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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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: 9863688" data-attributes="member: 6668634"><p>Some more Mimic Industries products.</p><p></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Puff-Shroom</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Puff-Shroom is a suit of armour based on the Puff-shroom in the Plants vs Zombies games. It consists of a sickly green body suit with dark purple torso, arm and leg armour and boots, helmet that looks like a mushroom, with a headset that fits over the eyes that have electrobinoculars and nightvision goggles integrated, as well as polarized lenses to protect from flash bangs and other visual attacks. Armour plating covers the legs and arms, heavy gloves and ammunition and gear holsters and pockets around the forearms and waist, holster for provided dual barrel shotgun on the user's back. Each shoulder has an armoured container. The shotgun uses standard 12 gauge ammunition, but the armour can also grow its own ammunition, within the shoulder containers, from normal ammunition to explosive, dragon tongue, slug, etc, however it takes time for the suit to grow ammunition, and requires access to sunlight (natural or artificial), soil and fertilizer every couple of weeks, with optimal growing conditions in cool, dark and humid environments. The grown ammunition only works with the weapon assigned with the armour, or a replacement.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Puff-Shroom Armour (PL5-6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Light</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +4</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +0</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +0</span></p><p><span style="font-family: 'Calibri'">Max Dex: +4</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -4</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 19 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 19</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil +3</span></p><p><span style="font-family: 'Calibri'">Notes: Filters (+6 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Arm straps for 10 rounds of ammunition each, plus can hold 20 rounds on the chest. Belt has 6 pouches and two pouches that hold 20 rounds each. Non-reflective (grants +2 to Hide checks 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: 'Calibri'"><strong>Undead Resistance</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +1 to all saves from attacks or abilities from an undead source.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Grow Ammunition</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 regular 12 gauge every 2 days, , armour piercing 1d4 every 7 days, explosive 1d4-1 (minimum 1) every 14 days, slugs 1d8+2 every 3 days, dragon tongue (turns weapon into a mini flamethrower, 2d6 fire, 30 ft long line Reflex save DC 15) 1d4-1 (minimum 1) every 14 days, poison 1d4 every 3 days, acid 1d4 every 3 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer. Reduce grow time by 25% while in dark, humid conditions.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Poison Rounds</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">These rounds deal 1d4 ballistic damage, and can be filled with a dose of one of the following poisons: Belladonna, Curare or Mustard gas (shell explodes releasing mustard gas filling a 5 foot radius.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Acid Rounds</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">These rounds deal 1d4 ballistic damage plus 2d6 acid damage.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Puff-Shroom Shotgun</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This purple dual barrel shotgun, is similar to a Mossberg shotgun with a pistol grip, but dual barreled. Has two cylinder magazines under each barrel, capable of firing each barrel individually or can fire both barrels at once (treat as double tap for damage). It can use standard 12 gauge ammunition, or the ammunition grown by Puff-Shroom armour.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Puff-Shroom Shotgun (PL5)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 30 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 12 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 6/6 internal</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 17 Res +2</span></p><p><span style="font-family: 'Calibri'">Notes: Can make use of the grown ammunition from the Puff-Shroom armour</span></p><p><span style="color: black"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Corn Teeth</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This set of armour is inspired by the cob-pult from the Plant vs Zombies game, with mostly green armour, yellow highlights, helmet that is studded that looks like a corn cob, but has a hood that goes over it. There are leaf-like half cape, with some cloth hanging off the arms, legs and around the waist to aid in blending in with the environment. This armour is considered medium, good protection while still providing good mobility, with lots of pockets, bandoleers, including one that goes across the upper chest. The typical shoulder pods of the Plant series are also found, but are slightly larger, than those found on the Pea series. The weapon is modeled on the M4 with underbarrel mini grenade launcher.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Corn Teen Armour (PL5-6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Medium</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +0</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +0</span></p><p><span style="font-family: 'Calibri'">Max Dex: +3</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -3</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 20 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 20</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil +3</span></p><p><span style="font-family: 'Calibri'">Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Arm, leg and belt straps, bandoleers for 6 magazine of ammunition each, plus can hold 20 mini grenades in 10 quick access pockets on chest bandoleer. +2 to Hide in forest and other environments with lots of plants.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Undead Resistance</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +1 to all saves from attacks or abilities from an undead source.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Grow Ammunition</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 regular 9mm bullets every 2 days, armour piercing 1d4 every 7 days, explosive 1d4-1 (minimum 1) every 14 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Mini grenades at a rate of 1d6+1 mini grenades every 2 days, fragmentation mini grenades 1d6+1 every 7 days, acid 1d4 (minimum 1) every 14 days. Standard sized hand thrown grenades increase time by +2 days. These grenades function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Mini Grenade - 2d6, fire 10 ft radius, Reflex DC 13. Full size 4d6, fire 20 ft radius, Reflex DC 15.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Mini Fragmentation Grenade - 2d6, slashing, 10 ft radius, Reflex DC 13. Full size 4d6, slashing, 20 ft radius, Reflex DC 15.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Mini Acid Grenade - 2d4, acid, 10 ft radius, Reflex DC 14. Full size 5d4, acid, 20 ft radius, Reflex DC 16.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Corn Teeth Rifle</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This green with yellow rifle with underbarrel mini grenade launcher is modelled after the M4 rifle, using 5.56mm ammunition and mini grenades, similar to the Cherry armour. It is reliable and functional. </span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Corn Teeth Rifle (5.56mm, mini grenades) (PL5)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d8 / varies grenade</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic / varies grenade</span></p><p><span style="font-family: 'Calibri'">Range Increment: 60 ft / 60 ft grenade</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A / Semi</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 11 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 30 box / 2 internal mini grenades</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 17 Mil +3</span></p><p><span style="font-family: 'Calibri'">Notes: Can make use of the grown ammunition from the Corn Teeth Armour.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>RR-01 “SCURRYBITE”</strong></span></span></p><p><span style="font-family: 'Calibri'">The RR-01 Scurrybite is a Mimic Industries first attempt into building mechs, inspired by Pokemon. It is a compact, hunched bipedal mech that looks like a large, metallic version of a rattata, with oversized cutting mandibles, reinforced jaw actuators, and a low-profile armored carapace. Its design emphasizes speed and maneuverability over protection, allowing it to dart through alleys, tunnels, ruins, and industrial complexes with ease. The pilot compartment is snug, with the pilot laying on their stomach like a high performance motorcycle, which allows easier transition between bipedal to quadrupedal movement without any special systems except a realignment of gyroscopes.</span></p><p><span style="font-family: 'Calibri'">As these are light mechs, they typically work in squads to packs, working as scouts and light urban combat units.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Size: Large (treated as medium as compact frame, when beneficial) 7.8 feet tall</span></p><p><span style="font-family: 'Calibri'">Bonus Hit Points: 55 </span></p><p><span style="font-family: 'Calibri'">Superstructure: Alumisteel</span></p><p><span style="font-family: 'Calibri'">Hardness: 10</span></p><p><span style="font-family: 'Calibri'">Armour: Alumisteel</span></p><p><span style="font-family: 'Calibri'">Bonus to Defense: +5</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -5</span></p><p><span style="font-family: 'Calibri'">Reach: 5 ft, tail 15 ft</span></p><p><span style="font-family: 'Calibri'">Strength Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Dexterity Bonus: +4 (min 18)</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft bipedal, 80 ft quadrupedal, climb 20 ft</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 41</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Slots 7</span></p><p><span style="font-family: 'Calibri'">Helmet Hyper-Jaw Cutter</span></p><p><span style="font-family: 'Calibri'">Back/Torso Cockpit</span></p><p><span style="font-family: 'Calibri'">Left Arm Quick-Strike Micro Blade</span></p><p><span style="font-family: 'Calibri'">Right Arm Enigma Sensor Suite</span></p><p><span style="font-family: 'Calibri'">Shoulders Class III Sensor System</span></p><p><span style="font-family: 'Calibri'">Boots Runaway Thrusters</span></p><p><span style="font-family: 'Calibri'">Tail Tail Ram 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: Iron Guts Protocol, Runaway Thrusters, Swarm Coordination Node, Movement Change, Balance +5, Climb +5, Hide +4, Move Silently +5, +2 Navigate and Spot (double in urban settings)</span></p><p><span style="font-family: 'Calibri'">Bonuses: </span></p><p><span style="font-family: 'Calibri'">Weapons: Hyper-Jaw Cutter, Tail-Ram Stabilizer, Quick-Strike Micro Blades</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Iron Guts Protocol</strong></span></p><p><span style="font-family: 'Calibri'">This system is designed to emulate the Guts ability of the Rattata. When the mech is below 50% hit points, safety limiters are lifted and power boosted. Grants +2 to attack rolls, +4 damage to melee attacks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Runaway Thrusters</strong></span></p><p><span style="font-family: 'Calibri'">These are emergency thrusters, usable once per round, a total of 5 times per day. Allows operator to disengage without provoking attacks of opportunity ad provides +15 ft to movement for that round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Swarm Coordination Node</strong></span></p><p><span style="font-family: 'Calibri'">When two or more Scurrybites attack the same target, each gains +2 to attack and damage, and considered to be flanking the target, regardless of positioning.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Movement Change</strong></span></p><p><span style="font-family: 'Calibri'">As part of a move action, the operator can switch between a bipedal or quadrupedal stance. While in Bipedal stance, can use hands normally, and make use of the Quick-Strike Micro Blades, however the Tail Ram Stabilizer suffers -2 to attack rolls. While in quadrupedal stance, movement increases to 80 ft, can't make use of the Quick-Strike Micro Blades or use hands, but gains +2 to saves to remain standing, and +2 to any saves related to rough terrain.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hyper-Jaw Cutter</strong></span></p><p><span style="font-family: 'Calibri'">The mouth/mandibles of the Scurrybite are designed as primary melee weapons, capable of chewing through infrastructure and aid in digging.</span></p><p><span style="font-family: 'Calibri'">Deals 2d10+2 Slashing for large, 2d12+3 huge, 4d6+4 gargantuan, 4d8+5 colossal, critical 19-20x3, ignores 5 points of hardness, increase to 10 when used on structures or stationary vehicles of gargantuan size or larger.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots 1, must be head</span></p><p><span style="font-family: 'Calibri'">Activation: Attack</span></p><p><span style="font-family: 'Calibri'">Range: Touch</span></p><p><span style="font-family: 'Calibri'">Target: Single target within reach.</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: 12 + one-quarter mech's base PDC</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>Tail Ram Stabilizer</strong></span></p><p><span style="font-family: 'Calibri'">The tail is reinforced but flexible, capable of being used to whip targets, with the tip slipping past defenses as it strikes.</span></p><p><span style="font-family: 'Calibri'">Deals Large 1d8 bludgeoning, 15 ft reach, Ignores 2 points of Defense; huge 1d12, 20 ft reach, ignores 3 points of Defense; gargantuan 2d8, 30 ft reach ignores 4 points of Defense; colossal 2d10, 35 ft reach, ignores 5 points of Defense. The Defense the tail ignores must be from a physical source, such as armour, shield, etc, not from energy shields or fields. The mech is capable of hanging from it's tail if wrapped around something that can support the mech's weight plus its weapons.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots 1, must be head</span></p><p><span style="font-family: 'Calibri'">Activation: Attack</span></p><p><span style="font-family: 'Calibri'">Range: Touch</span></p><p><span style="font-family: 'Calibri'">Target: Single target within reach.</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: 12 + one-quarter mech's base PDC</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>Quick-Strike Micro Blades</strong></span></p><p><span style="font-family: 'Calibri'">While in a bipedal stance, when in melee combat, can make a single melee attack as a swift action with the claws. </span></p><p><span style="font-family: 'Calibri'">A series of small, but sharp blades that extend from the hands of the hands of the mech. Dealing 1d6 slashing, 19-20x2 damage.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Variants</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">RR-01A Alolan Shock Rat</span></strong></span></p><p><span style="font-family: 'Calibri'">This version of the Scurrybite replaces the Hyper-Jaw Cutter with Arc Cutters, and can release an EM pulse. It is also shielded against its own EMP.</span></p><p><span style="font-family: 'Calibri'">Changes:</span></p><p><span style="font-family: 'Calibri'">Hyper-Jaw Cutter changes to Arc Cutters (2d8 slashing + 1d6 electricity, ignores only 2 points of hardness. Can deal half nonlethal damage and functions as a stun gun, Fort save DC 19 or be paralyzed for 1d4+1 rounds).</span></p><p><span style="font-family: 'Calibri'">EMP affecting a 50 foot radius around the building, electronic devices, vehicles, mechs, aircraft, etc even shielded, must make a Fort save DC 18 (unshielded at -4) or instantly shutdown. Successful saves reduce speed and equipment bonuses are halved for 1 round. Also suffer 3d6 electrical damage. Devices that are EMP immune, gain a +10 against the Fort save, and only suffer half the damage regardless if they save or not.</span></p><p><span style="font-family: 'Calibri'">PDC: 41</span></p><p> <span style="font-family: 'Calibri'"></span></p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">RR-01B Nightfang</span></strong></span></p><p><span style="font-family: 'Calibri'">This variant is covered in stealth armour with enhanced sound dampening systems.</span></p><p><span style="font-family: 'Calibri'">Replace Armour with Darkstar Stealth Armour (Defense, penalties are the same), enemy sensors suffer -5 to Computer Use checks to detect the Nightfang, while motion detectors suffer also suffer this, on top of beating operator's Move Silently checks while moving at half speed.</span></p><p><span style="font-family: 'Calibri'">Increase Hide to +8, Move Silently to +10, Spot to +4 (double in urban settings).</span></p><p><span style="font-family: 'Calibri'"> </span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9863688, member: 6668634"] Some more Mimic Industries products. [COLOR=black][FONT=Calibri][B][SIZE=7]Puff-Shroom[/SIZE][/B] The Puff-Shroom is a suit of armour based on the Puff-shroom in the Plants vs Zombies games. It consists of a sickly green body suit with dark purple torso, arm and leg armour and boots, helmet that looks like a mushroom, with a headset that fits over the eyes that have electrobinoculars and nightvision goggles integrated, as well as polarized lenses to protect from flash bangs and other visual attacks. Armour plating covers the legs and arms, heavy gloves and ammunition and gear holsters and pockets around the forearms and waist, holster for provided dual barrel shotgun on the user's back. Each shoulder has an armoured container. The shotgun uses standard 12 gauge ammunition, but the armour can also grow its own ammunition, within the shoulder containers, from normal ammunition to explosive, dragon tongue, slug, etc, however it takes time for the suit to grow ammunition, and requires access to sunlight (natural or artificial), soil and fertilizer every couple of weeks, with optimal growing conditions in cool, dark and humid environments. The grown ammunition only works with the weapon assigned with the armour, or a replacement. [/FONT][/COLOR] [FONT=Calibri][B]Puff-Shroom Armour (PL5-6)[/B] Type: Light Equipment Bonus: +4 Nonprof. Bonus: +1 Str Bonus: +0 Nonprof Str Bonus: +0 Max Dex: +4 Armour Penalty: -4 Speed (30 ft): 30 ft Weight: 19 lbs Purchase DC: 19 Restriction: Mil +3 Notes: Filters (+6 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Arm straps for 10 rounds of ammunition each, plus can hold 20 rounds on the chest. Belt has 6 pouches and two pouches that hold 20 rounds each. Non-reflective (grants +2 to Hide checks in low light and dark conditions. [/FONT] [COLOR=black][FONT=Calibri][B]Undead Resistance[/B] The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +1 to all saves from attacks or abilities from an undead source. [B]Grow Ammunition[/B] The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 regular 12 gauge every 2 days, , armour piercing 1d4 every 7 days, explosive 1d4-1 (minimum 1) every 14 days, slugs 1d8+2 every 3 days, dragon tongue (turns weapon into a mini flamethrower, 2d6 fire, 30 ft long line Reflex save DC 15) 1d4-1 (minimum 1) every 14 days, poison 1d4 every 3 days, acid 1d4 every 3 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer. Reduce grow time by 25% while in dark, humid conditions. [B]Poison Rounds[/B] These rounds deal 1d4 ballistic damage, and can be filled with a dose of one of the following poisons: Belladonna, Curare or Mustard gas (shell explodes releasing mustard gas filling a 5 foot radius. [B]Acid Rounds[/B] These rounds deal 1d4 ballistic damage plus 2d6 acid damage. [B][SIZE=6]Puff-Shroom Shotgun[/SIZE][/B] This purple dual barrel shotgun, is similar to a Mossberg shotgun with a pistol grip, but dual barreled. Has two cylinder magazines under each barrel, capable of firing each barrel individually or can fire both barrels at once (treat as double tap for damage). It can use standard 12 gauge ammunition, or the ammunition grown by Puff-Shroom armour. [/FONT][/COLOR] [FONT=Calibri][B]Puff-Shroom Shotgun (PL5)[/B] Damage: 2d8 Critical: 20 Damage Type: Ballistic Range Increment: 30 ft Rate of Fire: S Size: Large Weight: 12 lbs Ammo: 6/6 internal Purchase DC: 17 Res +2 Notes: Can make use of the grown ammunition from the Puff-Shroom armour[/FONT] [COLOR=black][FONT=Calibri] [B][SIZE=7]Corn Teeth[/SIZE][/B] This set of armour is inspired by the cob-pult from the Plant vs Zombies game, with mostly green armour, yellow highlights, helmet that is studded that looks like a corn cob, but has a hood that goes over it. There are leaf-like half cape, with some cloth hanging off the arms, legs and around the waist to aid in blending in with the environment. This armour is considered medium, good protection while still providing good mobility, with lots of pockets, bandoleers, including one that goes across the upper chest. The typical shoulder pods of the Plant series are also found, but are slightly larger, than those found on the Pea series. The weapon is modeled on the M4 with underbarrel mini grenade launcher. [/FONT][/COLOR] [FONT=Calibri][B]Corn Teen Armour (PL5-6)[/B] Type: Medium Equipment Bonus: +5 Nonprof. Bonus: +1 Str Bonus: +0 Nonprof Str Bonus: +0 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft Weight: 20 lbs Purchase DC: 20 Restriction: Mil +3 Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Arm, leg and belt straps, bandoleers for 6 magazine of ammunition each, plus can hold 20 mini grenades in 10 quick access pockets on chest bandoleer. +2 to Hide in forest and other environments with lots of plants. [/FONT] [COLOR=black][FONT=Calibri][B]Undead Resistance[/B] The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +1 to all saves from attacks or abilities from an undead source. [B]Grow Ammunition[/B] The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 regular 9mm bullets every 2 days, armour piercing 1d4 every 7 days, explosive 1d4-1 (minimum 1) every 14 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer. Mini grenades at a rate of 1d6+1 mini grenades every 2 days, fragmentation mini grenades 1d6+1 every 7 days, acid 1d4 (minimum 1) every 14 days. Standard sized hand thrown grenades increase time by +2 days. These grenades function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer. Mini Grenade - 2d6, fire 10 ft radius, Reflex DC 13. Full size 4d6, fire 20 ft radius, Reflex DC 15. Mini Fragmentation Grenade - 2d6, slashing, 10 ft radius, Reflex DC 13. Full size 4d6, slashing, 20 ft radius, Reflex DC 15. Mini Acid Grenade - 2d4, acid, 10 ft radius, Reflex DC 14. Full size 5d4, acid, 20 ft radius, Reflex DC 16. [B][SIZE=6]Corn Teeth Rifle[/SIZE][/B] This green with yellow rifle with underbarrel mini grenade launcher is modelled after the M4 rifle, using 5.56mm ammunition and mini grenades, similar to the Cherry armour. It is reliable and functional. [/FONT][/COLOR] [FONT=Calibri][B]Corn Teeth Rifle (5.56mm, mini grenades) (PL5)[/B] Damage: 2d8 / varies grenade Critical: 20 Damage Type: Ballistic / varies grenade Range Increment: 60 ft / 60 ft grenade Rate of Fire: S, A / Semi Size: Large Weight: 11 lbs Ammo: 30 box / 2 internal mini grenades Purchase DC: 17 Mil +3 Notes: Can make use of the grown ammunition from the Corn Teeth Armour. [SIZE=7][B]RR-01 “SCURRYBITE”[/B][/SIZE] The RR-01 Scurrybite is a Mimic Industries first attempt into building mechs, inspired by Pokemon. It is a compact, hunched bipedal mech that looks like a large, metallic version of a rattata, with oversized cutting mandibles, reinforced jaw actuators, and a low-profile armored carapace. Its design emphasizes speed and maneuverability over protection, allowing it to dart through alleys, tunnels, ruins, and industrial complexes with ease. The pilot compartment is snug, with the pilot laying on their stomach like a high performance motorcycle, which allows easier transition between bipedal to quadrupedal movement without any special systems except a realignment of gyroscopes. As these are light mechs, they typically work in squads to packs, working as scouts and light urban combat units. Size: Large (treated as medium as compact frame, when beneficial) 7.8 feet tall Bonus Hit Points: 55 Superstructure: Alumisteel Hardness: 10 Armour: Alumisteel Bonus to Defense: +5 Armour Penalty: -5 Reach: 5 ft, tail 15 ft Strength Bonus: +2 Dexterity Bonus: +4 (min 18) Speed: 30 ft bipedal, 80 ft quadrupedal, climb 20 ft Purchase DC: 41 Slots 7 Helmet Hyper-Jaw Cutter Back/Torso Cockpit Left Arm Quick-Strike Micro Blade Right Arm Enigma Sensor Suite Shoulders Class III Sensor System Boots Runaway Thrusters Tail Tail Ram Stabilizer Comm System Standard Package Features: Iron Guts Protocol, Runaway Thrusters, Swarm Coordination Node, Movement Change, Balance +5, Climb +5, Hide +4, Move Silently +5, +2 Navigate and Spot (double in urban settings) Bonuses: Weapons: Hyper-Jaw Cutter, Tail-Ram Stabilizer, Quick-Strike Micro Blades [B]Iron Guts Protocol[/B] This system is designed to emulate the Guts ability of the Rattata. When the mech is below 50% hit points, safety limiters are lifted and power boosted. Grants +2 to attack rolls, +4 damage to melee attacks. [B]Runaway Thrusters[/B] These are emergency thrusters, usable once per round, a total of 5 times per day. Allows operator to disengage without provoking attacks of opportunity ad provides +15 ft to movement for that round. [B]Swarm Coordination Node[/B] When two or more Scurrybites attack the same target, each gains +2 to attack and damage, and considered to be flanking the target, regardless of positioning. [B]Movement Change[/B] As part of a move action, the operator can switch between a bipedal or quadrupedal stance. While in Bipedal stance, can use hands normally, and make use of the Quick-Strike Micro Blades, however the Tail Ram Stabilizer suffers -2 to attack rolls. While in quadrupedal stance, movement increases to 80 ft, can't make use of the Quick-Strike Micro Blades or use hands, but gains +2 to saves to remain standing, and +2 to any saves related to rough terrain. [B]Hyper-Jaw Cutter[/B] The mouth/mandibles of the Scurrybite are designed as primary melee weapons, capable of chewing through infrastructure and aid in digging. Deals 2d10+2 Slashing for large, 2d12+3 huge, 4d6+4 gargantuan, 4d8+5 colossal, critical 19-20x3, ignores 5 points of hardness, increase to 10 when used on structures or stationary vehicles of gargantuan size or larger. Equipment Slots 1, must be head Activation: Attack Range: Touch Target: Single target within reach. Duration: Instantaneous Saving Throw: 12 + one-quarter mech's base PDC Restriction: None [B]Tail Ram Stabilizer[/B] The tail is reinforced but flexible, capable of being used to whip targets, with the tip slipping past defenses as it strikes. Deals Large 1d8 bludgeoning, 15 ft reach, Ignores 2 points of Defense; huge 1d12, 20 ft reach, ignores 3 points of Defense; gargantuan 2d8, 30 ft reach ignores 4 points of Defense; colossal 2d10, 35 ft reach, ignores 5 points of Defense. The Defense the tail ignores must be from a physical source, such as armour, shield, etc, not from energy shields or fields. The mech is capable of hanging from it's tail if wrapped around something that can support the mech's weight plus its weapons. Equipment Slots 1, must be head Activation: Attack Range: Touch Target: Single target within reach. Duration: Instantaneous Saving Throw: 12 + one-quarter mech's base PDC Restriction: None [B]Quick-Strike Micro Blades[/B] While in a bipedal stance, when in melee combat, can make a single melee attack as a swift action with the claws. A series of small, but sharp blades that extend from the hands of the hands of the mech. Dealing 1d6 slashing, 19-20x2 damage. [B][SIZE=6]Variants[/SIZE] [SIZE=5]RR-01A Alolan Shock Rat[/SIZE][/B] This version of the Scurrybite replaces the Hyper-Jaw Cutter with Arc Cutters, and can release an EM pulse. It is also shielded against its own EMP. Changes: Hyper-Jaw Cutter changes to Arc Cutters (2d8 slashing + 1d6 electricity, ignores only 2 points of hardness. Can deal half nonlethal damage and functions as a stun gun, Fort save DC 19 or be paralyzed for 1d4+1 rounds). EMP affecting a 50 foot radius around the building, electronic devices, vehicles, mechs, aircraft, etc even shielded, must make a Fort save DC 18 (unshielded at -4) or instantly shutdown. Successful saves reduce speed and equipment bonuses are halved for 1 round. Also suffer 3d6 electrical damage. Devices that are EMP immune, gain a +10 against the Fort save, and only suffer half the damage regardless if they save or not. PDC: 41 [/FONT] [COLOR=black][FONT=Calibri][/FONT][/COLOR] [FONT=Calibri][B][SIZE=5]RR-01B Nightfang[/SIZE][/B] This variant is covered in stealth armour with enhanced sound dampening systems. Replace Armour with Darkstar Stealth Armour (Defense, penalties are the same), enemy sensors suffer -5 to Computer Use checks to detect the Nightfang, while motion detectors suffer also suffer this, on top of beating operator's Move Silently checks while moving at half speed. Increase Hide to +8, Move Silently to +10, Spot to +4 (double in urban settings). [/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top