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<blockquote data-quote="kronos182" data-source="post: 9080890" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">AT-TE</span></strong></span></p><p> <span style="font-family: 'Calibri'">The All Terrain Tactical Enforcer (AT-TE) is a six legged multipurpose military ground walker and tank used by the Galactic Republic during the Clone Wars and for several years after the formation of the Galactic Empire. These armoured vehicles are armed with six lasers, four forward mounted around the driver's cockpit, two on the rear, and a mass driver in a turret on top. Required a minimum crew of 7, driver and a spotter in the forward compartment, four gunners/support crew, two in the forward and two in the rear sections of the main hull, and the main turret gunner. Although it can run with a bare minimum of 2, but most weapons can't be used. The AT-TE can transport 20 troops, up to 40 tons of cargo. The hull is pressurized and has air supply for 3 weeks, allowing it to function in the vacuum of space.</span></p><p><span style="font-family: 'Calibri'">Measuring 72 feet long (15 squares), 31.4 feet wide (6 squares), 18.7 feet tall not counting the turret, for at total 9.57 feet, with a maximum speed of 37 mph, which does make it slow, but it is very stable, and can move with four legs, but slower. The feet are fitted with terrain sensors, tractor-field generators and magnets, allowing it to climb sheer surfaces and even ferrous metal surfaces, allowing it to travel virtually anywhere. The AT-TE's hull is shielded against EMPs and ion weapons</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">In Coreline, these walkers can be found in several militaries or mercenary groups as they are excellent transports for both personnel and cargo, able to function in most environments and providing heavy strike capabilities with the mass driver. A few variants have been developed, including stripped down versions for civilian use with construction equipment mounted on the turret for work in hazardous locations.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 7 (minimum 2)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Passengers: 20</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 40 tons</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Init: -3</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Maneuver: -3</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 65 (6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 20</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 85</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Colossal</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 42</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Accessories: Military radio, headlights, first aid kit x5, sensors equivalent to mech mk III sensors, weapon link to HUD, 1 mass driver cannon, 4 lasers, satellite communications, motion sensor 200 ft, 3 week air supply, rations and water for 2 weeks, NBC, magnetic feet, tractor feet.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: Rough Terrain Design, +4 Fort against airborne poisons, diseases, radiation, +5 Drive checks to prevent being knocked off course, passengers and crew except mass driver canon gunner has full cover, while the gunner has only one-half cover.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rough Terrain Design - All penalties for rough terrain are reduced by three-quarters (round down)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Climbing - The AT-TE is able to climb hills and mountains, capable of climbing any surface that can support its weight, including metallic surfaces, but at half speed, with a bonus to Climb skill of +5, with a successful Drive check. </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">EMP/Ion Resistance - The vehicle is immune to EMP blasts, and against ion (Star Wars) weapons has a resistance of 20.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 25 points of damage to disable. Each leg disabled reduces speed by 5 and -1 to Drive checks. The AT-TE can function with as little as 3 legs, with at least 2 on one side, however it'll be slow and unwieldy.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Weapons - The four forward lasers can target individual targets in the front half arc of the AT-TE, or can target the same target fire-linked (damage changes to 6d10). The rear two lasers can cover the rear half of the vehicle, with one laser covering each rear quarter, or both in a 45 degree arc. Each laser can be automated attack with a +4 attack roll, with an initiative of +3, have full access to the AT-TE's sensors for detecting hiding troops, and can only attack once per round.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"> </span></span></p><table style='width: 100%'><tr><td> </td><td><span style="font-family: 'Calibri'">Damage</span></td><td><span style="font-family: 'Calibri'">Crit</span></td><td><span style="font-family: 'Calibri'">Type</span></td><td><span style="font-family: 'Calibri'">Range Inrc</span></td><td><span style="font-family: 'Calibri'">Rate of Fire</span></td><td><span style="font-family: 'Calibri'">Magazine</span></td></tr><tr><td><span style="font-family: 'Calibri'">Laser (6)</span></td><td><span style="font-family: 'Calibri'">4d10</span></td><td><span style="font-family: 'Calibri'">20/x2</span></td><td><span style="font-family: 'Calibri'">Fire</span></td><td><span style="font-family: 'Calibri'">175 ft</span></td><td><span style="font-family: 'Calibri'">Semi</span></td><td><span style="font-family: 'Calibri'">Unlimited</span></td></tr><tr><td><span style="font-family: 'Calibri'">Mass driver cannon</span></td><td><span style="font-family: 'Calibri'">Varies</span></td><td> </td><td><span style="font-family: 'Calibri'">Varies</span></td><td><span style="font-family: 'Calibri'">300 ft</span></td><td><span style="font-family: 'Calibri'">Single</span></td><td><span style="font-family: 'Calibri'">75 </span></td></tr></table><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Mass Driver Cannon</span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This launcher uses magnetic principles to launch a physical round, typically a KEW round. It has a magazine capable of carrying 3 different types of munitions. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 300 ft, capable of firing out to 20 range increments. </span></span></p><p><span style="font-family: 'Calibri'">Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding. PDC 19 for 5 projectiles.</span></p><p><span style="font-family: 'Calibri'">Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Variants</span></strong></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Civilian AT-TE</span></strong></span></p><p><span style="font-family: 'Calibri'">The civilian version has lighter armour and lacks the weapons, but due to this lightening, thus allowing for heavier cargo loads to be carried.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to create a Civilian AT-TE:</span></p><p><span style="font-family: 'Calibri'">Remove all weapons,</span></p><p><span style="font-family: 'Calibri'">Reduce Hardness to 15;</span></p><p><span style="font-family: 'Calibri'">Increase speed to 70 (7);</span></p><p><span style="font-family: 'Calibri'">Increase cargo capacity to 50 tons with no passengers;</span></p><p><span style="font-family: 'Calibri'">Reduce sensors to equivalent to mech class II sensors;</span></p><p><span style="font-family: 'Calibri'">Remove military radio & replace with standard radio/comm systems;</span></p><p><span style="font-family: 'Calibri'">PDC 39 Lic (+1)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Options</span></strong></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Construction Unit</span></p><p><span style="font-family: 'Calibri'">This fits the Civilian AT-TE with a heavy crane, with magnetic claw ends, two heavy wenches with 500 ft of heavy reinforced cables each, four robotic arms with variety of tools, four search lights. The four robotic arms are fitted with buzzsaws, cutting and welding fusion torches and multitools, with a 15 foot reach around the AT-TE, with two on the front on either side of the driver's section, and two in the rear, with an added controller booth. The heavy crane can reach out to 30 ft past the AT-TE, lift 20 tons, with mechanical claws and magnetic grappling (+20 to grapple checks with the cranes). Each wench is able to support 5 tons. Requires a crew of 5, able to carry 10 tons of cargo internally.</span></p><p><span style="font-family: 'Calibri'">PDC: +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Elite AT-TE</span></strong></span></p><p><span style="font-family: 'Calibri'">This version of the AT-TE are ones found by the Alliance to Restore the Republic and upgraded, adding additional armour, upgrading the lasers, adding protection for the mass driver cannon gunner.</span></p><p><span style="font-family: 'Calibri'">Make following changes to AT-TE to make Elite AT-TE:</span></p><p><span style="font-family: 'Calibri'">Increase hit points to 90;</span></p><p><span style="font-family: 'Calibri'">Increase hardness to 22;</span></p><p><span style="font-family: 'Calibri'">Increase damage of lasers by +1d10 (total of 5d10);</span></p><p><span style="font-family: 'Calibri'">Reduce speed to 60 (6);</span></p><p><span style="font-family: 'Calibri'">PDC +1 Military Rebel Alliance</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">AT-TES</span></strong></span></p><p><span style="font-family: 'Calibri'">The AT-TES is a siege version of the AT-TE, removing the mass driver cannon and replacing it with a light turbo laser. The turret is also larger and has a fully enclosed gunner position instead of the open version the standard AT-TE has. The troop transport compartment is much smaller, with the internal space filled with power generators to power the powerful weapon, and a shield generator installed for added protection. For additional protection, particularly against aircraft is a pair of concussion missile launchers. The troop transport capacity is reduced to 4 troopers, typically armed with either shoulder mounted missile launchers or e-web type weapons to protect the AT-TES against infantry and fast light vehicles. The AT-TES are used against fortified locations and buildings, but the turbolaser can be used to attack ships in low orbit, allowing them to be fairly mobile and concealable planetary defense weapons.</span></p><p><span style="font-family: 'Calibri'">Make following changes to AT-TE to make AT-TES:</span></p><p><span style="font-family: 'Calibri'">Add shield generator with 100 hit points, regenerates 5 HP per round doesn't take damage;</span></p><p><span style="font-family: 'Calibri'">Replace Mass Driver Cannon with Light Turbolaser (dedicated generators provides unlimited power);</span></p><p><span style="font-family: 'Calibri'">Add 2 Concussion Missile launchers with 4 missiles each (8 total)</span></p><p><span style="font-family: 'Calibri'">Reduce troop capacity to 4 troopers;</span></p><p><span style="font-family: 'Calibri'">Increase crew to 8;</span></p><p><span style="font-family: 'Calibri'">PDC: +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Turbolaser can attack ships in low orbit (about 3 million feet), but must be shuttle or larger size, but suffers -15 to attack rolls. If allied ships in orbit share information and warn of enemy ships, can reduce this penalty to -8 (due to range increments). The AT-TES must be immobile to fire the turbolaser, but can move while firing the smaller lasers.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Concussion Missiles</strong></span></p><p><span style="font-family: 'Calibri'">Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Concussion Missile (PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 10d10 </span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Large</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 23</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: +2 to target ships of shuttle types or smaller.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Light Turbolaser</strong></span></p><p><span style="font-family: 'Calibri'">Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.</span></p><p><span style="color: black"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Light Turbolaser (PL6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage: 10d8, ignore 15 points of DR/hardness</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Critical: 20x2</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage Type: Fire</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Range Increment: 9500 ft</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire: Single</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 39</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Military (+3)</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">M-12A Beetle</span></strong></span></p><p><span style="font-family: 'Calibri'">The M-12A Beetle is the US military's variant of the AT-TE, as an all terrain and atmosphere tank. The lasers are all replaced with .50 cal machine guns, the mass driver replaced with 120mm cannon based on the M1 Abrams tank. The switch to complete ballistic weapons allows the vehicle alter the ammunition to suit the situation, such as special materials, armour piercing, etc. To combat the slow speed, the M-12A has six wheels under the hull that it can lower down onto, lift the legs and drive upon, however the off road capability of the wheel system isn't as good, but in flat terrain or in urban areas, the wheels allow it to move about much faster.</span></p><p><span style="font-family: 'Calibri'">Make following changes to AT-TE to make M-12A Beetle:</span></p><p><span style="font-family: 'Calibri'">Add wheels to give land speed 80 (8);</span></p><p><span style="font-family: 'Calibri'">Reduce passenger capacity to 16;</span></p><p><span style="font-family: 'Calibri'">Add Switch Motivation System;</span></p><p><span style="font-family: 'Calibri'">Replace lasers with .50 cal machine guns (2d12, 110 ft, ballistic);</span></p><p><span style="font-family: 'Calibri'">Replace Mass Driver Cannon with 120mm cannon;</span></p><p><span style="font-family: 'Calibri'">PDC +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> </p><table style='width: 100%'><tr><td><span style="color: black"><span style="font-family: 'Calibri'">120mm Tank Cannon</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">10d12*</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">120 rounds</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">M2HB Heavy Machine Gun (6)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">2d12</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">110 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">S, A</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Linked (3000 rds ea)</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Smoke Grenade Launcher (2)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">none</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">-</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">None</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">50 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">12 grenades </span></span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'">The 120mm Tank Cannon has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators.</span></p><p><span style="font-family: 'Calibri'">The stats are for a solid round, with specialty rounds as the following:</span></p><p><span style="font-family: 'Calibri'">APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The M2HB heavy machine guns can carry 3 different types of ammunition and switching between the different rounds is a free action once per round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 15px">Switch Motivation System</span></strong></span></p><p><span style="font-size: 15px">As a move equivalent action once per round, the driver can switch from the standard 6 legs, to lower the M-12A to its 6 wheels with the legs folding up, giving it slightly better speed on roads. Speed changes to 80 (8), with Initiative and Maneuver change to -2 each. Rough terrain penalties while in this mode are only reduced by one quarter (1/4). The M-12A can be moving when it switches between wheels and legs, or vice versa, but can't be moving faster than half speed (of either modes)</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9080890, member: 6668634"] [FONT=Calibri][B][SIZE=7]AT-TE[/SIZE][/B] The All Terrain Tactical Enforcer (AT-TE) is a six legged multipurpose military ground walker and tank used by the Galactic Republic during the Clone Wars and for several years after the formation of the Galactic Empire. These armoured vehicles are armed with six lasers, four forward mounted around the driver's cockpit, two on the rear, and a mass driver in a turret on top. Required a minimum crew of 7, driver and a spotter in the forward compartment, four gunners/support crew, two in the forward and two in the rear sections of the main hull, and the main turret gunner. Although it can run with a bare minimum of 2, but most weapons can't be used. The AT-TE can transport 20 troops, up to 40 tons of cargo. The hull is pressurized and has air supply for 3 weeks, allowing it to function in the vacuum of space. Measuring 72 feet long (15 squares), 31.4 feet wide (6 squares), 18.7 feet tall not counting the turret, for at total 9.57 feet, with a maximum speed of 37 mph, which does make it slow, but it is very stable, and can move with four legs, but slower. The feet are fitted with terrain sensors, tractor-field generators and magnets, allowing it to climb sheer surfaces and even ferrous metal surfaces, allowing it to travel virtually anywhere. The AT-TE's hull is shielded against EMPs and ion weapons In Coreline, these walkers can be found in several militaries or mercenary groups as they are excellent transports for both personnel and cargo, able to function in most environments and providing heavy strike capabilities with the mass driver. A few variants have been developed, including stripped down versions for civilian use with construction equipment mounted on the turret for work in hazardous locations. [/FONT] [COLOR=black][FONT=Calibri]Crew: 7 (minimum 2) Passengers: 20 Cargo: 40 tons Init: -3 Maneuver: -3 Top Speed: 65 (6) Defense: 6 Hardness: 20 Hit Points: 85 Size: Colossal Purchase DC: 42 Restriction: Mil (+3) Accessories: Military radio, headlights, first aid kit x5, sensors equivalent to mech mk III sensors, weapon link to HUD, 1 mass driver cannon, 4 lasers, satellite communications, motion sensor 200 ft, 3 week air supply, rations and water for 2 weeks, NBC, magnetic feet, tractor feet. Notes: Rough Terrain Design, +4 Fort against airborne poisons, diseases, radiation, +5 Drive checks to prevent being knocked off course, passengers and crew except mass driver canon gunner has full cover, while the gunner has only one-half cover. Rough Terrain Design - All penalties for rough terrain are reduced by three-quarters (round down) Climbing - The AT-TE is able to climb hills and mountains, capable of climbing any surface that can support its weight, including metallic surfaces, but at half speed, with a bonus to Climb skill of +5, with a successful Drive check. EMP/Ion Resistance - The vehicle is immune to EMP blasts, and against ion (Star Wars) weapons has a resistance of 20. Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 25 points of damage to disable. Each leg disabled reduces speed by 5 and -1 to Drive checks. The AT-TE can function with as little as 3 legs, with at least 2 on one side, however it'll be slow and unwieldy. Weapons - The four forward lasers can target individual targets in the front half arc of the AT-TE, or can target the same target fire-linked (damage changes to 6d10). The rear two lasers can cover the rear half of the vehicle, with one laser covering each rear quarter, or both in a 45 degree arc. Each laser can be automated attack with a +4 attack roll, with an initiative of +3, have full access to the AT-TE's sensors for detecting hiding troops, and can only attack once per round. [/FONT][/COLOR] [TABLE] [TR] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri]Damage[/FONT][/TD] [TD][FONT=Calibri]Crit[/FONT][/TD] [TD][FONT=Calibri]Type[/FONT][/TD] [TD][FONT=Calibri]Range Inrc[/FONT][/TD] [TD][FONT=Calibri]Rate of Fire[/FONT][/TD] [TD][FONT=Calibri]Magazine[/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]Laser (6)[/FONT][/TD] [TD][FONT=Calibri]4d10[/FONT][/TD] [TD][FONT=Calibri]20/x2[/FONT][/TD] [TD][FONT=Calibri]Fire[/FONT][/TD] [TD][FONT=Calibri]175 ft[/FONT][/TD] [TD][FONT=Calibri]Semi[/FONT][/TD] [TD][FONT=Calibri]Unlimited[/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]Mass driver cannon[/FONT][/TD] [TD][FONT=Calibri]Varies[/FONT][/TD] [TD] [/TD] [TD][FONT=Calibri]Varies[/FONT][/TD] [TD][FONT=Calibri]300 ft[/FONT][/TD] [TD][FONT=Calibri]Single[/FONT][/TD] [TD][FONT=Calibri]75 [/FONT][/TD] [/TR] [/TABLE] [FONT=Calibri] Mass Driver Cannon[/FONT] [COLOR=black][FONT=Calibri]This launcher uses magnetic principles to launch a physical round, typically a KEW round. It has a magazine capable of carrying 3 different types of munitions. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 300 ft, capable of firing out to 20 range increments. [/FONT][/COLOR] [FONT=Calibri]Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 rounds. KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding. PDC 19 for 5 projectiles. Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5. [B][SIZE=7]Variants[/SIZE][/B] [B][SIZE=6]Civilian AT-TE[/SIZE][/B] The civilian version has lighter armour and lacks the weapons, but due to this lightening, thus allowing for heavier cargo loads to be carried. Make the following changes to create a Civilian AT-TE: Remove all weapons, Reduce Hardness to 15; Increase speed to 70 (7); Increase cargo capacity to 50 tons with no passengers; Reduce sensors to equivalent to mech class II sensors; Remove military radio & replace with standard radio/comm systems; PDC 39 Lic (+1) [B][SIZE=6]Options[/SIZE][/B] Construction Unit This fits the Civilian AT-TE with a heavy crane, with magnetic claw ends, two heavy wenches with 500 ft of heavy reinforced cables each, four robotic arms with variety of tools, four search lights. The four robotic arms are fitted with buzzsaws, cutting and welding fusion torches and multitools, with a 15 foot reach around the AT-TE, with two on the front on either side of the driver's section, and two in the rear, with an added controller booth. The heavy crane can reach out to 30 ft past the AT-TE, lift 20 tons, with mechanical claws and magnetic grappling (+20 to grapple checks with the cranes). Each wench is able to support 5 tons. Requires a crew of 5, able to carry 10 tons of cargo internally. PDC: +2 [B][SIZE=6]Elite AT-TE[/SIZE][/B] This version of the AT-TE are ones found by the Alliance to Restore the Republic and upgraded, adding additional armour, upgrading the lasers, adding protection for the mass driver cannon gunner. Make following changes to AT-TE to make Elite AT-TE: Increase hit points to 90; Increase hardness to 22; Increase damage of lasers by +1d10 (total of 5d10); Reduce speed to 60 (6); PDC +1 Military Rebel Alliance [B][SIZE=6]AT-TES[/SIZE][/B] The AT-TES is a siege version of the AT-TE, removing the mass driver cannon and replacing it with a light turbo laser. The turret is also larger and has a fully enclosed gunner position instead of the open version the standard AT-TE has. The troop transport compartment is much smaller, with the internal space filled with power generators to power the powerful weapon, and a shield generator installed for added protection. For additional protection, particularly against aircraft is a pair of concussion missile launchers. The troop transport capacity is reduced to 4 troopers, typically armed with either shoulder mounted missile launchers or e-web type weapons to protect the AT-TES against infantry and fast light vehicles. The AT-TES are used against fortified locations and buildings, but the turbolaser can be used to attack ships in low orbit, allowing them to be fairly mobile and concealable planetary defense weapons. Make following changes to AT-TE to make AT-TES: Add shield generator with 100 hit points, regenerates 5 HP per round doesn't take damage; Replace Mass Driver Cannon with Light Turbolaser (dedicated generators provides unlimited power); Add 2 Concussion Missile launchers with 4 missiles each (8 total) Reduce troop capacity to 4 troopers; Increase crew to 8; PDC: +2 The Turbolaser can attack ships in low orbit (about 3 million feet), but must be shuttle or larger size, but suffers -15 to attack rolls. If allied ships in orbit share information and warn of enemy ships, can reduce this penalty to -8 (due to range increments). The AT-TES must be immobile to fire the turbolaser, but can move while firing the smaller lasers. [B]Concussion Missiles[/B] Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. Concussion Missile (PL6) Damage: 10d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of shuttle types or smaller. [B]Light Turbolaser[/B] Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.[/FONT] [COLOR=black][FONT=Calibri] Light Turbolaser (PL6) Damage: 10d8, ignore 15 points of DR/hardness Critical: 20x2 Damage Type: Fire Range Increment: 9500 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 39 Restriction: Military (+3)[/FONT][/COLOR] [FONT=Calibri] [B][SIZE=6]M-12A Beetle[/SIZE][/B] The M-12A Beetle is the US military's variant of the AT-TE, as an all terrain and atmosphere tank. The lasers are all replaced with .50 cal machine guns, the mass driver replaced with 120mm cannon based on the M1 Abrams tank. The switch to complete ballistic weapons allows the vehicle alter the ammunition to suit the situation, such as special materials, armour piercing, etc. To combat the slow speed, the M-12A has six wheels under the hull that it can lower down onto, lift the legs and drive upon, however the off road capability of the wheel system isn't as good, but in flat terrain or in urban areas, the wheels allow it to move about much faster. Make following changes to AT-TE to make M-12A Beetle: Add wheels to give land speed 80 (8); Reduce passenger capacity to 16; Add Switch Motivation System; Replace lasers with .50 cal machine guns (2d12, 110 ft, ballistic); Replace Mass Driver Cannon with 120mm cannon; PDC +1 [/FONT] [TABLE] [TR] [TD][COLOR=black][FONT=Calibri]120mm Tank Cannon[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]10d12*[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]120 rounds[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]M2HB Heavy Machine Gun (6)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]2d12[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]110 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]S, A[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Linked (3000 rds ea)[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Smoke Grenade Launcher (2)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]none[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]-[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]None[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]50 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]12 grenades [/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] The 120mm Tank Cannon has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The stats are for a solid round, with specialty rounds as the following: APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds. HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds. M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds. M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry. The M2HB heavy machine guns can carry 3 different types of ammunition and switching between the different rounds is a free action once per round. [B][SIZE=4]Switch Motivation System[/SIZE][/B][/FONT] [SIZE=4]As a move equivalent action once per round, the driver can switch from the standard 6 legs, to lower the M-12A to its 6 wheels with the legs folding up, giving it slightly better speed on roads. Speed changes to 80 (8), with Initiative and Maneuver change to -2 each. Rough terrain penalties while in this mode are only reduced by one quarter (1/4). The M-12A can be moving when it switches between wheels and legs, or vice versa, but can't be moving faster than half speed (of either modes)[/SIZE] [/QUOTE]
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