CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Think will need help finding it.


Heavy Weapon Proficiency
You are semi proficient in the use of most heavy weapons, such as heavy machineguns, cannons, grenade launchers, rocket launchers and even energy weapons such as laser cannons, or vehicle weapons. You have the basic training to use them without seriously damaging the weapon or any of your allies.
Prerequisites: Base Attack Bonus +2, Personal Firearms Proficiency.
Benefit: You can use any type of heavy weapon that normally requires Exotic Weapon Feat, such as grenade launchers, at only a -2 penalty instead of -4 without the Exotic Weapon feat.
Normal: Characters without this feat or Exotic Weapon feat take a -4 penalty on attack rolls made with heavy weapons.
 

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kronos182

Adventurer
Some Starcraft Armour.

While Lord Zack provided stats for the CMC-300 armour awhile back.. I find it is lacking in finer details. I used his stats as a basis for the following creations.


CMC Light Combat Armour
A suit of light armour, consisting of torso piece with belt, small plating on the shoulders, gauntlets, greaves on the lower legs and boots, and helmet with a vis. One gauntlet contains the controls for basic communications system with mic and speakers in the helmet, mounts on greaves and belt for weapons and equipment.

CMC Light Combat Armour (PL5-6)
Type: Tactical, Light
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 30 ft/20 ft
Weight: 10 lbs
Purchase DC: 17
Restriction: Res (+2)
Notes: Radio, mounts on belt, legs and back for clipping weapons and equipment.

CMC-200 Powered Combat Suit
The first of the CMC series, considered obsolete by the time of the Great War in the Starcraft universe. Suits are available on the black market and used by many security and police forces that require the heavy armour.

CMC-200 Powered Combat Suit (PL6-7)
Type: Tactical, Powered
Equipment Bonus: +7
Nonprof. Bonus: +3
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +2
Armour Penalty: -6
Speed (30 ft): 20 ft/15 ft
Weight: 45 lbs
Purchase DC: 19
Restriction: Lic (+1)
Notes: Air conditioner & heater (+4 Fort in extreme temperature environments), HUD (suit integrity, suit power supply, air supply, optional stimpack supply, NBC warning), NBC basic shielding (+2 Fort saves), 7 day air recycling and supply, structural support, shoulder mounted ammunition storage (2 reloads each shoulder for most standard Terran Confederacy weapons, not compatible with C-10), optional stimpack fitting (5 doses), supports weight of armour and single rifle (does not count against the wearer's carrying capacity), polarizing visor (+2 vs visual attacks such as flash bangs), mounts on belt, legs and back for clipping weapons and equipment.
Structural Support - When the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, but removes any Dex or Dodge bonus to Defense the user has.

CMC-300 Powered Combat Suit
The much improved successor to the CMC-200, boasting enhanced servos in the legs and arms for better movement and strength enhancement, and also adds a foot to the user's height. Powered by cold fusion cartridges, with an enhanced cooling and life support systems.

CMC-300 Powered Combat Suit (PL6-7)
Type: Tactical, Powered
Equipment Bonus: +8
Nonprof. Bonus: +5
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 30 ft/20 ft
Weight: 250 lbs
Purchase DC: 24
Restriction: Mil (+3)
Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), 2 ammo holders (1 each leg), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment.
Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1.
Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15).
Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers.


CMC-400 Combat
The successor to the CMC-300, boasting improved protection, enhanced life support and power, slightly increased strength enhancement. The armour also has a couple of optional additions that can be purchased.

CMC-400 Powered Combat Suit (PL6-7)
Type: Tactical, Powered
Equipment Bonus: +9
Nonprof. Bonus: +5
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 30 ft/20 ft
Weight: 250 lbs
Purchase DC: 25
Restriction: Mil (+3)
Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 10 day air supply (filters and scrubbers can extend to 18 days), 2 ammo holders (1 each leg), aural directional enhancers (+3 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 30 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment.
Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1.
Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15).
Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers.

Options:
Protective Coating - This black non-flamable, impact-resistant coating grants the user Fire Resistance 5 and DR 3 to kinetic attacks (slams, claws, slashing, piercing, concussion and falling damage). However, after the user has taken a total of 50 points of damage (before resistance), the coating has suffered enough damage that it has been scraped off enough to no long provide any bonus. PDC 15 per coat application, not stackable with multiple coats.
Integrated Thrusters - The armour is retrofitted so the entirety of the armour is lined with thruster modules and exhaust ports, granting the user limited flight capabilities. Grants Fly speed 50 (poor maneuverability), able to fly a total distance of 500 ft before requiring refueling (PDC 10 for fuel). Alternatively the thrusters can be used to improve the user's jumping without granting true flight, granting +5 to Jump checks, removing height/distance maximums the user can make. Each use in this manner uses 5 ft worth of fuel. PDC 16
Wrist Cannons - These are scaled down versions of the C-14 built into the gauntlets of the armour, typically only assigned to special forces units. The weapons on the gauntlets themselves have a far smaller ammunition capacity, but armours are usually further modified to contain ammunition bins on the back or shoulders for greater capacity, in addition to those of the gauntlet itself. The CMC-400 can support a total of two shoulder ammo bins and four back ammo bins. However back ammo bins removes any ability to attach any other equipment other than a standard C-14 or similar sized weapon to the back of the armour for carrying. These cannons also impose a -2 to skills that require fine work with the hands due to the added weight.
Wrist Cannon (PL7 Personal Firearms Proficiency)
Damage: 3d12
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: S, A
Magazine: 50 box (gauntlet itself), 120 for a shoulder mount bin, 600 back mounted bin, each.
Size: Small
Weight: 8 lbs (part of the armour now)
PDC: 27, Shoulder ammo bins 14, Back ammo bins 15.

CMC-405 Light Combat Suit
This armour is used by combat medics, offering good protection with excellent mobility, built in tools and storage areas for medical supplies for performing battlefield surgery.

CMC-405 Light Combat Suit (PL6-7)
Type: Tactical, Powered
Equipment Bonus: +6
Nonprof. Bonus: +4
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft / 20 ft
Weight: 150 lbs
Purchase DC: 23
Restriction: Res (+2)
Notes: NBC shielding (+4 Fort Saves), HUD (life support, suit integrity, power supply, sensors and navigation, communications suite, IFF), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), piston-powered legs, suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), medical tool suite, medical supply storage, lockdown override, 30 lbs internal storage, geiger counter, mount on arm for ballistic combat shield, mounts on belt, legs and back for clipping weapons and equipment.
Medical Tool Suite - The CMC-405 contains a number of tools used to aid the medic in healing those injured in battle. Functions as an advanced medkit. Also includes tools for cutting through vulnerable points in common armours to allow quick access to the patient, plus a built in medicomp sensor, granting a total bonus of +5 to Treat Injury checks.
Medical Supply Storage - The CMC-405 contains enough built in storage for 50 doses of any chemical/medicine, that can be divided between up to 5 different chemicals/medicines. Also contains enough supplies to treat 50 creatures of any conditions an advanced medical kit can treat.
Lockdown Override - The armour contains a subchannel on the radio with command codes to override the lockdown system of any CMC armour within 5 feet of the armour, allowing the wearer to quickly aid the injured.
 
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Lord Zack

Explorer
That's a great improvement on mine, but I'm not certain they shoukd be so restricted, at least not in the Koprulu Sector. Just about anybody can get their hands on CMC armor.

Regarding the Koprulu Sector I had an idea that it may be experiencing a demonic invasion. The Burning Legion intends to conquer Azeroth... but first they seek to corrupt what they can in the greater sector and destroy the rest. Other forces have allied with them including Chaotic forces of Khorne and Nurgle, Terran forces that have fallen under their sway, Zerg broods that have been dominated by Fel magic and certsin of the Tal'darim. Forces from the Delta Alliance (from Star Trek Online) have supported the defending forces, the Ultramarines and other Imperium forces are fighting against the invaders and defenders alike and the Tau Empire have allied with the Daelamm Protoss and have sent forces to support them (via Protoss warp gate technology as their own FTL is too slow). I also had the idea that Nurglites might launch a Black Crusade against the United Federation of Planets due to their advanced medical technology.
 

kronos182

Adventurer
That's a great improvement on mine, but I'm not certain they shoukd be so restricted, at least not in the Koprulu Sector. Just about anybody can get their hands on CMC armor.

Regarding the Koprulu Sector I had an idea that it may be experiencing a demonic invasion. The Burning Legion intends to conquer Azeroth... but first they seek to corrupt what they can in the greater sector and destroy the rest. Other forces have allied with them including Chaotic forces of Khorne and Nurgle, Terran forces that have fallen under their sway, Zerg broods that have been dominated by Fel magic and certsin of the Tal'darim. Forces from the Delta Alliance (from Star Trek Online) have supported the defending forces, the Ultramarines and other Imperium forces are fighting against the invaders and defenders alike and the Tau Empire have allied with the Daelamm Protoss and have sent forces to support them (via Protoss warp gate technology as their own FTL is too slow). I also had the idea that Nurglites might launch a Black Crusade against the United Federation of Planets due to their advanced medical technology.


I just put the Mil +3 as a blanket one for most areas. I can edit when I get home later and add in a note that restriction is lower in Koprulu Sector, to just Res or even Lic, especially for the older armours.
 

OK, good idea, but not sure about having it happen yet...

((()))

OK, here goes. Attempt at new Race for this setting. Please, I need feedback, because it's been forever since I've seen the show and I haven't had any luck finding info on the Net other than "it existed".

RACE: BIKER MICE FROM MARS.

Once upon a time, on another universe, Mars thrived. It was possible to live there... and the ones who did were happy.

And then the Plutarkians came. Planet looters, they ransacked the planet and took the inhabitants as slaves... with all of the bad consequences it involved.

The Mice fought back, and had been doing so for a very long time. The result is a civilization that has moulded itself around guerrilla warfare.

And their best tool... motorcycles. They had been speed freaks for a very long time, but bolting guns to their vehicles made them incredibly explosive raiders.

So now many have appeared on the Core Timeline, on Mars and on Earth. they have taken to living in cities like Chicago, Detroit, Daytona, Indianapolis, Monaco -- places with a high vehicular industry. That, or they have taken a nomadic lifestyle -- entire families, with only the clothes and weapons on their backs and the wheels beneath their feet. Most organizations that have hired them had done so as mechanical cavalry.

Born to rock and rule.

(((()))

Description: Biker Mice resemble humanoid mice, averaging between five and six-and-a-half feet tall when fully grown, with a tail averaging five to fiteen feet. Their fur colors are varied, but white, brown or other dark colors are the most normal. Two tiny red antennae poke out the top of their head. Eye color varies, but red and brown is the average. Body shape average is between lightly and highly muscled.

((()))

--RACE TRAITS:-> Type: Humanoid (Fiction, Biker Mice).
-> Size: Medium: Biker Mice are Medium-Sized creatures and have no bonuses or penalties due to their size.
-> Speed: Biker Mice have a base speed of 30 feet.
-> Rock And Rule: Biker Mice are born with a bike's handle on their hands. They have a +2 racial bonus to Drive checks.
-> Martian Survivor: Biker Mice start with the Feat Planetary Adaptation (Barren World).
-> Masters Of Disaster: Biker Mice have a +2 bonus to Demolitions rolls. They also start with the Feat "Heavy Weapons Proficiency".
-> Martian Psionics (Sp): Biker Mice can utilize "Lesser Mindlink" at will - however, this power only works when touching the willing subject.
-> Martian Tail (Ex): The tail of a Biker Mouse is a flexible and sensitive member, and Biker Mice have utilized it as an improvised tool and weapon many times.

The tail of a Biker Mouse can be used as an improvised tool for Disable Device checks (GM's final call - simple mechanical locks and traps are a possibility) and can be used to perform Sleight Of Hand checks on targets up to 15 feet away. Because it's an improvised tool, these checks have a -4 penalty.

As well, the tail can be used as a natural weapon - a whip (1d4 Slashing damage, Critical Range 20, can attack targets up to 15 feet (and provokes an attack of opportunity). Can be used to make Trip attacks at range, but it cannot be dropped to prevent being tripped).

Level Adjustment: +2 (???)

(((()))

NEW FEAT: Heavy Weapons Proficiency

You are semi proficient in the use of most heavy weapons, such as heavy machineguns, cannons, grenade launchers, rocket launchers and even energy weapons such as laser cannons, or vehicle weapons. You have the basic training to use them without seriously damaging the weapon or any of your allies.
Prerequisites: Base Attack Bonus +2, Personal Firearms Proficiency.
Benefit: You can use any type of heavy weapon that normally requires Exotic Weapon Feat, such as grenade launchers, at only a -2 penalty instead of -4 without the Exotic Weapon feat.
Normal: Characters without this feat or Exotic Weapon feat take a -4 penalty on attack rolls made with heavy weapons.
 
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kronos182

Adventurer
For the tail, I'm not sure if the damage should be slashing or non-lethal... Also any skill checks made with tail should have -4 for improvised tool (maybe make a racial feat that removes this penalty?).
Otherwise looks not bad.
[MENTION=53996]Lord Zack[/MENTION]: Looks interestin
 

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