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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8318553" data-attributes="member: 6668634"><p>Some AIM equipment</p><p></p><p><strong><span style="font-size: 26px">AIM Flying Van</span></strong></p><p>The AIM flying van is a fairly common utility vehicle developed by AIM to move small groups of AIM members and equipment quickly. About the size of an armoured truck, angled design to help aerodynamics and deflect projectiles from law enforcements. Two armoured engine pods run along the lower sides that provide thrust, with an afterburner feature, while an antigravity device provides lift. The roof has a retractable weapon turret. A large rear door that lowers to act as a ramp is the primary point of access. The vehicle is powered by a small energy cell that functions similar to zero-point energy, creating nearly limitless clean energy for at least 50 years before draining, able to power various devices. In a pinch the generator can be set to explode as a bomb. The windshield has a HUD that is connected to the communications, sensors and vehicle diagnostics.</p><p></p><p><strong>AIM Flying Van</strong></p><p>Crew: 2</p><p>Passengers: 8</p><p>Cargo: 3,000 lbs</p><p>Init: -2</p><p>Maneuver: -2</p><p>Top Speed: 200 (20) flying, 350 (35) afterburner</p><p>Defense: 8</p><p>Hardness: 10</p><p>Hit Points: 50, 150 shield</p><p>Size: Huge</p><p>Purchase DC: 40</p><p>Restriction: Illegal (+4), AIM None</p><p>Accessories: anti-gravity, NBC protection, afterburner, retractable weapon turret, shield, HUD, sensors (equivalent to mech sensors class III with double range), self destruct, military radio, gps, long range comm system (reach orbit without additional equipment or satellites)</p><p>Notes: +5 Fort save vs chemical, radiation, +2 to attack roll with weapon turret.</p><p></p><p><strong>Afterburner</strong></p><p>As part of a move action, the pilot of the Flying Van can use the afterburner to gain a boost of speed, but suffers -2 to all Drive/Pilot checks, attacks with weapon suffers -3 to attack rolls. Afterburner can operate for up to 5 rounds at a time with a minimum of 2 rounds between uses.</p><p></p><p><strong>Retractable Weapon Turret</strong></p><p>The default weapon is a rapid fire energy blaster, although the weapon can be replaced with other weapons as the mission requires. The turret can raise and retract as a move action. The capacity recharges 1 shot every 6 rounds of in activity.</p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Energy BLaster</td><td>4d8</td><td>20x2</td><td>Energy (non specific)</td><td>200 ft</td><td>S, A</td><td>200 shot capacity</td></tr></table><p></p><p><strong>Shield</strong></p><p>The shield has 150 hit points, Energy Resistance of 10 (any type of energy damage except acid). The shield can regenerate 5 hit points every 5 rounds. The shield can run for 20 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.</p><p></p><p><strong>Self Destruct</strong></p><p>The power source can be set to overload and explode. The pilot merely enters a simple command sequence and set the timer, 6 seconds to 10 minutes. Disabling the overload requires a Computer check DC 24, or Disable Device 25. Once the countdown is reached, deals 8d6 points of half fire and half slashing damage to a 50 foot radius, Reflex save DC 19 for half.</p><p></p><p></p><p><strong><span style="font-size: 26px">Nano Cloud Rocket</span></strong></p><p>This warhead comes in several different sizes, and upon detonation, either striking a target or a programmed distance, will release s cloud of nanites. These nanites will affect everything within a radius magnetizing the target to affect it's mobility by making parts stick together, and it also causes interference with sensor systems. The effects are temporary, but enough to disable or at least hinder opponents. Targets must make Reflex Save DC 21 or are immobile and sensors are non functional (Class IV and above only provide half bonus). A flying target will lose the ability to move and fall unless has some means of hovering that doesn't require moving parts such as a jet engine or most hover systems. Metallic weapons attacking the affected target gain a +2 to attack and deal +1 damage per die of damage. On a successful save, the target can move at only half speed, and suffers -2 to Defense, sensors only provide half bonus and range (Class IV and above are not affected). Effects last for 1d6+2 rounds.</p><p>Mini-Rocket 1d6 ballistic damage to target struck, affects 10 foot radius, PDC 19.</p><p>RPG sized rocket deals 2d4 points of ballistic damage to target struck, affects 20 foot radius, PDC 21.</p><p>Vehicle sized rocket (size of javelin missiles, AAMRAM, etc) deal 3d6 points of ballistic damage, affects 30 ft radius, PDC 23</p><p></p><p></p><p></p><p><strong><span style="font-size: 26px">Anti-grav blaster</span></strong></p><p>Energy weapon that blasts target with anti-gravitons that reverses the effect of gravity, causing the target to be launched into the air a distance before wearing off, target will fall to the ground unless can fly.</p><p></p><p><strong>Anti-Grav Blaster (PL7)</strong></p><p>Damage: None*</p><p>Critical: -</p><p>Damage Type: -</p><p>Range Increment: 75 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 18</p><p>Ammo: 20 box</p><p>Purchase DC: 29</p><p>Notes: Target struck is hit with anti-gravitons, raising the target up 60 feet into the air, hold up for 2 rounds, then drops to the ground. If the target strikes something on the way up, or can't go to the full height due to a blocking obstacle, suffers damage equal to the distance the target travelled to the obstruction (if raised 30 ft, takes 3d6 points of damage). The target can make a Reflex save DC 18 to attempt to grab something to keep from floating up farther, however they lose their Dex modifier to Defense, or activate any means of flight they might have. While held in the air, the target is denied their Dex modifier to Defense and considered immobilized unless they have a means of flying which they can activate while being held. Once the 2 rounds are up, the target falls, taking 6d6 points of damage from falling (1d6 points per 10 ft), although the target can make a Reflex save (DC 10 +1 for each 10 feet fallen) for half damage.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8318553, member: 6668634"] Some AIM equipment [B][SIZE=7]AIM Flying Van[/SIZE][/B] The AIM flying van is a fairly common utility vehicle developed by AIM to move small groups of AIM members and equipment quickly. About the size of an armoured truck, angled design to help aerodynamics and deflect projectiles from law enforcements. Two armoured engine pods run along the lower sides that provide thrust, with an afterburner feature, while an antigravity device provides lift. The roof has a retractable weapon turret. A large rear door that lowers to act as a ramp is the primary point of access. The vehicle is powered by a small energy cell that functions similar to zero-point energy, creating nearly limitless clean energy for at least 50 years before draining, able to power various devices. In a pinch the generator can be set to explode as a bomb. The windshield has a HUD that is connected to the communications, sensors and vehicle diagnostics. [B]AIM Flying Van[/B] Crew: 2 Passengers: 8 Cargo: 3,000 lbs Init: -2 Maneuver: -2 Top Speed: 200 (20) flying, 350 (35) afterburner Defense: 8 Hardness: 10 Hit Points: 50, 150 shield Size: Huge Purchase DC: 40 Restriction: Illegal (+4), AIM None Accessories: anti-gravity, NBC protection, afterburner, retractable weapon turret, shield, HUD, sensors (equivalent to mech sensors class III with double range), self destruct, military radio, gps, long range comm system (reach orbit without additional equipment or satellites) Notes: +5 Fort save vs chemical, radiation, +2 to attack roll with weapon turret. [B]Afterburner[/B] As part of a move action, the pilot of the Flying Van can use the afterburner to gain a boost of speed, but suffers -2 to all Drive/Pilot checks, attacks with weapon suffers -3 to attack rolls. Afterburner can operate for up to 5 rounds at a time with a minimum of 2 rounds between uses. [B]Retractable Weapon Turret[/B] The default weapon is a rapid fire energy blaster, although the weapon can be replaced with other weapons as the mission requires. The turret can raise and retract as a move action. The capacity recharges 1 shot every 6 rounds of in activity. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Energy BLaster[/TD] [TD]4d8[/TD] [TD]20x2[/TD] [TD]Energy (non specific)[/TD] [TD]200 ft[/TD] [TD]S, A[/TD] [TD]200 shot capacity[/TD] [/TR] [/TABLE] [B]Shield[/B] The shield has 150 hit points, Energy Resistance of 10 (any type of energy damage except acid). The shield can regenerate 5 hit points every 5 rounds. The shield can run for 20 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes. [B]Self Destruct[/B] The power source can be set to overload and explode. The pilot merely enters a simple command sequence and set the timer, 6 seconds to 10 minutes. Disabling the overload requires a Computer check DC 24, or Disable Device 25. Once the countdown is reached, deals 8d6 points of half fire and half slashing damage to a 50 foot radius, Reflex save DC 19 for half. [B][SIZE=7]Nano Cloud Rocket[/SIZE][/B] This warhead comes in several different sizes, and upon detonation, either striking a target or a programmed distance, will release s cloud of nanites. These nanites will affect everything within a radius magnetizing the target to affect it's mobility by making parts stick together, and it also causes interference with sensor systems. The effects are temporary, but enough to disable or at least hinder opponents. Targets must make Reflex Save DC 21 or are immobile and sensors are non functional (Class IV and above only provide half bonus). A flying target will lose the ability to move and fall unless has some means of hovering that doesn't require moving parts such as a jet engine or most hover systems. Metallic weapons attacking the affected target gain a +2 to attack and deal +1 damage per die of damage. On a successful save, the target can move at only half speed, and suffers -2 to Defense, sensors only provide half bonus and range (Class IV and above are not affected). Effects last for 1d6+2 rounds. Mini-Rocket 1d6 ballistic damage to target struck, affects 10 foot radius, PDC 19. RPG sized rocket deals 2d4 points of ballistic damage to target struck, affects 20 foot radius, PDC 21. Vehicle sized rocket (size of javelin missiles, AAMRAM, etc) deal 3d6 points of ballistic damage, affects 30 ft radius, PDC 23 [B][SIZE=7]Anti-grav blaster[/SIZE][/B] Energy weapon that blasts target with anti-gravitons that reverses the effect of gravity, causing the target to be launched into the air a distance before wearing off, target will fall to the ground unless can fly. [B]Anti-Grav Blaster (PL7)[/B] Damage: None* Critical: - Damage Type: - Range Increment: 75 ft Rate of Fire: Semi Size: Large Weight: 18 Ammo: 20 box Purchase DC: 29 Notes: Target struck is hit with anti-gravitons, raising the target up 60 feet into the air, hold up for 2 rounds, then drops to the ground. If the target strikes something on the way up, or can't go to the full height due to a blocking obstacle, suffers damage equal to the distance the target travelled to the obstruction (if raised 30 ft, takes 3d6 points of damage). The target can make a Reflex save DC 18 to attempt to grab something to keep from floating up farther, however they lose their Dex modifier to Defense, or activate any means of flight they might have. While held in the air, the target is denied their Dex modifier to Defense and considered immobilized unless they have a means of flying which they can activate while being held. Once the 2 rounds are up, the target falls, taking 6d6 points of damage from falling (1d6 points per 10 ft), although the target can make a Reflex save (DC 10 +1 for each 10 feet fallen) for half damage. [/QUOTE]
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