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<blockquote data-quote="kronos182" data-source="post: 9130374" data-attributes="member: 6668634"><p>WH40K Space Marine transport</p><p></p><p><strong><span style="font-size: 26px">Razorback</span></strong></p><p>The Razorback is a tracked, armoured vehicle used by Space Marine Chapters. It is based on the Rhino chassis and shares its features. The main difference between the Rhino and Razorback is the light weapon mounted on top, but has reduced passenger capacity. The Razorback lacks the stormbolter mounted above the commander/second crew member hatch, and instead mounts twin-linked heavy bolters in a remote controlled turret, although lascannons, heavy flamers or multi-melta can be fitted instead. Instead of 10 armoured troops carried, it can only carry 6 armoured troops.</p><p>The block body with slopped front, tread vehicle is simple troop transport. There are three access ports for troops to egress/digress, with a ramp in the back and a door on each side. There are hatches over the driver and what would be the commander's positions. The Razorback uses an advanced flex-fuel power system that lets it use virtually any flammable liquid or gel, and with its highly efficient engine, it can go for quite a distance before requiring refueling, giving it a range of between 500 miles (for low grade alcohol) and 1200 miles (high grade gasoline or diesel type fuels).</p><p>The it's also fully environmentally sealed, allowing it to function in any atmosphere or lack of one. The crew compartment can be sealed from the troop section. A fully amphibious design allows it to sail across rivers and lakes, although somewhat slowly, and can survive depths of up to 250 feet. Rhinos come equipped with a storm bolter on the roof above the second crew member station, and can be fitted with an external mounted hunter-killer missile.</p><p>The Razorback is five squares long, 3 squares wide, weighing 31.5 tons empty, providing full cover to its occupants, anyone using one of the hatches on the roof only has half cover.</p><p></p><p><strong>Razorback (PL6)</strong></p><p>Crew: 2</p><p>Passengers: 6</p><p>Cargo: 650 lb with people, empty 3 tons, tow 10 tons</p><p>Init: -2</p><p>Maneuver: -2</p><p>Top Speed: 65 (6) / 30 (3) on water</p><p>Defense: 8</p><p>Hardness: 25</p><p>Hit Points: 65</p><p>Size: Huge (-2 size)</p><p>Purchase DC: 45</p><p>Restriction: Mil (+3) Space Marines</p><p>Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 10 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), storm bolter mount, 6 smoke grenade launchers with 2 smoke grenades each, trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 10 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers.</p><p>Notes: Can mount bulldozer blade on front. Can't transport space marines with jetpacks, Terminator armour or Primaris space marines. Has ports to connect Space Marine armour to recharge and quickly upload and download information. If fitted with energy weapons, the capacitor regenerates at a rate of 1 shot per 5 minutes of not firing.</p><p>The Repair checks to fix or modify the are reduced by 5, and PDC for replacement parts are reduced by 1</p><p>Robust Design: The vehicle has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank.</p><p>Multi-Environmental: The vehicle is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere.</p><p>Weapons: Twin-Linked Heavy Bolters.</p><p> </p><p> - 120 ft, Reflex DC 19 </p><table style='width: 100%'><tr><td><span style="color: black"><span style="font-family: 'arial'">Weapon</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Damage</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Critical</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Dam Type</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Range Incr</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">RoF</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Magazine</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Attack Bonus</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'arial'">Twin-linked Heavy Bolters</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">4d12+6 +3d6</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">20</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Ballistic+ fire</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">100 ft</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">S, A</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">2000 rds ea</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">+1</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'arial'">Twin-linked Lascannons (optional)</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">6d10+3</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">20</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Fire</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">110 ft</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Single</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">50 shot capacitor</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">+1</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'arial'">Twin-Linked Multi-Melta (optional)</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">1d6x15 +8</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">20x3</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Fire/Energy</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">100 ft</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Single</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">50 shot capacitor</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">+1</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'arial'">Twin-Linked Heavy Flamer (optional)</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">6d6</span></span></td><td>-</td><td><span style="color: black"><span style="font-family: 'arial'">Fire</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">75 foot long, 10 ft wide line, Reflex 17</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Semi</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">60 uses</span></span></td><td></td></tr><tr><td><span style="color: black"><span style="font-family: 'arial'">Twin-Linked Assault Cannons (optional)</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">4d10</span></span></td><td>-</td><td><span style="color: black"><span style="font-family: 'arial'">Ballistic</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'arial'">120 ft, Reflex DC 19</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'arial'">A</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">Linked 2500 rds ea</span></span></td><td><span style="color: black"><span style="font-family: 'arial'">+1</span></span></td></tr></table><p></p><p> </p><p></p><p><strong><span style="font-size: 22px">Options</span></strong></p><p><strong>Reinforced Armour</strong></p><p>This adds additional armour plating and reinforcements.</p><p>Add +10 HP</p><p>Add +3 hardness</p><p>Add +2 Defense</p><p>PDC +1</p><p></p><p><strong>Assault Dozer Blade</strong></p><p>A large bull dozer type blade is mounted to the front of the vehicle. Adds 3d6 damage, half bludgeoning, half piercing to rams, the equipped vehicle doesn't suffer damage. When traveling through an area with mines, the blade sets off mines, suffering only half damage to the blade itself. Blade has hardness 20, 20 hit points.</p><p>PDC 12</p><p></p><p></p><p><strong>Heavy Bolter</strong></p><p>The heavy bolter is a larger and heavier version of the bolt gun, generally used for anti-infantry or fire support roles. These weapons are used by many factions of the Imperium of Man, from the Imperial Guard as a heavy squad weapon, to the Space Marines as a heavy weapon. The larger projectile with more propellant gives it longer range and higher stopping power, making it capable of destroying light vehicles. A heavy carry handle on the top allows it to be carried easier, and fed from either a disintegrating belt or a 40-round high capacity box magazine.</p><p></p><p>Heavy Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipment)</p><p>Damage: 3d12+4 + 2d6</p><p>Critical: 20</p><p>Damage Type: balllistic +fire</p><p>Range Increment: 100 ft</p><p>Rate of Fire: S,A</p><p>Size: Large</p><p>Weight: 30 lb</p><p>Ammo: 40 box or linked</p><p>Purchase DC: 27 Mil (+3)</p><p>Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).</p><p>Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Heavy Bolter. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.</p><p>Ammunition: Box of 50 Heavy Bolts rounds has a PDC 13.</p><p>DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.</p><p>Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.</p><p></p><p><strong>Multi-Melta</strong></p><p>The Multi-Melta is a heavier version of the melta gun, typically with two barrels in an over-under design, with greater range and armour penetration, typically mounted on vehicles, although man portable version exist for the Space Marines of the Adeptus Astartes. The man-portable versions are incredibly power hungry and require two power packs to operate. They can work with one, however the payload is incredibly limited.</p><p></p><p>Multi-Melta (PL7-8 Exotic Firearms Proficiency, Adeptus Astartes Codex Equipment)</p><p>Damage: 1d6x10 +5</p><p>Critical: 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 100 ft</p><p>Rate of Fire: Single</p><p>Size: Large</p><p>Weight: 30 lbs</p><p>Ammo: 15 box, holds 2 power packs (total of 30)</p><p>Purchase DC: 29 Mil (+3)</p><p>Notes: Ignore 15 points of hardness/DR, Silent (-5 to detect the firing of the weapon), can only fire out to 5 range increments. Critical Vaporize, Inaccurate.</p><p>Inaccurate - Suffers -1 to attack rolls.</p><p>Critical Vaporize - Against organic targets, on a critical hit up to a large sized creature (typical humanoid), requires the target to make a Fort save DC 30 or be disintegrated. A successful save deals 8d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 32.</p><p></p><p><strong>Lascannon</strong></p><p>The lascannon is the heavier version of the lasgun, used as a heavy support weapon by the Imperial Guard, and only Space Marines are able to carry, otherwise they are mounted on vehicles, typically in pairs. The weapons are favoured for anti-tank work as they have high strength and armour-piercing abilities making it a formidable weapon. They have greater range and rate of fire over plasma cannons, but not quite the destructive power. The weapon can be powered by power packs, but it is generally powered by the power pack on the marine's armour, requiring it to be linked by a heavy power cable to the armour.</p><p></p><p>Lascannon (PL 6-7 Exotic/Heavy Firearms Proficiency, Imperium of Man)</p><p>Damage: 4d10+2</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 110 ft</p><p>Rate of Fire: Single</p><p>Size: Huge</p><p>Weight: 25 lbs</p><p>Ammo: 10 box</p><p>Purchase DC: 26 Mil (+3)</p><p>Notes: Ignore 5 points of hardness/DR (or ignore 5 points of Defense using RAW). If connected to the power systems of an Adeptus Astartes power armour, has 15 shot capacitor, recharges 1 shot ever 5 rounds of inactivity. The weapon, when connected to an Adeptus Astartes power armour, or dedicated power source, such as on a vehicle or power generator, the rate of fire changes to Semi.</p><p></p><p><strong>Assault Cannon</strong></p><p>The assault cannon is a heavy, automatic anti-personnel weapon commonly used on Terminator armoured Space Marines or as vehicle mounted weapons. It is a medium-calibre rotary autocannon with 6 barrels cycled by an electric motor past a single chamber.</p><p></p><p>Assault Cannon (PL6 Exotic/Heavy Firearms Proficiency, Adeptus Astartes Codex Equipment)</p><p>Damage: 3d10</p><p>Critical: 20</p><p>Damage Type: ballistic</p><p>Range Increment: 120 ft</p><p>Rate of Fire: A</p><p>Reflex Save DC: 17</p><p>Size: Huge</p><p>Weight: 30 lb</p><p>Ammo: linked</p><p>Purchase DC: 30 Mil (+3)</p><p>Notes: Medium sized creatures attempting to use the assault cannon suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the weapon. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.</p><p>When using burst fire feat, uses only 5 rounds of ammunition. Can be used to make multiple attacks as user has per round, if attacking the same target/spot for each attack in the same round, increase the Reflex DC by +1 for each following attack that round, resetting the next round, or if attacking a different target/spot.</p><p>Ammunition: Box of 5 belts of 50 rounds has a PDC 13.</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">Razorback Rikarius</span></strong></p><p>This variant was first seen in use by the Blood Raven Marine Chapter in M37 during a resurgence of Ork forces in Aurelian System. The Rikarius is armed with twin assault cannons on the turret and fitted with two Hurricane Bolters on the sides. Troop capacity is sacrificed to mount the hurricane bolters and provide enough ammunition for the weapons to allow it to fight for extended periods. An assault dozer blade is also standard.</p><p>Make following changes to Razorback to create Razorback Rikarius</p><p>Reduce passenger capacity to 0;</p><p>Replace twin-linked heavy bolters with twin-linked assault cannons (xx rounds each;</p><p>Add 2 hurricane bolters (xxxx rds each);</p><p>Add assault dozer blade;</p><p>PDC +2 Rare</p><p></p><p></p><p><strong>Hurricane Bolter</strong></p><p>Hurricane Bolters are a vehicle mounted weapon, typically found as a sponson or side mounted weapons, consisting of six co-axial boltguns. First introduced on the Land Raider Crusader.</p><p>Firing a .75 caliber self-propelled explosive Bolts that explodes within the target. These weapons are a heavy anti-infantry or light anti-armour weapons.</p><p></p><p>Hurricane Bolter (PL6 Vehicle/Heavy Firearms Proficiency)</p><p>Damage: 3d12+6 + 3d6</p><p>Critical: 20</p><p>Damage Type: ballistic +fire</p><p>Range Increment: 90 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 75 lb</p><p>Ammo: Linked</p><p>Purchase DC: 31 Mil (+3) Space Marines</p><p>Notes: Masterworked, +1 attack roll, Digital Ammo Counter, +4 attack roll (counting masterworked bonus), 3 round burst setting, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).</p><p>When using Autofire, affects a 20 ft x 20 ft area, Reflex Save DC 19 for half damage.</p><p></p><p><strong><span style="font-size: 18px">Porcupine Razorback</span></strong></p><p>This variant of the Razorback fits the Razorback with several remote controlled stormbolters and additional sensors, allow it to function as a close range, anti-missile, low-altitude aircraft and even anti-infantry vehicle. While each weapon is lighter than those of the Baal Predator, it is capable of attacking more targets at once, and performing additional roles. To the Tech Priests of Mars, the Porcupine is Heretek, and Marine chapters are officially banned from using it, however a few have deployed a few when they can.</p><p>Make following changes to Razorback to create Porcupine Razorback:</p><p>Increase crew to 4;</p><p>Reduce passenger capacity to 0;</p><p>Add 6 Stormbolter Turrets;</p><p>Add Additional Sensors;</p><p>PDC +2</p><p></p><p><strong>Stormbolter Turrets</strong></p><p>These remote turrets, four on the roof and two on sponsons on each side, are fitted with stormbolters controlled by two dedicated gunners, three each, and can be used in a few different manners. In offensive mode, the turrets can be used to attack up a total of 6 different targets (each attack will suffer -2 to attack rolls), or can attack up to 3 different targets with two turrets per target (dealing 50% more damage, and each attack only suffering -1 to attack rolls).</p><p>In Defensive mode, the system works like a point defense system, capable of attacking anything that comes within 75 ft of it, including missiles and rockets. Destroy Missiles, system has a 35% chance of destroying any missile or rocket that comes within range. Also can attack any enemy ground vehicle, aircraft, or humanoid target standing at least 6 ft tall as an attack of opportunity, dealing 3d12+6 ballistic + 3d6 fire to the target. Typically can make 4 such attacks per round.</p><p><span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Additional Sensors</strong></span></span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'Calibri'"><span style="font-size: 15px">The vehicle is fitted with motion sensors (200 ft), a radar, ballistic trajectory calculator and targeting systems. Adds +2 to attack rolls, allows it to detect movement within 200 ft (can detect moving invisible objects), and target aircraft without penalty.</span></span></span></p><p></p><p><strong><span style="font-size: 18px">Prospector</span></strong></p><p>This variant of the Razorback mounts a drilling rig on the front, used in sieges to break through walls and bunkers, then deploy a squad of marines in the new hole it just created. The drill on the front consists of a set of three cutting heads that rotate independently while the whole rotates, able to tear through most known substances, given time. The troop capacity is reduced to 4 troopers as more internal space is dedicated to the drill, its mountings and systems. The Prospector is slower than other Rhinos, but has additional armour, with a set of armour plates that fold up to protect the turret, typically heavy bolters, and angle debris off the top of the vehicle. Once a breach is created, the plates flip up and down to create cover from above for the troops standing beside the vehicle, which can be used if the vehicle parks beside the breach to provide some cover for infantry walking through the breach just made.</p><p>Make the following changes to Razorback to make a Prospector:</p><p>Reduce crew capacity to 4;</p><p>Increase HP to 70;</p><p>Increase Hardness to 27;</p><p>Add Siege Drill;</p><p>Add Cover Armour Plates;</p><p>PDC +2</p><p></p><p><strong>Siege Drill</strong></p><p>Mounted to the front of the vehicle is a drill rig. On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack. When used to drill through a structure, such as a wall, the driver makes a full round touch attack, dealing 4d6 points of slashing/piercing damage, ignoring 12 points of hardness, creating a hole as wide as the vehicle, 1 inch for every point of damage done over the objects DR. If the drills ability to bypass DR is greater than the object's DR, add an additional 1 inch for each point the DR is beaten. The touch attack must be made each round until the vehicle creates a hole to completely pass through. If the touch attack is a critical, increase the distance traveled by 50% round down.</p><p></p><p><strong>Cover Armour Plates</strong></p><p>When the vehicle is attempting to dig through an obstacle, the plates fold up over the roof, locking down over the turret, which renders it unusable, but prevents it from suffering any damage. The plates grant the vehicle an increase in DR from attacks from above by +2, kinetic attacks (bullets, slashing, piercing, bludgeoning, etc) deal 50% less damage, after hardness is factored in. The plates can lower to allow the Turret to be used, but once the drill is engages, the turret is covered.</p><p>Once a breach is created, the plates flip out to stick out over each side of the vehicle, which a marine can stand under, gaining complete cover from above.</p><p>Each plate has 20 hit points and hardness 25, kinetic attacks (bullets, slashing, piercing, bludgeoning, etc) deal 50% less damage, after hardness is factored in.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9130374, member: 6668634"] WH40K Space Marine transport [B][SIZE=7]Razorback[/SIZE][/B] The Razorback is a tracked, armoured vehicle used by Space Marine Chapters. It is based on the Rhino chassis and shares its features. The main difference between the Rhino and Razorback is the light weapon mounted on top, but has reduced passenger capacity. The Razorback lacks the stormbolter mounted above the commander/second crew member hatch, and instead mounts twin-linked heavy bolters in a remote controlled turret, although lascannons, heavy flamers or multi-melta can be fitted instead. Instead of 10 armoured troops carried, it can only carry 6 armoured troops. The block body with slopped front, tread vehicle is simple troop transport. There are three access ports for troops to egress/digress, with a ramp in the back and a door on each side. There are hatches over the driver and what would be the commander's positions. The Razorback uses an advanced flex-fuel power system that lets it use virtually any flammable liquid or gel, and with its highly efficient engine, it can go for quite a distance before requiring refueling, giving it a range of between 500 miles (for low grade alcohol) and 1200 miles (high grade gasoline or diesel type fuels). The it's also fully environmentally sealed, allowing it to function in any atmosphere or lack of one. The crew compartment can be sealed from the troop section. A fully amphibious design allows it to sail across rivers and lakes, although somewhat slowly, and can survive depths of up to 250 feet. Rhinos come equipped with a storm bolter on the roof above the second crew member station, and can be fitted with an external mounted hunter-killer missile. The Razorback is five squares long, 3 squares wide, weighing 31.5 tons empty, providing full cover to its occupants, anyone using one of the hatches on the roof only has half cover. [B]Razorback (PL6)[/B] Crew: 2 Passengers: 6 Cargo: 650 lb with people, empty 3 tons, tow 10 tons Init: -2 Maneuver: -2 Top Speed: 65 (6) / 30 (3) on water Defense: 8 Hardness: 25 Hit Points: 65 Size: Huge (-2 size) Purchase DC: 45 Restriction: Mil (+3) Space Marines Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 10 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), storm bolter mount, 6 smoke grenade launchers with 2 smoke grenades each, trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 10 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers. Notes: Can mount bulldozer blade on front. Can't transport space marines with jetpacks, Terminator armour or Primaris space marines. Has ports to connect Space Marine armour to recharge and quickly upload and download information. If fitted with energy weapons, the capacitor regenerates at a rate of 1 shot per 5 minutes of not firing. The Repair checks to fix or modify the are reduced by 5, and PDC for replacement parts are reduced by 1 Robust Design: The vehicle has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank. Multi-Environmental: The vehicle is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere. Weapons: Twin-Linked Heavy Bolters. - 120 ft, Reflex DC 19 [TABLE] [TR] [TD][COLOR=black][FONT=arial]Weapon[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Damage[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Critical[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Dam Type[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Range Incr[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]RoF[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Magazine[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Attack Bonus[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=arial]Twin-linked Heavy Bolters[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]4d12+6 +3d6[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Ballistic+ fire[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]100 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]S, A[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]2000 rds ea[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]+1[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=arial]Twin-linked Lascannons (optional)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]6d10+3[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Fire[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]110 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Single[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]50 shot capacitor[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]+1[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=arial]Twin-Linked Multi-Melta (optional)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]1d6x15 +8[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]20x3[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Fire/Energy[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]100 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Single[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]50 shot capacitor[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]+1[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=arial]Twin-Linked Heavy Flamer (optional)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]6d6[/FONT][/COLOR][/TD] [TD]-[/TD] [TD][COLOR=black][FONT=arial]Fire[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]75 foot long, 10 ft wide line, Reflex 17[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Semi[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]60 uses[/FONT][/COLOR][/TD] [TD][/TD] [/TR] [TR] [TD][COLOR=black][FONT=arial]Twin-Linked Assault Cannons (optional)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]4d10[/FONT][/COLOR][/TD] [TD]-[/TD] [TD][COLOR=black][FONT=arial]Ballistic[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=arial]120 ft, Reflex DC 19[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=arial]A[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]Linked 2500 rds ea[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=arial]+1[/FONT][/COLOR][/TD] [/TR] [/TABLE] [B][SIZE=6]Options[/SIZE] Reinforced Armour[/B] This adds additional armour plating and reinforcements. Add +10 HP Add +3 hardness Add +2 Defense PDC +1 [B]Assault Dozer Blade[/B] A large bull dozer type blade is mounted to the front of the vehicle. Adds 3d6 damage, half bludgeoning, half piercing to rams, the equipped vehicle doesn't suffer damage. When traveling through an area with mines, the blade sets off mines, suffering only half damage to the blade itself. Blade has hardness 20, 20 hit points. PDC 12 [B]Heavy Bolter[/B] The heavy bolter is a larger and heavier version of the bolt gun, generally used for anti-infantry or fire support roles. These weapons are used by many factions of the Imperium of Man, from the Imperial Guard as a heavy squad weapon, to the Space Marines as a heavy weapon. The larger projectile with more propellant gives it longer range and higher stopping power, making it capable of destroying light vehicles. A heavy carry handle on the top allows it to be carried easier, and fed from either a disintegrating belt or a 40-round high capacity box magazine. Heavy Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipment) Damage: 3d12+4 + 2d6 Critical: 20 Damage Type: balllistic +fire Range Increment: 100 ft Rate of Fire: S,A Size: Large Weight: 30 lb Ammo: 40 box or linked Purchase DC: 27 Mil (+3) Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage). Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Heavy Bolter. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. Ammunition: Box of 50 Heavy Bolts rounds has a PDC 13. DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27. Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses. [B]Multi-Melta[/B] The Multi-Melta is a heavier version of the melta gun, typically with two barrels in an over-under design, with greater range and armour penetration, typically mounted on vehicles, although man portable version exist for the Space Marines of the Adeptus Astartes. The man-portable versions are incredibly power hungry and require two power packs to operate. They can work with one, however the payload is incredibly limited. Multi-Melta (PL7-8 Exotic Firearms Proficiency, Adeptus Astartes Codex Equipment) Damage: 1d6x10 +5 Critical: 20x3 Damage Type: Fire/Energy Range Increment: 100 ft Rate of Fire: Single Size: Large Weight: 30 lbs Ammo: 15 box, holds 2 power packs (total of 30) Purchase DC: 29 Mil (+3) Notes: Ignore 15 points of hardness/DR, Silent (-5 to detect the firing of the weapon), can only fire out to 5 range increments. Critical Vaporize, Inaccurate. Inaccurate - Suffers -1 to attack rolls. Critical Vaporize - Against organic targets, on a critical hit up to a large sized creature (typical humanoid), requires the target to make a Fort save DC 30 or be disintegrated. A successful save deals 8d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 32. [B]Lascannon[/B] The lascannon is the heavier version of the lasgun, used as a heavy support weapon by the Imperial Guard, and only Space Marines are able to carry, otherwise they are mounted on vehicles, typically in pairs. The weapons are favoured for anti-tank work as they have high strength and armour-piercing abilities making it a formidable weapon. They have greater range and rate of fire over plasma cannons, but not quite the destructive power. The weapon can be powered by power packs, but it is generally powered by the power pack on the marine's armour, requiring it to be linked by a heavy power cable to the armour. Lascannon (PL 6-7 Exotic/Heavy Firearms Proficiency, Imperium of Man) Damage: 4d10+2 Critical: 20 Damage Type: Fire Range Increment: 110 ft Rate of Fire: Single Size: Huge Weight: 25 lbs Ammo: 10 box Purchase DC: 26 Mil (+3) Notes: Ignore 5 points of hardness/DR (or ignore 5 points of Defense using RAW). If connected to the power systems of an Adeptus Astartes power armour, has 15 shot capacitor, recharges 1 shot ever 5 rounds of inactivity. The weapon, when connected to an Adeptus Astartes power armour, or dedicated power source, such as on a vehicle or power generator, the rate of fire changes to Semi. [B]Assault Cannon[/B] The assault cannon is a heavy, automatic anti-personnel weapon commonly used on Terminator armoured Space Marines or as vehicle mounted weapons. It is a medium-calibre rotary autocannon with 6 barrels cycled by an electric motor past a single chamber. Assault Cannon (PL6 Exotic/Heavy Firearms Proficiency, Adeptus Astartes Codex Equipment) Damage: 3d10 Critical: 20 Damage Type: ballistic Range Increment: 120 ft Rate of Fire: A Reflex Save DC: 17 Size: Huge Weight: 30 lb Ammo: linked Purchase DC: 30 Mil (+3) Notes: Medium sized creatures attempting to use the assault cannon suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the weapon. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. When using burst fire feat, uses only 5 rounds of ammunition. Can be used to make multiple attacks as user has per round, if attacking the same target/spot for each attack in the same round, increase the Reflex DC by +1 for each following attack that round, resetting the next round, or if attacking a different target/spot. Ammunition: Box of 5 belts of 50 rounds has a PDC 13. [B][SIZE=6]Variants[/SIZE] [SIZE=5]Razorback Rikarius[/SIZE][/B] This variant was first seen in use by the Blood Raven Marine Chapter in M37 during a resurgence of Ork forces in Aurelian System. The Rikarius is armed with twin assault cannons on the turret and fitted with two Hurricane Bolters on the sides. Troop capacity is sacrificed to mount the hurricane bolters and provide enough ammunition for the weapons to allow it to fight for extended periods. An assault dozer blade is also standard. Make following changes to Razorback to create Razorback Rikarius Reduce passenger capacity to 0; Replace twin-linked heavy bolters with twin-linked assault cannons (xx rounds each; Add 2 hurricane bolters (xxxx rds each); Add assault dozer blade; PDC +2 Rare [B]Hurricane Bolter[/B] Hurricane Bolters are a vehicle mounted weapon, typically found as a sponson or side mounted weapons, consisting of six co-axial boltguns. First introduced on the Land Raider Crusader. Firing a .75 caliber self-propelled explosive Bolts that explodes within the target. These weapons are a heavy anti-infantry or light anti-armour weapons. Hurricane Bolter (PL6 Vehicle/Heavy Firearms Proficiency) Damage: 3d12+6 + 3d6 Critical: 20 Damage Type: ballistic +fire Range Increment: 90 ft Rate of Fire: S, A Size: Large Weight: 75 lb Ammo: Linked Purchase DC: 31 Mil (+3) Space Marines Notes: Masterworked, +1 attack roll, Digital Ammo Counter, +4 attack roll (counting masterworked bonus), 3 round burst setting, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage). When using Autofire, affects a 20 ft x 20 ft area, Reflex Save DC 19 for half damage. [B][SIZE=5]Porcupine Razorback[/SIZE][/B] This variant of the Razorback fits the Razorback with several remote controlled stormbolters and additional sensors, allow it to function as a close range, anti-missile, low-altitude aircraft and even anti-infantry vehicle. While each weapon is lighter than those of the Baal Predator, it is capable of attacking more targets at once, and performing additional roles. To the Tech Priests of Mars, the Porcupine is Heretek, and Marine chapters are officially banned from using it, however a few have deployed a few when they can. Make following changes to Razorback to create Porcupine Razorback: Increase crew to 4; Reduce passenger capacity to 0; Add 6 Stormbolter Turrets; Add Additional Sensors; PDC +2 [B]Stormbolter Turrets[/B] These remote turrets, four on the roof and two on sponsons on each side, are fitted with stormbolters controlled by two dedicated gunners, three each, and can be used in a few different manners. In offensive mode, the turrets can be used to attack up a total of 6 different targets (each attack will suffer -2 to attack rolls), or can attack up to 3 different targets with two turrets per target (dealing 50% more damage, and each attack only suffering -1 to attack rolls). In Defensive mode, the system works like a point defense system, capable of attacking anything that comes within 75 ft of it, including missiles and rockets. Destroy Missiles, system has a 35% chance of destroying any missile or rocket that comes within range. Also can attack any enemy ground vehicle, aircraft, or humanoid target standing at least 6 ft tall as an attack of opportunity, dealing 3d12+6 ballistic + 3d6 fire to the target. Typically can make 4 such attacks per round. [COLOR=black][FONT=Calibri] [SIZE=4][B]Additional Sensors[/B][/SIZE][/FONT][/COLOR] [SIZE=4] [/SIZE] [COLOR=black][FONT=Calibri][SIZE=4]The vehicle is fitted with motion sensors (200 ft), a radar, ballistic trajectory calculator and targeting systems. Adds +2 to attack rolls, allows it to detect movement within 200 ft (can detect moving invisible objects), and target aircraft without penalty.[/SIZE][/FONT][/COLOR] [B][SIZE=5]Prospector[/SIZE][/B] This variant of the Razorback mounts a drilling rig on the front, used in sieges to break through walls and bunkers, then deploy a squad of marines in the new hole it just created. The drill on the front consists of a set of three cutting heads that rotate independently while the whole rotates, able to tear through most known substances, given time. The troop capacity is reduced to 4 troopers as more internal space is dedicated to the drill, its mountings and systems. The Prospector is slower than other Rhinos, but has additional armour, with a set of armour plates that fold up to protect the turret, typically heavy bolters, and angle debris off the top of the vehicle. Once a breach is created, the plates flip up and down to create cover from above for the troops standing beside the vehicle, which can be used if the vehicle parks beside the breach to provide some cover for infantry walking through the breach just made. Make the following changes to Razorback to make a Prospector: Reduce crew capacity to 4; Increase HP to 70; Increase Hardness to 27; Add Siege Drill; Add Cover Armour Plates; PDC +2 [B]Siege Drill[/B] Mounted to the front of the vehicle is a drill rig. On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack. When used to drill through a structure, such as a wall, the driver makes a full round touch attack, dealing 4d6 points of slashing/piercing damage, ignoring 12 points of hardness, creating a hole as wide as the vehicle, 1 inch for every point of damage done over the objects DR. If the drills ability to bypass DR is greater than the object's DR, add an additional 1 inch for each point the DR is beaten. The touch attack must be made each round until the vehicle creates a hole to completely pass through. If the touch attack is a critical, increase the distance traveled by 50% round down. [B]Cover Armour Plates[/B] When the vehicle is attempting to dig through an obstacle, the plates fold up over the roof, locking down over the turret, which renders it unusable, but prevents it from suffering any damage. The plates grant the vehicle an increase in DR from attacks from above by +2, kinetic attacks (bullets, slashing, piercing, bludgeoning, etc) deal 50% less damage, after hardness is factored in. The plates can lower to allow the Turret to be used, but once the drill is engages, the turret is covered. Once a breach is created, the plates flip out to stick out over each side of the vehicle, which a marine can stand under, gaining complete cover from above. Each plate has 20 hit points and hardness 25, kinetic attacks (bullets, slashing, piercing, bludgeoning, etc) deal 50% less damage, after hardness is factored in. [/QUOTE]
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