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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9505737" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">RMS-179 GM II</span></strong></span></p><p><span style="font-family: 'Calibri'">The RMS-179 GM II, also know as GM II, is an upgraded version of the original RGM-79 GM, with most of the upgrades being improved vernier thrusters, slightly more armour, and sensors upgraded slightly. It can make use of all of the GM's weapons and equipment, with a few options available to it and not the original GM.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>RMS-179 GM II</strong></span></p><p><span style="font-family: 'Calibri'">Size: Gargantuan (59 Ft) (-4)</span></p><p><span style="font-family: 'Calibri'">Bonus Hit Points: 410</span></p><p><span style="font-family: 'Calibri'">Superstructure: Titanium Alloy</span></p><p><span style="font-family: 'Calibri'">Hardness: 12</span></p><p><span style="font-family: 'Calibri'">Armour: Titanium Alloy</span></p><p><span style="font-family: 'Calibri'">Bonus to Defense: +1 (+5 armour -4 size) /+7 (+5 armour +6 shield -4 size)</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -4</span></p><p><span style="font-family: 'Calibri'">Reach: 15 ft</span></p><p><span style="font-family: 'Calibri'">Strength Bonus: +24</span></p><p><span style="font-family: 'Calibri'">Dexterity Penalty: 0</span></p><p><span style="font-family: 'Calibri'">Speed: 50 ft, 3500 ft space</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 51</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Slots</span></p><p><span style="font-family: 'Calibri'">Helmet Oracle Targeting System (+2)</span></p><p><span style="font-family: 'Calibri'">Visor Class III Sensors</span></p><p><span style="font-family: 'Calibri'">Cranium Vulcan Weapon</span></p><p><span style="font-family: 'Calibri'">Back Improved Deep Space Thrusters</span></p><p><span style="font-family: 'Calibri'">Left Arm 1</span></p><p><span style="font-family: 'Calibri'">Left Hand 1</span></p><p><span style="font-family: 'Calibri'">Right Arm 1</span></p><p><span style="font-family: 'Calibri'">Right Hand 1</span></p><p><span style="font-family: 'Calibri'">Shoulders Space Skin</span></p><p><span style="font-family: 'Calibri'">Shoulder Shield</span></p><p><span style="font-family: 'Calibri'">Back Weapon Pack</span></p><p><span style="font-family: 'Calibri'">Torso and Belt Cockpit</span></p><p><span style="font-family: 'Calibri'">Left Leg 1</span></p><p><span style="font-family: 'Calibri'">Right Leg 1</span></p><p><span style="font-family: 'Calibri'">Boots Zero-G Stabilizer</span></p><p><span style="font-family: 'Calibri'">Comm System</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard Package Features: Weapon Pack, Improved Deep Space Thrusters, Magnetic Coating</span></p><p><span style="font-family: 'Calibri'">Bonuses: -2 attack, darkvision 100 ft, +2 Navigate & Spot</span></p><p><span style="font-family: 'Calibri'">Weapons: Vulcan Weapon -2 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or</span></p><p><span style="font-family: 'Calibri'">Beam Spray Gun -2 attack, 10d10, energy, 20x4, 120 ft, S, 10 internal, handheld, or</span></p><p><span style="font-family: 'Calibri'">Beam Saber +8 melee, 7d10, fire, 19-20x3, 2 min operation</span></p><p><span style="font-family: 'Calibri'">Slam +8 melee 2d8+12 blud, 20, 15 ft reach</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Weapon Pack</strong></span></p><p><span style="font-family: 'Calibri'">This backpack like item houses the power system that power the RMS-179 GM II's energy weapons and where it stores the weapons it carries, which is usually one beam saber and a beam weapon. Although it can also carry a bazooka, projectile rifles and other weapons, and even carry the shield. The beam weapon can be recharged after 1 minute (10 rounds). The beam saber can be recharged in 1 minute (10 rounds). The weapon pack can carry the two beam sabers, the shield and two long weapons, such as a beam rifle and a projectile rifle, or the hyper bazooka, or some other combination.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 2, must be back, torso or belt.</span></p><p><span style="font-family: 'Calibri'">Activation: None</span></p><p><span style="font-family: 'Calibri'">Range Increment: Touch</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: None</span></p><p><span style="font-family: 'Calibri'">Saving Throw: none</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 27</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Magnetic Coating</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The joints and motors have a special magnetic coating that gives it greater range of movement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 to Initiative and +2 to Reflex saves.</span></span></p><p><span style="font-family: 'Calibri'">Equipment Slots: None</span></p><p><span style="font-family: 'Calibri'">Activation: None</span></p><p><span style="font-family: 'Calibri'">Range Increment: Touch</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: Persistent</span></p><p><span style="font-family: 'Calibri'">Saving Throw: None</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 12 + one-quarter the mech's base purchase DC</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Shield</strong></span></p><p><span style="font-family: 'Calibri'">The RMS-179 GM II carries a modified Bastion Tactical Shield, the same as the original GM, that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 1, hand or arm</span></p><p><span style="font-family: 'Calibri'">Activation: None</span></p><p><span style="font-family: 'Calibri'">Range Increment: Touch</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: Persistent</span></p><p><span style="font-family: 'Calibri'">Saving Throw: None</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 6 + one-quarter the mech's base purchase DC</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Vulcan Weapon</strong></span></p><p><span style="font-family: 'Calibri'">This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 1</span></p><p><span style="font-family: 'Calibri'">Activation: Attack or attack of opportunity</span></p><p><span style="font-family: 'Calibri'">Range Increment: 70 ft</span></p><p><span style="font-family: 'Calibri'">Target: Single target within 700 ft, or missile, or autofire</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: none</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 25</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Improved Deep Space Thrusters (PL7)</strong></span></p><p><span style="font-family: 'Calibri'">These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 2, must be torso, back or legs.</span></p><p><span style="font-family: 'Calibri'">Activation: Free action</span></p><p><span style="font-family: 'Calibri'">Range Increment: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You.</span></p><p><span style="font-family: 'Calibri'">Duration: Persistent</span></p><p><span style="font-family: 'Calibri'">Saving Throw: None</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 14 + one-quarter PDC of the mech.</span></p><p><span style="font-family: 'Calibri'">Restriction: None</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Beam Rifle</strong></span></p><p><span style="font-family: 'Calibri'">The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 2, hand or arm.</span></p><p><span style="font-family: 'Calibri'">Activation: Attack</span></p><p><span style="font-family: 'Calibri'">Range Increment: 120 ft, 2500 ft space</span></p><p><span style="font-family: 'Calibri'">Target: Single target within 1200 ft</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: none</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 45</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+4)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Beam Saber</strong></span></p><p><span style="font-family: 'Calibri'">The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 1, hand or arm</span></p><p><span style="font-family: 'Calibri'">Activation: Attack</span></p><p><span style="font-family: 'Calibri'">Range Increment: melee</span></p><p><span style="font-family: 'Calibri'">Target: Single</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: none</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 44</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+4)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Optional Weapons</span></strong></span></p><p><span style="font-family: 'Calibri'">The RMS-179 GM II has a number of optional weapons that it can be equipped with, including common mech weapons, mostly the same equipment as the original GM.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hyper Bazooka</strong></span></p><p><span style="font-family: 'Calibri'">This is a heavy missile weapon with a small magazine of 3 380mm rockets. Deals 15d8 points of fire damage to a 30 foot radius burst, and ignores 20 points of hardness/DR on the initial target hit. The bazooka itself only holds three rounds, and each equipment slot dedicated to ammunition holds 3 rockets. Takes a standard action to load the bazooka, which provokes an attack of opportunity. While fairly accurate, it isn't very effective against fast moving targets, suffering -2 to strike anything moving more than 40 ft / round on ground, or 2000 ft in space. It can be fired one handed, but suffers a further -2 to attack.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 1 hand held</span></p><p><span style="font-family: 'Calibri'">Activation: Attack</span></p><p><span style="font-family: 'Calibri'">Range Increment: 150 ft</span></p><p><span style="font-family: 'Calibri'">Area: 30 ft radius burst</span></p><p><span style="font-family: 'Calibri'">Target: Single target within 1500 ft</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: Reflex DC 18 for half damage in blast radius, not counting target struck.</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22 for launcher, 16 for 3 pack of rockets</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat Shield</strong></span></p><p><span style="font-family: 'Calibri'">The combat shield is a small shield that mounts to one of the arms, but is reinforced and has two projections sticking out of the bottom that allow it to add to the mech's unarmed strike (as this projections stick out just past the hand, but don't interfere with normal operation of the hand). But when the mech makes an unarmed strike with the shield equipped arm, the mech loses the shield bonus to defense for the rest of that round. Grants +4 shield bonus to Defense. When making an unarmed strike with the shield equipped arm, adds +3d6 Piercing damage to the unarmed strike.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 1, arm</span></p><p><span style="font-family: 'Calibri'">Activation: Persistent</span></p><p><span style="font-family: 'Calibri'">Range Increment: Melee</span></p><p><span style="font-family: 'Calibri'">Target: You/single target</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: none</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 6+ one-quarter mech base purchase DC.</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rail Cannon</strong></span></p><p><span style="font-family: 'Calibri'">The rail cannon is a heavy long ranged projectile weapon that can be used as a sniper or anti fortification weapon. It is not suited for fast moving targets, and the mech must be standing still to fire. The rail cannon deals 7d12 points of ballistic damage, ignoring 20 points of hardness, critical x4 on a natural 20, able to fire out to 15 range increments. The weapon carries 5 rounds and each equipment slot dedicated to ammunition holds 10 rounds.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 2</span></p><p><span style="font-family: 'Calibri'">Activation: attack</span></p><p><span style="font-family: 'Calibri'">Range Increment: 200 ft</span></p><p><span style="font-family: 'Calibri'">Target: single target out to 3000 ft</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: none</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 29, 10 rds PDC 20</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Beam Sniper Rifle</strong></span></p><p><span style="font-family: 'Calibri'">This is a modified beam rifle first introduce on the RX-78-2, designed for long range strikes. Although it has lower over all damage, it has an improved chance of striking a critical hit. Deals 8d10 points of energy damage, with a critical 18-20 x4 damage, can only fire 10 times before requiring a recharge. Able to fire out to 15 range increments. The beam rifle is a two handed rifle.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 2, hand or arm.</span></p><p><span style="font-family: 'Calibri'">Activation: Attack</span></p><p><span style="font-family: 'Calibri'">Range Increment: 200 ft, 4000 ft space</span></p><p><span style="font-family: 'Calibri'">Target: Single target within 3000 ft</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: none</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 46</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+4)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>S-00109 Shield</strong></span></p><p><span style="font-family: 'Calibri'">This small shield, while similar to those found on the GM Ground Type and the Combat Shield, is constructed of Luna Titanium alloy, increasing its durability. It mounts to one of the arms, but is reinforced and has two projections sticking out of the bottom that allow it to add to the mech's unarmed strike (as this projections stick out just past the hand, but don't interfere with normal operation of the hand). But when the mech makes an unarmed strike with the shield equipped arm, the mech loses the shield bonus to defense for the rest of that round. Grants +4 shield bonus to Defense, and if the attack hits, it grants hardness/DR 20 or 40 vs kinetic attacks (ballistic, slashing, piercing, bludgeoning, concussion) against attacks that manage to strike on the same side as the shield. When making an unarmed strike with the shield equipped arm, adds +3d6 Piercing damage to the unarmed strike. This shield is usually given to elite units and not regular combat units.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 1, arm</span></p><p><span style="font-family: 'Calibri'">Activation: Persistent</span></p><p><span style="font-family: 'Calibri'">Range Increment: Melee</span></p><p><span style="font-family: 'Calibri'">Target: You/single target</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: none</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 12+ one-quarter mech base purchase DC.</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9505737, member: 6668634"] [FONT=Calibri][B][SIZE=7]RMS-179 GM II[/SIZE][/B] The RMS-179 GM II, also know as GM II, is an upgraded version of the original RGM-79 GM, with most of the upgrades being improved vernier thrusters, slightly more armour, and sensors upgraded slightly. It can make use of all of the GM's weapons and equipment, with a few options available to it and not the original GM. [B]RMS-179 GM II[/B] Size: Gargantuan (59 Ft) (-4) Bonus Hit Points: 410 Superstructure: Titanium Alloy Hardness: 12 Armour: Titanium Alloy Bonus to Defense: +1 (+5 armour -4 size) /+7 (+5 armour +6 shield -4 size) Armour Penalty: -4 Reach: 15 ft Strength Bonus: +24 Dexterity Penalty: 0 Speed: 50 ft, 3500 ft space Purchase DC: 51 Slots Helmet Oracle Targeting System (+2) Visor Class III Sensors Cranium Vulcan Weapon Back Improved Deep Space Thrusters Left Arm 1 Left Hand 1 Right Arm 1 Right Hand 1 Shoulders Space Skin Shoulder Shield Back Weapon Pack Torso and Belt Cockpit Left Leg 1 Right Leg 1 Boots Zero-G Stabilizer Comm System Standard Package Features: Weapon Pack, Improved Deep Space Thrusters, Magnetic Coating Bonuses: -2 attack, darkvision 100 ft, +2 Navigate & Spot Weapons: Vulcan Weapon -2 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or Beam Spray Gun -2 attack, 10d10, energy, 20x4, 120 ft, S, 10 internal, handheld, or Beam Saber +8 melee, 7d10, fire, 19-20x3, 2 min operation Slam +8 melee 2d8+12 blud, 20, 15 ft reach [B]Weapon Pack[/B] This backpack like item houses the power system that power the RMS-179 GM II's energy weapons and where it stores the weapons it carries, which is usually one beam saber and a beam weapon. Although it can also carry a bazooka, projectile rifles and other weapons, and even carry the shield. The beam weapon can be recharged after 1 minute (10 rounds). The beam saber can be recharged in 1 minute (10 rounds). The weapon pack can carry the two beam sabers, the shield and two long weapons, such as a beam rifle and a projectile rifle, or the hyper bazooka, or some other combination. Equipment Slots: 2, must be back, torso or belt. Activation: None Range Increment: Touch Target: You Duration: None Saving Throw: none Purchase DC: 27 Restriction: Mil (+3) [/FONT] [COLOR=black][FONT=arial][B]Magnetic Coating[/B] The joints and motors have a special magnetic coating that gives it greater range of movement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 to Initiative and +2 to Reflex saves.[/FONT][/COLOR] [FONT=Calibri]Equipment Slots: None Activation: None Range Increment: Touch Target: You Duration: Persistent Saving Throw: None Purchase DC: 12 + one-quarter the mech's base purchase DC Restriction: Mil (+3) [B]Shield[/B] The RMS-179 GM II carries a modified Bastion Tactical Shield, the same as the original GM, that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15. Equipment Slots: 1, hand or arm Activation: None Range Increment: Touch Target: You Duration: Persistent Saving Throw: None Purchase DC: 6 + one-quarter the mech's base purchase DC Restriction: Mil (+3) [B]Vulcan Weapon[/B] This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage. Equipment Slots: 1 Activation: Attack or attack of opportunity Range Increment: 70 ft Target: Single target within 700 ft, or missile, or autofire Duration: Instantaneous Saving Throw: none Purchase DC: 25 Restriction: Mil (+3) [B]Improved Deep Space Thrusters (PL7)[/B] These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight. Equipment Slots: 2, must be torso, back or legs. Activation: Free action Range Increment: Personal Target: You. Duration: Persistent Saving Throw: None Purchase DC: 14 + one-quarter PDC of the mech. Restriction: None [B]Beam Rifle[/B] The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls. Equipment Slots: 2, hand or arm. Activation: Attack Range Increment: 120 ft, 2500 ft space Target: Single target within 1200 ft Duration: Instantaneous Saving Throw: none Purchase DC: 45 Restriction: Mil (+4) [B]Beam Saber[/B] The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge. Equipment Slots: 1, hand or arm Activation: Attack Range Increment: melee Target: Single Duration: Instantaneous Saving Throw: none Purchase DC: 44 Restriction: Mil (+4) [B][SIZE=5]Optional Weapons[/SIZE][/B] The RMS-179 GM II has a number of optional weapons that it can be equipped with, including common mech weapons, mostly the same equipment as the original GM. [B]Hyper Bazooka[/B] This is a heavy missile weapon with a small magazine of 3 380mm rockets. Deals 15d8 points of fire damage to a 30 foot radius burst, and ignores 20 points of hardness/DR on the initial target hit. The bazooka itself only holds three rounds, and each equipment slot dedicated to ammunition holds 3 rockets. Takes a standard action to load the bazooka, which provokes an attack of opportunity. While fairly accurate, it isn't very effective against fast moving targets, suffering -2 to strike anything moving more than 40 ft / round on ground, or 2000 ft in space. It can be fired one handed, but suffers a further -2 to attack. Equipment Slots: 1 hand held Activation: Attack Range Increment: 150 ft Area: 30 ft radius burst Target: Single target within 1500 ft Duration: Instantaneous Saving Throw: Reflex DC 18 for half damage in blast radius, not counting target struck. Purchase DC: 22 for launcher, 16 for 3 pack of rockets Restriction: Mil (+3) [B]Combat Shield[/B] The combat shield is a small shield that mounts to one of the arms, but is reinforced and has two projections sticking out of the bottom that allow it to add to the mech's unarmed strike (as this projections stick out just past the hand, but don't interfere with normal operation of the hand). But when the mech makes an unarmed strike with the shield equipped arm, the mech loses the shield bonus to defense for the rest of that round. Grants +4 shield bonus to Defense. When making an unarmed strike with the shield equipped arm, adds +3d6 Piercing damage to the unarmed strike. Equipment Slots: 1, arm Activation: Persistent Range Increment: Melee Target: You/single target Duration: Instantaneous Saving Throw: none Purchase DC: 6+ one-quarter mech base purchase DC. Restriction: Res (+2) [B]Rail Cannon[/B] The rail cannon is a heavy long ranged projectile weapon that can be used as a sniper or anti fortification weapon. It is not suited for fast moving targets, and the mech must be standing still to fire. The rail cannon deals 7d12 points of ballistic damage, ignoring 20 points of hardness, critical x4 on a natural 20, able to fire out to 15 range increments. The weapon carries 5 rounds and each equipment slot dedicated to ammunition holds 10 rounds. Equipment Slots: 2 Activation: attack Range Increment: 200 ft Target: single target out to 3000 ft Duration: Instantaneous Saving Throw: none Purchase DC: 29, 10 rds PDC 20 Restriction: Mil (+3) [B]Beam Sniper Rifle[/B] This is a modified beam rifle first introduce on the RX-78-2, designed for long range strikes. Although it has lower over all damage, it has an improved chance of striking a critical hit. Deals 8d10 points of energy damage, with a critical 18-20 x4 damage, can only fire 10 times before requiring a recharge. Able to fire out to 15 range increments. The beam rifle is a two handed rifle. Equipment Slots: 2, hand or arm. Activation: Attack Range Increment: 200 ft, 4000 ft space Target: Single target within 3000 ft Duration: Instantaneous Saving Throw: none Purchase DC: 46 Restriction: Mil (+4) [B]S-00109 Shield[/B] This small shield, while similar to those found on the GM Ground Type and the Combat Shield, is constructed of Luna Titanium alloy, increasing its durability. It mounts to one of the arms, but is reinforced and has two projections sticking out of the bottom that allow it to add to the mech's unarmed strike (as this projections stick out just past the hand, but don't interfere with normal operation of the hand). But when the mech makes an unarmed strike with the shield equipped arm, the mech loses the shield bonus to defense for the rest of that round. Grants +4 shield bonus to Defense, and if the attack hits, it grants hardness/DR 20 or 40 vs kinetic attacks (ballistic, slashing, piercing, bludgeoning, concussion) against attacks that manage to strike on the same side as the shield. When making an unarmed strike with the shield equipped arm, adds +3d6 Piercing damage to the unarmed strike. This shield is usually given to elite units and not regular combat units. Equipment Slots: 1, arm Activation: Persistent Range Increment: Melee Target: You/single target Duration: Instantaneous Saving Throw: none Purchase DC: 12+ one-quarter mech base purchase DC. Restriction: Mil (+3)[/FONT] [/QUOTE]
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