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<blockquote data-quote="kronos182" data-source="post: 6844669" data-attributes="member: 6668634"><p>Spartan</p><p></p><p>After Saturn's success with the Grunt, Saturn worked on a more advanced unit, but keeping the modular systems intact so that it can be easily modified, and also use many of the systems that the Grunt used to allow easier logistical management for units upgrading from the Grunt to the Spartan. The Spartan is aimed more for combat than the Grunt was, as such it is slightly larger, only by about a foot, and heavier, but is 100% compatible with all the Grunt systems, with proper adaptors and new covers to all easy fitting for the larger unit. The Spartan removes the laser that was in the Grunt's left arm and instead has a dual laser system in the head about where the temples would be on a human, allowing for greater anti-personal potential and greater accuracy, many pilots have called this the death stare.</p><p>Large Heavy Assault Mech (Late PL6/ Early PL7)</p><p>Size: Large (-1)</p><p>Bonus Hit Points: 150</p><p>Superstructure: Vanadium</p><p>Hardness: 18</p><p>Armour: Resilium</p><p>Bonus to Defense: +12 (+6 armour +6 shield)</p><p>Armour Penalty: -4</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty: </p><p>Speed: 30 ft Base</p><p>Purchase DC: 50</p><p>Helmet: Class III Sensor System, Dual Anti-Personnel Laser (doesn't take up a slot, similar to the laser built in the Grunt's left arm)</p><p>Helmet: Oracle Targeting System +2</p><p>Torso: Cockpit</p><p>Torso: Cockpit</p><p>Back: </p><p>Shoulders: NKP Puma Pop-Up Turret</p><p>Left Arm: Bastion Tactical Shield</p><p>Left Hand:</p><p>Right Arm: Warpath Recoilless Rifle</p><p>Right Hand: Warpath Ammo</p><p>Boots: Structural Enhancement</p><p>Comm System </p><p>Modular Construction: Due to the modular construction of the Grunt, its hardness is reduced by 2, but repair checks are reduced by 5, and take 25% less time. </p><p>Added 1 extra equipment slot to Helmet. </p><p>Standard Package Features: Comm system, Alarm system, Class III Sensor system, Bastion Tactical shield</p><p>Bonuses: +2 Navigate and Spot, darkvision 90 ft, +2 attack roll</p><p>Weapons: 1 Warpath Recoilless Rifle 10d6 ballistic, 20, 40 ft incr, S/A, 20 box, 50 lbs (40 rounds total) (+2 attack)</p><p>1 Puma Turret 8d6 fire, 75 ft, single, -, 20 lbs (+2 attack)</p><p>Dual Laser 4d8 Fire, 20, 80 ft, S/A, unlimited, 10 lbs (+3 attack)</p><p>Slam 1d8 bludgeon (+2 attack)</p><p></p><p>[HR][/HR]</p><p></p><p>A package similar to the ones for the Grunt but is made exclusively for the Spartan.</p><p>With the advances and more space available in the Spartan, Saturn has tailored a melee package just for it. Some pieces might be compatible with the older Grunt, but not the whole system due to space limitations.</p><p>Like the warriors of old, the Spartan's melee package makes it a formidable close quarters combatant. Armed with a modified shock tether,</p><p></p><p>The following changes are made to the Grunt with this weapons package</p><p>1) Add Shock Tether Hand to left hand,</p><p>2) Add Weapon Rack to back</p><p>3) Remove NKP Popup Plasma Turret from shoulder and replace with Buzzsaw</p><p>4) Add one or two melee weapons to the weapon rack, usually a vibro sword and LK8 Armor-Piercing Pike, or any other weapons of choice. Can easily swap a melee weapon, or ranged weapon with any weapon in hand and vice versa.</p><p>5 Optional) Many users switch out the Warpath for a different ranged weapon.</p><p> </p><p>Shock Tether Hand</p><p>The hand of the mech is modified so that it can be magnetized and can launch on a tether and grab onto another mech or even a large creature by using the hand. It then can deliver a potent electrical discharge which can potentially stun biological creatures. The mech can then retract the hand, while still attached to the target. This system is strong enough to easily hold the weight of the mech so it can be used like a grapple hook to allow the mech to swing or even climb walls better. Once attached to a target, it deals 5d6 points of electricity damage. When attempting to retract the hand while attached to the target, considered a move action, gain a +4 to Str check to pull the target. If successful, can pull the target at a rate of 20 ft each round, must make new Str checks each round until the hand is retracted. Grants a +4 to climb checks if used as a grappling hook fork climbing walls.</p><p>Equipment Slots: 1 hand or arm</p><p>Activation: Attack action</p><p>Range: 30 ft increment (up to 5 increments, ranged touch attack)</p><p>Target: Single target within 150 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC: 22</p><p>Restriction: None</p><p></p><p>Weapon Rack</p><p>The weapon rack is literally just that, a storage system designed to hold several hand held, 1 slot weapons, such as melee weapons, mech ranged weapons that only require one slot of hand (or arm for large sized mech), and sometimes even ammo. Each weapon rack can hold two weapons in easy to reach and attach/detach, with an ejection system that quickly moves the selected weapon into the mech's hand, giving the user the user of the Quick Draw feat, but only with weapons on the weapon rack.</p><p>Equipment Slots: 1, must be back, torso, shoulder, belt or legs.</p><p>Activation: Free</p><p>Range: Personal</p><p>Target: Self</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 12 + one quarter mech's base purchase DC</p><p>Restriction: Restricted (+2)</p><p></p><p>Buzzsaw</p><p>The buzzsaw is a mech sized buzzsaw, used for melee combat or for construction or lumber work. The buzzsaw deals 4d6 points of slashing damage, and ignores 5 points of hardness/damage reduction.</p><p>Equipment Slots: 1, must be shoulder, arms or hands</p><p>Activation: Attack action</p><p>Range: Melee</p><p>Target: Single target within reach</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 12 plus one-quarter mecha's base purchase DC</p><p>Restriction: Licensed (+1)</p><p></p><p>[HR][/HR]</p><p></p><p>Spartan Packages</p><p></p><p>With new advances in technology, Saturn has looked for ways to extend the life of its Spartan. The following packages were released after various technological advances, and each fills various rolls.</p><p></p><p>Anti-Air Support Package</p><p>This package equips the Spartan to function in an anti-air support role.</p><p>Add Phased Array Radar to left arm;</p><p>Remove NKP Puma pop-up turret from shoulders</p><p>Add 20mm AA Gun mount to shoulders</p><p>Add 20mm AA Gun ammunition to back</p><p>Add SAM Mini-Missile Launcher to right arm</p><p>If the Spartan has the warpath in both hands, it is unable to make use of the SAM on the right arm as it requires the arm to move about unhindered. Many pilots replace the warpath with a smaller, one handed weapon.</p><p>Increase PDC by +3</p><p></p><p></p><p>Support Unit Package</p><p>This package equips the Spartan for a more support role, especially during assaults. The portable dispersion field is used to either hide the coming assault group, except for the fact that the field gives away its position, but is used more so while at the assault site to jam enemy sensors, targeting systems and communications. Also to prevent the use of teleportation devices if they are available. The defense field generators are used for protecting the assault group on approach, deflecting as much fire as possible until the heavy assault units reach their targets. All units to be protected by the fields must have their weapons tuned to the specific frequencies of the field, or use weapons that the current active field is not designed to protect. The sensor and comm systems are designed so that they can be tied into allied units and upload targeting information to aid their attacks.</p><p>Remove NKP Puma pop-up turret from shoulders.</p><p>Upgrade Class III sensors to Phased Array Class III sensors</p><p>Add Nuclear Power Core (+1 slot to back)</p><p>Add Dispersion Field Generator to back (2 slots)</p><p>Add Magnetic Defensive Field to shoulders</p><p>Remove Bastion Tactical Shield from left arm</p><p>Add 3C Lite system to left arm</p><p>Increase PDC by +2</p><p></p><p></p><p>New Equipment</p><p>20mm AA Gun Mount (PL5)</p><p>This 20mm cannon is designed for anti-aircraft purposes. Mounted on the shoulders, head or back of a mech, it has quick, floating tracks to allow it to turn and raise or lower the barrel quickly as it tracks its targets. Best paired with a radar system for better tracking such targets. Usually armed with proximity high explosive rounds, or high explosive armour piercing rounds for heavier armoured aircraft. The barrels are not designed to lower enough for attacking ground targets. This weapon deals 4d10 points of ballistic damage for standard rounds. The system carries 3 belts of 50 rounds. Each slot dedicated to ammunition carries 10 belts and must be in a slot adjacent to the weapon system. When paired with a radar system, it gains +2 to attack aerial targets.</p><p>Equipment Slots: 1, bust be head, shoulders or back.</p><p>Activation: Attack action</p><p>Range Increment: 300 feet</p><p>Target: Single target within 3000 feet, or autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: none unless high explosive rounds used</p><p>Purchase DC: 26</p><p>Restriction: Mil (+3)</p><p></p><p>SAM Mini-Missile Launcher (PL6)</p><p>This launcher is based on mini-rocket launchers currently available for mechs, but instead makes use of mini-missiles configured in for surface-to-air purposes for targeting aircraft. The system comes with simple explosive mini-missiles that deal 6d4 points of fire damage, with a blast radius of 15 feet, Reflex DC 19 for half, although other mini-missiles can be substituted. The targeting systems grants the user a +5 bonus to the initial attack, and should the missiles miss on the initial strike, the missiles will attempt to strike again with the missile's base +5 (or greater for higher quality missiles) plus the systems +2 for a total of +7 to attack roll. The system is designed so that it can launch up to a total of 5 missiles at a target, with an attack roll made at highest attack bonus made at -4 made for each missile. The system holds 30 mini-missiles. Each slot dedicated to reloads holds 60 additional mini-missiles, and must be in an adjacent slot.</p><p>Equipment Slots: 1</p><p>Activation: Attack action</p><p>Range Increment: -</p><p>Target: Single target</p><p>Duration: Instantaneous</p><p>Saving Throw: dependent on missile used</p><p>Purchase DC: 31</p><p>Restriction: Mil (+3)</p><p></p><p>Dispersion Field Generator</p><p>This is a small portable field generator that can be carried on a mech. Usually mounted in a high area of a mech, back, shoulders or head to allow it a clear field for the emitters to affect a 1 mile radius area. This version has a more limited operation time, but has a much faster cool down period.</p><p>Equipment Slot: 2 (must be back, head or shoulders)</p><p>Activation: Attack action</p><p>Range: 1 mile radius</p><p>Duration: 2 hours, 10 minute cool down</p><p>Saving Throw: None</p><p>PDC: 35</p><p>Restriction: Mil (+3)</p><p></p><p>Magnetic Defensive Field (PL Late 6/7)</p><p>This adaptation of starship magnetic field defense system has been modified to encompass an area with a 100 foot radius, providing all within the same benefits of a starship magnetic field defensive system, however slightly weaker. Missiles and ballistic weapons attacking anyone within the 100 foot radius suffer a -3 penalty on attack rolls.</p><p>Equipment Slot: 1</p><p>Activation: Attack action</p><p>Range 100 ft radius</p><p>Duration: 20 minutes</p><p>Saving Throw: None</p><p>PDC: 40</p><p>Restriction: Mil (+3)</p><p></p><p>3C Lite System</p><p>The 3C Lite is a light version of command, control and communication systems used in command units. It ties all the sensors and comm systems of all friendly units within 300 feet, allowing them to share sensor data. The unit equipped with the 3C lite system can work in one of two ways. The first is a passive means, as long as the sensors and communications are not being jammed, all units gain a +2 bonus to attack rolls, Spot, Listen and Search checks while within 300 feet of the 3C lite equipped unit. Also as long as one unit in the group would not be considered flanked or can sense a hidden opponent, the rest of the group isn't flanked and suffer only half penalties for attacking hidden opponents. The second, active mode, where the user actively aids his/her teammates, coordinating sensor information, communications and tactics, granting the others +4 to attack rolls, Listen, Search and Spot checks. Also if the 3C lite equipped unit is aware of an area effect attack, can grant a +2 bonus to one ally's Reflex save. However in this use, the character can't do much besides move at base speed, can not attack or take major actions than simply moving about the field, keeping up with his/her allies.</p><p>Equipment Slot: 1</p><p>Activation: Attack action (active mode)</p><p>Range: 300 ft radius</p><p>Duration: Persistent (passive mode), or 1 round (active mode)</p><p>Saving Throw: None</p><p>PDC: 35</p><p>Restriction: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 6844669, member: 6668634"] Spartan After Saturn's success with the Grunt, Saturn worked on a more advanced unit, but keeping the modular systems intact so that it can be easily modified, and also use many of the systems that the Grunt used to allow easier logistical management for units upgrading from the Grunt to the Spartan. The Spartan is aimed more for combat than the Grunt was, as such it is slightly larger, only by about a foot, and heavier, but is 100% compatible with all the Grunt systems, with proper adaptors and new covers to all easy fitting for the larger unit. The Spartan removes the laser that was in the Grunt's left arm and instead has a dual laser system in the head about where the temples would be on a human, allowing for greater anti-personal potential and greater accuracy, many pilots have called this the death stare. Large Heavy Assault Mech (Late PL6/ Early PL7) Size: Large (-1) Bonus Hit Points: 150 Superstructure: Vanadium Hardness: 18 Armour: Resilium Bonus to Defense: +12 (+6 armour +6 shield) Armour Penalty: -4 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 30 ft Base Purchase DC: 50 Helmet: Class III Sensor System, Dual Anti-Personnel Laser (doesn't take up a slot, similar to the laser built in the Grunt's left arm) Helmet: Oracle Targeting System +2 Torso: Cockpit Torso: Cockpit Back: Shoulders: NKP Puma Pop-Up Turret Left Arm: Bastion Tactical Shield Left Hand: Right Arm: Warpath Recoilless Rifle Right Hand: Warpath Ammo Boots: Structural Enhancement Comm System Modular Construction: Due to the modular construction of the Grunt, its hardness is reduced by 2, but repair checks are reduced by 5, and take 25% less time. Added 1 extra equipment slot to Helmet. Standard Package Features: Comm system, Alarm system, Class III Sensor system, Bastion Tactical shield Bonuses: +2 Navigate and Spot, darkvision 90 ft, +2 attack roll Weapons: 1 Warpath Recoilless Rifle 10d6 ballistic, 20, 40 ft incr, S/A, 20 box, 50 lbs (40 rounds total) (+2 attack) 1 Puma Turret 8d6 fire, 75 ft, single, -, 20 lbs (+2 attack) Dual Laser 4d8 Fire, 20, 80 ft, S/A, unlimited, 10 lbs (+3 attack) Slam 1d8 bludgeon (+2 attack) [HR][/HR] A package similar to the ones for the Grunt but is made exclusively for the Spartan. With the advances and more space available in the Spartan, Saturn has tailored a melee package just for it. Some pieces might be compatible with the older Grunt, but not the whole system due to space limitations. Like the warriors of old, the Spartan's melee package makes it a formidable close quarters combatant. Armed with a modified shock tether, The following changes are made to the Grunt with this weapons package 1) Add Shock Tether Hand to left hand, 2) Add Weapon Rack to back 3) Remove NKP Popup Plasma Turret from shoulder and replace with Buzzsaw 4) Add one or two melee weapons to the weapon rack, usually a vibro sword and LK8 Armor-Piercing Pike, or any other weapons of choice. Can easily swap a melee weapon, or ranged weapon with any weapon in hand and vice versa. 5 Optional) Many users switch out the Warpath for a different ranged weapon. Shock Tether Hand The hand of the mech is modified so that it can be magnetized and can launch on a tether and grab onto another mech or even a large creature by using the hand. It then can deliver a potent electrical discharge which can potentially stun biological creatures. The mech can then retract the hand, while still attached to the target. This system is strong enough to easily hold the weight of the mech so it can be used like a grapple hook to allow the mech to swing or even climb walls better. Once attached to a target, it deals 5d6 points of electricity damage. When attempting to retract the hand while attached to the target, considered a move action, gain a +4 to Str check to pull the target. If successful, can pull the target at a rate of 20 ft each round, must make new Str checks each round until the hand is retracted. Grants a +4 to climb checks if used as a grappling hook fork climbing walls. Equipment Slots: 1 hand or arm Activation: Attack action Range: 30 ft increment (up to 5 increments, ranged touch attack) Target: Single target within 150 ft Duration: Instantaneous Saving Throw: None Purchace DC: 22 Restriction: None Weapon Rack The weapon rack is literally just that, a storage system designed to hold several hand held, 1 slot weapons, such as melee weapons, mech ranged weapons that only require one slot of hand (or arm for large sized mech), and sometimes even ammo. Each weapon rack can hold two weapons in easy to reach and attach/detach, with an ejection system that quickly moves the selected weapon into the mech's hand, giving the user the user of the Quick Draw feat, but only with weapons on the weapon rack. Equipment Slots: 1, must be back, torso, shoulder, belt or legs. Activation: Free Range: Personal Target: Self Duration: Instantaneous Saving Throw: None Purchase DC: 12 + one quarter mech's base purchase DC Restriction: Restricted (+2) Buzzsaw The buzzsaw is a mech sized buzzsaw, used for melee combat or for construction or lumber work. The buzzsaw deals 4d6 points of slashing damage, and ignores 5 points of hardness/damage reduction. Equipment Slots: 1, must be shoulder, arms or hands Activation: Attack action Range: Melee Target: Single target within reach Duration: Instantaneous Saving Throw: None Purchase DC: 12 plus one-quarter mecha's base purchase DC Restriction: Licensed (+1) [HR][/HR] Spartan Packages With new advances in technology, Saturn has looked for ways to extend the life of its Spartan. The following packages were released after various technological advances, and each fills various rolls. Anti-Air Support Package This package equips the Spartan to function in an anti-air support role. Add Phased Array Radar to left arm; Remove NKP Puma pop-up turret from shoulders Add 20mm AA Gun mount to shoulders Add 20mm AA Gun ammunition to back Add SAM Mini-Missile Launcher to right arm If the Spartan has the warpath in both hands, it is unable to make use of the SAM on the right arm as it requires the arm to move about unhindered. Many pilots replace the warpath with a smaller, one handed weapon. Increase PDC by +3 Support Unit Package This package equips the Spartan for a more support role, especially during assaults. The portable dispersion field is used to either hide the coming assault group, except for the fact that the field gives away its position, but is used more so while at the assault site to jam enemy sensors, targeting systems and communications. Also to prevent the use of teleportation devices if they are available. The defense field generators are used for protecting the assault group on approach, deflecting as much fire as possible until the heavy assault units reach their targets. All units to be protected by the fields must have their weapons tuned to the specific frequencies of the field, or use weapons that the current active field is not designed to protect. The sensor and comm systems are designed so that they can be tied into allied units and upload targeting information to aid their attacks. Remove NKP Puma pop-up turret from shoulders. Upgrade Class III sensors to Phased Array Class III sensors Add Nuclear Power Core (+1 slot to back) Add Dispersion Field Generator to back (2 slots) Add Magnetic Defensive Field to shoulders Remove Bastion Tactical Shield from left arm Add 3C Lite system to left arm Increase PDC by +2 New Equipment 20mm AA Gun Mount (PL5) This 20mm cannon is designed for anti-aircraft purposes. Mounted on the shoulders, head or back of a mech, it has quick, floating tracks to allow it to turn and raise or lower the barrel quickly as it tracks its targets. Best paired with a radar system for better tracking such targets. Usually armed with proximity high explosive rounds, or high explosive armour piercing rounds for heavier armoured aircraft. The barrels are not designed to lower enough for attacking ground targets. This weapon deals 4d10 points of ballistic damage for standard rounds. The system carries 3 belts of 50 rounds. Each slot dedicated to ammunition carries 10 belts and must be in a slot adjacent to the weapon system. When paired with a radar system, it gains +2 to attack aerial targets. Equipment Slots: 1, bust be head, shoulders or back. Activation: Attack action Range Increment: 300 feet Target: Single target within 3000 feet, or autofire Duration: Instantaneous Saving Throw: none unless high explosive rounds used Purchase DC: 26 Restriction: Mil (+3) SAM Mini-Missile Launcher (PL6) This launcher is based on mini-rocket launchers currently available for mechs, but instead makes use of mini-missiles configured in for surface-to-air purposes for targeting aircraft. The system comes with simple explosive mini-missiles that deal 6d4 points of fire damage, with a blast radius of 15 feet, Reflex DC 19 for half, although other mini-missiles can be substituted. The targeting systems grants the user a +5 bonus to the initial attack, and should the missiles miss on the initial strike, the missiles will attempt to strike again with the missile's base +5 (or greater for higher quality missiles) plus the systems +2 for a total of +7 to attack roll. The system is designed so that it can launch up to a total of 5 missiles at a target, with an attack roll made at highest attack bonus made at -4 made for each missile. The system holds 30 mini-missiles. Each slot dedicated to reloads holds 60 additional mini-missiles, and must be in an adjacent slot. Equipment Slots: 1 Activation: Attack action Range Increment: - Target: Single target Duration: Instantaneous Saving Throw: dependent on missile used Purchase DC: 31 Restriction: Mil (+3) Dispersion Field Generator This is a small portable field generator that can be carried on a mech. Usually mounted in a high area of a mech, back, shoulders or head to allow it a clear field for the emitters to affect a 1 mile radius area. This version has a more limited operation time, but has a much faster cool down period. Equipment Slot: 2 (must be back, head or shoulders) Activation: Attack action Range: 1 mile radius Duration: 2 hours, 10 minute cool down Saving Throw: None PDC: 35 Restriction: Mil (+3) Magnetic Defensive Field (PL Late 6/7) This adaptation of starship magnetic field defense system has been modified to encompass an area with a 100 foot radius, providing all within the same benefits of a starship magnetic field defensive system, however slightly weaker. Missiles and ballistic weapons attacking anyone within the 100 foot radius suffer a -3 penalty on attack rolls. Equipment Slot: 1 Activation: Attack action Range 100 ft radius Duration: 20 minutes Saving Throw: None PDC: 40 Restriction: Mil (+3) 3C Lite System The 3C Lite is a light version of command, control and communication systems used in command units. It ties all the sensors and comm systems of all friendly units within 300 feet, allowing them to share sensor data. The unit equipped with the 3C lite system can work in one of two ways. The first is a passive means, as long as the sensors and communications are not being jammed, all units gain a +2 bonus to attack rolls, Spot, Listen and Search checks while within 300 feet of the 3C lite equipped unit. Also as long as one unit in the group would not be considered flanked or can sense a hidden opponent, the rest of the group isn't flanked and suffer only half penalties for attacking hidden opponents. The second, active mode, where the user actively aids his/her teammates, coordinating sensor information, communications and tactics, granting the others +4 to attack rolls, Listen, Search and Spot checks. Also if the 3C lite equipped unit is aware of an area effect attack, can grant a +2 bonus to one ally's Reflex save. However in this use, the character can't do much besides move at base speed, can not attack or take major actions than simply moving about the field, keeping up with his/her allies. Equipment Slot: 1 Activation: Attack action (active mode) Range: 300 ft radius Duration: Persistent (passive mode), or 1 round (active mode) Saving Throw: None PDC: 35 Restriction: Mil (+3) [/QUOTE]
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