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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
Some more Avengers Alliance weapons.

A.R. Spinner
The A.R. Spinner is a heavy rifle, with a forward handle, firing .50 cal ammunition. However, due to its design, it is short ranged, inaccurate, but it causes the rounds to tumble more, adding a bit more damage and strikes can cause targets struck to be dizzy.

A.R. Spinner (PL5 Personal Firearms Proficiency)
Damage: 2d12+1
Critical: 20x2
Damage Type: Ballistic
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 20 lbs
Ammo: 50 box
Purchase DC: 23 Mil (+3)
Notes: Dizzy, Inaccurate
Inaccurate - attack rolls suffer -2 penalty.
Dizzy - Targets struck must make a Fort save DC 10 + damage dealt or be Dizzy for 1 round +1 round /5 points failed save.

P.E.W. Dingo
The Dingo is a heavy pistol, shaped similarly to the Zealous and Eradicator, only with a thicker frame and a large, short thick barrel coming out where the main body and lower frame join. The weapon fires a thick beam of energy known for its armour piercing properties. While it looks vaguely similar to the Zealous, it is not a laser, and instead is closer to a particle beam weapon instead.

P.E.W. Dingo (PL6 Personal Firearms Proficiency)
Damage: 2d12+5
Critical: 20x2
Damage Type: Energy
Range Increment: 20 ft
Rate of Fire: Single
Size: Medium
Weight: 7 lbs
Ammo: 30 box
Purchase DC: 24 Mil (+3)
Notes: Ignores 5 DR/Hardness, wielder makes a ranged touch attack roll instead of normal ranged attack, bypasses shields.

P.E.W. Anchor
The Anchor looks like a shotgun but fires bolts of blue energy, known for being quite deadly, and slowing its targets. It has low range, but large payload, making it a good weapon to pair with other weapons for subduing targets.

P.E.W. Anchor (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 19-20x2
Damage Type: Energy
Range Increment: 40 ft
Rate of Fire: Semi
Size: large
Weight: 9 lbs
Ammo: 75 box
Purchase DC: 23 Mil (+3)
Notes: Targets struck must make Fort save Dc 15 or be slowed for 1d4+1 rounds. Has expanded magazine gadget.

Spitting Viper
This pistol, loosely based on the M1911 mechanism with an enlarged housing around the top rear of the weapon, is based on the weapons used by Hydra agent Viper. While it is capable of firing any available 9mm ammunition, its true purpose is to fire special darts that are filled with a poison that is housed in the enlarged casing on the weapon, which injects the poison into the darts as they are loaded into the chamber. This poison is fast acting, disorienting and slowing the target, while eating away at the target's flesh. It can be spread to nearby wounded targets.

Spitting Viper (PL5 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20x2
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: Semi
Size: Medium
Weight: 4.5 lbs
Ammo: 15 box
Purchase DC: 23 Illegal (+4)
Notes: Targets struck must make Fort save DC 15 or suffer from Contagion when using dart rounds, Contagion container (15 doses)
Dart Rounds - Special darts that are designed for the Spitting Viper that are loaded with the Contagion as they are loaded into the chamber to be fired. Deals 2d4 points of ballistic damage plus Contagion. PDC 14 for box of 50.
Contagion - This is a special poison that causes a target to be dizzy and slowed, as well as eats away at a target's flesh. On a failed save, target is Dizzy, Slowed and suffers 1 point of Constitution damage for 1d4 rounds. PDC 16 for 5 doses, Illegal (+4).

Annihilator
This shotgun style weapon fires white bolts of energy that penetrates shields and armour, dealing respectable damage, and increased damage against targets that have been stunned.

Annihilator (PL6-7 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Energy
Range Increment: 45 ft
Rate of Fire: Semi
Size: Large
Weight: 10.5 lbs
Ammo: 35 box
Purchase DC: 26 Illegal (+4)
Notes: Wielder makes ranged touch attack instead of normal attack, ignores 10 points of hardness/DR. Exploits Stun
Exploits Stun - If the target of an attack with Annihilator hits a target that is stunned, deals an additional 2d8 damage.

Mutant's End
This heavy pistol has a thick body that glows orange through exposed vents and from the firing chamber right before the barrel with heavy shrouding, is designed to deal extra damage to mutants, while also protecting the user from some of their abilities by emitting a low level energy field that protects the wielder.

Mutant's End (PL6-7 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Energy
Range Increment: 30 ft
Rate of Fire: Semi
Size: Medium
Weight: 8.5 lbs
Ammo: 50 box
Purchase DC: 25 Illegal (+4)
Notes: Follow-up Attack, Insulator, Mutant Detector
Follow-Up Attack - Every time the wielder attacks with Mutant's End, there is a 25% chance the weapon fires a second time, at -5 against the same target, using a second charge of ammunition.
Insulator - Mutant's End can emit a low level protective energy field, using up 5 charges, providing energy resistance 5 (protects against fire, cold, sonic, unspecific energy), lasting for 1 minute.
Mutant Detector - Against targets that are mutants, or under the effects of Mutant Growth Hormone, the weapon increases it's critical threat range to 18-20, and deals x3 damage on a critical hit.

Brutal Claw
This bracer with glove has special pressure plates in it that when triggered extends two blades from the bracer over the back of the back of the hand, providing the wearer with a melee weapon that can't be disarmed. The blades are incredibly sharp and have micro serrations to cause horrendous wounds.

Brutal Claw (PL5 Simple Weapon Proficiency)
Damage: 2d4
Critical: 19-20x2
Damage Type: Slashing
Size: Small
Weight: 3 lbs
Purchase DC: 16 Illegal (+4)
Notes: Bleeding, Ravaged
Bleeding - Wounds from this weapon cause the Bleeding condition, the living target suffers 1 additional point of damage each round until treated with a Treat Injury check DC 15, or magical healing. The damage from bleeding is cumulative with each successful hit, increasing by 1.
Ravaged - If the wielder of Brutal Claw successfully hits a target that has the Bleeding condition, doubles the damage the target is suffering from Bleeding for 1d4 rounds.

Laser Sword
This weapon has a frame instead of a blade, with one side open between the hilt and the upper part of the frame bent so that the emitters in the hit and the top of the frame create a high intensity laser beam that can cut through most material.

Laser Sword (PL6 Simple Weapons Proficiency)
Damage: 2d8
Critical: 20x3
Damage Type: Fire (laser)
Size: Medium
Weight: 4 lbs
Purchase DC: 19 Mil (+3)
Notes: Uses power pack 50 charges, 1 charge used ever melee of operation. Wielder makes melee touch attach instead of normal melee attack, ignores 3 points of hardness/DR. Each strike reduces Defense bonus from equipment by 1. Don't add Strength bonus to damage.

Voltage Crash
This bracer style weapon clamps around the forearm, along the back of the hand and over the knuckles, with the fingers fitting into openings to hold it in place. Over the knuckles are three contact plates that upon striking a target release a jolt of electricity as long as there is power from a power pack, otherwise functions as brass knuckles.

Voltage Crash (PL5 Simple Weapon Proficiency)
Damage: *unarmed strike is lethal, +2d4 powered
Critical: 20
Damage Type: bludgeoning , + electricity
Size: Small
Weight: 3 lbs
Purchase DC: 15
Notes: Uses power pack, 50 charges, 1 charge is used per strike while powered. Stun
Stun - Has stun feature, Fort save 12 or target is stunned for 1 round.

Conditions
Dizzy
The effected has suffered a blow that makes them dizzy, such as a critical hit to the head, falling from a great height, or some psychic attacks. The effected suffers a -1 to attack, Reflex and Balance and Climb checks. This condition typically lasts 1 round.

Slowed
The character is slowed, although not by magic, usually by suffering an injury to their legs (or other limbs used for movement), suffering from extreme cold exposure (such as from powerful cold attacks), or other similar effects. The character suffers 10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round.
 

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Well, according to the Wiki, the creators had the P.E.W. stand for "PErsonal Energy Weapon", so maybe it's a SHIELD P.E.W.?

The art for the Annihilator makes it look like one of the guns of "Men In Black", too. No joke, I think that it looks like the gun K grabs in MIB 3 shortly before getting Ret-Goned.
 

kronos182

Explorer
Well, according to the Wiki, the creators had the P.E.W. stand for "PErsonal Energy Weapon", so maybe it's a SHIELD P.E.W.?

The art for the Annihilator makes it look like one of the guns of "Men In Black", too. No joke, I think that it looks like the gun K grabs in MIB 3 shortly before getting Ret-Goned.
They could be SHIELD weapons, as the SHIELD agent uses them, but could be made by AIM, or HAMMER Industries.. or Roxxel.. Hydra... doesn't specify really, so I didn't add any manufacturer.
 



Doc_Pippin

Explorer
Maybe we can pick the cream of the Star Wars mech crop and you could stat them up

And perhaps the 773 Firepuncher
 
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How about a remake of the Dark Trooper project with updated tech? Imagine a version of the Mark 1 Dark Trooper that can expand into a skeleton power armor similar to those you see in... well, "Elysium", "Edge of Tomorrow" and "Infinite Warfare".
 

Doc_Pippin

Explorer
You could also get some ideas for stuff from The Mandalorian both the titular character's stuff but also some cool side stuff like Mayfend's third arm thing from episode 6. Another SW thing would be a specialized clone template covering the Bad Batch as well as other potential specialist clone troopers.
 
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kronos182

Explorer
You could also get some ideas for stuff from The Mandalorian both the titular character's stuff but also some cool side stuff like Mayfend's third arm thing from episode 6. Another SW thing would be a specialized clone template covering the Bad Batch as well as other potential specialist clone troopers.
I did do something similar to the arm piece I think... probably on my personal thread.. I'll have to double check, if not make one up. Yeah, the Mandalorian has some nice stuff.
The Bad Batch eh? Well some of those can easily be used with existing templates I think.. but I can probably throw something together if not already in existence..

How about a remake of the Dark Trooper project with updated tech? Imagine a version of the Mark 1 Dark Trooper that can expand into a skeleton power armor similar to those you see in... well, "Elysium", "Edge of Tomorrow" and "Infinite Warfare".
I'll have to go back over the Dark Trooper.. but I'm pretty sure it's a full heavy power armour suit and wouldn't be able to scale down to something like the one in Elysium or Edge of Tomorrow without sacrificing all of its protection and heavy weapons.. I'll have to double check the Dark Trooper again to make sure.. although a Star Wars version of the Elysium/Edge of Tomorrow exoskeletons is interesting..
 

Well, the Mark-3 is a gigantic freaking droid, so big that it's got space for a power armor cockpit, but the other two Dark Troopers are man-sized (Mk. 2 looks like a slightly more pumped-up Stormtrooper and the Mk. 1 looks like a wanna-be Terminator).
 

kronos182

Explorer
I didn't notice that until you pointed that out.. yeah.. I'll have to do some pixel counting.. but looks to be probably as large as an AT-ST, or slightly smaller.. I'll check later.
Doing a quick look at the AT-ST.. it's about (depending on source), about 9.04m, or just shy of 30 feet tall, so it's not much taller than I was guessing (only off by 10 feet), so the R2 unit can still be roughly normal sized.. in theory, as perspective is a little off.
 

kronos182

Explorer
Here's the AT-ST.. and a few variants

AT-ST
The All-Terrain Scout-Transport, or AT-ST, is a nimble, two-legged mobile weapons platform that rapidly moves across battlefields and through cramped urban environments, providing reconnaissance and quick response fire support for ground troops. When used in combination with the larger AT-ATs, they flank the larger walkers, providing protection against infantry attacks. Armed with chin mounted twin blasters, a pair of light blasters on one side, and a concussion grenade launcher on the other side, makes it a formidable anti-personnel vehicle. It stands 29.7 feet and about 15 feet wide at the hips, 3 squares wide and 3 squares long.

Crew: 2
Passengers: 0
Cargo: 440 lbs
Init: +0
Maneuver: +1
Top Speed: 100 ft character scale, 105 (10) vehicle scale on flat terrain
Defense: 8
Hardness: 15
Hit Points: 80
Size: Huge (-2)
Purchase DC: 41
Restriction: Mil (+3)
Accessories: Military radio, headlights, first aid kit, chin mounted twin blaster cannons, twin light blaster cannons, concussion grenade launcher, sensors equivalent to mech mk III sensors, weapon link to HUD
Notes: Rough Terrain Design, Trample
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Trample - The AT-ST can trample any vehicles or creatures up to 2 sizes smaller than it who's squares it moves through. The targets can make a Reflex save DC 15 for half damage.

NameDamageCriticalDamage TypeRange Incr Rate of FireMagazine
Chin Twin Blaster Cannons6d1020x2Fire175 ftSUnlimited
Twin Light Blasters4d1020x2Fire100 ftS, AUnlimited
Concussion Grenade Launcher4d6+1-Energy65 ftS20 grenades
Trample1d620x2BludgeoningMelee--

Concussion Grenades
Concussion grenades are small hand held, or launchable warheads based on the concussion missiles, only smaller, dealing 4d6+1 damage to a 20 foot burst radius, Reflex save DC 15 for half damage. PDC 15 for box of 5.

Variants

AT-ST Mark III

The Mark III is an advanced, and rare variant of the AT-ST, featuring experimental armour that is lighter and a bit more durable than the standard armour, armed with two rotating laser cannons, which limits its anti-personnel capabilities, but makes it a good light anti-vehicle attack vehicle. The pilot and the gunner can either control one rotating laser each, or the gunner can use both in a fire-link.
Make the following changes to AT-ST to make AT-ST Mk III:
Increase hit points by +5 to 85;
Increase Hardness by +3 to 18;
Remove all weapons, replace with two rotating laser cannons;
Increase speed to 120 ft character scale, 120 (12) vehicle scale on flat terrain;
PDC +1

Rotating Laser Cannon
This is a triple barrelled laser cannon for improved cooling and rate of fire. If fire-linked, deals 9d10+9 damage. On Autofire attacks Reflex save is DC 17 instead of normal DC 15. If both weapons are fire-linked the Reflex DC is 19.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Rotating Laser Cannon (2)6d10+620x2Fire175 ftS, AUnlimited

AT-MP
The All Terrain Missile Platform is a modified version of the AT-ST, with slightly narrower, but longer command pod, instead of the side mounted weapons, it mounts two missile launchers, and only a single blaster cannon on the chin. It isn't as fast as the AT-ST, or as nimble, but it is an excellent heavy attack vehicle that can move with AT-STs.

Crew: 2
Passengers: 0
Cargo: 140 lbs
Init: -1
Maneuver: +0
Top Speed: 80 ft character scale, 90 (9) vehicle scale on flat terrain
Defense: 8
Hardness: 15
Hit Points: 75
Size: Huge (-2)
Purchase DC: 42
Restriction: Mil (+3)
Accessories: Military radio, headlights, first aid kit, chin mounted blaster cannon, concussion missile launcher (2), sensors equivalent to mech mk III sensors, weapon link to HUD
Notes: Rough Terrain Design
Rough Terrain Design - All penalties for rough terrain are reduced by half

NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Chin Blaster Cannon4d1020x2Fire175 ftSUnlimited
Concussion Missile Launcher (2)10d1019-20x2Energy4000 ftS6 Missiles ea

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

MW200 AT-ST
The MW200 is the US military version of the AT-ST, fitted with heavier armour on the feet and legs, designed to deflect damage from mines better, and to protect them from damage. The twin light blasters are replaced with twin .50 cal machine guns to give it alternate ammunition capabilities, such as non-lethal rounds, and the concussion missile launcher is replaced with a 40mm semi-automatic grenade launcher, which can hold up to 3 different types of grenades for greater mission flexibility. Mounted atop the roof is a remote weapons station that mounts a 7.62mm machine gun that can be used to protect it against low flying aircraft or attempt to shoot down rockets and missiles aimed against it, or as an anti-personnel weapon to fire all around it. For additional protection 2 three tube smoke grenade launchers are added to the upper legs. The US military uses the MW200 in rough terrain and urban settings as its narrow profile allows it to maneuver easily, and its size allows it, once crouching, to be easily air transported.
Make the following changes to AT-ST to an MW200 AT-ST:
Increase hit points by +10, total 90;
Increase Defense to 9;
Decrease speed to 80 ft character scale, 80 (8) vehicle scale on flat terrain;
Reduce Initiative to -1;
Reduce Maneuverability to -1:
Replace light twin blasters to twin .50 cal machine guns (3d12, ballistic damage, 3000 rds ea);
Replace Concussion Grenade Launcher with Semi-Automatic Grenade launcher (uses 40mm grenades, up to 3 different types, 30 grenades total);
Add 7.62mm machine gun remote weapon station;
Against mines only takes half damage on a failed save, on successful save takes one-quarter damage;
PDC: +1.

7.62mm Machine Gun Remote Weapon Station
This small turret mounts a 7.62mm machine gun, the gunner controls it, taking -2 to attack rolls with it, can attack low flying aircraft, or attack targets in higher elevations that the main guns can't reach, or shoot behind the MW200. The weapon can also be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when used in this manner, it can not be used for attacks.
Deals 2d10 points of ballistic damage, range incr 110 ft, 2000 rds.
 

Doc_Pippin

Explorer
So after looking through the mech ideas I figured that all the best ones could be broken down into 3 projects

1. The Medium sized BB-Series utility mech frame or series of frames, that could then have been heavily modified for combat and a small passenger like that seen in the baby Yoda pictures.

2. The R-Enhancement Mech series with some basic MK. 1 version, the more open AT-ST sized MK. 2, and the more heavily fortified MK. 3 also known as the Astro-buster-mech we could also have an upgrade/modification that retrofitted a BB-series to run these units.

3. A collection of modifications, templates, upgrades, & similar that allow Star Wars ships of certain sizes to transform into mechs/gundams. Now as mentioned capitol ships could make sense if we wanted them but I think that opens up a lot of strangeness that could make it hard to write out so I thought we could start with the smaller fighter and transport ships and do capital ships and such later if we wanted to. I also thought up a quick list of cool ships that could be mech-ed.

TIE Series or possibly a specialty TIE Mech as the TIE series was meant to be cheap and it would likely not be used on all ships
Lambda-Class Shuttle (& similar type imperial shuttles)

A-Wing, B-Wing (+/- the vastly superior prototype seen in the cartoon), E-Wing, V-Wing, X-Wing (+/- the Stealth X-Wing &/or Poe's booster rig), &/or the Y-Wing

ARC-170, Z-95, Eta-2, Delta-7, N-1 Naboo Fighter, Belbullab-22 Starfighter, Sith Infiltrator --> All cool ships from the Clone Wars Era, also this transforming concept has a Star Wars connection in canon via the Variable Geometry Self-Propelled Battle Droid line of ships which included the CIS' Vulture-class and Hyena-class droid ships which could turn into capable land vehicles.

I find Mandalorian ships to be some of the coolest ships so I included a bunch of them, canonically this would also make sense as the Mandalorians were quick to adopt tech that made them better warriors --> Firespray-31 Patrol Craft, M12-L Kimogila Heavy Fighter, G1-M4-C Dunelizard Fighter, M3-A Scyk Fighter, StarViper-Class Assault Fighter, M22-T "Krayt" Gunship, The Razor Crest styled gunship

Cannot forget our friends from Corellian Engineering Corporation -> YT-1300 (or the vastly cooler looking YT-1930), YV-666, VCX-100 Light Freighter (+ VCX-S9 Auxiliary Shuttle)

I think I would keep the VCX-100 Light Freighter as the upper limit for size (It is WAY bigger than the Falcon BTW) It is at the limits of what would be considered a Sub-Capital ship
 

kronos182

Explorer
So after looking through the mech ideas I figured that all the best ones could be broken down into 3 projects

1. The Medium sized BB-Series utility mech frame or series of frames, that could then have been heavily modified for combat and a small passenger like that seen in the baby Yoda pictures.

2. The R-Enhancement Mech series with some basic MK. 1 version, the more open AT-ST sized MK. 2, and the more heavily fortified MK. 3 also known as the Astro-buster-mech we could also have an upgrade/modification that retrofitted a BB-series to run these units.

3. A collection of modifications, templates, upgrades, & similar that allow Star Wars ships of certain sizes to transform into mechs/gundams. Now as mentioned capitol ships could make sense if we wanted them but I think that opens up a lot of strangeness that could make it hard to write out so I thought we could start with the smaller fighter and transport ships and do capital ships and such later if we wanted to. I also thought up a quick list of cool ships that could be mech-ed.

TIE Series or possibly a specialty TIE Mech as the TIE series was meant to be cheap and it would likely not be used on all ships
Lambda-Class Shuttle (& similar type imperial shuttles)

A-Wing, B-Wing (+/- the vastly superior prototype seen in the cartoon), E-Wing, V-Wing, X-Wing (+/- the Stealth X-Wing &/or Poe's booster rig), &/or the Y-Wing

ARC-170, Z-95, Eta-2, Delta-7, N-1 Naboo Fighter, Belbullab-22 Starfighter, Sith Infiltrator --> All cool ships from the Clone Wars Era, also this transforming concept has a Star Wars connection in canon via the Variable Geometry Self-Propelled Battle Droid line of ships which included the CIS' Vulture-class and Hyena-class droid ships which could turn into capable land vehicles.

I find Mandalorian ships to be some of the coolest ships so I included a bunch of them, canonically this would also make sense as the Mandalorians were quick to adopt tech that made them better warriors --> Firespray-31 Patrol Craft, M12-L Kimogila Heavy Fighter, G1-M4-C Dunelizard Fighter, M3-A Scyk Fighter, StarViper-Class Assault Fighter, M22-T "Krayt" Gunship, The Razor Crest styled gunship

Cannot forget our friends from Corellian Engineering Corporation -> YT-1300 (or the vastly cooler looking YT-1930), YV-666, VCX-100 Light Freighter (+ VCX-S9 Auxiliary Shuttle)

I think I would keep the VCX-100 Light Freighter as the upper limit for size (It is WAY bigger than the Falcon BTW) It is at the limits of what would be considered a Sub-Capital ship
Going to start working on the 2 AT-ST mechs from the pics, just need good names for them. Will probably also work on the Baby Yoda/BB-8 ones.. or the open frame Boba Fett/First Order Trooper ones first.
 


kronos182

Explorer
Well, here are my unsolicited suggestions:

All Terrain-Tactical Transport (AT-TT) for the less humanoid one

All Terrain-Mecha Enforcer (AT-ME) I would go with All-Terrain-Shock Enforcer (AT-SE) but that is already a popular fanon
Just thinking of weapons for the nonhumanoid one.. the items on the arms.. suggestion is blasters the tube part, then modular weapon pods are the big rectangular parts.

The AT-SE looks nice. how many of what weapons it has.. a big cannon on top.. two heavy weapons in chin, then at least 2 twin light blasters on.. not on cheeks but neck? little hard to tell.. and i think two hanging on back underside..?
 

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