CORELINE (D20 Modern/D20 BESM Setting).

AnimeSniper

Explorer
I have few concepts in my own Mecha Compendium doc for locking security features including I think a security measure that upon a failed access/activation the mecha locks the cockpit and releases a lethal/non-lethal gas either killing or knocking unconscious the pilot... another activates the power core in an overload mode destroying the mecha and x-feet surrounding it to prevent its technology and databases falling into enemy hands... another I think was a removable drive that when installed loaded the pilots configuration into the mecha's OS allowing for easier rotation between a mass produced line of mecha.
 

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Lord Zack

Explorer
I've been playing Homeworld Remastered and been thinking of how to incorporate it into Coreline. While Homeworld takes place in another galaxy, specifically the Whirlpool Galaxy, or a galaxy inspired by it, however the Bentusi are a trading race that can travel between galaxies. They might trade various elements of their technology to forces in the Milky Way and other galaxies. They often trade technology for resources, but could also trade for other technologies or other information. Particularly interesting are the local version of hyperdrive and the Phased Disassembler Array (PDA), which can allow even ships as small as carriers to build other ships.
 

kronos182

Adventurer
Well with the forums being reset back to april, I've got a few things to repost.. So I'll be reuploading whatever I've posted since April, I'm also open to any requests (still working on some NOD stuff, but could use ideas for Tiberium enhancements like I did on the buggy, cycle and one of the stealth tanks, which I'll need to repost again).
 


Need more info on the Iconian War.

As well.... USS 'Whitmore'.... I think there were stats for the "Hammerhead" (http://snubfighter.wikia.com/wiki/SA-43_'Hammerhead' , from "Space: Above and Beyond". They were nearly complete, but never figured out how the hell to stat the rear turret in D20F fashion) and the F-302 lying around (I *think*. I need to look them up, see if I could save them). We definitely need stats for the H-8 Global Defender (http://independenceday.wikia.com/wiki/H-8_Global_Defender , that fighter jet from "Independence Day: Resurgence"), dunno if there's others we could stat.


My idea is we place all of these inside of a single information packet as examples of one of the new types of weapons systems mass-produced in the Post-Vanishing era: the "Endo-Exo Atmospheric Fighter".

(And thinking about it... wouldn't starfighters like the Viper and the X-Wing also fall under this category? Or maybe they are better classified as "Starfighters"? I mean... what differentiates a "starfighter" and an EEA?).

EDIT: Guess Valkyries also could count as EEAs, although the fact that they can transform into mecha may or may not place them on another form of classification.
 

kronos182

Adventurer
Need more info on the Iconian War.

As well.... USS 'Whitmore'.... I think there were stats for the "Hammerhead" (http://snubfighter.wikia.com/wiki/SA-43_'Hammerhead' , from "Space: Above and Beyond". They were nearly complete, but never figured out how the hell to stat the rear turret in D20F fashion) and the F-302 lying around (I *think*. I need to look them up, see if I could save them). We definitely need stats for the H-8 Global Defender (http://independenceday.wikia.com/wiki/H-8_Global_Defender , that fighter jet from "Independence Day: Resurgence"), dunno if there's others we could stat.


My idea is we place all of these inside of a single information packet as examples of one of the new types of weapons systems mass-produced in the Post-Vanishing era: the "Endo-Exo Atmospheric Fighter".

(And thinking about it... wouldn't starfighters like the Viper and the X-Wing also fall under this category? Or maybe they are better classified as "Starfighters"? I mean... what differentiates a "starfighter" and an EEA?).

EDIT: Guess Valkyries also could count as EEAs, although the fact that they can transform into mecha may or may not place them on another form of classification.

Quick difference from Endo-Exo vs Starfighter.. EEAs are designed to operate in both atmosphere and space (obviously) and capable of leaving a planetary surface under their own power (usually), however they are also "short" range craft.. depending on tech (and universe) can travel a few AUs with some combat loiter time.
Starfighters can be space only, or also fill EEA as they can also operate in atmo and space, however many suffer in performance in atmo (TIEs are a good example of this limitation), but they have GREATER range, usually. Many are also designed (but not all) with the capability to achieve FTL speeds (x-wing, TIE Advance x1 and higher).
Veritech craft, and other transformer fighters/vehicles would be considered a subclass/type within any type of craft, or just a feature, which it really is. But would definitely be a multi-role type craft (VF-1 would fill general air superiority, ground assault and urban combat/close quarters (as both gerwalk with it's vtol and higher maneuverability but lower speed, and battloid mode for walking around). The VF-21 and 22 (macross plus) could be interceptors and heavy fighters, plus fill other roles due to their other modes.

Hammerhead rear turret can be handled 2 ways: 1 - as a point defense system (look at my notes on point defense system, especially the light version); 2 - a manned gun that only fires in the rear half (technically it would be an arc, but for simplicity sake anything in rear half of the ship, with a penalty to attack).

Iconian War is from...??? and the USS Whitmore?
 

Lord Zack

Explorer
The Iconian War is a storyline from Star Trek Online. It was the culmination of the storyline up to that point, where the Iconians who were pulling the strings up to that point came in force. It culminated in a final battle over Earth. Here's a link to the Star Trek Online wiki page on it: http://sto.gamepedia.com/Iconian_War

As for the Whitmore (it's under the jurisdiction of the Air Force, not the Navy, so it gets the real, but currently disused prefix USAFS), it is a reference to Thomas J Whitmore from the Independence Day movies. The Agamemnon-class is from Gundam SEED: http://gundam.wikia.com/wiki/Agamemnon-class
 


kronos182

Adventurer
RX-78-2 Gundam
The RX-78-2 is theaccumulation of the V Project, using advanced technology and materials,including Luna Titanium armour and superstructure. It also incorporates theCore Block system which is a fighter jet that can link to it, and other VProject mechs. While a highly effective and mobile mech, the RX-78-2 isexpensive and the Earth Federation only produced very small numbers of thesemechs. The RX-78-2 also carried experimental energy weapons, the beam sabersand beam rifle, which required a special weapon pack mounted to the back thathelps recharge these weapons. The weapon pack also acts as a means to carryweapons to keep the hands free. The legs have hardpoints and compartments tohold extra ammunition for projectile weapons or extra weapons or equipment.

RX-78-2Gundam
Size: Gargantuan (59 Ft) (-4)
Bonus Hit Points: 400
Superstructure: Luna Titanium Alloy
Hardness: 20, 40 vs kinetic attacks
Armour: Luna Titanium Alloy
Bonus to Defense: +8, +6 shield
Armour Penalty: -5
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: 0
Speed: 55 ft, 3000 ft space
Purchase DC: 50

Slots

Helmet OracleTargeting System (+3)
Visor Class IVSensors
Cranium VulcanWeapon
Back Improved DeepSpace Thrusters
Left Arm 1
Left Hand 1
Right Arm 1
Right Hand 1
Shoulders Space Skin
Shoulder Shield
Back Weapon Pack
Torso and Belt CoreBlock System
Left Leg 1
Right Leg 1
Boots Zero-GStabilizer
CommSystem

Standard Package Features: Core Block System, Weapon Pack, Improved Deep SpaceThrusters, Magnetic Coating
Bonuses: -1 attack, darkvision 120 ft, +4 Navigate & Spot
Weapons: Vulcan Weapon -1 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or

Beam Rifle -1attack, 10d10, energy, 20x4, 120 ft, single, 10 internal, handheld, or
Beam Saber (2) +8melee, 7d10, fire, 19-20x3, 2 min operation
Slam +8 melee 2d8+12blud, 20, 15 ft reach

Weapon Pack
This backpack likeitem houses the power system that power the RX-78-2's energy weapons and whereit stores the weapons it carries, which is usually two beam sabers and a beamrifle. Although it can also carry a bazooka, projectile rifles and other weapons,and even carry the shield. The beam rifle can be recharged after 1 minute (10rounds). Each beam saber can be recharged in 1 minute (10 rounds). The weaponpack can carry the two beam sabers, the shield and two long weapons, such as abeam rifle and a projectile rifle, or the hyper bazooka, or some othercombination.
Equipment Slots: 2,must be back, torso or belt.
Activation: None
Range Increment: Touch
Target: You
Duration: None
Saving Throw: none
Purchase DC: 27
Restriction: Mil (+3)


Core Block System
The Core BlockSystem is part of the V Project design, using a fighter jet as a modularcockpit and control system for a number of mechs in the RX-78 series. It alsoacts as an escape vehicle with its own weapons and propulsion system for thepilot. The fighter folds up into a compact form while docked in the torso ofthe RX-78-2 and shares power with the mech. In the event the mech would bedestroyed, the pilot can make a Reflex save DC 20 to eject safely. However ifthe mech would have suffered enough damage to bring it past -50 hit points fromthe attack that destroyed it, the pilot must make a second Reflex save DC 20 orsuffer half the damage the mech would have suffered past 0 to the escapefighter. The fighter carries 4 fire-linked Vulcan weapons, the same as thosemounted in the mech's head, plus two missiles in internal launchers. Theseweapons can only be used when the fighter is not docked with the mech.
CoreBlock Figther
Crew: 1
Passengers: 0
Cargo: 50 lbs
Init: -1
Maneuver: +2
Top Speed: 1500 (150), 3000 ft space
Defense: 8
Hardness: 9
Hit Points: 35
Size: Huge
Purchase DC: 50
Restriction: Mil +3

Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
4 Vulcan Weapons
5d8
20
Ballistic
100 ft
S, A
200 rds link
2 Missiles
-
-
-
-
S
2


MagneticCoating
The jointsand motors have a special magnetic coating that gives it greater range ofmovement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 toInitiative and +2 to Reflex saves.
Equipment Slots:None
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 12 + one-quarter the mech's base purchace DC
Restriction: Mil (+3)


Shield
The RX-78-2 carriesa modified Bastion Tactical Shield that is treated to also act as a heat shieldfor planetary re-entry. This makes the shield heat resistant. All fire damagetaken from atmospheric entry is halved. If the mech equipped with this shieldis struck while the shield is being used from a non-sneak attack or from aflanking opponent, the mech has fire resistance 15.
Equipment Slots: 1,hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 6 + one-quarter the mech's base purchace DC
Restriction: Mil (+3)


Vulcan Weapon
This weapon systemis a rapid fire ballistic weapon used for anti infantry and can be used toattempt to shoot missiles, but usually a back up weapon. If used to shootmissiles, it has a 20% chance to shoot down missiles that attack the equippedmech, and uses 10 rounds of ammunition. Each time the system is used to shootdown missiles, it incurs a cumulative -1 to ranged attack rolls due to the headturning to bring the weapon to bear. As a weapon, it deals 3d8 points ofballistic damage.
Equipment Slots:1
Activation: Attack or attack of opportunity
Range Increment: 70 ft
Target: Single target within 700 ft, or missile, or autofire
Duration: Instantaneous
Saving Throw: none
Purchase DC: 25
Restriction: Mil (+3)


Improved Deep SpaceThrusters (PL7)
These are improvedversions of the deep space thrusters for mechs over the previous age, grantinggreater speed and endurance allowing a mech to keep pace with ships better thanprevious models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of asolar system twice before needing refueling. They are not designed foratmospheric flight.
Equipment Slots: 2,must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None


Beam Rifle
The beam rifle is anexperimental energy weapon, with power similar to those mounted on starships,able to cripple mechs in a single blow. However, due to the energy drain, thebeam rifle has a limited number of shots before it needs to be recharged. Deals10d10 points of energy damage, with a critical x4 damage, can only fire 10times before requiring a recharge. The beam rifle is a two handed rifle, butcan be fired with only one hand but suffers -2 to attack rolls.
Equipment Slots: 2,hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 45
Restriction: Mil (+4)


Beam Saber
The beam saber is anexperimental plasma based melee weapon that is able to cut through nearly anymaterial. However it has a short operating time before requiring a recharge.Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring15 points of hardness/DR, critical threat range 19-20, x3, can not add strengthmodifier to damage. Operational for 2 minutes (20 rounds) before requiring arecharge.
Equipment Slots: 1,hand or arm
Activation: Attack
Range Increment: melee
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)


Optional Weapons
The RX-78-2 has anumber of optional weapons that it can be equipped with, including common mechweapons.

Gundam Hammer
The Gundam Hammer isa mech sized flail, used for smashing mechs, fortifications and even disarmingor tripping mechs. Damage is based on size of the mech: Large 6d8 +5 ft reach,Huge 8d8 +10 ft reach, Gargantuan 10d8 + 15 ft reach, Colossal 12d8 +20 ft reach;bludgeoning damage. The equipped mech can attempt to make a trip or disarmattack with +4 bonus. If the trip attempt fails, the mech can drop the GundamHammer.
Activation:Attack
Range Increment: melee + reach
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 8 + one-quarter base purchase DC of the mech.
Restriction: Mil (+3)


Hyper Bazooka
This is a heavymissile weapon with a small magazine of 3 380mm rockets. Deals 15d8 points offire damage to a 30 foot radius burst, and ignores 20 points of hardness/DR onthe initial target hit. The bazooka itself only holds three rounds, and eachequipment slot dedicated to ammunition holds 3 rockets. Takes a standard actionto load the bazooka, which provokes an attack of opportunity. While fairlyaccurate, it isn't very effective against fast moving targets, suffering -2 tostrike anything moving more than 40 ft / round on ground, or 2000 ft in space.It can be fired one handed, but suffers a further -2 to attack.
Equipment Slots: 1hand held
Activation: Attack
Range Increment: 150 ft

Area: 30 ft radiusburst
Target: Single target within 1500 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half damage in blast radius, not counting targetstruck.
Purchase DC: 22 for launcher, 16 for 3 pack of rockets
Restriction: Mil (+3)



Variants
A few variants ofthe RX-78-2 were made that were not classified as new mechs entirely.

RX-78-02
The RX78-02 is anAlternate Fiction version of the RX-78-2 that has more projectile weapons builtinto it. It removes one of the beam sabers, adds a modified M-9 Barrage to theright shoulder and a short ranged cannon that rotates over the shoulder to theleft shoulder. However these additions increases the weight and slows the mechdown.
Make the followingchanges to an RX-78-2 to convert it to a RX-78-02
Decrease speed by 5ft ground, 500 ft space;
Increase HP by 50;
Remove 1 Beam Saber;
Add Short range M-9Barrage to right shoulder (uses right arm slot) with range increment of only 50ft, only 3 belts of 50 rounds, can not be reloaded except by special equipment;
Add WarpathRecoilless Rifle to left shoulder (uses left arm slot) with 20 rounds.
Increase PDC by +1
 

kronos182

Adventurer
DC-15S ClonetrooperCarbine
This is a carbineversion of the DC-15A, and saw more use with special units in the early yearsof the Clone War before coming just as common as the DC-15A. It has the samepenetrating power as the 15A, but had shorter range and had a hire rate offire.. It came with a folding stock for improved aiming when braced, and agrappling cable can be fired, but was attached to the butt of the foldingstock, requiring the stock to be folded when using the cable. The BlasTech E-11is based on the DC-15S, but with slightly better range and weighed less.

DC-15S ClonetroooperCarbine (Personal Firearms Proficiency)
Damage: 3d10-1
Critical: x3
Damage Type: Fire
Range Increment: 55 ft
Rate of Fire: S, A
Size: Medium
Weight: 8 lbs
Ammo: 100 Box
Purchase DC: 23 Ill (+4)
Notes: Comes with a scope and HUD target link. Sadly, the programming for thelink is optimized for a system that most people don't have access to (namelyclonetrooper armour). Resetting it for another HUD system is a DC 30 ComputerUse check. Armour piercing grants +1 attack bonus against targets with armouror natural armour, but suffers -1 to damage, already calculated in damageabove.

Grappling Cable -The DC-15S includes a grappling hook and launcher with 100 ft of duracable.Includes a winch to retract the cable, able to lift up to 400 lbs, but at arate of 20 feet per round.
Stock: The foldingstock helps keep the DC-15S's size down, but when extended, the weapons sizechanges to large, but when aiming (use of Deadeye feats and similar), grants anadditional +1 to the attack roll.
(Alternate armourpiercing rules: Instead of the +1 attack bonus and -1 penalty to damage,instead ignores 2 points of hardness/DR.)
Stun Setting: Can beset to stun, requiring the target to make a Fort save DC 18 or be stunned for1d4 rounds.


Z-6 Rotary Blaster
A heavy weapondeveloped by Merr-Sonn Munitions issued as a special weapon during the CloneWars. This weapon differs from other repeating blasters in that it had 6rotating barrels, each with its own actuating chamber, wrapped around acoolant-lined core, plus the galven circuitry used meant the Z-6 had both ahigh cyclic discharge rate and good cooling, with a high sustained rate offire. The Z-6 was just light and small enough that it can be fired while on themove, albeit moving slowly.
It had a specialdesigned power pack that allowed for a large capacity, however it would eatthrough these power packs rather quickly, but did mean it wasn't required to betied to a power generator, but can be hooked to one for an unlimited ammunitionsupply. Another difference is that the Z-6 can fire only in autofire mode, buttrained troopers can fire controlled bursts that can extend its ammunitionsupply, or focus its blasts to a smaller area.

Z-6 Rotary Blaster(Exotic Firearms Proficiency Z-6)
Damage: 4d10
Critical: x3
Damage Type: Fire
Range Increment: 75 ft
Rate of Fire: A
Size: Large
Weight: 30 lbs
Ammo: 200 box, or unlimited connected to generator
Purchase DC: 26
Notes: Fire on the Move, Big Target, Hard to Dodge

Fire on the Move -Due to the design of the Z-6 and its supporting straps, a user can move at halfspeed while using the Z-6, and suffer only -1 to attack rolls.
Big Target - Ifattacking a single target that fills the 10 ft by 10 ft autofire area, thattarget suffers 50% more damage.
Hard to Dodge - Dueto the high rate of fire of the Z-6, the Reflex save for half damage is DC 20instead of the normal 15.






AT-RT
The All TerrainRecon Transport, or Republic Scout was a small walker developed during theClone Wars, was a two legged walker that was suited for recon, patrol and lightground support roles in areas that had terrain that was difficult for wheeled,tracked or even some repulsor craft couldn't navigate. The pilot controlled theAT-RT from a seat high upon its tall legs, using controls similar to a speederbike, with the advanced sensors and gyro systems keeping it well balanced andsure footed on rough terrain, even at high speeds. The controls, combined withits onboard computer and sensors made the AT-RT very responsive, and evenintuitive, allowing for an experienced pilot to pull impressive maneuvers,including leaping onto a large vehicle, while tilting the chin down to blast atthe target's roof before leaping off again. Armed with a chin mounted laserallowed it to engage infantry and even light vehicles. The laser can be linkedto the pilot's helmet HUD, following the head movements for better accuracy.
The AT-RT is onlyone square wide and two squares long (4.5 feet wide by 8.75 feet long) andstands 11.3 feet tall, providing only 1/4 cover to the pilot, but only from thefront and back. Requires a move action to go from kneeling rest position tostanding at full height. When in resting position with the legs folded, theAT-RT is only 5 feet tall. Requires Vehicle Expert (Walker) feat to operateproperly.

Crew:1
Passengers: 0
Cargo: 30 lbs
Init: +0
Maneuver: +3
Top Speed: 165 (16)
Defense: 10
Hardness: 7
Hit Points: 25
Size: Large
Purchase DC: 30
Restriction: Mil (+3)
Accessories: Military radio, headlights, first aid kit, chin mounted laser,sensors equivalent to mech mk III sensors with HUD link to helmet, two sidesaddle storage containers, power pack recharger (can recharge a single powerpack in 1 hour), weapon link to HUD
Notes: Rough Terrain Design, Leaping, Climbing.

RoughTerrain Design - All penalties for rough terrain are reduced by half,
Leaping -The AT-RT is able to leap up to 15 feet high, 20 feet across. It has a baseJump skill of +3, with a successful Drive check, the pilot can add half his/herown Jump skill bonus.
Climbing -The AT-RT is able to climb hills and mountains, up to 70 degree incline, with abase Climb skill of +4, with a successful Drive check, the pilot can add halfhis/her own Climb skill bonus.

Chin Laser
The AT-RThas a chin mounted laser turret that is linked to the HUD of the pilot'shelmet, following its movements, granting greater accuracy, granting +1 toattack rolls.

Damage
Crit
Type
Range Inrc
Rate of Fire
Magazine
Chin Laser
4d10
20/x2
Fire
75 ft
S, A
Unlimited
 

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