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You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8174554" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Bunker</span></strong></p><p>Bunkers are a classic form of Terran defense, made of a short, domed structure atop a square base, with a single armoured door at the rear. Each side has a port that allows 4 to 6 marines inside to fire through while being completely protected, although heavier armoured units, such as firebats and and marauder armoured marines take up the space of 2 marines. Bunkers are typically 25 ft by 25 ft (5 squares by 5 squares) at their base and about 15 feet tall. The Bunker provides nine-tenth cover for its occupants.</p><p>Several additions and modifications can be applied to the basic bunker to make them more effective.</p><p>Bunkers have 100 hit points, Defense 6, hardness 20. PDC 29. The armoured door has 50 hit points and hardness 20, and a Computer Use check DC 30 to pick the electronic lock. Occupants inside receiver +10 cover bonus to Defense and +4 cover bonus to Reflex saves. Occupants firing through the firing ports suffer -1 to their attack rolls. Bunkers are typically equipped with additional supplies and ammunition, with typically 50 magazines for the C-14 Impaler gauss rifle, 10 tanks for firebats and 5 reloads for the marauder armour's auto factory for its grenade launchers, typically 5 to 10 days of rations for up to 6 people and additional air resupplies for powered armour for another 5 days for 6 people. The firing ports can be sealed when not in combat and the bunker has air and power for 15 days before needing resupplying. A single SCV with 5 tons of minerals can assemble a basic bunker in 1 hour.</p><p></p><p><strong><span style="font-size: 22px">Bunker Modifications</span></strong></p><p><strong></strong></p><p><strong>Defensive Turret</strong></p><p>Advanced turrets have a built into them to aid in their defense. The turret mounts an auto turret system with a gauss cannon and its targeting system. The bunker gains 20 additional hit points, plus the auto turret that functions on its own.</p><p>Attack: +5 Ranged 12mm Gauss Cannon (5d12, 20, 150 ft, A, 10000 rd box (PDC 16 box of 20)</p><p>Sensors: Grants +4 to Listen, Spot and Search check, 500 ft night vision, motion detection. Sensors can detect vehicles out to 2 miles, or living creates up to medium size out to 1 mile.</p><p>Accessories: Video/Audio recorder, motion detectors 500 ft, night vision, military radio (report to control unit when engaged targets, low on ammunition, suffered damage or low on power, 100 mile.</p><p>PDC: +3</p><p></p><p><strong>Projectile Accelerator</strong></p><p>Bunkers on advanced military bases are often fitted with projectile accelerators that enhances the shots fired from the weapons of occupants that are used with them. Equipped bunkers grant +1 to attack rolls and +5 damage to projectile weapons to the occupants using their hand weapons firing through the firing ports.</p><p>PDC: +1</p><p></p><p><strong>Fire Suppression System</strong></p><p>The bunker is equipped with a set of fire suppression drones that are released upon the bunker suffering more than 30 points of damage. The drones can repair 10 hit points to the bunker each round to a maximum of 75 hit points, and can't repair above the bunker's maximum hit points. Refilling this system costs PDC 19.</p><p>PDC: +2</p><p></p><p><strong>Spotlights</strong></p><p>Up to 4 spotlights on pivots and turntables can be fitted, each with a range of 200 ft, lighting up a 20 foot area.</p><p>PDC: +1</p><p></p><p><strong>Fortified Bunker</strong></p><p>The bunker is reinforced to better resist attacks and absorb more damage. Adds 50 hit points and increases hardness by +3.</p><p>PDC: +3</p><p></p><p><strong>Neosteel Armour</strong></p><p>The armour of the bunker is reinforced with neosteel plating, increasing Defense to 7 and increases hardness to +5.</p><p>PDC: +4</p></blockquote><p></p>
[QUOTE="kronos182, post: 8174554, member: 6668634"] [B][SIZE=7]Bunker[/SIZE][/B] Bunkers are a classic form of Terran defense, made of a short, domed structure atop a square base, with a single armoured door at the rear. Each side has a port that allows 4 to 6 marines inside to fire through while being completely protected, although heavier armoured units, such as firebats and and marauder armoured marines take up the space of 2 marines. Bunkers are typically 25 ft by 25 ft (5 squares by 5 squares) at their base and about 15 feet tall. The Bunker provides nine-tenth cover for its occupants. Several additions and modifications can be applied to the basic bunker to make them more effective. Bunkers have 100 hit points, Defense 6, hardness 20. PDC 29. The armoured door has 50 hit points and hardness 20, and a Computer Use check DC 30 to pick the electronic lock. Occupants inside receiver +10 cover bonus to Defense and +4 cover bonus to Reflex saves. Occupants firing through the firing ports suffer -1 to their attack rolls. Bunkers are typically equipped with additional supplies and ammunition, with typically 50 magazines for the C-14 Impaler gauss rifle, 10 tanks for firebats and 5 reloads for the marauder armour's auto factory for its grenade launchers, typically 5 to 10 days of rations for up to 6 people and additional air resupplies for powered armour for another 5 days for 6 people. The firing ports can be sealed when not in combat and the bunker has air and power for 15 days before needing resupplying. A single SCV with 5 tons of minerals can assemble a basic bunker in 1 hour. [B][SIZE=6]Bunker Modifications[/SIZE] Defensive Turret[/B] Advanced turrets have a built into them to aid in their defense. The turret mounts an auto turret system with a gauss cannon and its targeting system. The bunker gains 20 additional hit points, plus the auto turret that functions on its own. Attack: +5 Ranged 12mm Gauss Cannon (5d12, 20, 150 ft, A, 10000 rd box (PDC 16 box of 20) Sensors: Grants +4 to Listen, Spot and Search check, 500 ft night vision, motion detection. Sensors can detect vehicles out to 2 miles, or living creates up to medium size out to 1 mile. Accessories: Video/Audio recorder, motion detectors 500 ft, night vision, military radio (report to control unit when engaged targets, low on ammunition, suffered damage or low on power, 100 mile. PDC: +3 [B]Projectile Accelerator[/B] Bunkers on advanced military bases are often fitted with projectile accelerators that enhances the shots fired from the weapons of occupants that are used with them. Equipped bunkers grant +1 to attack rolls and +5 damage to projectile weapons to the occupants using their hand weapons firing through the firing ports. PDC: +1 [B]Fire Suppression System[/B] The bunker is equipped with a set of fire suppression drones that are released upon the bunker suffering more than 30 points of damage. The drones can repair 10 hit points to the bunker each round to a maximum of 75 hit points, and can't repair above the bunker's maximum hit points. Refilling this system costs PDC 19. PDC: +2 [B]Spotlights[/B] Up to 4 spotlights on pivots and turntables can be fitted, each with a range of 200 ft, lighting up a 20 foot area. PDC: +1 [B]Fortified Bunker[/B] The bunker is reinforced to better resist attacks and absorb more damage. Adds 50 hit points and increases hardness by +3. PDC: +3 [B]Neosteel Armour[/B] The armour of the bunker is reinforced with neosteel plating, increasing Defense to 7 and increases hardness to +5. PDC: +4 [/QUOTE]
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