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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 3208601" data-attributes="member: 26698"><p><strong><u>NEW MECHA GEAR</u></strong></p><p><strong></strong></p><p><strong>E7-MW ‘LFO’ MECHA KNIFE.</strong></p><p>High-tech, mecha-sized knives, sharpened to a near-monofilament edge, balanced and designed as boomerangs. Because of this, the knives have a high chance of returning if thrown at a target, and can cut thru most kinds of mecha armor like butter. These knives are the standard-issue weapons of the Light Finding Operation-class mecha.</p><p></p><p>They can be deployed or retracted in their sheaths as a free action.</p><p></p><p>While held, the knives convert the mecha’s slam attack into a claw attack that deals slashing damage. The amount of damage is based on the mecha’s size: Large 6d8, Huge 8d8, Gargantuan 10d8, and Colossal 12d8. The claws have a critical threat range of 19–20.</p><p>The claws are one size category smaller than the mecha’s size category.</p><p></p><p>If thrown, the E7-MW Knife has a range increment of 60 ft., and deals damage equal to its normal claw attack (equal Critical range, too). As well, the thrower must make a Reflex save, DC 15, to catch the knife as it returns. Failure means one of three things (GM’s call): </p><p></p><p>1) The thrower gets hit in the face by his own returning weapon. He can attempt avoid being struck by making a Reflex save against DC 10.</p><p></p><p>2) The Knife lands 1d4 squares away from his position in a random direction (and might probably hit someone standing there-they can makea Reflex save as well).</p><p></p><p>3) The Knife lands in a randomly determined square adjacent to him.</p><p></p><p><strong>Equipment Slots: </strong>1, must be hand (or arm if Large).</p><p><strong>Activation: </strong>Attack action.</p><p><strong>Range: </strong>Touch.</p><p><strong>Target: </strong>Single target within reach or 600 ft. (if thrown).</p><p><strong>Duration: </strong>Instantaneous.</p><p><strong>Saving Throw: </strong>None.</p><p><strong>Purchase DC: </strong>12 + one-quarter the mecha’s base purchase DC.</p><p><strong>Restriction: </strong>None.</p><p></p><p><strong>‘HOT ROD’ WHEEL FEET.</strong></p><p>The feet of the mecha have retractable wheels with independent motors. Although while deployed, they make the mecha look like an in-line skater, and they do not have the durability of tank threads, the ‘Hot Rod’ wheels trade this by giving the mecha unparallel land speed.</p><p>A mecha equipped with ‘Hot Rod’ Wheel Feet has its base land speed increased by 15 feet.</p><p></p><p><strong>Equipment Slots: </strong>2, must be boots.</p><p><strong>Activation: </strong>Free action.</p><p><strong>Range: </strong>Personal.</p><p><strong>Target: </strong>You.</p><p><strong>Duration: </strong>Persistent.</p><p><strong>Saving Throw: </strong>None.</p><p><strong>Purchase DC: </strong>8 + one-quarter the mecha’s base purchase DC.</p><p><strong>Restriction: </strong>None.</p><p></p><p>One other piece that I thought of:</p><p></p><p><strong>ANCHORING BOLTS.</strong></p><p>A set of bolts deploy explosively from the soles of the mecha’s feet, anchoring it to the ground. Originally installed to provide stability while firing heavy weapons, the Anchoring Bolts have become standard to mecha designs that require constant secure footing (artic exploration/combat and starship defense mechas, for example).</p><p>The Anchoring Bolts, when deployed, provide the mecha with a +8 bonus on all checks involving stability, such as resisting bull rush attempts and trip attacks. However, the mecha cannot move while they’re deployed (and will most surely damage whatever it’s standing on if it tries to).</p><p>If used in melee combat, the Anchoring Bolts create 1d4 damage, and can ignore 10 points of hardness (but the awkwardness of using them in this fashion reflects in a -2 penalty to the attack roll).</p><p></p><p><strong>Equipment Slots: </strong>2, must be boots.</p><p><strong>Activation: </strong>Free action.</p><p><strong>Range: </strong>Personal.</p><p><strong>Target: </strong>You.</p><p><strong>Duration: </strong>Persistent.</p><p><strong>Saving Throw: </strong>None.</p><p><strong>Purchase DC: </strong>8 + one-quarter the mecha’s base purchase DC.</p><p><strong>Restriction: </strong>None.</p><p></p><p>And finally, because my friends wanted me to add 'Rahxephon' to this setting:</p><p></p><p><strong>SAW (Sonic Assault Weapon) MODEL 27 ( ‘The Song’ )</strong></p><p>A highly experimental weapon that was recently developed, the SAW is aimed towards two fronts: riot control and standard combat, and it deals with this by means of focused sonics. For this, the SAW-27 has two firing modes: the ‘Soprano’ mode, which fires an omnidirectional sonic wave that is meant to stun anything living (and able to listen) that is standing around the mecha, and the ‘Aria’ mode, which fires a concentrated line of sound towards one single target-resulting in a powerful concussive wave.</p><p></p><p>The SAW-27 is a package deal consisting of two items: a sonic generator and a combination resonance chamber/projector. The reason the weapon has obtained its nick-name ( ‘The Song’ ) is because, although the generator itself (the bulkiest part of the package) can be installed anywhere within the mecha, most manufacturers have made a (somewhat unconscious) decision to install the resonance chamber in the mecha’s head, usually covered with an armor plate that slides out of the way when active-giving the impression of the mecha ‘opening its mouth’.</p><p></p><p>In Coreline, the SAW-27 is produced solely by Diggers Technologies (with help given in the resonance chamber design by Georgia Tech), although other companies have started to develop other, less powerful variants. Urban legend surrounding the design of ‘The Song’ (especially its unusual position in the mecha’s body) mentions such things as being (extremely) reverse-engineered Mulian technology (the ‘27’ in the designation standing for the year of their home ‘verse, 2027).</p><p></p><p>Rules-wise, the SAW-27 in ‘Soprano’ mode affects a circle of twice the mecha’s reach (meaning that if a mecha has 10 ft. reach, the circle if of 20 ft. starting from the mecha). All targets inside the circle must make a Fort save, DC 18, or be stunned for 1d6 rounds (critical failure will make them be Nauseated for the same amount). Targets with proper ear protection can have a bonus to this save or negate the effects altogether.</p><p></p><p>The SAW-27 in ‘Aria’ mode deals 12d6 of Concussion damage with a successful ranged attack (critical range 20), and additionally any targets hit must make a Fort save, DC 20, or be deafened for 1d4 rounds after being hit (critical failure will have them Stunned as well for the same amount of time). Targets with proper ear protection can have a bonus to this save or negate it altogether.</p><p></p><p><strong>Equipment Slots: </strong>2, one of which must be Helmet.</p><p><strong>Activation: </strong>Attack action.</p><p><strong>Range Increment/Range: </strong>120 feet (focused beam), or twice the mecha’s reach (‘Soprano’ mode).</p><p><strong>Target: </strong>Single target within 12, 000 feet, or (mecha’s reach x2) circle.</p><p><strong>Duration: </strong>Instantaneous/Persistent.</p><p><strong>Saving Throw: </strong>None or Fort (see text).</p><p><strong>Purchase DC: </strong>25.</p><p><strong>Restriction: </strong>Military (+3).</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3208601, member: 26698"] [B][U]NEW MECHA GEAR[/U] E7-MW ‘LFO’ MECHA KNIFE.[/B] High-tech, mecha-sized knives, sharpened to a near-monofilament edge, balanced and designed as boomerangs. Because of this, the knives have a high chance of returning if thrown at a target, and can cut thru most kinds of mecha armor like butter. These knives are the standard-issue weapons of the Light Finding Operation-class mecha. They can be deployed or retracted in their sheaths as a free action. While held, the knives convert the mecha’s slam attack into a claw attack that deals slashing damage. The amount of damage is based on the mecha’s size: Large 6d8, Huge 8d8, Gargantuan 10d8, and Colossal 12d8. The claws have a critical threat range of 19–20. The claws are one size category smaller than the mecha’s size category. If thrown, the E7-MW Knife has a range increment of 60 ft., and deals damage equal to its normal claw attack (equal Critical range, too). As well, the thrower must make a Reflex save, DC 15, to catch the knife as it returns. Failure means one of three things (GM’s call): 1) The thrower gets hit in the face by his own returning weapon. He can attempt avoid being struck by making a Reflex save against DC 10. 2) The Knife lands 1d4 squares away from his position in a random direction (and might probably hit someone standing there-they can makea Reflex save as well). 3) The Knife lands in a randomly determined square adjacent to him. [B]Equipment Slots: [/B]1, must be hand (or arm if Large). [B]Activation: [/B]Attack action. [B]Range: [/B]Touch. [B]Target: [/B]Single target within reach or 600 ft. (if thrown). [B]Duration: [/B]Instantaneous. [B]Saving Throw: [/B]None. [B]Purchase DC: [/B]12 + one-quarter the mecha’s base purchase DC. [B]Restriction: [/B]None. [B]‘HOT ROD’ WHEEL FEET.[/B] The feet of the mecha have retractable wheels with independent motors. Although while deployed, they make the mecha look like an in-line skater, and they do not have the durability of tank threads, the ‘Hot Rod’ wheels trade this by giving the mecha unparallel land speed. A mecha equipped with ‘Hot Rod’ Wheel Feet has its base land speed increased by 15 feet. [B]Equipment Slots: [/B]2, must be boots. [B]Activation: [/B]Free action. [B]Range: [/B]Personal. [B]Target: [/B]You. [B]Duration: [/B]Persistent. [B]Saving Throw: [/B]None. [B]Purchase DC: [/B]8 + one-quarter the mecha’s base purchase DC. [B]Restriction: [/B]None. One other piece that I thought of: [B]ANCHORING BOLTS.[/B] A set of bolts deploy explosively from the soles of the mecha’s feet, anchoring it to the ground. Originally installed to provide stability while firing heavy weapons, the Anchoring Bolts have become standard to mecha designs that require constant secure footing (artic exploration/combat and starship defense mechas, for example). The Anchoring Bolts, when deployed, provide the mecha with a +8 bonus on all checks involving stability, such as resisting bull rush attempts and trip attacks. However, the mecha cannot move while they’re deployed (and will most surely damage whatever it’s standing on if it tries to). If used in melee combat, the Anchoring Bolts create 1d4 damage, and can ignore 10 points of hardness (but the awkwardness of using them in this fashion reflects in a -2 penalty to the attack roll). [B]Equipment Slots: [/B]2, must be boots. [B]Activation: [/B]Free action. [B]Range: [/B]Personal. [B]Target: [/B]You. [B]Duration: [/B]Persistent. [B]Saving Throw: [/B]None. [B]Purchase DC: [/B]8 + one-quarter the mecha’s base purchase DC. [B]Restriction: [/B]None. And finally, because my friends wanted me to add 'Rahxephon' to this setting: [B]SAW (Sonic Assault Weapon) MODEL 27 ( ‘The Song’ )[/B] A highly experimental weapon that was recently developed, the SAW is aimed towards two fronts: riot control and standard combat, and it deals with this by means of focused sonics. For this, the SAW-27 has two firing modes: the ‘Soprano’ mode, which fires an omnidirectional sonic wave that is meant to stun anything living (and able to listen) that is standing around the mecha, and the ‘Aria’ mode, which fires a concentrated line of sound towards one single target-resulting in a powerful concussive wave. The SAW-27 is a package deal consisting of two items: a sonic generator and a combination resonance chamber/projector. The reason the weapon has obtained its nick-name ( ‘The Song’ ) is because, although the generator itself (the bulkiest part of the package) can be installed anywhere within the mecha, most manufacturers have made a (somewhat unconscious) decision to install the resonance chamber in the mecha’s head, usually covered with an armor plate that slides out of the way when active-giving the impression of the mecha ‘opening its mouth’. In Coreline, the SAW-27 is produced solely by Diggers Technologies (with help given in the resonance chamber design by Georgia Tech), although other companies have started to develop other, less powerful variants. Urban legend surrounding the design of ‘The Song’ (especially its unusual position in the mecha’s body) mentions such things as being (extremely) reverse-engineered Mulian technology (the ‘27’ in the designation standing for the year of their home ‘verse, 2027). Rules-wise, the SAW-27 in ‘Soprano’ mode affects a circle of twice the mecha’s reach (meaning that if a mecha has 10 ft. reach, the circle if of 20 ft. starting from the mecha). All targets inside the circle must make a Fort save, DC 18, or be stunned for 1d6 rounds (critical failure will make them be Nauseated for the same amount). Targets with proper ear protection can have a bonus to this save or negate the effects altogether. The SAW-27 in ‘Aria’ mode deals 12d6 of Concussion damage with a successful ranged attack (critical range 20), and additionally any targets hit must make a Fort save, DC 20, or be deafened for 1d4 rounds after being hit (critical failure will have them Stunned as well for the same amount of time). Targets with proper ear protection can have a bonus to this save or negate it altogether. [B]Equipment Slots: [/B]2, one of which must be Helmet. [B]Activation: [/B]Attack action. [B]Range Increment/Range: [/B]120 feet (focused beam), or twice the mecha’s reach (‘Soprano’ mode). [B]Target: [/B]Single target within 12, 000 feet, or (mecha’s reach x2) circle. [B]Duration: [/B]Instantaneous/Persistent. [B]Saving Throw: [/B]None or Fort (see text). [B]Purchase DC: [/B]25. [B]Restriction: [/B]Military (+3). [/QUOTE]
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