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<blockquote data-quote="kronos182" data-source="post: 6852569" data-attributes="member: 6668634"><p>Zoison Assault Mech</p><p></p><p>The Zoison is a new, fairly simple to use assault mech. Boasting robust armour, reliable weapons, the 31 foot tall Zoisons will stride across the battlefields, taking and holding positions. Using a new headless design to lower the profile slightly and put the sensor system in a more protected area of the torso makes it far less easier to blind the pilot. Zoisons use readily available parts, making repairs that much quicker, plus also come with onboard instructions to aid field mechanics in their repairs to get a Zoison running again. The only complaint a few customers have is the lack of hands, although they can't complain about the generous amount of ammunition a Zoison can carry into battle.</p><p></p><p>Size: Huge (-2)</p><p>Bonus Hit Points: 200</p><p>Superstructure: Vanadium</p><p>Hardness: 25</p><p>Armour: Resilium</p><p>Bonus to Defense: +8</p><p>Armour Penalty: -7</p><p>Reach: 10 ft</p><p>Strength Bonus: +16</p><p>Dexterity Penalty: </p><p>Speed: 40 ft Base</p><p>Purchase DC: 46</p><p></p><p>Torso: Cockpit</p><p>Torso:Cockpit</p><p>Back: Multi-Launch Mini-Rocket Launcher</p><p>Back: Multi-Launch Mini-Rocket Launcher</p><p>Shoulders: Chaff Launcher</p><p>Belt: Class III Sensor System</p><p>Left Arm: M-9 Extra Ammo</p><p>Left Hand: M-9 Barrage Chaingun</p><p>Left Hand:M-9 Extra Ammo</p><p>Right Arm: M-9 Extra Ammo</p><p>Right Hand:M-9 Barrage Chaingun</p><p>Right Hand:M-9 Extra Ammo</p><p>Boots: Life Support System</p><p>Comm System</p><p></p><p>Reinforced Armour See here for details.</p><p>Chaff Launcher found in Future Tech page 72. Note: The book doesn't list how many chaff bundles are in the system so I usually give it 10 bundles, PDC 11 to reload the launcher with 10 bundles.</p><p></p><p>Standard Package Features: Comm system</p><p>Bonuses: +2 Navigate and +2 Spot, 90 ft darkvision</p><p>Weapons: M-9 Barrage Chaingun 5d6 ball, 20, 60 ft, S/A, Linked (16 belts of 50 ea), Huge, 100 lbs X2</p><p>Multi-Launch Mini-Rocket Launcher varies, varies, 20/varies, 150 ft, 25 mini rockets per launcher (50 total), 60 lbs X2</p><p>Slam 2d6 bludgeon.</p><p></p><p>New Equipment</p><p>Multi-Launch Mini-Rocket Launcher</p><p>This system is similar to the multi-launch mini-rocket launcher used in the Missile Weapon Pack on the Thunder assault mech, although smaller in size and is just the mini-rocket launcher component.</p><p>This system is capable of launching a single rocket or laying down a barrage to level an area.</p><p>Barrage: Target a square and it launches five rockets surrounding it to overlap the explosive areas of the warheads to maximize damage potential.</p><p>Blast radius is 2.5 times the radius of one rocket. So if rocket has a 20 ft blast radius, barage radius is 50 ft.</p><p>Anyone caught in the blast radius takes 1.5 times normal rocket damage, Reflex save DC is increased by +5. A rocket's ability to ignore hardness/DR is ignored unless target within takes up half or more of the blast radius.</p><p>Each launcher holds 25 mini-rockets.</p><p>Range Increment 150 ft</p><p>PDC 28 Mil (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Wolf Tank</p><p></p><p>The Wolf Tank is a hybrid, crossing the line between tank and mech. Instead of a true bipedal form, below the torso is a tank like vehicle part with treads, which adds great stability to the mech. It also lacks the traditional head of most mechs. An interesting feature the Wolf Tank does have is the ability to raise and lower its torso so as to better look over obstacles, or to seem more imposing to any large animals it may encounter, raising from it's 13 foot height to 23 ft.</p><p>The Wolf Tank is a fairly simple design, relatively speaking, but its key selling points is its low price and very simple controls. The Wolf is so simple to pilot that anyone who's had training in combat vehicles, or even heavy construction equipment can pilot it with some skill, although not to the extent of someone with full training. Although with enough practice, untrained people can easily become proficient in using one. </p><p></p><p>Wolf Tank (PL5/6)</p><p>Size: Large Heavy Assault(can extend to huge)</p><p>Bonus Hit Points: 100</p><p>Superstructure: Alumisteel</p><p>Hardness: 10</p><p>Armour: Alumisteel</p><p>Bonus to Defense: +5</p><p>Armour Penalty: -6</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty: </p><p>Speed: 35 ft</p><p>Purchase DC: 36 </p><p></p><p>Torso: Cockpit</p><p>Torso: Cockpit</p><p>Back: Extending system</p><p>Shoulders: Class II Sensor System</p><p>Left Arm: M-9 ammo</p><p>Left Hand Replacement (2 slots): M-9 Barrage Chaingun and 6 extra belts of ammo</p><p>Right Arm: M-9 ammo</p><p>Right Hand Replacement (2 slots): M-9 Barrage Chaingun and 6 extra belts of ammo</p><p>Treads: Anti-Obstacle System</p><p>Comm System</p><p></p><p>Standard Package Features: Comm System</p><p>Bonuses: +2 Navigate and Spot</p><p>Weapons: 2 M-9 Barrage Chaingun 5d6 ball, 20, 60 ft, S/A, Linked (16 belts of 50 rds ea), Huge, 100 lbs</p><p>Slam 1d8, bludgeon, 20, melee</p><p></p><p>New Equipment</p><p>Anti-Obstacle System</p><p>The anti-obstacle system is designed to help remove any obstacles that the Wolf Tank simply can't just drive over. It contains several robotic arms that extend. The robotic arms are fairly simple with rudimentary grasping hands, with several cutting tools mounted on them including a buzzsaw, bolt cutters and a cutting torch. These robotic arms have a Strength rating of 22, and have a 10 ft reach past the treads.</p><p>Equipment Slots: 1</p><p>Activation: Standard action</p><p>Range Increment: 10 ft</p><p>Target:</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC: 21</p><p>Restriction: None</p><p></p><p>Extending System</p><p>A telescoping system with powerful hydraulics designed to extend the reach, or height of a mech. When installed in belt, back or torso, can extend the upper torso up (or out if a quadruped) by enough to bring it into the next size category. The mech can still fight while extended, however unless using a reach weapon, or ranged weapon, will be unable to strike targets in adjacent squares to the mech. If mounted in the shoulders, the arms can extend to increase the reach of the mech by 10 ft. If mounted in the legs or belt (choosing legs instead of torso extension, which must be made at time of creation and can not be changed), the mech can extend its height, raising its entire body, which increases its speed by 10 ft, but pilot must make a balance check DC 15 any time the mech makes an attack.</p><p>Equipment Slots: 1</p><p>Activation: Move action</p><p>Duration: Instantaneous/continuous until deactivated</p><p>Purchase DC: 34</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Griffin</p><p></p><p>The Griffin is a quick strike mech made for lightning strikes. Some might consider it a scout mech, but its sensors aren't any better than average mechs. Light on armour, but has fairly strong weapons, coupled with its high speed, many griffins are piloted by dare devils. Many griffin pilots place wagers on who will reach the target first and draw first blood, making them very competitive and aggressive. </p><p>Griffins come standard with a heavy weapon on the right arm, usually a laser or plasma cannon, with a missile launcher on the other arm, with a melee weapon attached, usually a set of tiger or panther claws. Mounted under the cockpit is a pair of lighter rapid fire weapons, usually used against infantry or lighter armoured foes.</p><p>Griffins are not laid out like traditional mechs, lacking a humanoid head and have reversed jointed legs. This aids in their high speed and maneuverability, letting them get around rough terrain or obstacles. The reverse jointed legs allows their 14 foot tall frame lower down to aid it hide when laying in ambush.</p><p>Griffin (PL6)</p><p>Size: Large</p><p>Bonus Hit Points: 80</p><p>Superstructure: Alumisteel</p><p>Hardness: 10</p><p>Armour: Resilium</p><p>Bonus to Defense: +5 (+6 armour -1 size)</p><p>Armour Penalty: -5</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty: 0</p><p>Speed: 50 ft Base</p><p>Purchase DC: 42 </p><p>Torso: Class III Sensor System</p><p>Torso: Cockpit</p><p>Belt: Dual Heavy Laser Rifles</p><p>Back: Cockpit</p><p>Shoulders: 4 pack of M-87 missiles</p><p>Left Arm: M-87 Firestar Missile Launcher</p><p>Left Hand: PS-15 Panther Claws</p><p>Right Arm: Typhoon 240 Laser Cannon</p><p>Right Hand: Typhoon 240 Laser Cannon</p><p>Comm System </p><p>Standard Package Features: Comm System</p><p>Bonuses: +2 Navigate and Spot, 90 ft darkvision, +4 Jump checks</p><p>Weapons: Typhoon Laser Cannon 10d6 fire, 20, 100 ft, Single, -, Huge</p><p>M87 Talon Missile Launcher 15d6 half ball/fire, 20, - ft, Single, 8 rd, Huge</p><p>Dual Heavy Laser Rifle 6d8 fire, 20, 100 ft, S/A, unlimited, Large</p><p>PS-15 Panther Claws 2d6 slashing, 19-20, melee</p><p>Slam 1d8, bludgeon, 20, melee</p><p>New Equipment</p><p>Reverse Jointed Legs</p><p>These legs have the joints in reverse to normal mechs. This gives the mech more movement, but does make them a little more unstable, suffering a -4 stability penalty on checks to resist bull rush and trip attempts. Reverse jointed equipped mechs gain a +20 feet to speed, and a +4 bonus to Jump checks, but can not be mounted on mechs of gargantuan or colossal sizes, and they also loose the boots equipment slot as it is required for stabilization systems.</p><p></p><p>Dual Heavy Laser Rifles</p><p>This is a mini turret mounted on the lower torso of the Griffin that holds two fire linked heavy laser rifles. A heavy laser rifle deals 4d8 fire, 100 ft range. The turret can cover the full front half of the Griffin and can aim directly below the Griffin, so it can attack targets directly under it.</p><p></p><p>[HR][/HR]</p><p></p><p>Banshee</p><p></p><p>The Banshee is a heavy assault mech built around direct energy weapon systems. It gets its name from the loud whine of its gatling lasers spinning as they blast away at targets. The sturdy frame allows it to soak up damage, but even with its thick armour, the banshee is still vulnerable to infantry. Built on either side of the cockpit are two dual laser turrets to fend off attacks from infantry. The primary weapons of the Banshee are a pair of high speed gatling lasers which can fire up to 5000 pulses a minute. However, at this rate of fire, the emitters would burn out after more than 30 seconds of sustained fire, so most banshee's have their weapons limited between 3000 and 4200 pulses per minute.</p><p></p><p>Banshee (PL6/7)</p><p>Size: Huge</p><p>Bonus Hit Points: 250</p><p>Superstructure: Neovulcanium</p><p>Hardness: 20</p><p>Armour: Duralloy</p><p>Bonus to Defense: +6 (+8 equipment -2 size)</p><p>Armour Penalty: -8</p><p>Reach: 10 ft</p><p>Strength Bonus: +16</p><p>Dexterity Penalty: </p><p>Speed: 30 ft</p><p>Purchase DC: 45 Mil (+3)</p><p></p><p>Slots</p><p>Back: structural enhancement</p><p>Left Arm: XGL Laser</p><p>Left Hand: XGL Laser</p><p>Right Arm: XGL Laser</p><p>Right Hand: XGL Laser</p><p>Shoulders: Dual Laser Turret x2</p><p>Torso: Cockpit</p><p>Belt: Class III Sensor System</p><p>Boots: light fortification</p><p>Comm System</p><p></p><p>Standard Package Features: Headless design, class III sensory system, XGL laser x2, Dual laser turret, light fortification</p><p>Bonuses: +2 equipment bonus to Navigate and Spot, darkvision 90 feet, 25% of critical hits change to regular hits.</p><p>Weapons: XGL Laser 6d6 or 9d8, fire, 20, 120 ft, S/A, 100 internal, Huge x2</p><p>Dual Laser Turret 4d8, fire, 20, 75 ft, s, -, Large x2</p><p>Slam 2d6 bludgeoning. </p><p></p><p>New Equipment</p><p>XGL Laser</p><p>These gatling lasers were designed specifically for the Banshee, able to throw large amounts of laser blasts across the battle field. A single pulse deals only 6d6 points of fire damage, and are fully capable of full automatic fire. Where the XGL's really shine is their burst fire, able to fire large amounts of pulses as a burst in a single attack, dealing 9d8 points of fire damage in a single attack. The XGL does have limited power in its power cells, before being drained and requires time for the power core of the Banshee to recharge them, and burst mode, suffering -3 to attack, and doesn't require the Burst Fire feat, uses up 10 rounds. The burst mode can also be used in full automatic, increase area targeted by 5 feet a side and the Reflex save DC by +5. The power cells of the XGL has 100 rounds, and recharges at a rate of 1 round every minute after it hasn't been used for 5 rounds. These weapons are also quite loud, opponents gain a +5 bonus to Listen checks to hear them, as they have a very distinctive whine.</p><p>Equipment Slots: 2, must be Arm or Hands, Torso, Shoulders</p><p>Activation: Attack</p><p>Range: 100 ft</p><p>Target: Single target within 1000 ft or autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 31</p><p>Restriction: Mil (+3)</p><p>PDC: 31 Mil (+3)</p><p></p><p>Dual Laser Turret</p><p>These turrets are a pair of laser rifles mated together in a turreted mount to provide protection against infantry. They are tied into the mech's sensors and fire automatically at any target not designated friendly that come within range of the mech. Each turret deals 4d8 points of fire damage. When set in defensive mode, they each have 2 attacks at +4 to attack rolls (size modifier is already taken into account for the attack bonus) and attack anything that isn't designated a friendly within 75 feet of the mech, as attacks of opportunities and/or as readied actions. The pilot can choose to use the turrets himself, but doesn't gain the multiple attacks or the bonus, instead using his own bonus, adding the size modifier of the mech to the attack roll.</p><p>Equipment Slots: 1</p><p>Activation: Attack, or automatic</p><p>Range: 75 ft</p><p>Target: Single target within 75 feet</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 29</p><p>Restriction: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 6852569, member: 6668634"] Zoison Assault Mech The Zoison is a new, fairly simple to use assault mech. Boasting robust armour, reliable weapons, the 31 foot tall Zoisons will stride across the battlefields, taking and holding positions. Using a new headless design to lower the profile slightly and put the sensor system in a more protected area of the torso makes it far less easier to blind the pilot. Zoisons use readily available parts, making repairs that much quicker, plus also come with onboard instructions to aid field mechanics in their repairs to get a Zoison running again. The only complaint a few customers have is the lack of hands, although they can't complain about the generous amount of ammunition a Zoison can carry into battle. Size: Huge (-2) Bonus Hit Points: 200 Superstructure: Vanadium Hardness: 25 Armour: Resilium Bonus to Defense: +8 Armour Penalty: -7 Reach: 10 ft Strength Bonus: +16 Dexterity Penalty: Speed: 40 ft Base Purchase DC: 46 Torso: Cockpit Torso:Cockpit Back: Multi-Launch Mini-Rocket Launcher Back: Multi-Launch Mini-Rocket Launcher Shoulders: Chaff Launcher Belt: Class III Sensor System Left Arm: M-9 Extra Ammo Left Hand: M-9 Barrage Chaingun Left Hand:M-9 Extra Ammo Right Arm: M-9 Extra Ammo Right Hand:M-9 Barrage Chaingun Right Hand:M-9 Extra Ammo Boots: Life Support System Comm System Reinforced Armour See here for details. Chaff Launcher found in Future Tech page 72. Note: The book doesn't list how many chaff bundles are in the system so I usually give it 10 bundles, PDC 11 to reload the launcher with 10 bundles. Standard Package Features: Comm system Bonuses: +2 Navigate and +2 Spot, 90 ft darkvision Weapons: M-9 Barrage Chaingun 5d6 ball, 20, 60 ft, S/A, Linked (16 belts of 50 ea), Huge, 100 lbs X2 Multi-Launch Mini-Rocket Launcher varies, varies, 20/varies, 150 ft, 25 mini rockets per launcher (50 total), 60 lbs X2 Slam 2d6 bludgeon. New Equipment Multi-Launch Mini-Rocket Launcher This system is similar to the multi-launch mini-rocket launcher used in the Missile Weapon Pack on the Thunder assault mech, although smaller in size and is just the mini-rocket launcher component. This system is capable of launching a single rocket or laying down a barrage to level an area. Barrage: Target a square and it launches five rockets surrounding it to overlap the explosive areas of the warheads to maximize damage potential. Blast radius is 2.5 times the radius of one rocket. So if rocket has a 20 ft blast radius, barage radius is 50 ft. Anyone caught in the blast radius takes 1.5 times normal rocket damage, Reflex save DC is increased by +5. A rocket's ability to ignore hardness/DR is ignored unless target within takes up half or more of the blast radius. Each launcher holds 25 mini-rockets. Range Increment 150 ft PDC 28 Mil (+3) [HR][/HR] Wolf Tank The Wolf Tank is a hybrid, crossing the line between tank and mech. Instead of a true bipedal form, below the torso is a tank like vehicle part with treads, which adds great stability to the mech. It also lacks the traditional head of most mechs. An interesting feature the Wolf Tank does have is the ability to raise and lower its torso so as to better look over obstacles, or to seem more imposing to any large animals it may encounter, raising from it's 13 foot height to 23 ft. The Wolf Tank is a fairly simple design, relatively speaking, but its key selling points is its low price and very simple controls. The Wolf is so simple to pilot that anyone who's had training in combat vehicles, or even heavy construction equipment can pilot it with some skill, although not to the extent of someone with full training. Although with enough practice, untrained people can easily become proficient in using one. Wolf Tank (PL5/6) Size: Large Heavy Assault(can extend to huge) Bonus Hit Points: 100 Superstructure: Alumisteel Hardness: 10 Armour: Alumisteel Bonus to Defense: +5 Armour Penalty: -6 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 35 ft Purchase DC: 36 Torso: Cockpit Torso: Cockpit Back: Extending system Shoulders: Class II Sensor System Left Arm: M-9 ammo Left Hand Replacement (2 slots): M-9 Barrage Chaingun and 6 extra belts of ammo Right Arm: M-9 ammo Right Hand Replacement (2 slots): M-9 Barrage Chaingun and 6 extra belts of ammo Treads: Anti-Obstacle System Comm System Standard Package Features: Comm System Bonuses: +2 Navigate and Spot Weapons: 2 M-9 Barrage Chaingun 5d6 ball, 20, 60 ft, S/A, Linked (16 belts of 50 rds ea), Huge, 100 lbs Slam 1d8, bludgeon, 20, melee New Equipment Anti-Obstacle System The anti-obstacle system is designed to help remove any obstacles that the Wolf Tank simply can't just drive over. It contains several robotic arms that extend. The robotic arms are fairly simple with rudimentary grasping hands, with several cutting tools mounted on them including a buzzsaw, bolt cutters and a cutting torch. These robotic arms have a Strength rating of 22, and have a 10 ft reach past the treads. Equipment Slots: 1 Activation: Standard action Range Increment: 10 ft Target: Duration: Instantaneous Saving Throw: None Purchace DC: 21 Restriction: None Extending System A telescoping system with powerful hydraulics designed to extend the reach, or height of a mech. When installed in belt, back or torso, can extend the upper torso up (or out if a quadruped) by enough to bring it into the next size category. The mech can still fight while extended, however unless using a reach weapon, or ranged weapon, will be unable to strike targets in adjacent squares to the mech. If mounted in the shoulders, the arms can extend to increase the reach of the mech by 10 ft. If mounted in the legs or belt (choosing legs instead of torso extension, which must be made at time of creation and can not be changed), the mech can extend its height, raising its entire body, which increases its speed by 10 ft, but pilot must make a balance check DC 15 any time the mech makes an attack. Equipment Slots: 1 Activation: Move action Duration: Instantaneous/continuous until deactivated Purchase DC: 34 Restriction: None [HR][/HR] Griffin The Griffin is a quick strike mech made for lightning strikes. Some might consider it a scout mech, but its sensors aren't any better than average mechs. Light on armour, but has fairly strong weapons, coupled with its high speed, many griffins are piloted by dare devils. Many griffin pilots place wagers on who will reach the target first and draw first blood, making them very competitive and aggressive. Griffins come standard with a heavy weapon on the right arm, usually a laser or plasma cannon, with a missile launcher on the other arm, with a melee weapon attached, usually a set of tiger or panther claws. Mounted under the cockpit is a pair of lighter rapid fire weapons, usually used against infantry or lighter armoured foes. Griffins are not laid out like traditional mechs, lacking a humanoid head and have reversed jointed legs. This aids in their high speed and maneuverability, letting them get around rough terrain or obstacles. The reverse jointed legs allows their 14 foot tall frame lower down to aid it hide when laying in ambush. Griffin (PL6) Size: Large Bonus Hit Points: 80 Superstructure: Alumisteel Hardness: 10 Armour: Resilium Bonus to Defense: +5 (+6 armour -1 size) Armour Penalty: -5 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: 0 Speed: 50 ft Base Purchase DC: 42 Torso: Class III Sensor System Torso: Cockpit Belt: Dual Heavy Laser Rifles Back: Cockpit Shoulders: 4 pack of M-87 missiles Left Arm: M-87 Firestar Missile Launcher Left Hand: PS-15 Panther Claws Right Arm: Typhoon 240 Laser Cannon Right Hand: Typhoon 240 Laser Cannon Comm System Standard Package Features: Comm System Bonuses: +2 Navigate and Spot, 90 ft darkvision, +4 Jump checks Weapons: Typhoon Laser Cannon 10d6 fire, 20, 100 ft, Single, -, Huge M87 Talon Missile Launcher 15d6 half ball/fire, 20, - ft, Single, 8 rd, Huge Dual Heavy Laser Rifle 6d8 fire, 20, 100 ft, S/A, unlimited, Large PS-15 Panther Claws 2d6 slashing, 19-20, melee Slam 1d8, bludgeon, 20, melee New Equipment Reverse Jointed Legs These legs have the joints in reverse to normal mechs. This gives the mech more movement, but does make them a little more unstable, suffering a -4 stability penalty on checks to resist bull rush and trip attempts. Reverse jointed equipped mechs gain a +20 feet to speed, and a +4 bonus to Jump checks, but can not be mounted on mechs of gargantuan or colossal sizes, and they also loose the boots equipment slot as it is required for stabilization systems. Dual Heavy Laser Rifles This is a mini turret mounted on the lower torso of the Griffin that holds two fire linked heavy laser rifles. A heavy laser rifle deals 4d8 fire, 100 ft range. The turret can cover the full front half of the Griffin and can aim directly below the Griffin, so it can attack targets directly under it. [HR][/HR] Banshee The Banshee is a heavy assault mech built around direct energy weapon systems. It gets its name from the loud whine of its gatling lasers spinning as they blast away at targets. The sturdy frame allows it to soak up damage, but even with its thick armour, the banshee is still vulnerable to infantry. Built on either side of the cockpit are two dual laser turrets to fend off attacks from infantry. The primary weapons of the Banshee are a pair of high speed gatling lasers which can fire up to 5000 pulses a minute. However, at this rate of fire, the emitters would burn out after more than 30 seconds of sustained fire, so most banshee's have their weapons limited between 3000 and 4200 pulses per minute. Banshee (PL6/7) Size: Huge Bonus Hit Points: 250 Superstructure: Neovulcanium Hardness: 20 Armour: Duralloy Bonus to Defense: +6 (+8 equipment -2 size) Armour Penalty: -8 Reach: 10 ft Strength Bonus: +16 Dexterity Penalty: Speed: 30 ft Purchase DC: 45 Mil (+3) Slots Back: structural enhancement Left Arm: XGL Laser Left Hand: XGL Laser Right Arm: XGL Laser Right Hand: XGL Laser Shoulders: Dual Laser Turret x2 Torso: Cockpit Belt: Class III Sensor System Boots: light fortification Comm System Standard Package Features: Headless design, class III sensory system, XGL laser x2, Dual laser turret, light fortification Bonuses: +2 equipment bonus to Navigate and Spot, darkvision 90 feet, 25% of critical hits change to regular hits. Weapons: XGL Laser 6d6 or 9d8, fire, 20, 120 ft, S/A, 100 internal, Huge x2 Dual Laser Turret 4d8, fire, 20, 75 ft, s, -, Large x2 Slam 2d6 bludgeoning. New Equipment XGL Laser These gatling lasers were designed specifically for the Banshee, able to throw large amounts of laser blasts across the battle field. A single pulse deals only 6d6 points of fire damage, and are fully capable of full automatic fire. Where the XGL's really shine is their burst fire, able to fire large amounts of pulses as a burst in a single attack, dealing 9d8 points of fire damage in a single attack. The XGL does have limited power in its power cells, before being drained and requires time for the power core of the Banshee to recharge them, and burst mode, suffering -3 to attack, and doesn't require the Burst Fire feat, uses up 10 rounds. The burst mode can also be used in full automatic, increase area targeted by 5 feet a side and the Reflex save DC by +5. The power cells of the XGL has 100 rounds, and recharges at a rate of 1 round every minute after it hasn't been used for 5 rounds. These weapons are also quite loud, opponents gain a +5 bonus to Listen checks to hear them, as they have a very distinctive whine. Equipment Slots: 2, must be Arm or Hands, Torso, Shoulders Activation: Attack Range: 100 ft Target: Single target within 1000 ft or autofire Duration: Instantaneous Saving Throw: None Purchase DC: 31 Restriction: Mil (+3) PDC: 31 Mil (+3) Dual Laser Turret These turrets are a pair of laser rifles mated together in a turreted mount to provide protection against infantry. They are tied into the mech's sensors and fire automatically at any target not designated friendly that come within range of the mech. Each turret deals 4d8 points of fire damage. When set in defensive mode, they each have 2 attacks at +4 to attack rolls (size modifier is already taken into account for the attack bonus) and attack anything that isn't designated a friendly within 75 feet of the mech, as attacks of opportunities and/or as readied actions. The pilot can choose to use the turrets himself, but doesn't gain the multiple attacks or the bonus, instead using his own bonus, adding the size modifier of the mech to the attack roll. Equipment Slots: 1 Activation: Attack, or automatic Range: 75 ft Target: Single target within 75 feet Duration: Instantaneous Saving Throw: none Purchase DC: 29 Restriction: Mil (+3) [/QUOTE]
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