CORELINE (D20 Modern/D20 BESM Setting).

Lord Zack

Explorer
I've also been thinking about something. The Chaos God Nurgle is the god of disease, right? The T-Virus is a disease, as are it's variants and other derivatives of the Progenitor virus. So they would be under the domain of Nurgle. I'm sure Nurgle would be greatful for such an addition to his panoply of disease. He might even be so grestful as to grant Gifts to people involved in the development and production of these things. Of course Coreline being what it is such characters might appear on Coreline already in the service of Nurgle. Of course Nurgle and his followers may continue to develop new strains and variants on this viruses as well. Of course Nurgle already has his own Zombie Plague, but the T-Virus is able to create Tyrants, Humters and the like and these BOWs will likely appear in the armies of Nurgle. Nurgle would like take an interest in the the Scourge Plague, the Forsaken New Plague and the Zerg Hyper-evolutionary Virus and many other fictional diseases.
 

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kronos182

Adventurer
Here's some more Starcraft goodness.. The Zerg!

Zerg
Zerg Traits
Creatures of the Zerg subtype possess the following traits. Certain traits have specific exceptions and alterations noted for particular varieties of Zerg.
Fast Healing (Ex): All Zerg possess Fast Healing, but the rate at which they heal varies slightly amongst Zerg strains, as noted in the individual entries. However, unlike most creatures with Fast Healing, a live Zerg regenerates severed or destroyed body parts at the rate of 1 per 1d4x10 days.
Hivemind (Su): A Zerg has a limited telepathic connection to other Zerg nearby. Any large concentration of Zerg in one place will also collectively transmit their overall emotional state empathically across space to an unknown but significantly vast distance. Zerg are constantly transmitting empathically and telepathically to other Zerg within 10 miles, and they can sense the general direction to any other Zerg within that distance by following such transmissions. Certain varieties of Zerg may transmit and sense to a greater distance empathically and telepathically, as noted in their individual descriptions. Zerg receive telepathic commands from Zerg Overlords within this distance, or from Zerg Cerebrates on the same planet (or equivalent distance), or from a Zerg Overmind within the same star system (or equivalent distance). Zerg cannot resist these telepathic commands from such superior Zerg. Zerg not within the controlling telepathic influence of any such superior Zerg will behave viciously and instinctively, and their instinct is to kill and devour anything organic near them, including other Zerg. Once they run out of organic things to kill and devour, they become catatonic until more creatures approach that they can kill. Thus, they behave as though confused (as per the confusion spell in the D20 Modern System Reference Document, except nonmagical) when not under the telepathic guidance of the aforementioned superior Zerg. A Zerg hatchery, lair, or hive within 1 mile can also keep a Zerg under control. Zerg Overlords, Cerebrates, and Overminds need no telepathic control from others, and can function normally and rationally without such input, while such superior Zerg are also immune to the telepathic control of others of the same kind. For instance, Overlords don't take orders from other Overlords, though they are still compelled to follow the commands of Cerebrates and Overminds. Likewise, Cerebrates receive telepathic orders only from an Overmind, while an Overmind has no master and heeds no telepathic commands.
Immunity to Fear (Ex): Zerg are immune to all fear effects, as their Zerg nature suppresses their survival instinct. However, Zerg with Intelligence of 3 or higher can still worry and can still recognize when they ought to be afraid, though it is not felt with any intensity, merely felt as a realization that fear would be normal and logical at certain times.
Keen Sight (Ex): Zerg have darkvision to a range of 60 feet, and also possess low-light vision.
Psychic Sensitivity (Ex): Any Zerg senses the presence of, and general direction to, any reasonably strong telepathic or empathic transmitter within 1 mile, organic or otherwise. These include such things as an active Protoss pylon, an active Protoss temple, a Protoss character with 5 or more levels of Templar, or a Protoss character with 10 or more levels in any combination of classes. Specially-built telepathic transmitter machines may also make themselves detectable from a greater range. A Zerg within 500 feet of any minor psychic source can sense it in this manner as well. This would include any Protoss characters or any Protoss devices that are psionically-powered, as well as any Terrans or other creatures with psychic abilities, such as a Terran "Ghost" soldier. Certain superior varieties of Zerg can sense psychic emanations from greater distances, as noted in their individual descriptions. Zerg are instinctively drawn to psychic energy sources and, if presented with a non-Zerg psychic source that they can sense, the Zerg will attempt to kill and devour it if organic, or will attempt to attack and destroy it if inorganic. Zerg cannot sense the actual location or form of a psychic transmitter, only the general vicinity, so their Psychic Sensitivity is not of any significant help in finding invisible targets such as a cloaked Terran "Ghost". Zerg cannot sense the presence or direction to any psionically-cloaked psychic transmitter, anyway. However, a few Zerg exceptions exist, as noted in their individual descriptions.
Immunity to Death from Massive Damage (Ex): Zerg can take massive amounts of damage and will continue functioning, if limited, and are immune to death from massive damage.
Environmental Resistance (Ex): All zerg are resistant to most environmental effects, gaining +4 racial bonus to Fort saves. All zerg can also survive in the vacuum of space for 1 + Con modifier hours.
Mutable DNA (Ex): The DNA of zergs is highly mutable, allowing for new and quick evolutions. Once a new mutation is created, or selected by a ruling zerg (Overlord, Queen, Cerebrate, etc), the changes are transmitted to all related (changes can be strain specific, and even affect only specific zerg units of a strain) zerg within reach of the Hivemind, causing the affected zerg to enter a cocoon before emerging 1d4+1 rounds later.
Absorb Essence (Ex): The zerg is able to absorb the 'essence' of a creature eaten. This essence is the DNA of a creature, which the zerg can add to its own collected knowledge and possibly distributed to existing strains or creating new or variant strains, depending on the ability. After killing a living creature, a zerg can eat the corpse, which takes 1d4 +1 min/size category over small to eat the corpse, and absorb the DNA which is transmitted via the telepathic link to the Hivemind and the nearest hatchery or lair. The zerg must do nothing but consume the corpse with the purpose of absorbing its essence to absorb it, and a lair, hatchery, overlord or similarly powerful zerg must be within range to collect the essence and add it to the zerg swarm collective knowledge.
A zerg outside of the transmission range of the Hivemind can still absorb the essence, and attempt to gain 1 ability of the eaten corpse, which would give just that specific zerg that one random ability, which forces the zerg into a cocoon for 1d4 hours as it adds that ability to itself.

Mutations
The zerg DNA is highly mutable and flexible, allowing zerg to quickly evolve new abilities or strains, especially after absorbing new DNA from different creatures, to improve the swarm.
The following are a number of common mutations that can be applied to various zerg:

Scything Claws
The scything claws of ground based zerg can be enhanced, increasing damage by +1. This mutation can be added 3 times.

Hardened Carapace
Ground based zerg can have their carapace enhanced, increasing Natural armour by +1 and adds +2 hit points. This can be added 3 times.


Zergling
Zerglings are the most numerous of the zerg mutations, used as front line expendable troopers, sent in massive swarms. Zerglings are loosely based on ZZ'gash dune runner, with fairly simple DNA, which allows two zerglings to evolve from a single larva at a time. These creatures generally have six limbs, four legs with webbed feet and claws, two upper limbs ending in scything blades. Some grow wings that aren't fully developed that are used to help it jump.

Zergling
CR 1;
Medium aberration [zerg];
Hit Dice: 1d8+1; hp 6; Mas —; Init +6;
Speed: 40 ft, burrow 20 ft;
Defense 13, touch 12, flat-footed 11 (+2 Dex, +1 natural);
BAB: +0; Grap +4; Atk +0 melee (1d4, claw); Full Atk +0 melee 2 claws 1d4 and -5 melee bite 2d4;
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SQ: darkvision 60 ft., fast healing 1, zerg traits;
AL: cerebrate;
SV: Fort +1, Ref +2 , Will +1; AP 0; Rep +0;
Ability Scores: Str 11, Dex 15, Con 12, Int 3, Wis 8, Cha 2.
Skills: Climb +2, Jump +10, Listen +1, Spot +1, Swim +1, Survival +1
Feats: Improved Initiative.
Advancement: 2–5 HD (Medium).
Organization: Found in groups of 1, pairs or swarms as large as thousands.

Species Traits
Bonus Feat: Zerglings gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Zerglings heal 1 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Leaper (Ex): Zerglings are excellent jumpers, gaining a +8 racial bonus to Jump checks, and are not restricted in the height or length they can jump by their size.
Pounce (Ex): If the zergling leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Skill Bonuses: Zerglings gain a +2 species bonus on Climb and Survival checks.
Zerg Traits: A Zergling possesses the standard Zerg traits as defined elsewhere.
Zergling Advancement: Zerglings are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Zerglings advanced to 3 hit dice gain a +2 increase to Strength, an increase of +20 feet to their base land speed, a burrow speed of +55 feet, and Damage Reduction 1/- functioning as per the same ability of the Tough character class. A Zergling can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. Zerglings advanced to 4 hit dice gain the aforementioned benefits as well as a further +2 increase to Strength, an increase of Damage Reduction to 2/-, an increase of +2 to their natural armor, and an extraordinary special attack called Zergling Frenzy. The Zergling Frenzy special attack allows the Zergling to attack with either two claws or a claw and a bite with any standard attack and with any charge attack. The extra attack in that case does not count as secondary. Zergling Frenzy also allows the Zergling to attack one extra time with each claw during any full-attack action, with the same modifiers as normal for such primary and secondary attacks. Regardless, any time that Zergling Frenzy is used, the attacks made with that Zergling Frenzy all suffer a -2 penalty on the attack rolls. Zerglings advanced to 3 hit dice have a base Challenge Rating of 2 instead of 1, while those advanced to 4 hit dice have a base Challenge Rating of 4 instead. Zerglings cannot be advanced to 3 hit dice unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. Zerglings cannot be advanced to 4 hit dice unless they are within 10 miles of a Zerg hive and spawning pool. Either way, they need only be within such range when actually advancing to those hit dice. The process of advancing Zerglings in hit dice takes much time and resources from a Zerg lair or hive.
Evolve (Ex): The zergling, if the swarm has access to the Baneling DNA, can evolve into a Baneling by entering a cocoon for 1d4+1 rounds, then emerges as a baneling.

Mutations
A number of mutations are available to zerglings only in addition to those common to the rest of the swarm.

Metabolic Boost
The zegling's metabolic rate is increased to give it a boost in speed and reflexes, granting +10 ft to all speeds and +2 to Reflex saves.

Adrenal Glands
The adrenal glands of the zergling is increased, giving the zergling +1 to attack rolls, and an extra attack during a full attack, which stacks with Zergling Frenzy.


Variant Strains
A number of variants of of the zergling exist, each with different abilities over the standard zergling.

Devouring One
A specialized zergling strain more powerful and resilient than a normal zergling, created by dark archon Ulrezaj using warped khaydarin crystals that used Dark Templar and zerg energy. A few of these zerglings survived and brought into Coreline, with only a few known examples to exist in Kerrigan's swarm, and a few rogue ones have been spotted.
Make the following changes to the zergling to turn it into a Devouring One:
Increase Hit Dice to 6, hp to 51;
Increase Str to 16, Con to 18;
Claw damage to 1d6+5 crit 19-20x2 each, bite now 1d8+5;
Increase Fast Heal to 3;
Gains Improved Critical feat (claws);
+10 skill points;
Increase CR to 5

Eats the Fallen
This variant of zergling was created by the Incubus brood, which specialized in scouting and recon as it lacked the destructive capabilities of other broods. As a result, it created tougher zerglings that would survive longer behind enemy lines, with enhanced stealth and senses. These zerglings prefer to find ambush locations and make extensive use of their burrowing speed, and will lay in wait underground for targets. They are also enhanced to damaging vehicles and buildings, often making night raids to damage parked vehicles and factories to slow the enemies ability to build more vehicles and create chaos within a base.
To make an Eats the Fallen, make the following changes to a zergling: increase HD to 5, 29 hp;
Increase Burrow speed to 30 ft.
Gains +5 racial bonus to Move Silently and Hide checks;
Against vehicle and buildings, deals +2 damage and ignores 5 Hardness/DR;
Gains Tremor Sense 60 ft;
Gains racial bonus +5 to Listen, Search and Spot;
Increase CR to 3.

Raptor
This variant of the zergling has enhanced legs for leaping and grows a pair of wings that don't grant flight, but enhance the creature's leaping ability even farther.
Make the following changes to a zergling to turn it into a Raptor:
Add wings;
Can jump up to 50 ft high or long from standing with a Jump DC 10, increase to 100 ft with a running long jump, can reduce fall damage by 50 ft with a successful Tumble check DC 15;
Racial bonus to Tumble +4;
Reduce borrow speed to 10 ft;
Can pounce any time it moves a minimum of 30 feet to reach a target;
Gains +2 damage to all attacks made as part of a pounce;
Can only receive the Hardened Carapace mutation once.


Swarmling
Swarmlings are a variant of zergling that are created by simplifying the DNA of zerglings even more, allowing three to spawn from a single larva. Swarmlings are distinguished by a dorsal fin.
Make the following changes to a zergling to make it a Swarmling:
Rapid Gestation of 1 round to turn from a single larva into 3 swarmlings;
Rapid evolve into a baneling in 1 round;
Reduce melee damage by -1;
Reduce Con to 10 (hp down to 5 for 1 HD swarmling);
Can't advance past 3 HD;
Always found in minimum groups of 3, but typically swarms of 1d4x3 swarmlings or larger (massive swarms compared to zerglings).
 

kronos182

Adventurer
Another zerg unit.

Larva

Larva, the most basic and essential zerg lifeform, from which all zerg strains are created from. Maggot-like creatures have a segmented multilegged body, trailing mucous-like substance behind them and a complex array of internal organs. Every segment of the larva's body contains all the required organs to ensure its survival. Such a trait, combined with near instant wound clotting, allows larva to function and morph normal even if cut in half.
Within the lava's DNA are countless sequences, carrying billions of patterns and nearly infinite possible genetic combinations, and they contain within them the genetic code for all other zerg breeds. When a new zerg unit is needed, the larva will enter a pupal state and beging replicating the DNA of one specific zerg breed at an astounding rate, and after the short gestation period the new mature zerg minion.
New or young hives will only have the genetic code for the most basic of zerg breeds/strains, such as the drone and zerglings, but as it grows, and develops new structures, its library of genetic strains expands. Larva are always found near hatcheries, lairs and around zerg hives. These creatures only last 1d4 days away from creep or large food supply.

CR 1/4;
Small aberration [zerg];
Hit Dice: 1/2d8; hp 3; Mas —; Init +6;
Speed: 10 ft, burrow 20 ft;
Defense 14, touch 14, flat-footed 11 (+3 Dex, +1 size);
BAB: +0; Grap +-2; Atk -1 melee (1d3-2, claw); Full Atk -2 melee 2 claws 1d3-2 and -7 melee bite 1d6-2;
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SQ: darkvision 60 ft., fast healing 1, zerg traits;
AL: cerebrate;
SV: Fort +0, Ref +3 , Will +0; AP 0; Rep +0;
Ability Scores: Str 6, Dex 16, Con 10, Int 3, Wis 6, Cha 2.
Skills: Climb +2, Listen +1, Spot +1, Swim +1, Survival +1
Feats:
Organization:

Species Traits
Fast Healing (Ex): larva heal 1 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Zerg Traits: A larva possesses the standard Zerg traits as defined elsewhere.
Evolve (Ex): Larva contain the DNA of all zerg lifeforms. It takes the larva 1d4+1/size category over medium to evolve into another zerg unit. Larva can turn into most zerg units except for Queens, abberations, ultralisks, cerebrates.
 
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Lord Zack

Explorer
I was actually considering doing the Zerg, since I am decent at statting monsters. I don't see any major flaws in your stats, except there is no unit in the Evolve ability for Larva. I might do some variant strains for the Hawaii Brood, including the Pyrolisk strain, which incorporates essence from the Arachnids/Bugs that share the Big Island with the Zerg and can "breathe" fire like the Tanker Bugs. Also it is possible that certain broods have begun to absorb traits from the Tyranids, since some have attacked the Koprulu Sector.

I am wondering if you guys are familiar with the Piazza forums? They discuss various settings, including D&D settings, but also others. It may be worth it to start a thread on Coreline over there.

I have considered doing a conversion of Coreline for Pathfinder.
 
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kronos182

Adventurer
I was actually considering doing the Zerg, since I am decent at statting monsters. I don't see any major flaws in your stats, except there is no unit in the Evolve ability for Larva. I might do some variant strains for the Hawaii Brood, including the Pyrolisk strain, which incorporates essence from the Arachnids/Bugs that share the Big Island with the Zerg and can "breathe" fire like the Tanker Bugs. Also it is possible that certain broods have begun to absorb traits from the Tyranids, since some have attacked the Koprulu Sector.

I am wondering if you guys are familiar with the Piazza forums? They discuss various settings, including D&D settings, but also others. It may be worth it to start a thread on Coreline over there.

I have considered doing a conversion of Coreline for Pathfinder.

A fire breathing zerg would probably be a strain of roach since they spit acid.. just change to fire.
 

kronos182

Adventurer
And the Zerg Drone...

Drone

Single minded and diligent, drones hold within their genetic code the evolutionary potential for all zerg structures. Created after absorbing the essence of gashyrr waps, drones serve as resource gathers and creating structures for the hive. The wings from the gashyrr wasp has combined with the legs to become fleshy, webbed membranes that keep the drones steady while in motion. They move above ground using a float bladder, which the membranes between the legs move like a stingray's wings to help provide movement. The front claws of the drone are designed for digging and holding resources, and not well suited for combat, but they can be used to defend themselves.
Drones require creep to gain their nourishment, and can only survive 2 days away from any source of creep before they start starving and die.

CR 1/2;
Medium aberration [zerg];
Hit Dice: 1d8+1; hp 6; Mas —; Init ;
Speed: 30 ft, burrow 20 ft;
Defense 12, touch 11, flat-footed 11 (+1 Dex, +1 natural);
BAB: +0; Grap +1; Atk +1 melee (1d4+1, claw); Full Atk +1 melee 2 claws 1d4+1 and -4 melee bite 2d4+1;
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SQ: darkvision 60 ft., fast healing 1, zerg traits;
AL: cerebrate;
SV: Fort +1, Ref +1 , Will +1; AP 0; Rep +0;
Ability Scores: Str 13, Dex 12, Con 12, Int 3, Wis 8, Cha 2.
Skills: Knowledge Earth and Life Sciences +4, Listen +1, Spot +1, Swim +1, Survival +1
Feats:
Advancement:
Organization: Found in groups of 1, pairs or swarms within Hives.

Species Traits
Fast Healing (Ex): Drones heal 1 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Mining Claws (Ex): The claws of the drones are built for mining and resource gathering, acting as the necessary tools. If used in combat, the claws also ignore 2 points of hardness/DR.
Skill Bonuses: Drones gain a +4 racial bonus on Knowledge Earth and Life Sciences, particularly with geology, and ignore their Intelligence penalty while making the checks. As resource gatherers, Drones are instilled with an intuitive knowledge for mining and where and how to locate resources for the hive.
Zerg Traits: A Drone possesses the standard Zerg traits as defined elsewhere.
Evolve (Ex): Drones can evolve into the various structures of the zerg swarm. The drone enters a cocoon and gestates into the necessary structure, taking 1d4 +1 minutes per size category over large +1 min / 30 hp the structure possesses.
 

kronos182

Adventurer
Here's some Star Wars battle droids...

B1 Battle Droids
B1 Battle Droids were cheap combat droids designed by Baktoid Combat Automata, standing 6.3 ft tall with thin spindly humanoid bodies with long tubular heads. First generation B1s used central computer mainframes to control large groups of droids to save money on droid brains, but with the obvious flaw of if the central controlling computer being destroyed would disable all controlled units, later versions were upgraded with simple droid brains, similar to the OOM-series battle droid that proceeded the B1-Series. Unlike the OOM-Series, more variant models of the B1 exist, with varying degree of increased intelligence and capabilities, such as aquatic combat models, aerial combat models and others.
B1 droids speak in a high pitched monotone, and would acknowledge a command with "Roger Roger", always. These droids where able to fold into a much smaller package for ease of transport, reducing their height by 75%, taking a move action to fold or unfold to full height. These droids were also easily reprogrammed for specific tasks, such as gunners, pilots, command and other roles, and would have coloured bands and markings to denote rank and role.

While originally used by the Trade Federation and the Separatist Droid Army in massive waves as these droids were best used enmass due to their limited intelligence, and quite outdated. In Coreline these droids make for cheap security or combat units, especially if one has lots of credits to spend on replacements.
For Gen 1 models a central computer with powerful transmitters is required to control them. A computer system the size of a van (can fit in small to medium sized transport vehicle) can control 25; one the size of a small freighter (30 to 50 ft) can control up to 100, PDC 25; one that fills up a corvette can control up to 500, PDC 30; while most common ones that fit frigate to destroyers can control up to 1000 and 2000 respectively, PDC 32 & 34. This also includes a basic transmitter, however ones mounted in ships will have improved communications to give the transmitters better range, such as a Trade Federation Droid Control ship can control up to several thousand droids within a large area of a hemisphere of a planet while safely in orbit. Gen 1 B1-Series droids where generally a little slower to react, depending on the power and distance of the controlling mainframe, and all stats assume a controlling computer is within optimum range.

B1-Series Battle Droid (PL6)
CR: 1
Size: Med (6.3 ft)
Hit Points: 1d10+10; 15 hp
Init: -1 (-3 Gen 1 only)
Speed: 30 ft
Defense: 9 (-1 Dex)
Hardness:
BAB/Grp: 0/+1
Attack: -1 ranged E-5 blaster rifle 3d10, or +1 melee 1d3+1 lethal
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Weak Point, *Remote Controlled (Gen 1 only)
Saves: Fort + 0, Reflex -1 , Will -1
Abilities: Str 12, Dex 8, Con , Int 8 (*6 Gen 1), Wis 8, Cha 6
Skills: -2 all skills except Listen -1, Search -1, Spot -1.
Feats: Personal Firearms Proficiency

Frame: biomorph
Locomotion: legs (pair)
Manipulators: 2 hands
Armour:
Superstructure:
Sensors: Class I
Skill Software: Listen +2, Spot +2, Search +2
Feat Software: Personal Firearms Proficiency
Accessories: feat progit (personal firearms proficiency), AV transmitter, *remote control unit (Gen 1 only), *robolink (Gen 1 only), vocalizer, skill progit x3 (+2), E-5 Blaster, typically 2 power packs
PDC: 24, 22 Gen 1

Combat
B1 Battle droids are used in swarms or mass parade formations, all blasting at once, or staggered, depending on if they can all see a target, with many attacking the same target. To simplify combat, treat groups of 5 as single targets, adding total HP together (75 hp), attacks rolls as if a battery (total +4), damage as fire-linked (5d10 for blaster, melee 3d4+5), Defense treated as 11 (a little harder to hit as they are moving and spaced out). For every 15 points of damage to the group, reduce attack by 1, reduce damage for blaster and melee by 1 die after 30 points of damage. Larger groups can be created, combining groups of 5 counting as a single entity linking 5 groups together.

Weak Point
B1-Series battle droids had vulnerable points, thus they are affected by critical strikes. A well placed shot to the neck, severing the head will instantly disable the droid. Requires a well aimed shot (full round aiming) with a -10 penalty to strike, requiring only 5 points of damage.

Pilot Package
These droids were programmed to act as crew for starship. Make the following changes/additions to the B1, with skills being replaced with the below:
Dex increase to 10;
Skills changes to: Drive +2, Pilot +2, Spot +2;
Added feat Starship Operation (class of ship to be used on);
Add feat progit (Starship Operation), skill progits;
PDC +1

Gunner Package
These droids were used to operate the weapon systems such as those on starships, vehicles or weapon emplacements. Make the following changes to B1, with skills being replaced by the follow:
Add targeting package (+2 to attack rolls with ship/vehicle weapons);
Feat Starship Gunnery;
Skill Changes: Repair +0, Spot +2;
Add feat progit (starship gunnery), skill progits;
PDC +1.

Commander Package
These droids are programmed to be leaders of a group of droids. Make the following changes, with skills replacing the original as below:
+1 to attack;
Skills: Listen +2, Search +2, Spot +2, Knowledge Tactics +2;
*Coordinate talent;
PDC +1.
*Coordinate Talent the B1 Command unit uses is slightly modified from the normal talent D20 Modern page 31. The B1 Command unit has an effective Cha of 10 (+0 to rolls) for purposes for rolls, DC 10 +1/25 droids to coordinate, with range of 100 ft, able to coordinate up to 100 droids of B1-Series, lasting for a total of 1d4+1 rounds.
New Equipment

E-5 Blaster
This weapon is standard issue to the B1-Series battle droids. It was powerful, light, but somewhat inaccurate, and had a large ammunition capacity for its size. While based on a BlasTech design, since it was redesigned for droid use, many finer points were skipped, such as reduced cooling shrouds as the droids are immune to the heat buildup from the short barrel, and very simple handle and trigger design.
Damage: 3d10
Critical: X3
Damage Type: Fire
Range Increment: 60 ft.
Rate of Fire: S
Weight: 5 lbs.
Magazine: 150 Box.
Size: Medium
Purchase DC: 22.
Restriction: Res (+2).
Inaccurate: suffers -1 to attack rolls.


Variant Models

OOM-Series
The OOM-Series battle droids are the predecessor to the B1-Series, with improved intelligence and a few other improvements, making them a little more expensive. They are usually put in charge of groups of B1s or used as elite units by users of the B1 battle droids, with many also upgraded with the Commander Package (stats stack).
Make the following changes to the B1 to make an OOM-Series:
Increase Int and Wis to 10;
Adjust Int & Wis based skills by +1;
Increase Dex to 10;
Add total of 8 ranks, divided amongst up to 4 skills (+2 each);
PDC +2

Anti-Air Battle Droid
This B1 is modified with an anti-air missile launcher mounted to the shoulder and a canister on the back to contain missiles.
Make the following changes to the B1 to make an Anti-Air Battle Droid: Add missile launcher to shoulder (usually right);
+1 to attack, +4 vs targets in the air (higher than 50 ft);
Add ammo magazine to back;
Reduce speed to 20 ft;
PDC +2, Res Mil (+3).
Missile launcher deals 5d6 ballistic damage, 20x2, 200 ft incr, single, 1 internal.
Ammo magazine holds 10 missiles.

Assault Battle Droid
These B1s were used as anti-vehicle units, equipped with a cheap but effective anti-armour missile launcher, 6 extra missiles, several anti-personnel mines, and thermal detonators, with a SE-14 blaster pistol as backup.
Make the following changes to the B1 to make an Assault Battle Droid:
Add missile launcher to shoulder (usually right);
+1 to attack, +4 vs ground vehicles and speeders;
Add ammo magazine to back;
Reduce speed to 20 ft;
Carries SE-14 blaster pistol;
Carries 4 mines (any type available);
Carries 4 thermal detonators (or other type of grenades);
PDC +2, Res Mil (+3).
Missile launcher deals 5d6 ballistic damage ignoring 5 points of hardness, 20x3, 200 ft incr, single, 1 internal.
Ammo magazine holds 6 missiles.

SE-14 Blaster
A very simple blaster created by Blastech, consisting of little more than a tube, grip and power pack under the muzzle, making them cheap but reliable.
Damage: 3d8
Critical: X3
Damage Type: Fire
Range Increment: 30 ft.
Rate of Fire: S
Weight: 2 lbs.
Magazine: 50 Box.
Size: Medium
Purchase DC: 15.
Restriction: Lic (+1).
Inaccurate: suffers -1 to attack rolls.


B1 Grapple Droid
These droids were designed by the Geonosians for hand-to-hand combat, boasting increased strength and each arm was fitted with grapple claws that were electrified, similar to the electro-staffs, to make them resistant to light sabers, making these droids the primary anti-jedi units, although not many were produced. However due to the design of the grapple claws, these droids could not hold blasters, and were clumsy with melee weapons. These droids, if facing only a single jedi, will use one claw defensively to deflect light sabers while the other claw is used to attack.
Make the following changes to the B1 to make a B1 Grapple Droid:
Increase Str to 16;
Increase melee attack rolls to +5 (counting in new Str);
Add 2 grapple claws (one each arm);
PDC: +2

Grapple Claws
These four fingered large claws are excellent for grabbing targets, and can be electrofied similar to electro-staffs, allowing them to resist light sabers.
Damage: 2d4, +1d6 electrified
Critical: X2
Damage Type: bludgeoning + electricity
Range Increment: Melee
Weight: 5 lbs added to droid.
Purchase DC: 22.
Restriction: Res (+2).
Grants +4 each claw to grapple checks, suffers -2 to all checks requiring manual dexterity or use of handheld weapons. While grappling and successfully maintains their grip, automatically deals damage to the target. Can be used to protect against melee strikes such as a small shield, granting +2 to Defense against melee strikes, but can't be used to attack with in the same round.
 

kronos182

Adventurer
And of course, no Zerg entry is complete without creep...

Creep

Creep is a living zerg superorganism that joins a hive together. It is a purple, viscous substance that feels thick and slimy, covering the ground and is spread by many zerg structures, and used to nourish zerg structures, larvae and other strains.
Creep is spread in a number of ways, including by some structures such as hatcheries, or hive spores typically used in initial stages of infestation. Some zerg can spread creep by secretion such as overlords, or indirectly by queens by laying creep tumors.
Creep itself has a celluar structure, allows zerg ground strains to move faster over creep than normal ground due to a collection of microscopic filaments that allows them to 'skate' across creep instead of breaking through it. It spreads rapidly if left unchecked. It can nourish itself and other zerg strains by processing minerals extracted from the ground via deep tendrils.
It may grow in anaerobic environments and even over water. It can also grow over hollows in terrain; however attempting to traverse over such hollows may cause creep to tear and give way.
Removing creep can be difficult, but it is averse to extremely high temperatures and will not grow in unsuitably hot places. Setting it alight by high explosive or incendiary ordnance can be effective, but not wholy as it can regenerate quickly, only destroying buildings that generate creep is the most effective means.

Traits:
Nourishment (Ex): Creep can provide nourishment for all zerg units.
Increase Zerg Speed (Ex): Zerg ground units, except for the drone, have their ground and burrow speeds increased by +15 feet.
Increase Zerg Healing (Ex): While ground zerg units are in contact with creep, they have their Fast Heal increased by +1.
Spread (Ex): Creep spreads over time, adding to its mass as it draws nourishment from the ground and creep generating structures and units. As long as a creep generating structure of unit is active, creep will spread at a rate of 1 foot per hour. When creep encounters natural wildlife, such as plants, these lifeforms will slowly die as creep draws nourishment from them.
 

Lord Zack

Explorer
I wonder if Arm Slaves from Full Metal Panic! and Variable Fighters are close enough in size to use weapons made for the other. According to some sources Arm Slaves range from 8–10 in the anime however they are 15-18 meters tall. The VF-1A Valkyrie is 12.68 meters. So either bigger or smaller. Also the Valkyrie is about the same size as certain Transformer, including thr Seekers and Jetfire (given that Jetfire was originally a Valkyrie toy...).
 

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