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<blockquote data-quote="kronos182" data-source="post: 6990532" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">HISS mk2c</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Hiss tank mk2c turns the mk2 into an anti aircraft platform, removing all troop capacity for weapons. The turret is redesigned with a quad mount of lasers and enhanced sensors including a radar. 4 SAM missiles are fitted to the sides of the turret, two each side, and retains the two machineguns mounted in semi turrets on each side of the main body for self defense. The lasers are a little weaker individually than those mounted on the mk2, but have improved range. The body mounts two mini missile launchers which are configured for attacking low flying aircraft, hovercraft and flying armours or jetpack equipped troops. </span></p><p><span style="font-family: 'Calibri'">The lasers are not capable of firing at ground targets, but the turret is designed for quick movements, allowing it to track and target fast moving fliers. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side. The mini missile launchers are designed to fire either single missiles or small volleys of up to 5 missiles.</span></p><p><span style="font-family: 'Calibri'">The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter.</span></p><p><span style="font-family: 'Calibri'">The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area, and aids in operating the RADAR.</span></p><p><span style="font-family: 'Calibri'">This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns and the mini missiles, while the gunner controls the main turret and SAM missiles. </span></p><p><span style="font-family: 'Calibri'"></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: 0</span></p><p><span style="font-family: 'arial'">Cargo: Pull up to 1 ton</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: 80 (8)</span></p><p><span style="font-family: 'arial'">Defense: 8</span></p><p><span style="font-family: 'arial'">Hardness: 10</span></p><p><span style="font-family: 'arial'">Hit Points: 45</span></p><p><span style="font-family: 'arial'">Size: Huge</span></p><p><span style="font-family: 'arial'">Purchase DC: 43</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 focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights,thermal/IR cameras, 2 survival kits, quad AAA laser cannons, 2 7.62mm machineguns, 4 SAM Missiles, 2 multi-launch mini-missiles, ECW Jammer, radar with 10 mile range</span></p><p><span style="font-family: 'arial'">Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. AAA lasers have mini range of 50 ft,maximum range of 3 mile, gain +3 to attack rolls against targets moving slower than 200 (20), +2 to targets moving between 300 (30) and 210 (21), can not be fired while the vehicle is moving.</span></p><p><span style="color: black"><span style="font-family: 'arial'">The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius.</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[TABLE="width: 650"]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Weapon</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Damage</span></p><p> [/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Crit</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Damage Type</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Range Incr</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Rate of Fire</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Magazine</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Quad AAA Laser Cannons</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">6d8 total</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">20</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Fire</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">2000 ft</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Semi, auto</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Unlimited</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">7.62mm Machinegun</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">2d10</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">20</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Ballistic</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">90 ft</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Semi, auto</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Link (3000 rds ea)</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Stinger SAM</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">10d6</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">-</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Ballistic</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">300 ft</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Single</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">4 Missiles</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Multi Launch Mini-Missile (2)</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">varies</span>[/TD]</p><p>[TD][/TD]</p><p>[TD] <span style="font-family: 'Calibri'">varies</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">150 ft</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">1-5</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">20 missiles/launcher</span>[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p></p><p></p><p><span style="font-family: 'Calibri'">Stinger SAM</span></p><p><span style="font-family: 'Calibri'">This is an adaptation of the shoulder launched Stinger anti-air missile launcher, dealing 10d6 ballistic damage, ignore 10 points of hardness/DR, +3 to attack against aircraft. PDC 15 for 2 missiles</span></p><p></p><p><span style="font-family: 'Calibri'">Multi-Launch Mini-Missile Launcher</span></p><p><span style="font-family: 'Calibri'">This is a mini-missile launcher that can launch up to 5 missiles at once, either at a single target, or up to 5 separate targets, but each target must be within 50 feet of each other. As missiles, each missile uses its own attack bonus, +5,and if it misses, it can attempt to hit the target the next round, after which the missile runs out of fuel and detonates. </span></p><p><span style="color: black"><span style="font-family: 'Calibri'">LAW Mini-Missile PL6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The LAW mini-missile is a light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 15 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 18 for 4.</span></span></p><p></p><p><span style="color: black"><span style="font-family: 'Calibri'">Explosive Mini-Missile PL6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The explosive mini-missile is just that, a rocket propelled grenade with built in guidance systems. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.</span></span></p><p></p><p><span style="color: black"><span style="font-family: 'Calibri'">Fragment Mini-Missile PL6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The fragmenting mini-missile sends out bits of deadly shrapnel in a large area.When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage.Will not arm within 30 ft of the launcher. PDC 16 for 4.</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6990532, member: 6668634"] [FONT=Calibri]HISS mk2c The Hiss tank mk2c turns the mk2 into an anti aircraft platform, removing all troop capacity for weapons. The turret is redesigned with a quad mount of lasers and enhanced sensors including a radar. 4 SAM missiles are fitted to the sides of the turret, two each side, and retains the two machineguns mounted in semi turrets on each side of the main body for self defense. The lasers are a little weaker individually than those mounted on the mk2, but have improved range. The body mounts two mini missile launchers which are configured for attacking low flying aircraft, hovercraft and flying armours or jetpack equipped troops. [/FONT] [FONT=Calibri]The lasers are not capable of firing at ground targets, but the turret is designed for quick movements, allowing it to track and target fast moving fliers. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side. The mini missile launchers are designed to fire either single missiles or small volleys of up to 5 missiles. The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter. The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area, and aids in operating the RADAR. This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns and the mini missiles, while the gunner controls the main turret and SAM missiles. [/FONT] [FONT=Calibri] [/FONT][FONT=arial]Crew: 3 Passengers: 0 Cargo: Pull up to 1 ton Init: -2 Maneuver: -2 Top Speed: 80 (8) Defense: 8 Hardness: 10 Hit Points: 45 Size: Huge Purchase DC: 43 Restriction: Mil (+3) Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights,thermal/IR cameras, 2 survival kits, quad AAA laser cannons, 2 7.62mm machineguns, 4 SAM Missiles, 2 multi-launch mini-missiles, ECW Jammer, radar with 10 mile range Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. AAA lasers have mini range of 50 ft,maximum range of 3 mile, gain +3 to attack rolls against targets moving slower than 200 (20), +2 to targets moving between 300 (30) and 210 (21), can not be fired while the vehicle is moving.[/FONT] [COLOR=black][FONT=arial]The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius. [/FONT][/COLOR] [TABLE="width: 650"] [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]Quad AAA Laser Cannons[/FONT][/TD] [TD] [FONT=Calibri]6d8 total[/FONT][/TD] [TD] [FONT=Calibri]20[/FONT][/TD] [TD] [FONT=Calibri]Fire[/FONT][/TD] [TD] [FONT=Calibri]2000 ft[/FONT][/TD] [TD] [FONT=Calibri]Semi, auto[/FONT][/TD] [TD] [FONT=Calibri]Unlimited[/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]Ballistic[/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]Stinger SAM[/FONT][/TD] [TD] [FONT=Calibri]10d6[/FONT][/TD] [TD] [FONT=Calibri]-[/FONT][/TD] [TD] [FONT=Calibri]Ballistic[/FONT][/TD] [TD] [FONT=Calibri]300 ft[/FONT][/TD] [TD] [FONT=Calibri]Single[/FONT][/TD] [TD] [FONT=Calibri]4 Missiles[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]Multi Launch Mini-Missile (2)[/FONT][/TD] [TD] [FONT=Calibri]varies[/FONT][/TD] [TD][/TD] [TD] [FONT=Calibri]varies[/FONT][/TD] [TD] [FONT=Calibri]150 ft[/FONT][/TD] [TD] [FONT=Calibri]1-5[/FONT][/TD] [TD] [FONT=Calibri]20 missiles/launcher[/FONT][/TD] [/TR] [/TABLE] [FONT=Calibri]Stinger SAM[/FONT] [FONT=Calibri]This is an adaptation of the shoulder launched Stinger anti-air missile launcher, dealing 10d6 ballistic damage, ignore 10 points of hardness/DR, +3 to attack against aircraft. PDC 15 for 2 missiles[/FONT] [FONT=Calibri]Multi-Launch Mini-Missile Launcher[/FONT] [FONT=Calibri]This is a mini-missile launcher that can launch up to 5 missiles at once, either at a single target, or up to 5 separate targets, but each target must be within 50 feet of each other. As missiles, each missile uses its own attack bonus, +5,and if it misses, it can attempt to hit the target the next round, after which the missile runs out of fuel and detonates. [/FONT] [COLOR=black][FONT=Calibri]LAW Mini-Missile PL6[/FONT][/COLOR] [COLOR=black][FONT=Calibri]The LAW mini-missile is a light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 15 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 18 for 4.[/FONT][/COLOR] [COLOR=black][FONT=Calibri]Explosive Mini-Missile PL6[/FONT][/COLOR] [COLOR=black][FONT=Calibri]The explosive mini-missile is just that, a rocket propelled grenade with built in guidance systems. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.[/FONT][/COLOR] [COLOR=black][FONT=Calibri]Fragment Mini-Missile PL6[/FONT][/COLOR] [COLOR=black][FONT=Calibri]The fragmenting mini-missile sends out bits of deadly shrapnel in a large area.When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage.Will not arm within 30 ft of the launcher. PDC 16 for 4.[/FONT][/COLOR] [/QUOTE]
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