![]() About Devils Advocate DroidTERRA MORTALIS
Background History
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Time line 2014 A.D.: Terra’s population has grown beyond most estimates, numbering some 8 billion, and while the world’s carrying capacity has not been exceeded as of yet, there are still signs of what is to come. As a result of the dwindling resources, the major powers of the world; China, U.S.A., Russia, Brazil, U.K., and India begin to horde more and more of the existing resources and technology, leaving a disparaging gap between the 1st World Nations and the “Third-Worlders” as they are so dubbed. More and more countries begin to slide into 3rd World Status, prompting many to point to a new Dark Age of human history as unrest spreads like wildfire; intensifying in Africa, the Middle East, South America, Mexico, and the Caucuses. Total World Population: 8 billion. 2016 A.D.: Mounting tensions in the Middle East prompts a series of “skirmishes” between Israel and the nations of Syria, Egypt, and Jordan. It is during this time that an epidemic of disease, famine, pollution, and a shortage of water cause millions of deaths throughout the globe, with the majority coming from the ever expanding 3rd World Nations; the U.N. does what it can to give what little aid is available. Total World Population: 7.8 billion. 2019 A.D.: After several years of skirmishes Israel is invaded by the Arab League, prompting some of the most horrific fighting seen in years. Tens of millions die in the struggle, which culminates with the intervention of the U.N. and setting off a 3 year long war with the Arab League. It is during this time that the conception of Project: Seed begins in secret. Total World Population: 7 billion. 2022 A.D.: After three years of war, the worlds capital cities are decimated by long range missile, terrorist, and conventional attacks. Much of the world is in a state of chaos, and hundreds of millions are dying each year, while resources remain ever scarce. Construction of the USSC Ark begins on the ground, but is quickly shipped into space, amidst much speculation as to its exact nature. Total World Population: 6.3 billion. 2024 A.D.: A ceasefire is called between the Arab League and the U.N. after an emergency summit in Geneva, due to mounting losses and lack of resources on both sides. With ever mounting evidence of the downward slide of resources, the remaining governments of the world agree to pool their remaining resources to construct the remaining ships needed to complete Project: Seed for its inception date of October 2032. In the meantime, word of this summit breaks out, spreading more chaos and rioting in the streets of the world. Total World Population: 5.8 billion. 2027 A.D.: Several cities are completely destroyed in a series of terrorist attacks; Jerusalem, Israel; New York City, New York; Berlin, Germany; and Tokyo, Japan are reduced to rubble by hidden nuclear weapons. Mass panic ensues and the world teeters on the verge of total collapse. Total World Population: 5.5 billion. 2030 A.D.: Information is finally leaked on Project: Seed’s true nature, and riots and protests break out across the globe, causing the remaining governments to call for a state of emergency turning most into police states. During the riots, reports of citizens being fired upon with live ammunition flood the media, but even this does not stop the progress of Project: Seed. Total World Population: 4.8 billion. 2031 A.D.: The remaining stable governments of Terra begin the transfer of the selected 5% of the existing population, totaling roughly 200 million, to embark on Project: Seed, leaving behind the remaining 95% of the population to fend for themselves, on the premise that they would eventually die out and leave Terra free to recover. Total World Population: 4.6 billion. 2032 A.D.: Having completed the transfer of the population and placed them in stasis, the Ark sets out, with no fanfare, for orbit around the outer edges of the Sol system for the next 6 years and 7 months… Total World Population: 4 billion. TERRA MORTALIS CAST (so far)
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Lieutenant Joshua Rolheim:The PCs immediate superior, he is a distant, but very dependable, man who looks after the units under his command. He is a very 'by the book' leader, who is somewhat lacking in imagination when it comes to unorthodox situations. This makes for a strange pairing since he is in charge of a recon force, but he tends to not micro-manage those under him once the units are out in the field. Commander Alex Martin: A disciplinarian by nature, Martin is the typical ass-kicking, tough talking, commander of the battle cruiser, the UNSC Gilgamesh, which is where the PCs are stationed on. He is a very direct man, who prefers to shoot his way out of a situation, and has a very well documented past of doing so. Several incidents of using overwhelming force on insurgents, rebel armies, and some say civilians, have been reported or gossiped about. Still, many feel Commander Martin is someone to be counted on in a tough situation. Birch: An orderly aboard the UNSC Gilgamesh, he is unfamiliar to the PCs as of now. Currently has been stabbed by a crazed man in the halls of the ship. The Scientist/Doctor: Unnamed man who woke up the PCs, he has a very neutral tone to his voice at all times and a very dry sense of humor. Not much is known of him currently...
GAME SYSTEM: D20 Modern/Future with psychic elements but no magic. Standard point-buy; starting level is 2nd. PBP RULES:
CHARACTER CREATION GUIDE: Spoiler:
General: PCs will be part of an advanced reconnaissance team tasked with exploring/retrieving information on the past/present state of Terra. A good mix of skill sets would be useful to be able to handle many types of situations, although combat and exploration will play major roles. Mechanized assault suits and vehicles will be available to PCs, depending on their ability to requisition gear. Starting Level: 2nd; character advancement will be based on hitting certain key points in the story, so XP will not be needed. Point Buy: 32 points Races: Human only Starting HP: Full 1st level hp plus Con bonus, roll for each level there after. Available Occupations: Any (from d20 Core, Future) Allegiances: PCs can choose from some listed below as well as create their own (subject to GM approval of course). United Nations Space Force: The largest arm in the U.N.'s force, the UNSF currently has one of the strongest influences in policy out of all the organizations, only second to the United Nations World Government. But who knows how long their supremacy will last. United Nations Special Operations: A mixture of the remains of the SAS, Delta, Army Special Forces, Alpha Team, Spetsnaz, G-9, Navy SEALs, Marine Force Recon, KSK, and other special forces groups throughout the world. These men and woman are the cream of the crop of the military and enjoy many perks above the regular UNDF, which hasn't endeered them to the rank and file. These "hotshots" are revered just as much as they are reviled. United Nations Intelligence Bureau:The remains of what was the FBI, CIA, and FSB. They are responsible for internal security aboard the Ark and the UNSF fleet, and supposedly for the remaining world once Terra has been secure. United Nations World Government:The core of the U.N. is all that remains, hosting only the governments of the United States, Japan, the United Kingdom, France, Russia, China, Brazil, Germany, and a few other countries that have managed to maintain their stability. United Nations Defense Force : The regular army of the United Nations is the main ground force of the U.N. still, with elements of the UNSF and UNSO working in tandem. They have access to the most material, manpower, and resources. The World Scientific Committee : A collective of the worlds most brilliant scientific minds, they are an elite among the elite and have drawn much suspicion from the military forces of the U.N., who enjoy their breakthroughs, but second-guess their non-military intentions. The Pandora Directive: A fringe organization within the United Nations World Governement that deals with expanding on the human potential for psionic abilities. They're a reclusive group that has been involved with the UNIB and UNSO in many training programs with the goal of creating a enhanced soldier/operative for the U.N.. Character Options: Cybernetics- limited to 1 or 2 implants, must be cleared with me first, Tech level 6 (lose 2-4 selectable equipment pieces in exchange, subject to my discretion.); Psionics- Wild Talent Feat allowed along with Psionic Advanced Classes; Mecha Suits- 3 standard suits selectable, although appropriate feats would be needed to pilot without penalties. Class Themes: Common character themes could be- Soldiers, Explorers, Scientists, Dropship pilots, Assault Suit Pilots, Medics, Melee specialists, Recon, Heavy Weapons expert, psychic operators, etc. Skill Consolidation: Spot/Listen/Search will just fall under Perception; Move Silently/Hide will fall under Stealth. What this will mean as far as character creation, is that if your class has at least one of those skills, it will count as having Perception or Stealth as class skills. Also see the House Rules Section for information on selecting a Favored Class. Requisition will replace Wealth and is used to gain access to non-standard equipment in the game. Requisition is calculated by adding the character level plus Charisma modifier. Starting Equipment Packages:
Cybernetic characters- Select items from the Initial Equipment section; 1 combat pistol; 1 long arm,light assault weapon, SAW, or Heavy Machinegun; 1 body armor type, 1 combat knife, 4 Grenades (any type available), 4 ammunition clips, and 2 WL 8, 2 WL 10, 2 WL 12 equipment pieces (Each cybernetic part cost 1 set of the highest WL pieces to a maximum of 2 cybernetic parts) Mecha Pilots- Select items from the Initial Equipment section; 1 combat pistol or light assault weapon, select from Flight suit, Light Combat Armor, or Scout Armor, 2 ammunition clips, and 2 pieces of equipment up to wealth level 8. PCs will be able to choose most equipment from Tech Level 6: Fusion Age and lower. Below is a list of additional equipment that can be chosen from as well, in addition to the standard equipment available in the D20 Modern Core book and those that fall under Tech Level 6 adn below. Requisitionable Equipment is unattainable as a starting character, but can be "purchased" later on in the campaign. Encumberance: Will play a factor as well, although I'm not intending to nickle and dime you to death with minutia, all items over 1 lb need to be considered to balance lugging around too much crap.
DIFFICULTY: Merciless but Fair: let the die fall where it may, encounter balance is off, and no resurrections/protecting players. HOUSE RULES
Recharge: Use of 4E's power/equipment recharge roll for certain items. Critical Hits: I don't really like confirmation rolls for crits, so I usually rule that if your total roll is enough to hit the target AC, then it's a critical; if it is not high enough to hit with a 20 + bonuses, then its just a regular hit. Favored Class: Every level starting at 1, PCs can choose a favored class (can't be changed once the favored class is chosen); for every level gained (including level 1) the PC can choose whether to recieve a +1 bonus to either hit points or skill points. Anti-Personel/Anti-Vehicle Rule: After reviewing mecha vs humans, I have decided to rule that certain weapon systems onboard various mecha (as well as some human scale weapons) will be classified as either Anti-Personnel or Anti-Vehicle. The reasoning being that certain weapon systems were designed for a specific target size, so that a mecha with a rail gun will have a more difficult time shooting a target smaller then its size. This will be a penalty of -2 to directly hit the target, although blast radius do not share this penalty. I am doing this specifically for the purpose of keeping foot soldiers alive longer and I feel it does make sense; it's like trying to hit a single footsoldier with a nonexplosive howitzer round directly... Targeting a Square with Splash Weapons: Within 10 ft of the target the square has a Defense of 10, but for every 5 ft beyond that, the Defense of the square increases by 1. If the attack misses, the shot deviates from the intended square based in the random chart for Deviation (pg 149 D20 Modern Core) and travels in that direction or falls short (depending on the direction rolled) for a number of hexes equal to how much the roll missed the squares Defense. Cover and Splash Weapons: If the target of a splash weapon has cover between it and the blast radius, then a successful Reflex save will do no damage, while a failure will deal half damage. Threatened Area and Opportunity Attacks: Anyone who is struck by an opportunity attack is immediately stopped and can move no further, although the struck character can use a move action to resume movement without further risk of opportunity attack from the character who struck them. Hit Points on Advancing a Level: All rolls of 1's or 2's for new hitpoints upon advancement can be re-rolled. INITIAL EQUIPMENT:
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Beretta M-11 Combat Pistol- Dmg: 1d8; Crit: 20; Type: Ballistic; Range Incr: 40ft; ROF: S; Magazine: 20; Size: Medium; Wgt: 3 lbs; H&K MP-7 Light Assault Weapon- Dmg: 2d6; Crit: 20; Type: Ballistic; Range Incr: 50ft; ROF: S, A; Magazine: 50; Size: Medium; Wgt: 5 lbs; H&K G45 Assault Rifle- Dmg: 2d8; Crit: 20; Type: Ballistic; Range Incr: 80 ft; ROF: S, A; Magazine: 50; Size: Large; Wgt: 8 lbs; Special: Follows "Longarm" penalties for firing point blank. H&K MG49 Light Support Machinegun- Dmg: 2d8; Crit: 20; Type: Ballistic; Range Incr: 100 ft; ROF: A; Magazine: Box of 100; Size: Large; Wgt: 15 lbs; Special: -1 to fire standing. H&K MG- General Purpose Machinegun- Dmg: 2d10; Crit: 20; Type: Ballistic; Range Incr: 100 ft; ROF: A; Magazine: Box of 100; Size: Large; Wgt: 25 lbs; Special: -4 to fire standing, -2 kneeling, no penalty prone or braced on object. SV-99 Sniper Rifle- Dmg: 2d10; Crit: 20; Type: Ballistic; Range Incr: 120 ft; ROF: S; Magazine: 10; Size: Large; Wgt: 14 lbs Mini-Grenade Launcher- Crit:20; Range Incr: 70 ft; ROF: single; Size: Medium; Wgt: 8 lbs
M-79 Anti Armor Weapon- Dmg: 10d6; Crit: 20; Type: Varies; Blast: 10 ft; Refl DC: 18; Range Incr: 150 ft; ROF: Single; Size: Medium; Wgt: 10 lbs; reload with move action; Special: -2 penalty to hit targets smaller then large size. C-10 Compression Gun- Dmg: 2d10 nonlethal; Crit: 20; Type: Compression; Range Incr: 10 ft; ROF: S; Magazine: 1, move action to recharge; Size: Large; Wgt: 9 lbs Fragmentation Grenade- Dmg: 4d6; Type: Slashing; Burst Radius: 20ft; Refl DC: 15; Range Incr: 10 ft; Wgt: 1lb Concussion Grenade- Dmg: 4d6 nonlethal; Type: Concussion; Burst: 15ft; Refl DC: 15; Range Incr: 10 ftWgt: 1lb EMP Grenade- Dmg: Special; Type: Electricity; Burst: 20 ft; Refl DC: 15; Range Incr: 10 ft; Wgt: 1 lb Stun Grenade- Dmg: Special, see page 72 of D20 Future; Burst: 15 ft; Refl DC: 18; Range Incr: 10 ft; Wgt: 1lb Smoke Grenade- Burst: 15ft; Range Incr: 10 ft; Wgt: 1 lb; See page 105 of the d20 Modern book.
MELEE WEAPONS
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High Frequency Knife- Dmg: 2d6; Crit: 19-20; Type: Slashing; Size: Large; Wgt: 1 lbs ARMOR:
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Flight suit and helmet- Type: Tactical; Equip Bonus: +2; Nonprof: +1; Max Dex Bonus: +6; Armor Penalty: 0; Speed: 30 ft/20 ft; Wgt: 2 lbs Light combat armor- Type: Tactical; Equip Bonus: +3; Nonprof: +1; Max Dex Bonus: +5; Armor Penalty: -2; Speed: 30 ft/ 20ft; Wgt: 6 lbs Scout armor- Type: Tactical; Equip Bonus: +2; Nonprof: +1; Max Dex Bonus: +6; Armor Penalty: -1; Speed: 30 ft/ 20 ft; Wgt: 4 lbs Medium Combat Armor- Type: Tactical; Equip Bonus: +4; Nonprof: +2; Max Dex Bonus: +4; Armor Penalty: -2; Speed: 20 ft/ 15 ft; Wgt: 8 lbs Silent Suit- Type: Concealable; Equip Bonus: +1; Nonprof: +1; Max Dex Bonus: +8; Armor Penalty: 0; Speed: 30 ft /20 ft; Wgt: 1 lb Tactical Armor- Type: Tactical; Equip Bonus: +7; Nonprof: +2; Max Dex Bonus: +4; Armor Penalty: -3; Speed: 30 ft/ 25 ft; Wgt: 20 lbs; Special: +4 to Str, has onboard sensors +2 to refl saves, increases movement speed by 10 ft; life support system Heavy Tactical Combat Armor- Type: Tactical; Equip Bonus: +10; Nonprof: +3; Max Dex Bonus: +1; Armor Penalty: -6; Speed: 25 ft/ 20 ft; Wgt: 30 lbs; Special: +4 to Str, has onboard sensors +2 to refl saves, increases movement speed by 10 ft; life support system.
GEAR
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All Progress Level 5 Gear Video Scope - Aquaconverter- Antitox Chemical - Chemical Boost - Neutrad Chemical - Computer Card - Display Contacts - Advanced Medkit - Fast-Use Medkit - Flash-Seal - Fusion Torch - Intellipicks - Chemicomp Sensor - Geocomp Sensor - Motion Sensor - HUD Software, Sensor Link - HUD Software, Targeting - HUD Software, Vehicle Link - Blackout Goggles - Equalize Chemical - Prolong Chemical - Refresh Chemical - Rejuve Chemical - Wrist-Comp - System Smoker - Holographic Display - Satellite Imagery Receiver - Soft Screen Monitor - Surveillance Round Receiver - Trajectory Detector -
MECHA:
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Size: Large (-1 size mod, 12 ft tall) Bonus HP: +100 Superstructure: Alumisteel Armor Hardness 10 Armor: Duraplastic Armor Defense Bonus: +3 Armor Penalty: -4 Reach: 10 ft Strength Bonus: +6 Dexterity Penalty: Other Penalties: -1 size penalty on attack rolls and to defense; -3 Hide; Speed: 30 ft Equipment Slots: Helmet: (1) Class III Sensor System Back: (1) Cockpit Left Arm: (1) Right Arm: (1) Life Support System Shoulders: (1) Jump Booster Torso: (1) Cockpit Boots: (1) Standard Equipment: Class III Sensor System- Computer Use Check (DC 15): Activation: Move Action; Can determine the targets size, locomotive capabilities, present direction/trajectory, number of living creatures aboard (if any), composition of targets hull or superstructure as well as type of armor, targets weapon systems; Range: 1 mile radius centered on mecha; Area: 1 nonliving target (active scan only); Durantion: Persistent (passive scan mode) or 1 round (active scan mode); darkvision 90 ft; +2 equipment bonus on Navigate and Perception Checks. Comm System Activation- Free Action; Range: 100 miles; Duration: Persistent Life Support System- Ignore the effects of inhaled poisons and immersion in water. Onboard air supply lasts for 24 hours. Jump Booster- Allows the suit to use a short boost to add power to its jumps, allowing the mecha to double its movement for the round, but due to the sudden burst of speed the pilot must make a Drive check base DC 10 + 1 for every 5ft traveled from the jump pack (not standard movement) or crash and go prone, while damage done is the equivalent to falling the distance travelled; Activation: Free Action; Recharge: 6. Weapon Systems:
Choose one weapon layout from below:
Xiphos Light Assault gun- Damage- 4d6; Crit: 20; Type: Ballistic; Range Incr: 40 ft; ROF: S, A; Size: Huge; Wgt: 100 lbs; Magazine: 60, 2 additional magazines can be stored in 1 equipment slot; Special: Can be used at point blank ranges; Secondary Feature: Suppressor/silencer, Laser Sight, AP, or HE rounds Kopis Defense System- Damage- 3d6; Crit: 20; Type: Ballistic; Range Incr: 40 ft; ROF: S, A; Size: Huge; Wgt: 100 lbs; Magazine: 30, 2 additional magazines can be stored in 1 equipment slot; Special: Can be used at point blank range. Doru Sniper Rifle- Damage: 8d6; Crit: 20; Type: Ballistic; Range Incr: 80 ft; ROF: S; Size: Huge; Wgt: 50 lbs; Magazine: 10, 2 additional magazines can be stored in 1 equipment slot; Special: Suffers from the same qualities of a Long Arm but only against targets that threaten; Secondary Feature: range finding laser, Bipod, AP, or HE rounds; Special: -2 penalty to hit targets smaller then large size. Sarissa Railgun- Damage: 12d6; Crit: 20; Type: Ballistic; Range Incr: 250 ft; ROF: S; Size: Huge; Wgt: 50 lbs; Magazine: 6, 2 additional magazines can be stored in 1 equipment slot; Secondary Feature: Range Finding Laser, Bipod, HE, or AP rounds; Special Restriction: Must spend a Move Action bracing/readying the gun or take a -4 penalty to hit; -2 penalty to hit targets smaller then large size. Secondary Functions:
Bipod- +1 equipment bonus on the first attack made in each round. Range Finding Laser- Increases range increment by 1/2, relays information that determines the exact range to target, and relays that info via a cpu link. The second attacker that is linked gains a +1 equipment bonus on his first attack roll against the target. AP round- +1 to hit, -1 to damage when using AP rounds. HE round- -1 to hit, +1 to damage when using HE rounds. Description: The Peltast is a light mecha suit designed for reconnaissance and support of assaulting units of Aegis and Achilles type armor, using the Peltast’s advanced sensor equipment to pin-point weaknesses and coordinate fire.
Aegis Tactical Assault Suit
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Size: Large (-1 size mod, 15 ft tall) Bonus HP: +100 Superstructure: Alumsteel Hardness 10 Armor: Alumisteel Defense Bonus: +5 Armor Penalty: -6 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Other Penalties: -1 size penalty on attack rolls and to defense; -4 Hide; Speed: 25 ft Equipment Slots: Helmet: (1) Class I Sensor System Back: (1) Cockpit Left Arm: (1) Right Arm: (1) Life Support System Shoulders: (1) Jump Booster Torso: (1) Cockpit Boots: (1) Standard Equipment: Class I Sensor System- Computer Use Check (DC 15): Activation: Move Action; Can determine the targets size, locomotive capabilities, present direction/trajectory; Activation: Move Action; Range: 1 mile radius centered on mecha; Area: 1 nonliving target (active scan only); Durantion: Persistent (passive scan mode) or 1 round (active scan mode); Nightvision 60 ft; +2 equipment bonus on Navigate and Perception Checks. Comm System Activation- Free Action; Range: 100 miles; Duration: Persistent Life Support System- Ignore the effects of inhaled poisons and immersion in water. Onboard air supply lasts for 24 hours. Jump Booster- Allows the suit to use a short boost to add power to its jumps, allowing the mecha to double its movement for the round, but due to the sudden burst of speed the pilot must make a Drive check base DC 10 + 1 for every 5ft traveled from the jump pack (not standard movement) or crash; Activation: Free Action; Recharge: 6. Weapon Systems:
Choose one weapon layout from below:
Kopis Defense System- Damage- 3d6; Crit: 20; Type: Ballistic; Range Incr: 40 ft; ROF: S, A; Size: Huge; Wgt: 100 lbs; Magazine: 30, 2 additional magazines can be stored in 1 equipment slot; Special: Can be used at point blank range. Spatha Assault Rifle- Damage- 5d6; Crit: 20; Type: Ballistic; Range Incr: 60 ft; ROF: S, A; Size: Huge; Wgt: 100 lbs; Magazine: 60, 2 additional magazines can be stored in 1 equipment slot; Special: Suffers from the same qualities of a Long Arm; Secondary Feature: Grenade Launcher, Bayonette, HE, or AP rounds. Xiphos Light Assault gun- Damage- 4d6; Crit: 20; Type: Ballistic; Range Incr: 40 ft; ROF: S, A; Size: Huge; Wgt: 100 lbs; Magazine: 60, 2 additional magazines can be stored in 1 equipment slot; Special: Can be used at point blank ranges; Secondary Feature: Suppressor/silencer, Laser Sight, AP, or HE rounds. Doru Sniper Rifle- Damage: 10d6; Crit: 20; Type: Ballistic; Range Incr: 80 ft; ROF: S; Size: Huge; Wgt: 50 lbs; Magazine: 10, 2 additional magazines can be stored in 1 equipment slot; Special: Suffers from the same qualities of a Long Arm but only against targets that threaten; Secondary Feature: Range finding laser, bipod, HE, or AP rounds; Special: -2 penalty to hit targets smaller then large size. Secondary Functions:
Grenade Launcher- Range Incr: 60 ft; ROF: 1; Size: L; Wgt: 30 lbs
Suppressor/Silencer- Reduces sound of weapon; a successful Listen Check DC 15 is required to locate source of gunfire. Weapon takes a -1 penalty on dmg rolls. Laser Sight- +1 on all attack rolls against targets no farther then 30 ft away. Cannot be used outdoors during the daytime. Bipod- +1 equipment bonus on the first attack made in each round. Range Finding Laser- Increases range increment by 1/2, relays information that determines the exact range to target, and relays that info via a cpu link. The second attacker that is linked gains a +1 equipment bonus on his first attack roll against the target. AP round- +1 to hit, -1 to damage when using AP rounds. HE round- -1 to hit, +1 to damage when using HE rounds. Description: The standard assault suit for the UNSF, they are somewhat customizeable, although they have limited space for modifications. These suits are reliable and has the option of different weapon kits, depending on the situation.
Achillies Heavy Assault Suit
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Size: Large (-1 size mod, 15 ft tall) Bonus HP: +100 Superstructure: Alumsteel Hardness 10 Armor: Duralloy Defense Bonus: +8 Armor Penalty: -8 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Other Penalties: -1 size penalty on attack rolls and to defense; -4 Hide; Speed: 20 ft Equipment Slots: Helmet: (1) Class I Sensor System Back: (1) Cockpit Left Arm: (1) Right Arm: (1) Life Support System Shoulders: (1) Jump Booster Torso: (1) Cockpit Boots: (1) Standard Equipment: Class I Sensor System- Computer Use Check (DC 15): Activation: Move Action; Can determine the targets size, locomotive capabilities, present direction/trajectory; Activation: Move Action; Range: 1 mile radius centered on mecha; Area: 1 nonliving target (active scan only); Durantion: Persistent (passive scan mode) or 1 round (active scan mode); Nightvision 60 ft; +2 equipment bonus on Navigate and Perception Checks. Comm System Activation- Free Action; Range: 100 miles; Duration: Persistent Life Support System- Ignore the effects of inhaled poisons and immersion in water. Onboard air supply lasts for 24 hours. Jump Booster- Allows the suit to use a short boost to add power to its jumps, allowing the mecha to double its movement for the round, but due to the sudden burst of speed the pilot must make a Drive check base DC 10 + 1 for every 5ft traveled from the jump pack (not standard movement) or crash; Activation: Free Action; Recharge: 6. Weapon Systems:
Choose one weapon layout from below: 1Xiphos Light Assault gun with either laser sight, suppressor, AP, or HE rounds; Hellion Recoiless Rifle with either AP or HE rounds.
Xiphos Light Assault gun- Damage- 4d6; Crit: 20; Type: Ballistic; Range Incr: 40 ft; ROF: S, A; Size: Huge; Wgt: 100 lbs; Magazine: 60, 2 additional magazines can be stored in 1 equipment slot; Special: Can be used at point blank ranges; Secondary Feature: Suppressor/silencer, Laser Sight, AP, or HE rounds. Spatha Assault Rifle- Damage- 5d6; Crit: 20; Type: Ballistic; Range Incr: 60 ft; ROF: S, A; Size: Huge; Wgt: 100 lbs; Magazine: 60, 2 additional magazines can be stored in 1 equipment slot; Special: Suffers from the same qualities of a Long Arm; Secondary Feature: Grenade Launcher, Bayonette, HE, or AP rounds. Ajax Heavy Machinegun- Damage: 6d6; Crit: 20; Type: Ballistic; Range Incr: 40 ft; ROF: S, A; Size: Huge; Wgt: 100 lbs; Ammunition: 200, each additional slot allows for 300 more rounds; Special: Suffers from the same qualities of a Long Arm; must brace weapon before firing as a Move Action or suffer a -2 penalty to hit; Secondary Feature: Bipod, HE, or AP rounds. Hellion Recoiless Rifle- Damage: 10d6; Crit: 20; Type: Ballistic; Range Incr: 50 ft; ROF: S, A; Size: Huge; Wgt: 50 lbs; Magazine: 20, each additional magazine takes up 1 equipment slot); Special: Suffers from the same qualities of a Long Arm; Secondary Features: Armor Piercing Round, HE Round; Special: -2 penalty to hit targets smaller then large size. Secondary Functions:
Grenade Launcher- Range Incr: 60 ft; ROF: 1; Size: L; Wgt: 30 lbs
Suppressor/Silencer- Reduces sound of weapon; a successful Listen Check DC 15 is required to locate source of gunfire. Weapon takes a -1 penalty on dmg rolls. Laser Sight- +1 on all attack rolls against targets no farther then 30 ft away. Cannot be used outdoors during the daytime. Bipod- +1 equipment bonus on the first attack made in each round. Range Finding Laser- Increases range increment by 1/2, relays information that determines the exact range to target, and relays that info via a cpu link. The second attacker that is linked gains a +1 equipment bonus on his first attack roll against the target. AP round- +1 to hit, -1 to damage when using AP rounds. HE round- -1 to hit, +1 to damage when using HE rounds. Description: A heavier version of the Aegis suit, the Achillies is a tactical support suit used for suppressing fire and anti armor roles, depending on the kit selected.
REQUISITIONABLE EQUIPMENT:
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RANGED WEAPONS AR-01 Plasma Pistol: Dmg: 2d10; Crit: 20; Type: Fire; Range Incr: 40 ft; ROF: S; Magazine: 50; Size: Medium; Wgt: 3 lbs AR-01 Plasma Rifle- Dmg: 3d10; Crit: 20; Type: Fire; ROF: S, A; Magazine: 50; Size: Large; Wgt: 8 lbs Barrett X-82 Rail gun- Dmg: 3d12; Crit: 20; Type: Ballistic; Range Incr: 100 ft; ROF: S; Magazine: 6; Size: Large; Wgt: 18 lbs Reaper R-5 Particle Cannon- Dmg: 12d6; Crit: 20; Type: Fire; Range Incr: 50 ft; ROF: S; Magazine: 1; Size: Large; Wgt: 30 lbs; Special: Charge weapon as a Move Action; can only be fired by setting up weapon on stable ground, which takes 2 rounds to deploy; Special: -4 penalty to hit targets smaller then large size. Description: Usually functions as a crew served weapon, the R-5 can be carried and used by one man, with it's weight being the major reason why it's manned by two. Once deployed it can be used by one man easily, with an extra that can act as a spotter. MELEE WEAPONS
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High Frequency Sword- Dmg: 3d6; Crit: 19-20; Type: Slashing; Size: Large; Wgt: 2 lbs VEHICLES: Dropship |