B] The heat hawk is an axe weapon that can have its cutting surface superheated to allow it to cut through armour of mechs and ships. This weapon has become the standard melee weapon on Zeon mechs for many years. The heat hawk deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d12, Huge 3d12, Gargantuan 4d12, Colossal 5d12. The heat hawk also ignores 5 points of hardness/DR. 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: 10 + one quarter mech PDC Restriction: Lic (+1) [B]Improved Deep Space Thrusters (PL7)[/B] 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 [B]Magnetic Coating[/B] The joints and motors have a special magnetic coating that gives it greater range of movement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 to Initiative and +2 to Reflex saves. Equipment Slots: None Activation: None Range Increment: Touch Target: You Duration: Persistent Saving Throw: None Purchase DC: 12 + one-quarter the mech's base purchace DC Restriction: Mil (+3) [B]Thruster Pods[/B] These pods that fit to the legs of the RMS-106 contain extra fuel and thruster that give the RMS-106 improved speed and movement. On land, the mech enjoys a +5 to Jump checks, allowing it to make power jumps up to 200 feet long, 100 feet high. The thrusters can also fire periodically to improve speed for short periods, allowing the RMS-106 to charge as if its base speed was 60 feet. In space the thrusters increase the speed by 1000, for a maximum of 2000 ft [B]Ballute System[/B] An atmospheric entry device designed to be used to be used by a mobile suit. As the suit enters an atmosphere, a bowl-shaped ballute (balloon parachute) deploys to protect it from the friction heat of atmospheric entry. Once deployed, the mech is immune to all damage from the friction heat of planetary entry, however the mech is at the whim of gravity and unable to defend itself or change course, and a correct entry path must be plotted before the Ballute system deploys to ensure it goes in the correct direction. Once the mech fully enters the atmosphere and no longer will take damage, the lower half of the ballute is ejected and the upper half acts as a parachute, combined with the leg thrusters allows for a safe landing. Once deployed, the system has to be replaced. PDC: 25 [B][SIZE=6]Optional Weapons[/SIZE][/B] The RMS-106 Hizack can make use of most Principality of Zeon mech weapons produced for other mechs, and can make use of a singe beam weapon, typically of earlier or current Earth Federation weapons, except heavy beam weapons as the power generator doesn't have enough power, unless the weapon has its own dedicated power source. [B]280mm Bazooka[/B] This is a single shot heavy missile weapon that can be used by most Zakus and other mechs produced by the Principality of Zeon. Although other users have adapted it for use by other mechs. Designed like a very large RPG-7, a large tube launcher that must be reloaded after each attack. Deals 10d8 points of fire damage to a 30 foot radius burst, and ignores 15 points of hardness/DR on the initial target hit. The bazooka itself only holds one round, and each equipment slot dedicated to ammunition holds 4 missiles. Takes a standard action to load the bazooka, which provokes an attack of opportunity. The Bazooka is inaccurate and suffers a further -2 to attack. It can be fired one handed, but suffers a further -2 to attack. 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: 20 for launcher, 16 for 4 pack of rockets Restriction: Mil (+3) [B]Three Shot Hip Missiles[/B] These missile launchers are simple tube launchers with a single anti-armour warhead each. Although effective against armoured opponents, they are not good against nimble targets, and required the mech to be stationary to fire with any accuracy. The missiles deal 10d6 points of damage, half ballistic, half fire and ignores 15 points of hardness/DR. If the Mech is moving more than 10 ft before firing the missiles, the pilot suffers a -4 to attack. These are usually mounted in pairs, one on each leg. Equipment Slots: 1 must be leg or belt Activation: Attack Range Increment: 200 ft Target: Single target within 2000 ft Duration: Instantaneous Saving Throw: None Purchase DC: 20, 14 for 3 missiles. Restriction: Mil (+3) [B]Beam Saber[/B] The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge. Equipment Slots: 1, hand or arm Activation: Attack Range Increment: melee Target: Single Duration: Instantaneous Saving Throw: none Purchase DC: 44 Restriction: Mil (+4) [B]Beam Rifle[/B] 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 10d10 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. Equipment Slots: 2, hand or arm. Activation: Attack Range Increment: 120 ft, 2500 ft space Target: Single target within 1200 ft Duration: Instantaneous Saving Throw: none Purchase DC: 45 Restriction: Mil (+4) [B]Shield[/B] The RMS-106 can carry an additional shield, typically a Bastion Tactical shield, although it ca carry one based on the RX-78-2 shields, or any other shield can be fitted. [B]BR-87A Beam Rifle[/B] A modern beam rifle that has improved energy efficiency and range over older models, plus it is powered by replaceable e-pacs and rated at 2.2 MW. On the Hizack, 2 to 4 e-pacs are carried, and are slowly recharged by its more limited generator (recharges 1 shot every 5 minutes outside of combat or strenuous use). Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 15 times per e-pac. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls. Equipment Slots: 2, hand or arm. Activation: Attack Range Increment: 150 ft, 3000 ft space Target: Single target within 1500 ft Duration: Instantaneous Saving Throw: none Purchase DC: 45 Restriction: Mil (+4) [/QUOTE]
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