CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
How about a Medical Gundam for pilot retrieval behind enemy lines or high-risk rescue? Probably a few units were purchased by International Rescue as a result. Has a deployable backpack that is an armored pod for people which also works as a healing pod (talking something like the med-tech from "Eclipse Phase" or that medical dropship from "Starcraft 2").

A Medical Gundam or a medical mech in general? I can probably pop that out fairly quick after I get 1 or 2 that Lord Zack needs me to work on first.
Don't know Eclipse Phase.. got a link?
 

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Well, a mech in general could work best (probably something that looks like a Battlemech? Or maybe it rolls?), but admittedly there's something about a Gundam painted in a Red Cross scheme that sounds cool.

So go whichever way you want, dude.

http://eclipsephase.com

https://en.wikipedia.org/wiki/Eclipse_Phase

https://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/EclipsePhase

http://eclipse-phase.wikia.com/wiki/Chuck's_Eclipse_Phase_Wiki (and the important part: http://www.poeland.com/eclipsePhase/wiki/tiki-index.php?page=Healing+Pod).

I dig this game a whole lot. Thanks to it, I discovered stuff like the "Takeshi Kovacs" series.
 


kronos182

Adventurer
Working on a writeup for Raynor's Raiders, or one version of them anyway:

https://docs.google.com/document/d/1FXf9zRL8RFssV8jFT4y-gmAKjyMdV7GMlm324ppHHRo/edit?usp=drivesdk

I'll add more Starcraft stuff to my to do list.. including UED versions of stuff.. There's a picture of a medic with two armatures over the shoulders that is a UED medic that I'm sure this version of Rayners Raiders will quite love.. and I guess I can create a more 'game' like healing method.. as any medics right now just use Treat Injury as normal.. but have whatever chemicals/supplies carries in the armour's stores (so if have access to any chemicals that heal hit points or plastiflesh or similar stuff in the books, or even healing potions.. I wonder if they work by being injected..??) and touch the target.. the 'game' version will be a short range heal.. I'll get to work on it soon.
 

Lord Zack

Explorer
The thing about the United Earth Directorate is that in Brood Wars they largely use local Koprulu Sector tech, with some advancements and new units like the medic and Valkyrie, but it is indicated elsewhere that back in their home territory they have more advanced technology. Just how advanced is not described, though so we will have to make some things up. They do have access to tech from the Koprulu Sector through spies and being able to easily access Koprulu Sector computer systems since they are all based on that of the supercarriers that brought the Terrans there. Their main forces thus probably resemble Terran tech, but more advanced.

Its also not known how they got to the Koprulu Sector so quickly. Apparently the expeditionary fleet didn't even leave until after the destruction of the Overmind in June of 2500 and the creation of the Second Overmind and arrive shortly after the Protoss escape from Aiur, which wasn't even a month after the Overmind's death. The first confrontation between the Protoss and UED was during the Protoss withdrawal from Braxis after securing the Uraj, apparently taking place in late August and early September of 2500. So it seems that either their FTL is extremely fast, or they've discovered some passage to the Koprulu Sector.

Also check this out:

http://gundam.wikia.com/wiki/ZGMF-1000_Hospital_ZAKU_Warrior
 
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kronos182

Adventurer
GAT-X102 Duel Gundam
The GAT-X102 Duel Gundam was the first mobile suit developed under the Earth Alliance's G Project in the Cosmic Era timeline of the Gundam Universe to combat the mobile suits developed by ZAFT. In many ways, the G Project is similar to the V Project that created the RX-78-2 and similar Gundams, however they completely lack the core block fighters, and lack the Lunar titanium and Gundanium armour of other Gundam timelines. It is also the first mobile suit in the Cosmic Era with beam weaponry as they were only found on ships before.
The Duel Gundam was designed as a general-purpose machine with well-balanced performance, and the development base for the rest of the G Project units. Equipped with two multi-barrel CIWS guns in the head for defense against missiles and close enemy units. For close combat the Duel has two beam sabers which are stored in the backpack when not in use. For ranged combat the Duel Gundam has a beam rifle that has an attached single shot grenade launcher which must be loaded by hand. An optional shield is available for added defense. The armour of the Duel Gundam is of special note, the Phase Shift, or PS Armour, while the outer shell is made partly of fairly standard materials, is specially designed that once charged, becomes virtually immune to physical attacks, however for a limited time, else drains the suit's battery, rendering it immobile. A side effect of the phase shift armour being active is a hissing sound can be heard and the grey surface changes colour.
A later version of the Duel Gundam, one captured and repaired by ZAFT forces upgraded it with Assault Shroud armour, which is a set of ejectable equipment mounted on the Duel's body that enhances its overall combat performance with added armour, added maneuvering thrusters and battery life for the battery. Mounted on the right shoulder mounts a 115mm railgun and a five barrel missile pod for added offensive capabilities. Unfortunately the armour slows the Duel Gundam significantly when on a planet with at least half a standard gravity.

In this universe ZAFT planted N-Jammers (Neutron Jammers) which prevented the use of nuclear power plants, thus mobile suits and similar machines have to use high capacity batteries. However in Coreline this limitation isn't present in most areas, however the Cluless virus has somehow affected all technology from the Gundam Cosmic Era timeline to still suffer from this limitation. Although with alternative power sources, some of these limitations can be bypassed, at least temporarily.


GAT-X102 Duel Gundam
Size: Gargantuan Deep Space (57 Ft) (-4)
Bonus Hit Points: 500
Superstructure: Vanadium
Hardness: 20, 100 vs physical attacks w/ps armour active
Armour: Resilium
Bonus to Defense: +2 (+6 armour -4 size) / +8 (+6 armour -4 size +6 shield)
Armour Penalty: -5
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 50 ft, 3000 ft space
Purchase DC: 54

Slots
Helmet Oracle Targeting System (+3)
Helmet 1
Visor Class IV Sensors
Cranium Vulcan Weapon
Back Improved Deep Space Thrusters
Left Arm Phase Shift Armour
Left Hand 1
Right Arm Phase Shift Armour
Right Hand 1
Shoulders Space Skin
Shoulder Shield
Torso Phase Shift Armour
Torso Cockpit
Torso 1
Belt 1
Left Leg 1
Right Leg 1
Boots Zero-G Stabilizer
Comm System

Standard Package Features: Improved Deep Space Thrusters, Phase Shift Armour, Limited Power
Bonuses: -1 attack, darkvision 120 ft, +4 Navigate & Spot
Weapons: Vulcan Weapon -1 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or
Beam Rifle -1 attack, 10d10, energy, 20x4, 120 ft, single, 10 internal, handheld, or
Beam Saber (2) +8 melee, 7d10, fire, 19-20x3, 2 min operation
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Limited Power
The GAT-X102 runs off high capacity batteries, making its operation time somewhat limited. The mech has enough power to operate for 10 hours. The GAT-X102 can recharge its weapons from its batteries, however this drains the battery. Recharging the Beam rifle drains 10 minutes for every shot, to recharge 1 minute for the beam saber drains 10 minutes of the battery. Each round of activation of the phase shift armour past the original 20 minutes drains 10 minutes from the battery.

Phase Shift Armour
Phase Shift armour is specially designed that once activated renders it virtually impervious to physical attacks, such as from blades, bullets and most explosives. However the system is power hungry and can only be run for short periods or drain the equipped mech's battery quickly. There is enough power to run the Phase Shift armour for a total of 20 rounds (which can be broken up over multiple activations).
Once activated the system grants DR 100 against all kinetic attacks (ballistic, slashing, piercing, bludgeoning)
Equipment Slots: 3, at least one must be back or torsoActivation: Move equivalentRange Increment: SelfTarget: YouDuration: -Saving Throw: NonePurchase DC: 15 + one-quarter the mech's base purchase DCRestriction: Mil (+3)
Optional Rule for Phase Shift Armour:
Once activated the system uses 1 minute of battery life granting DR 100 vs all physical/kinetic attacks, plus for every physical strike (autofire and burst attacks count as a single strike), drains an additional 5 minutes from the battery.

Shield
The GAT-X105 carries a modified Bastion Tactical Shield that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 6 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)

Vulcan Weapon
This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage.
Equipment Slots: 1
Activation: Attack or attack of opportunity
Range Increment: 70 ft
Target: Single target within 700 ft, or missile, or autofire
Duration: Instantaneous
Saving Throw: none
Purchase DC: 25
Restriction: Mil (+3)

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

Beam Rifle
The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls. This beam rifle has an under barrel grenade launcher, various grenades are available. Typically explosive grenades are used, dealing 8d6 damage, half ballistic/half fire to 60 ft radius Reflex save 15 for half.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space / 80 ft, 2000 ft space
Target: Single target within 1200 ft / 800 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 46
Restriction: Mil (+4)

Beam Saber
The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge.
Equipment Slots: 1, hand or arm
Activation: Attack
Range Increment: melee
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)


Assault Shroud Armour
After ZAFT captured a damaged Duel Gundam, they made some improvements which includes improved thrusters for better maneuverability and speed in space, additional armour, weapons and extended battery life. If the Assault Shroud is damaged it can be ejected quickly. Uses up 3 equipment slots. Can be ejected as a free action. On a planet, slows the mech, reducing speed down to 40 ft, increase armour penalty by a further -2. PDC 30
Adds 3 hours of battery life, which can be used to recharge weapons or the Phase Shift Armour.
Adds 100 hit points, which benefit from Phase Shift armour protection.
Increases Defense bonus by +2.
Increase Armour Penalty by -2.
Increase space speed by 500 ft.
Add Shiva Railgun to right shoulder, M-87 Talon Missile launcher (with 5 missiles instead of 4) to left shoulder.
Note: When the added hit points from the Assault Shroud Armour are depleted (depleted before the mech's main hit points), the mech doesn't gain the benefits of the increase to Defense, but the weapons and extra battery life are still available. However if a critical strike is made once the Assault Shroud's hit points are depleted, there is a 25% chance the extra batteries are struck and explode, dealing 5d6 fire damage to the mech and all within 20 feet, and the Duel Gundam losses the extra battery power.

Shiva Railgun
Use stats of Warpath Recoilless rifle, except range increment is 90 ft.
 
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kronos182

Adventurer
RGM-79H Rescue
The RGM-79H is a search and rescue variant of the RGM-79 GM, removing most of the weapons, instead carrying medical supplies and an attached triage center mounted on the back painted white with red crosses in well visible areas on the torso, back, arms and legs. The 79H is equipped with enhanced sensors for finding the wounded, spot lights and it carries inflatable structures for emergency shelters or extra space for medical use. The triage center is equipped with airlocks to allow the rescue of downed pilots in space. The triage center has lifts that allow the mech to remain standing for wounded to be lifted up to it, however the mech's legs are slightly modified to allow it to easily kneel and raise quickly. There are 8 spot lights mounted on turrets spread around the mech, one each shoulder, two on the front belt, two mounted on the triage center, and two on the head.

RGM-79H
Size: Gargantuan (59 Ft) (-4)
Bonus Hit Points: 400
Superstructure: Titanium Alloy
Hardness: 12
Armour: Titanium Alloy
Bonus to Defense: +1 (+5 armour -4 size) /+7 (+5 armour +6 shield -4 size)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: 0
Speed: 50 ft, 3000 ft space
Purchase DC: 50

Slots
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium Vulcan Weapon
Back Improved Deep Space Thrusters
Left Arm Container
Left Hand 1
Right Arm Container
Right Hand 1
Shoulders Space Skin
Shoulder Shield
Back Triage Center
Torso and Belt Cockpit
Left Leg Container
Right Leg Container
Boots Zero-G Stabilizer
Comm System

Standard Package Features: Improved Deep Space Thrusters, Magnetic Coating, Enhanced sensors, Triage Center, Power Outlets
Bonuses: -2 attack, darkvision 135 ft, +2 Navigate & Spot
Weapons: Vulcan Weapon -2 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or
Slam +8 melee 2d8+12 blud, 20, 15 ft reach


Magnetic Coating
The joints and motors have a special magnetic coating that gives it greater range of movement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 to Initiative and +2 to Reflex saves.
Equipment Slots: None
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 12 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)

Shield
The RGM-79H carries a modified Bastion Tactical Shield that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 6 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)

Vulcan Weapon
This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage.
Equipment Slots: 1
Activation: Attack or attack of opportunity
Range Increment: 70 ft
Target: Single target within 700 ft, or missile, or autofire
Duration: Instantaneous
Saving Throw: none
Purchase DC: 25
Restriction: Mil (+3)

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

Triage Center
Mounted on the back of the RGM-79H is a multi-level triage center that allows medics carried within to treat wounded. The center is designed so that all within is quite stable except in the most extreme of maneuver taken by the pilot, or heavy weapons fire. The multi-levels allow a crew of 15 to treat up to 20 patients at a time. Grants +1 to Knowledge: Earth and Life Sciences (in relation to medicine, biology, genetics) and Treat Injury to all crew. Has enough stores to treat 50 people of any conditions (fatigue, exhaustion, most poisons, etc) and stabilize those dying. Can heal up to 150 hit points. There are two stasis pods for those who can't be treated immediately. There is a lift that can lower to the ground that is large enough to hold two stretchers plus 6 people. On the lowest level are two large airlocks to allow those brought in during space operations.

Enhanced Sensors
The 79H has improved sensors for search and rescue operations, granting +2 to Search and Spot checks in finding living humanoids. Sensor range is also increased by 50%.

Containers
The containers on the legs contain a total of 4 inflatable structures that can be used as emergency shelters or medical tents, able to hold up to 20 people. The containers on the arms hold up to 500 lbs of medical supplies each, multiplying the supplies of the triage center by 5 times, however it requires the use of the mech's arms and hands to transfer from the containers to the triage center. Alternatively, the containers can be replaced with stasis pods, able to hold 4 people in stasis each.

Power Outlets
The lower legs of the mech are fitted with outlets and cables to allow power to be drawn from the mech to power emergency lighting, heat and other devices, up to 6 devices or structures the size of a medium sized house can be powered by these outlets. The cables have a 200 ft reach each.
 
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Lord Zack

Explorer
One comment I will make on the Duel Gundam now is that each time a suit with Phase Shift Armor is hit, it drains energy. A clever opponent could take advantage of this by using massed firepower to quickly overcome the Phase Shift Armor, for instance Andrew Waltfield calculated that it would take 72 missiles from a BuCUE to defeat the Strike's Phase Shift Armor.
 

kronos182

Adventurer
One comment I will make on the Duel Gundam now is that each time a suit with Phase Shift Armor is hit, it drains energy. A clever opponent could take advantage of this by using massed firepower to quickly overcome the Phase Shift Armor, for instance Andrew Waltfield calculated that it would take 72 missiles from a BuCUE to defeat the Strike's Phase Shift Armor.

I know, but to be fair, and with some Coreline advances, it can be used for 20 rounds (I might edit it later for lower number). It's far easier to just let it have x charges and beyond that uses extra power, as less management of the system.

Optional Rule for Phase Shift Armour:
Once activated the system uses 1 minute of battery life granting DR 100 vs all physical/kinetic attacks, plus for every physical strike (autofire and burst attacks count as a single strike), drains an additional 5 minutes from the battery.

Edit: I made a minor edit to the Duel Gundam's Assault Shroud armour, the bonus hit points from it are depleted first, then it loses the benefits of the added Defense and chance of the extra batteries exploding on a critical hit.
 
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