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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8153369" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Robocop Cyborg Frame</span></strong></p><p></p><p>OCP created a cyborg frame called the Crime Prevention Unit, also known as RoboCop, to return critically wounded police to the force, and augment police forces with high crime areas that have gangs and augmented powered criminals.</p><p>The cyborg frame looks like a muscular armoured suit with a helmet that covers most of the head, only the mouth and cheeks are visible. The frame comes with integrated armour for protection that can withstand most common pistol and rifle rounds, high speed impacts such as being hit by cars, high heat from fires. Contains enhanced senses to allow the recipient to see in various low light conditions, an onboard computer to help with targeting and criminal and law information, a spike that allows connections to most computers, including scomplinks. While the original systems in the Robocop unit were top of the line at the time of their introduction, they have been updated with wireless communications for faster updates on criminals and secured communications with nearby officers and other emergency services for quicker responses.</p><p>The right leg has a compartment for storing an Auto-9 pistol with three spare magazines for quick access. The weapon has a smartlink with the cyborg so that it can track ammunition and can quickly select and change magazines with specialty ammunition. This link also prevents the weapon from being firing by anyone other than the cyborg it is assigned to.</p><p></p><p><strong>Crime Prevention Unit AKA Robocop Cyborg (PL6 Cyborg Body)</strong></p><p>Type: Living Construct</p><p>Size: Medium</p><p>Hit Points: 3D10+10</p><p>Speed: 25 ft</p><p>Defense: +3, DR 8, Fire Resistance 6</p><p>Abilities: Str 19, Dex 12, Con -</p><p>Locomotion: Paired Legs</p><p>Manipulators: Hands</p><p>Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) with darkvision 60 ft, thermal/INFRARED vision</p><p>Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, weapon mount right arm (forearm and hand replaced with weapon), military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, database with local laws and criminal profiles.</p><p>Additional Bonuses: +3 ranged attack rolls with Auto-9 and any other attached weapons, +2 other handheld ranged weapons. Slam attack 1d6+4 damage, data spike could be used for attack dealing 1d4 piercing 20x3, but has 50% chance to damage the spike, Knowledge: Behavioral Sciences +4, Knowledge: Civics +4, +2 to Listen, Search and Spot. Doesn't suffer from exhaustion. Gains benefit of quick draw and quick reload with Auto-9 from internal holster on right leg.</p><p>PDC: 30</p><p></p><p><strong><span style="font-size: 22px">Auto-9</span></strong></p><p>This weapon developed for the Crime Prevention Unit, aka Robocop, is based on the Beretta 93R with full auto and 3 round burst settings, expanded magazine to 50 rounds, a smart weapon link to the cyborg, enhanced compensators and flash suppressors, with longer barrel for extended range. Fires 9mm ammunition.</p><p></p><p><strong>Auto-9 (PL5)</strong></p><p>Damage: 2d6</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S, A</p><p>Size: Medium</p><p>Weight: 5 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 19, Res (+2)</p><p>Notes: Has 3 round burst setting, smart weapon link to cyborg frame (can see how much ammunition is left, which ammunition is loaded), weapon will not fire for anyone other than assigned cyborg (Computer Use DC 21 and 5 minutes of work to bypass).</p><p></p><p><strong><span style="font-size: 22px">Weapon Pod</span></strong></p><p>This is an arm attachment that connects at the elbow replacing the forearm and hand of that arm with a weapon pod, containing a submachine gun, flamethrower and a grenade launcher.</p><p></p><p><strong>Weapon Pod (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d6 gun, varies grenade, 2d6 flamethrower</p><p>Critical: 20</p><p>Damage Type: ballistic gun, varies by grenade, fire</p><p>Range Increment: 50 ft gun, 50 ft grenade, 5 ft wide-50 ft line line (Reflex save DC 15)</p><p>Rate of Fire: SA gun, semi grenade</p><p>Size: Medium</p><p>Weight: 9.5 lbs</p><p>Ammo: 150 box gun, 6 grenades, 10 uses of flamethrower</p><p>Purchase DC: 24</p><p>Notes: Gun ammo is in a helix cylinder. Weapon is considered part of the cyborg once attached and can be fired without a hand as it replaces the hand the weapon pod is replacing. Takes 1 full round to detach and another to attach the weapon pod without any assistance.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8153369, member: 6668634"] [B][SIZE=7]Robocop Cyborg Frame[/SIZE][/B] OCP created a cyborg frame called the Crime Prevention Unit, also known as RoboCop, to return critically wounded police to the force, and augment police forces with high crime areas that have gangs and augmented powered criminals. The cyborg frame looks like a muscular armoured suit with a helmet that covers most of the head, only the mouth and cheeks are visible. The frame comes with integrated armour for protection that can withstand most common pistol and rifle rounds, high speed impacts such as being hit by cars, high heat from fires. Contains enhanced senses to allow the recipient to see in various low light conditions, an onboard computer to help with targeting and criminal and law information, a spike that allows connections to most computers, including scomplinks. While the original systems in the Robocop unit were top of the line at the time of their introduction, they have been updated with wireless communications for faster updates on criminals and secured communications with nearby officers and other emergency services for quicker responses. The right leg has a compartment for storing an Auto-9 pistol with three spare magazines for quick access. The weapon has a smartlink with the cyborg so that it can track ammunition and can quickly select and change magazines with specialty ammunition. This link also prevents the weapon from being firing by anyone other than the cyborg it is assigned to. [B]Crime Prevention Unit AKA Robocop Cyborg (PL6 Cyborg Body)[/B] Type: Living Construct Size: Medium Hit Points: 3D10+10 Speed: 25 ft Defense: +3, DR 8, Fire Resistance 6 Abilities: Str 19, Dex 12, Con - Locomotion: Paired Legs Manipulators: Hands Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) with darkvision 60 ft, thermal/INFRARED vision Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, weapon mount right arm (forearm and hand replaced with weapon), military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, database with local laws and criminal profiles. Additional Bonuses: +3 ranged attack rolls with Auto-9 and any other attached weapons, +2 other handheld ranged weapons. Slam attack 1d6+4 damage, data spike could be used for attack dealing 1d4 piercing 20x3, but has 50% chance to damage the spike, Knowledge: Behavioral Sciences +4, Knowledge: Civics +4, +2 to Listen, Search and Spot. Doesn't suffer from exhaustion. Gains benefit of quick draw and quick reload with Auto-9 from internal holster on right leg. PDC: 30 [B][SIZE=6]Auto-9[/SIZE][/B] This weapon developed for the Crime Prevention Unit, aka Robocop, is based on the Beretta 93R with full auto and 3 round burst settings, expanded magazine to 50 rounds, a smart weapon link to the cyborg, enhanced compensators and flash suppressors, with longer barrel for extended range. Fires 9mm ammunition. [B]Auto-9 (PL5)[/B] Damage: 2d6 Critical: 20 Damage Type: Ballistic Range Increment: 40 ft Rate of Fire: S, A Size: Medium Weight: 5 lbs Ammo: 50 box Purchase DC: 19, Res (+2) Notes: Has 3 round burst setting, smart weapon link to cyborg frame (can see how much ammunition is left, which ammunition is loaded), weapon will not fire for anyone other than assigned cyborg (Computer Use DC 21 and 5 minutes of work to bypass). [B][SIZE=6]Weapon Pod[/SIZE][/B] This is an arm attachment that connects at the elbow replacing the forearm and hand of that arm with a weapon pod, containing a submachine gun, flamethrower and a grenade launcher. [B]Weapon Pod (PL5 Personal Firearms Proficiency)[/B] Damage: 2d6 gun, varies grenade, 2d6 flamethrower Critical: 20 Damage Type: ballistic gun, varies by grenade, fire Range Increment: 50 ft gun, 50 ft grenade, 5 ft wide-50 ft line line (Reflex save DC 15) Rate of Fire: SA gun, semi grenade Size: Medium Weight: 9.5 lbs Ammo: 150 box gun, 6 grenades, 10 uses of flamethrower Purchase DC: 24 Notes: Gun ammo is in a helix cylinder. Weapon is considered part of the cyborg once attached and can be fired without a hand as it replaces the hand the weapon pod is replacing. Takes 1 full round to detach and another to attach the weapon pod without any assistance. [/QUOTE]
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