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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
So while the boards were down, I've started work on some stuff.. Like I did the B2 Super Battle Droids (up on deviantart at the moment, will post here shortly..
I've got some A.I.M. stuff started, working on the Y-Wing, working on some Mega Man stuff..
I know I've got a long list of stuff to still work on, but anything specific you guys want to see in the next few days to week since I've got the next 3 days off (not counting today).
 

kronos182

Explorer
B2 Super Battle Droids
B2 super battle droids are advanced battle droids used by the Confederacy of Independent Systems during the Clone Wars. These droids were larger, stronger and better armed and armoured over the older B1s, and like the Gen2 versions of the B1s, they did not require a command system to control them, only to give them their initial orders, then their onboard processors would carry out the orders until finished, or if interrupted they could defend themselves until contact was re-established. Although the B2s had independent processors to allow them to function on their own, they were quite simple, not able to formulate complex strategies, relying on living commanders or tactical droids, otherwise they would use straight forward simple tactics of move shoot until target is destroyed and moving forward to next target, and can prioritize closest targets or those attacking them directly, or a person or object they are told to defend. They had a similar, although slightly larger head to the B1s, but it is almost buried in the 'neck' armour, with limited movement, thus the B2 has simple sensors to give it a larger field of vision. The best is barreled shaped with its armour, while the lower torso is slightly more angled for deflection and movement.
B2s have improved actuators for increased strength, with heavier armour and armed with a dual blaster on one wrist, making them dangerous in both melee and ranged combat.

While originally used by the Trade Federation and the Separatist Droid Army in large groups as these droids were best used enmass due to their limited intelligence, and quite outdated. In Coreline these droids make for decent security or combat units, especially if one has lots of credits to spend on replacements.

B2-Series Super Battle Droid (PL6)
CR: 3
Size: Med (7.1 ft)
Hit Points: 3d10+10; 35 hp
Init: -1 (-3 Gen 1 only)
Speed: 25 ft
Defense: 15 (+5 armour)
Hardness: 5
BAB/Grp: +2/+4
Attack: +1 ranged Dual Wrist Blaster 5d10, or +4 melee 1d4+2 lethal
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:
Saves: Fort + 0, Reflex +0 , Will -1
Abilities: Str 14, Dex 10, Con , Int 8, Wis 8, Cha 6
Skills: Listen +2, Spot +2, Search +1
Feats: Personal Firearms Proficiency

Frame: biomorph
Locomotion: legs (pair)
Manipulators: 2 hands
Armour: Alumisteel
Superstructure: Light Alumisteel
Sensors: Class I
Skill Software: Listen +2, Spot +2, Search +2
Feat Software: Personal Firearms Proficiency
Accessories: feat progit (personal firearms proficiency), AV transmitter, vocalizer, skill progit x3 (+2), dual wrist blaster, integrated alumisteel armour
PDC: 25

Combat
B2 Battle droids are used in large squads or to supplement B1 groups with heavier firepower, generally all blasting at once, or staggered, depending on if they can all see a target, with many attacking the same target. To simplify combat, treat groups of 5 as single targets, adding total HP together, attacks rolls as if a battery (total +4), damage as fire-linked (7d10), Defense treated as 16 (a little harder to hit as they are moving and spaced out). For every 55 points of damage to the group, reduce attack by 1, reduce damage for blaster and melee by 1 die after 70 points of damage. Larger groups can be created, combining groups of 5 counting as a single entity linking 5 groups together.

Dual Wrist Blaster
This built in weapon on the right hand of the droid is a cut down version of two E-5 used by the B1s, with a shorter barrel for reduced range, but fire-linked for greater damage. Tied to the droid's power systems for unlimited ammunition. Deals 5d10 fire damage, range increment 40 ft, S/A, -1 to attack rolls.

Commander Package
These droids are programmed to be leaders of a group of droids. Make the following changes, with skills replacing the original as below:
+1 to attack;
Skills: Listen +3, Search +3, Spot +2, Knowledge Tactics +2;
*Coordinate talent;
PDC +1.
*Coordinate Talent the B2 Command unit uses is slightly modified from the normal talent D20 Modern page 31. The B2 Command unit has an effective Cha of 10 (+0 to rolls) for purposes for rolls, DC 10 +1/25 droids to coordinate, with range of 100 ft, able to coordinate up to 100 droids of B1 or B2-Series, lasting for a total of 1d4+1 rounds.

Variant Models

B2-B Super Battle Droid
A minor upgrade to the B2 super battle droid that mounts two dual wrist blaster, able to fire both at the same target, or different ones, with an armour cover over the blasters to prevent them from getting damaged.
Make the following changes to the B2 to make a B2-B:
Increase Hit Points to 40;
Add second Dual Wrist Blaster (firing both at same target as a battery adds +1 to attack roll, or fire-linked to deal 8d10 damage);
Add special attack Mow Down;
Add special quality Relentless Barrage;
PDC: +1

Mow Down
As a full round action, the B2-B can fire both dual wrist blasters as it stretches its arms outward, making a full-automatic fire attack that covers a 5 foot deep, 50 foot wide area, Reflex save DC 15 for half damage.

Relentless Barrage
If an allied droid or ally within 30 feet of the B2-B is attacked and damaged by an enemy within 50 feet of the B2-B and it is aware of the attacker, the B2-B has a 25% chance to gain a free attack to attack that attacker with one of its dual wrist blasters at -4 to attack roll. The B2-B can only make 3 such free reaction attacks in a round.

B2-HA Series Super Battle Droid
The B2-HA are similar to the B2 except that the arm equipped with the dual blasters is replaced with either a laser cannon or a rocket launcher, and has heat dissipating vanes on its back, as well as an additional sensors and improved targeting systems.
Make the following changes to the B2 or B2-B to make a B2-HA Series:
Increase Int and Wis to 10;
Adjust Int & Wis based skills by +1;
Increase base attack bonus with ranged weapons by +1;
Add laser cannon OR rocket launcher;
PDC +2

Laser Cannon
The B2-HA can be fitted with a laser cannon on one arm, while slow to fire, it is a potent anti-armour weapon.
Damage: 6d8, ignores 5 points of hardness
Critical: X3
Damage Type: Fire
Range Increment: 70 ft.
Rate of Fire: Single
Magazine: 10 shots, regenerates 1 shot every 4 rounds.

Rocket Launcher
Alternatively the B2-HA can be armed with a rocket launcher, has limited ammunition capacity, but greater range and area effect. Several missiles are carried inside the arm and the droid's armoured body. An external magazine can be mounted on the droid's back with an additional 20 rockets, but slows the droid's movement by reducing speed by 5 feet to only 20 ft.
Damage: 5d6 10 foot radius, Reflex DC 15 for half
Critical: X2
Damage Type: Fire
Range Increment: 200 ft.
Rate of Fire: S
Magazine: 10 internal


B2 Grapple Droid
These droids were designed by the Separatists and overseen by General Grievous for the attack on Coruscant, optimized for hand-to-hand combat, boasting increased strength and each arm was fitted with heavy grapple claws that were electrified, similar to the electro-staffs, to make them resistant to light sabers, making these droids the primary anti-jedi units, although not many were produced. However due to the design of the grapple claws, these droids could not hold blasters, nor where they equipped with wrist blasters. These droids will use one claw defensively to deflect light sabers while the other claw is used to attack.
Make the following changes to the B2 or B2-B to make a B2 Grapple Droid:
Increase Str to 18;
Increase melee attack rolls to +7 (counting in new Str);
Increased Grapple bonus to +10 for one grapple claw, +14 if using both grapple claws;
Add 2 grapple claws (one each arm);
PDC: +2

Grapple Claws
These two prong pincer large claws are excellent for grabbing targets, and can be electrofied similar to electro-staffs, allowing them to resist light sabers. The claws can be used to impale, grab or cut a target, and can punch through armour.
Damage: 2d6+1d6, ignore 5 points of hardness/DR / 2d8+1d6
Critical: X2 /x3
Damage Type: Piercing + electricity / Slashing + electricity
Range Increment: Melee
Weight: 15 lbs added to droid.
Purchase DC: 23.
Restriction: Res (+2).
Grants +4 each claw to grapple checks, suffers -2 to all checks requiring manual dexterity or use of handheld weapons. While grappling and successfully maintains their grip, automatically deals slashing damage to the target. Can be used to protect against melee strikes such as a small shield, granting +4 to Defense against melee strikes, but can't be used to attack with in the same round. Lightsabers deal half damage while electrified, and can't ignore any damage reduction/hardness.


B2-RP Battle Droid
This modified B2-B droid is fitted with a jetpack, giving it flight capability in both atmosphere and space. They are used in boarding ships or stations, launched from a carrier ship and allowed to board the target, or used in areas with rough terrain where land mobility is difficult.
Make the following changes to B2-B to make a B2-RP:
Add jetpack with fuel for 4 hours of flight;
Atmospheric fly speed of 100 ft (personal scale) / 150 vehicle scale;
Space speed 1000 ft;
PDC: +1
 

Lord Zack

Explorer
The first place I suggest to go to get information on EVE Online is TV Tropes. That applies to pretty much anything though. There appear to be multiple wikis of varying qualities, I'm not sure which is best.
 
Idea for a Battle Droid variant: the "Sawyer" variant. It is recycled Battledroids that got the blasters replaced for chainsaws or blades and most of the programming is gone from degraded memories or reprogramming. They just go "attack, Attack, ATTACK!!!" even more than usual. Less armor but probably have it replaced with a special quality like "Slasher Droid" that adds to Intimidation rolls or something.

Named after the titular cannibal family of "The Texas Chainsaw Massacre". First appearance was among Nutjob (anti-Fiction militia) groups, hence why they are even more cobbled together that the average "Ugly".

B2 Super Battle Droids
B2 super battle droids are advanced battle droids used by the Confederacy of Independent Systems during the Clone Wars. These droids were larger, stronger and better armed and armoured over the older B1s, and like the Gen2 versions of the B1s, they did not require a command system to control them, only to give them their initial orders, then their onboard processors would carry out the orders until finished, or if interrupted they could defend themselves until contact was re-established. Although the B2s had independent processors to allow them to function on their own, they were quite simple, not able to formulate complex strategies, relying on living commanders or tactical droids, otherwise they would use straight forward simple tactics of move shoot until target is destroyed and moving forward to next target, and can prioritize closest targets or those attacking them directly, or a person or object they are told to defend. They had a similar, although slightly larger head to the B1s, but it is almost buried in the 'neck' armour, with limited movement, thus the B2 has simple sensors to give it a larger field of vision. The best is barreled shaped with its armour, while the lower torso is slightly more angled for deflection and movement.
B2s have improved actuators for increased strength, with heavier armour and armed with a dual blaster on one wrist, making them dangerous in both melee and ranged combat.

While originally used by the Trade Federation and the Separatist Droid Army in large groups as these droids were best used enmass due to their limited intelligence, and quite outdated. In Coreline these droids make for decent security or combat units, especially if one has lots of credits to spend on replacements.

B2-Series Super Battle Droid (PL6)
CR: 3
Size: Med (7.1 ft)
Hit Points: 3d10+10; 35 hp
Init: -1 (-3 Gen 1 only)
Speed: 25 ft
Defense: 15 (+5 armour)
Hardness: 5
BAB/Grp: +2/+4
Attack: +1 ranged Dual Wrist Blaster 5d10, or +4 melee 1d4+2 lethal
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:
Saves: Fort + 0, Reflex +0 , Will -1
Abilities: Str 14, Dex 10, Con , Int 8, Wis 8, Cha 6
Skills: Listen +2, Spot +2, Search +1
Feats: Personal Firearms Proficiency

Frame: biomorph
Locomotion: legs (pair)
Manipulators: 2 hands
Armour: Alumisteel
Superstructure: Light Alumisteel
Sensors: Class I
Skill Software: Listen +2, Spot +2, Search +2
Feat Software: Personal Firearms Proficiency
Accessories: feat progit (personal firearms proficiency), AV transmitter, vocalizer, skill progit x3 (+2), dual wrist blaster, integrated alumisteel armour
PDC: 25

Combat
B2 Battle droids are used in large squads or to supplement B1 groups with heavier firepower, generally all blasting at once, or staggered, depending on if they can all see a target, with many attacking the same target. To simplify combat, treat groups of 5 as single targets, adding total HP together, attacks rolls as if a battery (total +4), damage as fire-linked (7d10), Defense treated as 16 (a little harder to hit as they are moving and spaced out). For every 55 points of damage to the group, reduce attack by 1, reduce damage for blaster and melee by 1 die after 70 points of damage. Larger groups can be created, combining groups of 5 counting as a single entity linking 5 groups together.

Dual Wrist Blaster
This built in weapon on the right hand of the droid is a cut down version of two E-5 used by the B1s, with a shorter barrel for reduced range, but fire-linked for greater damage. Tied to the droid's power systems for unlimited ammunition. Deals 5d10 fire damage, range increment 40 ft, S/A, -1 to attack rolls.

Commander Package
These droids are programmed to be leaders of a group of droids. Make the following changes, with skills replacing the original as below:
+1 to attack;
Skills: Listen +3, Search +3, Spot +2, Knowledge Tactics +2;
*Coordinate talent;
PDC +1.
*Coordinate Talent the B2 Command unit uses is slightly modified from the normal talent D20 Modern page 31. The B2 Command unit has an effective Cha of 10 (+0 to rolls) for purposes for rolls, DC 10 +1/25 droids to coordinate, with range of 100 ft, able to coordinate up to 100 droids of B1 or B2-Series, lasting for a total of 1d4+1 rounds.

Variant Models

B2-B Super Battle Droid
A minor upgrade to the B2 super battle droid that mounts two dual wrist blaster, able to fire both at the same target, or different ones, with an armour cover over the blasters to prevent them from getting damaged.
Make the following changes to the B2 to make a B2-B:
Increase Hit Points to 40;
Add second Dual Wrist Blaster (firing both at same target as a battery adds +1 to attack roll, or fire-linked to deal 8d10 damage);
Add special attack Mow Down;
Add special quality Relentless Barrage;
PDC: +1

Mow Down
As a full round action, the B2-B can fire both dual wrist blasters as it stretches its arms outward, making a full-automatic fire attack that covers a 5 foot deep, 50 foot wide area, Reflex save DC 15 for half damage.

Relentless Barrage
If an allied droid or ally within 30 feet of the B2-B is attacked and damaged by an enemy within 50 feet of the B2-B and it is aware of the attacker, the B2-B has a 25% chance to gain a free attack to attack that attacker with one of its dual wrist blasters at -4 to attack roll. The B2-B can only make 3 such free reaction attacks in a round.

B2-HA Series Super Battle Droid
The B2-HA are similar to the B2 except that the arm equipped with the dual blasters is replaced with either a laser cannon or a rocket launcher, and has heat dissipating vanes on its back, as well as an additional sensors and improved targeting systems.
Make the following changes to the B2 or B2-B to make a B2-HA Series:
Increase Int and Wis to 10;
Adjust Int & Wis based skills by +1;
Increase base attack bonus with ranged weapons by +1;
Add laser cannon OR rocket launcher;
PDC +2

Laser Cannon
The B2-HA can be fitted with a laser cannon on one arm, while slow to fire, it is a potent anti-armour weapon.
Damage: 6d8, ignores 5 points of hardness
Critical: X3
Damage Type: Fire
Range Increment: 70 ft.
Rate of Fire: Single
Magazine: 10 shots, regenerates 1 shot every 4 rounds.

Rocket Launcher
Alternatively the B2-HA can be armed with a rocket launcher, has limited ammunition capacity, but greater range and area effect. Several missiles are carried inside the arm and the droid's armoured body. An external magazine can be mounted on the droid's back with an additional 20 rockets, but slows the droid's movement by reducing speed by 5 feet to only 20 ft.
Damage: 5d6 10 foot radius, Reflex DC 15 for half
Critical: X2
Damage Type: Fire
Range Increment: 200 ft.
Rate of Fire: S
Magazine: 10 internal


B2 Grapple Droid
These droids were designed by the Separatists and overseen by General Grievous for the attack on Coruscant, optimized for hand-to-hand combat, boasting increased strength and each arm was fitted with heavy grapple claws that were electrified, similar to the electro-staffs, to make them resistant to light sabers, making these droids the primary anti-jedi units, although not many were produced. However due to the design of the grapple claws, these droids could not hold blasters, nor where they equipped with wrist blasters. These droids will use one claw defensively to deflect light sabers while the other claw is used to attack.
Make the following changes to the B2 or B2-B to make a B2 Grapple Droid:
Increase Str to 18;
Increase melee attack rolls to +7 (counting in new Str);
Increased Grapple bonus to +10 for one grapple claw, +14 if using both grapple claws;
Add 2 grapple claws (one each arm);
PDC: +2

Grapple Claws
These two prong pincer large claws are excellent for grabbing targets, and can be electrofied similar to electro-staffs, allowing them to resist light sabers. The claws can be used to impale, grab or cut a target, and can punch through armour.
Damage: 2d6+1d6, ignore 5 points of hardness/DR / 2d8+1d6
Critical: X2 /x3
Damage Type: Piercing + electricity / Slashing + electricity
Range Increment: Melee
Weight: 15 lbs added to droid.
Purchase DC: 23.
Restriction: Res (+2).
Grants +4 each claw to grapple checks, suffers -2 to all checks requiring manual dexterity or use of handheld weapons. While grappling and successfully maintains their grip, automatically deals slashing damage to the target. Can be used to protect against melee strikes such as a small shield, granting +4 to Defense against melee strikes, but can't be used to attack with in the same round. Lightsabers deal half damage while electrified, and can't ignore any damage reduction/hardness.


B2-RP Battle Droid
This modified B2-B droid is fitted with a jetpack, giving it flight capability in both atmosphere and space. They are used in boarding ships or stations, launched from a carrier ship and allowed to board the target, or used in areas with rough terrain where land mobility is difficult.
Make the following changes to B2-B to make a B2-RP:
Add jetpack with fuel for 4 hours of flight;
Atmospheric fly speed of 100 ft (personal scale) / 150 vehicle scale;
Space speed 1000 ft;
PDC: +1
 

kronos182

Explorer
Idea for a Battle Droid variant: the "Sawyer" variant. It is recycled Battledroids that got the blasters replaced for chainsaws or blades and most of the programming is gone from degraded memories or reprogramming. They just go "attack, Attack, ATTACK!!!" even more than usual. Less armor but probably have it replaced with a special quality like "Slasher Droid" that adds to Intimidation rolls or something.

Named after the titular cannibal family of "The Texas Chainsaw Massacre". First appearance was among Nutjob (anti-Fiction militia) groups, hence why they are even more cobbled together that the average "Ugly".
Ask and you shall receive...

Sawyer B2 Battle Droid

On Coreline Earth, many fictional characters and technologies appeared, and it was inevitable that these will mix. The Sawyer B2 battle droid is one such horrifying mix.
A group of Sawyer family members, of the Texas Chainsaw Massacre film series, and variations of them, acquired a number of the B2 super battle droids, although they were damaged or striped versions, and repaired and modified them for their purposes. These droids have a distinctive patchwork look as their armour has been patched and repaired, or additional armour added. They are typically adorned with spikes and blades, the wrist blasters have been replaced with retractable chainsaws and blades. The droids are also programmed with knowledge of the human anatomy, which allows the droids to aid in helping the Sawyers cut up and prepare bodies, but also makes them particularly deadly in combat.
Due to most of the droids being acquired second, or even third hand, and they've suffered damage, their programming has degraded and are prone to odd behavior or even can go berserk, which adds to their horrifying reputation. Their movements are also slightly jerky due to either programming of their servos, or damage to the servos which adds to their creep factor when seen in large groups.

Sawyer B2-Series Super Battle Droid (PL6)
CR: 4
Size: Med (7.1 ft)
Hit Points: 3d10+10; 25 hp
Init: -1
Speed: 25 ft
Defense: 15 (+4 armour)
Hardness: 3
BAB/Grp: +2/+4
Attack: +4 melee Chainsaw (3d6 slashing), +4 melee (blades (1d6+2 slashing, 19-20x2) or +4 melee (1d4+2 lethal)
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Sharp Body, Berserk, Cutters, Jerky Movement, Fear Aura
Saves: Fort + 0, Reflex +0 , Will -1
Abilities: Str 14, Dex 10, Con , Int 7, Wis 8, Cha 6
Skills: Listen +1, Spot +1, Search +1, Knowledge: Earth and Life Sciences +6
Feats: Simple Weapon Proficiency, Exotic Weapon Proficiency (chainsaw)

Frame: biomorph
Locomotion: legs (pair)
Manipulators: 2 hands
Armour: Alumisteel
Superstructure: Light Alumisteel
Sensors: Class I
Skill Software: Listen +1, Spot +1, Search +1, Knowledge: Earth and Life Sciences +8
Feat Software: Personal Firearms Proficiency
Accessories: feat progit (exotic weapon proficiency), AV transmitter, vocalizer, skill progit x3 (+1), skill progit (+8), chainsaw, integrated alumisteel armour, integrated chainsaw (1 arm), blades (various over the body)
PDC: 24 Unique to Sawyer family.

Combat
Sawyer battle droids are used in small groups or individually to track down targets, or to protect Sawyer land. They move steadily towards their target, although with jerky movements, to attack their targets with arm mounted chainsaw, or using the many blades on its body, typically if working in small groups, at least one or two will try to grapple a target while the others will cut up the target into smaller, easily transportable pieces.

Sharp Body
The frame of the Sawyer battle droid is covered in spikes and blades, often covered in dried blood. Anyone making grappling with the droid, or using a small or smaller sized melee weapon against the droid will suffer 1d4 slashing damage.

Berserk
Due to the degraded programming of the droid, the droid is prone to going berserk. Each round of combat, or whenever the droid suffers damage, there is a cumulative 5% chance the droid will go berserk. A berserk droid suffers -2 to Defense and can't make use of it's Cutter ability, but deals 50% more damage with melee attacks, speed increases to 40 ft per round. The droid will be in this state for 1d4+2 rounds, then shuts down for 2 rounds, then it will reactivate as normal. A droid can reduce the chance of going berserk by 5% for every round it is out of combat.

Cutter
Due to the programming on anatomy, the droid gains +1 to attacks against living humanoids, +2 if they are humans, and all slashing attacks have their critical threat ranges improved by one, chainsaw is 19-20x2, blades are 18-20x2.

Jerky Movement
Due to damage of the droids servos, or specific programming, the droid's movements often a bit jerky or erratic, granting the droid +1 Dodge bonus, as long as it has not gone Berserk.

Fear Aura (Ex)
Due to the spikes, blades, dried blood and gore covering the droid, combined with its jerky movements and the roar of the chainsaw, the droid has a fearsome appearance. Each creature within 30 feet of it must succeed a Will save DC 15 or cower until the droid moves out of range, the droid is destroyed or after 5 rounds. After that the creature is shaken for 24 hours. A creature that successfully saves or has stopped cowering after a failure is immune to that particular droid's fear aura for 24 hours. The Will DC can be enhanced by various conditions, such as being seen in a dark room or at night, while in a fog, no other sounds, grant +1 to +2, or if the creature is alone (additional +1).
 

kronos182

Explorer
Hydra
Hydra is an organization bent on world domination, with different versions of the organization fond on Coreline Earth. While some groups were created by groups of Nazis in World War 2, and others are ancient groups. No matter their origin, they operate as secret cells that infiltrate governments, militaries and high tech companies and influential groups, as well has have large military groups, all working towards world domination. Most operate out of secret hidden complexes or cloaked mobile bases to prevent their true numbers from being discovered. Oddly, Hydra is one of the few Fiction groups that no matter their fictional origins, they all work together and share resources for their common goal of world domination.

Possible Adventure Seeds

Rats In A Hole
The PCs hear through contacts, such as SHIELD, superhero groups, or other means, of some Hydra activity in the industrial area of the city the are currently in.
The PCs must gather information of where exactly, then find out what exactly they are doing.
Rumours include a Hydra weapons cache, or secret meeting between Hydra members, a secret base hidden within the city, or one being constructed.
Can the PCs investigate and deal with any Hydra agents on their own, or have to call in the big boys (super hero groups, the military or SHIELD).
Possible rewards could include any Hydra equipment they can steal, or sneak out if they had to call in help. The thanks of the city and/or super hero groups or SHIELD for their help.

Unexpected Guests
The PCs could be relaxing after a mission, staying at a hotel or other similar place, especially if one provided by an employer from the previous mission. While relaxing, a group of Hydra soldiers attack looking for the PCs, thinking to take them out before they get too powerful or as revenge for any previous times the group encountered and beat Hydra, looking for the group, who luckily aren't in the immediate area where Hydra attacks, such as out in the pool, or on an upper floor. Will the PCs try to gather their gear and escape, or fight off Hydra and save the innocent people who are caught in the middle.


Hydra Armoured Guard
Hydra Armoured Guards are the most loyal and resilient Hydra guards, trained to sacrifice themselves for the cause, trusted to guard important facilities and members. These members are well respected within the ranks of soldiers. In combat they are steadfast and difficult to take down, enhanced with serums that keep them fighting past the point of normal soldiers, as they give everything for the Hydra cause. Equipped with heavier armour to shrug off damage, trained to protect their assigned targets, willingly placing themselves in the way, and trained to draw the attention of opponents. Higher level and trained Armoured Guards are equipped with Arnimhilation 99L Tesseract rifles as a sign of respect for their skills and dedication.

Low Level Hydra Armoured Guard (Strong Ord 1/Tough Ord 2)
CR: 2
Size: Medium-size human
HD: 1d8+2 plus 2d10+4, hp 21
Mas: 14
Init: +2
Speed: 30 ft (25 ft in armour)
Defense: 20, touch 15, flat-footed 18 (+2 Dex, +3 Class, +5 Hydra Guard Armour)
BAB: +2
Grapple: +3
Attack: +3 melee (1d4+1 unarmed strike) or +3 melee (1d4+1/19-20 knife), or +5 ranged (2d8 Talon Rifle), or +4 ranged (varies grenade)
Full Attack: +3 melee (1d4+1 unarmed strike) or +3 melee (1d4+1/19-20 knife), or +5 ranged (2d8 Talon Rifle), or +4 ranged (grenade)
Special Attacks: Taunt
Special Qualities: For the Cause, Hydra Training, Defender
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +5, Ref +4, Will +1
Action Points: +0
Reputation: +0
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +4, Intimidate +2, Knowledge streetwise +2, Listen +3, Read/Write English, Read/Write German, Search +2, Spot +2
Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency
Possessions: Hydra Guard Armour, Talon Rifle, 4 magazines, knife, 5 grenades, various gear and personal possessions.


Mid Level Hydra Armoured Guard (Strong Ord 3/Tough Ord 4)
CR: 6
Size: Medium-size human
HD: 3d8+6 plus 4d10+8, hp 49
Mas: 15
Init: +2
Speed: 30 ft (25 ft in armour)
Defense: 23, touch 18, flat-footed 21 (+2 Dex, +6 Class, +5 Hydra Guard Armour)
BAB: +6/+1
Grapple: +7
Attack: +7 melee (1d4+1 unarmed strike) or +7 melee (1d4+1/19-20 knife), or +7 melee (1d6 stun baton), or +9 ranged (4d12 Arnimhilation 99L), or +8 ranged (varies grenade)
Full Attack: +6 melee (1d4+1 unarmed strike) or +7 melee (1d4+1/19-20 knife) and +2 melee (1d4 +1 unarmed), or +7 melee (stun baton) and +2 melee (1d4+1 unarmed), or +9 ranged (4d12 Arnimhilation 99L) and +4 ranged (4d12 Arnimhilation 99L), or +8 ranged (grenade)
Special Attacks:
Special Qualities: For the Cause, Hydra Training, Defender
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +6, Ref +4, Will +3
Action Points: +0
Reputation: +1
Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +4, Intimidate +2, Jump +3, Knowledge streetwise +2, Listen +3, Read/Write English, Read/Write German, Search +3, 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, Medium Armour Proficiency
Possessions: Hydra Guard Armour, Hydra Arnimhilation 99L Tesseract rifle, 3 power packs, knife, 5 grenades, stun baton (d20 Future), various gear and personal possessions.

For the Cause
As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Hydra member gains +1 to attack rolls for the next 1d4+1 rounds. If the Hydra member 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. Armoured Guards receive additional training for Guard Armour.

Taunt
The Armoured Guard is trained to draw the attention of enemies to themselves. The Armoured Guard can make an Intimidation check as a standard action, or as part of an attack as a full round action, to force all enemies within 30 feet to target the Armoured Guard instead. This is different from a normal Intimidation check, and targets normally immune to Fear can be affected, as the Armoured Guard is doing more than trying to threaten targets, but making themselves seem like a bigger threat. All targets must make a Will save or be forced to take the Armoured Guard the focus of their attacks. The Armoured Guard can use this as part of an attack, which in some situations grant a bonus, such as attacking a wounded enemy (+1 bonus to Intimidate) or civilians (+2 bonus) or killing a target's ally with their attack (+4 bonus to Intimidate). The Armoured Guard can add their Reputation bonus to this check.

Defender
Hydra Armoured Guards receive additional training to help them protect Hydra assets and personnel. The Armoured Guard can select 1 ally, location or object as the target they are protecting. While within 5 feet of the person or object, they grant the person or object +1 to Defense, and if an attack would still strike the person or object, the Armoured Guard moves to take the attack, suffering the attack themselves if succeeds a Reflex save equal to or greater than the opponent's attack roll. If the Armoured Guard fails the save, but only by less 5 or less, the protected person or object suffers half damage and the Armoured Guard suffers half.
If the Armoured Guard is protecting a location, they gain +2 to Listen, Search and Spot checks to find any enemies attempting to infiltrate the location.

Hydra Guard Armour
Guard Armour is upgraded Hydra Light armour with additional plates, comes with a drug injection system for injecting the wearer with several different drugs or medicines to help keep the wearer functioning. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters.

Hydra Guard Armour (PL 5, Medium Armour Proficiency)
Type: Medium
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 25 ft
Weight: 10 lbs
Purchase DC: 18
Restriction: Res (+2)
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, medical drug dispenser.

Medical Drug Dispenser
The armour is fitted with a built in drug dispensing system that allows the wearer to quickly administer medicine or combat enhancing drugs. As a free action, the wearer can administer a single does of medicine or drug. The system can carry 10 doses, which can be divided into 2 different drugs or medicines. Typically filled with Boost Chemical, Antitox Chemical, Prolong Chemical, Regen Chemical, some are issued Hydra Serum X.


New Hydra Equipment
Hydra has developed a number of new chemicals and equipment over the years.

Chemical, Regen (PL6)
Regen is a more powerful version of Rejuve, putting the user's immune system into overdrive for a short period of time. The user gains fast heal 1 for 5 rounds, after which the user is fatigued. The user can use Regen a maximum number of times equal to their Con modifier, per day or take 1d4 points of temporary Con damage per dose. If the user uses a second dose of Regen within 5 minutes of the last dose, they immediately become exhausted, although the Regen still works.
PDC: 8
Size: Diminutive
Restriction: Restricted (+2)

Hydra Serum X
Serum X is an experimental drug developed by Hydra as a means to enhance their soldiers. Once injected the recipient gains +20 temporary hit points, or heals 20 hit points immediately, their skin hardens granting DR 2, which stacks with any other form of DR, such as from classes or race, gains fast heal 1, isn't rendered unconscious at 0 hit points, and doesn't die until -20 hit points, but suffers -5 to speed and -2 to Dexterity. These effects last for 1 minute then the recipient is exhausted, suffers the penalties to Dexterity and speed, and take 2 temporary Constitution damage. A user can only take a maximum of 2 doses a day, or suffer 1d6 points of Con damage per dose.
PDC: 16
Size: Diminutive.
Restriction: Restricted (+2), Hydra only

Hydra Scale Armour Modification
A modification added to armour developed by Hydra. Several layers of ablative scales are attached to the armour, giving it a snake skin like appearance. These scales reduce damage to the user as the scales are damaged, they break off, revealing the next layer underneath. This modification grants the wearer DR 10, and each attack that deals damage reduces the DR by 1. Once the DR is reduced to 0, the scales are used up and need to be replaced.
Adds 3 lbs to the armour and imposes an additional -1 to armour check penalty, but once the DR is reduced to 0, reduce the weight and armour check penalty are removed.
Weight: +3 lbs to armour
PDC: 14
Restriction: Military (+3), Hydra Only.

Serum 612
This serum is another experiment by Hydra to enhance their soldiers. This teal coloured liquid, once injected into the recipient, grants 10 temporary hit points, or immediately heals 10 hit points, and grants +2 to all Fort saves for the next 5 minutes. After the 5 minutes, the recipient suffers 1 point of temporary Strength damage. Up to 5 doses can be taken a day, after which any additional doses have no affect except double the temporary Strength damage.
Weight: 3 oz.
PDC: 12
Restriction: Restricted (+2), Hydra Only.

Hydra-Chitauri Amour
After the Battle of New York, SHIELD confiscated a large number of the armours, and Hydra smuggled many out to their research bases to study and modify them for their own use. The armour consists of an armoured chest piece over combat fatigues, usually camouflage patterned. Bracers with a part that goes over the knuckles and hand grip connected to the chest piece with servos. Leg braces run along the outer and inner sides of the legs to the boots. The servos grant some strength enhancement and some speed enhancement, a small jetpack allows limited flight. The hand pieces the user grips connected to a part that goes around the fist is an energy blaster based on the Chitauri weapons, and is configured to deliver a charge when used in melee combat.
These sets of armours are only issued to high level soldiers, Vanguards, Armoured Guards and other special members.

Hydra-Chitauri Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: 0
Max Dex: +3
Armour Penalty: -1
Speed (30 ft): 35 ft, fly 50 ft.
Weight: 16 lbs
Purchase DC: 20
Restriction: Illegal (+4, Hydra Res (+2
)Notes: DR 5, energy resistance (all types except acid and sonic) 3, full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, jet pack, Chitauri blasters x2.

Jetpack
The user can fly at 50 ft (average maneuverability) for 1 hour before requiring a 30 minute cool down.

Chitauri Blaster (PL7-8 Personal Firearms Proficiency)
Damage: 2d10 + 1d8 to 5 ft radius / 1d8 + knockdown
Critical: 20x2
Damage Type: unspecific energy / unspecific energy + Str mod
Range Increment: 60 ft / melee
Rate of Fire: Semi
Ammo: 50 internal
Notes: Can not be disarmed, part of the armour, flips out of the way when not in use. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads.

Hydra Dreadnaught Power Armour
The Dreadnaught Power Armour is a heavy version of the Hydra power armour, using the same visual design, only a bit larger, heavier armour, improved actuators for increased strength, built for taking on enhanced strength heroes. Armoured with the best armour Hydra can equip, powerful actuators, allowing the wearer to punch through heavily reinforced armour.
The dreadnaught is armed with a heavier repulsor weapons in it's enlarged hands, which can be enhanced by its power core similar to the other Hydra power armours. A heavy retractable blade is fitted to one arm, while the other arm has retractable plates that fits over the fist of the other arm for improved smashing capability. It has the same grenade launcher as the Mk2 Power Armour, only with a larger ammunition bay that can be divided up into 5 different types. Instead of a machine gun over the other shoulder, it contains a Warpath Recoilless Rifle for anti-armour work.
The mk2 retains the power system of the original, as well as the ability to enhance its repulsor weapons with the force of attacks the armour takes, however a few safety features were installed to reduce the chance of overload and the damage it might cause.

Hydra Dreadnaught Power Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 75
Base Speed: 25 ft.
Height: 7.9 ft.
Weight: 500 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +8
Hardness: 20
Max Dex Bonus: +2
Armour Check Penalty: -8
Purchase DC: 39
Restriction: Mil (+3), Hydra
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 50 grenades, can be divided into 5 different types, 10 each), Warpath Recoilless Rifle (20 shells). 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: Power Core.
Helmet: Cockpit.
Left arm: Repulsor Cannon.
Right arm: Repulsor Cannon.
Shoulder: Warpath Recoilless Rifle
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.
(4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a)
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 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.

Grenade launcher
Mounted on the left shoulder is a retractable grenade launcher that can switch between up to 3 different types of grenades. Typically loaded are fragmentation, explosive and smoke grenades.
Damage: varies by grenade
Critical: -
Damage Type: varies by grenade
Range Increment: 60 ft
Rate of Fire: Semi
Ammo: 50 internal, divided into 5 groups of 10, which can be all the same, or 5 different types.
Switching grenade types is a free action.

Heavy Melee Blade
The right arm contains a retractable blade for use in melee combat, or as a tool.
Damage: 2d8 + Str modifier
Critical: 19-20x2
Damage Type: Slashing

Melee Hammer
The left hand of the Dreadnaught can be covered from extending plates from the arm to form a large hammer. This renders the hand and the repulsor cannon inoperable while deployed, however the hammer is enhanced with a small pulse of repulsor energy for added damage and knocking back powerful target. Energizing the hammer with a repulsor pulse uses 1 charge.
Damage: 2d6 + Str modifier, +2d10 if energized
Critical: 20x3
Damage Type: Bludgeoning, + fire if energized
Note: If energized with a repulsor pulse, target struck must make a Fort save DC 20 or be knocked back 1d4x10 feet. If the target is over 500 pounds, or has Enhanced Durability or greater, only knocked back 1d4x5 feet. This also works on vehicles or large objects, if not routed to the ground.
 

kronos182

Explorer
Mega Man Enemies

While there are many versions of Dr Wily on Coreline after the 23 Hours, many didn't survive the ensuing chaos of their robots fighting each other. Some escaped and continue to build many robots, some selling them as a means of making money for whatever plans they are working on, some just to see what new creations they can create with the different technologies available to them now.

Sniper Joe

Based on a mass-produced humanoid robot, a fairly simple robot armed with an arm blaster and a shield for defense, used for massed attacks or defense of buildings or objects. They have a V-shaped visor that a single round red lens glows from within.

Sniper Joe (PL 6)
CR: 1
Size: Medium
Hit Points: 20 hp (1d10+10)
Init: +1 (Dex)
Speed: 20 ft
Defense: +17 (+3 armour +1 Dex +3 shield)
Hardness:
BAB/Grp: 0/+1
Attack: +1 melee or +1 ranged (arm blaster 2d6)
FS/Reach: 5 ft / 5 ft
Special Attacks: none
Special Qualities:
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1
Skills: Listen +2, Search +1, Spot +2
Feats: Personal Firearms Proficiency, shield proficiency

Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hand (one hand)
Armour: Duraplastic
Superstructure:
Sensors: Class II
Skill Software: chip Listen +2, Search +2, Spot +2
Feat Software: progit (Personal Firearms Proficiency), progit (Shield Proficiency)
Accessories: Feat Progit, weapon mount, skill chip x3, shield, AV transmitter, av recorder
PDC: 24

Blaster
A blaster is built into the right arm of the robot, drawing power from its power core. The weapon has 40 charges and slowly recharges 1 charge every 2 minutes the weapon is not used.
Damage: 2d6
Critical: 20
Damage Type: fire
Range Increment: 75 ft
Rate of Fire: Semi
Ammo: 40 charges

Hammer Joe
A variant of the Sniper Joe that has increased armour and armed with a ball and chain, making them a hazard in melee combat.

Hammer Joe (PL 6)
CR: 1
Size: Medium
Hit Points: 25 hp (2d10+10)
Init: +1 (Dex)
Speed: 20 ft
Defense: +16 (+5 armour +1 Dex)
Hardness:
BAB/Grp: 0/+1
Attack: +1 melee (heavy flail 1d10+1)
FS/Reach: 5 ft / 5 ft
Special Attacks: none
Special Qualities:
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1
Skills: Listen +2, Search +1, Spot +2
Feats: Exotic Weapon Proficiency (Heavy Flail)

Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hands (pair)
Armour: Alumisteel
Superstructure:
Sensors: Class II
Skill Software: chip Listen +2, Search +2, Spot +2
Feat Software: progit (Exotic Weapon Proficiency: Heavy Flail)
Accessories: Feat Progit, weapon mount, AV transmitter, AV recorder, heavy flail
PDC: 24
Heavy Flail
The Hammer Joe carries a heavy flail, giving it decent melee capabilities, but lacks any ranged weapons.
Damage: 1d10
Critical: 19-20x2
Damage Type: bludgeoning
Range: Melee 10 ft reach
Notes: +2 to Disarm and Trip attempts.

Sniper Joe 01
An upgrade of the Sniper Joe robot, carrying an improved shield, better blaster and reinforced structure.

Sniper Joe (PL 6)
CR: 1
Size: Medium
Hit Points: 30 hp (3d10+10)
Init: +1 (Dex)
Speed: 20 ft
Defense: +18 (+3 armour +1 Dex +4 shield)
Hardness:
BAB/Grp: +2/+3
Attack: +3 melee or +3 ranged (arm blaster 2d8)
FS/Reach: 5 ft / 5 ft
Special Attacks: none
Special Qualities:
Saves: Fort +1, Reflex +2, Will +1
Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1
Skills: Listen +4, Search +3, Spot +4
Feats: Personal Firearms Proficiency, shield proficiency

Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hand (one hand)
Armour: Duraplastic
Superstructure:
Sensors: Class II
Skill Software: chip Listen +4, Search +4, Spot +4
Feat Software: progit (Personal Firearms Proficiency), progit (Shield Proficiency)
Accessories: Feat Progit, weapon mount, skill chip x3, shield, AV transmitter, av recorder
PDC: 25

Blaster
An improved blaster is built into the right arm of the robot, drawing power from its power core. The weapon has 50 charges and slowly recharges 1 charge every 2 minutes the weapon is not used.
Damage: 2d8
Critical: 20
Damage Type: fire
Range Increment: 90 ft
Rate of Fire: S, A
Ammo: 50 charges


Mega Buster

The Mega Buster is an energy weapon powered by solar power that fires solar bullets, made up of highly compressed solar energy. The weapon is an ovoid tube that fits over the user's hand and forearm with a lightly armoured glove for the hand. When in use, the weapon extends over the hand and form the barrel in front of the fist, making the hand unavailable for use. As the weapon is solar powered, it technically has unlimited ammunition, as long as there is ample light to recharge its battery. In addition to having a nearly unlimited power source, the Mega Buster has a special feature, the Weapon Copy System, which allows the user, with the proper parts and information, to duplicate the functions of another weapon, making the Mega Buster an incredibly versatile weapon.

Mega Buster (PL8-9 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20 x2
Damage Type: non-specific energy
Range Increment: 50 ft
Rate of Fire: Semi
Size: Medium
Weight: 6 lbs
Ammo: 100 charges
Purchase DC: 29 Res (+2)
Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a standard action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter.
Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.

Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.


New Mega Buster
An upgraded version of the Mega Buster with a larger charge capacity, plus has the ability to 'charge' an attack for additional damage. The New Mega Buster is slightly thicker than the original Mega Buster, and the barrel extends and retracts much faster.

New Mega Buster (PL8-9 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20 x2
Damage Type: non-specific energy
Range Increment: 50 ft
Rate of Fire: Semi
Size: Medium
Weight: 8.5 lbs
Ammo: 125 charges
Purchase DC: 30 Res (+2)
Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge.
Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.

Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.

Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 2 rounds, dealing an additional +2 die of damage (including area damage), and the weapon must be fired on the third round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage.


Super Mega Buster
The Super Mega Buster is a more powerful version of the New Mega Buster, with greater damage, range and can hold more alternate special weapons. It also has the charging capabilities of the New Mega Buster, but can increase the damage even more, but suffers from recoil issues.

Super Mega Buster (PL8-9 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20 x2
Damage Type: non-specific energy
Range Increment: 75 ft
Rate of Fire: Semi
Size: Medium
Weight: 9 lbs
Ammo: 150 charges
Purchase DC: 31 Res (+2)
Notes: Solar Powered, Weapon Copy System, 4 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a standard action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge, charged recoil.
Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.

Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.

Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 3 rounds, dealing an additional +3 die of damage (including area damage), and the weapon must be fired on the fourth round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage.

Charged Recoil - If the weapon is charged for +2 or +3 additional die of damage, the user suffers -2 to attack rolls per additional die of damage, thus if only charged to +2 die, suffers -2 to attack roll, but if charged to +3 additional die of damage, suffers -4 to attack roll.


Special Weapon Chips
These chips contain information for a number of weapons for use in the Weapon Copy System for Busters, or the information can be gotten from found weapons and devices.

Rolling Cutter
The Buster launches a projectile that is an extremely sharp scissor blades that is launched like boomerangs, flying in front of the user in a teardrop-shaped pattern, before returning. The user must make a Reflex save DC 15 to catch the projectile on its return with the Buster. The Rolling Cutter deals Buster base damage as slashing damage to all targets in a 10 foot wide, 50 foot long line, Reflex save DC 15, then must save again as the projectile returns. Uses 3 Charges for 2 shots, and if the projectile is missed, it disintegrates the next round and another 3 charges are used to create a new projectile. PDC 15

Air Shooter
This special weapon allows the Buster to fire a vortex of air that turns into a small tornado, able to affect low flying targets as well as throw targets on the ground around. A five foot wide, 30 ft tall moves out to 50 ft, all medium sized or smaller targets must make Reflex save DC 16 or suffer Buster base damage as bludgeoning damage, plus small sized or smaller creatures and objects that fail the save are tossed 10 feet in a random direction and knocked prone. Uses 4 charges per shot. PDC 16

Atomic Fire
This special weapon fires a red projectile that deals the Buster's base damage as fire damage to the target, plus half damage to a 10 foot radius, Reflex save DC 14 for half. Uses 3 charges per shot. PDC 15

Ballade Cracker
This special weapon fires a blue orb that explodes on contact, dealing base damage as fire damage to a 10 ft radius, Reflex save DC 13 for half damage. Uses 2 charges per shot. PDC 14

Bit Cannon
This special weapon fires electrical bolts of energy, dealing base damage as electricity damage. Uses 2 charges per shot, PDC 13.

Blade Launcher
This weapon fires several razor sharp blades to affect as small area, dealing base damage as slashing damage to a 5 foot radius area, Reflex save DC 14 for half damage. Uses 2 charges per shot. PDC 13.

Blizzard Attack
This allows the Buster to fire a hail of sharp, and very cold snowflake shaped projectiles in a 50 foot long, 25 foot wide cone, dealing base damage as cold, Reflex save DC 15 for half damage. Uses 3 charges per shot. PDC 16

Break Dash
This special weapon allows the Buster to create a field around the user that uses the user's kinetic energy for a melee attack. If the user charges at a target immediately after using the Break Dash both as part of a full round action, deals base Buster damage as bludgeoning damage, plus initiates a bull rush attack with a +4 bonus. If the bull rush attempt is successful, the target is pushed back 5x number of points greater than the opponent's opposed Strength check. If the target is pushed back into an object before reaches the total distance, takes 1d6 bludgeoning damage for every 10 ft thrown back. Uses 4 charges. PDC 16

Bubble Lead
This special weapon fires a 3 foot diameter bubble that rolls along the ground up to 50 feet. If it strikes something it deals only half base buster damage as bludgeoning damage, plus fills a 10 foot area with water. This is excellent for damaging fire creatures, putting out fires, and can be used to trigger traps. Uses 2 charges per shot. PDC 13

Chill Spike
This special weapon fires a gel orb that upon striking a target freezes and can partly encase the target in ice, causing them to be unable to move. A target struck suffers half Buster base damage as cold damage, and make a Reflex save DC 15 or is entangled and encased in ice, unable to move. The ice has 5 hit points and hardness 2, lasts for 1d6 rounds in room temperature environments, 2 rounds in temperatures above 40 C, or until destroyed in freezing temperatures. If strikes the ground or wall, it will cause spikes made of ice to jut out, which can be used as traps. Ice lasts for 2+1d4 rounds at room temperature, temperatures above 40 C reduces the time by half. Temperatures of freezing or below allow the ice to remain until broken. Has 5 hit points, hardness 2, covers a 5 foot area, deals 1d6 points of damage. Uses 4 charges per shot. PDC 17

Commando Bomb
This special weapon fires a controllable missile, dealing base Buster damage to a 10 foot area, Reflex save DC 16 for half damage, is +3 to attack rolls when initially fired. If it misses, the user can attempt another strike the following round as a move action, at -1 to attack roll, as long as the target is still visible. If the missile misses again, the user can attempt a third time at -2 to attack roll. Uses 4 charges. PDC 16

Concrete Shot
Fires a blob of concrete that can temporarily encase and immobilize a target. Alternatively, can be fired at pools of lava, causing them to cool and turn to rock, in a 10 foot area.

Copy Vision
This special weapon creatures a holographic copy of the user, which can attract an enemy's attention, and can shoot at enemies within 50 ft of the user. The hologram has 5 hit points and lasts for 1 minute or until destroyed, is impervious to physical damage, but energy damage will damage it. It can fire beams of energy that deal half (round down) the Buster's base damage, with no bonus to attack rolls. Uses 5 charges. PDC 17

Dive Missile
This special weapon is designed for underwater use, firing a mini torpedo, dealing Buster damage as concussion damage to a 10 foot area, Reflex save DC 17. Uses 3 charges per shot. PDC 15

Drill Bomb
This special weapon fires a projectile with a drill head that allows it to pierce armour before detonating. Deals Buster base damage to the target, ignoring 5 points of Hardness/DR or Defense from equipment if no DR/Hardness, plus deals half damage to a 10 foot area, Reflex save DC 15 for half damage. Uses 4 charges per shot. PDC 17.

Electric Shock
This special weapon fires a 50 foot long, 5 foot wide line of electrical energy, dealing Buster base damage as electricity, Reflex save DC 16 for half damage. Uses 3 charges per shot. PDC 14

Fire Storm
This special weapon fires a large ball of fire at a target, dealing base Buster damage as fire damage, plus a small orb of fire orbits the user, providing a +3 Deflection bonus to Defense for 1d4+1 rounds, or after the next attack against the user, which ever comes first. If the next attack is a melee attack, the attacker suffers half base Buster damage as fire damage. While the fire orb is active, the user can still use any attack they wish. Uses 5 charges per shot. PDC 17.

Flame Blast
This special weapon fires a red orb, that when strikes the ground erupts into a 30 ft tall, 5 foot round pillar of fire that lasts for 1 round, dealing base Buster damage as fire damage, Reflex save DC 17 for half damage. Uses 4 charges per shot. PDC 17

Flame Shower
This special weapon turns the Buster into a flamethrower, releasing a 50 ft long 5 foot wide line of fire, dealing Buster base damage as fire, Reflex save DC 16 for half. Uses 3 charges per shot. PDC 14

Flame Sword
This creates a blade of flames from the end of the Buster. Deals base Buster damage as fire, 3 charges lasts for 1 minute of use. PDC 14

Force Field
The Buster creates a magnetic force field around the wearer. This field absorbs up to 20 points of damage from projectiles, grenades, rockets and missiles, lasting 1 minute every 5 charges used, or the hit points are depleted. Once depleted, another 5 charges must be used to replenish the hit points. Critical hits bypass the force field. Unfortunately the Buster can not use another weapon while the force field is in operation, although if the user has a hand held energy weapon, not a projectile weapon, they can use that. PDC 19

Magma Bazooka
The Buster fires an orb of hot magma that continues to burn after striking a target. The orb deals Buster base damage as half fire and half bludgeoning. Deals half the original damage for the next 1d4 rounds as fire damage to the target. If the attack misses by less than 5, the orb hits the ground near the target and continues to deal half fire damage for 1d4 rounds. If the attack missed by more than 5, lands on the ground in random directly 1d4x10 feet away and continues to do half base Buster damage as fire damage. Uses 4 charges per shot. PDC 17
 

Lord Zack

Explorer
Have I mentioned my idea for the "Eggman and Wily Robotics Company?" They would certainly be amongst those building Sniper Joes. The trade guilds of the GFFA and the Confederacy of Independent Systems might be interested in using Sniper Joes in their droid armies.
 

kronos182

Explorer
Have I mentioned my idea for the "Eggman and Wily Robotics Company?" They would certainly be amongst those building Sniper Joes. The trade guilds of the GFFA and the Confederacy of Independent Systems might be interested in using Sniper Joes in their droid armies.
The Sniper Joe's aren't much better than the B1s.. although a little smarter, or at least aren't as dependent on a central computer.. and have a built in weapon, but aren't as utilitarian (able to perform multiple duties).
I'll look into making some Eggman/sonic units.
 

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