CORELINE (D20 Modern/D20 BESM Setting).


log in or register to remove this ad


kronos182

Adventurer
A quick Gundam Cosmic Era Timeline small capital ship. Been busy with work and saw this little thing while looking at the other Project G Gundams..

Drake-Class Escort

The Drake Class is a small escort ship produced by the Earth Alliance in the Gundam Cosmic Era timeline. With a narrow profile measuring only 426.5 feet long, with four engines on outriggers giving it an X shape from the front, it was lightly armed with three 75mm vulcan cannons that was used mostly as a point defense system, six torpedoes launcher divided in half with three on either side of its narrow prow for anti-capital ship capacity, plus four 10-barrel missile launchers for general attack purposes. Although they ships proved vulnerable to mobile suit attacks, they worked well in their intended role against ships and fighters.
(Note: While the size makes it a light, it's light weapons, armour and role keep it only in Escort subtype. It size does give it extra hit points over other escorts)
In Coreline these ships are still found in the Earth Alliance as escorts or regulated to convoy duty as newer ships are purchased, and also sold allies. Some pirate or private groups have acquired some for protecting convoys.

Drake Class
Type: Light
Subtype: Escort
Size: Colossal (-8 size)
Tactical Speed: 3500
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6 (-8 size +4 autopilot)
Hardness: 30
Hit Dice: 22d20 (440 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 426.5 ft
Weight: 1200 tons
Targeting System Bonus: +3
Crew: 16
Passenger Capacity: 5
Cargo Capacity: 50 tons
Grapple Modifier: +16
Base PDC: 53
Restriction: Mil +3

Attack:
Or Multi-Shot CHE missile launchers -5 ranged, 6d12. ball, 19-20;
Or Torpedo -5 ranged, 2d100, fire, 20 x3.

Attack of Opportunity:
Point defense system -5 ranged (2d12x10 ballistic)

Standard PL(5-6) Design Spec: +2 initiative
Engines: fusion torch drive, thrusters
Armour: vanadium
Defense Systems: autopilot, radiation shielding, point defense system
Sensors: Class III, targeting system
Communications: Radio & Laser transceivers
Weapons: 4 Multi-shot CHE missile, 6 torpedoes
Grappling Systems: None
Notes:

Torpedo Mk1
The first series of torpedoes were large, slow, took a long time to acquire a target lock, but had decent armour penetration and high damage. These torpedoes took between 5 and 10 seconds to lock on target, and once launched, weren't very quick, allowing anti-missile systems a chance to destroy them, or for enemy fighters to intercept and destroy them. This required the launching ship to fire the torpedoes at point blank range, putting the ship in range of many ship anti-fighter weapons.

Torpedo Mk1 (PL6)
Damage: 2d100
Critical: 20 x3
Damage Type: fire
Range Increment: -
Rate of Fire: 2 rounds
Minimum Ship Size: Gargantuan
Purchase DC: 41 for 4 torpedoes.
Restriction: Mil (+4)
Note: Point defense systems gain a +20% chance to hit torpedo. Requires two rounds to fire, one round to aim, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 20) to remain steady, making an attack roll in the first round. The next round the pilot makes another attack roll with a +2 bonus to confirm target lock to launch the torpedo. If the first attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again with another full round aiming then firing on the second around.
Enemy fighters can attack launched torpedoes, Def 11, 20 HP, hardness 10.

Multi-Shot CHE Launchers
These are CHE launchers that can fire up to 10 missiles at once. If fired at a single target, treated as a fire-linked and battery of 4 missiles, dealing 12d12 ballistic damage, +3 to attack roll. Or can target up to 10 individual targets using a single attack roll at -5 for all targets. If less than 10 targets are selected, one additional missile will strike a random target already targeted by a missile. Carries enough missiles to fire 10 times before requiring reloading.
Drake carries 1 additional reload, but takes 1d4x2 rounds to reload.

Drake-Class Escort Refit
A refitted version of the Drake-Class escort exists, which has slightly improved armour, allowing it to take a little more punishment, but the significant change is the addition of two mobile suit catapults mounted on the engine outriggers, with external mountings for up to four mobile suits. Unfortunately this means the pilot must sit in their mobile suit the entire time it is carried or do a space walk to their mech. The catapults and mobile suit racks can be modified to carry a single fighter for each catapult.
Make the following changes to a Drake-Class to make it a Refit:
Add 2d20 die (+40 hit points);
Add 2 mobile suit catapults;
Add 4 mobile suit external racks;
Add 1 additional reload for the Multi-Shot CHE Launchers;
Reduce cargo capacity to 25 tons.

Mobile Suit Catapult
This device is a magnetic launcher used to launch a mobile suit from the ship carrying it. If mobile suits are ready, it can launch a mobile suit each round. Those on the Drake can launch one mobile suit, but takes an additional round to load the next one into the catapult, meaning it can launch 2 mechs the first round (one from each launcher), then two rounds later can launch the other two. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems.

External Mobile Suit Rack
These racks are basically clamps with some power connectors and connectors for life support that hold a mech, up to 70 feet tall, to the outside of a ship, usually with a mechanism to move it a short distance to an external mobile suit catapult.
 

kronos182

Adventurer
GAT-X103 Buster Gundam
One of five mobile suits developed as part of the Earth Alliance's G Project in the Cosmic Era timeline, built as an artillery mobile suit, using the basic frame of the X102 Duel Gundam. The Buster is armed with a gun launcher, a powerful projectile launcher based on railgun technology; a heavy beam rifle and two missile launchers, as well as the head mounted vulcan guns for close in defense. Both the gun launcher and beam rifle are energy intensive weapons and thus have their own power sub-generators so as to not drain the suit's power reserves, allowing more power to be directed to the Phase Shift armour. The Buster lacks beam sabers, making it the weakest in close quarters combat. The sensors of the Buster are enhanced to allow it to accurately at great distances, and also well armoured. An interesting feature of the weapons of the Buster can combined in two different combinations to create two different powerful weapons, the anti-armour shotgun and hyper impulse long-range sniper rifle.

GAT-X103 Buster Gundam
Size: Gargantuan Deep Space (57 Ft, 61.8 ft with antenna on head) (-4)
Bonus Hit Points: 500
Superstructure: Vanadium
Hardness: 20, 100 vs physical attacks w/ps armour active
Armour: Resilium
Bonus to Defense: +6
Armour Penalty: -5
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 50 ft, 2500 ft space
Purchase DC: 54

Slots
Helmet Oracle Targeting System (+3)
Helmet Enigma Sensor Suite
Visor Class IV Sensors
Cranium Vulcan Weapon
Back & Torso Improved Deep Space Thrusters
Left Arm Phase Shift Armour
Left Hand (1) Heavy Beam Rifle
Right Arm Phase Shift Armour
Right Hand (1) Gun Launcher
Shoulders M-87 Talon Missile (2)
Shoulder Weapon Rack
Torso Phase Shift Armour
Torso Cockpit
Belt Gun Launcher Ammo
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, Reduce effects of concealment by two grades.
Weapons: Vulcan Weapon -1 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or
Heavy Beam Rifle -1 ranged, 14d10, energy, 20x4, 150 ft, single, 10 internal, handheld, or
Gun Launcher -1 attack, d, ballistic, 20x2, 200 ft, single, 15 rds, or
M-87 Talon Missile Launcher -1 ranged 15d6, ballistic/fire, 20x2, -, 12 missiles,
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Limited Power
The GAT-X103 runs off high capacity batteries, making its operation time somewhat limited. The mech has enough power to operate for 10 hours.

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 torso
Activation: Move equivalent
Range Increment: Self
Target: You
Duration: -
Saving Throw: None
Purchase DC: 15 + one-quarter the mech's base purchase DC
Restriction: 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.

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

Heavy 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 14d10 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. The Heavy Beam rifle can only fire once every round. This weapon has a built in generator, allowing it to recharge its energy store, taking 5 rounds to recharge one shot. This weapon can combine with the Gun Launcher
Equipment Slots: 2, hand or arm, shoulder.
Activation: Attack
Range Increment: 150 ft, 3000 ft space
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 47
Restriction: Mil (+4)
Note:

Gun Launcher
The Gun Launcher is a projectile launcher based on railgun technology, allowing the weapon to fire great distances. The gun launcher typically fires a solid slug, however it can fire specialized munitions such as armour-piercing and high explosive. The gun launcher can fire a projectile up to 15 range increments. If used within 1 range increment, the gun launcher is -4 to attack, and range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. Any target struck within the first range increment suffers 20d8 points of damage, 19-20x4 critical, and ignores 50 points of damage reduction. Beyond the first range increment, 14d8 damage, 19-20x4 critical, ignoring 30 points of damage. If the damage is more than enough to deplete the target's current hit points, the round will continue for a distance striking any target on the other side up to a distance equal to half the distance from the firer and the first target struck, but damage is reduced by 2 die. The gun launcher can only fire once every round. A built in sub-generator provides more than enough power for the electromagnetic launch system.
The base system holds 15 rounds, each slot dedicated to ammunition holds 30 rounds. Armour piercing rounds deal 2 less die, but ignore 5 points of Defense from equipment and ignore an additional +10 hardness. High explosive rounds deal +3 die of damage, but ignore only half hardness/DR of solid slugs, dealing fire damage, crit x3. This weapon can be combined with the Heavy Beam Rifle.
Equipment Slots: 2, hand or arm, shoulder.
Activation: Attack
Range Increment: 200 ft, 4000 ft space
Target: Single target within 3000 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 47
Restriction: Mil (+4)
Note:

M-87 Talon Missile Launcher
The Buster carries two M-87 Talon Missile launchers, however each carries 6 missiles instead of the standard 4.

Weapon Rack
This is a rack that helps hold the Gun launcher and heavy beam rifle when not in use.

Anti-Armour Shotgun
When the Heavy Beam Rifle and Gun Launcher are combined, with the Gun Launcher on the front, it forms a very power shell-firing anti-armour shotgun. It fires a single stream containing multiple shells that later splits apart, resulting in a scatter shot that damages a wide area. Deals 20d8 to all within a 300 ft long, 600 foot wide (in atmosphere, x10 in space) area, ignoring 30 points of DR/hardness, Reflex save DC 18 for half damage. Requires the Gun Launcher to have 5 rounds (which are used) and the Heavy Beam Rifle to have at least 2 rounds (which 2 are used per firing). Takes a move equivalent action to combine the two weapons, which can only be done once per round.

Hyper Impulse Long-Range Sniper Rifle
When the Heavy Beam Rifle and Gun Launcher combine, with the Heavy Beam Rifle in the front, it forms a long range energy sniper rifle with incredible power but with slower firing rate. Deals 25d20 energy damage, 19-20x4, range increment of 200 ft or 4000 ft in space, up to 20 range increments, ignoring 50 points of hardness/DR. Range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. If the damage is more than enough to deplete the target's current hit points, the blast will continue for a distance striking any target on the other side up to a distance equal to half the distance from the firer and the first target struck, but damage is reduced by 4 die.
Uses five shots from the Heavy Beam Rifle, and can only fire once every other round, the generator from the gun launcher provides the extra power. Takes a move equivalent action to combine or break apart the weapons, which can only be done once per round. Once separated, the gun launcher is unable to fire until the next round as the generator builds power again.
 

Lord Zack

Explorer
Well if someone on Coreline wanted to improve Phase Shift Armor, the best way to do that is to improve the power source. Though I think Phase Shift Armor is extremely powerful even with the optional rule. With a nuclear power source not only can you use Phase Shift Armor longer, but depending on the amount of power available the armor becomes more effective. There is some suggestion that Phase Shift Armor provides limited protection from energy attacks, its just that most energy attacks are too powerful to be blocked. The GENESIS superweapon has a ton of power available so its actually able to protect against the main guns of a warship. There should probably be rules for upgrading the power source. I also think that Phase Shift Armor should probably count as the armor material for mechs that use it as well.

There is one more weapon that was designed for the Duel Gundam- the 350mm "Gáe Bulg" Rail bazooka. However this weapon was stolen and there seems to be no evidence that it was ever re-manufactured for other units in the original Cosmic Era, until Librarian Works developed the Bazooka Striker for the Regen Duel Gundam. On Coreline though, who knows? ZAFT also created an Atmospheric Equipment for the Duel and Underwater Equipment for the Buster as well as Atmospheric Equipment for the Buster and Atmospheric Equipment for the Aegis, though these only appeared in the Mobile Suit Gundam SEED Re manga. I just now wondered how ZAFT might upgrade the Strike if they had captured it as well...
 

kronos182

Adventurer
Well if someone on Coreline wanted to improve Phase Shift Armor, the best way to do that is to improve the power source. Though I think Phase Shift Armor is extremely powerful even with the optional rule. With a nuclear power source not only can you use Phase Shift Armor longer, but depending on the amount of power available the armor becomes more effective. There is some suggestion that Phase Shift Armor provides limited protection from energy attacks, its just that most energy attacks are too powerful to be blocked. The GENESIS superweapon has a ton of power available so its actually able to protect against the main guns of a warship. There should probably be rules for upgrading the power source. I also think that Phase Shift Armor should probably count as the armor material for mechs that use it as well.

There is one more weapon that was designed for the Duel Gundam- the 350mm "Gáe Bulg" Rail bazooka. However this weapon was stolen and there seems to be no evidence that it was ever re-manufactured for other units in the original Cosmic Era, until Librarian Works developed the Bazooka Striker for the Regen Duel Gundam. On Coreline though, who knows? ZAFT also created an Atmospheric Equipment for the Duel and Underwater Equipment for the Buster as well as Atmospheric Equipment for the Buster and Atmospheric Equipment for the Aegis, though these only appeared in the Mobile Suit Gundam SEED Re manga. I just now wondered how ZAFT might upgrade the Strike if they had captured it as well...

I did mention in the Duel Gundam description info that the Cluless Virus still limits Cosmic Era tech, which I would rule as the Phase Armour, as if we give something like the Duel a Z-Point energy source, it could run the Phase Armour all the time, or with the later versions that are variable energy/protection level, to become virtually immune to almost all damage. This would be serious munchkin effect.. GM discretion if one is equipped with such a power source that the Phase Armour could only have access to such power for limited amount of time (for game balance purposes), but story wise can go longer.
 

Lord Zack

Explorer
Well, Phase Shift Armor is still weak to energy weapons and being virtually immune to conventional weapons is fairly common in Gundam-types, after all. Mass-production units are not equipped with Phase Shift Armor due to the expense. If you did try to put Phase Shift Armor on say, a Zaku, it would be able to use it virtually indefinitely, but it would probably be less effective than on the G Project Gundams. To be as effective as the Freedom Gundam and Justice Gundam, you'd need something like the reactor of the ZZ Gundam or the Victory 2 Gundam, since they have similar output to the Fission Generators in the former, though they use Minovsky-type Fusion Generators.
 
Last edited:

kronos182

Adventurer
For those who have interactions with the Galactic Empire, or any of its spin-off organizations and encounter TIE Fighters...


Imperial TIE Pilot

Imperial TIE Pilots are the Empire's soldiers in the skies, piloting TIE fighters in vast numbers to overwhelm their enemies. Made up of the best from the Imperial academies, surviving the grueling physical psychological conditioning to achieve their ranks, as those that don't pass go on to become combat gunners, crewmen and other personnel. Due to their training, pilots are well versed in flying in large groups, working together and resisting the stress and fears of combat and to be incredibly loyal to the Empire and the Emperor. Those pilots that survive more than 10 combat missions were considered elite pilots, and exceptional pilots would be promoted to other TIE series such as the TIE Interceptors or other advanced models for the even more exceptional pilots.
TIE pilots are equipped with a black jumpsuit with pockets and zip-front, a reinforced helmet reminiscent of stormtrooper design, chest armour featuring emergency atmospheric unit control box attached to two flexible gas transfer tubes plugged into the helmet. On the belts to the right of the buckle was a comlink/transponder in a shockproof case, a pistol holster on the hip, and wore positive-gravity pressure boots. Elite pilots typically have red or yellow stripes going down the middle and sides of the helmets. The helmets and suit also featured ship-linked communications systems on the side of the helmets. The back plate of the armour contained a built in oxygen supply.


TIE Pilot (Ordinary Fast 1/Dedicated 1)
Type: Human
Size: Medium
CR: 1
Hit Points: hp (1d8+ plus 1d6+)
Mas: 13
Init: +2
Speed: 30 ft (30 ft)
Defense: 19 (Class +4, +2 Dex, +3 equipment armour)
BAB/Grp: +0
FS/Reach: 5 ft/ 5 ft
Attacks: +1 melee unarmed strike (1d3 nonlethal), +2 ranged blaster pistol (3d8, 20x2, fire, 40 ft, 50 box)
Special Attacks: Co-Ordinate Attack
Special Qualities: Co-Ordinate Defense, Formation Flying
Allegiances: Galactic Empire
Saves: Fort +2, Reflex +4, Will +2
Reputation: +1
Abilities: Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Occupation: Military (Knowledge Tactics, Pilot)
Skills: Balance +3, Computer Use +2, Drive +3, Knowledge Tactics +3, Jump +2, Listen +3, Hide +4, Move Silently +4, Pilot +7, Profession (Soldier) +2, Read/write Common, Search +2, Spot +3, Survival +2, Tumble +3
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Starship Operation (Ultralight), Starship Gunnery
Talents:
Possessions: TIE Pilot Armour, Blaster Pistol, 3 power packs, comlink (military radio),
Action Points:

Combat
TIE Pilots are trained in basic combat tactics for when they are caught outside their fighters, but they shine when in their craft. Trained to work in groups making their attacks even more effective.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the TIE Pilot is part of a wing made up of other TIE Pilots, each TIE pilot successfully using the Aid Other action to increase the wing commander's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the pilots training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is TIE pilot training help to co-ordinate their attacks, but also for their defense. Instead of the normal +1 cover bonus to the wing commander's Defense, adds the normal +1 plus an additional +1 per 2 wingman in the wing.

Formation Flying
Due to their extensive training in flying in groups and co-ordinating their movements, allowing them to move in large groups. TIE pilots can create a wing of up to 8 TIE fighters of the same type. However for each craft above the standard four increases any Pilot checks DC's for maneuvers by +1.

TIE Pilot Armour (PL 6-7)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus:
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 7 lbs
Purchase DC: 17
Restriction: Mil (+3)
Notes: +2 Fort saves vs cold or hot environments, +4 Fort save vs air toxins/poisons, 6 hour air supply and allow wearer to survive in vacuum for 6 hours, military radio. Belt contains pockets for holding 2 clips of ammunition, and holster for a single pistol.
 

kronos182

Adventurer
A Clone Sergeant to lead Clone Troopers..

Clone Sergeant -Phase 1
The Clone Sergeantis a low level Clone trooper leader, usually in charge of squads or fire teams(5 or 11 other clones), or as second in command of a squad or platoons underlieutenants and captains. Many are equipped with heavier weapons, such as the Z-6Rotary Blaster, providing heavy fire power and suppression fire. These clonesare selected during early training and given increased training for leadershiproles.

Basic Clone Sergeant(Ordinary Strong 3)
Type: Clone,Human
Size: Medium
CR: 2
Hit Points: 24 hp (3d8+6)
Mas: 15
Init: +2
Speed: 25 ft (30 ft)
Defense: 20 (Class +2, +2 Dex, +8 equipment armour)
BAB/Grp: +3/+5
FS/Reach: 5 ft/ 5 ft
Attacks: +5 ranged Z-6 Rotary Blaster (4d10, 20x2, fire, 75 ft, A, 200 box), or+5 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Clone Traits
Allegiances: Kamino, programmed allegiance
Saves: Fort +4, Reflex +3, Will +0
Reputation: +1
Abilities: Str 14, Dex 14, Con 15, Int 10, Wis 9, Cha 9

Occupation: Military(Knowledge Tactics, Demolitions)
Skills: Balance +3, Climb +4, Demolitions +2, Hide +3, Jump +3, KnowledgeTactics +3, Listen +0, Move Silently +3, Repair +2, Search +1, Spot +0

Feats: SimpleWeapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency,Heavy Armour Proficiency, Advanced Firearms Proficiency, Heavy WeaponsProficiency, Dodge
Talents:
Possessions: Z-6 Rotary Blaster, Phase 1 Clone Armour, survival kit, 4 powerpacks, 4 grenades (type varies by mission type)
Action Points:

PDC: 31 for batch of6 Clone Sergeants.

Concentrated Fire -The Clone Sergeant is trained to be able to concentrate the fire of theirweapons, giving them the ability to use the Burst Feat even though they don'tmeet the requirements but only with Clone weapons (DC15, DC17, Z-6 RotaryBlaster.

Concentrated Attack- For every 2 clone troopers (including other sergeants, lieutenants, captainsor other types of clone troopers) within 30 feet of the clone sergeant thatsuccessfully hits the clone sergeant's target in the same round before the clonesergeant's turn grants the clone sergeant +1 critical chance on his next attackthat round.
 

kronos182

Adventurer
Since I mentioned the 31st with Major America a little while back.. here's the 31st info.. members to follow later.. and some basic SHIELD agents as well.

The 31st

Thanks to theCluless virus, many fictional groups were brought to life on Earth, withmultiple copies of many characters. With so many heroes, multiple groups of theAvengers and similar comic book hero groups exist, both as they were in thecomics/movies, or were created by different members. The 31st are a group madeup of several members from the Earth 12131 (based on the game Marvel AvengersAlliance) fictional universe.

AGENDA: Detect, Intercept andExterminate/Arrest evil militant groups such as A.I.M., Hydra, etc.
STRUCTURE: Squad sized core team plus up to adozen field support crew, crew of mini-helicarrier 31.
SYMBOL: A stylized Earth with 31st in redacross it.
MOST COMMON ALLEGIANCES: 31st, Avengers, U.S.Military/Government, Good.
REQUISITION LIMIT: Generally 30 (Military), butcan manufacture small number of higher equipment by team members or requisitionsome special equipment from U.S. Military and SHIELD when on specialassignments.

Overview
The31st is an Avenger style group of superheroes originally made up of membersfrom characters of the game Marvel Avengers Assemble, Earth 12131. Over time,members have left, retired, died and new members have joined. The 31st is anindependent group, but they are closely tied to the U.S. Military, coordinating their missions with threats the military can't, or shouldn'thandle, such as super powered individuals, groups or other threats fromFictions. They specialize in fighting groups such as A.I.M., Hydra, R.A.I.D.and other common comic book villain groups, mostly from Marvel universe, butthey regularly also engage super villain teams independently or as assigned bymilitary officials.

The current team is made up of Stevie Rogers aka MajorAmerica, Earth 12131 alternate of Captain America and leader; KatelynBishop aka Long Shot, Earth 12131 alternate of Kate Bishop, team sniper;Shocker, an Earth 12131 alternate of Shocker; Bishop Zhan ex Starfleet Engineerand team mechanic and equipment inventor; Remy "Gambit LeBeau, Earth 12131alternate of Remy LeBeau that functions as the group's stealth expert; Tim"Bones" Jonson, Ex-Dominion Marine, acts as team's heavy weaponsexpert; Drua Haus, male Zabrak medic and bio-weapon expert; Frank Black, uses amodified G.I. Ant-Man suit that lacks the ability to communicate with insects,but yses Pym Particles for size alteration; Himthell, an Asgardian female.

Structure
The31st are set up in a combination of the Avengers and an actual military squad,with Major America the leader and Bones the second in command. The US militaryhas assigned an Air Force Major to oversee the operations of the MiniHelicarrier, along with other military personnel including a commando fire teamand a squad of Navy Seals to act as both ship board security and backup on theground.

Baseof Operations
The31st were given the Mini-Helicarrier 31 which is staffed by US militarypersonnel with a few SHIELD specialists and an advisor for when the 31st needto work outside of the United States jurisdiction. The Mini-Helicarrier 31 hasmany of the functions of a full sized helicarrier, except only smaller or feweras it only measures 164 feet long, but features medical facilities, small butsophisticated labs and manufacturing capabilities for repair parts or gear forthe 31st members, barracks and stores for the 50 person crew to operate for 6months before requiring any restocking.

Resources
The 31st have allthe resources onboard the Mini-Helicarrier 31 plus access to virtually anythingin the U.S. Military arsenal, and upon special request can access equipmentfrom SHIELD with a PDC up to 35.
 

Remove ads

Top