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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
No problem, just trying to help where I can. I can easily come up with and go on about various ideas or storylines, but I doubt anything I have ever written up could be considered balanced stats. Y'all are the real heroes here, great original content for a great original setting.
That's what this place is about, helping each other creating an awesome setting and campaigns.
Hey, I can always use idea for creating stats for. There are many things I have on the works, but sometimes I get stalled and just need a fresh idea to get me going on older projects that I get stuck on, or reinvigorate my creative flow
 

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Doc_Pippin

Villager
Glad to help, I will be posting various ideas all of which are at various levels of completeness, please feel free to expand upon or straight up hijack, change, adapt, and complete any or all of them.

Also I really like your find chance by biome table, but you may want to expand it to include
- Fresh Water
- Salt Water
- Wetlands or Swamp
- Jungle or Tropical Rainforest

Also you have Flame Vehicle "Weapon" Power Up written as Flame Vehicle Vehicle Power Up in the table

Oh and another power up idea, Spikes for individual level it could inflict damage against opponents who grapple, grab, blullrush, or attack via unarmed or natural weapons for a period of time and the vehicle version can give droppable caltrops to pop tires and dissuade pursuers. The personal icon could be a spiked vine or traditional caltrop and the vehicle one could be a Czech hedgehog
 
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kronos182

Explorer
A few more power ups..

Reinvigorate
This floating teal blue orb has an icon of a chicken drum super imposed over a bottle floating within it. Used as a move equivalent action, the user removes the effects of starvation, dehydration or exhaustion, and the user feels as if they have eaten a well balanced and filling meal. If used when not suffering any of these effects, the user gains a +4 to Fort saves against starvation, dehydration or effects that cause the exhausted condition for 1d6+5 hours.
Weight: 6 lbs
PDC: 12

Refuel
This translucent yellowish orb has an icon of a fuel can floating in it. When used while at the controls or station of a vehicle, mech, aircraft, the user can instantly refuel the vehicle.
Weight: 12 lbs
PDC: 14

Electrical Weapon Power Up
This appears as a lightning bolt shaped, transparent yellow floating object with either a set of three bullets or a sword floating in the center. Once activated as a move equivalent action with a weapon of the related type (a melee weapon for the sword, and a ranged weapon for the bullets, but doesn't have to be a projectile gun, can be energy or even bow and crossbow) in hand, up to large size, gains +1d6 electrical damage for 1d6+2 rounds.
Weight: 3 lbs
PDC: 17

Explosive Weapon Power Up
This appears as an explosion with a mushroom cloud shaped, transparent red and yellow floating object with a set of three bullets. Once activated as a move equivalent action with a ranged weapon, but doesn't have to be a projectile gun, can be energy or even bow and crossbow) in hand, up to large size, deals 1d6 points of damage type of the weapon to a 10 ft radius with Reflex save DC 13 for half damage, for 1d6+2 rounds.
Weight: 3 lbs
PDC: 18

Poison Weapon Power Up
This appears as a poison warning shaped, transparent black and white floating object with either a set of three bullets or a sword floating in the center. Once activated as a move equivalent action with a weapon of the related type (a melee weapon for the sword, and a ranged weapon for the bullets, but doesn't have to be a projectile gun, can be energy or even bow and crossbow) in hand, up to large size for 1d6+2 rounds, a target struck must make a Fort save DC 13 or suffer 1d4 Con damage, no secondary effect.
Weight: 4 lbs
PDC: 18

Radiant Weapon Power Up
This appears as a cross shaped, transparent yellow floating object with either a set of three bullets or a sword floating in the center. Once activated as a move equivalent action with a weapon of the related type (a melee weapon for the sword, and a ranged weapon for the bullets, but doesn't have to be a projectile gun, can be energy or even bow and crossbow) in hand, up to large size, gains +1d6 radiant/holy damage for 1d6+2 rounds. Deals double damage to undead and evil outsiders.
Weight: 3 lbs
PDC: 17

Necrotic Weapon Power Up
This appears as a skull shaped, transparent grey floating object with either a set of three bullets or a sword floating in the center. Once activated as a move equivalent action with a weapon of the related type (a melee weapon for the sword, and a ranged weapon for the bullets, but doesn't have to be a projectile gun, can be energy or even bow and crossbow) in hand, up to large size, gains +1d6 necrotic damage for 1d6+2 rounds. This bonus damage doesn't affect undead except it heals them, deals double damage to angels and good outsiders.
Weight: 3 lbs
PDC: 17

Electrical Vehicle Weapon Power Up
This appears as a lighting bolt shaped, transparent yellow floating object with a set of three bullets superimposed over a tank turret floating in the center. Once activated as a move equivalent action at the controls of a vehicle, mech or starship weapon gains +3d6 electrical damage for 1d4+2 rounds.
Weight: 12 lbs
PDC: 21

Explosive Vehicle Weapon Power Up
This appears as an explosion with a mushroom cloud shaped, transparent red and yellow floating object with a set of three bullets superimposed over a tank turret floating in the center. Once activated as a move equivalent action at the controls of a vehicle, mech or starship weapon gains +3d6 of the damage type for the weapon to a 20 ft radius, Reflex save DC 13 for half damage, for 1d4+2 rounds.
Weight: 12 lbs
PDC: 21

Poison Vehicle Weapon Power Up
This appears as a poison warning shaped, translucent black and white floating object with a set of three bullets superimposed over a tank turret floating in the center. Once activated as a move equivalent action at the controls of a vehicle, mech or starship weapon for 1d4+2 rounds, targets struck must make a Fort save DC 17 or suffer 1d6+1 Con damage, no secondary effects.
Weight: 15 lbs
PDC: 22

Radiant Vehicle Weapon Power Up
This appears as a cross shaped, transparent yellow floating object with a set of three bullets superimposed over a tank turret floating in the center. Once activated as a move equivalent action at the controls of a vehicle, mech or starship weapon gains +3d6 radiant/holy damage for 1d4+2 rounds. Deals double damage to undead and evil outsiders.
Weight: 12 lbs
PDC: 22

Necrotic Vehicle Weapon Power Up
This appears as a skull shaped, transparent grey floating object with a set of three bullets superimposed over a tank turret floating in the center. Once activated as a move equivalent action at the controls of a vehicle, mech or starship weapon gains +3d6 necrotic damage for 1d4+2 rounds. Deals no damage to undead, heals them instead, deals double damage to angels and good outsiders.
Weight: 12 lbs
PDC: 22

Flame Armour Power Up
This appears as a red flame shaped, transparent floating object with a simple representation of a piece of armour that fits over the torso with shoulder pads. After being picked up, it can be activated only while wearing some kind of personal armour (including leather jackets as long as it provides at least +1 Defense), as a move equivalent action. Once activated the armour has a soft red glow and gains a Fire Resistance 10, lasting for 1d6+2 rounds.
Weight: 5 lbs
PDC: 16

Cold Armour Power Up
This appears as a white snowflake shaped, transparent floating object with a simple representation of a piece of armour that fits over the torso with shoulder pads. After being picked up, it can be activated only while wearing some kind of personal armour (including leather jackets as long as it provides at least +1 Defense), as a move equivalent action. Once activated the armour has a soft white glow and gains a Cold Resistance 10, lasting for 1d6+2 rounds.
Weight: 5 lbs
PDC: 16

Acid Armour Power Up
This appears as a green water droplet, transparent floating object with a simple representation of a piece of armour that fits over the torso with shoulder pads. After being picked up, it can be activated only while wearing some kind of personal armour (including leather jackets as long as it provides at least +1 Defense), as a move equivalent action. Once activated the armour has a soft green glow and gains a Acid Resistance 10, lasting for 1d6+2 rounds.
Weight: 5 lbs
PDC: 16

Electrical Armour Power Up
This appears as a yellow lightning bolt shaped, transparent floating object with a simple representation of a piece of armour that fits over the torso with shoulder pads. After being picked up, it can be activated only while wearing some kind of personal armour (including leather jackets as long as it provides at least +1 Defense), as a move equivalent action. Once activated the armour has a soft yellow glow and gains a Electrical Resistance 10, lasting for 1d6+2 rounds.
Weight: 5 lbs
PDC: 16

Explosive Armour Power Up
This appears as an explosion with a mushroom cloud shaped, transparent red and yellow floating object with a simple representation of a piece of armour that fits over the torso with shoulder pads. After being picked up, it can be activated only while wearing some kind of personal armour (including leather jackets as long as it provides at least +1 Defense), as a move equivalent action. Once activated the armour has a soft red glow and gains a +6 bonus against area affect attacks with successful attack only suffering one-quarter damage, while a failed save the user only suffers half damage, lasting for 1d6+2 rounds.
Weight: 5 lbs
PDC: 16

Poison Armour Power Up
This appears as a green water droplet shaped, transparent object with a simple representation of a piece of armour that fits over the torso with shoulder pads. After being picked up, it can be activated only while wearing some kind of personal armour (including leather jackets as long as it provides at least +1 Defense), as a move equivalent action. Once activated the armour has a soft green glow and gains a +6 bonus against poisons, and if already suffering the effects of a poison the user is instantly cured and won't suffer any farther damage, lasting for 1d6+2 rounds.
Weight: 5 lbs
PDC: 16

Flame Vehicle Armour Power Up
This red transparent flame shaped object has what looks like a simple representation of a tank. After being picked up, it can be activated only while at the controls of a vehicle, starship or mech as a move equivalent action. Once activated the vehicle has a soft red glow and gains Fire Resistance 20, lasting for 1d4+2 rounds.
Weight: 9 lbs
PDC: 19

Cold Vehicle Armour Power Up
This blue transparent snowflake shaped object has what looks like a simple representation of a tank. After being picked up, it can be activated only while at the controls of a vehicle, starship or mech as a move equivalent action. Once activated the vehicle has a soft blue glow and gains Cold Resistance 20, lasting for 1d4+2 rounds.
Weight: 9 lbs
PDC: 19
 

kronos182

Explorer
De Havilland Mosquito Mk X
The Mk X Mosquito is a modern upgrade, using turboprop engines, using more metal in the frame for additional armour and improved cockpit for atmospheric sealing for higher altitude flying. Based on the fighter bomber version, with newer versions of its original weapons, mounting several 20mm cannons and 40mm cannons. Upgraded communications, radar and targeting systems to integrate it with modern militaries with a laser designator, as well as a chaff launcher for a little added defense. Wing mounted sidewinders or hellfires for additional heavy strikes are optional. The mosquito is 9 squares long and 11 squares wide (wingspan), providing 3/4 cover to the crew.

Crew: 2
Passenger: 0
Cargo: 0 lbs
Init: -2
Maneuver: -2
Speed: 900 (84)
Defense: 8
Hardness: 7
Hit Points: 40
Size: Gargantuan
PDC: 37
Restriction: Mil (+3)
NameDamageCriticalDam TypeRange IncrRate of FireMagazine
40mm Cannons (2 fire-linked)6d1220Ball130 ftS, A100 rds ea
20mm Cannons (4 fire-linked)8d1020Ball120 ftS, A125 rds ea
250 lbs Bomb Mk26d1220Ball/Fire
500 lbs Bomb Mk27d1220Ball/Fire
4000 lbs Bomb Mk213d1220Ball/Fire
Sidewinder Missiles20d6--1 Mile14 Missiles
Hellfire Missiles15d6--500 ft16 Missiles

Hell Mosquito
The Hell Mosquito is a variant design originally made by a pirate group but the plans have been leaked on the internet and produced by various companies. The wood construction is retained, however it is treated and reinforced with ceramics to protect it against lasers and fire attacks. Four 20mm cannons make up the primary weapons, along with two laser cannons. The bomb bay is converted into a mini-missile launcher, capable of firing multiple missiles in a barrage. Two light lasers in pop-up turrets mounted above and blow the tail provide some anti-missile protection, and against ground forces. Two small thrusters are fitted to the wings and engines that can provide a short burst of speed.
Make the following changes to Mosquito Mk X:
Reduce speed to 850 (85);
Replace 40mm Cannons with 2 Fire-linked laser cannons;
Bomb bay replaced with mini-missile launcher;
Add Fire Resistance 15;
Add 2 pop-up laser turrets;
Add boosters;
PDC: 38
Res: Mil (+3)

Pop-Up Lasers
These lasers can be used by the co-pilot, dealing 3d8 each, range increment 100 ft, or can be set to act as a point defense system with 15% chance to destroy incoming missiles. Has two attacks of opportunity with +1 to attack rolls to attack any threatening targets within 100 feet, dealing 3d8 fire damage.

Mini-Missile Launcher
This launcher can fire a single mini-missile or volleys up to 8 missiles. Each doubling of mini-missiles fired increases damage by 50%, increase blast radius by 25%, Reflex save by +1.
The system holds 40 mini-missiles. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.
If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus.
LAW mini-Missile - A light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 5 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4.
Explosive Mini-Missile - The explosive mini-missile is just that, a rocket propelled grenade. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4.
Fragment Mini-Missile - The fragmenting mini-missile sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4.

Boosters
A small rocket engine that increases speed for a short period of time. After the pilot performss an afterburn maneuver, Pilot check DC 10, grants +100 (10) to speed for 1 round. There is enough fuel for 10 uses of the boosters.
 

kronos182

Explorer
Lancaster Heavy Bomber
The main heavy bomber of the RAF, the Lancaster excelled in almost every bomber role whether daylight precision bombing or nighttime bombing. These aircraft became famous for their participation as the “dam busters” of Operation Chastise (see the GM’s Guide to WWII for more information on this raid). The Lancaster carried a crew of 7, consisting of a pilot, co-pilot/flight engineer, bombardier, radio operator, 2 waist gunners and a rear gunner.
The Lancaster is armed with eight .303 machineguns in 3 turrets, four in the rear turret, two in the dorsal turret and 2 in the nose turret.
The Lancaster could also carry 22,000 lbs. of bombs in any combination.
The Lancaster is 14 squares long and 20 squares wide (wingspan) and provides ¾ Cover for crew (even those firing the guns since they are visible to the enemy- a wounded crewmember not operating a gun can be assumed to have full cover).

Crew: 7
Passenger(s): 0
Cargo Capacity: 0
Initiative: -4
Maneuver: -4
Top Speed: 495 (49)
Defense: 6
Hardness: 5
Hit Points: 72
Size: Gargantuan
Purchase DC: 44
Restriction: Mil (+3)
Weapons: Eight .303-calibre machine guns in power-operated turrets, normal bomb payload of 22,000 lb; the usual payload was a 4,000 lb. or 8,000 lb. "Cookie" bomb with smaller bombs and incendiaries in the bomb bay's remaining space. Finally, the Lancaster was modified to carry the 22,000 lb. "Grand Slam" earthquake bomb.
NameDamageCriticalDam TypeRange IncrRate of FireMagazine
Browning M1917 (4 Fire-linked)4d1020Ball100 ftS, ALinked 1000 rds ea
Browning M1917 (2 fire-linked)3d1020Ball100 ftS, ALinked 1000 rds ea
250 lbs Bomb4d1220Ball
500 lbs Bomb6d1220Ball
4000 lbs Bomb12d1220Ball

Lancaster B.XII
This is a modern upgrade to the old Lancaster bomber, upgraded with modern electronics and aviation package with radar, military radio, GPS, laser designator, the guns are replaced with modern weapons, the reinforced frame is sealed, with better sealing around the bomb bay that allows the craft to reach higher altitudes with 10 hour oxygen supply, and turboprops for improved speed and altitude. The Bomber's equipment has been upgraded to allow for smart and laser guided bombs to be carried. The wings are reinforced and fitted with mounts for either hellfire or sidewinder missiles.

Crew: 6
Passenger(s): 0
Cargo Capacity: 0
Initiative: -4
Maneuver: -4
Top Speed: 510 (51)
Defense: 6
Hardness: 8
Hit Points: 80
Size: Gargantuan
Purchase DC: 45
Restriction: Mil (+3)
Weapons: 6 50-calibre machine guns in power-operated turrets, normal bomb payload of 25,000 lb; the usual payload was a 4,000 lb. or 8,000 lb. "Cookie" bomb with smaller bombs and incendiaries in the bomb bay's remaining space.
Note: Targeting systems grant +1 to attack rolls for all weapons. If carrying wing mounted missiles (either hellfire or sidewinders), suffers additional -2 to maneuver and initiative until the missiles are fired.
NameDamageCriticalDam TypeRange IncrRate of FireMagazine
M2HB (2 fire-linked)3d1220Ball110 ftS, ALinked 1500 rds ea
250 lbs Bomb Mk25d1220Ball/Fire
500 lbs Bomb Mk27d1220Ball/Fire
4000 lbs Bomb Mk213d1220Ball/Fire
Hellfire Missiles15d6--500 ftSingle4 Missiles (2 per wing)
Sidewinder Missiles20d6--1 milesingle4 missiles (2 per wing)

Lancaster B.XIIE Ghost
The Lancaster Ghost is an attempt to turn a Lancaster in a cheap EWACs craft, modifying the Lancaster B.XII with sensor and radar jammers, sealing the bomb bay and filling it with the additional equipment. The gunner positions are now fully automated CIWS. The bomber station in the nose now houses more powerful radar, communications and part of the EWACs systems, as well as powerful cameras and four laser designators, allowing it to designate up to 4 different targets for either the wing mounted missiles or for other craft or ground launched missiles. Several chaff dispensers are fitted to the rear body for additional defense. Instead of missiles, the Lancaster Ghost can carry two UAVs, typically Shadow or Predator UAVs for recon or attack/defense. The landing gear is modified and lengthened to raise the Lancaster Ghost higher off the ground to allow for the UAVs to be carried without being damaged while landed.
Make following changes to Lancaster B.XII:
Crew: 7, only 3 for flying craft and maintaining the defense weapons, 4 for other system;
Top Speed: 520 (52);
Replace .50 cal turrets with point defense CIWS system;
Add Sensor Jammers and Jammers;
Add Chaff launcher with 6 bundles;
PDC: 46
Res: Mil (+3)

Sensor Jammers & Jammers
Combination jammer system that jams guided (laser, radar, etc) weapons, imposing a -2 penalty to all craft except up to 10 designated allies within 5 miles. All sensor systems suffer -2 to their checks within 5 mile radius except 10 designated allies. Communication systems are also jammed, requiring a Computer Use check DC 20 to cut through except for 10 designated allies.

CIWS System
Early defense system using light rapid-fire projectile weapons to automatically fire at incoming missiles and aircraft that threaten the vehicle. Has 20% chance to destroy an incoming missile. A destroyed missile deals no damage.
System makes an attack of opportunity, up to 3 times per round, against any aircraft that comes within 500 feet of the aircraft making a 1d20 +2 roll, dealing 3d10 points of damage on a successful strike. Uses 7.62mm ammunition.

Lancaster Spectre AB.XIII
The Lancaster Spectre is a modified B.XII to act as a ground attack gunship, similar to the AC-130 Spectre. The wings are modified and reinforced to carry additional hellfire missiles, the dorsal and rear turrets mount four .50 cal machine guns, while the front turret only mounts two still. The bomber's position is removed and fitted with a solid nose that contains four 40mm cannons. The bomb bay is modified to contain four mini-guns angled at a 45 degree angle down facing forward, which allow it to create a large swath of destruction as it flies past. For added defense several chaff and smoke launchers are fitted to the Lancaster Spectre. Instead of wing carried missiles, the Lancaster Spectre can carry up to 4 UAVs, two per wing.

Crew: 6
Passenger(s): 0
Cargo Capacity: 0
Initiative: -4
Maneuver: -4
Top Speed: 490 (49)
Defense: 6
Hardness: 12
Hit Points: 85
Size: Gargantuan
Purchase DC: 46
Restriction: Mil (+3)
Weapons: 10 50-calibre machine guns in power-operated turrets, 4 nose mounted 40mm cannons, 4 belly mounted mini-guns
Note: Targeting systems grant +1 to attack rolls for all weapons. If carrying wing mounted missiles (either hellfire or sidewinders), suffers additional -2 to maneuver and initiative until the missiles are fired.
NameDamageCriticalDam TypeRange IncrRate of FireMagazine
M2HB (4 fire-linked)4d1220Ball110 ftS, ALinked 2500 rds ea
M2HB (2 fire-linked)3d1220Ball110 ftS, ALinked 2500 rds ea
40mm Cannons (4 fire-linked)8d1220Ball130 ftS, ALinked 500 rds ea
Miniguns (4 fire-linked)8d1020Ball150 ftALinked 3000 rds ea
Hellfire Missiles15d6--500 ftSingle4 Missiles (2 per wing)
Sidewinder Missiles20d6--1 milesingle4 missiles (2 per wing)

Minigun (7.62 Machine Gun)
Originally created for use in the Vietnam War, the minigun is a powerful machine gun that uses a rotating barrel capable of firing thousands of rounds per minute. The miniguns of the Lancaster Spectre can as a normal autofire attack cover a 40 ft by 40 ft area, Reflex save DC 22 dealing 8d10 damage, using 100 rounds per minigun, or as a special full round attack, can cover a 30 foot wide by 120 foot long line, Reflex save DC 20, however cover bonuses are half unless the target has cover from above, dealing 6d10 ballistic damage, uses 200 rounds per minigun. Firing a minigun on autofire uses 100 rounds of ammunition, or 50 rounds if used with the Burst Fire feat.

Shadow UAV
The Shadow UAV is a surveillance UAV used by several major governments for many years before being replaced by more advanced models. It's primary purpose is surveillance, target acquisition, battle damage assessment, and even search and rescue operations. Powered by a pusher propeller engine, able to use standard gasoline with a total flight time of 6 hours with a range of 70 miles, a maximum speed of 125 mph, equipped with several video cameras, electro-optical/infrared cameras and laser designator. The Shadow requires about 200 feet of relatively smooth ground for landing.Originally Shadow UAV's required around 20 people to operate, upgrades and better automation has reduced this down to a mere 4, although extra crew can speed up deployment and recovery times greatly. Shadow UAVs require a launching platform, which is a pneumatic catapult mounted on a trailer. The parent vehicle is a mid-sized truck with the back cargo section containing the control systems for a single Shadow UAV. The onboard systems allows the Shadow to navigate a simple flight plan without supervision and will notify its controller once approximately 5 minutes from its destination.The shadow weighs about 186 lbs unloaded, wingspan of 14 feet, and a length of 11 feet (2 squares long by 3 squares wide).

Shadow UAV (Mid-Late PL5)
Crew: 1 (Pilot from Ground Control Station)
Passengers: -
Cargo: 100 lbs
Init: -2
Maneuver: -1
Top Speed: 220 (22)
Defense: 9
Hardness: 3
Hit Points: 8
Size: Large (going by body length, not wingspan).
Purchase DC: 32 for Shadow UAV
Restriction: Restricted (+2)
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, control transceiver, laser painter, auto-pilot, GCS.
Notes: Requires Ground Control Station which is a separate vehicle. Launched from a pneumatic catapult mounted on a trailer pulled by the GCS vehicle. 6 hours of flight time, range of 68 miles, maximum height 15,000 ft.While on autopilot, has a Pilot and Navigate skills of +2 each for avoiding obstacles and staying on course. Will notify controller when 5 minutes from destination via GPS system.

Predator UAV
The Predator is a remotely piloted aircraft originally designed for aerial reconnaissance and forward observation roles, but has been upgraded to carry and fire two Hellfire Air-to-Surface missiles, or other munitions. It has served in many wars and engagements, and is one of the most well recognized of UAVs.
Powered by a Rotax engine and driven by a pusher propeller, the craft can fly up to 460 miles to a target, loiter overhead for 14 hours, then return to base. The Predator is fairly large for a UAV, measuring 27 ft long with a wingspan of 48.7 ft, and 7 ft tall, weighing 1130 lbs empty, able to carry up to 1100 lbs of ordinance or cargo. With a maximum speed of 135 mph, a range of 675 miles, maximum altitude of 25,000 ft, or running for 24 hours, gives the Predator decent range and loitering capabilities. Unfortunately due to its size, the Predator requires a fair amount of runway space, about the same as a small aircraft, like a Cessna.
The Predator requires a pilot, two sensor operators, and if armed an ordnance officer. The Predator requires a GCS, which can be held in virtually any location if there is satellite communications available. If there is no satellite systems available, a GCS vehicle with powerful radio is required and would have a range of 70 to 100 miles, depending on terrain conditions. The onboard systems allows the Predator to navigate a simple flight plan without supervision and will notify its controller once approximately 5 minutes from its destination.
The Predator is 6 squares long and 10 squares wide, fuselage is 1 square wide.

Predator UAV (Mid-Late PL5)
Crew: 3-4 (Pilot, 2 sensor operators, 1 ordnance officer if armed from Ground Control Station)
Passengers: -
Cargo: 250 lbs
Init: -2
Maneuver: -1
Top Speed: 250 (25)
Defense: 10
Hardness: 3
Hit Points: 12
Size: Gargantuan (going by body length, not wingspan).
Purchase DC: 34 for Predator UAV, 41 for UAV and GCS
Restriction: Military (+3)
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, control transceiver, laser painter, auto-pilot, GCS, satellite uplink, radar, two weapon hardpoints.
Notes: Requires Ground Control Station which is a separate vehicle, or in a building if satellite communications available. 24 hours of flight time, range of 675 miles, maximum height 25,000 ft. While on autopilot, has a Pilot and Navigate skills of +3 each for avoiding obstacles and staying on course. Will notify controller when 5 minutes from destination via GPS system, or unexpected situation encountered (encounter non-friendly or unknown aircraft via radar and visual sensors, bad weather 50 miles ahead, a weapon system locks onto the craft, etc).

Weapon Hardpoints
The Predator has two hardpoints for mounting missiles or bombs. It typically carries two Hellfire Air-to-Surface Missiles (1 per hard point) or 4 Air-to-Air Stinger Missiles, two per hardpoint.

Hellfire Missile
The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding. Have a range Increment of 500 ft.

Stinger Missiles
These are based off the shoulder mounted Stinger missiles, only configured for launch from an aircraft. These missiles can only strike an object in the air. These missiles do not need a laser designator, and have a minimum range of 100 ft. Deals 6d6 points of damage to the target and ignores 5 points of hardness/DR. If the missile does not arm, only deals 3d6 points of ballistic damage. Range increment of 1000 ft.

250 lb Bomb Mk2
This bomb has improved explosives for more damage, dealing 5d12, half fire and half ballistic to the target struck and ignores 5 points of hardness and half damage to 10 foot radius, Reflex save DC 14 for half damage.
The bomb has the capability to be laser guided, but also has its own basic targeting system to help guide it, granting +1 to attack rolls.
PDC: 14
Res: Mil +3

500 lb Bomb Mk2
This bomb has improved explosives for more damage, dealing 7d12, half fire and half ballistic to the target struck and ignores 10 points of hardness and half damage to 15 foot radius, Reflex save DC 16 for half damage.
The bomb has the capability to be laser guided, but also has its own basic targeting system to help guide it, granting +1 to attack rolls.
PDC: 15
Res: Mil +3

4000 lb Bomb Mk2
This bomb has improved explosives for more damage, dealing 13d12, half fire and half ballistic to the target struck and ignores 10 points of hardness and half damage to 20 foot radius, Reflex save DC 20 for half damage.
The bomb has the capability to be laser guided, but also has its own basic targeting system to help guide it, granting +1 to attack rolls.
PDC: 16
Res: Mil +3
 

kronos182

Explorer
Reverse Trike
This vehicle is a three wheeled vehicle with two positional wheels in the front and one wheel in the back. While travelling at low speeds or over rough train, the front wheel struts spread out to provide greater stability. When travelling at high speeds the wheels move together to create a narrower and more nimble profile. Instead of a gas engine the reverse trike is powered by an electric engine, making it quite quiet. On either side of the rear of the bike are two storage bins, each two feet by two feet by 2.5 feet tall, each capable of carrying 25 lbs. The battery is good for 6 hours of travel before requiring recharging which takes about 2 hours. In a pinch, and some work, the reverse trike can be made o run off standard power packs, but each pack only provides 1 hour of travel time, at reduced speed. Rider is completely exposed.

Crew: 1
Passengers: 0
Cargo: 50 lbs
Init: 0
Maneuver: 0
Top Speed: 50 (5)
Defense: 9
Hardness: 5
Hit Points: 12
Size: Large
Purchase DC: 19
Restriction: Lic (+1)
Accessories: Headlights, two water proof cargo bins
Notes: Half penalties for rough terrain when travelling under 30 (3), +1 to Drive checks travelling under 30 (3). If modified to run off power packs (Repair check DC 12 and 30 min of work), each power pack provides 1 hour of power, but max speed is 40 (4), reduce Init and Maneuver to -1. -1 to Listen checks due to the quieter electric engine, -3 to Listen checks if driving under 20 (2).

Variants
Long Range Reverse Trike

This version reduces cargo capacity for increased battery capacity for increased range.
Make following changes:
Reduce cargo capacity to 25 lbs;
Increase run time to 12 hours, takes 3.5 hours to charge;
Can't be modified to run off power packs.

Ride Reverse Trike
This version is modified for a smoother ride, includes improved seat, ergonomic handles, slightly reduced cargo with slightly increased, comes with cup holder, GPS.
Make following changes:
Increased top speed to 60 (6);
Increase Maneuver +1;
Reduce cargo capacity to 30;
If not carrying cargo can carry 1 passenger but max speed reduced to 30 (3);
Run time is 8 hours;
PDC: +1

Defense Reverse Trike
This variant has increased armour and protective fairings to help protect the rider so they are not as exposed to debris, or enemy fire.
Make following changes:
Decrease top speed to 40 (4);
Increase hit points to 16;
Increase Hardness to 6;
Reduce cargo capacity to 25 lbs;
Driver has one-quarter cover;
PDC: +2
Restriction: Restricted (+2)

Options
Solar Charger
This adds a set of solar panels atop the cargo bins and connects to the battery to allow the reverse bike to be charged while outside. While driving on a sunny day, increases operation time by 30 minutes for every hour while driving in sunny conditions, but only 15 minutes in cloudy conditions. When not driving, recharges 45 minutes of operation time per hour in the sun, but only 30 minutes in cloudy conditions per hour.
PDC: 12

Super Solar Charger
These are improved solar panels that are more efficient. While driving, increase operation time by 45 minutes for every hour in sunny conditions, 30 minutes in cloudy conditions. When not driving, recharges 1 hour for every hour in sunny conditions and only 45 minutes for every hour in cloudy conditions.
PDC: 14

Large Cargo Bins
These are larger cargo bins, 2.5 feet by three feet by three feet tall, able to carry 30 lbs each for a total of 60 lbs. However reduces speed by 10 (1), -1 to maneuver and reduce operation time by 1 hour when full.
PDC: 10
 
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Additional possible note (?): Because of its electrical engine, the Reverse Trike is quieter than a usual bike. As long as the bike is going very slowly (maybe 5 or 10 feet or so per round), Listen checks are... say, -4 penalty and even when it's going at full speed Listen checks to hear it coming need to be done from at least half the range you would allow it if it was a regular bike?
 

Question: I am fairly new to Coreline and while I am catching up with the huge amount of content I was wondering has anyone been extrapolating on Dracula, Wallachia (Romania), or other popular vampire fiction?

I had an interesting Idea for both content and an adventure which I have called The Dueling Dracula in which multiple versions of dracula from different sources (Literature, Various Films, Cartoons, Anime, Comics, etc.) have begun an internal conflict over rulership of both their traditional lands and the plethora of vampiric entities that have emerged whom they claim dominion. Some of the weaker Draculas have banded together and the stronger Draculas have recruited (forcefully or otherwise) other vampires and any other interested parties to fight a pseudo-secret war between themselves. It would kinda be like the wars of the roses with some badass aspects and some possible comedy thrown in (Like the Count from sesame street being higher rank than the Twilight vampires.) This conflict would be further complicated by various vampire hunters and hunting groups (Van Helsing, Blade, Buffy, the Belmonts, Solomon Kane, one specific version of Abraham Lincoln, the Hellsing Organization, Lucian etc.) The players could be recruited or manipulated by any side of the conflict or could work for all the sides to keep the conflict going so they can both eventually destroy each other and keep themselves busy and prevent their rampant spread.

Just a work in progress/series of thought I had been mulling around somewhat inspired by Spider-Man: Into the Spider-Verse
I wonder if there is anything I can help you with regarding this, man.
 

kronos182

Explorer
A few items from Mad Washu's Weapon Emporium

Wraith Minigun
Diggers Technologies M-86 HVAP (High Velocity Armor Piercing) 'Wraith' 7.62mm Minigun: A combination of low and high technology (and is quite obviously a neat package of overkill), the 'Wraith' fires 7.62mm Armor-Piercing rounds as standard and includes a single-direction shield projector that protects its user's front side from energy and kinetic attacks (although it still lets through biological components and gasses). Its firing mechanism and electronic components are all internal (reducing the chance of foreign elements damaging them), and accessible though a hatch in the back. Requires an external ammunition supply, typically in a backpack or other container.

Damage: 3d10
Critical: 20
Damage Type: ballistic
Range Increment: 70 ft
Rate of Fire: A
Size: Huge
Weight: 38 lbs
Ammo: Linked
Purchase DC: 23 Mil (+3)
Notes: Shield provides +4 Deflection bonus to Defense from the front only. Uses a standard power pack, each round shield is in operation uses 2 charges from power pack (power pack has 50 charges). Ammunition ignores 4 points of hardness/DR. If carried by hand and using shoulder strap suffers -2 to attack rolls. If mounted on tripod or other fixed mount, no additional penalty to attack.

Diggers Technologies 'LongArm' Gauntlet
Named after the character of the cartoon series 'C.O.P.S.' (real name P.J. O'Malley), the 'LongArm' is designed to protect the user's forearms and provide mobility in hostile locations. The two launchers on each side of the LongArm fire a high-resistance cable each up to 50 meters away and can be outfitted with a variety of tips for differing situations (hooks, arrow-tips and even a cuff-like grapple not unlike O'Malley's ). The 'box' in the middle is an integral rangefinding sensor.
The wielder can fire a line that can be used to swing or climb up to 150 feet. With standard arrow tip, make a ranged touch attack beating a Defence 15 to sink the tip in properly, with range increment of 50 feet, can retract the line pulling the user at a speed of 30 feet per round. With the 'cuff' end, acts like a grappling gun, the wielder can use it to strike a target and pull it towards him/her, up to 500 lbs, +200 lbs per additional line added. Unwilling targets can make opposed Strength checks to not be dragged towards the wielder. The hook tip is useful in areas with a lot of branches or bars, granting a +1 to touch attack rolls.
The cable can be detached as a move equivalent action.
Weight: 7 lbs
PDC: 14, replacement cables PDC 7.

Merr-Sonn Munitions BR-47 Blaster Rifle
A simplistic Merr-Sonn Munitions design based upon the AK-47 frame (and its prototypes were little more than Kalashnikovs with cobbled-together blaster electronics), it lacks many things that many people expect from 'Warsie' blasters (like a stun setting or integral computer-assisted sights), but is dirt-cheap and quite reliable. Mostly bought by mercenaries and militias on Coreline.

Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 90 ft
Rate of Fire: Semi
Size: large
Weight: 8 lbs
Ammo: 50 box
Purchase DC: 20 Mil (+3)
 

kronos182

Explorer
A couple more items from Mad Washu's Weapon Emporium

Hakubi Customs 'Spectre' 7.62mm Charged Multi-Profile Rifle
Based upon the weapons of the game 'Mass Effect' and their portability, the 'Spectre' is an odd device: a weapon that can change from standard-infantry-issue CQC assault rifle to Charged sniper rifle with the flip of a switch, with a scope that raises up and folding bipod.

Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 150 ft / 225 ft
Rate of Fire: S, A/ Semi
Size: Medium / Large
Weight: 8 lbs
Ammo: 50 box
Purchase DC: 26 Mil (+3)
Notes: As a move equivalent action, the user can switch the weapon from assault rifle to sniper mode, with deployable electrothermo scope and bipod. Range increment doesn't include using the scope.

Backlash Grenade
The Backlash Grenades are rare shield technology, even on Coreline-creating a full-surround bubble that lasts a minute and not only allows the user to fire from within it, but also makes any laser and projectile attacks hitting it to go back on the same vector they came from.
The shield provides 60 hit points, with DR 15, lasting 1 minute (60 seconds) or until the hit points are depleted, covering a 10 ft hemisphere before burning itself out and becoming a pile of scrap. Any laser or projectile attacks (bullets, arrows, bolts, thrown objects) can also be reflected back at the attacker if within 30 feet, the shield makes a Reflex save DC the attack roll with a +5 to rolls, a successful check reflects the attack back at the attacker, dealing half the damage dealt to the shield.
Weight: 2 lbs
PDC: 21 (Mil +3)
 

kronos182

Explorer
Orion Corvette (TOS/Alternate Universe era)
Orion(1).jpg

The Orion corvette is a nimble smuggling vessel built by the Orions, able to slip through blockades, and strong enough to hold its own against most patrol ships. Its oblong frame is decently armoured, with the warp nacelles hidden in the lower bulges on each side, protecting them from stray hits. It has ample cargo space to move plenty of cargo, and requiring a small crew but has space for a large boarding party for raids. Armed with multiple Disruptor Blaster Type 1 turrets and a single photon torpedo launcher. The turrets are laid out so that two can attack a single target in any arc. The small shuttle bay can hold two small shuttles or one larger shuttle like a troop transport or boarding ship. The Corvette can enter a planet's atmosphere and land.

Orion Corvette Class (PL6)
Type: Ultralight
Subtype: Escort
Size: Colossal (-8)
Tactical Speed: 4500
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 18d20 (360 hp) shields 450 hp
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 140 ft
Weight: 430 tons
Targeting System Bonus: +3
Crew: 5 to 20
Passenger Capacity: Up to 30
Cargo Capacity: 70 tons
Grapple Modifier: +16
Base PDC: 45
Restriction: Res (+2)

Attack:
2 Fire-linked Disruptor Blaster Type 1 -5 ranged 13d12 (4000 ft, energy/fire, s) and
2 Fire-linked Disruptor Blaster Type 1 -10 ranged 13d12 (4000 ft, energy/fire, s) and;
Or 2 Fire-linked Disruptor Blaster Type 1 -5 ranged 13d12 (4000 ft, energy/fire, s) and
Photon Torpedo -10 ranged 12d20 (energy)

Attack of Opportunity:

Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, improved thrust x2, Shield Dependent, transporter, Sickbay, tractor beam, shuttle bay.
Engines: thrusters, ion engines, warp drive (max warp 4)
Armour: ditanium
Defense Systems: shields, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, subspace array
Weapons: 4 Disruptor Blaster Type 1, 1 Photon Torpedo launcherGrappling Systems: tractor beam

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)

Disruptor Blaster Type 1
Disruptor blasters are early disruptor based weapons, 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 4d12 lower power or 9d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4000 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Mil (+3)
Note: -1 to attack

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.

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.

TWIN ENGINE SYSTEM (PL 6)
During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.
A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.
This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.
Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: See text.
Purchase DC: 15.

Improved Thrust
Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.
NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)
Restrictions: Starship engines only.
Purchase DC: +2.
 

kronos182

Explorer
Envoy Class Light Freighter/Survey Ship
The Envoy is a long range, fast light freighter which has potent sensor suite for a civilian ship produced by the same companies that made the old J and Y-Class freighters. The two warp 4 nacelles are below the main body, with a single cargo module behind the main body. There are two large airlocks on either side of the main body ahead of the cargo module, with an even larger airlock at the rear of the cargo module for particular large cargos. A single phase cannon turret is mounted on the top of the cargo module, and it is one of the first civilian craft fitted with shields, but still retains the polarized hull plating.

Envoy Freighter (PL 6)
Type: Ultra Light
Subtype: freighter
Size: Colossal (-8)
Tactical Speed: 3500 ftDefense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6 (-8 size, +4 autopilot)
Hardness: 15
Hit Dice: 16d20 (320 hp), 200 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: ‪160 ft (total)
Weight: 300 tons
Targeting System Bonus:
Crew: 3
Passenger Capacity: 5
Cargo Capacity: 320
Grapple Modifier: +16
Base PDC: 48
Restriction: Lic (+1)

Attack:
Phased Cannon Turret -8 ranged 12d10, 20, fire, 5000 ft, single

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech.
Engines: thrusters, ion engines, warp drive (max warp 4)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot, light shields
Sensors: Class III
Communications: radio transceiver, drivesat comm array
Weapons: phased cannon turret
Grappling Systems: grapplers x1

Light Shields
These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1).PDC: Shield type -2.Restriction: None
Note: Can be combined with Advanced Shield versions.

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)

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.

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.
 

Reposting this Weapons Gadget from the first page:

NEW WEAPONS GADGET:
Charged Firearm
A recent development in weapons technology (engineered from Solnoid technology), Charged firearms contain an additional internal exploding wire or electromagnetic accelerator. This augmented power source fires projectiles with more power, but it's still not as much as, say, a full-blown railgun.
Charged firearms require an additional power source for this system, what it is exactly or where it is located varies from design to design (again, usually it is a slightly enlarged ammo clip withholding a power cell).
A Charged firearm rolls +1 bonus die for damage (e.g., a gun that rolls 2d6 for damage rolls an extra 1d6). However, it also emits a brief high-pitched whine whenever the weapon is first powered up; nearby characters a +4 bonus on their Listen checks to hear a character preparing to attack with a charged firearm. The bullet fired must be specially fitted to the new gun design (the DC modifier includes both the gun and the bullet).
Restrictions: Ballistic handguns and longarms only (not heavy weapons or energy weapons).
Purchase DC Modifier: +2 (Military Only).
 

kronos182

Explorer
Reposting this Weapons Gadget from the first page:

NEW WEAPONS GADGET:
Charged Firearm
A recent development in weapons technology (engineered from Solnoid technology), Charged firearms contain an additional internal exploding wire or electromagnetic accelerator. This augmented power source fires projectiles with more power, but it's still not as much as, say, a full-blown railgun.
Charged firearms require an additional power source for this system, what it is exactly or where it is located varies from design to design (again, usually it is a slightly enlarged ammo clip withholding a power cell).
A Charged firearm rolls +1 bonus die for damage (e.g., a gun that rolls 2d6 for damage rolls an extra 1d6). However, it also emits a brief high-pitched whine whenever the weapon is first powered up; nearby characters a +4 bonus on their Listen checks to hear a character preparing to attack with a charged firearm. The bullet fired must be specially fitted to the new gun design (the DC modifier includes both the gun and the bullet).
Restrictions: Ballistic handguns and longarms only (not heavy weapons or energy weapons).
Purchase DC Modifier: +2 (Military Only).
I forgot there was this gadget.. when I made the Spectre I based it on the charge rifle in Future Tech.. I could update it to use this gadget instead later.
 







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