log in or register to remove this ad

 

CORELINE (D20 Modern/D20 BESM Setting).

Doc_Pippin

Explorer
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..?
Alternatively, they could be slug throwers as the under-barrel part resembles a helical box magazine
 

log in or register to remove this ad




kronos182

Explorer
Some more AT-ST variants.

AT-TT
The All-Terrain Tactical-Transport, or AT-TT, is a heavily modified AT-ST, featuring a set of arms mounted to the sides of the command pod. While this allows it to mount additional weapons and tactical flexibility, it does make it slower and heavier than a standard AT-ST, limiting how many can be carried by certain ships. While armed with the standard AT-ST weapons, with the concussion grenade launcher and twin light blasters mounted on the outside of the shoulders, the arms are fitted with a number of additional weapons, including a mass driver and four shot concussion missile launcher. It stands 29.7 feet and about 15 feet wide at the hips but the shoulders add another 15 feet to the total width, 3 squares wide (6 squares counting shoulders) and 3 squares long. The Empire has only fielded a few of these for elite units as they are expensive and require additional training, plus the additional maintenance required on these can limit their deployment.

Crew: 2
Passengers: 0
Cargo: 350 lbs
Init: +0
Maneuver: 0
Top Speed: 80 ft character scale, 80 (80) vehicle scale on flat terrain
Defense: 8
Hardness: 15
Hit Points: 89
Size: Huge (-2)
Purchase DC: 46
Restriction: Rare (+5)
Accessories: Military radio, headlights, first aid kit, chin mounted twin blaster cannons, twin light blaster cannons, concussion grenade launcher, weapon pod (2), sensors equivalent to mech mk III sensors, weapon link to HUD
Notes: Rough Terrain Design, Trample, Hanger Queen
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Trample - The AT-TT 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.
Hanger Queen - Due to the complex systems, increase Repair DC by +5 and repair times by 25%.
WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Chin Twin Blaster Cannons6d1020x2Fire175 ftSUnlimited
Twi 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.

Weapon Pod
The arms of the AT-TT end in weapon pods, each mounting a mass driver firing a projectile over great distances and a three shot concussion missile launcher in the ammunition bin under the barrel of the mass driver, and a concussion rifle for additional anti-personnel work.
Weapon Pod (2)DamageCriticalDamage TypeRange IncrRate of FireMagazine
Mass Drivervaries-varies200 ftSingle20 rounds ea
Concussion Missile Launcher10d1019-20x2Energy4000 ftSemi3 missiles ea
Concussion Rifle4d620x2Sonic50 ftSemiUnlimited

Mass Driver
This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one.
Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles.
KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles.
Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5.

Concussion Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: x2
Damage Type: Sonic
Range Increment: 50 ft
Rate of Fire: S
Notes: Deals damage in a 10 foot radius, Reflex save 15 for half damage, plus target has to make a second Reflex save DC 16 or be knocked prone, a successful save the target is only staggered for 1 round.

AT-TR
The All-Terrain Tactical-Ranger, or AT-TR, is a modified AT-TT designed for surgical strikes and stealth missiles deep behind enemy lines, assigned to elite units. While armed with the standard AT-ST weapons, with the concussion grenade launcher and twin light blasters mounted on the outside of the shoulders, the arms are fitted with a number of additional weapons and tools. The AT-TR also mounts a number of stealth systems, including a holographic cloak that allows it to be rendered invisible or to disguise itself as other objects, as well as jamming systems. The feet are fitted with padding and systems to reduce its noise. It stands 29.7 feet and about 15 feet wide at the hips but the shoulders add another 15 feet to the total width, 3 squares wide (6 squares counting shoulders) and 3 squares long. The Empire has only fielded a few of these for elite units as they are expensive and require additional training, plus the additional maintenance required on these can limit their deployment.

Crew: 2
Passengers: 1
Cargo: 150 lbs
Init: +0
Maneuver: 0
Top Speed: 80 ft character scale, 80 (80) vehicle scale on flat terrain
Defense: 8
Hardness: 15
Hit Points: 85
Size: Huge (-2)
Purchase DC: 47
Restriction: Rare (+5)
Accessories: Military radio, headlights, first aid kit, chin mounted twin blaster cannons, twin light blaster cannons, concussion grenade launcher, arm pod (2), sensors equivalent to mech mk III sensors, weapon link to HUD, has enigma sensor suite, holographic cloak.
Notes: Rough Terrain Design, Trample, Hanger Queen
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Trample - The AT-TT 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.
Hanger Queen - Due to the complex systems, increase Repair DC by +5 and repair times by 25%.
WeaponDamageCriticalDamage TypeRange IncrRate 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.

Holographic Cloak
The AT-TR is fitted with a holographic cloaking system, allowing it to disguise itself as another object. The system is most effective while the AT-TR is immobile, although it can disguise itself as another vehicle of similar size, or slightly larger. The system can also make the AT-TR appear invisible, however the system has troubles keeping the vehicle invisible while it is in motion.
While immobile and the system is active, disguising as another object of similar size, gains a +15 to Hide or Disguise checks. If in motion while disguising as another vehicle, only gains a +10 bonus to Disguise checks as the noise generator doesn't always make the correct noises for the correct vehicle 100% accurate. System can operate for 1 hour before needing a 20 minute reset. Alternatively, the system can be used to make the AT-TR appear invisible, while immobile, grants a +20 to Hide checks, or only +10 when moving at less than 50 feet per round, any faster and the system only blurs the shape of the AT-TR giving it a 10% miss chance. This way of using the system is more energy intensive and can only be used for a maximum of 15 minutes before needing to shut down for an hour.

Jammers
The AT-TR is fitted with active jammers that foul targeting systems, but when active, the jamming can be detected, if not pinpointed by sensors. While active, guided missiles and targeting systems suffer -2 to attack rolls within 3 miles of the AT-TR.

Arm Pod
The pods on the ends of the arms are fitted with a UV laser cannon for anti-vehicle sniper work, below which the large pod carries the systems for the jamming and holographic cloak as well as a set of retractable arms with hands, a rapid fire projectile launcher and a concussion rifle. The hands are fitted on retractable arms, appearing a skeletal, with a reach of up to 20 feet but only have a Strength of 20 and are only slightly larger than a normal humanoid's, allowing them to pick up and manipulate regular items, but at -2 to any rolls when using the hands.
Arm Pod (2)DamageCriticalDamage TypeRange IncrRate of FireMagazine
UV Laser Cannon4d1020x2Fire200 ftSingleUnlimited
Projectile Weapon3d1020x2Ballistic150 ftS, A3000 rds
Concussion Rifle4d620x2Sonic50 ftSUnlimited

UV Laser Cannon
The UV laser cannon fires a barely visible bolt, mostly in the UV spectrum, but a barely visible 'blur' in the air can be seen when it is fired, making it an excellent sniper weapon. Due to its design, normal anti-laser defenses are half as effective unless they specify UV lasers, and ignore 5 points of hardness/DR.

Concussion Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: x2
Damage Type: Sonic
Range Increment: 50 ft
Rate of Fire: S
Notes: Deals damage in a 10 foot radius, Reflex save 15 for half damage, plus target has to make a second Reflex save DC 16 or be knocked prone, a successful save the target is only staggered for 1 round.

AT-ME
The All Terrain Mecha Enforcer, or AT-ME, is a Galactic Empire experiment in using technology they acquired, in this case, mobile suit technology. While they were not able to make exact copies, and some of the technology is beyond them, they have made a functional unit, although lacking in performance compared to other mobile suits, but an added surprise against anyone familiar with normal Galactic Empire tactics. Although it has a humanoid form, it has a slightly bent over posture, and instead of a human-like head, it mounts the command pod of an AT-ST but has controls upgraded to make use of the new limbs, but are not as fine tuned as they'd like. The AT-MT retains the weapons of the command pod, the twin blaster cannons, twin light blasters and concussion grenade launcher, plus has a large handheld rotating laser cannon, a missile launcher that is stored over the shoulder flips up when needed, plus a shield for added defense. The pilot controls movement and the arms and any hand held weapon, while the gunner controls sensors, the concussion grenade launcher, twin light blasters and the concussion missile launcher. Either can control the twin blaster cannons, typically the pilot when not using the rotating lasers, or the gunner while the pilot is busy with movement or using the rotating laser cannon.

AT-ME
Size: Gargantuan (63 Ft) (-4)
Bonus Hit Points: 200
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy Armour
Bonus to Defense: +4 (+8 armour -4 size) /+10 (+8 armour +6 shield -4 size)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +18
Dexterity Penalty: -3
Speed: 30 ft, 50 (5) vehicle scale
Purchase DC: 46

Slots
Helmet Command Pod
Visor Class III Sensors, Command Pod
Cranium Command Pod
Back Improved Deep Space Thrusters
Left Arm Shield
Left Hand 1 (holding Gatling Laser Cannon)
Right Arm Gatling Laser Cannon
Right Hand Gatling Laser Cannon
Shoulder (left) Concussion Missile Launcher
Shoulder (right) (optional) 4 Concussion Missiles
Back Holder for Gatling Laser Cannon
Torso and Belt
Left Leg 1
Right Leg 1
Boots
Comm System

Standard Package Features:
Bonuses: -2 attack, darkvision 90 ft, +2 Navigate & Spot
Weapons: Pilot - Gatling Laser Cannon -2 ranged 7d10, 20, fire, 125 ft, A, unlimited; or
Twin Chin Blaser Cannons -2 ranged 6d10, 20, fire, 175 ft, s, unlimited; or
Slam +5 melee 2d8+19 blud, 20, 15 ft reach
Gunner - Twin light blasters -2 ranged 4d10, 20, fire, 100 ft; or
Concussion Grenade Launcher -2 range 4d6+1, -, energy, 65 ft, S, 20 grenades; or
Concussion Missile Launcher -2 ranged (+0 vs aircraft), 10d10, 19-20x2, energy, 4000 ft, 4 missiles.

Command Pod
This is the command pod from an AT-ST, with full sensors, weapons and seating for both crew members. The controls for the pilot has been modified to allow the pilot to pilot the AT-ME like a normal mech. It includes the twin blaster cannons, twin light blasters and concussion grenade launcher.

Concussion Missile Launcher
For heavy attacks outside of the range of the rotating laser cannon, or for attacking aircraft, the AT-ME carries a concussion missile launcher that rests over the back but flips up when in use over the shoulder. Takes the gunner a move action to ready the missile launcher, and a move action to retract it. Has 4 shot capacity. Each slot dedicated to ammunition holds 4 missiles, taking 1 full round to reload.

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.

Gatling Laser Cannon
This multi-barreled laser cannon unleashes a hail of laser blasts built for anti-armour purposes, although it has good power, it has short range for a laser cannon. Only fires in autofire mode, dealing 7d10 damage to a 20 ft by 20 foot area, Reflex save DC 19 for half damage, plus ignores 8 points of hardness to any target hit. It can be used by 1 hand by the AT-ME, but suffers a further -2 to attack rolls. The Gatling Laser Cannon has conditionally unlimited ammunition, but has a 100 shot capacitor, each time fired, uses 10 shots. Recharges at a rate of 1 shot every round.

Shield
The AT-ME carries a shield mounted on its left arm, unlike normal when left hand is being used to help hold the rotating laser cannon, the shield still provides its full bonus against any targets attacking from its front as the shield is mounted on gyros that help keep it positioned to help protect the AT-ME.
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)
 

kronos182

Explorer
Quick, mass produced version of the baby Yoda mech. I may put together a few different versions with variant equipment, armour, etc. Probably a true Mandalorian version with Beskar armour. I need to stat up Beskar at some point as well.

Yomech Mk1 aka Mandalorian Cradle
This small mech was designed to allow small statured creatures to be more effective on the battlefield by giving them a means of wielding heavier weapons and armour. Developed on a design from a possible alternate timeline where The Mandalorian created a battle suit for The Child to keep him safe and aid in his own protection. It has a rounded body, with a hatch on top which is the cockpit for small beings to sit, has two long-thin, but strong arms based on combat droids, with two reverse jointed legs that while it has a slow bouncing walk, is actually fairly quick in that it can spring into motion quickly and also allows it to make impressive leaps. The left arm is fitted with a rotating triple barreled blaster, a four tube rocket launcher is attached to the back and raises over one shoulder before firing. The right hand is free to use any normal sized weapons, or used in melee combat.

Yomech Mk1 (PL6)
Size: Medium
Bonus Hit Points: 40
Superstructure: Duralloy
Hardness: 15
Armour: Alumisteel
Bonus to Defense: +5
Armour Penalty: -6
Reach: 5 ft
Strength Bonus: +4
Dexterity Penalty: -1
Speed: 25 ft
Purchase DC: 37 Res-Mil (+2 to +3)

Slots
Torso: Cockpit
Left arm: Triple Barrel Blaster
Right arm: 1 slot.
Shoulder: 4-Tube Rocket Launcher
Belt: Class II Sensor System
Belt: Oracle Targeting System Mk1
Comm System

Standard Package Features: Only Tiny to Small sized creatures can pilot the Yomech, with Tiny requiring mech operation feat or armour: powered proficiency, and small requiring armour: powered proficiency.
Bonuses: +2 Navigate and Spot, +4 Jump, +1 attack rolls.
Weapons: Triple Blaster +1 ranged 3d8+2, 20, fire, 150 ft, S/A Unlimited; or
4-Tube Rocket Launcher +1 range varies, -, varies, 200 ft, S, 8 rockets; or
Slam +2 melee 1d4+2, bludgeoning

Triple Blaster
This triple barreled blaster rotates the three barrels quickly to give a rapid fire capability while keeping the barrels cooler, it trades heavy damage for greater range and improved targeting while on autofire. Autofire attacks suffer half penalties to a minimum of -1 to attack rolls. Reflex save DC 16 for half damage.

4-Tube Rocket Launcher
This is a fairly standard rocket launcher, with four launch tubes each holding 2 rockets each, typically uses fragmentation or explosive rockets. Can use commonly found rockets (similar to LAWs.
Most typically are Explosive (6d6, fire, 30 ft radius, Reflex DC 15 for half), Fragmentation (5d6, slashing, 30 ft radius, Reflex save DC 15 for half).
 


kronos182

Explorer
Bacta
Bacta is a thick, gelatinous substance with seemingly magical healing properties, able to help the body regrow tissue, including nerves, skin and muscles, with reduced or no scarring. It is a mixture of kavam and alazhi bacteria combined with amboria fluid. Bacta can be administered several ways, immersion within a bacta tank, the most common and effective method, patches which only affect the area under the patch and around it, are most common in medkits and are easier to transport, direct injection, or a salve.
Bacta is effective on nearly all lifeforms, with very few suffering from any ill effects, with a few people having allergic reactions, thus making bacta a universal healing agent found anywhere.

Bacta Patches
These patches, placed upon an injury stop bleeding, heals 1d4 hp and while worn during rest increases natural healing by 50%, reduces scaring by half. Only effective for 12 hours. Takes a move action to apply a bacta patch.
Weight: 5 oz.
PDC: 9 for pack of 5 patches.

Bacta Salve
This salve is an antibiotic healing remedy, smeared onto burns and wounds on the skin. It is a web, stringy, goopy jelly-like substance that has a vile chemical smell found in tubes or jars. Applied as a full round action heals 1d6 hp, promotes 25% faster natural healing when resting for at least 6 hours, then its effects wear off.
Weight: Tube 10 oz with 5 applications, jar 30 oz with 15 applications.
PDC: 8 for 3 tubes, 12 for 3 jars.

Bacta Tank
This 8 foot tall tank is designed to hold standard sized humanoid, completely submerged in bacta, allowing every part of them to be affected. While submerged, the creature is fitted with a breathing apparatus so they can breath, and the tank has several monitoring devices to allow an attending doctor to monitor the subject's bodily functions and can administer additional medicines as needed, or adjust the temperature. While submerged, the subject gains Fast Heal 5, if affected by any diseases or poisons, can make a new Fort save at +5 every minute until they make a successful save and are cured. Ability damage, including damage from poisons and diseases, heals at a rate of 1 point every hour submerged. Broken bones are healed, but missing limbs and organs can't be regrown.
Weight: 500 lbs for tank and attached monitoring equipment, bacta adds another 300 lbs, plus weight of subject. The tank needs to be flushed and the bacta filtered after each use, taking about 1 hour, and can be used on 10 patients before needing to be completely replaced with fresh bacta.
PDC: 25 for tank, 15 to refill the tank of bacta.
 


A Bacta Suit I guess is like a Bacta Tank, only that you can move around with it... with a lot of caution. It only provides an extremely meager amount of cushioning (mostly in case you fall over, not attacks). Because it lacks face covering, I guess it's meant as a kind of "portable Bacta Tank" and only to be used if there aren't head injuries.
 

kronos182

Explorer
A Bacta Suit I guess is like a Bacta Tank, only that you can move around with it... with a lot of caution. It only provides an extremely meager amount of cushioning (mostly in case you fall over, not attacks). Because it lacks face covering, I guess it's meant as a kind of "portable Bacta Tank" and only to be used if there aren't head injuries.
I just haven't gotten to that one yet.
 

Doc_Pippin

Explorer
A Bacta Suit I guess is like a Bacta Tank, only that you can move around with it... with a lot of caution. It only provides an extremely meager amount of cushioning (mostly in case you fall over, not attacks). Because it lacks face covering, I guess it's meant as a kind of "portable Bacta Tank" and only to be used if there aren't head injuries.
It would also work great against bludgeoning attempts and it would use/waste less Bacta than a traditional tank
 


COMING SOON: 5 Plug-In Settlements for your 5E Game

Advertisement2

Advertisement4

Top