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<blockquote data-quote="kronos182" data-source="post: 9311788" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Armacham Corporation</span></strong></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: #333333"><span style="font-family: 'Arial'"><strong>Owner</strong>: Board of Directors, including Genevieve Aristide, Carson Salyers</span></span></p><p><span style="color: #333333"><span style="font-family: 'Arial'"><strong>Central Offices:</strong> Tornado Alley, Sioux Falls, South Dakota</span></span></p><p><span style="color: #333333"><span style="font-family: 'Arial'"><strong>Regional Offices: </strong>Offices, research facilities and sales locations in major countries and in major trading hubs across the Sol system.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Arial'"><strong>Majority Stockholder: </strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Arial'"><strong>Information:</strong> Advanced technology research and manufacturer from the F.E.A.R. Series universe, primarily for military applications, including aerospace. They also do research into super soldiers, mech and combating supernatural. Access to technology from other factions in Coreline has allowd Armacham to expand their products and research.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Arial'"><strong>Secret Agenda:</strong> Capture, control, and even create advanced technologies, supernatural beings and powers. Some parts of Armacham function independently of other parts, creating different technologies and supernatural beings to study and create super soldiers from. They want to become the main manufacturer and researcher for advanced technologies, and will use any means necessary, including various black ops, secret departments given cart blanch with vague directives towards these goals.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Arial'"><strong>Services: </strong>Weapons and advanced technologies, primarily for military applications from weapons, armour, power armoured, and aircraft. Expanding into mechs, super soldiers, psychic powers and other technologies.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Armacham 10mm HV Penetrator</strong></span></span></p><p><span style="font-family: 'Calibri'">The Armacham HV Penetrator is essentially a weapons-grade nail gun used by Replica forces, firing 10mm steel stakes at lethal speeds, with the ability to pin opponents to walls or other objects. Highly accurate and the stake ammunition has high armour penetration capabilities, but it has a slow rate of fire. The weapon has a rubber stock, with a thick frame, and a round forward handle for better stabilization when firing. The ammunition clip is large due to the stake ammunition.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Armacham 10mm HV Penetrator (PL5)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d10*</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Piercing</span></p><p><span style="font-family: 'Calibri'">Range Increment: 60 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 25 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 21 Res (+2), ammunition PDC for 4 for 50 rounds.</span></p><p><span style="font-family: 'Calibri'">Notes: Ignores 2 points of Defense provided by Equipment or Natural. If used against unarmoured target damage is only 2d8. Targets of medium size or smaller must make a Fort save DC 15 or be knocked back 5 feet and if failed by 5 or more, knocked prone. If the target strikes a solid object, the target is pinned to that object. Able to defend, but can't move until they remove the stake, requiring a Strength DC 14 check.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>ASP Rifle</strong></span></span></p><p><span style="font-family: 'Calibri'">The Baksha ASP rifle is a bullpup rifle based on the Tavor TAR-21 used by the Israeli Forces, but chambered to use 7.62mm rounds instead of 5.56mm, has a three-round burst mode, an electro-optical scope mounted on top. The heavier calibre makes the rifle a little heavier than the TAR-21</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">ASP Rifle (PL5)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d10</span></p><p><span style="font-family: 'Calibri'">Critical: 2-</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 75 ft (not counting use of scope)</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 12 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 30 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22</span></p><p><span style="font-family: 'Calibri'">Notes: Features a three-round burst setting. When the three-round burst used with Burst Fire feat, it fires only three bullets instead of five, and can be used with only three bullets in the weapon. Does not grant the use ability to make burst fire attacks without the Burst Fire Feat, without the feat uses 5 bullets, wasting the extra two bullets.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>MOD-3 Multi-Rocket Launcher</strong></span></span></p><p><span style="font-family: 'Calibri'">The MOD-3 is a rifle shaped dual barrel rocket launcher, firing grenade sized rockets. It is capable of autofire attacks, with a three-round burst setting, but is very inaccurate in this setting.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">MOD-3 Multi-Rocket Launcher (PL5-6)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d6+3</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2*</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic + fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 120 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 19 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 15 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 25 Mil +3</span></p><p><span style="font-family: 'Calibri'">Notes: Damage dealt to target struck, plus half to 15 foot radius Reflex Save DC 15. Critical damage only affects target struck. Has three-round burst setting. When the three-round burst used with Burst Fire feat, it fires only three bullets instead of five, and can be used with only three bullets in the weapon. Does not grant the use ability to make burst fire attacks without the Burst Fire Feat, without the feat uses 5 bullets, wasting the extra two bullets.</span></p><p><span style="font-family: 'Calibri'">Autofire and Burst Fire suffer additional -2 to attack rolls. </span></p><p><span style="font-family: 'Calibri'">Rockets PDC 13 for box of 5.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Type-7 Particle Weapon</strong></span></span></p><p><span style="font-family: 'Calibri'">The Type-7 is a particle beam based sniper weapon developed by Armacham. It deals high damage, but low rate of fire and ammunition. On a kill shot, the flesh and items with low burning point are vaporized, leaving behind a blackened skeleton.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Type-7 (PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 5d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Unspecified Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 150 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 21 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 10 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 26 Mil +3</span></p><p><span style="font-family: 'Calibri'">Notes: If target is killed by this weapon, the flesh and clothing (normal clothing, not special armour materials) of the killed target is vaporized and leaving behind a blackened skeleton and equipment. Foes within 30 ft of the dead target must make a Will save DC 15 or be Shakened. Built in electro-opitcal scope.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Rev6 Powered Armour</strong></span></span></p><p><span style="font-family: 'Calibri'">The Rev6 power armour is large, with a well armoured ovoid top half, that narrows around the user's lower abdomen for flexibility, the arms extend from the top of the suit and end in a heavy weapon each. The wearer's own arms are armoured and slot into the lower forearm of the armour's arms to fire the weapons. When not using the weapons, the main arms rotate and fold so the weapons tuck back and the wearer can use their own arms and hands to pick up or manipulate items. The mounts on the arms are modular allowing for different weapons to be mounted from rocket launchers, lasers heavy machine guns and others. The arms can also be used to make melee strikes</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Rev6 (PL5-6)</span></p><p><span style="font-family: 'Calibri'">Type: Powered Armour</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +8</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Max Dex: +0</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -8</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 20 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 250 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 26 Mil +3</span></p><p><span style="font-family: 'Calibri'">Restriction: Military +3</span></p><p><span style="font-family: 'Calibri'">Notes: DR 5, thermal vision, night vision (60 ft, -1 spot), air filters (+4 saves), flash blinders (+4 to saves against sight based attacks), military radio with video and data transfer, 2 weapon mounts (1 each arm), chest mounted spotlight. Weight of armour is carried by its servos and doesn't count against wear's weight capacity. Slam attack 1d6 + modified Str modifier.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Andra SR5 Missile Launcher</strong></span></span></p><p><span style="font-family: 'Calibri'">The Andra SR5 is a man portable missile launcher. What separates it from rocket launchers is the warhead has its own tracking systems that allow it to attempt strike the target if first attempt fails. It has a soft-launch system that limits the infrared and visual signatures of the launch to make it harder to find the firer from a distance. It has a 5 round magazine feed system to allow for multiple shots.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Andra SR5 (PL5)</span></p><p><span style="font-family: 'Calibri'">Damage: 6d6</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Damage Type: half slashing/half fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 200 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Ammo: 5 box</span></p><p><span style="font-family: 'Calibri'">PDC: 20 Mil (+3). </span></p><p><span style="font-family: 'Calibri'">Notes: Targeting system +1 to attack rolls. If fails to strike, has an attack bonus of +4 and can attempt to attack target up to 4 times before failsafe system self detonates the missile if it misses. Deals 6d6 points of damage to all within 10 ft radius, Reflex Save DC 16 for half damage. Can ignore up to 8 points of hardness/DR to target struck but not those in the blast radius. Minimum range of 30 feet, only deals 2d6 ballistic damage to any targets within 30 ft as warhead doesn't arm. Replacing magazine takes 1 full round, or 1 standard action with help from another person.</span></p><p><span style="font-family: 'Calibri'">Missile PDC 16 for box of 5.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Armacham 14mm HV Hammerhead</strong></span></span></p><p><span style="font-family: 'Calibri'">The HV Hammerhead is a heavy flechette driver, firing hardened 14mm spikes, typically used by heavy weapons soldiers or light power armour. With the ability to pin opponents to walls or other objects gives some combat options. Highly accurate and the stake ammunition has high armour penetration capabilities, but it has a slow rate of fire. The weapon has a rubber stock, with a thick frame, and a round forward handle for better stabilization when firing. The ammunition clip is large due to the stake ammunition.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Armacham 14mm HV Hammerhead (PL5)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d12*</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Piercing</span></p><p><span style="font-family: 'Calibri'">Range Increment: 75 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 18 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 25 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 23 Mil (+2), ammunition PDC for 8 for 50 rounds. DU rounds PDC 18 for box of 50 Mil +3</span></p><p><span style="font-family: 'Calibri'">Notes: Ignores 2 points of Defense provided by Equipment or Natural. If used against unarmoured target damage is only 2d10. Targets of medium size or smaller must make a Fort save DC 15 or be knocked back 5 feet and if failed by 5 or more, knocked prone. If the target strikes a solid object, the target is pinned to that object. Able to defend, but can't move until they remove the stake, requiring a Strength DC 15 check.</span></p><p><span style="font-family: 'Calibri'">DU (depleted Uranium) rounds ignore 5 hardness/DR from equipment or Natural, plus add 1d4 points of fire damage against metallic armour.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Armacham Type-12 Pulse Weapon</strong></span></span></p><p><span style="font-family: 'Calibri'">The Type-12 is an energy weapon that fires superheated coherent energy, capable of evaporating the soft tissue of organisms within several feet of the burst. Unfortunately it has a limited ammunition capacity and rate of fire.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Type-12 (PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 8d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 70 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 22 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 10 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 28 Mil-Rare +3 to +4</span></p><p><span style="font-family: 'Calibri'">Notes: Deals half damage to 5 foot radius area, Reflex save DC 15. If target is killed by this weapon, the flesh and clothing (normal clothing, not special armour materials) of the killed target is vaporized and leaving behind a blackened skeleton and equipment. Foes within 30 ft of the dead target must make a Will save DC 15 or be Shakened. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Blazer LM10 Napalm Cannon</strong></span></span></p><p><span style="font-family: 'Calibri'">This long rifle is actually a flamethrower, but instead of firing a stream of flaming napalm, it fires a concentrated burst, which gives it good range. The burst of napalm upon striking a target bursts in a small radius. The napalm is contained in a small cylinder on the left side of the weapon ahead of the forward grip.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Blazer LM10 (PL5-6)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d6</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 65 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 17 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 10 cylinder</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 20 Mil +3</span></p><p><span style="font-family: 'Calibri'">Notes: Deals half damage to 5 foot radius, Reflex DC 14 for half. Targets struck are on fire, takes full round action to remove the napalm, deals 1d6 points of fire each round for 1d6+1 until scrapped off.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>R3 Incendiary Grenade</strong></span></span></p><p><span style="font-family: 'Calibri'">This grenade uses a thickened polyphoric agent, that ignites when it contacts air, burning at 1200 degrees Celsius. These grenades have a red stripe and are designed for slightly improved throwing range.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">R3</span></p><p><span style="font-family: 'Calibri'">Damage: 4d8</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire</span></p><p><span style="font-family: 'Calibri'">Burst Radius: 15 ft</span></p><p><span style="font-family: 'Calibri'">Reflex DC: 17</span></p><p><span style="font-family: 'Calibri'">Range Inc: 15 ft</span></p><p><span style="font-family: 'Calibri'">Size: Tiny</span></p><p><span style="font-family: 'Calibri'">Weight: 2 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 17 Mil +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Shark FL-3 Laser</strong></span></span></p><p><span style="font-family: 'Calibri'">The Shark FL-3 is a powerful but rare anti-armour weapon produced by Armacham. While each shot is weak, its continuous beam, applied over time, quickly builds up damage. It has the advantage to bypass most energy shielding.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Shark FL-3 (PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 1d8*</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 50 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 100 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 26 Mil - Rare +3 to +4</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Notes: Fires a continuous beam, for each round user makes successful attack without missing any attacks, increase damage by +1 die and add ignore hardness/DR +2.</span></p><p><span style="font-family: 'Calibri'">Autofire and Strafe attacks have Reflex save DC 18 for half damage.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9311788, member: 6668634"] [FONT=Calibri][B][SIZE=7]Armacham Corporation[/SIZE][/B] [/FONT] [COLOR=#333333][FONT=Arial][B]Owner[/B]: Board of Directors, including Genevieve Aristide, Carson Salyers [B]Central Offices:[/B] Tornado Alley, Sioux Falls, South Dakota [B]Regional Offices: [/B]Offices, research facilities and sales locations in major countries and in major trading hubs across the Sol system. [B]Majority Stockholder: Information:[/B] Advanced technology research and manufacturer from the F.E.A.R. Series universe, primarily for military applications, including aerospace. They also do research into super soldiers, mech and combating supernatural. Access to technology from other factions in Coreline has allowd Armacham to expand their products and research. [B]Secret Agenda:[/B] Capture, control, and even create advanced technologies, supernatural beings and powers. Some parts of Armacham function independently of other parts, creating different technologies and supernatural beings to study and create super soldiers from. They want to become the main manufacturer and researcher for advanced technologies, and will use any means necessary, including various black ops, secret departments given cart blanch with vague directives towards these goals. [B]Services: [/B]Weapons and advanced technologies, primarily for military applications from weapons, armour, power armoured, and aircraft. Expanding into mechs, super soldiers, psychic powers and other technologies.[/FONT][/COLOR] [FONT=Calibri] [SIZE=5][B]Armacham 10mm HV Penetrator[/B][/SIZE] The Armacham HV Penetrator is essentially a weapons-grade nail gun used by Replica forces, firing 10mm steel stakes at lethal speeds, with the ability to pin opponents to walls or other objects. Highly accurate and the stake ammunition has high armour penetration capabilities, but it has a slow rate of fire. The weapon has a rubber stock, with a thick frame, and a round forward handle for better stabilization when firing. The ammunition clip is large due to the stake ammunition. Armacham 10mm HV Penetrator (PL5) Damage: 2d10* Critical: 20 Damage Type: Piercing Range Increment: 60 ft Rate of Fire: Single Size: Medium Weight: 15 lbs Ammo: 25 box Purchase DC: 21 Res (+2), ammunition PDC for 4 for 50 rounds. Notes: Ignores 2 points of Defense provided by Equipment or Natural. If used against unarmoured target damage is only 2d8. Targets of medium size or smaller must make a Fort save DC 15 or be knocked back 5 feet and if failed by 5 or more, knocked prone. If the target strikes a solid object, the target is pinned to that object. Able to defend, but can't move until they remove the stake, requiring a Strength DC 14 check. [SIZE=5][B]ASP Rifle[/B][/SIZE] The Baksha ASP rifle is a bullpup rifle based on the Tavor TAR-21 used by the Israeli Forces, but chambered to use 7.62mm rounds instead of 5.56mm, has a three-round burst mode, an electro-optical scope mounted on top. The heavier calibre makes the rifle a little heavier than the TAR-21 ASP Rifle (PL5) Damage: 2d10 Critical: 2- Damage Type: Ballistic Range Increment: 75 ft (not counting use of scope) Rate of Fire: S, A Size: Large Weight: 12 lbs Ammo: 30 box Purchase DC: 22 Notes: Features a three-round burst setting. When the three-round burst used with Burst Fire feat, it fires only three bullets instead of five, and can be used with only three bullets in the weapon. Does not grant the use ability to make burst fire attacks without the Burst Fire Feat, without the feat uses 5 bullets, wasting the extra two bullets. [SIZE=5][B]MOD-3 Multi-Rocket Launcher[/B][/SIZE] The MOD-3 is a rifle shaped dual barrel rocket launcher, firing grenade sized rockets. It is capable of autofire attacks, with a three-round burst setting, but is very inaccurate in this setting. MOD-3 Multi-Rocket Launcher (PL5-6) Damage: 3d6+3 Critical: 20x2* Damage Type: Ballistic + fire Range Increment: 120 ft Rate of Fire: S, A Size: Large Weight: 19 lbs Ammo: 15 box Purchase DC: 25 Mil +3 Notes: Damage dealt to target struck, plus half to 15 foot radius Reflex Save DC 15. Critical damage only affects target struck. Has three-round burst setting. When the three-round burst used with Burst Fire feat, it fires only three bullets instead of five, and can be used with only three bullets in the weapon. Does not grant the use ability to make burst fire attacks without the Burst Fire Feat, without the feat uses 5 bullets, wasting the extra two bullets. Autofire and Burst Fire suffer additional -2 to attack rolls. Rockets PDC 13 for box of 5. [SIZE=5][B]Type-7 Particle Weapon[/B][/SIZE] The Type-7 is a particle beam based sniper weapon developed by Armacham. It deals high damage, but low rate of fire and ammunition. On a kill shot, the flesh and items with low burning point are vaporized, leaving behind a blackened skeleton. Type-7 (PL6) Damage: 5d6 Critical: 20x3 Damage Type: Unspecified Energy Range Increment: 150 ft Rate of Fire: Single Size: Large Weight: 21 lbs Ammo: 10 box Purchase DC: 26 Mil +3 Notes: If target is killed by this weapon, the flesh and clothing (normal clothing, not special armour materials) of the killed target is vaporized and leaving behind a blackened skeleton and equipment. Foes within 30 ft of the dead target must make a Will save DC 15 or be Shakened. Built in electro-opitcal scope. [SIZE=5][B]Rev6 Powered Armour[/B][/SIZE] The Rev6 power armour is large, with a well armoured ovoid top half, that narrows around the user's lower abdomen for flexibility, the arms extend from the top of the suit and end in a heavy weapon each. The wearer's own arms are armoured and slot into the lower forearm of the armour's arms to fire the weapons. When not using the weapons, the main arms rotate and fold so the weapons tuck back and the wearer can use their own arms and hands to pick up or manipulate items. The mounts on the arms are modular allowing for different weapons to be mounted from rocket launchers, lasers heavy machine guns and others. The arms can also be used to make melee strikes Rev6 (PL5-6) Type: Powered Armour Equipment Bonus: +8 Nonprof. Bonus: +5 Str Bonus: +3 Nonprof Str Bonus: +1 Max Dex: +0 Armour Penalty: -8 Speed (30 ft): 20 ft Weight: 250 lbs Purchase DC: 26 Mil +3 Restriction: Military +3 Notes: DR 5, thermal vision, night vision (60 ft, -1 spot), air filters (+4 saves), flash blinders (+4 to saves against sight based attacks), military radio with video and data transfer, 2 weapon mounts (1 each arm), chest mounted spotlight. Weight of armour is carried by its servos and doesn't count against wear's weight capacity. Slam attack 1d6 + modified Str modifier. [SIZE=5][B]Andra SR5 Missile Launcher[/B][/SIZE] The Andra SR5 is a man portable missile launcher. What separates it from rocket launchers is the warhead has its own tracking systems that allow it to attempt strike the target if first attempt fails. It has a soft-launch system that limits the infrared and visual signatures of the launch to make it harder to find the firer from a distance. It has a 5 round magazine feed system to allow for multiple shots. Andra SR5 (PL5) Damage: 6d6 Critical: - Damage Type: half slashing/half fire Range Increment: 200 ft Rate of Fire: Single Ammo: 5 box PDC: 20 Mil (+3). Notes: Targeting system +1 to attack rolls. If fails to strike, has an attack bonus of +4 and can attempt to attack target up to 4 times before failsafe system self detonates the missile if it misses. Deals 6d6 points of damage to all within 10 ft radius, Reflex Save DC 16 for half damage. Can ignore up to 8 points of hardness/DR to target struck but not those in the blast radius. Minimum range of 30 feet, only deals 2d6 ballistic damage to any targets within 30 ft as warhead doesn't arm. Replacing magazine takes 1 full round, or 1 standard action with help from another person. Missile PDC 16 for box of 5. [SIZE=5][B]Armacham 14mm HV Hammerhead[/B][/SIZE] The HV Hammerhead is a heavy flechette driver, firing hardened 14mm spikes, typically used by heavy weapons soldiers or light power armour. With the ability to pin opponents to walls or other objects gives some combat options. Highly accurate and the stake ammunition has high armour penetration capabilities, but it has a slow rate of fire. The weapon has a rubber stock, with a thick frame, and a round forward handle for better stabilization when firing. The ammunition clip is large due to the stake ammunition. Armacham 14mm HV Hammerhead (PL5) Damage: 2d12* Critical: 20 Damage Type: Piercing Range Increment: 75 ft Rate of Fire: S, A Size: Large Weight: 18 lbs Ammo: 25 box Purchase DC: 23 Mil (+2), ammunition PDC for 8 for 50 rounds. DU rounds PDC 18 for box of 50 Mil +3 Notes: Ignores 2 points of Defense provided by Equipment or Natural. If used against unarmoured target damage is only 2d10. Targets of medium size or smaller must make a Fort save DC 15 or be knocked back 5 feet and if failed by 5 or more, knocked prone. If the target strikes a solid object, the target is pinned to that object. Able to defend, but can't move until they remove the stake, requiring a Strength DC 15 check. DU (depleted Uranium) rounds ignore 5 hardness/DR from equipment or Natural, plus add 1d4 points of fire damage against metallic armour. [SIZE=5][B]Armacham Type-12 Pulse Weapon[/B][/SIZE] The Type-12 is an energy weapon that fires superheated coherent energy, capable of evaporating the soft tissue of organisms within several feet of the burst. Unfortunately it has a limited ammunition capacity and rate of fire. Type-12 (PL6) Damage: 8d6 Critical: 20x3 Damage Type: Fire Range Increment: 70 ft Rate of Fire: Single Size: Large Weight: 22 lbs Ammo: 10 box Purchase DC: 28 Mil-Rare +3 to +4 Notes: Deals half damage to 5 foot radius area, Reflex save DC 15. If target is killed by this weapon, the flesh and clothing (normal clothing, not special armour materials) of the killed target is vaporized and leaving behind a blackened skeleton and equipment. Foes within 30 ft of the dead target must make a Will save DC 15 or be Shakened. [SIZE=5][B]Blazer LM10 Napalm Cannon[/B][/SIZE] This long rifle is actually a flamethrower, but instead of firing a stream of flaming napalm, it fires a concentrated burst, which gives it good range. The burst of napalm upon striking a target bursts in a small radius. The napalm is contained in a small cylinder on the left side of the weapon ahead of the forward grip. Blazer LM10 (PL5-6) Damage: 3d6 Critical: - Damage Type: Fire Range Increment: 65 ft Rate of Fire: Semi Size: Large Weight: 17 lbs Ammo: 10 cylinder Purchase DC: 20 Mil +3 Notes: Deals half damage to 5 foot radius, Reflex DC 14 for half. Targets struck are on fire, takes full round action to remove the napalm, deals 1d6 points of fire each round for 1d6+1 until scrapped off. [SIZE=5][B]R3 Incendiary Grenade[/B][/SIZE] This grenade uses a thickened polyphoric agent, that ignites when it contacts air, burning at 1200 degrees Celsius. These grenades have a red stripe and are designed for slightly improved throwing range. R3 Damage: 4d8 Critical: - Damage Type: Fire Burst Radius: 15 ft Reflex DC: 17 Range Inc: 15 ft Size: Tiny Weight: 2 lbs PDC: 17 Mil +3 [SIZE=5][B]Shark FL-3 Laser[/B][/SIZE] The Shark FL-3 is a powerful but rare anti-armour weapon produced by Armacham. While each shot is weak, its continuous beam, applied over time, quickly builds up damage. It has the advantage to bypass most energy shielding. Shark FL-3 (PL6) Damage: 1d8* Critical: 19-20x2 Damage Type: Fire Range Increment: 50 ft Rate of Fire: Semi, A Size: Large Weight: 15 lbs Ammo: 100 box Purchase DC: 26 Mil - Rare +3 to +4 Notes: Fires a continuous beam, for each round user makes successful attack without missing any attacks, increase damage by +1 die and add ignore hardness/DR +2. Autofire and Strafe attacks have Reflex save DC 18 for half damage.[/FONT] [/QUOTE]
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