CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
AT-CW
The All Terrain Clone Walker, was a two-manned two legged walker that was suited for recon, patrol and light ground support roles in areas that had terrain that was difficult for wheeled, tracked or even some repulsor craft couldn't navigate. The pilot controlled the AT-RT from a seat high upon its tall legs, using controls similar to a speeder bike, with the advanced sensors and gyro systems keeping it well balanced and sure footed on rough terrain, even at high speeds. The controls, combined with its onboard computer and sensors made the Clone Walker very responsive, and even intuitive, allowing for an experienced pilot to pull impressive maneuvers, including leaping onto a large vehicle, while tilting the chin down to blast at the target's roof before leaping off again. Armed with a chin mounted laser manned by the rear seated gunner allowed it to engage infantry and even light vehicles. Two missiles were mounted on the sides, giving the Clone Walker some decent anti-armour punch. The Clone Walker was generally used only by elite units, usually sent in groups of two walkers pilots by an elite squad of four clones, or as a heavy support for an AT-RT squad
The AT-CW is only one square wide and three squares long (5.2 feet wide by 13.75 feet long) and stands 11.3 feet tall, providing only 1/4 cover to the pilot and gunner. Requires a move action to go from kneeling rest position to standing at full height. When in resting position with the legs folded, the AT-CW is only 5 feet tall. Requires Vehicle Expert (Walker) feat to operate properly.
In Coreline, the AT-CW only started showing up once the Cluless virus got access to the Lego company's private servers. Apparently Cluless retro-actively affected many Fictions from the Clone Wars era of the Star Wars universe memories so they were aware of the AT-CW, although mostly only amongst elite clone units and higher ranking military officers.

Crew: 2 (1 pilot, 1 gunner)
Passengers: 0
Cargo: 40 lbs
Init: +0
Maneuver: +2
Top Speed: 150 (15)
Defense: 10
Hardness: 7
Hit Points: 30
Size: Large
Purchase DC: 31
Restriction: Mil (+3)
Accessories: Military radio, headlights, first aid kit, chin mounted laser, 2 missile launchers, sensors equivalent to mech mk III sensors with HUD link to helmet, two side saddle storage containers, power pack recharger (can recharge a single power pack in 1 hour), weapon link to HUD
Notes: Rough Terrain Design, Leaping, Climbing.
Rough Terrain Design - All penalties for rough terrain are reduced by half,
Leaping - The AT-CW is able to leap up to 15 feet high, 20 feet across. It has a base Jump skill of +3, with a successful Drive check, the pilot can add half his/her own Jump skill bonus.
Climbing - The AT-CW is able to climb hills and mountains, up to 70 degree incline, with a base Climb skill of +4, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.

Weapons
The AT-CW has a chin mounted laser turret that is linked to the HUD of the gunner's helmet, following its movements, granting greater accuracy, granting +1 to attack rolls. Two missiles, one each side, are mounted to give the Clone Walker a heavier punch.
Damage Crit Type Range Inrc Rate of Fire Magazine
Chin Laser 4d10 20/x2 Fire 75 ft S, A Unlimited
Missiles 6d6 (20 ft radius) 20/x2 Fire/Ball 200 ft Single 2 missiles

Options:
The Clone Walker can be fitted with many of the options of the Clone Personal Walker, except the turret options are only for the chin weapon as single weapon mounts.
 
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Lord Zack

Explorer
I have been thinking about the role of the Grand Army of the Republic. I don't think the Galactic Alliance would try to compel service from the clones. Members of the GAR would be treated as any other non-droid soldier of the GA. However not all of the clones would accept the Galactic Alliance as the legitimate successor to the Republic. Some would join various Imperial factions (I think I've described three- the Imperial Remnant/Fel Empire, the Greater Seswenna and the Deep Core Warlords, but I think their would be more), others would form mercenary companies, some might even join with the various Sith factions or the Galactic Underworld. Their equipment would be a mix of Clone Wars era and whatever newer (or non-GFFA) gear they can get/are issued. Their reputation is quite good and they could probably do well, even with outdated weapons, armor and vehicles.
 

Probably a lot of them would leave the galaxy altogether, try to find their way over on the Milky Way. Mercenaries, enlisting in other armies, guess a lot try to see some kind of peacetime work.
 

kronos182

Adventurer
Hydralisk

The hydralisk is a basic Zerg front-line creature, forming the backbone of their onslaughts along side the smaller and weaker zerglings.
The hydralisk is a zerg evolution of the clothien, a peaceful herbivore that was mutated into versatile creature that is the hydralisk of today. An armour plated covered serpentine creature with an armoured crest behind the head, two arms that end in armour piercing bone scythes, measuring at least 17.7 feet in length and weighing 860 lbs, depending on the strain. While slower than zerglings, and lacking feet for leaping, hydralisks are able to climb most surfaces, even nearly 90 degree vertical surfaces, such as walls.
The hydralisk used to have the ability mutate into Lurkers, but later strains, or some variants have lost that ability, but gained others. The second generation hydralisk strain is larger, more armoured and possesses tri-bladed scythes. Some Broods still use the original strain for their ability to mutate into Lurkers when they don't possess the other strains.

Hydralisk Original Strain
CR 3;
Large aberration [zerg];
Hit Dice: 3d8+9; hp 21; Mas —; Init +6;
Speed: 30 ft, burrow 20 ft, climb 10 ft;
Defense 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size);
BAB: +2; Grap +10; Atk +5 melee (2d6+4, scythe), or range +3 (2d12+4, spine 100 ft, 19-20x2); Full Atk +5 melee 2 claws 2d6+4 and +0 melee bite 1d6+2;
FS: 10 ft. by 10 ft.; Reach 15 ft.;
SQ: darkvision 60 ft., fast healing 3, Damage Reduction 2, zerg traits;
AL: cerebrate;
SV: Fort +4, Ref +3 , Will +2; AP 0; Rep +0;
Ability Scores: Str 19, Dex 15, Con 17, Int 4, Wis 8, Cha 2.
Skills: Climb +6, Hide +4, Jump +4, Listen +1, Spot +3, Search +2, Swim +3, Survival +2, Tumble +4
Feats: Improved Initiative .
Advancement: 4–6 HD (Large).
Organization: Found in groups of 1, pairs or swarms as large as thousands.

Species Traits
Bonus Feat: Hydralisk gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Hydralisks heal 3 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.
Extended Reach (Ex): The Hydralisk's scythe claws have an extended reach out to 15 feet, but can still attack adjacent targets without problems.
Skill Bonuses: Hydralisks gain a +2 species bonus on Climb and Survival checks.
Spines: The hydralisk can launch 30 cm armour piercing spines from their upper carapace plates, covered by flaps. The flaps fold back before the spines fire, and the hydralisk's head is dipped before head. The hydralisk stores about 200 +3d20 at any given time, regenerating 2d6 spines every 30 minutes. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness.
Zerg Traits: A Hydralisk possesses the standard Zerg traits as defined elsewhere.
Hydralisk Advancement: Hydralisks are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Hydralisks that advance to 4 hit dice gain a +2 increase to Strength, an increase of +5 feet to their base land speed, a burrow speed of +5 feet, attacks ignore +1 point of Defense from armour/equipment and natural armour and ignore +1 point of DR/hardness (this includes the scythes), and Damage Reduction +1/- functioning as per the same ability of the Tough character class. A hydralisk can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. Hydralisks advanced to 5 hit dice gain the aforementioned benefits as well as a further +2 increase to Strength, +2 Dex, an increase of Damage Reduction to +2/-, an increase of +2 to their natural armor, and all attacks ignore a further +1 Def and +1 ignore DR/hardness. Zerglings advanced to 6 hit dice gain +5 feet to all speeds, all attacks increase by 1 die in damage, attacks gain further +1 to ignore Def and +1 ignore DR/hardness.
4 HD hydralisk have a base Challenge Rating of 5 instead of 3, while those advanced to 6 hit dice have a base Challenge Rating of 4 instead. Hydralisks cannot be advanced to 4 hit dice or higher unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. They need only be within such range when actually advancing to those hit dice. The process of advancing hydralisks in hit dice takes much time and resources from a Zerg lair or hive.
Evolve (Ex): The Hydralisk, if the swarm has access to the Lurker DNA, can evolve into a Lurker by entering a cocoon for 1d6+4 rounds, then emerges as a Lurker.

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

Missile Attacks
The muscles that launch the spines and the hydralisk's spatial awareness are increased, granting the hydralisk +1 to attack and +2 damage for spine attacks. This mutation can be added up to 3 times.

Muscular Augments
The muscles in the hydralisk are augmented increasing all of the hydralisk's speed by +5. This mutation can be added up to 3 times.

Grooved Spines
The spines of the hydralisk are modified for greater range, increasing the range increment of the spine attack by +50 ft. This mutation can be added up to 3 times.

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

Strain B
The B strain of hydralisk became the main strain of the hydralisk during the Second Great War, being somewhat larger, but has thinner armour to improve its mobility. The single scythe limbs have been modified to a tri-blade scythe, and the ability to turn into a Lurker has been removed, although these hydralisks are smarter and more cunning, not only will they burrow to wait for targets, they will also climb to higher vantage points and pounce upon targets.

CR 4;
Large aberration [zerg];
Hit Dice: 5d8+15; hp 38; Mas —; Init +7;
Speed: 30 ft, burrow 20 ft, climb 15 ft;
Defense 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size);
BAB: +3; Grap +11; Atk +7 melee (2d8+4, scythe), or range +7 (2d12+6, spine 120 ft, 19-20x2); Full Atk +4 melee 2 claws 2d6+4 and -1 melee bite 1d6+2;
FS: 10 ft. by 10 ft.; Reach 15 ft.;
SQ: darkvision 60 ft., fast healing 3, Damage Reduction 1, zerg traits;
AL: swarm or specific brood;
SV: Fort +4, Ref +4 , Will +4; AP 0; Rep +0;
Ability Scores: Str 19, Dex 17, Con 17, Int 5, Wis 10, Cha 2.
Skills: Climb +6, Hide +5, Jump +4, Listen +4, Spot +4, Search +2, Swim +3, Survival +2, Tumble +4
Feats: Improved Initiative , Power Attack.
Advancement: 6-8 HD (Large).
Organization: Found in groups of 1, pairs or swarms as large as thousands.

Species Traits
Bonus Feat: Hydralisk gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Hydralisks heal 3 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.
Extended Reach (Ex): The Hydralisk's scythe claws have an extended reach out to 15 feet, but can still attack adjacent targets without problems.
Pounce (Ex): If the hydralisk leaps upon a foe, typically after climbing to a high hiding point or leaping during the first round of combat, it can make a full attack even if it has already taken a move action.
Skill Bonuses: Hydralisks gain a +2 species bonus on Climb and Survival checks.
Spines: The hydralisk can launch 30 cm armour piercing spines from their upper carapace plates, covered by flaps. The flaps fold back before the spines fire, and the hydralisk's head is dipped before head. The hydralisk stores about 200 +3d20 at any given time, regenerating 2d6 spines every 30 minutes. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness.
Zerg Traits: A Hydralisk possesses the standard Zerg traits as defined elsewhere.
Hydralisk Advancement: Hydralisks are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Hydralisks that advance to 6 hit dice gain a +2 increase to Strength, an increase of +5 feet to their base land speed, a burrow speed of +5 feet, attacks ignore +1 point of Defense from armour/equipment and natural armour and ignore +1 point of DR/hardness (this includes the scythes), and Damage Reduction +1/- functioning as per the same ability of the Tough character class. A hydralisk can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. Hydralisks advanced to 7 hit dice gain the aforementioned benefits as well as a further +2 increase to Strength, +2 Dex, an increase of Damage Reduction to +2/-, an increase of +2 to their natural armor, and all attacks ignore a further +1 Def and +1 ignore DR/hardness. Zerglings advanced to 8 hit dice gain +5 feet to all speeds, all attacks increase by 1 die in damage, attacks gain further +1 to ignore Def and +1 ignore DR/hardness.
6 HD hydralisk have a base Challenge Rating of 5 instead of 4, while those advanced to 8 hit dice have a base Challenge Rating of 5 instead. Hydralisks cannot be advanced to 6 hit dice or higher unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. They need only be within such range when actually advancing to those hit dice. The process of advancing hydralisks in hit dice takes much time and resources from a Zerg lair or hive.


Mutations
The B Strain can use all of the mutations available to the original strain plus the following:

Ancillary Carapace
The thinned carapace of the B strain is redundant plating to protect against exoskeletal rupture. Gains +5 hit points and rolls to confirm critical hits are increased by +1. This mutation can be added 3 times.

Frenzy
Temporarily, the hydralisk can enter a frenzy that increases its attack speed, but this is stressful on the hydralisk's body, making it fatigued afterwards. Once triggered, the hydralisk gains +1 attack on full attacks, gains +3 to melee attack rolls and damage, suffers -2 to Defense, can't make ranged attacks, lasts for 3 + Con modifier rounds, afterwards the hydralisk is fatigued until has a chance to rest for at least 1 hour, usable 2 plus Con modifier times per day. It is possible that the hydralisk can frenzy again 2 rounds after it finishes a frenzy, but the fatigue penalties are doubled as is the minimum time of rest required for each additional time the frenzy ability is used without resting between uses.


Temple Guardian
This variant of hydralisk 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 hydralisks that would survive longer behind enemy lines, with enhanced stealth and senses as well as greatly enhanced combat capabilities for quickly destroying targets. These hydralisks 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 a Temple Guardian, make the following changes to an original strain hydralisk: increase HD to 6, 46 hp;
Increase Burrow speed to 30 ft.;
Gains +1 Natural Defense;
Gains +5 racial bonus to Move Silently and Hide checks;
Scythe damage changed to 3d6;
Against vehicle and buildings, deals +2 damage and ignores 5 Hardness/DR with all attacks;
Gains Tremor Sense 60 ft;
Gains racial bonus +5 to Listen, Search and Spot;
Increase CR to 4.

Hydrolysk
The Hydrolysk is a variant of the original hydralisk that was designed for exclusive water use. The body and head crest is more streamlined, with fins added added for improved mobility in water. While they can function on land, they are incredibly slow and not as effective.
To make a Hydrolysk, make the following changes to an original strain hydralisk:
Reduce land speed to 10 ft, remove burrow speed, add swim speed 60 ft.;
Add +8 racial bonus to swim checks;
Amphibious (able to breath under water and on land)
Able to survive depths up to 1 mile.

B2 Variant
The B2 variant is the B strain that has restored the ability to mutate into a Lurker, requires the swarm have access to the Lurker DNA.

Noxious Hydralisk
This strain of the hydralisk created after the events of the End War, and more difficult to create as they require the Swarm to have access to the noxious strain of the Ultralisk. These hydralisks have the noxious abilities similar to the noxious strain of ultralisks, able to constantly release toxic fumes around it to damage targets around it, and the ability to release a larger toxic cloud periodically. These hydralisks grow green pustules that glow with an inner light, and constantly emit fumes that wither non-zerg organic material near it.
To make a Noxious Hydralisk, make the following changes to a Strain B hydralisk:
Increase Con to 20;
Reduce Strength to 17;
Add noxious ability;
Add toxic cloud ability;
Reduce Natural armour by -1.
Noxious (Ex): The hydralisk constantly emits fumes of toxic and acidic compounds, dealing 1d4 acidic damage every round to all within 5 feet of the hydralisk that are not of the same brood.
Toxic Cloud (Ex): The hydralisk can release a toxic cloud full of poisonous and toxic fumes and gases that can be deadly to organic matter as a standard action. All organic targets within 20 feet radius of the toxic cloud must make a Fort save DC 19 or suffer 3d6 points of damage each round in the cloud. A successful save reduces damage to 1d6. Inorganic matter suffers 1d6 damage, no save required. Characters in environmentally sealed armour or vehicles gain +4 to their save and damage is halved, as the toxins eat away at the seals. The Noxious Hydralisk can perform this attack up to 2d6+5 times per day, but once used, can not use it again for 1d4 rounds and their Noxious ability is supressed during this time.
 


Gentlemen, I think it would be cool to play a campaign. Dunno which kind, yet, but I am currently leaning towards a "sandbox". Just go and cause some mayhem.

Any takers?
 

Lord Zack

Explorer
I am down for it, though I'd prefer a virtual tabletop rather than play-by-post if that's what you were planning. I might be able to get a couple more players too.
 

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