CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
FF-S3 Saberfish
The Saberfish is an Earth Federation high-speed space and atmospheric fighter built by Hervic Company. The FF-S3 is an improvement over the original in that it could reach orbit on it's own, with the addition of four wing mounted thrusters, plus each of the thrusters houses 3 missiles, allowing it to carry 12 missiles, which is a huge improvement over the FF-3's only 4 25mm cannons. The thrusters can be jettisoned in an emergency, but the craft can't reach orbit without them. The Earth Federation still uses the Saberfish as defensive interceptors at bases and stations deep in their space, but have sold off many as newer craft are available. Typically the Saberfish is fitted with 12 CHE missiles, although KE submunition or similar types can be loaded instead.

FF-S3 Saberfish (PL5)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4000 ft, 5000 ft afterburn only, 2500 (250) atmosphere
Defense: 6, +4 vs missiles
Flat-Footed Defense: 6
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 50 ft
Weight: 40,560 lbs
Targeting System Bonus: +2
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 60 lbs
Grapple Modifier: +8
Base PDC: 40
Restriction: Military (+3)

Attack: 4 fire-linked 25mm cannons -2 ranged 8d12, ball, x2, 3000 ft;
Or 2 fire-linked missiles (CHE) -2 ranged 9d12, ballistic, 19-20.

Attack of Opportunity:
Standard PL(5) Design Spec: Disposable Thrusters x4, Twin engines, fire damage from atmospheric entry is halved
Engines: Fusion torch
Armour: Polymeric
Defense Systems: Ablative Heat Shielding
Sensors: Class II sensor, Targeting System, Missile Lock Alert
Communications: Radio transceiver
Weapons: 4 25mm cannons, 12 missiles (typically CHE)
Grappling Systems: none

Variants

F-31 Saberfish

The F-31 is a variant produced by the US military after obtaining the licensing rights to produce their own version. The disposable boosters are replaced with fixed two additional fusion torch engines with fuel to feed them boosting speed, mounted to the underside of the wings, with the addition of hydrogen injectors. In place of the disposable thrusters mounted on the upper wings are now dedicated missile launchers for a larger payload over the original 12. For additional protection, the F-31 mounts a chaff launcher with 10 bundles.
Make the following changes to a FF-S3 to make an F-31:
Remove Disposable Boosters;
Add additional fusion torch engines (making quad engines);
Increase speed to 4500 ft space (6000 ft afterburner);
Change 12 missiles to 2 missile launchers (typically CHE or KE submission) with 8 missiles each;
Add chaff launcher with 10 bundles;
PDC 43

Trekker Variant
This variant of the FF-S3 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 FF-S3 is fitted with older Federation technology, but it does make these fighters 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. Two of the 25mm cannons are removed and one pulse cannon is fitted under the nose, but has slow rate of fire due to the power limitations of the FF-S3, able to fire up to 10 times before needing 2 minutes to recharge.
Make the following changes to a FF-S3 to create a Trekker FF-S3:
Increase hit dice to 9d20 (189 hit points);
Decrease speed to 3750 ft;
Add Polarized Hull Plating;
Add 1 pulse cannon;
PDC 42.
Note: Polarized Hull Plating can only be active for 15 minutes instead of normal 30 minutes, before it requires being deactivated for 15 minutes. Phase cannon can only fire 10 times before needing 2 minutes to recharge.


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.

Phased Cannon
Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)
 

Lord Zack

Explorer
Take a look at this, look familiar? Well it should, since it's the basis for the Shadow Hawk 'Mech. Now the combat armors of Dougram don't seem to be that powerful compared to mobile suits, but consider another series of mecha also inspired by them, the Valkyrie series from Super Robot Wars. These include the Laz Angriff, which can be a formidable opponent to the protagonist's mecha (and can be chosen as the protagonist's mech in SRW Advance and also can be used in the Super Robot Wars OG games after Super Robot Wars Original Generation 2, albeit being upgraded to the Tesla Drive-equipped Laz Angriff Raven by OG Gaiden. So it's kind of like a flying BattleMech. There's also the variable fighters, many of which could be comparable to Gundams. So these mecha would probably inspire future 'Mechs. They would also perhaps be easier for MechWarriors to adapt to piloting.

A lot of BattleMechs I suspect are already a match for certain mobile suits, depending on the comparative technology advancement of the unit and whether certain technologies are available to the mobile suit or 'Mech in question. The semi-transparent coating technology that could protect from lasers went out of style as the Universal Century approached it's end, already becoming fairly obsolete by the end of the One Year War due to the proliferation of beam weapons. The beam-resistant coating also provides some protection against lasers, but it is unclear whether that was widely adopted. The even more advanced anti-beam coating was prohibitively expensive at least at its introduction and it is unclear whether it would provide the same protection against lasers. So let's pit say... a Timber Wolf against the RMS-106 Hizack. The Hizack's standard weaponry includes a modified machine gun. It can optionally use either a beam rifle or a beam saber and it can also use a heat hawk. It can use only one weapon at a time. The Timber Wolf on the other hand has multiple laser weapons and inferior armor to the Timber Wolf. The Hizack does have considerable agility and considerable speed, but I'd give far better than even odds to the Timber Wolf. I might give the Hizack's successor the Marasai the edge over the Timber Wolf, though. Also a lot depends on the pilot too.
 
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Lord Zack

Explorer
I mean an Urbie is highly unlikely to beat a Gundam, but it could happen...

I am wondering if there is any information on the output of fusion engines used by BattleMechs. That will determine an important factor- whether they can use beam weapons. Also, there's the factor of how big are and how hot do Minovsky Ultra-Compact Fusion Reactor get? A potential reduction in bulk for reactors could be a great boon for future 'Mech development.

Also, I'm wondering just how impossible it would be to stat out the likes of mobile suits in BattleTech. Then beyond Real Robots like them are the Super Robots...
 
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Well, if you go to a Btech forum and asked for help adapting a Gundam, first thing you get is the "heresy" snark and the second is the fact that Gundams are more human-like than Mechs in capacity to move around.

You can guess that the first guys to try to do all of that experimenting were crazy good ol' boys with way too much beer in their gullets.
 

kronos182

Explorer
PPCs are energy weapons that deal thermal and kinetic energy, plus have a chance to overload electrical systems. I'd say on a critical hit the device/vehicle/mech/robot has to make a Fort save to resist suffering an overload (speed reduced, weapons knocked off line, reduced energy weapon damage, or inoperable for a short period of time).
Anti-Beam coatings and such technologies would provide a generic energy resistance against other energy weapons, but is optimized against beam weapons, just like anti laser coatings and tech are optimized against lasers.
I'd think a PPC would deal half electrical and half piercing or bludgeoning? There is no damage type for a generic kinetic.. although technically slams, wing slams, tail slaps, etc don't list a damage type so those are 'generic' damage.
 

Lord Zack

Explorer
Started a thread at the Coreline Boards about converting Coreline to Genesys. If some of the stuff in this thread could be cross-posted over there I'd appreciate it. It'd help to have an organized collection of all this stuff too.

There's definetly energy attacks that shouldn't be effected by anti-beam coating, for instance the Mazinger Z's breast fire, per Super Robot Wars, should go right through, for instance.

Wouldn't thermal energy translate to fire damage?
 

kronos182

Explorer
Started a thread at the Coreline Boards about converting Coreline to Genesys. If some of the stuff in this thread could be cross-posted over there I'd appreciate it. It'd help to have an organized collection of all this stuff too.

There's definetly energy attacks that shouldn't be effected by anti-beam coating, for instance the Mazinger Z's breast fire, per Super Robot Wars, should go right through, for instance.

Wouldn't thermal energy translate to fire damage?
Most technology designed to prevent various energies are usually type or semi generic.. so anti-beam are specialized against beam, and beam like weapons (maybe ppcs? and particle weapons), and anti-laser is great against lasers, but sucks against electricity and plasma.
Then there is non-specific energy which i suppose can bypass most energy resistances unless you have a blanket resistance to all energy (which is very rare and not as good as specific).

I'd have to look up the mazinger z..
Sonic, acid and cold are the few energies that need to be very specific.
 

kronos182

Explorer
Cloakshape Fighter
The Cloakshape fighter is an older space and atmospheric fighter that was developed and built before the Clone Wars. With its large wings and tube body, it was not particularly agile or powerful, but it has a reinforced hull that makes it quite durable. It had a comparatively small power plants that made them less ideal for combat in space, but the wide wings made them stable platforms for planetary defense, and allowed extended flight times as the fighter could glide at decent speeds to reduce fuel usage, and good lift for easier ascent.
Cloakshapes are armed with two lasers and some are fitted with a pair of concussion missile launchers, but lacked shields and hyperdrives. They were designed with modular systems and are easily customizable. There are very few Cloakshapes that are still to original specs.
In Coreline the Cloakshape is a fairly cheap ship and is found amongst many pirate and private groups, small planetary militias operate many for planetary defense.

Cloakshape Fighter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 3000 ft
Defense: 8 (10 base -2 size)
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 49.2 ft
Weight: 15,600 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 90 lbs
Grapple Modifier:
Base PDC: 31
Restriction: Res (+2)

Attack:
2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a or 1

Attack of Opportunity:

Bonuses:
Standard PL(6) Design Spec: Simple Controls, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons
Grappling Systems:

Simple Controls
The starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the starfighter.

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

Options
The cloakshape fighter is easily modifiable with many options available.
Many common upgrades include missile launchers, shield generator, hyperdrive, other weapons.

Tail
This addition is a twin boom tail that is fitted to the rear of the ship, giving it improved atmospheric maneuvering. Grants +2 equipment bonus to Pilot checks for making maneuvers in an atmosphere. Adds +20 hit points to the ship.
PDC: 15

Expanded Cockpit
The cockpit is expanded to allow for a second person, typically used in courier units or trainers. Reduce hit points by -10 hp, increase passenger capacity to 1, add 20 lbs of cargo.
PDC: 15

Expanded Cargo
The area behind the cockpit is expanded into a cargo section. Technically people could stay in the cargo area, but there are no seats and they can be bounced around and hurt during maneuvering. Increase cargo capacity by 300 lbs. In theory two people can sit in the area, but risk suffering 1d6 subdual damage every time the ship changes course, or 2d4 subdual damage every time the ship is struck by weapon damage or sudden combat maneuvers.
PDC: 13

Living Area
The area behind the cockpit is expanded and turned into a small living area with a small food storage area, food prep space, refresher unit and a bunk that doubles as a seat with a folding table.
PDC: 13

Star Commuter 2000
The Star Commuter 2000 is an unarmed hyperdrive-equipped shuttle manufactured by Sacul Industries, used to ferry groups of passengers to nearby planets. These block shaped craft, with two airfoils angling out from the top of the rear, with a single hatch/boarding ramp on the port side close to the front, carried up to 24 passengers and were piloted by a RX-Series pilot droid. These craft were short ranged, not particularly fast, but were cheap and plentiful, used in many systems as a ferry.

Star Commuter 2000 (PL6)
Type: Ultralight
Subtype: Shuttle
Size: Colossal
Tactical Speed: 2500 ft
Defense: 3 (10 base -8 size +1 Dex)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +1
Pilot's Class Bonus: +0
Pilot's Dex Modifier: +1
Gunner's Attack Bonus:
Length: 75 ft
Weight: 220,600 lbs
Targeting System Bonus: +0
Crew: 1 (Trained +3, RX-Series droid)
Passenger Capacity: 24
Cargo Capacity: 2,000 lbs
Grapple Modifier: +16
Base PDC: 40
Restriction: Lic (+1)

Attack:

Attack of Opportunity:

Bonuses:
Standard PL(6) Design Spec: Navicomp, RX-Series droid pilot, docking port/tube
Engines: thrusters, Ion engine, Class x3 Hyperdrive
Armour: Alloy Plating
Defense Systems:
Sensors: Class II
Communications: Radio Transceiver
Weapons: None
Grappling Systems:

RX Series Pilot Droid
The RX Series pilot droid were produced by Industrial Automation were designed for use in transport starships, particularly shuttles, light freighters and similar craft. They came equipped with three manipulator arms, internal cargo storage units, on board navi-comp for calculating hyperspace jumps as well as store several pre-calculated jump co-ordinates, comp-link probe for linking to computer systems. Instead of legs and wheels, these droids had a low level repulsorlift in their base to allow them to move about above the ground, however slowly. Their heads had a helmet-like shape with two photoreceptors that look like eyes and could speak several languages. They usually had a talkative and perky personality. Many owners modify these droids with any number of additional tools, equipment or abilities, but many stripped the repulsorlift and bolted the droids into the pilot spot on some transports.

CR: 1
Size: Medium (4 ft, 1.6 inches)
Hit Points: 1d10+5 (15)
Init: +1
Speed: 15 ft
Defense: 11 (+1 Dex)
Hardness:
BAB/Grp: +0
Attack: unarmed +1 melee 1d3+1
FS/Reach: 5/5 ft
Special Attacks:
Special Qualities:
Saves: Fort +0 , Reflex +1 , Will +0
Abilities: Str 12, Dex 13, Con -, Int 11, Wis 10, Cha 5
Skills: Computer Use +4, Craft Electrical +4, Craft Mechanical +4, Knowledge Technology +4, Listen +2, Navigate +4, Pilot (Ultralight) +3, Repair +3, Search +2, Spot +0
Feats: Starship Operations: Ultralight

Frame: biodroid
Locomotion: light repulsorlift
Manipulators: 1 grapple claw, multiple extendable tools
Armour: None
Superstructure:
Sensors: Class VI
Skill Software: Skill Net (+4): Craft Electrical, Mechanical, Knowledge Technology, Navigate, Skill Net (+2) Computer Use, Pilot, Search, Repair
Feat Software: Starship Operations: Ultralight
Accessories: Dex upgrade, internal storage (20 lbs), complink, tool mount x4 (mounted on body), vocalizer, mechanicomp sensor, electricomp sensor, video & photo recorders, holo projector & recorder, radio, electrical tool kit deluxe, mechanical tool kit deluxe, multipurpose tool, fire extinguisher (5 uses) heuristic processors, navi-comp
PDC: 22

Heuristic Processor
The RX series droids are able to learn new skills and feats, and take on ordinary classes (see d20 modern pg 270 Support Characters), but must relate to the medical field in some way.

Light Repulsorlift
The droid moves about on a low level repulsorlift system, allowing it to float above the ground up to 12 inches, but typically only 6 inches, moving at a speed of 15 ft.
 

kronos182

Explorer
StarSpeeder 3000
The StarSpeeder 3000 is a lightly armed, hyperdrive-equipped transport, used to ferry groups of passengers to nearby planets. These block shaped craft, with an angled front, with a hatch/boarding ramp on the each side close to the front, carried up to 40 passengers and were piloted by a RX-Series pilot droid with an astromech co-pilot/mechanic, typically an R2 or R3 series. These craft were mid ranged, not particularly fast, but were cheap and plentiful, used in many systems as a ferry. They were armed with two lasers under the nose for defense and were lightly shielded. The lasers are typically controlled by the astromech, but are rarely used.

Star Commuter 2000 (PL6)
Type: Ultralight
Subtype: Shuttle
Size: Colossal
Tactical Speed: 2500 ft
Defense: 3 (10 base -8 size +1 Dex)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 10d20 (200 hp), 50 hp shields
Initiative Modifier: +1
Pilot's Class Bonus: +0
Pilot's Dex Modifier: +1
Gunner's Attack Bonus:
Length: 96 ft
Weight: 230,100 lbs
Targeting System Bonus: +0
Crew: 2 (Trained +3, RX-Series droid), Astromech
Passenger Capacity: 40
Cargo Capacity: 5,000 lbs
Grapple Modifier: +16
Base PDC: 41
Restriction: Lic (+1)

Attack:
2 fire-linked laser -7 ranged 9d8, 20, fire, 3000 ft, s/a

Attack of Opportunity:

Bonuses:
Standard PL(6) Design Spec: Navicomp, RX-Series droid pilot, astromech co-pilot/mechanic, docking port/tube
Engines: thrusters, Ion engine, Class x3 Hyperdrive
Armour: Alloy Plating
Defense Systems: Light Shields
Sensors: Class II
Communications: Radio Transceiver
Weapons: 2 fire-linked laser cannons
Grappling Systems: None
 

kronos182

Explorer
Gallop-Class Hovercraft
The Gallop-class is a land based hovercraft mobile suit transport developed by the Principality of Zeon during the One Year War. The box-shaped hull, with large front hatch, two jet pods mounted on 'wings' jutting from the back were designed with an emphasis on movement and speed than firepower. Above the hull is a small tower that is a navigation, with battle bridges mounted on either side of the main hatch, the crew goes to during combat operations. The Gallop can carry 3 mobile suits, sized of Zaku-Iis and Goufs. The rear has a coupler for a trailer cargo module for additional supplies for extended mission. Armament wise, the Gallop is fitted with two twin machineguns for anti-aircraft protection and two 120mm cannons in a turret on the top.
The Gallop is 32 squares (157 ft) long, 29 squares (146.6 ft) wide, provides full cover to the crew. Takes one round to deploy a mech, and two to recover a mech.

Crew: 6
Passengers: 3 mech pilots
Cargo: 10 tons
Init: -3
Maneuver: -5
Top Speed: 180 (18)
Defense: 4
Hardness: 30
Hit Points: 110
Size: Colossal
Purchase DC: 51
Restriction: Mil (+3)
Accessories: 120mm tank cannon x2, 2 twin-machine gun turrets, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, repair system.
Notes: No penalties for firing 120mm tank cannon or twin machine guns while vehicle is moving, NBC protection grants +4 to Fort saves.

NameDamageCriticalDam TypeRange IncrROFMagazineController
120mm Tank Cnanon (2)10d12*20Ball150 ftSingle1* (80 rds ea)Gunner
Twin Machine Guns (2)3d1220Ball200 ftS, A3000 rds eaaSecondary Gunners

Cargo Module
This large cargo module is about as large as the Gallop, able to carry 500 tons of cargo, plus has living space area in the upper area for 10 people. Adds 50 hit points to the Gallop, but can be targeted separately, Def 4, but benefits from pilot's bonuses to Defense while attached to the Gallop. While attached, applies a -20 (2) speed penalty, -1 to Maneuver and Initiative.
PDC: 19

Civilian Model
This version removes all the weapons and targeting systems, replaces the military radio with a civilian communication system. The two battle bridges are converted to living quarters, kitchen is added. The spacious cargo section can be modified to a multi-level cargo or living space, or can remain as is for holding civilian mechs. The cargo storage is expanded with the removal of all the weapons and military equipment
Make the following changes to make a Civilian Model Gallop:
Reduce Def to 2;
Remove all weapons;
Increase passenger capacity to 10;
Reduce crew to 3;
Increase cargo to 20 tons;
PDC: 30
 

Lord Zack

Explorer
I imagine it'd be possible to modify the Gallop to include some of the adjustable mobile suit racks used on later versions of the Musai to allow the use of Dom or other-sized mobile weapons. In fact, I imagine that this might become standard on Principality of Zeon Gallops.

Also check this out: Star Wars Legion Models - Page 2 - The Piazza

These are meant to be regular Spacetroopers, but in Coreline? Well they could very well be Spacetroopers in Terminator Armor.

Regarding Spacetroopers, I imagine them to be among the most prominent users of mobile suits in the GFFA. This applies even more to Spacetroopers in the Milky Way galaxy.
 
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