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<blockquote data-quote="kronos182" data-source="post: 6790343" data-attributes="member: 6668634"><p>Gorilla</p><p></p><p>The Gorilla, as its name suggests, resembles a hunchbacked, knuckle-walking ape. The robot can waddle on two rear legs, or gallop on all fours. Armor is extremely heavy; meant to handle both combat damage and heavy rough-terrain movement. The design is headless, the robot instead having a bulging, thickly-armored torso covered in sensor blisters and vision periscopes for its crew. </p><p>Weaponry is heavy, consisting of two heavy shoulder-mount weapons systems, and an optional rear missile pod. For close-in defense, the broad chest mounts an array of pulse lasers that can flay off the armor of most power armors, and vaporize lesser targets. And, when it comes to melee combat, the Gorilla can ape-handle most robots and monsters into smash-origami with its brute strength.</p><p>The Gorilla is essentially a brutish strong, but not particularly agile, tank on legs. Its ability to drop to a stable four-legged posture allows it to become a stable platform for heavy weapons, so the design has been optimized as a mobile artillery platform, able to bring heavy guns and launchers to bear on the battlefield. This comes at the cost of response time (the Gorilla is not any more agile than the average battlefield robot), and its massive forepaws are not able to pick up and use handheld weapons (aside from telephone poles and other robots). An extendable sensor boom allows the Gorilla to use its sensors while hidden behind cover, or as a snorkel while lurking in water.</p><p>Crews of Gorillas have already garnered such (unflattering) nicknames as ‘Apemen’, ‘Knuckle-Draggers’, and ‘Hunchies’. </p><p></p><p>A.N.I.M.L. Gorilla</p><p>Size: Large heavy assault</p><p>Bonus Hit Points: 100</p><p>Superstructure: Vanadium</p><p>Hardness: 20, 10 vs ballistic & missile</p><p>Armour: Chobham</p><p>Bonus to Defense: +7</p><p>Armour Penalty: -6</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty: </p><p>Speed: 20 feet (2 legs), 30 feet (on all four)</p><p>Purchase DC: 46</p><p></p><p>Slots</p><p>Back: Modular Weapon Mount</p><p>Left Arm: NKP Puma Pop-up Turret</p><p>Left Hand: Combat Hand</p><p>Right Arm: NKP Puma Pop-up Turret</p><p>Right Hand: Combat Hand</p><p>Shoulders: Modular Weapon Mount</p><p>Shoulders: Modular Weapon Mount</p><p>Torso: Cockpit</p><p>Torso: Cockpit</p><p>Boots: Class III Sensor System</p><p>Comm System</p><p></p><p>Standard Package Features: Modular Weapon mounts shoulder and back, stable firing platform</p><p>Bonuses: +2 Navigate and Spot checks, 90 feet darkvision, 10 ft sensor boom, damage reduction 10 against ballistic and missile attacks, quadruped adaptation, combat hands</p><p>Weapons: 2 NKP Puma 8d6 fire, 20, 75 ft, single</p><p>2 slam 2d6 bludgeon, melee</p><p></p><p>Stable Firing Platform</p><p>While in quadruped mode, and not moving, shoulder or back mounted weapons fired in autofire have their attack penalties reduced by half. Also, if the user so wishes, can firelink the two shoulder weapons, if they are the same weapon, in either semiautomatic mode or full automatic mode. While firelinked in full automatic, the attack penalty isn't reduced, but autofire area is doubled with the Reflex save DC increased by 2, and damage is only increased by 1/4 instead of 1/2 for firelinked weapons.</p><p></p><p>Usual armament packages are two M-35 20mm cannon mounted on the shoulders and M55 Crud rocket launcher on back.</p><p>M-35 8d6 ball, 20, 110 ft, sa, 200 rds</p><p>Tank Hunter includes two Avenger 30mm mounted on shoulders, and either an external pod dedicated to holding ammunition or a A-17 Axel Driller Missile launcher</p><p>Avenger 30mm 12d6 ball, 19-20x2, 80 ft, sa, 150 rds</p><p>Artillery Unit</p><p>25 shot Mini-missile or Mini-rocket pod on each shoulder and choice of larger missile launcher on back. Damage varies by missile/rocket type chosen</p><p>Anti-Infantry usually sports M-9 Barrage chaingun on each shoulder, or dual mounted infantry level heavy machinegun, and 25 shot mini rocket launcher on back.</p><p></p><p>The shoulder mounts can be united to support a single two slot weapon, or the shoulders and back can be used to support a three slot weapon, but only useable while in quadruped mode.</p><p></p><p>New Equipment</p><p>Quadruped Adaptation</p><p>This is more a way of designing the mech than a piece of equipment, but does contain certain special pieces of hardware, which allows a bipedal mech to walk on all fours to allow for increased speed. No weapons can be held in the hands, and any integrated weaponry in the hands can not be used while in quadruped mode. Switching between the two is a free action that can be done at any time on the user's action. Adds 10 feet to speed and +4 stability bonus to checks to resist bull rush and trip attempts.</p><p>Equipment Slots: None</p><p>Activation: Free action as part of a move</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Persistent</p><p>Saving Throw: None</p><p>Purchase DC: 23</p><p>Restriction: None</p><p></p><p>Sensor Boom</p><p>This is an attachment to the sensor system which allows a boom to be raised above the mech to allow it to use all sensors (including visual), around obstacles, cover or while in water. Several different lengths are available to be attached to standard sensor systems. Price is added to the sensor system it is added to.</p><p>PDC: 10 feet (+1), 15 feet (+2), 20 feet (+3).</p><p></p><p>Combat Hands</p><p>These are redesigned and reinforced hands for the mech, meant for holding large objects, like mech arms or poles, and smashing, than finer manipulation. With two broad fingers and opposable thumb, the mech can not use hand held weapons except basic ones like clubs, poles and the like. Weapons like swords suffer a -1 penalty to attack due to the lack of fine motor control in the hands. The hands do allow the mech to use a slam attack as if it was one size larger than it is.</p><p>PDC: 5 + one-quarter base mech PDC.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790343, member: 6668634"] Gorilla The Gorilla, as its name suggests, resembles a hunchbacked, knuckle-walking ape. The robot can waddle on two rear legs, or gallop on all fours. Armor is extremely heavy; meant to handle both combat damage and heavy rough-terrain movement. The design is headless, the robot instead having a bulging, thickly-armored torso covered in sensor blisters and vision periscopes for its crew. Weaponry is heavy, consisting of two heavy shoulder-mount weapons systems, and an optional rear missile pod. For close-in defense, the broad chest mounts an array of pulse lasers that can flay off the armor of most power armors, and vaporize lesser targets. And, when it comes to melee combat, the Gorilla can ape-handle most robots and monsters into smash-origami with its brute strength. The Gorilla is essentially a brutish strong, but not particularly agile, tank on legs. Its ability to drop to a stable four-legged posture allows it to become a stable platform for heavy weapons, so the design has been optimized as a mobile artillery platform, able to bring heavy guns and launchers to bear on the battlefield. This comes at the cost of response time (the Gorilla is not any more agile than the average battlefield robot), and its massive forepaws are not able to pick up and use handheld weapons (aside from telephone poles and other robots). An extendable sensor boom allows the Gorilla to use its sensors while hidden behind cover, or as a snorkel while lurking in water. Crews of Gorillas have already garnered such (unflattering) nicknames as ‘Apemen’, ‘Knuckle-Draggers’, and ‘Hunchies’. A.N.I.M.L. Gorilla Size: Large heavy assault Bonus Hit Points: 100 Superstructure: Vanadium Hardness: 20, 10 vs ballistic & missile Armour: Chobham Bonus to Defense: +7 Armour Penalty: -6 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 20 feet (2 legs), 30 feet (on all four) Purchase DC: 46 Slots Back: Modular Weapon Mount Left Arm: NKP Puma Pop-up Turret Left Hand: Combat Hand Right Arm: NKP Puma Pop-up Turret Right Hand: Combat Hand Shoulders: Modular Weapon Mount Shoulders: Modular Weapon Mount Torso: Cockpit Torso: Cockpit Boots: Class III Sensor System Comm System Standard Package Features: Modular Weapon mounts shoulder and back, stable firing platform Bonuses: +2 Navigate and Spot checks, 90 feet darkvision, 10 ft sensor boom, damage reduction 10 against ballistic and missile attacks, quadruped adaptation, combat hands Weapons: 2 NKP Puma 8d6 fire, 20, 75 ft, single 2 slam 2d6 bludgeon, melee Stable Firing Platform While in quadruped mode, and not moving, shoulder or back mounted weapons fired in autofire have their attack penalties reduced by half. Also, if the user so wishes, can firelink the two shoulder weapons, if they are the same weapon, in either semiautomatic mode or full automatic mode. While firelinked in full automatic, the attack penalty isn't reduced, but autofire area is doubled with the Reflex save DC increased by 2, and damage is only increased by 1/4 instead of 1/2 for firelinked weapons. Usual armament packages are two M-35 20mm cannon mounted on the shoulders and M55 Crud rocket launcher on back. M-35 8d6 ball, 20, 110 ft, sa, 200 rds Tank Hunter includes two Avenger 30mm mounted on shoulders, and either an external pod dedicated to holding ammunition or a A-17 Axel Driller Missile launcher Avenger 30mm 12d6 ball, 19-20x2, 80 ft, sa, 150 rds Artillery Unit 25 shot Mini-missile or Mini-rocket pod on each shoulder and choice of larger missile launcher on back. Damage varies by missile/rocket type chosen Anti-Infantry usually sports M-9 Barrage chaingun on each shoulder, or dual mounted infantry level heavy machinegun, and 25 shot mini rocket launcher on back. The shoulder mounts can be united to support a single two slot weapon, or the shoulders and back can be used to support a three slot weapon, but only useable while in quadruped mode. New Equipment Quadruped Adaptation This is more a way of designing the mech than a piece of equipment, but does contain certain special pieces of hardware, which allows a bipedal mech to walk on all fours to allow for increased speed. No weapons can be held in the hands, and any integrated weaponry in the hands can not be used while in quadruped mode. Switching between the two is a free action that can be done at any time on the user's action. Adds 10 feet to speed and +4 stability bonus to checks to resist bull rush and trip attempts. Equipment Slots: None Activation: Free action as part of a move Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 23 Restriction: None Sensor Boom This is an attachment to the sensor system which allows a boom to be raised above the mech to allow it to use all sensors (including visual), around obstacles, cover or while in water. Several different lengths are available to be attached to standard sensor systems. Price is added to the sensor system it is added to. PDC: 10 feet (+1), 15 feet (+2), 20 feet (+3). Combat Hands These are redesigned and reinforced hands for the mech, meant for holding large objects, like mech arms or poles, and smashing, than finer manipulation. With two broad fingers and opposable thumb, the mech can not use hand held weapons except basic ones like clubs, poles and the like. Weapons like swords suffer a -1 penalty to attack due to the lack of fine motor control in the hands. The hands do allow the mech to use a slam attack as if it was one size larger than it is. PDC: 5 + one-quarter base mech PDC. [/QUOTE]
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