CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
Have we determined the status of the Shadows and Vorlons in Coreline?

Not that I know of.. but I'd say probably kind of like in B5 where they quietly pull strings or ignore the younger species. Or they're off doing their own thing exploring the other galaxies and space that are now available (like the Star Wars galaxy).
 

kronos182

Adventurer
Ghtroc 720 Light Freighter
The 720 light freighter is a larger version of the 620, measuring at 115 feet, able to carry 135 tons in two large cargo holds, each with its own cargo elevator/ramp. The 720 follows the same design of the 690, only larger, with its two primary engines flanking the front corners, two large escape pods in the rear flanking rear secondary engines, with a round cylinder cockpit. It was armed with a fixed forward double laser mounted just behind and above the cockpit. While the Ghtroc 720 isn't as popular as the YT series produced by CEC, it was still a solid ship, and was quite tolerant of modification.
The 720 required a crew of 1, but operates better with a crew of two, could carry 10 passengers, and up to 135 tons of cargo. It had enough supplies and fuel for about 2 months of travel. Fitted with a Class 2 Hyperdrive, with a Backup Class 15.

In Coreline these freighters are almost as popular as the YT series, although they aren't as maneuverable, they can carry quite a bit of cargo, and many smugglers love them. They are also quite popular with adventuring groups due to their large cargo space, passenger capacity and easy of use with a minimum crew.

Ghtroc 720 (PL6)
Type: Ultralight
Subtype: Light Freighter
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense:
Hardness: 10
Hit Dice: 16d20 (320 hp) 80 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 115 ft
Weight: 170 tons
Targeting System Bonus:
Crew: 1-2
Passenger Capacity: 10
Cargo Capacity: 135 tons
Grapple Modifier:
Base PDC: 40
Restriction:

Attack: Double Laser -8 ranged 9d8, 20, fire, 3000 ft, single

Attack of Opportunity:

Bonuses:
+5 vs radiation

Standard PL(6) Design Spec:
Engines: thrusters, ion engine, hyperdrive x2, x15 backup
Armour: Polymeric
Defense Systems: Shields, Radiation shielding
Sensors: Class II
Communications: Radio transceiver, drive transceiver
Weapons: 1 top mounted double laser
Grappling Systems:
 

Regarding the Babylon Five big bads, I'll need to think some details. Obviously they may still stick to the shadows and such but anybody with a Netflix account knows that both sides are not Angels at all and even asked to "get the hell out of our galaxy!", so the experiment kind of has hit a snag.

Was thinking of B5 and B4 (well, copies of them. Obviously they are also orbiting the Proxima planet) being in one of the LaGrange Points near Earth so they could be used as a trading point and neutral territory for the spacer factions (ex. The Gundam ones). Dunno if this is still viable.
 

kronos182

Adventurer
Tiberium

Tiberium is a noncarbon-based element that appears to have strong ferrous qualities with non-resonating reversible energy, which has a tendency to disrupt carbon-based molecular structures. Generally found in crystal-like vanes, with several different versions, but green being the most common. Tiberium leeches metals and other heavy minerals out of the soil, concentrating them in crystals which can be easily collected by specialized vehicles and processed into easy to use resources. Tiberium has multiple uses from energy sources, chemical catalysts and others.
It also has a deadly effect on the environment and all carbon-based life, transforming and adapting flora and fauna to its alien nature. Spores and gases emitted by Tiberium mutated plant life are toxic to human life.

Riparius Tiberium
This is the most basic form of Tiberium, typically called Green Tiberium and is the most common, with its small green crystals. This version has a low level of leeched minerals and is, therefore, the lease valuable resource, but it is the most abundant. An unprotected human can be in a field of Riparius Tiberium for 5 minutes before requiring to make Fort saves against contact with Tiberium Crystals as long as not walking barefoot in the field. 10 lbs of harvested Riparius Tiberium grants +5 PDC one time bonus.
Riparius spreads at a rate of 100 square yards every week. If a field is left along for more than five years, it can turn into Vinifera, starting in the center and spreading at a rate of 1 square yard every month.

Vinifera Tiberium
Vinifera Tiberium, or Blue Tiberium, is more rare than Riparius, spreads slower, but also has a much higher mineral density in a given volume, but it is also highly combustible and unstable. It detonates violently when brought into contact with fire, explosives or powerful sonic weapons. An unprotected human must start making Fort saves immediately upon entering a Vinifera field, or spends more than 5 minutes within 1 mile of a Vinifera field. 10 lbs of harvested Vinifera Tiberium grants a one time bonus of +10 PDC. If half a pound (typically one small crystal about 1 foot long) suffers 1 point or more of fire damage, 2 or more points of concussive damage, or 6 or more points of sonic damage, it will explode, dealing 6d6 unknown energy damage to a 20 foot radius, Reflex save DC 16 for half damage, plus any unprotected living beings must make a save as if exposed to Tiberium Gas, and if take more than 10 points of damage from the explosion, also must save against Tiberium Crystals (injury).
Vinifera Tiberium spreads at a rate of 1 square yard per month if left unchecked. Vinifera fields of over 10 acres and hasn't been harvested for over 1 year can form a Vinifera monolith, a massive blue crystal that functions like a blossom tree, but spreads Tiberium Vinifera.

Blossom Tree
Blossom Trees are trees that have been mutated by Tiberium, taking about 1d4 weeks of being in a Riparius Tiberium field. They release Tiberium gas in a 50 foot radius around them. A single Blossom tree increases the spread of Riparius Tiberium by 1 square yard per month. A tree has 20 hit points, Defense of 15. Upon destruction deals 8d6 unspecific energy damage to a 50 foot radius. Blossom trees are not harvestable, and are typically destroyed to help reduce the spread of Tiberium fields.


Tiberium Poisoning
When exposed to raw Tiberium crystals, or breathing in fumes or Tiberium particles present in the air, causes breathing difficulties, suppressed immune system and Tiberium crystal growth on the skin. Breathing in particles and fumes can cause crystals to be imbedded in the lungs and slowly crystallize. Most treatments are to make the patient comfortable, or consist of amputation.
Poison Type Save DC Initial Damage Secondary Damage Additional Effects
Tiberium Crystal Contact 18 1d4 Con 1d4 Str, 1d2 Dex, 1d4 Con Low level radiation exposure
Tiberium Crystal Injury 20 1d6 Con 1d4 Dex, 1d6 Con, 1d6 Str Low level radiation exposure, long term Tiberium poisoning
Tiberium Gas Inhaled 20 1d6 Con 1d6 Con, Dazed 2d6 rounds Long term Tiberium poisoning, breathing problems



Low Level Radiation Exposure: As long as the character is touching, or in a Tiberium field unprotected, and for 10 minutes after they are considered to be exposed to low levels of radiation. See D20 Future pg 80 for more details.
Long Term Tiberium Poisoning: The character has bits of Tiberium in their body, and can cause long term problems. After being exposed to Tiberium (via injury or breathing in gas or fumes), make a Fort save DC 25 or suffer long term effects and roll 1d6 for the effect, and do so each year of the character's life afterwards. 1d6: 1 Muscle atrophy (suffer permanent -1 to Str and Dex, reduce speed by 1 foot); 2 Skin deformity (rashes, boils and crystal-like formations, permanent -1 to Cha, -1 Hit points); 3 Suppressed Immune System (permanently suffers -5 to Fort saves. Against future Tiberium exposure and saves suffers a further -2 to Fort saves); 4 Weakened Bones (carrying capacity reduced by 10 lbs, if carrying heavy load, suffers 1d4 subdual damage each round, bludgeoning and slam attacks deal 50% more damage); 5 Weak Health (-1 Con and -1 hit points); 6 Crystalization (skin hardens as crystal forms, suffer -1 Dex, -1 Cha, +20 lbs, +1 Defense from Natural Armour). Effects stack, and if abilities drop to 0, or suffer 0 hit points from any conditions, character dies.
Breathing Problems: The character has difficulty breathing, especially after strenuous activity. Suffers -1 Initiative, must make Fort save in half the time for forced marching, running, holding breath, and similar activities at -1 Fort save. If character engages in combat for more than 6 rounds, suffers cumulative -1 to attack rolls and Defense for every 6 rounds after. Against gases, airborne diseases, and Tiberium gas suffers -1 to Fort saves.
 
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kronos182

Adventurer
NOD Tiberium Weapons

Mantis Tiberium Automatic Rifle

The Mantis Tiberium rifle is a 7.62mm bullpup rifle with a 50 round magazine, issued to cyborgs, typically Acolyte class, and elite soldiers. The magazines are heavily shielded and padded to protect the rounds from accidentally being damaged before being fired. The ammunition the Mantis fires are Tiberium gas cartridges that explode upon contact with a solid object, exposing targets to Tiberium gas, making these weapons quite deadly, even if the wound caused by a Mantis isn't initially fatal. The Mantis can use standard 7.62mm ammunition to allow equipped soldiers to use their weapons when exposure to Tiberium gas is not wanted.

Mantis Tiberium Automatic Rifle (PL5 Personal Firearms Proficiency)
Damage: 2d8 plus Tiberium gas exposure, or 2d10 with standard 7.62mm ammunition.
Critical: 20
Damage Type: Ballistic
Range Increment: 90 ft
Rate of Fire: S, A
Size: Med
Weight: 11 lbs
Ammo: 50 box
Purchase DC: 23 Mil +3 (NOD only, illegal anywhere else)
Notes: Targets, or any solid object, struck by Tiberium rounds are exposed to Tiberium gas, which fills a 5 foot radius for 1 round, and any targets within this cloud of Tiberium gas must save against Tiberium gas. Case of 50 Tiberium rounds PDC 13.


Talon Tiberium Flechette Gun

The Talon Tiberium Flechette gun is a submachine gun firing processed Tiberium shards at high speeds. The ammunition clip is heavily shielded and sealed allowing anyone to handle the weapon and magazines without any kind of protective equipment. The shards stick into a target and as long as it is in the target, they suffer from Tiberium exposure (injury) and the low levels of radiation it emits, making these weapons incredibly illegal outside of NOD.

Talon Tiberium Flechette Gun (PL5 Personal Firearms Proficiency)
Damage: 2d8 plus Tiberium poisoning (injury)
Critical: x3
Damage Type: Slashing
Range Increment: 60 ft
Rate of Fire: S, A
Size: Med
Weight: 8.5 lbs
Ammo: 40 box
Purchase DC: 23 Mil +3 (NOD only, illegal anywhere else)
Notes: Targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely.
 




kronos182

Adventurer
Some more C&C stuff.. mostly NOD

Obelisk of Light

The Obelisk of Light is a shining example of NOD laser technology, with the design of the buildings changing slightly over the years, but all are basically a large black structure with a pointed top that is angled. This 'point' contains a powerful laser that is capable of destroying or heavily damaging most vehicles in only a couple of shots. Obelisk of Light are prominent part of NOD base defense systems, especially around important structures.
These structures were also equipped with powerful sensors, the long ranged lasers, but required a lot of power to feed the power hungry lasers. The lasers, while powerful and long ranged, did suffer from a slow rate of fire, which required lighter, faster firing defenses to prevent quick moving enemies from getting too close before the Obelisk could fire again.
The building is typically 50 feet by 50 feet at the base, standing 70 feet tall, with 100 hit points, hardness 20. Requires a crew of 5. Sensors are comparable to mech Class III sensors, but range is 50 miles, darkvision 2000 ft, include motion detectors with a 1000 ft radius, tremor sense 500 ft. The Obelisk has an attack bonus of +7 ranged with the heavy laser.
Heavy Laser - 15d8, 19-20x2, fire, 200 ft, fire once every 1d4 rounds, ignores 15 points of hardness/DR.
PDC: 40

Obelisk of Light mk2
This version is similar to the original, but has more accurate targeting and more powerful laser.
Make the following changes of the Obelisk of Light:
Increase Hit Points to 150;
Increase Hardness to 25;
Heavy laser now deals 18d8, increase range to 220 ft, ignores 20 points of hardness/DR.
PDC: 42

NOD Cyborg

The NOD cyborg is a heavy infantry unit that's 8 ft tall, fitted with heavy armour. The right arm is dominated by a mini-gun, while the left arm is fitted with a grenade launcher, however this means the cyborg's arms do not have hands, thus their usefulness outside of combat is non-existent. The cyborgs are a result of NOD's Project Regenesis cybernetics research, that takes a human infused with Tiberium and encases them in heavy cybernetic body. Due to their Tiberium infused bodies, while a NOD cyborg is in a Tiberium field or in Tiberium gas, it can repair damage and heal its biological systems.

NOD Cyborg (Strong Ord 2)
Type: Living Construct
Size: Large (-1)
Hit Points: 4D10+10, 50 hp
Mas: 20
Init: +2
Speed: 30
Defense: 18, touch 13, flat-footed 16 (+2 Dex, +2 Class, +5 Armour, -1 size)
BAB: +2
Grap: +7
Attack: +6 melee unarmed strike (1d4+5), or +4 ranged mini gun (4d10), or +4 ranged grenade launcher (varies)
Full Attack: +6 melee unarmed strike (1d4+5), or +4 ranged mini gun (4d10), or +4 ranged grenade launcher (varies)
Special Qualities: Tiberium Healing, Tiberium Immunity, NOD Indoctoration
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: NOD
Saves: Fort +3, Ref +2 Will +1
Abilities: Str 20, Dex 14, Con -, Int 10, Wis 12, Cha 8
Occupation: Military (bonus class skills: Demolitions, Survival)
Skills: Climb +3, Demolitions +3, Jump +3, Knowledge: Tactics: +1, Read/Write English, Speak English, Survival +5
Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Exotic Weapon Proficiency (mini-gun), Simple Weapons Proficiency

Locomotion: Paired Legs
Manipulators: None
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, medium subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack), mini-gun (2000 rds), grenade launcher (20 grenades, type varies by typically fragmentation or high explosive)
Note: Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks. Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties.

NOD Indoctoration
As a move equivalent action, using training and Indoctoration techniques used by NOD, the Trooper gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to feat effects all the time.

Tiberium Healing
Anytime the NOD Cyborg is in a Tiberium field or in Tiberium Gas, the NOD cyborg heals 1d6 hit points. Tiberium based weapons, such as NOD chemical sprayer, deals no damage to the NOD cyborg.

Tiberium Immunity
The NOD cyborg does not suffer any effects of Tiberium exposure, poisoning or the radiation from Tiberium. It caught in the explosion of Vinifera Tiberium, suffers no damage on a successful save, or half damage on a failed save.

Harvester

The Harvester is a heavily armoured vehicle designed to harvest Tiberium safely and transport it to refineries for later use. The earliest models of these vehicles were a four wheeled heavy truck chassis with a heavily armoured and environmentally sealed cab at the front, with a large tank taking up the rear section. Below the cab at ground level is a pair of mandible style tool arms with the necessary tools to safely collect Tiberium crystals from the ground, or cutting up larger crystals, then pull them to a conveyor belt to move the Tiberium to the container in the back.
After the 23 Hours, and the rapid expansion of Tiberium, especially in Australia, the reinstated GDI built as many of these as possible to reduce the fields as quickly as possible, and to benefit from the gathered resources to rebuild, especially after Kane's attack 6 years later. Today, Tiberium mining is profitable, but can also be hazardous work, especially as the main fields on Coreline Earth have heavy NOD presence. Tiberium has been discovered on other planets, with frontier colonies or mining stations set up to gather the crystals for resources and further study into ways to better harness its power and to also reverse damage Tiberium has done to inhabited worlds.

Basic Harvester
The basic harvester, based on the design from the first Tiberium war, or Dawn, is heavily armoured, slow, but sturdy. Requires a crew of two, able to carry 5 tons of harvested Tiberium. The harvester is two squares wide, five squares, providing full cover to its crew. Has two doors, one on each side of the cab, takes 1 full round to start the basic harvester.

Crew: 2
Passengers: 0
Cargo: 5 tons Tiberium
Init: -3
Maneuver: -4
Top Speed: 60 (6)
Defense: 6
Hardness: 20
Hit Points: 60
Size: G
Purchase DC: 35
Restriction: Lic (+1)
Accessories: NBC sealed, headlights, radio, GPS, Harvester equipment,
Notes: +4 Fort saves, crew inside vehicle is protected from Tiberium exposure, able to harvest 100 lbs of Tiberium crystals per hour, can be fitted with independent air supply and full life support (increase PDC by 1, adds 20 hour air supply, able to operate in environment, including vacuum of space), mandible tools can be used to attack other vehicles or infantry at -4 melee attack rolls, dealing 4d8 half slashing, half bludgeoning.
Harvester Equipment - A set of tools attached to mandible shaped arms that allow the equipped vehicle to extract or break down Tiberium crystals from the ground, safely and move it to a shielded containment unit.

Harvester Second Gen
The second generation harvester is larger and even more heavily armoured compared to the original harvesters, used by GDI itself and large mining firms to harvest vast quantities of Tiberium. These vehicles are fully environmentally sealed, not only protecting the crew from Tiberium exposure, but can be used on other planets and even airless worlds as it comes with 30 hour air supply for its crew of 4. The cab not only contains the controls to drive the harvester and the controls for the harvesting equipment, but also contains a bunk bed with two beds, a small bathroom and storage for food for 3 days for the crew. The large armoured container can hold 50 tons of Tiberium. The harvester is three squares wide, eight squares long

Crew: 4
Passengers: 1
Cargo: 50 tons Tiberium
Init: -4
Maneuver: -5
Top Speed: 60 (6)
Defense: 4
Hardness: 20
Hit Points: 90
Size: Colossal
Purchase DC: 37
Restriction: Lic (+1)
Accessories: NBC sealed, headlights, radio, GPS, 30 hour air supply, environmental sealed, Harvester equipment, bunk, washroom, 3 days food storage.
Notes: +4 Fort saves, crew inside vehicle is protected from Tiberium exposure, able to harvest 200 lbs of Tiberium crystals per hour, mandible tools can be used to attack other vehicles or infantry at -4 melee attack rolls, dealing 4d8 half slashing, half bludgeoning.
Harvester Equipment - A set of tools attached to mandible shaped arms that allow the equipped vehicle to extract or break down Tiberium crystals from the ground, safely and move it to a shielded containment unit.
 

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