CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
I requested the Strike Gundam a while back and the suggested that you also do at least the Duel Gundam. I'd also like to see later Universal Century mobile weapons, like the Neo Zeon's mobile suits, such as the AMX-009 Dreissen and the AMX-011 Zaku III, as well as the Earth Federation/Londo Bell's RGM-89 Jegan. Thing is it might be tricky to go from One Year War mobile suits to the much more advanced models introduced later. Even within the One Year War Zeon goes from the Zaku II to the Gelgoog, which is a match for the Gundam and even exceeds it in some areas, but was mass-produced. Though an upgraded Gelgoog- the ReGelgu is still used by Axis, so it does hold up relatively well even if the base model is obsolete. It'd be up to you whether you feel you can accurately stat them. There still are a bunch of One Year War era mobile weapons you can do, like the Gouf, the Dom/Rick Dom, Gelgoog, etc.

Yes, the Strike Gundam is on my list of things to do.. I have several things I start, get stuck or distracted, then work on something else.. then go back.. Like the U-Wings. Sometimes I need to have something else to work on before something I'm stuck on as that can help me fix the problem I have with something else.. sometimes I like having several items in the que so that I can pump out several items all at once.
So Strike Gundam, Duel Gundam, never heard of that one before, research time! AMX-009, AMX-011 Zaku III and RGM-89 Jegan.. I'll bump those up the list.

@marcoasalazarm : It's ok. My life since end of nov when my dad passed away has been kind of messed up with some months i'm busy non stop. And I've got a con coming up in May so I've only got a couple of weeks before I'm super busy with Con stuff as I'm staff.
 
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Well, idea:

A probable Template for Monsters, "Sy-Fy Movie Of The Week Monster" or "B-Movie Monster".

The idea is a representation of these monsters (or some of their Tropes) as a Template. One which is kind of central is an Ex or Su ability of the creature to weaponize the fact that it IS a B-Film-grade monster. Stuff like people actually standing around acting stupid because they can't believe this thing that looks made with a basic Photoshop program and the contents of a supermarket's Halloween sale aisle is what is trying to kill them... until it tackles them down to the ground and it does.
 
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kronos182

Adventurer
Well, idea:

A probable Template for Monsters, "Sy-Fy Movie Of The Week Monster" or "B-Movie Monster".

The idea is a representation of these monsters (or some of their Tropes) as a Template. One which is kind of central is an Ex or Su ability of the creature to weaponize the fact that it IS a B-Film-grade monster. Stuff like people actually standing around acting stupid because they can't believe this thing that looks made with a basic Photoshop program and the contents of a supermarket's Halloween sale aisle is what is trying to kill them... until it tackles them down to the ground and it does.

A template, or more of a set of random tables for creating a random creature?
As template is to take an existing creature and modify it to become a B-Film monster.. Like taking an ant and turn it into a giant man-eating ant sort of thing...
The random creature tables would be like my Kaiju creation tables.

Now.. as to this people standing around acting stupid because it's a B-film creature.. that'd be something like a modified Awe or Horror ability.. not too hard.. like a super dazed. Radius affect, will save.. failed stunned/paralyzed for x rounds. save dazed/stunned for 1 round sort of thing.

So.. what else would be standard b-film monster requirements/abilities?
 


Lord Zack

Explorer
I think the SCP Foundation would find it difficult to deal with Coreline, due to the sheer number of things that could be considered anomalous that exist. Some things might actually be considered so mundane on Coreline that they are reclassified as "Explained", effectively no longer being considered an SCP. On the other hand they would probably desperately want to contain the likes of the Dragon Balls or a Cosmic Cube, but many people already know about those objects and some will take desperate measures to obtain them, meaning any.attemp to contain them would make the Foumdatiom a target. Then of course there is the ultimate anomalous object- CLULESS itself. Heck the SCP Foundation on Coreline might well designate CLULESS as SCP-001. I don't expect them to have any more luck understanding it than anyone else, but that doesn't mean they won't try. The existence of the scp wiki would certainly complicate things as well.

Here is a link to a write-up on the Principality of Zeon in Coreline: https://www.deviantart.com/users/ou...v-ScM6yRyM8FzhltddbPedpms_Tr4B0cRBHqkW6o/edit
 
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kronos182

Adventurer
STAP

STAPs, or SingleTrooper Aerial Platforms, are personal repulsorlift craft where the user ridesstanding up, controlling the craft by a pair of handles, completely exposed.Various designs have been around for years, with most limited in speed due tomost organic lifeforms can't handle the high G-Forces and difficulty breathingat high speeds. Those controlled by droids, such as the STAP-1 used by theTrade Federation and CIS, could reach speeds of up to 250 mph. Military STAPsare used for scouting, harassment and anti-personnel use due to their highspeeds, maneuverability and relative ease of use, and usually armed with twinrapid-fire anti-personnel weapons. STAPs are usually 1 square wide, 1 squarelong, typically 5 to 8 feet tall, provide one-tenths (1/10ths, typically zero)to one-quarter (1/4) cover to the pilot.

Civilian STAP
This is a civilanSTAP used as a quick personal transport or racing. Able to reach altitudes of700 feet and reach speeds of 125 mph, but this requires the pilot to wearprotective gear and at higher altitudes an air supply. These STAPs come with asafety harness that is connected to a deadman switch that slows, stops andslowly lowers the STAP to the ground if the pilot suddenly lets go of thecontrols or leans too far from a standing position.

Civilian STAP
Crew: 1
Passengers:0
Cargo: 10lbs
Init: +0
Maneuver:+3
Top Speed:215 (22)
Defense: 10
Hardness: 5
Hit Points:20
Size: Med
PurchaseDC: 17
Restriction: Lic(+1)
Accessories:Safety Harness, headlights, radio, GPS, deadman switch (slows to a stop &hovers, slowly lowering to ground if user lets go of controls or falls overfrom standing position)
Notes:


STAP-1
The STAP-1is the STAP used by the droid army of the Confederacy of Independent Systems,typically piloted by B1 battle droids. As the pilots are droids and are notsubject to G-Forces or need for air at high speeds and altitudes, the STAP-1 isfaster and can achieve higher altitudes than standard STAPs. Able to reachspeeds of up to 250 mph and altitudes of 1500 feet, armed with twin blasterrifles, it lacks any safety systems of most STAPs, but the foot rests, whichare also controls, can be magnetized to keep the droids in place. Any livingpilot using a STAP-1 will not be able to pilot it at full speed or max altitudeunless they are wearing protective gear, and helps if have boots that canmagnetize.

STAP-1
Crew: 1
Passengers:0
Cargo: 10lbs
Init: +1
Maneuver:+3
Top Speed:440 (44)
Defense: 10
Hardness: 5
Hit Points:20
Size: Med
PurchaseDC: 21
Restriction: Mil(+3)
Accessories:Headlights, military radio, GPS, magnetic foot rests, 2 fire-link blasterrifles
Notes:

Weapons
Weapon Damage Crit Dam Type Range Incr Rate of Fire Magazine
Twin Blaster Rifles 5d8 X20 Fire 100 ft S, A Unlimited
 

kronos182

Adventurer
YMS-09 Prototype Dom

The prototype of the MS-09 Dom that was mass produced by the Principality of Zeon originally for their invasion of Earth, but in Coreline the YMS-09 is a cheaper version of the MS-09 Dom. Designed as a high-performance ground combat unit, with higher speed than other previous units built by Zeon, by adding a series of high-powered thermonuclear jet engines in the legs and waist skirt armour, allowing the YMS-09 to hover along the ground at up to 150 mph and making it extremely maneuverable, and for limited time, can achieve flight, but not as maneuverable as other flying mechs.
The Dom looks similar to the Zaku, except the head design is more of a hood with a large sensor eye in the middle, still retaining the hose structures leading to the chin. The shins and feet are much larger, containing the powerful thrusters that allow it to hover and move about quickly.

YMS-09 Prototype Dom
Size: Gargantuan (-4, 61 ft , 60.8 tons empty)
Bonus Hit Points: 400
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +4 (+8 armour, -4 size)
Armour Penalty: -8
Reach: 15 ft
Strength Bonus: +32
Dexterity Penalty: +0
Speed: 40 ft Walking, 260 ft hovering
Purchase DC: 49

Slots 11
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium 1
Back 2
Left arm Strength Booster
Left hand (1) Heat saber
Right arm Strength Booster
Right hand (1)
Shoulder Dexterity Booster
Torso Cockpit
Belt Hover System
Left leg Hover System
Right leg Hover System
Boots Comm

System Standard Package Features: Hover System
Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft, +14 melee
Weapons: Heat Saber +14 melee 4d10+16 slash/fire, 19-20x2, 15 ft reach
Slam +14 melee 2d8+16 blud, 20, 15 ft reach
Optional Bazooka.

Notes:
While using the hovering system, can hover between 5 and 20 feet above ground, over water only 5 to 10 feet above water. If user has Dodge feat, double bonus and +1 circumstance bonus to Def as long as moves that round. Can achieve short term true flight with a speed of 100 ft (poor) max alt of 500 ft for up to 1 hour, doesn't gain Dodge or circumstance bonus to Def while flying.



MS-09 DOM

After the successful testing of the YMS-09 prototype, the full production Dom is similar to the prototype in looks except the removal of the hose structures pioneered in the Zakus, the head is slightly redesigned so the hood-like design is more of a cross, extra armour around the shoulders, forearms and around the waist to better protect and vector the thrusters in the waist skirt. The full production version is also faster, and comes with several built in weapons, making it one of Zeon's premier ground unit. Several variants were produced, including a space variant.

MS-09 Dom
Size: Gargantuan (-4, 61 ft , 62.6 tons empty, 79.9 tons gross)
Bonus Hit Points: 400
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +4 (+8 armour, -4 size)
Armour Penalty: -8
Reach: 15 ft
Strength Bonus: +32
Dexterity Penalty: +0
Speed: 40 ft Walking, 350 ft hovering (670 (67) vehicle scale)
Purchase DC: 50

Slots 11
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium 1
Back Weapon Rack
Left arm Strength Booster
Left hand (1) Heat saber
Right arm Strength Booster
Right hand (1)
Shoulder Dexterity Booster
Torso Cockpit
Torso Diffused Beam Cannon
Belt Hover System
Left leg Hover System
Right leg Hover System
Comm

System Standard Package Features: Hover System
Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft, +14 melee
Weapons: Heat Saber +14 melee 4d10+16 slash/fire, 19-20x2, 15 ft reach
Slam +14 melee 2d8+16 blud, 20, 15 ft reach;
Diffused beam cannon (chest) -2 ranged 5d10 energy, 20x3, 50 ft;
Optional giant bazooka 360mm 10 rds/clip, 120mm mahinegun, 880mm rocket bazooka, 80/99mm machine gun.

Notes:
While using the hovering system, can hover between 5 and 20 feet above ground, over water only 5 to 10 feet above water. If user has Dodge feat, double bonus and +2 circumstance bonus to Def as long as moves that round. Can achieve short term true flight with a speed of 150 ft (poor) max alt of 500 ft for up to 1 hour, doesn't gain Dodge or circumstance bonus to Def while flying.

Heat Saber (PL5/6)
The heat saber is a sword weapon that can have its cutting surface superheated to allow it to cut through armour of mechs and ships. This weapon has become the standard melee weapon on Zeon mechs for many years. The heat hawk deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d10, Huge 3d10, Gargantuan 4d10, Colossal 5d10. The heat saber also ignores 5 points of hardness/DR, critical 19-20x2.
Equipment Slots: 1 must be hand or arm
Activation: Attack
Range Increment: Touch/melee
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one quarter mech PDC
Restriction: Lic (+1)

Diffused Beam Cannon
A weaker and cheaper version of the beam spray gun used by the RGM-79, with lower damage and shorter range, but has higher ammunition capacity before needing to cool and recharge from the mech's power systems, and also has the ability to scale damage down to nothing and act as a nonlethal weapon blinding vision. Deals 5d10 points of energy damage, with a critical x3 damage, can only fire 30 times before requiring a recharge. On nonlethal setting, a free action to switch, can affect all in a 100 foot long cone, requiring all to make a Reflex save 17 or be blinded for 1d6+4 rounds. Normal anti-daze/bright light systems do not add their bonus as this is a multi-spectrum effect (affects visual, IR, heat, UV.
Equipment Slots: 1, hand or arm.
Activation: Attack
Range Increment: 50 ft, 600 ft space
Target: Single target within 500 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)

Modified M-9 Barrage Chaingun (PL5)
This is a modified M-9 Barrage that uses clips, like an infantry scaled weapon, to allow for quick reloading of the weapon in the heat of battle. Statistically it is identical, except it has Box Ammunition with 200 rounds, and is handheld, and stored in a holster on the shoulder or leg. An equipment slot dedicated to ammunition (usually belt, legs, shoulder, arm or torso) can hold two clips for a total of 400 rounds. This allows a user with the Quick Reload feat to reload the modified M-9 as a free action. Deals 5d6 damage
Equipment Slots: 1 (hand)
Activation: Attack
Range Increment: 60 ft
Target: Single target within 600 ft, or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 21
Restriction: Res (+2)

Weapon Rack
Similar to the weapon pack found on the Gundams, mounts the heat saber and two other weapons plus 2 extra clips for the extra weapons.

Optional Weapons
The MS-09 Dom can make use of most Principality of Zeon mech weapons produced for other mechs, as long as they do not require a dedicated power source, such as beam weapons, unless they have independent power packs. Such weapons include knuckle shield, grenades, the shotgun used by the MS-18E Kampfer, etc.

280mm Bazooka
This is a single shot heavy missile weapon that can be used by most Zakus and other mechs produced by the Principality of Zeon. Although other users have adapted it for use by other mechs. Designed like a very large RPG-7, a large tube launcher that must be reloaded after each attack. Deals 10d8 points of fire damage to a 30 foot radius burst, and ignores 15 points of hardness/DR on the initial target hit. The bazooka itself only holds one round, and each equipment slot dedicated to ammunition holds 4 missiles. Takes a standard action to load the bazooka, which provokes an attack of opportunity. The Bazooka is inaccurate and suffers a further -2 to attack. It can be fired one handed, but suffers a further -2 to attack.
Equipment Slots: 1 hand held
Activation: Attack
Range Increment: 120 ft
Area: 30 ft radius burst
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius
Purchase DC: 20 for launcher, 16 for 4 pack of rockets
Restriction: Mil (+3)

Heat Hawk (PL5/6)
The heat hawk is an axe weapon that can have its cutting surface superheated to allow it to cut through armour of mechs and ships. This weapon has become the standard melee weapon on Zeon mechs for many years. The heat hawk deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d12, Huge 3d12, Gargantuan 4d12, Colossal 5d12. The heat hawk also ignores 5 points of hardness/DR.
Equipment Slots: 1 must be hand or arm
Activation: Attack
Range Increment: Touch/melee
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one quarter mech PDC
Restriction: Lic (+1)

280mm Bazooka mk2
This is an upgraded version of the original 280mm bazooka first used on the MS-05 Zaku I, designed to use a 4 round magazine to allow for more quicker reloading. The mk2 is also more accurate, not suffering any penalties to attack when using both hands, but still suffers -2 to attack if fired one handed. It uses the same ammunition as the original 280mm bazooka
Equipment Slots: 1 hand held
Activation: Attack
Range Increment: 120 ft
Area: 30 ft radius burst
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius
Purchase DC: 21 for launcher, 16 for 4 pack of rockets
Restriction: Mil (+3)

Knuckle Shield
This is a modified version of the Zaku II shoulder shield that fits over the forearm fitted with spikes that fits on the plate that rests in front of the hand, enhancing the slam attack with that hand. However when in use, the hand can't hold any ranged weapons. When the mech makes an unarmed strike with the shield equipped arm, the mech loses the shield bonus to defense for the rest of that round. Grants +4 shield bonus to Defense. When making an unarmed strike with the shield equipped arm, adds +3d6 Piercing damage to the unarmed strike.
Equipment Slots: 1, arm
Activation: Persistent
Range Increment: Melee
Target: You/single target
Duration: Instantaneous
Saving Throw: none
Purchase DC: 6+ one-quarter mech base purchase DC.
Restriction: Res (+2)


Variants
MS-09R Rick Dom
The 09R is the space variant of the Dom, replacing the hover system with space maneuvering thrusters, lightening the armour and freeing up some internal space making it lighter, but freeing space for more fuel. Equipped with an improved heat saber, and has the option of using the Ex-T2-2 beam bazooka.
Make following changes:Replace hover system with space thrusters;
Reduce weight to 48.3 tons empty, 78.6 tons max gross weight;
Add life support system;
Zero-G Stabilizer;
Replace heat saber with Type7 (increase damage by 1 die).
PDC +1
Can make use of Ex-T2-2 Beam Bazooka

Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None

Ex-T2-2 Beam Bazooka
A heavy, and experimental beam weapon modelled on a bazooka for use against heavy armour and fortifications. It has an internal reactor, give it near unlimited ammunition, but it is slow to fire. Deals 15d10 points of energy damage and ignores 15 points of hardness/DR, critical x4 on the initial target hit, and deals half damage to 30 foot radius while ignoring 10 points of hardness/DR, can only fire once each round. While fairly accurate, it isn't very effective against fast moving targets, suffering -2 to strike anything moving more than 40 ft / round on ground, or 2000 ft in space.
Equipment Slots: 2 (hands, arms, back or shoulder)
Activation: Attack
Range Increment: 150 ft
Area: 30 ft radius burst
Target: Single target within 1500 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half damage in blast radius, not counting target struck.
Purchase DC: 28 for launcher
Restriction: Mil (+3)


MS-09k-1 Dom Cannon
The Dom Cannon is an artillery version, while sacrificing some of its speed and maneuverability, and loses the ability to fly for a limited time. The right shoulder mounts a 180mm cannon and the left arm mounts a 3 tube missile launcher.
Make the following changes:
Reduce hover speed to 200 ft, can not fly temporarily;
PDC +1

180mm Cannons
A heavy projectile weapon based on tank weapons. These weapons can be fired in artillery mode for even greater range (out to 20 range increments) using normal artillery rules. Each magazine is capable of being split in two halves to carry two different types of ammunition. Normal rounds deal 12d12 points of ballistic damage, holds 20 rounds
Equipment Slots: 3
Activation: Attack
Range Increment: 200 ft
Target: Single target within 2000 ft, or 20,000 ft in artillery mode
Duration: Instant
Saving Throw: None
Purchase DC: 24 Restriction: Mil (+3)

Three Shot Missiles
These missile launchers are simple tube launchers with a single anti-armour warhead each. Although effective against armoured opponents, they are not good against nimble targets, and required the mech to be stationary to fire with any accuracy. The missiles deal 10d6 points of damage, half ballistic, half fire and ignores 15 points of hardness/DR.
Equipment Slots: 1
Activation: Attack
Range Increment: 200 ft
Target: Single target within 2000 ft
Duration: Instantaneous
Saving Throw: None
Purchase DC: 20, 14 for 3 missiles.
Restriction: Mil (+3)


MS-09G Dom Dwadge
This is the final production version of the Dom with many improvements, including using Lunar Titanium armour, improved thrusters and the addition of 4 vulcans mounted in the head. An ejectable external fuel tank can be added to the back for extended range.
Make the following changes:
Change armour to Lunar Titanium;
Add 4 fire-linked vulcans to head (800 rds per gun);
Add 4 smoke dischargers to shoulders (similar to smoke grenades, can release or launch up to 200 ft);
Change sensors to Class IV
Increase hover speed to 370 ft;
Increase HP by +50 (structural enhancement);
Circumstance bonus to Def while using the hover system is +3 as long as the mech is moving;
Increase PDC by +1
Can make of almost any Zeon mech weapon.
 
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