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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Droid Army in large groups as these droids were best used enmass due to their limited intelligence, and quite outdated.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.
 

kronos182

Explorer
D5 Class Klingon Battle Cruiser

A class of battle cruiser in service with the Klingon Imperial Fleet during the mid-22nd century. Built along the lines of classic Klingon design, a small 'pod' front section that contains bridge, several other systems and some weapons, connected to the rear main section by a narrow, long 'neck', with wing-like structures on the sides of the rear section, angling down that end in angular warp nacelles, giving it an avian-like form. Armed with disruptors and photon torpedoes, with excellent armour, including dispersive armour in critical locations, and shielding for protection, with a top light speed of Warp 6. The forward section contained both a disruptor and photon torpedo launcher, a dorsal disruptor array mounted on the neck, and a belly mounted turret of twin heavy disruptor cannons. A small superstructure is fitted on the top at the rear of the main section, located above the impulse engines, which includes the shuttle bay, with room for two standard sized shuttles.
The D5 class was often used to patrol areas of the Klingon Empire, especially along the borders, and as such were equipped with standard multi-spectral sensors, allowing the ships to scan not only for enemy craft but conduct minor scientific scans.

Older models, ready for decommissioning, were sometimes converted to freighters, stripping out the belly disruptor cannons, along with other systems, with much automation installed. Finally 8 under-slung deuterium tanks, capable of carrying over 80,000 liters of deuterium are fitted to the underside.

In Coreline, the Klingon Empire used any of these old ships that were available to maintain order and protect themselves during the chaotic first few weeks. While the Klingon Empire stabilized, with some help from the Federation, some Klingons from the era of Captain Kirk that weren't happy with an alliance with the Federation, took as many ships as they could, including large amounts of D5s, and created splinter groups of raiders, attacking the Federation and others.
The Klingon Empire itself manufactures D5s for export since the technology is obsolete, although they produce and use the freighter variant for their own purposes as well as export.

D5 Class (PL6)
Type: Mediumweight
Subtype: Battlecruiser
Size: Colossal (-8)
Tactical Speed: 3000 ft
Defense: 2 (3 with +1 Dodge)
Flat-Footed Defense: 2
Autopilot Defense: 6
Hardness: 60 vs direct energy, 20 vs projectile, missile/area
Hit Dice: 175d20 (3500 hp) shield 4375 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 689 ft
Weight: 98,700 tons
Targeting System Bonus: +3
Crew: 70
Passenger Capacity: 20 (typically dedicated soldiers)
Cargo Capacity: 2000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil (+3)

Attack:
Disruptor cannon -6 ranged 12d12, and disruptor array plasma cannon -10 ranged 10d12; or
Disruptor array -5 ranged (10d12, turret) and -10 photon torpedo (varies); or
Fire-linked 2 heavy disruptors -7 ranged (21d12, turret)
Attack of Opportunity:

Standard PL(6-7) Design Spec:, Agile ship, transporters,
Engines: thrusters, ion engine, Warp Drive (Warp 6)
Armour: Dispersive armour
Defense Systems: shields, autopilot, damage control system (3d10), sensor jammer
Sensors: Class IV, targeting system
Communications: Radiotransceiver, subspace transceiver
Weapons: 1 disruptor cannon type 1, 1 disruptor array type 1, 2 photon torpedo launchers (40 torpedoes each), fire-linked twin heavy disruptor cannons
Grappling Systems: tractor beam

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Disruptor Cannon Type 1
Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Note: -1 to attack

Disruptor Array Type 1
Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 10d12 full power shots.
Damage: 10d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4000 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 42
Restriction: Mil (+3)

Heavy Disruptor Cannon Type 1
Heavy Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, lacking any variable power settings, used for heavy assaults, but are even more inaccurate than normal disruptors. Ignores 10 points of hardness/DR, suffers -2 to attack rolls.
Damage: 14d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 43
Restriction: Mil (+3)
Note: -2 to attack rolls, ignores 10 points of hardness/DR.

Dispersive Armour
A type of armour developed by the Klingons fitted to their ships. The armour is designed to disperse the energy of directed energy weapon, making them less effective, however it isn't as effective against area effect weapons or explosives such as photon torpedoes. The Klingons end up abandoning this type of armour after the D6 series of ships as their enemies discovered this weakness in the design.
Hardness: 60 vs energy weapons (phasers, disruptors, laser, etc), 20 vs projectile, missile, torpedoes, mines and other area effect weapons (including photon torpedo style weapons).
Tactical Speed Penalty: -500 ft (-1 square)
Base Purchase Modifier: 17 + one-half base purchase DC of the starship.

Photon Torpedo
Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)

Variant

D5 Freighter
This variant of the D5 is altered to function as a freighter, stripping out most of the weapons, adding additional cargo modules to the lower hull. Many older D5s or ones to be decommissioned are converted to the freighter variant. The ships are heavily automated, allowing them to
Make the following changes to the D5 to make the freighter variant:
Remove rear (1) photon torpedo launcher;
Remove Fire-linked heavy disruptor cannons;
Reduce Hit Dice to 150d20 (3000 hp);
Reduce Crew to 15;
Increase cargo capacity to 8500 tons;
PDC: 58
Res: Lic (+2)
 
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kronos182

Explorer
D4 Class Klingon Patrol Ship

The D4 Class is a small Klingon patrol ship, from the Kelvin Timeline, with a narrow body, two wings that can pivot up or down for improved atmospheric maneuverability, and various thrusters for incredible maneuverability in space. Armed with twin disruptors mounted on the top of the wings, close to the wing junctures with the fuselage, and four hatches on its underside to allow the rapid deployment of troops from rappelling lines. These ships are usually deployed in groups of 2 to 4, where one will bait a target while the other three strike from hidden positions or move in and out of strike range, harassing larger targets.

In Coreline, the Klingon Empire uses the D4s to patrol border systems, or sells them to allied systems. Many have turned up in pirate and raider groups as the ships make excellent rapid strike craft

D4 Class (PL6)
Type: Ultralight
Subtype: System Patrol Craft
Size: Colossal (-8)
Tactical Speed: 4500 ft, 2000 (200) vehicle scale atmospheric, perfect maneuverability, able to hover
Defense: 2 (3 with +1 Dodge)
Flat-Footed Defense: 2
Autopilot Defense: 6
Hardness: 30
Hit Dice: 15d20 (300 hp) shields 375 hp
Initiative Modifier: +1
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 101 ft
Weight: 40,000 lbs
Targeting System Bonus: +3
Crew: 2
Passenger Capacity: 6
Cargo Capacity: 400 lbs
Grapple Modifier: +8
Base PDC: 54
Restriction: Mil (+3)

Attack:
2 Fire-linked Disruptor cannon -6 ranged 18d12

Attack of Opportunity:

Bonuses: Due to the design, the D4 enjoys a +2 bonus to Pilot checks for stunt maneuvers, and +1 Initiative.

Standard PL(6-7) Design Spec:, Agile ship, transporters, rappel lines, drop doors, improved thrust (2)
Engines: thrusters, Warp Drive (Warp 4)
Armour: vanadium
Defense Systems: shields, autopilot, sensor jammer
Sensors: Class IV, targeting system
Communications: Radiotransceiver, subspace transceiver
Weapons: 2 fire-linked disruptor cannons type 1
Grappling Systems: none

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Disruptor Cannon Type 1
Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Note: -1 to attack

Drop Doors & Rappel Lines
The D4 is equipped with four small hatches on its underside with rappelling lines that allow 4 troops to drop up to 30 feet on the lines with no falling damage, without the ship having to land. The lines can be used to raise troops from the ground using the same lines. Lifting a medium sized creature up 20 feet per round. The lines are 60 feet long.
 

kronos182

Explorer
Y-Wing

The Y-Wing is a series of starfighter/bombers developed and built by Koensayr Manufacturing, first seeing use during the Clone War, then used by the Rebel Alliance during the age of the Galactic Empire 20 years later. Known for being a tough, if slow craft, with good armour, shielding and equipped with two lasers and usually 2 ion cannons in a turret, as well as proton torpedo launchers. The main advantage of the Y-Wing as a bomber is the hyperdrive, allowing it to strike distant targets without the need of a carrier to ferry them to their target.
Although several different models of Y-Wing existed, they all followed a similar design, a thick, armoured fuselage, with two rear mounted engines on short struts that stuck out the rear.

BTL-B Y-Wing
The first of the Y-wings developed, built as a bomber, with a crew of 2 plus an astromech. The pilot sat in the main cockpit in the forward section, with the second crewmember in a bubble turret manning a pair of ion cannons for defense. The pilot flew the craft, plus manned the two forward lasers and controlled the proton torpedoes, or bombs, depending on which was loaded. The astromech was used for conducting repairs and as a navigator, calculating and holding hyperspace coordinates.


BTL-B Y-Wing (PL6)
Type: Ultralight
Subtype: Bomber
Size: Colossal (-8)
Tactical Speed: 3000 ft, 218 (21) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 30
Hit Dice: 11d20 (220 hp) shields 90 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 75.6 ft
Weight: 110,700 lbs
Targeting System Bonus: +3
Crew: 2 + 1 astromech
Passenger Capacity: 0
Cargo Capacity: 250 lbs
Grapple Modifier: +8
Base PDC: 36
Restriction: Res (+2)

Attack: 2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);
Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single)

Gunner
2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single)Attack of Opportunity:

Standard PL(6) Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine, Hyperdrive Class 2
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class II, Targeting System
Communications: Radio Transceiver
Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each)
Grappling Systems: None

BTL-A4 Y-Wing
The later and common Y-wing variant is the A4, designed as a light bomber or assault starfighter. The most significant difference over the -B is the craft is shorter, a little faster, lacks a gunner, and the ion cannons mounted in a turret on top at the rear of the cockpit, although many pilots would lock the turret in a forward or rear position so they wouldn't have to divide their attention directing the turret. The Y-Wing began taking on a slightly more narrower look, to reduce weight, and many users even removed some of the outer panels for easy of access of components. The astromech was used for conducting repairs and as a navigator, calculating and holding hyperspace coordinates.

BTL-A4 Y-Wing (PL6)
Type: Ultralight
Subtype: Light Bomber/Assault Craft
Size: Colossal (-8)
Tactical Speed: 3500 ft, 218 (21) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 28
Hit Dice: 10d20 (200 hp) shields 85
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 52.5 ft
Weight: 99,900 lbs
Targeting System Bonus: +3
Crew: 1 + 1 astromech
Passenger Capacity: 0
Cargo Capacity: 250 lbs
Grapple Modifier: +8
Base PDC: 37
Restriction: Res (+2)

Attack: 2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);
Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single);
Or 2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single)Attack of Opportunity:

Standard PL(6) Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine, Hyperdrive Class 2
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class III, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each)
Grappling Systems: None

BTL-S3 Y-Wing
The later and common Y-wing variant is the S3, an upgrade of the original -B model. The most significant difference over the -B is the craft is the gunner sits behind the pilot in an extended cockpit, and the ion cannons mounted in a turret on top at the rear of the cockpit. The Y-Wing began taking on a slightly more narrower look, to reduce weight, and many users even removed some of the outer panels for easy of access of components. The astromech was used for conducting repairs and as a navigator, calculating and holding hyperspace coordinates.

BTL-S3 Y-Wing (PL6)
Type: Ultralight
Subtype: Bomber
Size: Colossal (-8)
Tactical Speed: 3000 ft, 218 (21) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 28
Hit Dice: 12d20 (240 hp) shields 90
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 75.6 ft
Weight: 105,400 lbs
Targeting System Bonus: +3
Crew: 2 + 1 astromech
Passenger Capacity: 0
Cargo Capacity: 250 lbs
Grapple Modifier: +8
Base PDC: 38
Restriction: Res (+2)

Attack: 2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);
Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single);

Gunner
2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single)

Attack of Opportunity:

Standard PL(6) Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine, Hyperdrive Class 2
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class III, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each)
Grappling Systems: None

BTL-S3B Y-Wing
The S3B Y-Wing is identical to the S3 except the ion cannons are replaced with a pair of lasers.
Make the following changes to S3 to make S3B:
Replace Ion Cannons to Laser,
Gunner has 2 battery laser cannons, -4 ranged (6d8, 20, fire, 3000 ft, s/a).

Heavy Y-Wing
An experimental Y-Wing developed by the Alliance to Restore the Republic, modified the S3 with four engines, thickened the body to hold expanded proton torpedo magazines. The lasers are replaced with heavy lasers, an ion cannon is added to the front below the lasers, while the turreted ion cannons are replaced by lasers, with an added ion cannon. This allowed the Heavy Y-wing to deal heavy damage, and also capture a variety of targets. Unfortunately, the engineers were not able to allow the each crew member to use both lasers and ions at the same time. This variant saw limited use amongst some Rebel groups and a few were sold to, or stolen by mercenaries and pirates.
Make the following changes to a BTL-S3 to make a Heavy Y-Wing:
Increase Hit Dice to 14d20 (270 hp), shields 105;
Increase Hardness to 32;
Replace Lasers with 2 heavy fire-linked lasers (12d8);
Add 1 forward ion cannon;
Replace turret ion cannons to 2 battery lasers;
Add one ion cannon to gunner turret;
Increase proton torpedo payload to 15 each (30 total, or 60 bombs);
PDC 39

New Equipment
Heavy Shields

These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).
PDC: Shield type +2
Restriction: Res +2

Ion Cannon
Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance

Ion Cannon (PL6)
Damage: 6d6
Critical: 20x2
Damage Type: Energy (Electricity)
Range Increment: 3000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Military (+3)

Proton Torpedo
Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.

Proton Torpedo (PL6)
Damage: 10d12
Critical: 20x3
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.

Advanced Shields
Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship.
For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD.
Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD.
PDC: Shield type has PDC increased by +5.
Res: Mil (+3)
 

Lord Zack

Explorer
Anyone familiar with Toontown Online? I think adding some of the elements of that game to Coreline might be interesting. The Cogs, the weaponized jokes, etc.
 
Never played that one. But OTOH, it's been like a billion years since we have done anything regarding "Toon" Fictions within the Core Timeline (heck, I think we have a few Toon-specific Feats someplace 'round here (I think), but we have never done a "Generic Cartoon Character" Race of any kind (there's some, like Thundarians, that COULD be considered "cartoons", but the canon they come from has a few specific rules and details about them which means that it's supposed to be weird to put them in the same pedestal as, say, Bugs Bunny unless you are going for a "you all look the same to me" kind of statement... and HOOH, boy, is that asking for trouble).

"Weaponized Jokes" is something like the climax of "Who Framed Roger Rabbit?" and that "Monty Python" sketch, right? Or do they do something different in that game?
 

Lord Zack

Explorer
Here is the TV Tropes page: Toontown Online (Video Game) - TV Tropes

The "weaponized jokes" are called gags and can include stuff like dropping an anvil on someone, or throwing a pie in someone's face. The robotic Cog enemies are especially susceptible to these, because they can't take a joke, or something like that. I can't remember exactly how it was put, since it's been so long since I actually played the game.

I figure this Toontown is either part of Los Angeles's Toontown (from Who Framed Roger Rabbit?) or is in Anaheim California (Perhaps Anaheim International could secretly be working with the Cogs? Allowing them access to their production facilities in exchange for labor. Plenty of people might be willing to collude with or attempt to use the Cogs.). As an aside, it is possible that on Coreline the inner world of the Looney Toons from Space Jam, as well as Cool World from the movie of the same name, are parts of the same place and possibly connected to the Toontowns.
 
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Well, guess those are the big Toontowns, but I wonder if maybe there are smaller districts people call that way arranged on other cities. Guess they could be weaker dimensional barriers to those specific planes within those districts (although... well... Cool World? Hooh, that is definitely the Red Light District of town!)

Considering the Cogs (and admittedly the Weasels of WFRR), maybe there's an Extraordinary or Supernatural ability/weakness in some monsters, "Jokes Will Be The Death Of Them", in which any jokes or situations considered funny can kill them (extra damage/cannot apply Damage Reduction if they are attacked with a "Joke" weapon, they need to make a save otherwise they are going to be incapacitated with laughter, which can lead them them being open to attack/cannot prevent escapes (if the fail is critical, they either get (additional?) physical damage or they need to make a second save to prevent DEATH), character can make Performance rolls to make jokes, which enables the other aforementioned effects)?
 

kronos182

Explorer
A couple of Y-wing variants

Gold 2 Variant
This variant is based on modifications to the BTL-A4 Y-Wing flown by Rebel Alliance pilot Tiree callsign Gold 2. The Gold 2 variant has some additional weight shed to make it lighter, while more powerful and additional maneuvering thrusters are added, making it far more maneuverable than any other Y-wing. While these additions makes the ship more maneuverable and responsive, it does make it harder to control for novice pilots.
Make the following changes to BTL-A4 Y-Wing to make a Gold 2 Variant:
Reduce Hit Points to 190 (shields remain the same);
Increase speed to 3750 ft;
Reduce weight to 98,450 lbs;
Add Quick Shield Angle;
PDC: 38
Note: Pilot gains +1 to Initiative, as long as the Y-wing moves the round before and the current round, gains +1 Dodge bonus to Defense. If the pilot has at least 5 ranks in Pilot, Feat Starship Operations (Ultralight), gains +2 bonus to Pilot checks. If the pilot has less than 5 ranks in Pilot, suffers -2 to Pilot checks.

Quick Shield Angle
The ship is able to angle its shielding in a particular direction, reinforcing the shielding in that direction, but removing the shield's protection in all others. As a move equivalent action, the pilot can angle the ship's shields fully in one direction (fore, aft, left, right), reducing the damage taken from attacks in that direction by three quarters (3/4) damage. For example if an attack would have done 100 points of damage, with the full shields angled, the attack would only do 25 points of damage. However damage from any other direction deals damage directly to the hull. Shields can be restored to full coverage as another move equivalent action. Shields can only be angled once per round.
Normally requires a Computer Use check DC 15 to remove shielding from one direction to reinforce another direction, with damage only reduced by half, as a standard action.


Trekker Variant
This variant of the BTL-S3 Y-Wing developed by group of mercenaries, called the Red Cloud, that had raided several older Starfleet bases, stealing as much technology as they could. The Trekker Y-Wing is fitted with older Federation technology, but it does make these Y-Wings more formidable than standard ones. The Trekker has a thickened hull and additional hull plating which is fitted with Polarized Hull Plating technology which gives the craft greater resilience, but drains a lot of power, and thus the craft is fitted with additional power generators. The cockpit is built up with additional armour and reinforcing, replacing the ion cannon with a Type 3 phaser turret, giving it a heavy punch, but has slow rate of fire due to the power limitations of the Y-Wing. The gunner controls the Polarized Hull Plating and the Type 3 phaser.
Make the following changes to a BTL-S3 Y-Wing to create a Trekker Y-Wing:
Increase hit dice to 13d20 (260 hit points), shields 98 hit points;
Decrease speed to 2750 ft;
Remove Ion Cannons;
Add Polarized Hull Plating;
Add Type 3 phaser turret;
PDC 40.
Note: The gunner can only fire the Phaser Type 3 once per round and suffers -2 to attack rolls, and the Polarized Hull Plating can only be active for 15 minutes instead of normal 30 minutes, before it requires being deactivated for 15 minutes.

Polarized Hull Plating Defensive System
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.

Phaser Type 3
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)
 

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