CORELINE (D20 Modern/D20 BESM Setting).


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Lord Zack

Explorer
Roll20 is what I use. It is fairly simple, I think.

I've been thinking of taking the stats for the Scarab from way back on page 2 of this thread and pit it against five Doms using the stats kronos 182 made. Just like the battle in the description for the Scarab.

I am wondering what the status of the F-35 would be on Coreline.
 
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kronos182

Adventurer
Firefly
A variation of the Hopper that can shoot the same corrosive liquid as Tanker bugs, making them lethal aerial support. Also, due to their reduced strength exoskeleton, upon death, Fireflies have the tendency to explode into bits of flaming pieces, making them even more dangerous in death. Fireflies have a smaller pincer than Hoppers, but they are still able to punch through armour, making fireflies still quite deadly in melee combat.

CR 3;
Large aberration [Arachnid];
Hit Dice: 4d8+8; hp 24; Mas —; Init +8;
Speed: 30 ft, Fly 60 ft;
Defense 14, touch 13, flat-footed 10 (-1 size, +4 Dex, +1 natural);
BAB: +4; Grap +10; Atk +5 melee (1d6+2 pincer) or ranged flamethrower +8 (2d6 fire +special)
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Flame Pool
SQ: darkvision 60 ft., DR 1;
AL: Hive;
SV: Fort +2, Ref +5 , Will +3; AP 0; Rep +0;
Ability Scores: Str 14, Dex 18, Con 14, Int 3, Wis 8, Cha 2.
Skills: Climb +2, Hide +9*, Jump +4, Listen +2, Move Silently +3, Spot +3, Survival +3
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: Fireflies gain Improved Initiative as a bonus feat,
Damage Reduction (Ex): Firefly bugs have tough exoskeletons that provide DR 1, and Natural armour bonus to Defense +1.
Rupture (Ex): Upon the death of the firefly, it explodes dealing 3d4 damage that is half fire and half slashing to a 10 foot radius area, Reflex save DC 15 for half damage.
Flamethrower (Ex): The Firefly expels a flammable liquid, with a ranged increment of 40 feet up to 5 increments, that deals 2d6 points of fire damage and targets struck will continue to take 1d6 fire damage for 2d4 rounds unless they scrap the liquid off, requiring a full round action or submersion in water for 1 full round.
Flame Pool (Ex): The Firefly can expel its flammable liquid over an area, creating areas of fire to act as barriers and hazards to herd ground targets into specific areas. Able to cover a 5 foot wide by 10 foot area with fire dealing 1d6 fire for 3d6 rounds. Alternatively, the firefly can use this attack to burn through barriers, walls, ceilings and other objects, dealing 2d6 fire damage covering a 5 foot area, but ignores 3 points of hardness/DR for 1d4+1 rounds. The Firefly can only use this attack 3 + Con modifier times per day.
Skill Bonuses: Fireflies gain a +2 species bonus on Climb and Survival checks.
Camouflage (Ex): Fireflies bugs are bred so their exoskeleton colouring matches their environment, granting them +8 racial bonus to Hide checks.
Armour Piercing (Ex): The pincer is designed to puncture and rend armour, with each ignoring 3 points of hardness/DR, and 1 point of Defense from armour/natural armour. A critical hit from the pincer also rends armour of large structures and vehicles, reducing hardness/DR by 1 with a successful critical hit. Objects of colossal size are not affected by this, but instead take 50% more damage on a critical hit.

Combat
Firefly bugs use swarm tactics with hit and run attacks, flying over a target spraying it with fire before flying out of range.
 


kronos182

Adventurer
Jungle Spider

The Jungle Spider is a four legged, armoured Arachnid that shares a physiology similar to a crab. Eight eyes on the face above a set of wicked pincers around its mouth, protected by a hard shell and four powerful legs that gives them incredible leaping abilities and speed. The jungle spider has the ability to shoot a sticky web from its abdomen that can quickly cocoon enemies for later use.

CR 5;
Large aberration [Arachnid];
Hit Dice: 6d8+18; hp 45; Mas —; Init +6;
Speed: 50 ft, Climb 30 ft, burrow 20 ft;
Defense 16, touch 11, flat-footed 14 (-1 size, +2 Dex, +5 natural);
BAB: +4; Grap +8; Atk +8 melee (2d6+5 bite); Full attack +8 melee bite (2d6+5) and 2 claws + 3 melee (1d6+2 ea);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Web
SQ: darkvision 60 ft., DR 8, Cocoon, Death From Above;
AL: Hive;
SV: Fort +5, Ref +4 , Will +4; AP 0; Rep +1;
Ability Scores: Str 20, Dex 15, Con 16, Int 5, Wis 8, Cha 2.
Skills: Climb +6, Hide +7*, Jump +7, Listen +4, Move Silently +4, Spot +4, Survival +3
Feats: Improved Initiative.
Advancement: 6–8 HD (Large).
Organization: Found in groups of 1, pairs or swarms 1d20

Species Traits
Bonus Feat: Jungle Spiders gain Improved Initiative as a bonus feat.
Damage Reduction (Ex): Jungle Spiders have tough exoskeletons that provide DR 8, and Natural armour bonus to Defense +5.
Web (Ex): Jungle spiders can cast a web 10 + Con modifier times per day, as a melee touch attack with a maximum range of 100 feet with a 20 ft range increment, effective against targets up to one size category larger than the jungle spider. The web entangles and wraps around the creature, allowing no movement. An entangled creature can escape with a successful Escape Artist check DC 26, or burst it with a Strength check DC 28, the web has 12 hit points. The web is attached still attached to the Jungle Spider, allowing it to pull the target in, able to pull up to 1000 lbs, pulling at a rate of 20 feet per round. The spider can detach the web from itself as a free action.
Cocoon (Ex): The Jungle spider can spend a full round cocooning a helpless target, such as one entangled in its web, encasing the target completely in webbing, putting them into a state of suspended animation. The target is helpless and unconscious, able to survive without food or water for up to a week. The cocoon has 20 hit points, takes 50% more damage from fire, but the target also suffers half of any damage done to the web, except for slashing damage, suffering none.
Pounce (Ex): If the Jungle Spiders 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.
Death From Above (Ex): If the Jungle Spider attacks from an elevated position from its target, it gains +2 to attack rolls and deals 50% more damage for the first attack.
Skill Bonuses: Jungle Spiders gain a +2 species bonus on Climb and Survival checks.
Camouflage (Ex): Jungle Spiders are bred so their exoskeleton colouring matches their environment, granting them +8 racial bonus to Hide checks.
Armour Piercing (Ex): The bite and claws on the forelegs are designed to puncture and rend armour, with each ignoring 3 points of hardness/DR, and 1 point of Defense from armour/natural armour. A critical hit from the bite also rends armour of large structures and vehicles, reducing hardness/DR by 1 with a successful critical hit. Objects of colossal size are not affected by this, but instead take 50% more damage on a critical hit.

Combat
Jungle Spiders are used as commandos by the Arachnids, isolating and disabling individual soldiers, especially in environments such as forests, jungles and even in large buildings, attacking from hiding and from above.
 

kronos182

Adventurer
Blaster Bugs

The Blaster Bug are slightly larger than warriors, with a huge gapping maw. Blasters are quadrupedal bugs standing 9.5 feet tall, 14 feet long, with colourization to match their surrounds. The mouth has three long fangs on the top with the lower jaw splits in two. The rear legs are longer than the front legs, similar to the warrior bugs, showing the Arachnids are adapting their base warrior into different strains and genetic modifications.
The Blaster Bug absorbs heat from the surrounding environment to ignite an exothermic biochemical reaction in its prothorax, resulting in a flame-throwing capability, burning through power suits or melting sand into glass-like substance. A swarm of Blaster Bugs firing off in synchronized bursts can create a massive wall of fire. The abdomen of the bug glows when there is a reaction in the prothorax, prior to firing. Blaster Bug swarms also generate enough residual heat collectively to form a dome-shaped heat shield capable of destroying incoming weapons fire and missiles, but underneath their abdomens there is a significant drop in temperature, with their undersides being vulnerable to explosives.
Blaster Bugs are used as artillery support, keeping out of melee combat as much as possible.

CR 4;
Large aberration [Arachnid];
Hit Dice: 4d8+12; hp 28; Mas —; Init +6;
Speed: 50 ft, Climb 30 ft, burrow 20 ft;
Defense 15, touch 11, flat-footed 12 (-1 size, +2 Dex, +2 natural);
BAB: +4; Grap +8; Atk +5 melee (1d6+2 bite); or +7 ranged blaster (3d10, 20x2, fire, 150 ft)
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SQ: darkvision 60 ft., DR 3, Fire Resistance 5, Swarm Heat Shield;
AL: Hive;
SV: Fort +4, Ref +3 , Will +3; AP 0; Rep +0;
Ability Scores: Str 14, Dex 18, Con 16, Int 3, Wis 8, Cha 2.
Skills: Climb +6, Hide +7*, Jump +6, Listen +2, Move Silently +1, Spot +2, Swim +5, Survival +3
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: Blaster Bugs gain Improved Initiative as a bonus feat.
Damage Reduction (Ex): Blaster bugs have tough exoskeletons that provide DR 3, and Natural armour bonus to Defense +2.
Blaster (Ex): The Blaster Bug expels a powerful blast of fire, similar to plasma, but only able to fire once every 1d4 rounds, dealing 3d10 points of fire damage, plus half damage to a 10 foot area around the point of striking, Reflex DC 14 for half. The blast also ignores 5 points of hardness/DR to the initial target struck, not those in the blast area.
Skill Bonuses: Warrior gain a +2 species bonus on Climb and Survival checks.
Camouflage (Ex): Warrior bugs are bred so their exoskeleton colouring matches their environment, granting them +8 racial bonus to Hide checks.
Swarm Heat Shield (Ex): When multiple Blaster Bugs are grouped together, the amount of heat they radiate creates a field around them that protects them against attacks. For every 5 Blaster Bugs within 30 feet of each other grants each Blaster Bug DR +2 against all ranged attacks, and +3 Fire Resistance (counts against plasma and other heat attacks, but not lasers), but to a maximum of +10 DR and +30 Fire resistance, at which point the group becomes immune to fire attacks (except against lasers).

Blister Bug - Blaster Bug Variant
The Blister Bugs are a variant strain of Blasters that spew a powerful, corrosive green liquid that can eat through nearly anything. Blister Bugs work individually or in small groups, usually working as support for groups of warriors.
Make the following changes to Blaster Bugs to make a Blister Bug:
Reduce speed by -10 ft;
Remove Blaster Attack;
Add Acid Blast Attack;
Remove Fire Resistance;
Remove Swarm Heat Shield;
Add Acid Resistance 10.
Acid Blast Attack (Ex): The Blister Bug spews forth a line of acid, 5 ft wide up to 30 ft, dealing 3d6 points of acid damage, Reflex DC 19 for half damage, and continues to deal damage each round, reducing damage by 1 die each round until reduced to 0 die (3 rounds later).
 

kronos182

Adventurer
Starship Troopers Equipment

Morita Assault Rifle
The Morita Assault Rifle was the main weapon used by the Mobile Infantry of the Starship Troopers Universe before and during the early parts of the first Bug War. Using refined, but well tested and reliable technology, the Morita Assault rifle uses 7.62mm ammunition in a bullpup configuration, with an underslung shotgun. Although compared to similar rifles of current technology, it is only marginally better due to improvements barrel design and receiver to prevent jamming.

Morita Assault Rifle (PL5
Damage: 2d10 (7.62)/ 2d8 (12 ga)
Critical: 20
Damage Type: ballistic
Range Increment: 100 ft / 30 ft
Rate of Fire: S,A/S
Size: Large
Weight: 13 lbs
Ammo: 75 box/ 8 box
Purchase DC: 20 Mil +3
Notes: No iron sights, carrying handle on top.


Morita mk1 Rifle
The mk1 rifle is a replacement for the original Morita Assault Rifle, using electric-fired ammunition of a larger caliber than the 7.62mm of the original, with an optional attachable 30mm grenade launcher (similar stats to 40mm grenades).

Morita mk1 Rifle (Late PL5)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 14 lbs
Ammo: 60 box
Purchase DC: 21 Mil +3
Notes: Optional attachable 30mm grenade launcher (damage varies by type loaded, 50 ft incr, 5 grenades) that takes 2 minutes (Repair check DC 12) by a trained soldier to attach or remove.


E-Pulse 44 Rifle
The E-pulse 44 rifle started to replace the Morita Assault rifle and the mk1 rifle, using electric pulse-ignited caseless 7.62mm ammunition with an under-barrel 30mm grenade launcher.

E-Pulse 44 Rifle (Late PL5
Damage: 2d10+2 / varies
Critical: 20
Damage Type: ballistic / varies
Range Increment: 110 ft / 50 ft
Rate of Fire: S,A / S
Size: Large
Weight: 12 lbs
Ammo: 75 box / 8 box
Purchase DC: 21 Mil +3
Notes: Builtin electro-optical scope.


Morita III Assault Rifle
The Morita III replaces the original Moritas and the E-Pulse 44 rifle as the main weapon of the Mobile Infantry with great improvements, including upgrading to a caseless 10mm electric pulse-primed ammunition with increased capacity, above barrel mounted 30mm grenade launcher, built in electro-optical scope with night vision and above barrel flashlight.

Morita III Assault Rifle (PL5-6)
Damage: 2d10+2 / varies
Critical: 20
Damage Type: ballistic
Range Increment: 110 ft / 50 ft
Rate of Fire: S, A/ S, A
Size: Large
Weight: 16 lbs
Ammo: 99 box/ 12 box
Purchase DC: 22 Mil +3
Notes: Built-in flashlight, electro-optical scope with night vision feature, 30mm grenade launcher, caseless ammunition.
 

Lord Zack

Explorer
I am thinking of stating out the pyrolisk. Not sure if they will closely resemble the blaster bug or will be different, the suggestion of being based on the roach might be a good idea.
 



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