CORELINE (D20 Modern/D20 BESM Setting).

Well there are actually bolt-weapons sized for normal men to use, like the bolt pistols used by commissars. These have the same stats as any other bolt weapon of that type, at least in the wargame.

Yes, I know. In general, the weapons are the same, but since the handles are altered, and a normal human is weaker, the front heavy bolt pistols do cause problems with aim, hence why I suggest a penalty to aiming, because those .75 cal rounds are not light, plus the bulk of the weapon. Long distance aiming is going to suffer.
Plus Commissars use them up close, especially to execute deserters.
 

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I am currently in the process of planning a Coreline campaign. It will begin during the 23 hours in the city of Syracuse, NY (because I am familiar with that city). I am leaning towards running it as a play-by-post on the Coreline forums I set up (mostly to hopefully draw more attention to them). However most PbP games I have played in have not been all that successful. Another alternative is roll20.net, which I have used with more success.
 


Not quite. There are tutorials on the site that will tell you more.

I find it funny that Coreline sort of predicted the plot line of Halo 5, with the Pan-African Nation. Not quite the same thing, but similar enough that the parallels are quite striking.
 



Mark II Reactor Drone

The Mk2 Reactor drone is a heavily-shielded utility droid designed to perform menial labour duties and provide power. The 6.4 foot tall droid has a tubular design, a tracked uni-pod for locomotion, with tool, diagnostic and manipulator pods mounted around the tube body. Two manipulators are contained within a pod to keep them safe when not in use. The interior is taken up mostly by a fusion reactor that powers the droid and can provide power for up to two pieces of heavy equipment or weapons, five standard outlets and five light power links, for light tools or recharging power packs. The fusion generator will keep the droid and devices running for 5 years before requiring refueling and major repairs/replacement of systems.
The droid can not speak, except for beeps, chirps and similar noises, using a comlink, display which can be hidden behind a panel, or complink. The tread uni-pod and heavy armour made these droids slow and cumbersome, with many being left in a central location within repair shops or similar areas so they do not have to be moved often.

Mark 2 Power Droid (PL6)
CR: 1/4
Size: Med
Hit Points: 15 (1d10+10)
Init: +0
Speed: 20 ft
Defense: 18 (+8 armour)
Hardness:
BAB/Grp: +0
Attack: +2 melee pincer 1d3
FS/Reach: 5 ft
Special Attacks:
Special Qualities: Power Generator, Heavy Shielding
Saves: Fort + 0, Reflex + 0, Will +0
Abilities: Str 15, Dex 8, Con , Int 10, Wis 10, Cha 1
Skills: Computer Use +2, Repair +4
Feats:

Frame: Armature
Locomotion: Treads
Manipulators: Pincer (2)
Armour: Duralloy
Superstructure:
Sensors: Class III
Skill Software: Repair +4 chip, Computer Use +4 chip
Feat Software:
Accessories: Complink, Fusion Engine, power links, tool mount x2, mechanical toolkit, electrical toolkit, retractable arms with pinchers.
PDC: 21

Power Generator
The droid is a walking power generator, proving power as a small scale fusion reaction, able to power up to two pieces of heavy equipment at once, with hook ups for five other devices such as light to medium weapons, standard power tools, and five light power outlets for smaller hand tools or devices, including power pack rechargers.

Heavy Shielding
The Mark 2 has heavy radiation shielding and armour to protect both the power reactor contained within its frame, and those around it from any possible radiation from a possible leak before safety systems take over. This renders the droid immune to radiation damage, except for any heat damage caused by radiation based weapons, but even that is halved, and immune to EMP based weaponry or attacks.

Complink
A complink allows the robot to link directly with a computer system, such as those on a starship or building, allowing the robot to directly access systems, diagnostics and conduct electronic repairs. Depending on the size of the system the robot is connected to, can shut power off to various devices or areas, override control, and implant viruses or remove them. Reduces time required for the robot to perform any actions with the computer system by half.

*The tread uni-pod is of poor design and had a habit of malfunctioning. For every 50 ft travelled on any terrain that is not smooth, there is a 25% chance the track malfunctions and requires repairs (Repair check DC 15 and 5 minutes of work). If the droid is damaged in combat, there is a 25% chance that any strike disables the tread uni-pod requiring repairs, even if the damage was not to the system itself.

R1_negtd.jpg (image from starwars.wikia.com)
R1-Series Astromech Droid

The R1-Series was created by Industrial Automation, the creators of the Mark 2 Power droid, as their first commercially available droid. To save time on development, they used the same frame as the Mark 2 Power droid. The R1, although looking crude and simple, was actually packed with powerful systems including the first computer brain fitted in a 'roughly' man sized droid that could calculate the complex navigational coordinates necessary for a single hyperspace jump. The space used in the Mark 2 is dedicated to the navigational computer system, small internal cargo space, and added tool arm.
While too big to fit on most starfighters, except large ones, these droids are popular on freighters and shuttles as a back-up navigational computer and in-flight mechanic, or co-pilot, although their skills at piloting are not great, but useful for when the pilot needs to focus, such as in combat situations.

R1-Series Astromech Droid (PL6)
CR: 1/4
Size: Med
Hit Points: 15 (1d10+10)
Init: +0
Speed: 20 ft
Defense: 18 (+8 armour)
Hardness:
BAB/Grp: +0
Attack: +2 melee pincer 1d3, +2 melee fusion torch 1d10 fire, +2 melee circular saw 1d6 slashing
FS/Reach: 5 ft
Special Attacks:
Special Qualities: Heavy Shielding, Navigational Calculations
Saves: Fort + 0, Reflex + 0, Will +0
Abilities: Str 15, Dex 8, Con , Int 10, Wis 10, Cha 1
Skills: Computer Use +2, Repair +4, Knowledge: Tecknology +4, Navigate +4, Pilot +2
Feats: Starship Operations (usually ultralight, but owner's choice)

Frame: Armature
Locomotion: Treads
Manipulators: Pincer (2)
Armour: Duralloy
Superstructure:
Sensors: Class III
Skill Software: Repair +4 chip, Computer Use +4 chip, Knowledge: Tecknology +4 chip, Navigate +4 chip, Pilot +2 chip
Feat Software:
Accessories: Complink, Fusion Engine, power links, tool mount x2, mechanical toolkit, electrical toolkit, retractable arms with pinchers, fusion torch, circular saw, fire extinguisher, internal storage compartment x2 (20 lbs ea)
PDC: 22

Heavy Shielding
The R1 has heavy radiation shielding and armour as it has the same frame as the Mark 2 Power droid. This renders the droid immune to radiation damage, except for any heat damage caused by radiation based weapons, but even that is halved, and immune to EMP based weaponry or attacks.

Navigational Calculations
The R1 is capable of calculating coordinate and flight path in hyperspace and upload it to a hyperdrive equipped starship. Takes a full round action to calculate a route to well charted systems. Calculating a route along an established hyperspace lane (such as the Corellian Run) takes a standard action. Known but not well charted areas adds 1d4 rounds to the calculations, while charting a route to a system that the coordinates are known but no known hyperspace route takes 3+1d4 rounds. The R1 can store 3 sets of hyperspace coordinate, changing a set of coordinates takes as long as it takes the R1 to calculate, or 2 rounds for someone to upload a new set.

Complink
A complink allows the robot to link directly with a computer system, such as those on a starship or building, allowing the robot to directly access systems, diagnostics and conduct electronic repairs. Depending on the size of the system the robot is connected to, can shut power off to various devices or areas, override control, and implant viruses or remove them. Reduces time required for the robot to perform any actions with the computer system by half.

*The tread uni-pod is of poor design and had a habit of malfunctioning. For every 50 ft travelled on any terrain that is not smooth, there is a 25% chance the track malfunctions and requires repairs (Repair check DC 15 and 5 minutes of work). If the droid is damaged in combat, there is a 25% chance that any strike disables the tread uni-pod requiring repairs, even if the damage was not to the system itself.
 

Space Marine Armour

Protecting the Space Marines of the Imperium of Man are suits of power armour, heavily armoured, enhancing strength and fully sealed from the outside environment to protect against gas weapons and harsh atmospheres. Several versions of armour have been developed over the years, with some older versions still in use, but most using the latest version of the mk7. Most suits have several systems and equipment as standard, although some specific versions might be lacking some systems as noted, but usually include a backpack unit that contains the power plant, environmental systems, additional stabilizers and nutrient reservoir. Other standard features include electro-motivated fibre bundles that mimic and augment the muscular strength of the wearer, cybernetic connections, through the Black Carapace implant, that allows for thought activated communications, targeting systems, range finders and tactical displays and sensors that include night vision, motion sensors and thermal optics. The lenses are capable of auto tinting against bright light such as flash-bangs, built in air filters and exterior speaks in the grill in front of the nose and mouth. Part of the life support system includes a life signs monitor that monitors the Space Marine and can deliver several drugs and stimulants as needed to fight toxins, poisons and treat wounds. Some versions also include gyroscopic stabilizers and magnetic soles in the boots to allow the marine to walk on metal surfaces, such as ship hulls in zero gravity environments. Most of the suits are designed to carry their own weight and with the cybernetic link become one with the marine like an extension of their own body.

Mk 1 Thunder Armour

The mk 1 'Thunder Armour' was produced before the formation of the Space Marine legions. This armour is not environmentally sealed and lacks life support systems, having only basic air filters and lacks many of the sophisticated sensors. The armour also only enhances the users upper body strength and arms as it was used mostly in melee combat. The power plant was also noticeably loud.
The mk 1 lacks the systems to connect with a Space Marine's Black Carapace, and doesn't gain any benefits from it.

Mk 1 Thunder Armour (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +4
Nonprof Str Bonus: +2
Max Dex: +0
Armour Penalty: -4
Speed (30 ft): 20
Weight: 65 lbs
Purchase DC: 20
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters (+4 vs airborne toxins).
Notes: Strength bonus only applies to melee damage, not carrying capacity. On a critical hit 10% chance of power source being damaged and shuts down for 1d6 rounds, removing bonus to strength, radio, night vision goggles. +4 Fort vs airborne toxins, darkvision 90 ft (-4 Spot and Search while in use).


Mk2 crusader
First of full environmental armour designed for the Space Marine legions. It features 10 hours of oxygen, filters, various sensors to enhance the marine's senses, and the legs are powered so the armour carries its own weight, although the at the expense of the strength of the arms is decreased. This armour is the first to also include the cybernetic connection through the black carapace. The helmet is fixed forward, but the wearer can move their head inside the helmet. This doesn't hamper the marine's vision as the sensors connected to the marine via neural link allows the marine to see and hear as if they were not wearing the helmet.

Mk2 Crusader
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 70 lbs
Purchase DC: 25
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 20 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system.
Notes: +4 Fort vs airborne toxins, darkvision 90 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 5 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, -1 to Spot checks due to helmet design.

Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.

Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +4, and 10 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.

Mk3 Iron
The Mk 3 armour is a variant of the Mk 2 designed for heavy assaults, boarding actions and combat where there isn't much cover. The armour is heavier and designed to deflect projectiles. In other ways the Mk 3 is identical to the Mk 2, although produced in smaller numbers.

Mk3 Iron
Type: Heavy
Equipment Bonus: +8
Nonprof. Bonus: +4
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -4
Speed (30 ft): 20
Weight: 80 lbs
Purchase DC: 26
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 20 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, deflective design.
Notes: +4 Fort vs airborne toxins, darkvision 90 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 5 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, -1 to Spot checks due to helmet design.

Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.

Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +4, and 10 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.

Deflective Design
The design of the armour, plus heavy plating, can deflect projectile weapons. The wearer gains a +2 Deflection bonus against projectile/ballistic weapons, and ballistic damage is reduced by half.


Mk4 Imperial Maximus

The Mk 4 was thought to be the ultimate version of armour for the Space Marines, sporting multiple improvements. Although the armour was designed with larger inflexible armour casings incorporating flexible joints reduced mobility a little, it did reduce maintenance and made repairs easier. The armour also used lighter but tougher materials to reduce weight but maintain the same protection values. The power pack is smaller and more efficient, allowing larger life support and nutrient storage. The armour also includes gyro stabilizers, a minor thruster system that allows the wearer to function in low gravity environments as if it was normal gravity.
The Mk4 was also the first to incorporate a non-fixed helmet, allowing it to move with the head.

Mk4 Imperial Maximus (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -4
Speed (30 ft): 30
Weight: 60 lbs
Purchase DC: 26
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 30 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 8 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +2 Spot and Listen checks, ignore penalties for low gravity environments, +1 Balance checks, reduce damage from falls by 1d6 with successful Tumble check.

Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.

Medical System

The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.
 


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