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: 9792195" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Vulture Mk.IV “Reaper-Bike”</strong></span></span></p><p><span style="font-family: 'Calibri'">Designed as the successor to the classic Reaper jetpack units, the Reaper-Bike combines Vulture mobility with infantry-scale infiltration capacity. Used by Dominion black-ops cells and strike teams, the Mk.IV carries stealth systems and nanite charges for sabotage missions. A sleek matte-black chassis with composite armor plating and integrated gravimetric lifters, capable of scaling vertical terrain and cloaking briefly for ambushes.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Vulture Mk IV Reaper-Bike</strong></span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew: 1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 20 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: +1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: +2</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 425 (42)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 9</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 10</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 26</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: large</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 29</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: Mil (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), Twin fire-linked C-14 gauss rifles, micro charge launcher, cloak, jump jet.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: +1 Drive checks to avoid obstacles.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p> </p><table style='width: 100%'><tr><td style='width: 2.7034in'><span style="font-family: 'Calibri'">Name</span></td><td style='width: .7319in'><span style="font-family: 'Calibri'">Damage</span></td><td style='width: .7708in'><span style="font-family: 'Calibri'">Crit</span></td><td style='width: 1.1812in'><span style="font-family: 'Calibri'">Dam Type</span></td><td style='width: .877in'><span style="font-family: 'Calibri'">Range Incr</span></td><td style='width: .9354in'><span style="font-family: 'Calibri'">Rate of Fire</span></td><td style='width: .7562in'><span style="font-family: 'Calibri'">Magazine</span></td></tr><tr><td style='width: 2.7222in'><span style="font-family: 'Calibri'">Twin Fire-linked C-14 Impaler Gauss Rifle</span></td><td style='width: .7125in'><span style="font-family: 'Calibri'">4d12</span></td><td style='width: .7708in'><span style="font-family: 'Calibri'">20x2</span></td><td style='width: 1.1812in'><span style="font-family: 'Calibri'">Ball</span></td><td style='width: .8576in'><span style="font-family: 'Calibri'">100 ft</span></td><td style='width: .9159in'><span style="font-family: 'Calibri'">S, A</span></td><td style='width: .7819in'><span style="font-family: 'Calibri'">500 rds ea</span></td></tr><tr><td style='width: 2.7034in'><span style="font-family: 'Calibri'">Micro Charge Launcher</span></td><td style='width: .6347in'><span style="font-family: 'Calibri'">6d6</span></td><td style='width: .8486in'> <ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul"> </li> <li data-xf-list-type="ul"> </li> <li data-xf-list-type="ul"> </li> </ul></li> <li data-xf-list-type="ul"> </li> </ul> </td><td style='width: 1.2006in'><span style="font-family: 'Calibri'">Fire/concussion</span></td><td style='width: .8576in'><span style="font-family: 'Calibri'">30 ft</span></td><td style='width: .9159in'><span style="font-family: 'Calibri'">Single</span></td><td style='width: .7819in'><span style="font-family: 'Calibri'">20 charges</span></td></tr></table><p><span style="color: black"><span style="font-family: 'arial'"> </span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Micro Charge Launcher</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The this device launches small demolition charges which adhere to what they strike, typically have a timer delay or a remote detonator triggered by the pilot. Timers can be set from 6 seconds to 1 hour, in increments of 6 seconds, otherwise up to 5 charges can be active at a time to be remote detonated, however the range is 1 mile. Once the launching vehicle is beyond this range, the charges will detonate. Each charge deals 6d6 damage, half fire and half concussion, ignoring half the hardness of what they are attached to, with a blast radius of 10 ft, Reflex save DC 16. Can be placed to cause increased destruction using Knowledge: Tactics or Technology (depending on if a building/defensive structure or piece of technology/vehicle), increasing the damage by +1 die +1 die per 5 points over the check. Launching the charge after this check to strike the correct spot suffers a -4 to attack roll. The driver can remove a charge from the ammunition bin as a standard action and arm it manually, still linked to the launcher for a remote detonation.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Charges are PDC 12 for 5.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Cloak</strong></span></p><p><span style="font-family: 'Calibri'">This device wraps light and energy around the vehicle's hull, rendering it invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked vehicle, the attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields.</span></p><p><span style="font-family: 'Calibri'">The cloak can only remain active 10 rounds under combat conditions, or 5 minutes while moving at cruising speeds, after which requires a 10 minute cool down. Firing weapons will create a slight break in the cloak, revealing the muzzle flash and 6 inches around the weapon's barrel for 1 second after the weapon fires. Typically not enough to be easily spotted, but sharp eyes might pick this out in low-light and dark conditions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Jump Jets</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The vehicle is fitted with jets that give it limited flight, mostly used for getting up or down cliffs. The vehicle can raise up or down up to 100 feet and move 50 feet horizontally as a move action, requiring a successfully Drive check DC 16 without any environmental or combat penalties.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 23</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong><span style="font-size: 22px">Options</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The Reaper Bike can make use of the following upgrades and options. Not all of the standard vulture are compatible. </span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Additional Armour</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 18 (Mil +3)</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Replenishable Magazine</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A microfactory can be attached to the micro charge launcher to slowly create replacement charges. Requires 10 lbs of crystal minerals found within the </span></span><span style="font-family: 'Calibri'">Koprulu Sector, or 20 lbs of other minerals, metal and material, taking 1 minute with minerals or 2 minutes with other materials to create a new charge. This adds 40 lbs to the vulture and reduces speed by 50 (5 chase).</span></p><p><span style="font-family: 'Calibri'">PDC: 22 (Res +2)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Silent Burn Jets</strong></span></p><p><span style="font-family: 'Calibri'">These are thrusters tuned to be quieter, allowing the Reaper Bike Vulture Mk 4 to move silently if travelling at 100 (10) or slower, with a base +4 to Move Silently checks plus half the Pilot's Move Silently modifier. For every 20 (2) above 100 the vehicle is moving, suffers -1 penalty.</span></p><p><span style="font-family: 'Calibri'">PDC: 19 (Mil +3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Enhanced Charges</strong></span></p><p><span style="font-family: 'Calibri'">The micro charges are enhanced, increasing damage by +1 die and ignore 75% of the hardness of the target, and blast radius increased by 5 ft. </span></p><p><span style="font-family: 'Calibri'">PDC 18 Mil +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Vanadium Plating</strong></span></p><p><span style="font-family: 'Calibri'">A different type of armour plating for the vulture.</span><span style="font-family: 'arial'"> Adds +1 hardness and +2 hit points. This can be applied 3 times, with penalties and bonuses stacking.</span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 21 (Mil +3)</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Regenerative Bio-Steel</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 25 (Rare +4)</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Vulture Type-S “Sandrunner”</strong></span></p><p><span style="font-family: 'Calibri'">The Sandrunner was built for frontier warfare and desert patrols, equipped to scout, harass, and survive in resource-scarce wastelands. Cheap and modular, it remains a favorite among mercenary companies. An open-frame hovercycle with adaptive filtration engines and retractable dust-camouflage plates.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Vulture Type-S Sandrunner Hoverbike</strong></span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew: 1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 1 but can't carry any cargo.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 50 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: -1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: +2</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 400 (40)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 9</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 5</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 24</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: large</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 26</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: Lic (+1)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), light scattergun, spike mine dispenser (8 mines), afterburner, sand veil.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: +1 Drive checks to avoid obstacles. Repair checks reduced by 2 and take 75% of the time as normal.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Light Scattergun</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">This weapon functions like a large shotgun, only the shell released bursts shortly before the striking the target, it splits open to release a a burst of pellets.</span></span></p><p><span style="font-family: 'Calibri'">Damage: 3d10 to target struck, 2d8 cone</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 90 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: -</span></p><p><span style="font-family: 'Calibri'">Weight: -</span></p><p><span style="font-family: 'Calibri'">Ammo: 100 rds</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22 Res +2, ammunition 18 for 50 rds.</span></p><p><span style="font-family: 'Calibri'">Notes: Creates a 30 foot long 15 foot wide cone starting 5 feet before the target. Primary target suffers the primary damage, and all those in the cone can make Reflex save DC 16 for half damage, with the primary target suffering -2 to the Reflex save.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Spike Mine Dispenser</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">This device attaches to the back of the Vulture and holds three spider mines. Deploying a mine requires the vulture to be stationary and takes a full round to deploy.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Spike Mine</strong></span></p><p><span style="font-family: 'Calibri'">Spike mines are fairly standard mines, but are covered with a series of spikes, which spin to dig into the ground just enough to bury it just under the surface. Unfortunately these mines require manual detonation from the driver. The launcher has a range of 1 mile before the mines can't receiver the signal, although there is no limited to the number of mines deployed by the launcher to be linked, but once the command given, all the mines deployed will detonate.</span></p><p><span style="font-family: 'Calibri'">Each mine deals 6d6 fire and slashing damage to a 20 foot radius, Reflex DC 17 for half. </span></p><p><span style="font-family: 'Calibri'">While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.</span></p><p><span style="font-family: 'Calibri'">PDC: 13 per mine, Res +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Afterburners</strong></span></p><p><span style="font-family: 'Calibri'">A set of afterburners are fitted to the vehicle to increase its movement for short periods. As a free action, driver can activate the afterburners, increasing the speed by 50% (round down) for 2 rounds, but suffers -2 to Drive checks. Requires 2 rounds cooldown between uses.</span></p><p><span style="font-family: 'Calibri'">PDC: +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Sand Veil</strong> </span></p><p><span style="font-family: 'Calibri'">The vehicle releases a smoke screen around itself, filling a 30 foot radius around it immediately as a standard action. If released while moving, creates a wall of smoke 20 foot wide, 20 feet tall, and 100 feet long. The cloud lasts for 5 rounds before dissipating, unless there are strong winds. Smoke blocks vision, granting total concealment. If used while in sandy area, the Sandrunner's hover thrusters help kick up sand to make the screen even more effective. Expands area by 10 feet when stationary, and when moving width and height expanded by 5 feet, and length by 30 feet. Also reduces effectiveness of thermal scanners through the cloud by half as the sand scatters the sensors. Usable 5 times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Options</span></strong></span></p><p><span style="font-family: 'Calibri'">The Sandrunner has limited upgrades and options compared to other Vulture bikes as it's more stripped down, and made to be easily repairable compared to others.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Spider Mine Dispenser</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">This device attaches to the back of the Vulture and holds three spider mines. Deploying a spider mine requires the vulture to be stationary and takes a full round to deploy.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 20 (Mil +3)</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Spider Mine</strong></span></p><p><span style="font-family: 'Calibri'">Spider mines are mines fitted with four legs, the ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 5 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 50 ft, making a touch attack with +4 bonus to attack rolls, dealing 6d6 fire and slashing damage to a 20 foot radius, Reflex DC 15 for half, except the target struck makes no save. </span></p><p><span style="font-family: 'Calibri'">While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.</span></p><p><span style="font-family: 'Calibri'">PDC: 19 per mine</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Spider Mine mk2</strong></span></p><p><span style="font-family: 'Calibri'">These mines are improved with a stronger frame, better explosive pattern, although with slightly less damage. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 60 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 20 foot radius, Reflex DC 18 for half, except the target struck makes no save. </span></p><p><span style="font-family: 'Calibri'">While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.</span></p><p><span style="font-family: 'Calibri'">PDC: 20 per mine</span></p><p><span style="color: black"><span style="font-family: 'arial'"> </span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Ion Thrusters</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">These are improved engines for the vulture, loosely based on ship engines, boosting the speed. The vulture's speed increases by 50%, but when at speeds greater than 450 (45 chase), suffers -1 Maneuverability and -1 to Drive checks.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 16 (Res +2)</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Additional Armour</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 1 time on Sandrunner, with penalties and bonuses stacking.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 18 (Mil +3)</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Replenishable Magazine</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A microfactory can be attached to the spider mine dispenser to slowly create replacement spider mines. Requires 20 lbs of crystal minerals found within the </span></span><span style="font-family: 'Calibri'">Koprulu Sector, or 30 lbs of other minerals, metal and material, taking 1 minute with minerals or 2 minutes with other materials to create a new mine. This adds 40 lbs to the vulture and reduces speed by 50 (5 chase).</span></p><p><span style="font-family: 'Calibri'">PDC: 22 (Res +2)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Ultra Capacitors</strong></span></p><p><span style="font-family: 'Calibri'">These self-replicating ultra capacitors reduce reload time of weapons and systems. On a vulture these change the weapon systems from semi to semi and automatic. If the vulture is equipped with a spider mine dispenser, now takes a standard action to deploy a spider mine.</span></p><p><span style="font-family: 'Calibri'">PDC: 17</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Chameleon Coating</strong></span></p><p><span style="font-family: 'Calibri'">Covered in a coating that mimics general colour and texturing of its surroundings, but only effective while stationary. Grants a +8 to Hide the vehicle while it is stationary. PDC 18 Res +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Vulture Type-H “Hoplite”</strong></span></span></p><p><span style="font-family: 'Calibri'"><strong>Faction:</strong> Terran Imperium Army</span></p><p><span style="font-family: 'Calibri'"><strong>Role:</strong> Armored escort / anti-personnel</span></p><p><span style="font-family: 'Calibri'">Reforged in the image of pre-Dominion military honor, the Hoplite trades agility for resilience. It escorts mechanized infantry and provides suppressive fire. A heavily armored Vulture with twin grenade cannons mounted under reinforced frontal plating in a turret, resembling a compact urban tank-bike. The Hoplite can dock upon the top of bunkers that don't have automated turrets, linking its power systems and grenade launcher to system within the bunker to allow a trooper inside the bunker to remotely fire the weapons. When docked in this way, the bike changes shape slightly to bend around the top of the bunker to more integrate with the building.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Vulture Type-H Hoplite Hoverbike</strong></span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew: 1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 15 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: -1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: +0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 350 (35)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 11</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 15</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 31</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: large</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 29</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: Mil (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), twin grenade launcher (typically anti-personnel frag grenades) with 60 grenades each.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: +1 Drive checks to avoid obstacles.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Grenade Launcher</strong></span></span></p><p><span style="font-family: 'Calibri'">Damage: varies by grenade (typically frag)</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Damage Type: varies by grenade</span></p><p><span style="font-family: 'Calibri'">Range Increment: 80 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Med</span></p><p><span style="font-family: 'Calibri'">Weight: -</span></p><p><span style="font-family: 'Calibri'">Ammo: 60 internal</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 16</span></p><p><span style="font-family: 'Calibri'">Notes: Reloading takes 2 minutes with proper equipment. Can be fire-linked, increasing damage, blast radius by 50% and Reflex save by +2.</span></p><p><span style="color: black"><span style="font-family: 'arial'"> </span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Bulwark Field</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Creates an energy field that reduces damage from ranged attacks, granting a +2 Deflection bonus to Defense, also reduces ranged damage by 10%. Can operate for 5 rounds, requiring a 5 round cooldown. When docked with a bunker, can operate for 10 rounds, and also protects the bunker.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Bunker Sync</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The Hoplite is capable of docking with a Terran bunker, linking its systems to the bunker so that it can be operated and powered from within. When it docks, the nose in front of the grenade launchers, the rear and thrusters, and a some side panels angle down to better rest atop the Bunker. Adds the Hoplite's hit points to the bunker which are depleted first, increases the bunker's Defense by 2. The weapons and Bulwark Field can be operated from within the bunker. The grenade launchers gain a +1 to attack rolls while docked. It takes 2 full rounds to dock and link with the bunker. Detaching from the bunker takes 1 full round. A hatch in the top of the bunker allows access to the docked Hoplite, taking 1 full round to enter or exit the bunker through this hatch. While docked, if a supply of grenades are available in side, they can be automatically loaded into the Hoplite, but takes 2 full rounds to reload.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Many Hoplite pilots will use bunkers as a means to quickly reload and refuel during patrols, docking, uploading mission data as they reload before taking off again with either new orders or continue their patrol.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><span style="font-size: 22px"><strong>Options</strong></span></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The Hoplite can have the following options or upgrades, as not all vulture options and upgrades are not compatible.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Additional Armour</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 4 times to the Hoplite, with penalties and bonuses stacking.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 18 (Mil +3)</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Ultra Capacitors</strong></span></p><p><span style="font-family: 'Calibri'">These self-replicating ultra capacitors reduce reload time of weapons and systems. On a vulture these change the weapon systems from semi to semi and automatic. If the vulture is equipped with a spider mine dispenser, now takes a standard action to deploy a spider mine.</span></p><p><span style="font-family: 'Calibri'">PDC: 17</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Vanadium Plating</strong></span></p><p><span style="font-family: 'Calibri'">A different type of armour plating for the vulture.</span><span style="font-family: 'arial'"> Adds +1 hardness and +2 hit points. This can be applied 4 times on the Hoplite, with penalties and bonuses stacking.</span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 21 (Mil +3)</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Regenerative Bio-Steel</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.</span></span></p><p>PDC: 25 (Rare +4)</p><p></p><p><span style="font-family: 'Calibri'"><strong>Reinforced Hull Plating</strong></span></p><p><span style="font-family: 'Calibri'">Reinforcements of the body of the Hoplite, adds 20 hit points.</span></p><p><span style="font-family: 'Calibri'">PDC: 19</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Grenade Stabilizers</strong></span></p><p><span style="font-family: 'Calibri'">Improves range increments for grenade launcher by 30 ft.</span></p><p><span style="font-family: 'Calibri'">PDC: 16 Mil +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Field Capacitors</strong></span></p><p><span style="font-family: 'Calibri'">Reduces Bulwark cooldown by 2 rounds.</span></p><p><span style="font-family: 'Calibri'">PDC: 17 Mil +3</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9792195, member: 6668634"] [FONT=Calibri][SIZE=7][B]Vulture Mk.IV “Reaper-Bike”[/B][/SIZE] Designed as the successor to the classic Reaper jetpack units, the Reaper-Bike combines Vulture mobility with infantry-scale infiltration capacity. Used by Dominion black-ops cells and strike teams, the Mk.IV carries stealth systems and nanite charges for sabotage missions. A sleek matte-black chassis with composite armor plating and integrated gravimetric lifters, capable of scaling vertical terrain and cloaking briefly for ambushes. [B]Vulture Mk IV Reaper-Bike[/B][/FONT] [COLOR=black][FONT=arial]Crew: 1 Passengers: 0 Cargo: 20 lbs Init: +1 Maneuver: +2 Top Speed: 425 (42) Defense: 9 Hardness: 10 Hit Points: 26 Size: large Purchase DC: 29 Restriction: Mil (+3) Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), Twin fire-linked C-14 gauss rifles, micro charge launcher, cloak, jump jet. Notes: +1 Drive checks to avoid obstacles. [/FONT][/COLOR] [TABLE] [TR] [td width="2.7034in"][FONT=Calibri]Name[/FONT][/td] [td width=".7319in"][FONT=Calibri]Damage[/FONT][/td] [td width=".7708in"][FONT=Calibri]Crit[/FONT][/td] [td width="1.1812in"][FONT=Calibri]Dam Type[/FONT][/td] [td width=".877in"][FONT=Calibri]Range Incr[/FONT][/td] [td width=".9354in"][FONT=Calibri]Rate of Fire[/FONT][/td] [td width=".7562in"][FONT=Calibri]Magazine[/FONT][/td] [/TR] [TR] [td width="2.7222in"][FONT=Calibri]Twin Fire-linked C-14 Impaler Gauss Rifle[/FONT][/td] [td width=".7125in"][FONT=Calibri]4d12[/FONT][/td] [td width=".7708in"][FONT=Calibri]20x2[/FONT][/td] [td width="1.1812in"][FONT=Calibri]Ball[/FONT][/td] [td width=".8576in"][FONT=Calibri]100 ft[/FONT][/td] [td width=".9159in"][FONT=Calibri]S, A[/FONT][/td] [td width=".7819in"][FONT=Calibri]500 rds ea[/FONT][/td] [/TR] [TR] [td width="2.7034in"][FONT=Calibri]Micro Charge Launcher[/FONT][/td] [td width=".6347in"][FONT=Calibri]6d6[/FONT][/td] [td width=".8486in"][LIST] [*] [LIST] [*] [*] [*] [/LIST] [*] [/LIST][/td] [td width="1.2006in"][FONT=Calibri]Fire/concussion[/FONT][/td] [td width=".8576in"][FONT=Calibri]30 ft[/FONT][/td] [td width=".9159in"][FONT=Calibri]Single[/FONT][/td] [td width=".7819in"][FONT=Calibri]20 charges[/FONT][/td] [/TR] [/TABLE] [COLOR=black][FONT=arial] [B]Micro Charge Launcher[/B] The this device launches small demolition charges which adhere to what they strike, typically have a timer delay or a remote detonator triggered by the pilot. Timers can be set from 6 seconds to 1 hour, in increments of 6 seconds, otherwise up to 5 charges can be active at a time to be remote detonated, however the range is 1 mile. Once the launching vehicle is beyond this range, the charges will detonate. Each charge deals 6d6 damage, half fire and half concussion, ignoring half the hardness of what they are attached to, with a blast radius of 10 ft, Reflex save DC 16. Can be placed to cause increased destruction using Knowledge: Tactics or Technology (depending on if a building/defensive structure or piece of technology/vehicle), increasing the damage by +1 die +1 die per 5 points over the check. Launching the charge after this check to strike the correct spot suffers a -4 to attack roll. The driver can remove a charge from the ammunition bin as a standard action and arm it manually, still linked to the launcher for a remote detonation. Charges are PDC 12 for 5. [/FONT][/COLOR] [FONT=Calibri][B]Cloak[/B] This device wraps light and energy around the vehicle's hull, rendering it invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked vehicle, the attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields. The cloak can only remain active 10 rounds under combat conditions, or 5 minutes while moving at cruising speeds, after which requires a 10 minute cool down. Firing weapons will create a slight break in the cloak, revealing the muzzle flash and 6 inches around the weapon's barrel for 1 second after the weapon fires. Typically not enough to be easily spotted, but sharp eyes might pick this out in low-light and dark conditions. [/FONT] [COLOR=black][FONT=arial][B]Jump Jets[/B] The vehicle is fitted with jets that give it limited flight, mostly used for getting up or down cliffs. The vehicle can raise up or down up to 100 feet and move 50 feet horizontally as a move action, requiring a successfully Drive check DC 16 without any environmental or combat penalties. PDC: 23[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial][B][SIZE=6]Options[/SIZE][/B] The Reaper Bike can make use of the following upgrades and options. Not all of the standard vulture are compatible. [B]Additional Armour[/B] The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking. PDC: 18 (Mil +3) [B]Replenishable Magazine[/B] A microfactory can be attached to the micro charge launcher to slowly create replacement charges. Requires 10 lbs of crystal minerals found within the [/FONT][/COLOR][FONT=Calibri]Koprulu Sector, or 20 lbs of other minerals, metal and material, taking 1 minute with minerals or 2 minutes with other materials to create a new charge. This adds 40 lbs to the vulture and reduces speed by 50 (5 chase). PDC: 22 (Res +2) [B]Silent Burn Jets[/B] These are thrusters tuned to be quieter, allowing the Reaper Bike Vulture Mk 4 to move silently if travelling at 100 (10) or slower, with a base +4 to Move Silently checks plus half the Pilot's Move Silently modifier. For every 20 (2) above 100 the vehicle is moving, suffers -1 penalty. PDC: 19 (Mil +3) [B]Enhanced Charges[/B] The micro charges are enhanced, increasing damage by +1 die and ignore 75% of the hardness of the target, and blast radius increased by 5 ft. PDC 18 Mil +3 [B]Vanadium Plating[/B] A different type of armour plating for the vulture.[/FONT][FONT=arial] Adds +1 hardness and +2 hit points. This can be applied 3 times, with penalties and bonuses stacking.[/FONT] [COLOR=black][FONT=arial]PDC: 21 (Mil +3) [B]Regenerative Bio-Steel[/B] A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds. PDC: 25 (Rare +4)[/FONT][/COLOR] [FONT=Calibri] [B]Vulture Type-S “Sandrunner”[/B] The Sandrunner was built for frontier warfare and desert patrols, equipped to scout, harass, and survive in resource-scarce wastelands. Cheap and modular, it remains a favorite among mercenary companies. An open-frame hovercycle with adaptive filtration engines and retractable dust-camouflage plates. [B]Vulture Type-S Sandrunner Hoverbike[/B][/FONT] [COLOR=black][FONT=arial]Crew: 1 Passengers: 1 but can't carry any cargo. Cargo: 50 lbs Init: -1 Maneuver: +2 Top Speed: 400 (40) Defense: 9 Hardness: 5 Hit Points: 24 Size: large Purchase DC: 26 Restriction: Lic (+1) Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), light scattergun, spike mine dispenser (8 mines), afterburner, sand veil. Notes: +1 Drive checks to avoid obstacles. Repair checks reduced by 2 and take 75% of the time as normal. [B]Light Scattergun[/B] This weapon functions like a large shotgun, only the shell released bursts shortly before the striking the target, it splits open to release a a burst of pellets.[/FONT][/COLOR] [FONT=Calibri]Damage: 3d10 to target struck, 2d8 cone Critical: 20x2 Damage Type: Ballistic Range Increment: 90 ft Rate of Fire: Semi Size: - Weight: - Ammo: 100 rds Purchase DC: 22 Res +2, ammunition 18 for 50 rds. Notes: Creates a 30 foot long 15 foot wide cone starting 5 feet before the target. Primary target suffers the primary damage, and all those in the cone can make Reflex save DC 16 for half damage, with the primary target suffering -2 to the Reflex save. [/FONT] [COLOR=black][FONT=arial][B]Spike Mine Dispenser[/B] This device attaches to the back of the Vulture and holds three spider mines. Deploying a mine requires the vulture to be stationary and takes a full round to deploy.[/FONT][/COLOR] [FONT=Calibri] [B]Spike Mine[/B] Spike mines are fairly standard mines, but are covered with a series of spikes, which spin to dig into the ground just enough to bury it just under the surface. Unfortunately these mines require manual detonation from the driver. The launcher has a range of 1 mile before the mines can't receiver the signal, although there is no limited to the number of mines deployed by the launcher to be linked, but once the command given, all the mines deployed will detonate. Each mine deals 6d6 fire and slashing damage to a 20 foot radius, Reflex DC 17 for half. While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded. PDC: 13 per mine, Res +2 [B]Afterburners[/B] A set of afterburners are fitted to the vehicle to increase its movement for short periods. As a free action, driver can activate the afterburners, increasing the speed by 50% (round down) for 2 rounds, but suffers -2 to Drive checks. Requires 2 rounds cooldown between uses. PDC: +1 [B]Sand Veil[/B] The vehicle releases a smoke screen around itself, filling a 30 foot radius around it immediately as a standard action. If released while moving, creates a wall of smoke 20 foot wide, 20 feet tall, and 100 feet long. The cloud lasts for 5 rounds before dissipating, unless there are strong winds. Smoke blocks vision, granting total concealment. If used while in sandy area, the Sandrunner's hover thrusters help kick up sand to make the screen even more effective. Expands area by 10 feet when stationary, and when moving width and height expanded by 5 feet, and length by 30 feet. Also reduces effectiveness of thermal scanners through the cloud by half as the sand scatters the sensors. Usable 5 times per day. [B][SIZE=6]Options[/SIZE][/B] The Sandrunner has limited upgrades and options compared to other Vulture bikes as it's more stripped down, and made to be easily repairable compared to others. [/FONT] [COLOR=black][FONT=arial][B]Spider Mine Dispenser[/B] This device attaches to the back of the Vulture and holds three spider mines. Deploying a spider mine requires the vulture to be stationary and takes a full round to deploy. PDC: 20 (Mil +3)[/FONT][/COLOR] [FONT=Calibri] [B]Spider Mine[/B] Spider mines are mines fitted with four legs, the ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 5 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 50 ft, making a touch attack with +4 bonus to attack rolls, dealing 6d6 fire and slashing damage to a 20 foot radius, Reflex DC 15 for half, except the target struck makes no save. While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded. PDC: 19 per mine [B]Spider Mine mk2[/B] These mines are improved with a stronger frame, better explosive pattern, although with slightly less damage. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 60 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 20 foot radius, Reflex DC 18 for half, except the target struck makes no save. While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded. PDC: 20 per mine[/FONT] [COLOR=black][FONT=arial] [B]Ion Thrusters[/B] These are improved engines for the vulture, loosely based on ship engines, boosting the speed. The vulture's speed increases by 50%, but when at speeds greater than 450 (45 chase), suffers -1 Maneuverability and -1 to Drive checks. PDC: 16 (Res +2) [B]Additional Armour[/B] The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 1 time on Sandrunner, with penalties and bonuses stacking. PDC: 18 (Mil +3) [B]Replenishable Magazine[/B] A microfactory can be attached to the spider mine dispenser to slowly create replacement spider mines. Requires 20 lbs of crystal minerals found within the [/FONT][/COLOR][FONT=Calibri]Koprulu Sector, or 30 lbs of other minerals, metal and material, taking 1 minute with minerals or 2 minutes with other materials to create a new mine. This adds 40 lbs to the vulture and reduces speed by 50 (5 chase). PDC: 22 (Res +2) [B]Ultra Capacitors[/B] These self-replicating ultra capacitors reduce reload time of weapons and systems. On a vulture these change the weapon systems from semi to semi and automatic. If the vulture is equipped with a spider mine dispenser, now takes a standard action to deploy a spider mine. PDC: 17 [B]Chameleon Coating[/B] Covered in a coating that mimics general colour and texturing of its surroundings, but only effective while stationary. Grants a +8 to Hide the vehicle while it is stationary. PDC 18 Res +2 [SIZE=7][B]Vulture Type-H “Hoplite”[/B][/SIZE] [B]Faction:[/B] Terran Imperium Army [B]Role:[/B] Armored escort / anti-personnel Reforged in the image of pre-Dominion military honor, the Hoplite trades agility for resilience. It escorts mechanized infantry and provides suppressive fire. A heavily armored Vulture with twin grenade cannons mounted under reinforced frontal plating in a turret, resembling a compact urban tank-bike. The Hoplite can dock upon the top of bunkers that don't have automated turrets, linking its power systems and grenade launcher to system within the bunker to allow a trooper inside the bunker to remotely fire the weapons. When docked in this way, the bike changes shape slightly to bend around the top of the bunker to more integrate with the building. [B]Vulture Type-H Hoplite Hoverbike[/B][/FONT] [COLOR=black][FONT=arial]Crew: 1 Passengers: 0 Cargo: 15 lbs Init: -1 Maneuver: +0 Top Speed: 350 (35) Defense: 11 Hardness: 15 Hit Points: 31 Size: large Purchase DC: 29 Restriction: Mil (+3) Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), twin grenade launcher (typically anti-personnel frag grenades) with 60 grenades each. Notes: +1 Drive checks to avoid obstacles. [B]Grenade Launcher[/B][/FONT][/COLOR] [FONT=Calibri]Damage: varies by grenade (typically frag) Critical: - Damage Type: varies by grenade Range Increment: 80 ft Rate of Fire: Semi Size: Med Weight: - Ammo: 60 internal Purchase DC: 16 Notes: Reloading takes 2 minutes with proper equipment. Can be fire-linked, increasing damage, blast radius by 50% and Reflex save by +2.[/FONT] [COLOR=black][FONT=arial] [B]Bulwark Field[/B] Creates an energy field that reduces damage from ranged attacks, granting a +2 Deflection bonus to Defense, also reduces ranged damage by 10%. Can operate for 5 rounds, requiring a 5 round cooldown. When docked with a bunker, can operate for 10 rounds, and also protects the bunker. [B]Bunker Sync[/B] The Hoplite is capable of docking with a Terran bunker, linking its systems to the bunker so that it can be operated and powered from within. When it docks, the nose in front of the grenade launchers, the rear and thrusters, and a some side panels angle down to better rest atop the Bunker. Adds the Hoplite's hit points to the bunker which are depleted first, increases the bunker's Defense by 2. The weapons and Bulwark Field can be operated from within the bunker. The grenade launchers gain a +1 to attack rolls while docked. It takes 2 full rounds to dock and link with the bunker. Detaching from the bunker takes 1 full round. A hatch in the top of the bunker allows access to the docked Hoplite, taking 1 full round to enter or exit the bunker through this hatch. While docked, if a supply of grenades are available in side, they can be automatically loaded into the Hoplite, but takes 2 full rounds to reload. Many Hoplite pilots will use bunkers as a means to quickly reload and refuel during patrols, docking, uploading mission data as they reload before taking off again with either new orders or continue their patrol. [SIZE=6][B]Options[/B][/SIZE] The Hoplite can have the following options or upgrades, as not all vulture options and upgrades are not compatible. [B]Additional Armour[/B] The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 4 times to the Hoplite, with penalties and bonuses stacking. PDC: 18 (Mil +3) [/FONT][/COLOR] [FONT=Calibri][B]Ultra Capacitors[/B] These self-replicating ultra capacitors reduce reload time of weapons and systems. On a vulture these change the weapon systems from semi to semi and automatic. If the vulture is equipped with a spider mine dispenser, now takes a standard action to deploy a spider mine. PDC: 17 [B]Vanadium Plating[/B] A different type of armour plating for the vulture.[/FONT][FONT=arial] Adds +1 hardness and +2 hit points. This can be applied 4 times on the Hoplite, with penalties and bonuses stacking.[/FONT] [COLOR=black][FONT=arial]PDC: 21 (Mil +3) [B]Regenerative Bio-Steel[/B] A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.[/FONT][/COLOR] PDC: 25 (Rare +4) [FONT=Calibri][B]Reinforced Hull Plating[/B] Reinforcements of the body of the Hoplite, adds 20 hit points. PDC: 19 [B]Grenade Stabilizers[/B] Improves range increments for grenade launcher by 30 ft. PDC: 16 Mil +3 [B]Field Capacitors[/B] Reduces Bulwark cooldown by 2 rounds. PDC: 17 Mil +3[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top