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<blockquote data-quote="kronos182" data-source="post: 6939429" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Ram's Horn</span></p><p><span style="font-family: 'Calibri'">This weapon was designed for use against infantry targets that have enhancedhealing abilities, without resulting to depleted uranium for ammunition. Usingspecialized ammunition has kept this weapon from being widely popular, but itdoes fill its niche quite well. The Ram's Horn special ammunition is a twostage bullet, launched by an electric charge, which also activates the bullet.Just before reaching its target, the round splits, the forward part showers thetarget with jagged, razor sharp metal fragments, shredding flesh, causinghorrific wounds that continue to bleed. The second part of the bullet containsa napalm-like substance that only becomes active by the electric charge used tolaunch the round. This napalm substance doesn't cover a large area, but burnsfor several seconds and isn't easily put out by water, requiring to becompletely submerged in water, or an oil-like neutralizing agent is used.Substances like oil or even petroleum based fluids will work as well. </span></p><p><span style="font-family: 'Calibri'">The Ram's Horn uses a caseless 12.7mm round that uses an electric charge toignite the charge and activate the round's napalm-like substance. The weapon'sonboard computer and range finder automatically calculates the optimum distancefor the round to be most effective. Due to the expense of the rounds designedfor the weapon, it can fire any 12.7 caseless rounds that are electricallyfired.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Ram's Horn (PL6-7 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d8 + 1d6</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x3 (only counts slashing damage)</span></p><p><span style="font-family: 'Calibri'">Damage Type: Slashing and burning</span></p><p><span style="font-family: 'Calibri'">Range Increment: 70 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 14</span></p><p><span style="font-family: 'Calibri'">Ammo: 20 box or 50 drum</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 23</span></p><p><span style="font-family: 'Calibri'">Notes: Deals 1 point of damage a round until treated, Heal DC 10. This issimilar to wound magical weapon ability but not magical in nature.</span></p><p><span style="font-family: 'Calibri'">Deals 1d4 fire damage each round for 3d4 rounds from napalm-like substance. Canbe put out by being submerged in water for 2 full rounds, or using a petroleumbased fluid, about 4 to 6 oz. will neutralize the substance. A neutralizingagent is available from the manufacture with a PDC of 12 for 5 20 ozcontainers.</span></p><p><span style="font-family: 'Calibri'">Has mountings for scope on top, weapon under the barrel, and two on the sidesfor tactical lights, IR lights or even bayonets, or a container that holds 5doses of the neutralizing agent, range of 10 feet.</span></p><p><span style="font-family: 'Calibri'">Built in battery provides power for the range finder, computer and the chargeto ignite the charge of the rounds and any additional items like night scopes,tactical lights, etc. The barrel is lined with thermal conductors which convertthe heat from the discharge of bullets into power, recharging the battery.Without any other items to power except the computer and range finder, the batterywill have enough power for 8 to 10 years. Additional items will drain thebattery, and is considered to have enough power for 8 hours of continued usewithout impairing it's ability to fire. A universal adapter and cable is hiddenin a concealed panel in the stock. If an energy weapon is mounted as asecondary weapon there is enough power for 5 shots before it drains the batterytoo much to operate other features. Suggested to use an additional power packfor under barrel weapon.</span></p><p><span style="font-family: 'Calibri'">Ammunition PDC 12 for box of 20.</span></p><p><span style="font-family: 'Calibri'">Ram's Horn comes with range finder and combat computer that programs the roundfor optimum effect of the round.</span></p><p><span style="font-family: 'Calibri'">12.7mm caseless rounds PDC 9 for box of 50.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">A few years after the Ram's Horn was released, the company released a few newtypes of ammunition.</span></p><p><span style="font-family: 'Calibri'">Shock Round - This round emits a powerful electric discharge into the target,with a high chance of stunning the target, including robots. Deals 2d4ballistic and 2d6 electrical damage. Targets with a nervous system (humans,most aliens, even undead) must make a Fort save DC 15 or be stunned for 1d4+2rounds. A successful save only dazes for 1d4 rounds. Robots, androids, vehiclesand mecha must make a Fort save DC 19 or be stunned/shutdown for 1d4+2 rounds.A successful save will cause 1d4 random systems/options/abilities to functionat half capacity. For example, speed reduced by half, weapon range (for energyweapons) reduced, etc. PDC 12 for box of 20.</span></p><p><span style="font-family: 'Calibri'">Acid Round - This round is similar to the standard round used for the Ram,except instead of a napalm-like substance, the round contains acid. Deals 2d8slashing plus 1d4 acid for 3d4 rounds, plus 1 point of on going wound/bleedingdamage. The acid can be neutralized by applying acid neutralizing chemicals orbasic compounds. PDC 13 for box of 20.</span></p><p><span style="font-family: 'Calibri'">Shredder Round -This round has a small fragmentation charge behind the primary fragmentationcharge, dealing 2d8 slashing damage plus 1 point of on going wound/bleedingdamage + 2d6 slashing damage plus 1 point of on going wound/bleeding damage.PDC 14 for a box of 20.</span></p><p><span style="font-family: 'Calibri'">Frag Round - Similarto the shredder round, except that it functions like a fragmentation grenade,dealing 3d8 slashing damage to a 15 foot radius, Reflex save DC 17 for half.The round can be set to air burst to strike targets behind cover using the rangefinder to set the fuse. The wielder must know where behind cover the target is,or guess, and target the space above and beyond the cover, similar to targetinga square, DC 10. PDC 14 </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">HissTank</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Hiss tank is a fast attack or scout tank, built for maneuverability andspeed with it's raised body. This two crew vehicle has light armour, but hassurprisingly heavy weapon load, carrying a turret with a triple, fire select,15mm cannons, with four LAW style rockets mounted on top, and two machinegunsmounted in semi turrets on each side of the main body. The fire select featurewas designed to allow the Hiss to vary the amount of damage it can do, reducingammunition wastage against lighter targets. Each machinegun is mounted in a'cheek' turret, allowing each to fire forward and up to 30 degrees to theside.</span></p><p><span style="font-family: 'Calibri'">The crew sits in the front and has excellent view due to a large armouredtinted canopy, similar to those of a fighter jet, allowing for better scoutingroles. In an emergency, this canopy can be jettisoned to allow the crew toescape quickly. In night operations, the canopy tints darker, internal lightchanges to a low red or shuts off to reduce visibility. Normally the crewenters through the main hatch in the rear of the tank, which is also whereammunition is loaded through.</span></p><p><span style="font-family: 'Calibri'">To fill it's scout role, the Hiss is equipped with various cameras and opticsensors, including passive night vision, infrared/thermal cameras, severalaudio recording devices, multiband military radio, a light radio jammer andenough storage to hold about 15 hours of recording.</span></p><p><span style="font-family: 'Calibri'">This Hiss is three squares wide and four squares long, providing full cover toits occupants. Requires a crew of 2, driver/commander and agunner/communications officer. The driver can control the cheek guns while thegunner controls the main turret and rockets.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span><span style="font-family: 'arial'">Crew: 2</span></p><p><span style="font-family: 'arial'">Passengers: 1 in an emergency, will be cramped.</span></p><p><span style="font-family: 'arial'">Cargo: 50 lbs</span></p><p><span style="font-family: 'arial'">Init: -2</span></p><p><span style="font-family: 'arial'">Maneuver: -2</span></p><p><span style="font-family: 'arial'">Top Speed: 90 (9)</span></p><p><span style="font-family: 'arial'">Defense: 8</span></p><p><span style="font-family: 'arial'">Hardness: 7</span></p><p><span style="font-family: 'arial'">Hit Points: 40</span></p><p><span style="font-family: 'arial'">Size: Huge</span></p><p><span style="font-family: 'arial'">Purchase DC: 42</span></p><p><span style="font-family: 'arial'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'arial'">Accessories: AV recorder, passive night vision (75 ft wide view, but can focusup to 200 ft with a -2 to Spot checks), two turret mount flood lights,thermal/IR cameras, 2 survival kits, triple 15mm cannons, 2 7.62mm machineguns,4 LAW rockets.</span></p><p><span style="font-family: 'arial'">Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew tojump out of the tank as a move action. Fire-select 15mm cannon can fire onecannon at a time, two or all three at a time. Two 15mm cannons deals 4d12 andall three deals 5d12 damage.</span></p><p><span style="font-family: 'arial'"></span> </p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Weapon</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage</span></p><p> </p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Crit</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage Type</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Range Incr</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Rate of Fire</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Magazine</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">15mm Cannon</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">3d12</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Ballistic</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">175 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Semi, auto</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Link (300 rds ea)</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">7.62mm Machinegun</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">2d10</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Ballilstic</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">90 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Semi, auto</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Link (3000 rds ea)</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">M72LAW</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">10d6</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">-</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">-</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">150 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Single</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">4 rockets</span></p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p><p></p><p></p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">GoldDigger</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Gold Digger was an experiment in a new method of locating mining locationsand digging tunnels. However it fell short of most expectations. It could digits way to a location, take core samples, but it was very unmaneuverable andthe tunnel it dug would collapse very quickly. Although it failed in itsintended role, a few agencies purchased a few for covert operations.</span></p><p><span style="font-family: 'Calibri'">The Gold Digger is an armoured cylinder mounted on a pair of heavy treads witha large crockscrew style drill mounted on the front. A set of heavy panelsmounted dorsal and ventral surfaces at the back angle the Gold Digger up ordown. Due to the new directions the Gold Digger can move in (up and down in theground), and the dark environment it operators in, the inventors had troublescoming up with new navigation means. However, sometimes the simplest methodsare the best. Included in the basic controls, a depth/altitude meter, a specialtrip odometer for measuring distance traveled horizontally while factoring indistance traveled while descending or ascending, a 20 foot periscope with adrill mounted atop to allow the crew to check their position, and a compass.The Gold Digger must be stationary in order to use the periscope or it will bedamaged and snapped off. It has been noted that when near large deposits ofiron, the compass will be thrown out of wack. A good navigator can guide a GoldDigger within 10 feet of its target location.</span></p><p><span style="font-family: 'Calibri'">Due to the limitations of the drill, the Gold Digger takes very wide turnswhile digging, plus it can only dig for a limited time before needing tosurface to let the drill cool and be resharpened or risk the drill warping orsnapping.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">In its original configuration, the Gold Digger requires a crew of 3, a pilot,co-pilot/navigator and a prospector/miner to operate the core sampler and otherequipment for testing samples taken. It can carry 500 lbs in samples. Thisversion can also deploy radio beacons for digging crews to head towards when alarge deposit is located for excavation.</span></p><p><span style="font-family: 'Calibri'">A combat version was created for use by black ops groups for a supposedly morediscreet means of deployment and retrieval of troops or rescues without an easymeans of following. This version requires a pilot and co-pilot/navigator andhas room for 6 troops and 200 lbs of cargo. There is also a machine gun mountedin a retractable turret on the roof for defense and a two shot smoke dispenserthat fills a 30 foot area around the vehicle to hide its descent into the ground.</span></p><p><span style="font-family: 'Calibri'">The Gold Digger is three squares wide and four squares long, providing fullcover for the crew. Anyone operating the retractable machine gun in themilitary version only has half cover. A single large door is on the back allowscrew or passengers to board or disembark as a full action.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Gold Digger (PL 4-Early PL5)</span></p><p><span style="font-family: 'Calibri'"></span><span style="font-family: 'arial'">Crew: 3 or 2 (militaryversion)</span></p><p><span style="font-family: 'arial'">Passengers: 0 or 6 (military version)</span></p><p><span style="font-family: 'arial'">Cargo: 500 lbs or 200 lbs (military version)</span></p><p><span style="font-family: 'arial'">Init: -3*</span></p><p><span style="font-family: 'arial'">Maneuver: -2*</span></p><p><span style="font-family: 'arial'">Top Speed: 60 (6) on surface, 20 (2) underground</span></p><p><span style="font-family: 'arial'">Defense: 8</span></p><p><span style="font-family: 'arial'">Hardness: 13</span></p><p><span style="font-family: 'arial'">Hit Points: 48</span></p><p><span style="font-family: 'arial'">Size: Huge</span></p><p><span style="font-family: 'arial'">Purchase DC: 45/47 military</span></p><p><span style="font-family: 'arial'">Restriction: +2 Res or +3 Military</span></p><p><span style="font-family: 'arial'">Accessories: 2 head lights, military radio, periscope that can raise 20 ft,drill for underground travel, compass, special trip odometer and depth/altitudemeter. Mining version has core sampling drill, radio beacon deployer (6beacons), pneumatic panels dorsal and ventral to angle the gold digger up to 45degrees up or down. Military version has a retractable 5.56mm machine gunmounted on the roof, 2 smoke dispensers that fill 30 foot area around thevehicle (4 uses).</span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: Init* if the Gold Digger is coming up from the groundwithout being detected, the crew and troops inside can act in a surprise roundand gain +2 to Initiative for the following round.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver* while underground, the Gold Digger suffers a -8 to maneuver insteadof -2.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">While underground, the Gold Digger takes twice as much space to turn. A simple45 degree turn normally takes 1 square to turn, the Gold Digger instead takes2.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span><span style="font-family: 'Calibri'">While underground,the Gold Digger suffers -4 to Navigate checks. If the Pilot stops and someoneuses the periscope to check position and confirms on a map, the penalty ishalved for the next Navigate check.</span></p><p><span style="font-family: 'Calibri'">Limited Endurance -The Gold Digger can only tunnel through 50 miles before needing a 2 hour cooldown and resharpening of the drill. Also there is only enough air for 5 hoursof travel underground. If the gold digger drills past 50 miles before a cool downand sharpening, there is a 25% chance fo the drill warping and snapping, with+5% chance for every 10 miles travelled until a cool down period and the drillresharpened.</span></p><p><span style="font-family: 'Calibri'">The tunnel createdby the Gold Digger's passage collapses almost immediately behind the vehicle,making it impossible for any one to follow behind the Gold Digger.</span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">HeavyArmour - The Gold Digger's armour is thick and reinforced, taking half damagefrom crushing, bludgeoning and concussion damage, its hardness applies to thishalf damage.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Core Sampler - While stationary, the Gold Digger can take a sample of theground around it, this takes 5 rounds (30 seconds) for a single sample whichweighs 1 lbs. Normal version only.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The military version has a retractable 5.56mm machine gun. Takes 1 round toretract the cover and deploy the machine gun. Takes one round to retract themachine gun and cover again.</span></span></p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Weapon</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage</span></p><p> </p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Crit</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage Type</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Range Incr</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Rate of Fire</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Magazine</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">5.56mm</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">2d8</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Ball</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">80 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">s,a</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Linked (200 rds)</span></p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p><p></p><p></p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">GMDire Mole</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Dire Mole is an attempt to recreate and improve upon the concept of theGold Digger. With more advanced technologies and better materials, the DireMole has greater endurance and navigational capabilities while underground. TheDire Mole was going to be used for mining purposes, but there wasn't enoughinterest in the concept and was instead repurposed completely for combatpurposes, mostly covert insertion of troops and extraction. A combat versionwas also developed once the concept vehicle proved to work.</span></p><p><span style="font-family: 'Calibri'">The Dire Mole is wide and heavily armoured, with two horizontal drills mountedon the front, two heavy treads mounted on the sides, several groves run alongthe top and bottom to allow the chewed up dirt to pass easier along the bodyand behind the vehicle. To solve the problem of navigating underground, theDire Mole comes equipped with GPS, computerized mapping, depth and altitudemeters, gyro-compass and a compass. There is also a periscope with an equippeddrill to allow it to reach the surface. The periscope is low profile, equippedwith thermo-electro optics and antennas for the radio and GPS systems to allowthe navigation system to easily update for more accurate navigation. The drillsare also made of far more durable materials, plus coated in a self lubricatingcoating. To increase drill endurance and efficiency, the Dire Mole is equippedwith a lubricant sprayer that periodically sprays the drills to keep them cooland lubricated to keep them from overheating and dulling.</span></p><p><span style="font-family: 'Calibri'">Requiring a crew of 3, pilot, co-pilot/navigator, gunner and can carry 8 troopsor up to 1 ton of cargo instead of troops. The dire mole is equipped with threeremote control retractable turrets equipped with 7.62mm machine guns to protectthe troops. Two smoke dispensers are also equipped on the roof.</span></p><p><span style="font-family: 'Calibri'">The Dire Mole is 4 squares wide and 5 squares long, providing full cover to thecrew and troops. The large door in the back allows everyone to embark todisembark as a full round action.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Dire Mole (Late PL5-PL6)</span></p><p><span style="font-family: 'Calibri'"></span><span style="font-family: 'arial'">Crew: 3</span></p><p><span style="font-family: 'arial'">Passengers: 8</span></p><p><span style="font-family: 'arial'">Cargo: 500 lbs 1 ton with no troops</span></p><p><span style="font-family: 'arial'">Init: -4*</span></p><p><span style="font-family: 'arial'">Maneuver: -4*</span></p><p><span style="font-family: 'arial'">Top Speed: 70 (7) on surface, 45 (4) underground</span></p><p><span style="font-family: 'arial'">Defense: 6</span></p><p><span style="font-family: 'arial'">Hardness: 15</span></p><p><span style="font-family: 'arial'">Hit Points: 56</span></p><p><span style="font-family: 'arial'">Size: Gargantuan</span></p><p><span style="font-family: 'arial'">Purchase DC: 48</span></p><p><span style="font-family: 'arial'">Restriction: +3 Military</span></p><p><span style="font-family: 'arial'">Accessories: 2 head lights, military radio, periscope that can raise 20 ft withdrill, drill for underground travel, compass, special trip odometer anddepth/altitude meter, GPS, computerized mapping system, 2 smoke dispensers(fills 30 foot area around Dire Mole, 6 uses), compass,thermo-electrical-optics, dual horizontal drills, 10 hour air supply, 3 remoteretractable turrets with 7.62mm machine guns.</span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: Init* if the Dire Mole is coming up from the ground withoutbeing detected, the crew and troops inside can act in a surprise round and gain+2 to Initiative for the following round.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver* while underground, the Dire Mole suffers a -6 to maneuver instead of-4.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span><span style="font-family: 'Calibri'">While underground,the Dire Mole suffers -2 to Navigate checks. If the Pilot stops and someoneuses the periscope to check position and confirms on a map, the penalty isnegated for the next Navigate check.</span></p><p><span style="font-family: 'Calibri'">The tunnel created by the Dire Mole collapses immediately behind the Dire Mole,preventing anyone from following it.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Remote Turrets - The Dire Mole has three retractable turrets that arecontrolled by the gunner, who suffers a -1 to attack rolls due to the remotesystems. There is a turret mounted on the roof and one on each side. The roofturret has full 360 degree rotation and 70 degree elevation. The side guns havea 300 degree elevation and 90 degree rotation to the sides.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'arial'">HeavyArmour - The Dire Mole's armour is thick and reinforced, taking half damagefrom crushing, bludgeoning and concussion damage, its hardness applies to thishalf damage.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Drill - The driver of the Dire Mole can use the drill to make a melee attackinstead of a ram, or can use the drill as part of a ram. The drill ignores 10points of hardness. Some vicious drivers have been known to use the drill as ananti-infantry weapon.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Weapon</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage</span></p><p> </p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Crit</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage Type</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Range Incr</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Rate of Fire</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Magazine</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">7.62mm x3</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">2d10</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Ball</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">100 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">s,a</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Linked (300 rds ea)</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Drill</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">4d8</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Slashing</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">melee</span></p><p> [/TD]</p><p> [TD] </p><p> [/TD]</p><p> [TD] </p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p><p></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Badger Mole</span></p><p><span style="font-family: 'Calibri'">The Badger Mole is a combat version, removing the ability to carry troops forweapons capabilities. A second gunner position is added, a streamlined semiretractable turret is mounted on the roof. The barrel is partly retractable andwhen not in use lowers into a special grove on the roof to protect it while theBadger Mole is underground. Added to the side turrets is a flamethrower, andthe new turret mounts a 30mm cannon with ample ammunition, the smoke dispensesnow have 8 uses.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Weapon</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Crit</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage Type</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Range Incr</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Rate of Fire</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Magazine</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">7.62mm x2</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">2d10</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Ball</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">100 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">s, a</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Linked (600 rds ea)</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">30mm Cannon</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">4d12</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Ballistic</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">150 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">s, a</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Linked (60 rds)</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Flamethrower x2</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">2d6</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">fire</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">50 ft x5ft line</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">s, a</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">50 discharges ea</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Drill</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">4d8</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">slashing</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">melee</span></p><p> [/TD]</p><p> [TD] </p><p> [/TD]</p><p> [TD] </p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p></blockquote><p></p>
[QUOTE="kronos182, post: 6939429, member: 6668634"] [FONT=Calibri]Ram's Horn This weapon was designed for use against infantry targets that have enhancedhealing abilities, without resulting to depleted uranium for ammunition. Usingspecialized ammunition has kept this weapon from being widely popular, but itdoes fill its niche quite well. The Ram's Horn special ammunition is a twostage bullet, launched by an electric charge, which also activates the bullet.Just before reaching its target, the round splits, the forward part showers thetarget with jagged, razor sharp metal fragments, shredding flesh, causinghorrific wounds that continue to bleed. The second part of the bullet containsa napalm-like substance that only becomes active by the electric charge used tolaunch the round. This napalm substance doesn't cover a large area, but burnsfor several seconds and isn't easily put out by water, requiring to becompletely submerged in water, or an oil-like neutralizing agent is used.Substances like oil or even petroleum based fluids will work as well. The Ram's Horn uses a caseless 12.7mm round that uses an electric charge toignite the charge and activate the round's napalm-like substance. The weapon'sonboard computer and range finder automatically calculates the optimum distancefor the round to be most effective. Due to the expense of the rounds designedfor the weapon, it can fire any 12.7 caseless rounds that are electricallyfired. Ram's Horn (PL6-7 Personal Firearms Proficiency) Damage: 2d8 + 1d6 Critical: 19-20x3 (only counts slashing damage) Damage Type: Slashing and burning Range Increment: 70 ft Rate of Fire: S, A Size: Large Weight: 14 Ammo: 20 box or 50 drum Purchase DC: 23 Notes: Deals 1 point of damage a round until treated, Heal DC 10. This issimilar to wound magical weapon ability but not magical in nature. Deals 1d4 fire damage each round for 3d4 rounds from napalm-like substance. Canbe put out by being submerged in water for 2 full rounds, or using a petroleumbased fluid, about 4 to 6 oz. will neutralize the substance. A neutralizingagent is available from the manufacture with a PDC of 12 for 5 20 ozcontainers. Has mountings for scope on top, weapon under the barrel, and two on the sidesfor tactical lights, IR lights or even bayonets, or a container that holds 5doses of the neutralizing agent, range of 10 feet. Built in battery provides power for the range finder, computer and the chargeto ignite the charge of the rounds and any additional items like night scopes,tactical lights, etc. The barrel is lined with thermal conductors which convertthe heat from the discharge of bullets into power, recharging the battery.Without any other items to power except the computer and range finder, the batterywill have enough power for 8 to 10 years. Additional items will drain thebattery, and is considered to have enough power for 8 hours of continued usewithout impairing it's ability to fire. A universal adapter and cable is hiddenin a concealed panel in the stock. If an energy weapon is mounted as asecondary weapon there is enough power for 5 shots before it drains the batterytoo much to operate other features. Suggested to use an additional power packfor under barrel weapon. Ammunition PDC 12 for box of 20. Ram's Horn comes with range finder and combat computer that programs the roundfor optimum effect of the round. 12.7mm caseless rounds PDC 9 for box of 50. A few years after the Ram's Horn was released, the company released a few newtypes of ammunition. Shock Round - This round emits a powerful electric discharge into the target,with a high chance of stunning the target, including robots. Deals 2d4ballistic and 2d6 electrical damage. Targets with a nervous system (humans,most aliens, even undead) must make a Fort save DC 15 or be stunned for 1d4+2rounds. A successful save only dazes for 1d4 rounds. Robots, androids, vehiclesand mecha must make a Fort save DC 19 or be stunned/shutdown for 1d4+2 rounds.A successful save will cause 1d4 random systems/options/abilities to functionat half capacity. For example, speed reduced by half, weapon range (for energyweapons) reduced, etc. PDC 12 for box of 20. Acid Round - This round is similar to the standard round used for the Ram,except instead of a napalm-like substance, the round contains acid. Deals 2d8slashing plus 1d4 acid for 3d4 rounds, plus 1 point of on going wound/bleedingdamage. The acid can be neutralized by applying acid neutralizing chemicals orbasic compounds. PDC 13 for box of 20.[/FONT] [FONT=Calibri]Shredder Round -This round has a small fragmentation charge behind the primary fragmentationcharge, dealing 2d8 slashing damage plus 1 point of on going wound/bleedingdamage + 2d6 slashing damage plus 1 point of on going wound/bleeding damage.PDC 14 for a box of 20.[/FONT] [FONT=Calibri]Frag Round - Similarto the shredder round, except that it functions like a fragmentation grenade,dealing 3d8 slashing damage to a 15 foot radius, Reflex save DC 17 for half.The round can be set to air burst to strike targets behind cover using the rangefinder to set the fuse. The wielder must know where behind cover the target is,or guess, and target the space above and beyond the cover, similar to targetinga square, DC 10. PDC 14 [/FONT] [HR][/HR] [FONT=Calibri]HissTank The Hiss tank is a fast attack or scout tank, built for maneuverability andspeed with it's raised body. This two crew vehicle has light armour, but hassurprisingly heavy weapon load, carrying a turret with a triple, fire select,15mm cannons, with four LAW style rockets mounted on top, and two machinegunsmounted in semi turrets on each side of the main body. The fire select featurewas designed to allow the Hiss to vary the amount of damage it can do, reducingammunition wastage against lighter targets. Each machinegun is mounted in a'cheek' turret, allowing each to fire forward and up to 30 degrees to theside. The crew sits in the front and has excellent view due to a large armouredtinted canopy, similar to those of a fighter jet, allowing for better scoutingroles. In an emergency, this canopy can be jettisoned to allow the crew toescape quickly. In night operations, the canopy tints darker, internal lightchanges to a low red or shuts off to reduce visibility. Normally the crewenters through the main hatch in the rear of the tank, which is also whereammunition is loaded through. To fill it's scout role, the Hiss is equipped with various cameras and opticsensors, including passive night vision, infrared/thermal cameras, severalaudio recording devices, multiband military radio, a light radio jammer andenough storage to hold about 15 hours of recording. This Hiss is three squares wide and four squares long, providing full cover toits occupants. Requires a crew of 2, driver/commander and agunner/communications officer. The driver can control the cheek guns while thegunner controls the main turret and rockets. [/FONT][FONT=arial]Crew: 2 Passengers: 1 in an emergency, will be cramped. Cargo: 50 lbs Init: -2 Maneuver: -2 Top Speed: 90 (9) Defense: 8 Hardness: 7 Hit Points: 40 Size: Huge Purchase DC: 42 Restriction: Mil (+3) Accessories: AV recorder, passive night vision (75 ft wide view, but can focusup to 200 ft with a -2 to Spot checks), two turret mount flood lights,thermal/IR cameras, 2 survival kits, triple 15mm cannons, 2 7.62mm machineguns,4 LAW rockets. Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew tojump out of the tank as a move action. Fire-select 15mm cannon can fire onecannon at a time, two or all three at a time. Two 15mm cannons deals 4d12 andall three deals 5d12 damage. [/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Weapon[/FONT] [/TD] [TD] [FONT=Calibri]Damage[/FONT] [FONT=Calibri] [/FONT] [/TD] [TD] [FONT=Calibri]Crit[/FONT] [/TD] [TD] [FONT=Calibri]Damage Type[/FONT] [/TD] [TD] [FONT=Calibri]Range Incr[/FONT] [/TD] [TD] [FONT=Calibri]Rate of Fire[/FONT] [/TD] [TD] [FONT=Calibri]Magazine[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]15mm Cannon[/FONT] [/TD] [TD] [FONT=Calibri]3d12[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]Ballistic[/FONT] [/TD] [TD] [FONT=Calibri]175 ft[/FONT] [/TD] [TD] [FONT=Calibri]Semi, auto[/FONT] [/TD] [TD] [FONT=Calibri]Link (300 rds ea)[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]7.62mm Machinegun[/FONT] [/TD] [TD] [FONT=Calibri]2d10[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]Ballilstic[/FONT] [/TD] [TD] [FONT=Calibri]90 ft[/FONT] [/TD] [TD] [FONT=Calibri]Semi, auto[/FONT] [/TD] [TD] [FONT=Calibri]Link (3000 rds ea)[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]M72LAW[/FONT] [/TD] [TD] [FONT=Calibri]10d6[/FONT] [/TD] [TD] [FONT=Calibri]-[/FONT] [/TD] [TD] [FONT=Calibri]-[/FONT] [/TD] [TD] [FONT=Calibri]150 ft[/FONT] [/TD] [TD] [FONT=Calibri]Single[/FONT] [/TD] [TD] [FONT=Calibri]4 rockets[/FONT] [/TD] [/TR] [/TABLE] [HR][/HR] [FONT=Calibri]GoldDigger The Gold Digger was an experiment in a new method of locating mining locationsand digging tunnels. However it fell short of most expectations. It could digits way to a location, take core samples, but it was very unmaneuverable andthe tunnel it dug would collapse very quickly. Although it failed in itsintended role, a few agencies purchased a few for covert operations. The Gold Digger is an armoured cylinder mounted on a pair of heavy treads witha large crockscrew style drill mounted on the front. A set of heavy panelsmounted dorsal and ventral surfaces at the back angle the Gold Digger up ordown. Due to the new directions the Gold Digger can move in (up and down in theground), and the dark environment it operators in, the inventors had troublescoming up with new navigation means. However, sometimes the simplest methodsare the best. Included in the basic controls, a depth/altitude meter, a specialtrip odometer for measuring distance traveled horizontally while factoring indistance traveled while descending or ascending, a 20 foot periscope with adrill mounted atop to allow the crew to check their position, and a compass.The Gold Digger must be stationary in order to use the periscope or it will bedamaged and snapped off. It has been noted that when near large deposits ofiron, the compass will be thrown out of wack. A good navigator can guide a GoldDigger within 10 feet of its target location. Due to the limitations of the drill, the Gold Digger takes very wide turnswhile digging, plus it can only dig for a limited time before needing tosurface to let the drill cool and be resharpened or risk the drill warping orsnapping. In its original configuration, the Gold Digger requires a crew of 3, a pilot,co-pilot/navigator and a prospector/miner to operate the core sampler and otherequipment for testing samples taken. It can carry 500 lbs in samples. Thisversion can also deploy radio beacons for digging crews to head towards when alarge deposit is located for excavation. A combat version was created for use by black ops groups for a supposedly morediscreet means of deployment and retrieval of troops or rescues without an easymeans of following. This version requires a pilot and co-pilot/navigator andhas room for 6 troops and 200 lbs of cargo. There is also a machine gun mountedin a retractable turret on the roof for defense and a two shot smoke dispenserthat fills a 30 foot area around the vehicle to hide its descent into the ground. The Gold Digger is three squares wide and four squares long, providing fullcover for the crew. Anyone operating the retractable machine gun in themilitary version only has half cover. A single large door is on the back allowscrew or passengers to board or disembark as a full action. Gold Digger (PL 4-Early PL5) [/FONT][FONT=arial]Crew: 3 or 2 (militaryversion) Passengers: 0 or 6 (military version) Cargo: 500 lbs or 200 lbs (military version) Init: -3* Maneuver: -2* Top Speed: 60 (6) on surface, 20 (2) underground Defense: 8 Hardness: 13 Hit Points: 48 Size: Huge Purchase DC: 45/47 military Restriction: +2 Res or +3 Military Accessories: 2 head lights, military radio, periscope that can raise 20 ft,drill for underground travel, compass, special trip odometer and depth/altitudemeter. Mining version has core sampling drill, radio beacon deployer (6beacons), pneumatic panels dorsal and ventral to angle the gold digger up to 45degrees up or down. Military version has a retractable 5.56mm machine gunmounted on the roof, 2 smoke dispensers that fill 30 foot area around thevehicle (4 uses).[/FONT] [COLOR=black][FONT=arial]Notes: Init* if the Gold Digger is coming up from the groundwithout being detected, the crew and troops inside can act in a surprise roundand gain +2 to Initiative for the following round. Maneuver* while underground, the Gold Digger suffers a -8 to maneuver insteadof -2. While underground, the Gold Digger takes twice as much space to turn. A simple45 degree turn normally takes 1 square to turn, the Gold Digger instead takes2. [/FONT][/COLOR][FONT=Calibri]While underground,the Gold Digger suffers -4 to Navigate checks. If the Pilot stops and someoneuses the periscope to check position and confirms on a map, the penalty ishalved for the next Navigate check.[/FONT] [FONT=Calibri]Limited Endurance -The Gold Digger can only tunnel through 50 miles before needing a 2 hour cooldown and resharpening of the drill. Also there is only enough air for 5 hoursof travel underground. If the gold digger drills past 50 miles before a cool downand sharpening, there is a 25% chance fo the drill warping and snapping, with+5% chance for every 10 miles travelled until a cool down period and the drillresharpened.[/FONT] [FONT=Calibri]The tunnel createdby the Gold Digger's passage collapses almost immediately behind the vehicle,making it impossible for any one to follow behind the Gold Digger.[/FONT] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]HeavyArmour - The Gold Digger's armour is thick and reinforced, taking half damagefrom crushing, bludgeoning and concussion damage, its hardness applies to thishalf damage. Core Sampler - While stationary, the Gold Digger can take a sample of theground around it, this takes 5 rounds (30 seconds) for a single sample whichweighs 1 lbs. Normal version only. The military version has a retractable 5.56mm machine gun. Takes 1 round toretract the cover and deploy the machine gun. Takes one round to retract themachine gun and cover again.[/FONT][/COLOR] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Weapon[/FONT] [/TD] [TD] [FONT=Calibri]Damage[/FONT] [FONT=Calibri] [/FONT] [/TD] [TD] [FONT=Calibri]Crit[/FONT] [/TD] [TD] [FONT=Calibri]Damage Type[/FONT] [/TD] [TD] [FONT=Calibri]Range Incr[/FONT] [/TD] [TD] [FONT=Calibri]Rate of Fire[/FONT] [/TD] [TD] [FONT=Calibri]Magazine[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]5.56mm[/FONT] [/TD] [TD] [FONT=Calibri]2d8[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]Ball[/FONT] [/TD] [TD] [FONT=Calibri]80 ft[/FONT] [/TD] [TD] [FONT=Calibri]s,a[/FONT] [/TD] [TD] [FONT=Calibri]Linked (200 rds)[/FONT] [/TD] [/TR] [/TABLE] [HR][/HR] [FONT=Calibri]GMDire Mole The Dire Mole is an attempt to recreate and improve upon the concept of theGold Digger. With more advanced technologies and better materials, the DireMole has greater endurance and navigational capabilities while underground. TheDire Mole was going to be used for mining purposes, but there wasn't enoughinterest in the concept and was instead repurposed completely for combatpurposes, mostly covert insertion of troops and extraction. A combat versionwas also developed once the concept vehicle proved to work. The Dire Mole is wide and heavily armoured, with two horizontal drills mountedon the front, two heavy treads mounted on the sides, several groves run alongthe top and bottom to allow the chewed up dirt to pass easier along the bodyand behind the vehicle. To solve the problem of navigating underground, theDire Mole comes equipped with GPS, computerized mapping, depth and altitudemeters, gyro-compass and a compass. There is also a periscope with an equippeddrill to allow it to reach the surface. The periscope is low profile, equippedwith thermo-electro optics and antennas for the radio and GPS systems to allowthe navigation system to easily update for more accurate navigation. The drillsare also made of far more durable materials, plus coated in a self lubricatingcoating. To increase drill endurance and efficiency, the Dire Mole is equippedwith a lubricant sprayer that periodically sprays the drills to keep them cooland lubricated to keep them from overheating and dulling. Requiring a crew of 3, pilot, co-pilot/navigator, gunner and can carry 8 troopsor up to 1 ton of cargo instead of troops. The dire mole is equipped with threeremote control retractable turrets equipped with 7.62mm machine guns to protectthe troops. Two smoke dispensers are also equipped on the roof. The Dire Mole is 4 squares wide and 5 squares long, providing full cover to thecrew and troops. The large door in the back allows everyone to embark todisembark as a full round action. Dire Mole (Late PL5-PL6) [/FONT][FONT=arial]Crew: 3 Passengers: 8 Cargo: 500 lbs 1 ton with no troops Init: -4* Maneuver: -4* Top Speed: 70 (7) on surface, 45 (4) underground Defense: 6 Hardness: 15 Hit Points: 56 Size: Gargantuan Purchase DC: 48 Restriction: +3 Military Accessories: 2 head lights, military radio, periscope that can raise 20 ft withdrill, drill for underground travel, compass, special trip odometer anddepth/altitude meter, GPS, computerized mapping system, 2 smoke dispensers(fills 30 foot area around Dire Mole, 6 uses), compass,thermo-electrical-optics, dual horizontal drills, 10 hour air supply, 3 remoteretractable turrets with 7.62mm machine guns.[/FONT] [COLOR=black][FONT=arial]Notes: Init* if the Dire Mole is coming up from the ground withoutbeing detected, the crew and troops inside can act in a surprise round and gain+2 to Initiative for the following round. Maneuver* while underground, the Dire Mole suffers a -6 to maneuver instead of-4. [/FONT][/COLOR][FONT=Calibri]While underground,the Dire Mole suffers -2 to Navigate checks. If the Pilot stops and someoneuses the periscope to check position and confirms on a map, the penalty isnegated for the next Navigate check. The tunnel created by the Dire Mole collapses immediately behind the Dire Mole,preventing anyone from following it.[/FONT] [FONT=Calibri] Remote Turrets - The Dire Mole has three retractable turrets that arecontrolled by the gunner, who suffers a -1 to attack rolls due to the remotesystems. There is a turret mounted on the roof and one on each side. The roofturret has full 360 degree rotation and 70 degree elevation. The side guns havea 300 degree elevation and 90 degree rotation to the sides. [/FONT] [COLOR=black][FONT=arial]HeavyArmour - The Dire Mole's armour is thick and reinforced, taking half damagefrom crushing, bludgeoning and concussion damage, its hardness applies to thishalf damage. Drill - The driver of the Dire Mole can use the drill to make a melee attackinstead of a ram, or can use the drill as part of a ram. The drill ignores 10points of hardness. Some vicious drivers have been known to use the drill as ananti-infantry weapon. [/FONT][/COLOR] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Weapon[/FONT] [/TD] [TD] [FONT=Calibri]Damage[/FONT] [FONT=Calibri] [/FONT] [/TD] [TD] [FONT=Calibri]Crit[/FONT] [/TD] [TD] [FONT=Calibri]Damage Type[/FONT] [/TD] [TD] [FONT=Calibri]Range Incr[/FONT] [/TD] [TD] [FONT=Calibri]Rate of Fire[/FONT] [/TD] [TD] [FONT=Calibri]Magazine[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]7.62mm x3[/FONT] [/TD] [TD] [FONT=Calibri]2d10[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]Ball[/FONT] [/TD] [TD] [FONT=Calibri]100 ft[/FONT] [/TD] [TD] [FONT=Calibri]s,a[/FONT] [/TD] [TD] [FONT=Calibri]Linked (300 rds ea)[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Drill[/FONT] [/TD] [TD] [FONT=Calibri]4d8[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]Slashing[/FONT] [/TD] [TD] [FONT=Calibri]melee[/FONT] [/TD] [TD] [FONT=Calibri] [/FONT] [/TD] [TD] [FONT=Calibri] [/FONT] [/TD] [/TR] [/TABLE] [FONT=Calibri] Badger Mole The Badger Mole is a combat version, removing the ability to carry troops forweapons capabilities. A second gunner position is added, a streamlined semiretractable turret is mounted on the roof. The barrel is partly retractable andwhen not in use lowers into a special grove on the roof to protect it while theBadger Mole is underground. Added to the side turrets is a flamethrower, andthe new turret mounts a 30mm cannon with ample ammunition, the smoke dispensesnow have 8 uses. [/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Weapon[/FONT] [/TD] [TD] [FONT=Calibri]Damage[/FONT] [/TD] [TD] [FONT=Calibri]Crit[/FONT] [/TD] [TD] [FONT=Calibri]Damage Type[/FONT] [/TD] [TD] [FONT=Calibri]Range Incr[/FONT] [/TD] [TD] [FONT=Calibri]Rate of Fire[/FONT] [/TD] [TD] [FONT=Calibri]Magazine[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]7.62mm x2[/FONT] [/TD] [TD] [FONT=Calibri]2d10[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]Ball[/FONT] [/TD] [TD] [FONT=Calibri]100 ft[/FONT] [/TD] [TD] [FONT=Calibri]s, a[/FONT] [/TD] [TD] [FONT=Calibri]Linked (600 rds ea)[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]30mm Cannon[/FONT] [/TD] [TD] [FONT=Calibri]4d12[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]Ballistic[/FONT] [/TD] [TD] [FONT=Calibri]150 ft[/FONT] [/TD] [TD] [FONT=Calibri]s, a[/FONT] [/TD] [TD] [FONT=Calibri]Linked (60 rds)[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Flamethrower x2[/FONT] [/TD] [TD] [FONT=Calibri]2d6[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]fire[/FONT] [/TD] [TD] [FONT=Calibri]50 ft x5ft line[/FONT] [/TD] [TD] [FONT=Calibri]s, a[/FONT] [/TD] [TD] [FONT=Calibri]50 discharges ea[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Drill[/FONT] [/TD] [TD] [FONT=Calibri]4d8[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]slashing[/FONT] [/TD] [TD] [FONT=Calibri]melee[/FONT] [/TD] [TD] [FONT=Calibri] [/FONT] [/TD] [TD] [FONT=Calibri] [/FONT] [/TD] [/TR] [/TABLE] [/QUOTE]
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