Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9382966" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Thin Man</span></strong></span></p><p><span style="font-family: 'Calibri'">Thin Men are unnervingly human-looking Sectoid aliens that serve as infiltrators. They are tall, standing over 6 feet, with black hair and wear blue suits and sunglasses. While they initially pass as human, their elongated bodies and unnatural flexibility betray their true nature. Closer inspection also reveals several patches of mottled green skin around their wrists and neck, and reptilian eyes. They are quite agile and fast, able to leap great distances and can unhinge their jaws to release an acidic spit in a cloud, which is also expelled upon their deaths. </span></p><p><span style="font-family: 'Calibri'">Besides a suit and sunglasses, they are equipped with a plasma rifle, which combined with their agility and ability to leap about, they are dangerous foes.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Thin Man</strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid (alien)</span></p><p><span style="font-family: 'Calibri'">Size: medium </span></p><p><span style="font-family: 'Calibri'">CR: 2</span></p><p><span style="font-family: 'Calibri'">Hit Points: 3d8; 16 hp</span></p><p><span style="font-family: 'Calibri'">Mas: 10</span></p><p><span style="font-family: 'Calibri'">Init: +4</span></p><p><span style="font-family: 'Calibri'">Speed: 40 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16, touch 14, flat-footed 12 (+4 Dex, +2 Natural)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +2 / +2</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: +7 ranged plasma rifle (3d10, 90 ft, 100 box), or slam +2 melee (1d4)</span></p><p><span style="font-family: 'Calibri'">Special Attack: Poison Spit +5 ranged</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Leaper, Cover User</span></p><p><span style="font-family: 'Calibri'">Allegiances: Sectoid</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +1, Reflex +7, Will +3</span></p><p><span style="font-family: 'Calibri'">Reputation: +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 10, Dex 18, Con 10, Int 14, Wis 14, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Computer Use +2, Disguise +5, Jump +10, Listen +5, Search +5, Spot +5</span></p><p><span style="font-family: 'Calibri'">Possessions: Plasma rifle, 3 stun grenades</span></p><p><span style="font-family: 'Calibri'">Organization: individuals, pairs, team (2 to 6), squad (8 to 12)</span></p><p><span style="font-family: 'Calibri'">Advancement: 2-8 HD medium size</span></p><p> </p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">Thin Men are highly accurate with their plasma rifles, and will make use of cover, high ground and flanking maneuvers. They can easily cover distance by leaping about to get into better positions or get to cover. They also use their spit attack to use against entrenched enemies they can't reach with their plasma rifles. If they know they are about to die, they will charge enemies so upon their death, the acid cloud they release upon death will catch as many enemies as possible.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Poison Spit</strong></span></p><p><span style="font-family: 'Calibri'">As a full attack, the Thin Man can spit a glob of acid spit, as a ranged touch attack, up to 50 ft away which then spreads into a cloud 15 ft radius burst, dealing 3d6 points of acid damage, Reflex save DC 15 for half damage. The cloud lasts for 3 rounds except in strong winds. Usable once every 1d4 rounds.</span></p><p><span style="font-family: 'Calibri'">When a Thin Man is killed, the same cloud is released where the Thin Man is killed and lasts for 2 rounds.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Leaper</strong></span></p><p><span style="font-family: 'Calibri'">The Thin Man is able to leap incredible distances, gains a +10 to Jump checks, not restricted in height and distance. Can easily leap 50 feet across and 25 feet up. When making a charge attack, can make a Jump check DC 15 to leap upon the target, adding +1 damage per 5 points beats the DC.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Cover User</strong></span></p><p><span style="font-family: 'Calibri'">When making use of cover, gains additional +1 to Defense and Reflex saves, and +1 to attack rolls.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Floater</span></strong></span></p><p><span style="font-family: 'Calibri'">Floaters are monstrous cyborgs powered by pairs of twin mounted jets, which give them the ability to hover. They are heavily loaded with mechanical parts, and are just a torso, with head and arms, carrying light plasma rifle. They hover around head height typically, but will raise up higher to keep out of reach and use the height advantage to improved accuracy. Being airborne gives them excellent mobility, able to get into flanking position easily and get behind enemy positions. They also don't set off traps that would normally be triggered by infantry. Besides the plasma rifles they carry, the long arms and hands are tipped with razor sharp claws they use to rack the heads of infantry they attack.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Floater</strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid (alien)</span></p><p><span style="font-family: 'Calibri'">Size: medium </span></p><p><span style="font-family: 'Calibri'">CR: 3</span></p><p><span style="font-family: 'Calibri'">Hit Points: 5d8+5; 25 hp</span></p><p><span style="font-family: 'Calibri'">Mas: 10</span></p><p><span style="font-family: 'Calibri'">Init: +4</span></p><p><span style="font-family: 'Calibri'">Speed: 50 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural) +1 when moves</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +3 / +3</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 10 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: +9 ranged plasma carbine (3d10, 70 ft, 100 box), or claws +4 melee (1d6 slashing, 19-20x3)</span></p><p><span style="font-family: 'Calibri'">Special Attack: Launch</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Redundant/Reinforced Cybernetics, Flyer, Evasive</span></p><p><span style="font-family: 'Calibri'">Allegiances: Sectoid</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +2, Reflex +7, Will +2</span></p><p><span style="font-family: 'Calibri'">Reputation: +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 10, Dex 18, Con 10, Int 12, Wis 12, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Computer Use +2, Listen +5, Navigate +4, Search +5, Spot +5</span></p><p><span style="font-family: 'Calibri'">Possessions: Plasma rifle</span></p><p><span style="font-family: 'Calibri'">Organization: individuals, pairs, team (2 to 6), squad (8 to 12)</span></p><p><span style="font-family: 'Calibri'">Advancement: 6-12 HD medium size</span></p><p> </p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">Floaters move about the battlefield, keeping above their enemies and using their plasma carbines to blast enemies, and will charge foes and slash with their claws on the end of their long arms while keeping out of reach of those on the ground. They will work with other Floaters and Thin Man to flank targets, quickly relocating to get into optimal positions.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Launch</strong></span></p><p><span style="font-family: 'Calibri'">The Floater can release a sudden boost of energy and speed form its jets, allowing it to relocate to anywhere close by within seconds. As a full round action, the floater can charge across the battlefield up to 150 ft away, making a melee attack like a normal charge attack, dealing double normal melee damage, gaining +2 to attack, but suffering -2 to Defense.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Flyer</strong></span></p><p><span style="font-family: 'Calibri'">The Floater is constantly flying by using the jets on its back. It doesn't touch the ground unless knocked out of the sky, and then moves at a speed of 5, and can only attack or move. As it constantly flies, it doesn't trigger any traps on the ground. It also gains +1 to attack rolls as it keeps itself above its targets giving it height advantage (factored into bonuses already).</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Redundant/Reinforced Cybernetics</strong></span></p><p><span style="font-family: 'Calibri'">The floater has a lot of cybernetic parts, replacing many organs. Critical attacks have a 75% chance of being turned into regular attacks and damage.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Evasive</strong></span></p><p><span style="font-family: 'Calibri'">As long as the Floater moves, it gains +1 bonus to Defense.</span></p><p></p><p><span style="font-size: 26px"><span style="font-family: 'Calibri'"><strong>Heavy Floater</strong></span></span></p><p><span style="font-family: 'Calibri'">The heavy floater is a much heavier version, with upgraded weapons and heavier armour.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Heavy Floater</strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid (alien)</span></p><p><span style="font-family: 'Calibri'">Size: medium </span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Hit Points: 8d8+16; 54 hp</span></p><p><span style="font-family: 'Calibri'">Mas: 10</span></p><p><span style="font-family: 'Calibri'">Init: +4</span></p><p><span style="font-family: 'Calibri'">Speed: 50 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 22, touch 14, flat-footed 18 (+4 Dex, +8 Natural) +1 when moves</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +6/+1 / +8</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 10 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: +12 ranged heavy plasma carbine (4d10+4, 70 ft, 100 box), or claws +8 melee (2d6+2 slashing, 19-20x3)</span></p><p><span style="font-family: 'Calibri'">Full Attack: +12 ranged heavy plasma carbine (4d10+4, 70 ft, 100 box) and +7 ranged heavy plasma carbine (4d10+4, 70 ft 100 box), or claws +8 melee (2d6+2 slashing, 19-20x3) and claws +3 melee (2d6+2 slashing, 19-20x3)</span></p><p><span style="font-family: 'Calibri'">Special Attack: Launch, Bombard</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Redundant/Reinforced Cybernetics, Flyer, Evasive</span></p><p><span style="font-family: 'Calibri'">Allegiances: Sectoid</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Reflex +9, Will +3</span></p><p><span style="font-family: 'Calibri'">Reputation: +2</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 14, Dex 18, Con 10, Int 12, Wis 12, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Computer Use +2, Listen +5, Navigate +4, Search +5, Spot +5</span></p><p><span style="font-family: 'Calibri'">Possessions: heavy Plasma carbine</span></p><p><span style="font-family: 'Calibri'">Organization: individuals, pairs, team (2 to 6), squad (8 to 12)</span></p><p><span style="font-family: 'Calibri'">Advancement: 9-14 HD medium size</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">Floaters move about the battlefield, keeping above their enemies and using their plasma carbines to blast enemies, and will charge foes and slash with their claws on the end of their long arms while keeping out of reach of those on the ground. They will work with other Floaters and Thin Man to flank targets, quickly relocating to get into optimal positions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Launch</strong></span></p><p><span style="font-family: 'Calibri'">The Floater can release a sudden boost of energy and speed form its jets, allowing it to relocate to anywhere close by within seconds. As a full round action, the floater can charge across the battlefield up to 150 ft away, making a melee attack like a normal charge attack, dealing double normal melee damage, gaining +2 to attack, but suffering -2 to Defense.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Bombard</strong></span></p><p><span style="font-family: 'Calibri'">The heavy floater can launch multiple grenades covering a large area. As an attack, can attack an area covering 30 ft by 30 ft, dealing 8d6 dealing half slashing and half fire damage, Reflex save DC 20 for half. Useable 5 times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Flyer</strong></span></p><p><span style="font-family: 'Calibri'">The Floater is constantly flying by using the jets on its back. It doesn't touch the ground unless knocked out of the sky, and then moves at a speed of 5, and can only attack or move. As it constantly flies, it doesn't trigger any traps on the ground. It also gains +1 to attack rolls as it keeps itself above its targets giving it height advantage (factored into bonuses already).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Redundant/Reinforced Cybernetics</strong></span></p><p><span style="font-family: 'Calibri'">The floater has a lot of cybernetic parts, replacing many organs. Critical attacks have a 75% chance of being turned into regular attacks and damage.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Evasive</strong></span></p><p><span style="font-family: 'Calibri'">As long as the Floater moves, it gains +1 bonus to Defense.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9382966, member: 6668634"] [FONT=Calibri][B][SIZE=7]Thin Man[/SIZE][/B] Thin Men are unnervingly human-looking Sectoid aliens that serve as infiltrators. They are tall, standing over 6 feet, with black hair and wear blue suits and sunglasses. While they initially pass as human, their elongated bodies and unnatural flexibility betray their true nature. Closer inspection also reveals several patches of mottled green skin around their wrists and neck, and reptilian eyes. They are quite agile and fast, able to leap great distances and can unhinge their jaws to release an acidic spit in a cloud, which is also expelled upon their deaths. Besides a suit and sunglasses, they are equipped with a plasma rifle, which combined with their agility and ability to leap about, they are dangerous foes.[/FONT] [FONT=Calibri][B]Thin Man[/B] Type: humanoid (alien) Size: medium CR: 2 Hit Points: 3d8; 16 hp Mas: 10 Init: +4 Speed: 40 ft Defense: 16, touch 14, flat-footed 12 (+4 Dex, +2 Natural) BAB/Grp: +2 / +2 FS/Reach: 5 ft / 5 ft Attacks: +7 ranged plasma rifle (3d10, 90 ft, 100 box), or slam +2 melee (1d4) Special Attack: Poison Spit +5 ranged Special Qualities: Leaper, Cover User Allegiances: Sectoid Saves: Fort +1, Reflex +7, Will +3 Reputation: +1 Abilities: Str 10, Dex 18, Con 10, Int 14, Wis 14, Cha 10 Skills: Computer Use +2, Disguise +5, Jump +10, Listen +5, Search +5, Spot +5 Possessions: Plasma rifle, 3 stun grenades Organization: individuals, pairs, team (2 to 6), squad (8 to 12) Advancement: 2-8 HD medium size[/FONT] [FONT=Calibri]Combat Thin Men are highly accurate with their plasma rifles, and will make use of cover, high ground and flanking maneuvers. They can easily cover distance by leaping about to get into better positions or get to cover. They also use their spit attack to use against entrenched enemies they can't reach with their plasma rifles. If they know they are about to die, they will charge enemies so upon their death, the acid cloud they release upon death will catch as many enemies as possible.[/FONT] [FONT=Calibri][B]Poison Spit[/B] As a full attack, the Thin Man can spit a glob of acid spit, as a ranged touch attack, up to 50 ft away which then spreads into a cloud 15 ft radius burst, dealing 3d6 points of acid damage, Reflex save DC 15 for half damage. The cloud lasts for 3 rounds except in strong winds. Usable once every 1d4 rounds. When a Thin Man is killed, the same cloud is released where the Thin Man is killed and lasts for 2 rounds.[/FONT] [FONT=Calibri][B]Leaper[/B] The Thin Man is able to leap incredible distances, gains a +10 to Jump checks, not restricted in height and distance. Can easily leap 50 feet across and 25 feet up. When making a charge attack, can make a Jump check DC 15 to leap upon the target, adding +1 damage per 5 points beats the DC.[/FONT] [FONT=Calibri][B]Cover User[/B] When making use of cover, gains additional +1 to Defense and Reflex saves, and +1 to attack rolls. [B][SIZE=7]Floater[/SIZE][/B] Floaters are monstrous cyborgs powered by pairs of twin mounted jets, which give them the ability to hover. They are heavily loaded with mechanical parts, and are just a torso, with head and arms, carrying light plasma rifle. They hover around head height typically, but will raise up higher to keep out of reach and use the height advantage to improved accuracy. Being airborne gives them excellent mobility, able to get into flanking position easily and get behind enemy positions. They also don't set off traps that would normally be triggered by infantry. Besides the plasma rifles they carry, the long arms and hands are tipped with razor sharp claws they use to rack the heads of infantry they attack.[/FONT] [FONT=Calibri][B]Floater[/B] Type: humanoid (alien) Size: medium CR: 3 Hit Points: 5d8+5; 25 hp Mas: 10 Init: +4 Speed: 50 ft Defense: 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural) +1 when moves BAB/Grp: +3 / +3 FS/Reach: 5 ft / 10 ft Attacks: +9 ranged plasma carbine (3d10, 70 ft, 100 box), or claws +4 melee (1d6 slashing, 19-20x3) Special Attack: Launch Special Qualities: Redundant/Reinforced Cybernetics, Flyer, Evasive Allegiances: Sectoid Saves: Fort +2, Reflex +7, Will +2 Reputation: +1 Abilities: Str 10, Dex 18, Con 10, Int 12, Wis 12, Cha 10 Skills: Computer Use +2, Listen +5, Navigate +4, Search +5, Spot +5 Possessions: Plasma rifle Organization: individuals, pairs, team (2 to 6), squad (8 to 12) Advancement: 6-12 HD medium size[/FONT] [FONT=Calibri]Combat Floaters move about the battlefield, keeping above their enemies and using their plasma carbines to blast enemies, and will charge foes and slash with their claws on the end of their long arms while keeping out of reach of those on the ground. They will work with other Floaters and Thin Man to flank targets, quickly relocating to get into optimal positions.[/FONT] [FONT=Calibri][B]Launch[/B] The Floater can release a sudden boost of energy and speed form its jets, allowing it to relocate to anywhere close by within seconds. As a full round action, the floater can charge across the battlefield up to 150 ft away, making a melee attack like a normal charge attack, dealing double normal melee damage, gaining +2 to attack, but suffering -2 to Defense.[/FONT] [FONT=Calibri][B]Flyer[/B] The Floater is constantly flying by using the jets on its back. It doesn't touch the ground unless knocked out of the sky, and then moves at a speed of 5, and can only attack or move. As it constantly flies, it doesn't trigger any traps on the ground. It also gains +1 to attack rolls as it keeps itself above its targets giving it height advantage (factored into bonuses already).[/FONT] [FONT=Calibri][B]Redundant/Reinforced Cybernetics[/B] The floater has a lot of cybernetic parts, replacing many organs. Critical attacks have a 75% chance of being turned into regular attacks and damage.[/FONT] [FONT=Calibri][B]Evasive[/B] As long as the Floater moves, it gains +1 bonus to Defense.[/FONT] [SIZE=7][FONT=Calibri][B]Heavy Floater[/B][/FONT][/SIZE] [FONT=Calibri]The heavy floater is a much heavier version, with upgraded weapons and heavier armour. [B]Heavy Floater[/B] Type: humanoid (alien) Size: medium CR: 5 Hit Points: 8d8+16; 54 hp Mas: 10 Init: +4 Speed: 50 ft Defense: 22, touch 14, flat-footed 18 (+4 Dex, +8 Natural) +1 when moves BAB/Grp: +6/+1 / +8 FS/Reach: 5 ft / 10 ft Attacks: +12 ranged heavy plasma carbine (4d10+4, 70 ft, 100 box), or claws +8 melee (2d6+2 slashing, 19-20x3) Full Attack: +12 ranged heavy plasma carbine (4d10+4, 70 ft, 100 box) and +7 ranged heavy plasma carbine (4d10+4, 70 ft 100 box), or claws +8 melee (2d6+2 slashing, 19-20x3) and claws +3 melee (2d6+2 slashing, 19-20x3) Special Attack: Launch, Bombard Special Qualities: Redundant/Reinforced Cybernetics, Flyer, Evasive Allegiances: Sectoid Saves: Fort +4, Reflex +9, Will +3 Reputation: +2 Abilities: Str 14, Dex 18, Con 10, Int 12, Wis 12, Cha 10 Skills: Computer Use +2, Listen +5, Navigate +4, Search +5, Spot +5 Possessions: heavy Plasma carbine Organization: individuals, pairs, team (2 to 6), squad (8 to 12) Advancement: 9-14 HD medium size Combat Floaters move about the battlefield, keeping above their enemies and using their plasma carbines to blast enemies, and will charge foes and slash with their claws on the end of their long arms while keeping out of reach of those on the ground. They will work with other Floaters and Thin Man to flank targets, quickly relocating to get into optimal positions. [B]Launch[/B] The Floater can release a sudden boost of energy and speed form its jets, allowing it to relocate to anywhere close by within seconds. As a full round action, the floater can charge across the battlefield up to 150 ft away, making a melee attack like a normal charge attack, dealing double normal melee damage, gaining +2 to attack, but suffering -2 to Defense. [B]Bombard[/B] The heavy floater can launch multiple grenades covering a large area. As an attack, can attack an area covering 30 ft by 30 ft, dealing 8d6 dealing half slashing and half fire damage, Reflex save DC 20 for half. Useable 5 times per day. [B]Flyer[/B] The Floater is constantly flying by using the jets on its back. It doesn't touch the ground unless knocked out of the sky, and then moves at a speed of 5, and can only attack or move. As it constantly flies, it doesn't trigger any traps on the ground. It also gains +1 to attack rolls as it keeps itself above its targets giving it height advantage (factored into bonuses already). [B]Redundant/Reinforced Cybernetics[/B] The floater has a lot of cybernetic parts, replacing many organs. Critical attacks have a 75% chance of being turned into regular attacks and damage. [B]Evasive[/B] As long as the Floater moves, it gains +1 bonus to Defense.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top