CORELINE (D20 Modern/D20 BESM Setting).

Lord Zack

Explorer
Spiral Energy and Getter Rays are pretty similar, though I think at least one Super Robot Wars, I think the Z timeline games, presents these as opposed forces. However they might also be treated as practically the same.

I have been thinking of relations between surface dwelling nations and those of the seas like various comic book versions of Atlantis. It is likely there is considerable tensions and mistrust. Then there are forces like the Deep Ones who are more outright hostile. The Earth Federation, recognizing the threat has formed a special unit for aquatic combat. This unit includes the fifth vessel of the Space Noah-class, the Akagane (meaning copper), carrying a significant compliment, in including a number of Sealion armored modules as well as some Gespenst Mk II M Customs with a special frame meant for amphibious combat and a Grublo mobile armor) as well as the Pegasus-class assault carrier Spartan, which includes mobile suits adapted for aquatic combat, including the Atlas Gundam. The unit also has access to a wide variety of amphibious mobile weapons and mecha.
 

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Well, they both cause hot bloodedness, but one supposedly creates destruction while the other allows you to do stuff like make your mecha grow to Galaxy size.

Guess there could be a reason to recreate the United Earth Oceans (UEO) from "Sea Quest DSV". Also own the Blue Planet RPG--think there may be a couple of ideas there...

And I guess we can also add the Archangel-class to that list. Destiny gave it a submersible mode.
 
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kronos182

Adventurer
Well, they both cause hot bloodedness, but one supposedly creates destruction while the other allows you to do stuff like make your mecha grow to Galaxy size.

Guess there could be a reason to recreate the United Earth Oceans (UEO) from "Sea Quest DSV". Also own the Blue Planet RPG--think there may be a couple of ideas there...

And I guess we can also add the Archangel-class to that list. Destiny gave it a submersible mode.

Archangel from Gundam? On the list of stuff to stat..

Question.. The Borg.. are they limited to the Delta Quadrant? Are they roaming freely assimilating all the high tech they can get their hands on and species... Super Saiyan tactical Borg drone anyone? Mutant powers weaponized and spread throughout the Collective?
Or is the Collective under restrictions due to the Cluless virus, like the Zerg and Arachnids ?
 

Lord Zack

Explorer
There is one major thing keeping the Borg in check, which is Starfleet and their allies. They might able to become a bigger threat, but their enemies are also more capable. I just don't see a full-scale invasion of the Alpha Quadrant being successful for them. They'd probably limit themselves to picking off isolated vessels and worlds.

Spiral Energy can also be dangerous and Getter Rays can also cause machines using it to undergo significant transformations, with the Getter Emperor, which has in some media grown so it also towers over a galaxy and is still growing, being implied to just be an evolved form of an earlier Getter. Both forces are also tied to evolution.

I am working on a list of fighting techniques used on Coreline: https://docs.google.com/document/d/1XRO_ntwK0ynNoPk78pmqKE8bUkB7hIR95xofaZxGgoI/edit?usp=drivesdk
 
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The Borg have a restriction, overall stick to Delta and the Fed forces deployed there have anti-Borg guns. As mentioned, the Borg stick to lone targets for now -- there is really no best case scenario for them right now if they try to attack Alpha. Nobody is stupid enough to ally with them and if they try to take advantage of any conflict all sides will immediately gang up on them.

The author of the CLULESS Virus isn't much of a fan of the "Destiny" novel trilogy.

There is a good guy collective in Alpha (not decided who is the leader yet) but they for the most part request to be left alone. The Feds do and they have a resources for tech trade treaty, which is one of the major means of getting Borg tech for modifications that they have done to a limited number of ships.
 

kronos182

Adventurer
Another Hydra villain for PCs to fight against...

Hydra Power Armour Trooper
The power armour trooper is an elite trooper that is trained in the use of power armour. These troops are used for heavy assaults, anti-super troopers and defense of important facilities. These troops are pulled from Cannon troopers, experienced and extremely loyal troopers. Some high level commanders also receive training in the use of the power armour, usually modified.

Mid-High Level Hydra Soldier (Fast Ord 4/Tough Ord 4)
CR: 7
Size: Medium-size human
HD: 4d8+8 plus 4d10+8, hp 55, 50 hp Power Armour
Mas: 15
Init: +2
Speed: 30 ft
Defense: 26, touch 18, flat-footed 24 (+3 Dex, +8 Class, +6 Hydra Power Armour)
BAB: +6
Grapple: +7 (+9 while in armour)
Attack: +7 melee (1d6+3 slam), or +9 ranged (3d8 laser) or +9 ranged (5d10 plasma )
Full Attack: +7 melee (1d6+3 slam), or +6 melee (stun baton), or +7 ranged (2d10-1 plasma pistol), or +6 ranged (grenade)
Special Attacks:
Special Qualities: For the Cause, Hydra Training
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +5, Ref +6, Will +2
Action Points: +0
Reputation: +2
Abilities: Str 13, Dex 16, Con 15, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +7 Hide +7, Intimidate +6, Knowledge streetwise +4, Listen +5, Move Silently +7, Read/Write English, Read/Write German, Search +4, Spot +3, Survival +3
Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency, Quick Reload, Advanced Firearms Proficiency, Powered Armoured Proficiency
Possessions: Hydra Power Armour, Hydra Plasma Pistol, 3 power packs, knife, 5 grenades, various gear and personal possessions.

For the Cause
As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Hydra Soldier gains +1 to attack rolls for the next 1d4+1 rounds. If the Rifle Trooper has suffered damage and rests for at least 2 rounds, can heal 1d4 hit points. Useable 3 times per day.

Hydra Training
Hydra trains its soldiers fairly well, particularly in light armour and how to aim and fire their weapons better. Gains Light Armour Proficiency, and +1 to attack rolls with Hydra ranged weapons.

Hydra Power Armour
The latest in stolen Stark Industries technology mixed with the vile destruction of Hydra. The Hydra power armour is a large, hunched backed designed armour with a cycloptic helmet, thick arms and large hands. The palms are fitted with repulsor style weapons, actually a combination laser for long ranged blasts and a potent short ranged plasma cannon. While not as advanced as Iron Man's armours, it is more advanced than suits used by other organizations, and more standardized for use by Hydra mechanized heavy infantry. One of the interesting side effects of mixing the Stark tech with the Hydra tech in an attempt to create a power source as good as an arc reactor, was when the power armour is struck in combat, the force and energy of the attack causes the armour's weapons to gain additional power, however this extra power must be expelled within a short amount of time or it will cause the weapons to overload and damage the armour.

Hydra Power Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 50
Base Speed: 25 ft.
Height: 7.5 ft.
Weight: 375 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +6
Hardness: 15
Max Dex Bonus: +2
Armour Check Penalty: -8
Purchase DC: 37
Restriction: Mil (+3), Hydra
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft. Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity.

Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.
Its reach is 5 feet, and its base speed is 25 feet.
Base Purchase DC: 37.
Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit 
Boots: 1 slot.
Helmet: Cockpit.
Left arm: Repulsor Cannon.
Right arm: Repulsor Cannon.
Shoulder: Power Core
Torso: Cockpit

Repulsor Cannon
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.
Damage: 3d8 laser / 5d10 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 40 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.

Power Core
The Hydra Power Armour is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 5 rounds, able to store up to +10 points of damage. After 5 rounds of not firing, the armour takes 1d6 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.
 

Lord Zack

Explorer
I am thinking that the Galactic Empire might have a presence in the Milky Way Galaxy. These forces would be sponsored by the Fel Dynasty, but commanded by and effectively an extension of Thrawn's Empire of the Hand. Therefore the Imperial holdings in the Milky Way are more of a confederation than an empire, like that government. Many of these new worlds have broken away from the divided Imperium of Man, but there are a variety of other worlds as well, such as homeworlds of minor alien species and small independent interplanetary nations. Thrawn realizes the difficulties of supplying his forces across galaxies and thus has adopted a number of local weapons, vehicles and other equipment to shorten his supply lines. Thrawn may have also signed the Riah Accords, due to the importance of the Sol System in enabling transport between the galaxies.
 


kronos182

Adventurer
I am thinking that the Galactic Empire might have a presence in the Milky Way Galaxy. These forces would be sponsored by the Fel Dynasty, but commanded by and effectively an extension of Thrawn's Empire of the Hand. Therefore the Imperial holdings in the Milky Way are more of a confederation than an empire, like that government. Many of these new worlds have broken away from the divided Imperium of Man, but there are a variety of other worlds as well, such as homeworlds of minor alien species and small independent interplanetary nations. Thrawn realizes the difficulties of supplying his forces across galaxies and thus has adopted a number of local weapons, vehicles and other equipment to shorten his supply lines. Thrawn may have also signed the Riah Accords, due to the importance of the Sol System in enabling transport between the galaxies.

Do we have anywhere that has info in the Riah Accords?
What era would Thrawn's main forces be? Just Post ROTJ like in the original Thrawn Trilogy books? Who all would he ally with in the Milky Way?
I can push up some more SW Empire gear on my list, and some other stuff... just been a been a bit busy lately.
 

Lord Zack

Explorer
I first mentioned the Riah Accords on pg. 180 and went into more detail on the next page.

The most prominent alternate of Pellaeon is Supreme Commander of the Galactic Empire under Empress Fel. So basically like Pellaeon after the Hand of Thrawn duology.

Thrawn commands the Empire of the Hand, first described in the above Hand of Thrawn duology. On Coreline the Empire of the Hand may have the units created for them for the Thrawn's Revenge mod:

https://thrawnsrevenge.fandom.com/wiki/Empire_of_the_Hand
 
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