CORELINE (D20 Modern/D20 BESM Setting).

Lord Zack

Explorer
I have been giving some thought to wargaming in the Coreline setting. Of course any wargame could conceivably be used for certain parts of Coreline, like if Space Marines and Chaos Space Marines are fighting, well that's what Warhammer 40k is already about. Though Warhammer 40k can also be used for crossover scenarios, because there are already fanmade Codexes and army lists for things like Star Wars and Transformers. If you want to have a crossover fight between Superheroes, Heroclix can do that, though it's a bit difficult to homebrew things for that. However, what I'd really like is a more generic system that can cover as many elements as possible. I've considered adapting GURPS or Mutants and Masterminds for this purpose. For a d20-based game somebody could use the guidelines for conversion to the D&D minatures system in the Minatures Handbook, or a book for Pathfinder named Warpath. Ultimately I think the Coreline setting has a lot of potential for wargaming, because youif you want to figure out "who would win in a fight", Coreline provides a context in which those fights can occur. Pretty much any battle you can imagine can happen in Coreline.
 

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kronos182

Adventurer
RGM-79 GM
The RGM-79 GM is themass-produced mobile suit/mech developed from the RX-79-2 Gundam. While usingmuch of the technology developed for the RX-78, it lacks some due to theexpense, such as the Luna Titanium armour and superstructure, the Core Blocksystem and has limited weapons compared to the RX-78, but has more modularmounting points for mission specific equipment. It is compatible with all ofthe RX-78 weapons, and most common mech weapons available.

RGM-79 GM
Size: Gargantuan (59 Ft) (-4)
Bonus Hit Points: 400
Superstructure: Titanium Alloy
Hardness: 12
Armour: Titanium Alloy
Bonus to Defense: +1 (+5 armour -4 size) /+7 (+5 armour +6 shield -4size)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: 0
Speed: 50 ft, 3000 ft space
Purchase DC: 50

Slots

Helmet OracleTargeting System (+2)
Visor Class IIISensors
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 BeltCockpit
Left Leg 1
Right Leg 1
Boots Zero-GStabilizer
CommSystem

Standard Package Features: Weapon Pack, Improved Deep Space Thrusters, MagneticCoating
Bonuses: -2 attack, darkvision 90 ft, +2 Navigate & Spot
Weapons: Vulcan Weapon -2 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or

Beam Spray Gun -2attack, 9d10, energy, 20x4, 60 ft, S/A, 15 internal, handheld, or
Beam Saber +8 melee,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 RGM-79's energy weapons and whereit stores the weapons it carries, which is usually one beam saber and a beamspray gun. Although it can also carry a bazooka, projectile rifles and otherweapons, and even carry the shield. The beam spray gun can be recharged after 1minute (10 rounds). The beam saber can be recharged in 1 minute (10 rounds).The weapon pack can carry the two beam sabers, the shield and two long weapons,such as a beam rifle and a projectile rifle, or the hyper bazooka, or someother combination.
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)


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 RGM-79 carries amodified 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 Spray Gun
The beam spray gunis a shorter ranged version of the beam rifle, and it is also capable ofautofire. However, due to the energy drain, the beam spray gun has a limitednumber of shots before it needs to be recharged. Deals 9d10 points of energydamage, with a critical x4 damage, can only fire 15 times before requiring arecharge. The beam spray gun is a one handed rifle.
Equipment Slots: 1,hand or arm.
Activation: Attack
Range Increment: 60 ft, 1000 ft space
Target: Single target within 600 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
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 RGM-79 has anumber of optional weapons that it can be equipped with, including common mechweapons.

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)


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
Several variants ofthe RGM-79 exist, imilar to the Zakus, filling specific mission roles, orenvironments.

RGM-79F Land CombatType
The RGM-79F Landcombat type is a variant that is designed for ground combat, stripping out thespace thrusters, improving armour, and switches the shield for a smaller onefor better maneuverability.
Make the followingchanges to the RGM-79 to change to the RGM-79F:
Remove SpaceThrusters, Space Skin
Increase HP to450;
Increase Armour check penalty to -5;

Increase Defensebonus from armour to +6
Replace shield withCombat Shield
As an optionalweapon can carry Rail Cannon

Combat Shield
The combat shield isa small shield that mounts to one of the arms, but is reinforced and has twoprojections sticking out of the bottom that allow it to add to the mech'sunarmed strike (as this projections stick out just past the hand, but don'tinterfere with normal operation of the hand). But when the mech makes anunarmed strike with the shield equipped arm, the mech loses the shield bonus todefense for the rest of that round. Grants +4 shield bonus to Defense. Whenmaking an unarmed strike with the shield equipped arm, adds +3d6 Piercingdamage to the unarmed strike.
Equipment Slots: 1,arm
Activation: Persistent
Range Increment: Melee
Target: You/single target
Duration: Instantaneous
Saving Throw: none
Purchase DC: 6+ one-quarter mech base purches DC.
Restriction: Res (+2)


Rail Cannon
The rail cannon is aheavy long ranged projectile weapon that can be used as a sniper or antifortification weapon. It is not suited for fast moving targets, and the mechmust be standing still to fire. The rail cannon deals 7d12 points of ballisticdamage, ignoring 20 points of hardness, critical x4 on a natural 20, able tofire out to 15 range increments. The weapon carries 5 rounds and each equipmentslot dedicated to ammunition holds 10 rounds.
Equipment Slots:2
Activation: attack
Range Increment: 200 ft
Target: single target out to 3000 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 29, 10 rds PDC 20
Restriction: Mil (+3)



RGM-79SC Sniper
The 79-SC Sniper isa sniper variant, mounting higher end targeting systems and sensors.
Make the followingchanges to the RGM-79 to create the RGM-79SC:
Remove Vulcan weapon;

Change Sensors toClass IV;
Change OracleTargeting to mk IV (+4 attack rolls);
Reduce HP to 350 hp;
Increase speed to 55ft;
AddGyro-Stabilizers;
Can carry BeamSniper Rifle

Gyro-Stabilizers
These specialsystems help keep the mech stable and aim true when using large heavy weapons.When activated, the mech moves at half speed, but reduces penalties to attackrolls for autofire by half. If the mech is immobile, the autofire penalties arenegated. If taking a full round action to aim while immobile, the systemreduces the penalties for range increments by half (-1 for every 2 rangeincrements instead of -1 for every range increment).
Equipment Slots:1
Activation: Move equivalent
Range Increment: none
Target: You
Duration: Instantaneous
Saving Throw: none
Purchase DC: 16
Restriction: none


Beam Sniper Rifle
This is a modifiedbeam rifle first introduce on the RX-78-2, designed for long range strikes.Although it has lower over all damage, it has an improved chance of striking acritical hit. Deals 8d10 points of energy damage, with a critical 18-20 x4damage, can only fire 10 times before requiring a recharge. Able to fire out to15 range increments. The beam rifle is a two handed rifle.
Equipment Slots: 2,hand or arm.
Activation: Attack
Range Increment: 200 ft, 4000 ft space
Target: Single target within 3000 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 46
Restriction: Mil (+4)
 


kronos182

Adventurer
For the wargame idea.. sounds neat.. but implimenting it.. would be a nightmare.. probably the easiest way is to use something like D&D miniature rules, or the pathfinder version.. but converting stuff from WH40K.. well.. that would be harder, unless we convert it to d20 rules, THEN convert to minitures.
But still the idea is neat.. setting up battles of protoss vs chaos marines or what not. Or zergs vs borg.
 

kronos182

Adventurer
In honour of Rogue One: A Star Wars Story...


TIE/sk x1 Striker
The sk x1 variant of the TIE is modified extensively for atmospheric use. Instead of the standard ball cockpit, it mounts a larger cylinder one similar to the TIE Bomber, and has a dagger-like solar panel wing, similar to the TIE Interceptor, mounted on the top. This wing is normally completely flat in cruise mode, but can angle down for combat. Boasting better atmospheric speed and maneuverablity over other TIES at the time, it was used to protect important Imperial ground facilities. The solar wing is specially designed to aid in the Striker's maneuverability and boosts its power, allowing it to mount a second set of lasers (in the wing itself).
The extended body can be configured in two ways: passenger or bomber. In passenger mode, the Striker can carry 6 troops standing that deploy via an underbelly ramp. The bomber mode has a bomb chute and room for a second crew member to act as bomber. This allowed the Striker to attack fortified ground facilities or ground vehicles.
In Coreline the T.I.E./sk Striker is used mainly by anyone with the credits, but mainly sold to the Imperial groups, GFFA and other militaries that want easily replaceable craft for protecting ground based facilities.

T.I.E./sk Striker (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4500 ft/ 2110 (211) atmosphere
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 7d20 (140 hp)
Initiative Modifier: (+2 Init and +5 Maneuver in atmosphere)
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 20.1 ft
Weight: 7,700 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 100 lbs
Grapple Modifier:
Base PDC: 37
Restriction: Res (+2)

Attack:
4 fire-linked laser -1 ranged 12d8, 20, fire, 3000 ft, s/a

Attack of Opportunity:

Bonuses:
Due to the small size and design, the TIE/sk Striker enjoys a +2 bonus to Pilot checks for stunt maneuvers. In an atmosphere, gains +4 to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, Narrow Profile, Simple Controls, Ejector Seat, Modular Pod
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 4 Laser cannons
Grappling Systems:

Agile
As long as the TIE/sk starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates.

Narrow Profile
Due to the small cockpit of the TIE/sk, but the large wing area on the top, any attack that would normally strike the TIE/sk starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wing.

Simple Controls
The TIE/sk starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties.

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.

Modular Pod
Part of the cockpit/body is modular, allowing one of two modules to be installed. Switching pods takes about 30 minutes of work with a Craft Mechanical check DC 20.
Passenger Module: This allows the TIE/sk Striker to carry 6 troopers standing that can exit as a move action from a belly ramp, up to 2 troops at a time. PDC 20
Bomber Module: This module has a bomb chute and a bomber position that requires a second crew member. This module includes the targeting systems and sensors to allow the TIE/sk to make bombing runs, able to drop a single or 2 fire-linked bombs at a time. Able to carry 10 bombs. PDC 22 Res Mil +3.
 



Yeah. There's also Cassian's blaster rifle, with the blaster pistol/carbine mode and long-arm sniper mode, and Battlefront gives it an additional 'ion blaster' mode.

There is also Baze's blaster, which is a type of SAW Blaster and seems to have some kind of pump action (dunno if it is a kind of boost blaster mode or just a type of loading or something).

Jyn' s blaster is modeled around a Luger, and while it looks pretty normal in terms of starting, it reminds me so much the Luger of the new Wolfenstein game that I think giving it a stock, autofire and silencer would fit (even if doesnt makes sense for a SW weapon.... how could the silencer work, anycase? Maybe it switches the bolts to a infrared spectrum of light or something? You don't see them coming, so are good for covert work?).

There's also Chirrut's blaster bow thing, and I guess we could add that Chewie's bowcaster makes things explodes on TFA to go for some kind of Bowcaster that mixes TFA lethality with that cluster fire from the Dark Forces games (maybe it's a railgun multi-barreled like Reggie's shotgun from "Phantasm"?).
 

kronos182

Adventurer
Yeah. There's also Cassian's blaster rifle, with the blaster pistol/carbine mode and long-arm sniper mode, and Battlefront gives it an additional 'ion blaster' mode.

There is also Baze's blaster, which is a type of SAW Blaster and seems to have some kind of pump action (dunno if it is a kind of boost blaster mode or just a type of loading or something).

Jyn' s blaster is modeled around a Luger, and while it looks pretty normal in terms of starting, it reminds me so much the Luger of the new Wolfenstein game that I think giving it a stock, autofire and silencer would fit (even if doesnt makes sense for a SW weapon.... how could the silencer work, anycase? Maybe it switches the bolts to a infrared spectrum of light or something? You don't see them coming, so are good for covert work?).

There's also Chirrut's blaster bow thing, and I guess we could add that Chewie's bowcaster makes things explodes on TFA to go for some kind of Bowcaster that mixes TFA lethality with that cluster fire from the Dark Forces games (maybe it's a railgun multi-barreled like Reggie's shotgun from "Phantasm"?).

I've already tried looking at a few of these.. so far not much info on stuff. I think we've gotta wait a few more weeks for some more info..

NOW.. as to silencers on blasters.. there are different things you can do to blasters.. I was looking at one blaster and if the "bolt" is over focused, it becomes 'smaller' which makes it harder to see and trace back.. now, not silenced, but does add a little stealth to the shooter. I think it also uses a little more power and might improve damage a little.. I gotta double check that.
Also in EU/Legends, there was a blaster that fired in a different light spectrum, making it nearly invisible, although weaker damage, and stupid expensive and difficult to produce, but one of the ultimate sniper rifles as the bolt is nearly invisible. Doesn't reduce sound though.
Now.. in theory can we reduce sound for a blaster? well probably, a type of muzzle brake/silencer.. white noise generators.
 

Guess a miniature whute noise generador could work as a pseudo silencer for a blaster.

Three types of gadgets that could be added:

Whute noise generator, even if you see the blaster coming you cant hear where it comes from. Maybe can be used independenently and you can blast people point blank on thundetstorms or something.

Power boost lenses or something that gcan give a blast a bigger travel velocity (Mythbusters determines that blaster bolts pretty much fly at subsonic speeds, so the lens makes them fly supersonic the very least?). Or something that can give even a tiny blaster a capacity fire off a continuos beam, which... dunno... autofire bonus on a single target?

Third is a capacity to fire on an invisible spectrum.

Funny thing is that this could be a good way to balance them out with regular lasers... you need gizmos to make them fire beams, but the plasma blast can hit like a bullet.
 

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