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CORELINE (D20 Modern/D20 BESM Setting).

Idea for magic item (or Warp-tainted, as it may be): the Commissar Cap of Intimidation. Makes the user get a big boost to Intimidate rolls, at least once a day even get a Fear effect, but the side effect is becoming increasingly absurdly blood-thirsty, even by Commissar standards, coming down to putting bolts through people’s faces for so much as blinking too hard (as an “obvious sign of cowardice”).
 

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kronos182

Adventurer
Some WH40k melee weapons

Power Sword
Power swords are a type of Power Weapons, which are rare in the Imperium of Man. These weapons, once the field is activated, emit a hazy field of bluish energy that wraps around the blade, which is capable of disrupting the molecular bonds of matter when it strikes.

Power Sword (PL7 Archaic Weapon Proficiency)
Damage: 1d8 unenergized, 2d10 energized
Critical: 19-20x2 unenergized, 18-20x3 energized
Damage Type: slashing unenergized, slashing/energy energized
Size: Medium
Weight: 5 lbs
Purchase DC: 30 Rare +5
Notes: When energized deals half slashing and half non-specific energy damage, also ignores 5 points of Defense from Armour or Shields, or 5 points of Hardness/DR


Power Axe
Power axes are a type of Power Weapons, which are rare in the Imperium of Man. These weapons, once the field is activated, emit a hazy field of bluish energy that wraps around the blade, which is capable of disrupting the molecular bonds of matter when it strikes.

Power Axe (PL7 Archaic Weapon Proficiency)
Damage: 1d10 unenergized, 2d12 energized
Critical: 20x2 unenergized, 19-20x3 energized
Damage Type: slashing unenergized, slashing/energy energized
Size: Medium
Weight: 7 lbs
Purchase DC: 31 Rare +5
Notes: When energized deals half slashing and half non-specific energy damage, also ignores 6 points of Defense from Armour or Shields, or 6 points of Hardness/DR


Shard of Bekrin
This power sword has a broken blade, missing half its length, was wielded by Tarvos, a Blood Angels Battle-Brother in the service of the Deathwatch. The blade broke when Tarvos gave his life defeating a Hive Tyrant while protecting the world's clergy as they evacuated the planet. The weapon still hums with power, and those that look upon its stained blade at once feel the power of the brother who once wielded it.

Shard of Bekrin (PL7 Archaic Weapon Proficiency)
Damage: 1d8 unenergized, 2d10 energized
Critical: 19-20x2 unenergized, 18-20x3 energized
Damage Type: slashing unenergized, slashing/energy energized
Size: Medium
Weight: 5 lbs
Purchase DC: 32 Unique +6
Notes: When energized deals half slashing and half non-specific energy damage, also ignores 5 points of Defense from Armour or Shields, or 5 points of Hardness/DR.
Inspirational - When wielded in combat, grants allies within 50 feet +1 moral bonus to attack rolls and Will saves. Also makes the wielder and allies within 50 feet immune to any fear affects from Tyrants.
Tyrant Killer - deals double damage to any Tyrant. If used to deliver the killing blow to a Tyrant of Large size or bigger, the wielder and allies within 50 feet gain a +1d6 moral bonus to melee damage for 3 rounds.
 

kronos182

Adventurer
Commissar Cap of Intimidation
This ornate Commissar hat was originally worn by a famous commissar who was well known for inspiring the troops under his command, usually with fear of facing him, rather than the enemy.
Commissars that wear this cap gains a +4 bonus to Intimidation checks, reduces the attack penalty when making a Duty or Death! Attack.
If the Commissar makes a successful Duty or Death! Attack, can add their Intimidation bonus, including the +4 from the Cap of Intimidation, to their There Is No Fear But Me check. For every 5 points the Commissar beats the DC, grants allies double the normal bonuses.
Weight: 2 lbs
PDC: 31
 

OK... cool Power weapons. We can see the ones for Angry Marines weapons (the Power Bat and the Power Boots) and home-made versions done with makeshift equipment because, well, if those wackos can make a baseball bat with a Power field...

Probably those would have an additional rule for unstable power fields or something, because they are so makeshift.
 

kronos182

Adventurer
"We are the Borg. You will be assimilated. Resistance is futile."

The Borg are a pseudo-species of cybernetic humanoids from the Delta Quadrant. No single individual truly exists as all are joined in a hive mind known as the Collective. The Borg Queen appears to be a possible exception to this no individual entity, although assimilated individuals used as representatives to make assimilation faster with some species have existed with Locutus being the most well known. The ultimate goal of the Borg is the attainment of perfection through the forcible assimilation of diverse sentient species, technologies and knowledge that would be added and absorbed into the hive mind.

The Borg collective is made up of 'drones' made up of varied species they have assimilated and augmented with cybernetics. All Borg will have a number of 'standard' augmentations, but those assigned to specific roles, which is partly determined by the assimilated being's species, knowledge and skills. For example Klingons and Hirogens are typically used as combat or heavy labour drones. All drones cease to grow body hair and develop an ashen, grayish skin colouration, ignoring original skin pigmentation. Cybernetic implants are either surgically attached to the body, or grown internally by nanoprobes injected into the bloodstream.

All Borg will have the following augmentations and traits:
Racial Traits:
Size: Same as base creature.
Cybernetics: All Borg drones will have a number of standard cybernetics (listed below), plus others that are related to their specific duties. But have built in universal translator, communications systems, targeting software, 10 hour oxygen cell, sensors (chemo-, geo-, electri-, mechani- comp sensors at +5 bonus)
Required Regeneration: To help maintain their organs and cybernetic systems, all borg drones must return to a Regeneration Alcove once every 48 hours for 8 hours. While in the Regeneration Alcove, the drone shut down all non-essential bodily systems, and their entire metabolism becomes integrated with the power system and distribution network of their ship, merging their life signs with the ship. While Regenerating heals at double normal rate, does not require food, water and is considered resting. Also while connected, any other member of the Collective can access that drone's knowledge and can use it at a fraction of the original drone's bonus. For every 24 hours past 48 hours the drone goes without regeneration, the drone loses 5 ft to speed, suffers -1 to all rolls (attack, saves and checks). Once the drone's speed reaches 0 ft, the drone shutdowns and is essentially in a coma and a form of stasis. It can remain in this state for up to 10 years. Once it is put in a regeneration alcove and recharges for at least 8 hours, the drone is fully functional again.
Collective Knowledge: All borg drones are connected by the hive mind, and are able to share knowledge quickly and easily. All drones, if they lack a particular skill, or knowledge, can spend a full round action searching and accessing through the hive to get that skill or knowledge required. If the skill is one the drone lacks (has no skill points in) can gain a +4 bonus to that skill. If the drone has skill points in that skill, gains a +8 bonus as they are adding to their knowledge in that particular skill. Knowledge that doesn't require skill checks can also be accessed in this way. If the drone is over 50,000 light years from the nearest borg ship that has the required skills or knowledge, increase the time to access the hive for the knowledge by 1 round per 10,000 light years.
Reputation: The Borg are feared as an unstoppable force that assimilates all in their path. +2 Reputation.

In Coreline, there are a few Borg factions known to exist. Most groups keep to themselves, seeing themselves as the prime collective and look to absorb the others if given the chance. When more than one faction encounters the other, there can be a devastating conflict between the groups as they try to assimilate each other. Borg generally use geometric shaped ships, cubes and spheres make up the bulk of most factions' fleets, while some also have the smaller, flatter angular rectangular scouts and interceptors, the rare diamond ships used by Borg Queens, and some have fusion cubes, where several cubes connect together to create a larger cube for greater tactical power.

The Prime Collective is based in the Delta Quadrant, lead by the Borg Queen, and is the closest to the Borg collective well known. They mostly keep to themselves, but will send out ships occasionally to acquire new technology and biological samples to add to their collective. This is the largest faction, but due to so many other groups that would potentially ally together to fight them, the Prime Collective mostly maintains its borders and only sends small scouting groups to study new races and technology. Watching and waiting for the opportunity to add new technologies and slowly expand their borders.

The Kelvin Borg Collective are made of Borg from the Kelvin Timeline. They have taken over space on the edge of the Alpha Quadrant, south of Federation space. They are the most aggressive of the Borg factions, attacking and assimilating any ship that gets within 10 light years of their borders. They regularly send raids to random systems, capturing ships and assimilating people before leaving. They don't seem to be interested in holding many systems they attack, although they have captured a few systems that seem of little significance quite a distance from their space and defend these systems with the same fervor as their main systems. The Kelvin Borg Collective has several very large cubes, about 10 times the size of regular cubes, which they use to protect their systems. For their main attack fleet they use smaller Tactical Probes, oblong ships with six armoured plates that run the length of the ship and stick out the end, with three on each side.

Unimatrix 5 is a faction of Borg that slowly migrates through space, but don't go about assimilating unique technologies and species, and they are unique in that each member, while part of the Collective, but retain their individuality. They only accept members who willing join their collective, or assimilate those who are close to death to give them a second chance at life. While they have several cubes and other borg ships, they also have a number of other ships they've traded or found derelicts they repaired and assimilated. Systems they move through, they mine or temporarily settle abandoned or uninhabited planets, moons and stations before moving on. If they come to inhabited systems, they negotiate for mining rights where they can and offer services to protect the system from raiders and pirates, or offer technology upgrades or medical aid, but avoid providing offensive technologies.

Standard Cybernetics:
Communication Interlink - Subspace communication device to allow instantaneous communication with the Collective. Allows instant communications with the rest of the borg collect as long as within 10 light years of a borg ship or facility with a communications system.
Myo-Neural Cortical Array - Control movements, enhances Strength and Dexterity by +1 each. (Factored in base stats)
Assimilation Tubule - Also known as injection tubules, a pair of flexible needle-like devices that extend from wrists or fingers of Drones, used to deliver nanoprobes as the first step in assimilation. Capable of penetrating most materials and energy fields known to the Federation and others. After a successful grapple, the drone can make a full round touch attach with the Assimilation Tubules, dealing 1 point of piercing damage, that ignore 30 DR/Hardness, injecting the target with assimilation nanites.
Audio Implant - Ties to the communication Interlink for communications and also enhances their hearing +1 Listen.
Homing Device - Each drone has a homing beacon with its own unique translink frequency. Functions as a Galactic GPS for the collective to find drones.
Typically an eye implant - Basic eye implant allows vision in multiple spectrums, infrared, ultraviolet, can see everything in EM spectrum, telescopic, microscopic, and can be easily modified for other vision types including multispacial, +1 Search and +1 Spot. (Factored into base stats)
Personal Force Field - Borg drones are equipped with a force field, with 50 hit points, that regenerates at a rate of 5 hit points every round. If struck by the same energy weapon more than once, the Borg drone can make a Computer check DC 20 after the first attack to analyze the weapon, with a +1 bonus for every other Borg drone within 50 feet struck by the same weapon, to adapt to the weapon, making the Borg and all others within 1 lightyear immune to that energy weapon.
Exo-Plating - Each drone has exo-plating for added protection against attacks and various environments. Combat and specialist labour drones will have heavier armour. +2 Natural Defence and DR 3.
Limited Fast Heal - The nanoprobes in the borg's body along with other implants allows for limited fast heal. Able to heal Con Modifier HP per round up to half the drone's HP before requiring to go to a Regeneration Alcove.
Hostile Environment - This set of implants allows the drone to function in a number of hostile environments including space. Provides 10 hours of air, +4 saves against poisons, diseases, has the Cold, Hot and Heavy planet adaptions.

Borg Drone
Borg drones are cybernetically enhanced beings connected to the Borg Collective, sharing a hive-like mind, removing all individuality from each member. Each drone is given a numeric designation as part of a group, such as One of Ten, part of a unimatrix, with each group responsible for a series of tasks or responsibilities, and the drone a further specialized within the assigned group's overall purpose. Each drone is enhanced with cybernetic implants determined by their function, but all drones have a number of basic enhancements, including communication interlink, a number of enhancements for strength, homing device, assimilation tubules to allow them to assimilate others, exo-plating and a personal force field for defense.

Borg Drone
CR 6;
Size: Medium-sized humanoid;
HD: 4d8+18, 50 hp, 50 hp force field
Mas: 14
Init: +2
Speed: 30 ft
Defense: 15, Touch 11, flat-footed 14 (+1 Dex, +4 Nat Armour)
BAB: +5
Grapple: +10
Attack: +10 melee (1d4+5 lethal unarmed strike), or +8 ranged (3d10 forced plasma beam)
Special Attacks: Assimilate
Special Qualities: Adaptive Forcefield, Adaptive Weapon, DR 5, personal force field 50 hp, Limited Fast Heal 2
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Borg Collective
Saves: Fort +6, Ref +3, Will +4.
Rep: +4
Abilities: Str 20, Dex 12, Con 14, Int 13, Wis 10, Cha 8
Skills: Computer Use +4, Craft Electrical +4, Craft Mechanical +4, Disable Device +4, Gather Information +3, Knowledge Earth and Life Sciences +4, Knowledge Technology +5, Listen +4, Navigate +4, Pilot +4, Repair +4, Spot +4

Assimilate - After making a successful grapple check, the Borg drone can make a full round touch attack to inject the target with their Assimilation Tubules. Target must make a Fort save DC 25 or the target is stunned and paralyzed and is starting to be assimilated. If the target succeeds the save, they are only paralyzed for the round and can make a new save the next round. The target can keep making Fort saves, but each round they resist, the Borg can make a Knowledge: Earth and Life Sciences check DC 17 (as a move action) to increase the DC by +1, each round. A Borg drone can assimilate up to 25 people between regeneration periods.

Adaptive Forcefield - When a drone is attacked by an energy weapon, after the first attack, it can make a Computer Use check DC 20 to adapt the shields to that weapon. If unsuccessful, the drone can attempt again each time attacked by the same weapon, as long as the drone was not attacked by a different type of energy weapon. The drone gets +1 to the check for each other Borg drone within 50 feet also struck by the same weapon. Once the drone is successful on the check, its forcefield is immune to damage from that type of weapon, as well as all other drones within 50 feet.
Note the same type of weapon made by different races require a separate check to become immune. Against magical weapons, attacks, the DC is increased by +5

Adaptive Weapon - The forced plasma beam, mounted on the arm of the drone can be modified to penetrate the shields, and even, with time, the armour of a target. After making a successful attack against a target and dealt damage, the drone can make a Computer Use check DC 30, with a +1 bonus for each borg drone that successfully damages the same target (or targets with similar defenses) within 50 feet. On a successful check, if the target has force fields, one-quarter of the damage bypasses the shields and deals damage directly to the target and three-quarters to the shields. Against a target with DR or Hardness, the weapon gains ignore hardness/DR 3. The drone can make additional Computer Use checks after another attack that successfully damages the target, with a successful check increasing the ignore hardness/DR by +1, and half damage bypasses shields, with a further checks increasing by +1 and one quarter more bypassing shields. After the first successful check, and any additional ones, all borg drones within 50 ft also have the same ability to bypass shields and ignore hardness/DR.
Against magic shields and armour, increase the DC by +5.

Limited Fast Heal - The borg's internal nanites and cybernetics provide the drone with a form of Fast healing, healing 2 HP each round, up to a maximum of 30 hit points. This is replenished after the drone regenerates.

Communication Interlink - Subspace communication device to allow instantaneous communication with the Collective. Allows instant communications with the rest of the borg collect as long as within 10 light years of a borg ship or facility with a communications system.

Assimilation Tubule - Also known as injection tubules, a pair of flexible needle-like devices that extend from wrists or fingers of Drones, used to deliver nanoprobes as the first step in assimilation. Capable of penetrating most materials and energy fields known to the Federation and others. After a successful grapple, the drone can make a full round touch attach with the Assimilation Tubules, dealing 1 point of piercing damage, that ignore 30 DR/Hardness, injecting the target with assimilation nanites.

Homing Device - Each drone has a homing beacon with its own unique translink frequency. Functions as a Galactic GPS for the collective to find drones.
Typically an eye implant - Basic eye implant allows vision in multiple spectrums, infrared, ultraviolet, can see everything in EM spectrum, telescopic, microscopic, and can be easily modified for other vision types including multispacial.

Personal Force Field - Borg drones are equipped with a force field, with 50 hit points, that regenerates at a rate of 5 hit points every round.

Hostile Environment - This set of implants allows the drone to function in a number of hostile environments including space. Provides 10 hours of air, +4 saves against poisons, diseases, has the Cold, Hot and Heavy planet adaptions.

Forced Plasma Beam
This energy weapon built into the arm of the borg drone fires a beam of plasma weapon. Deals 3d10 points of fire damage, 20x3 critical, range of 60 feet, semiautomatic rate of fire, has an unlimited ammunition as it draws energy from the drone as long as it regenerates regularly. If the drone hasn't regenerated for more than 48 hours, after 48 hours, has a capacity of 100 shots, and can't refill until regenerates. However the drone can attach and drain a standard power pack to replenish 50 charges for its forced plasma beam weapon.

Security/Combat Drones
These drones have heavier armour, enhanced strength, stronger shields and weapons. Each borg ship has on average only 5 to 10% of the crew made up of Security/Combat drones, while some smaller ones have none. If the Borg encounter heavy resistance, they will convert a number of regular drones to security/combat versions.
Make the following changes to drone to make a Security/Combat Drone:
+1 hit dice (+10 hit points);
+10 additional hit points;
Personal Forcefield increases to 80 HP;
Strength increased to 22 (+6);
Natural Armour bonus to Defense increased to +6;
Gains +3 to attack rolls, both melee and ranged;
DR increases to 10;
Forced Plasma Beam gains full automatic fire setting;
Add Focused Plasma Blaster to shoulder;
Unarmed strike increased to 2d4+6 damage (factored in increased strength);
Skills upgraded Listen to +6, Search to +4, Spot to +6
Fort and Will saves increase by +2;
Increase CR to 8.

Focused Plasma Blaster
This heavy energy weapon fits over the shoulder of the drone with a pivot and tilt mounting. Deals 5d10, 20x3, fire damage, 75 ft, semi, with 10 rounds that replenish at a rate of 1 per 5 rounds of inactivity. Ignores 5 points of hardness/dr. Can be modified with Adaptive Weapon ability.

Medical Drone
These drones are fitted with various medical equipment and mini nanite factories. They are used to attach various cybernetic devices to recently assimilated beings, aid in repairing damaged drones, or removing useful cybernetics that are not damaged beyond repair from deactivated or dead drones.
Make the following changes to drones to make Medical Drone;
Skills modified Craft Mechanical +6, Knowledge Earth and Life Sciences +8, Repair +6, Treat Injury +8;
Gains Craft Cybernetics, Surgery, Cybernetic Surgery;
Fitted with integrated equivalent of advanced medkit, medicomp sensor, regen wand, medical and surgical kits;
Add Nanite Factory.

Nanite Factory - This cybernetic device builds nanites that the borg use. As long as the drone regenerates regularly, it can ignore the limits of Limited Regeneration. As a full round action, uses its tubules to replenish the nanites of other drones so they can continue to regenerate damage. Able to replenish up to 10 drones' nanites per 24 hour period.
 

kronos182

Adventurer
Panzer IV
Larger than the Panzer III, the IV was the workhorse of the Panzer Corps and was the first German tank not considered undergunned as soon as it hit the field, thanks to its 7.5cm cannon. (Its chief advantage was its larger gun, as it initially resembled the Panzer III in most other categories.) It was the most numerous tank in the German army, even into the later days of the war. Approximately 12,000 were manufactured – almost double that of any other tank.
This is largely due to its ease of manufacture and maintenance when compared to other later models. The Panzer IV didn’t enter the war in large numbers until after the invasion of France. Its chassis was converted into assault artillery (such as the Sturmgeschütz IV or Sturmpanzer IV), tank destroyers (such as the Jagdpanzer IV) or self-propelled anti-aircraft vehicles (such as the Flakpanzer IV). The Panzer IV is two squares wide and four squares long 9.5 ft wide, 19.5 ft long, 23 ft gun forward), weighing 25 tons. In addition to its 7.5cm heavy gun, it was outfitted with 2 7.92mm M34 machineguns, one mounted on the forward hull operated by radio operator who sat next to the driver, while the other was mounted coaxially with the main 7.5 cm cannon.

Crew: 5
Passengers: 0
Cargo: 125 lbs
Init: -5
Maneuver: -5
Top Speed: 47 (5)
Defense: 6
Hardness: 17
Hit Points: 56
Size: G
Purchase DC: 40
Restriction: Mil (+3)
Accessories: Lights, pivot mounted spotlight, radio, 7.5 cm heavy gun, 2 7.92mm M34 machineguns, smoke dispenser (functions as smoke grenade with range of the tank, 4 discharges), zimmerit paste coating
Notes: Magnetic mines and grapples fail to attach to hull

WeaponDamageCritTypeRange IncrRoFMagazineSize
M34 7.92mm Machinegun (2)2d1020Ballistic100 ftALinked 1575 rds eaLarge
7.5 cm Heavy Gun6d620Ballistic145 ftSLinked 87 rdsHuge

Optional Ammunition
Armour Piercing
- deals 5d6 ballistic damage, but ignores 8 points of hardness.
High Explosive - deals 4d6 fire damage to 20 foot radius, Reflex DC 15 for half damage.
Fragment -deals 4d6 slashing damage to 20 foot radius, Reflex DC 15 for half damage.

Panzer IV Ausf X
The Ausf X model of the Panzer is a modernization of the older design, with an improved engine and transmission. Armour is improved using more modern materials, and the gun is replaced with an improved version of similar sized cannon. The M34s are replaced with 7.62mm machinguns, and ammunition is increased for all weapons. Modern communication systems with GPS and a newer, although primitive targeting system is installed. The cannon has an autoloading system which reduces the crew to 4.

Crew: 4
Passengers: 0
Cargo: 125 lbs
Init: -4
Maneuver: -5
Top Speed: 60 (6)
Defense: 6
Hardness: 20
Hit Points: 60
Size: G
Purchase DC: 41
Restriction: Mil (+3)
Accessories: Lights, pivot mounted spotlight, military radio, 7.5 cm cannon, 2 7.62mm machineguns, smoke dispenser (6 grenades), nightvision for driver and gunner, GPS, targeting system
Notes: If tank is not moving, grants +1 to attack rolls.

WeaponDamageCritTypeRange IncrRoFMagazineSize
7.62mm Machinegun (2)2d1020Ballistic100 ftALinked 1650 rds eaLarge
7.5 cm Cannon6d820Ballistic150 ftSLinked 100 rdsHuge

Optional Ammunition
Armour Piercing
- deals 5d8 ballistic damage, but ignores 10 points of hardness.
High Explosive - deals 5d6 fire damage to 30 foot radius, Reflex DC 16 for half damage.
Fragment - deals 5d6 slashing damage to 30 foot radius, Reflex DC 16 for half damage.

Geist Panzer
This panzer was operated by a crew that excelled in sneak attacks, and later modified with magical abilities to make it the ultimate ambush vehicle. The commander can cause the tank to turn invisible for short periods of time, allowing it to remain hidden until it fires. It can also create a sphere of silence around itself, rendering it completely silent, allowing it to sneak up without being heard, and if well camouflaged making it incredibly difficult to detect from the sound of its attacks as its completely silent.
Make following changes to Panzer IV:
Add Invisibility;
Add Silence;
PDC: 50, Unique (+5)

Invisibility - The commander as a standard action, can render the Geist Panzer invisible for 2 minutes, gaining +40 bonus to Hide if immobile, or +20 bonus to Hide if moving, unless Silence is used, then +40 bonus is used. Any attack action used by any of the crew dismisses the invisibility.

Silence - As a standard action, the commander can create a sphere that completely surrounds the vehicle, and any person sitting on top of medium size, completely silent for 2 minutes. The crew inside can still talk to each other, but anyone sitting outside can't speak. The effect moves with the vehicle. The vehicle, crew and anyone that is sitting on the vehicle are protected against sonic and language based attacks, such as command or shout spells. Sonic damage type attacks are also rendered useless against the vehicle.
 


Lord Zack

Explorer
Personally, I don't think that the Borg's adaptation should be limited to energy weapons, but I recognize that ship has probably sailed. Though... if the Borg keep getting their butt kicked by people wielding ballistic weapons...

Also, consider... assimilated Space Marines/Astartes.
 
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kronos182

Adventurer
Personally, I don't think that the Borg's adaptation should be limited to energy weapons, but I recognize that ship has probably sailed. Though... if the Borg keep getting their butt kicked by people wielding ballistic weapons...

Also, consider... assimilated Space Marines/Astartes.
We don't have any evidence the Borg drones can adapt to ballistic weapons. They'd probably consider the technology too primitive and would ignore people with them until they start shooting them.
Drones do come with damage reduction so that helps. The basic shields protect against projectiles, and if critical hit bypasses the shields, they still have their DR and fast healing.

I'll probably make up an upgraded Security/Combat drones that can improve their resistance to physical damage (via shields or improving the resistance their armour can withstand.

I still have to do their ships, which some will more armoured, and greater shields. AND the ships heal themselves over time. Not many other races have that ability.

Assimilated Space Marines.. those would be some nasty Borg Combat drones. I still have to make a fully fledge NPC of a fully implanted Marine.
 

Lord Zack

Explorer
We don't have any on-screen evidence that I know of that says they can't either. The at least most notable time we see the use of firearms on Borg is a brief instance, where they didn't have time to adapt. Also, even if they had no inherent ability to tune their force fields to be effective against ballistic weapons they could be modified to do so.
 

AFAIK, it's ST canon that Borg shielding tech didn't stopped ballistics, but considering the fact that the only kinetic weapon the Federation uses at any point in the franchise is the TR-116 rifle (and a mortar in "Arena" in TOS and the occasional handgun or machine gun poached in-site during an away mission - and most uses of the rifle after its introduction in DS9 have been in ST novels), the whole discussion just has been going on and on amongst the fans (especially because the one "ballistic weapon" we see kill a Borg is the holographic Tommy Gun Picard hacks in "First Contact". I guess if we take his statement as pure fact ("I disengaged the safety protocols. Without them, even a holographic bullet can kill"), then the holographic bullet still applies enough kinetic energy when it hits (not just "pew-pew" laser energy like the regular phasers) that it can be deadly to anything that isn't already invulnerable to .45 ammo.

The discussion the fans then go for is things like Picard only killing two drones so they didn't had time to adapt and such. Or even how exactly do holodecks actually are supposed to hurt someone if the safeties are off (there's some guy in Quora who theorizes that it wasn't a bullet but rather the holodeck teleporting chunks off the Borg where the "bullet impacts" would be).

I don't know. My call would be that the Borg are very vulnerable to ballistic weapons but the Queen isn't a complete idiot and has started to manufacture drones with heavier body armor and redundant organs and such that can survive being shot, but as these modifications take time to manufacture, a garden-variety drone wouldn't have them.

Even then, an assimilated Marine would stand head and shoulders above other drones. They would be a terror on the battlefield. Pretty sure that Marines and the Adeptus Mechanicus would see this as the ultimate heresy, too.
 

kronos182

Adventurer
As technology advances older ones are generally abandoned. In d20 Future I think mentions something like this with the armours at higher PLs with higher energy resistance than kinetic.

As for the borg, Canon is what is seen on screen, and books are expanded. So heavier armoured borg in books would technology be an alternative timeline version from movies and series.

I'm going to flesh out a space marine and see how an assimilated version turns out once I get home on Monday
 

Lord Zack

Explorer
Well, the Borg might not arrive on Coreline with anti-kinetic defenses, but if they start running into trouble they can change things, just like the UEFA and CONSENT are developing new mobile weapons.
 

kronos182

Adventurer
Space Marine
The Space marine, Adeptus Astartes, the elite of the Imperium of Man, the super human warriors that helps protect the lives of the Imperium in the name of the God Emperor. After receiving all 19 phases of the implants, the Scout becomes a full Marine, assigned full space marine armour now that they have the Black Carapace to interface with it. These soldiers can live hundreds of years and can see thousands of battles, many lasting for years.

Low-Level Space Marine (Strong Ord 5/Tough Ord 5), Adeptus Astares Space Marine, Phase 1 to 19 implants)
Type: Adeptus Astartes Human
Size: Medium
CR: 12
Hit Points: 5d8+18 plus 3d10+18 +20+20+8; 151
Mas: 22
Init: +2
Speed: 40 ft
Defense: 27, 20 Touch, flat-footed 25 (+2 Dex, +8 Class, +7 Space marine mk7 armour)
BAB/Grp: +8/+3 / +15
FS/Reach: 5 ft/ 5 ft
Attacks: unarmed strike +13 melee 1d8+5, or knife +13 melee (1d4+5 slashing), or Bolter +11 ranged (2d12+4 + 2d6, 90 ft)
Special Attacks: spit +10 ranged (1 acid, blind, 15 ft)
Special Qualities: Adeptus Astartes Implants Phase 1 to 6, Hypo-chemical therapy, enlarge form, DR 3, marine scout training, low light vision,
Allegiances: Imperium of Man (or Chaos if Chaos Marine), Chapter (Chapter belongs to)
Saves: Fort +16, Reflex +4, Will +6
Reputation: +6
Abilities: Str 20 (originally 14), Dex 14, Con 22 (originally 15), Int 13, Wis 10, Cha 8
Occupation: Blue-collar (thug, class Skills: Drive, Intimidate)
Skills: Balance +7, Climb +7, Craft (mechanical) +5, Drive +5, Gather Information +3, Hide +4, Intimidate +2, Knowledge (chemical +2, Knowledge (streetwise) +2, Listen +6, Move Silently +3, Profession +2, Read/Write English, Repair +4, Search +6, Speak English, Spot +8, Swim +3 +16
Feats: Simple Weapons Proficiency, Brawl, Personal Firearms Proficiency, Codex Equipment Training, Track (by taste), Point Blank Shot, Power Attack +1
Possessions: Space marine mk7 armour, bolter, knife, 6 grenades (typically frag or frak depending on mission), 6 magazines, military radio, auto-sense goggles, may be assigned specialty ammunition. May swap out bolter for bolt pistol and close combat weapon (typically chain sword), or for 1 heavy weapon such as plasma rifle, heavy bolter, las cannon.

Adeptus Astares Implant Bonuses:
Ability bonuses (factored in stats), save bonuses (factored into saves), reduces time the marine would be fatigued or exhausted by half, enlarged form (considered large when beneficial to the character), +2 HP / level, +4 to endurance checks (swim, marching, holding breathe, against extreme temperatures of hot and cold, starvation, thirst), automatically stabilizes at 0 hit points, not doesn't die until -20 hit points, continuing damage from bleeding such as from Wounding weapon abilities automatically stops next round, only needs 4 hours of sleep, +4 Fort vs poisons, +2 Fort vs diseases, learns the memories/actions from the last 1d4 hours of the victim if eaten shortly after death, +4 Fort bonus vs airborne toxins, poisons. Does not suffer penalties for low oxygen environments, able to hold breathe for an incredible amount of time equal to 1 minute per point of Constitution, Able to enter near death state and suspended animation, taking 1d4 rounds of Concentration DC 21; +4 Fort save vs radiation, radiation based weapons deal 1 die less damage to a minimum of 1 die of damage; If the Space Marine fails a Fort save against a poison or toxin, can make a Concentration check DC 25, go unconscious for 1d4 minutes then awaken completely purged of the poison or toxin, not taking any further damage.
Spit poison, gene-seed, +50% increase bonus with cyber-linked equipment.

Hypno-Chemical Therapy
The Space Marine undergoes multiple Hypno-Chemical Therapies that strengthens the Space Marine's mental defenses against fear, possession and their resolve in their Emperor. Some chapters alter the hypno-chemical therapies with differing effects.
Benefit: +4 Will saves, additional +2 vs Fear and Mental Possession or Suggestion type powers/spells.

Marine Scout Training
Scouts are trained in stealth, information gathering, sabotage and assassination. Gains Demolitions, Disable Device as class skills, gains +3 to Gather Information, Hide and Move Silently.

Mucranoid
Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.
Benefit: With a chemical injection, the Marine can be immune to the environmental hot and cold conditions, not requiring to make Fort saves from the environment, and with a source of air, can survive being in a vacuum. Chemical has a PDC of 19 for 5 doses that last 2 days each.

Betcher's Gland
Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.
Benefit: Can spit a mild acid that can blind an opponent, range 15 ft, 1 point of acid damage, Fort save DC 10 + Con Modifier or be blinded for 1d4 minutes. Can be used to destroy bonds, requiring 1 round of spitting/salivating on object per 1 hp of thickness +1 round per 1 DR/hardness.

Progenoids
Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.
These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines.
Benefit: After 5 years (for one of the glands, 10 years for the other gland) to make a suitable gene-seed for harvest. Space Marines will do almost anything to recover the gene seed from a fallen Marine. Extracting the gene seed, with the proper tools takes 1d4+1 rounds to extract safely.

Black Carapace
Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armour and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle.
Benefit: Cybernetic link for vehicle and armour with 50% higher bonus, only keyed to Adeptus Astartes equipment.


Mk7 Aquila (Eagle)
The Mk7 is a slight improvement over the Mk6, with performance very similar to the Mk6, and shares many of the same components, allowing systems from one to be used on the other. The only major improvements are the Mk7 being slightly more flexible and the newly designed chest plastron in the shaped of the Imperial Eagle.

Mk7 Aquila/Eagle (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 56 lbs
Purchase DC: 28
Restriction: Mil +3

Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 10 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors.

Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.

Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.


Bolt Gun
The Adeptus Astartes Space Marines being elite warriors need weapons worthy of them, thus the Bolt Gun, firing a .75 caliber self-propelled explosive Bolts that explodes within the target. Each weapon is finely crafted, and sized for the Marine's larger size. The recoil of the weapon makes it difficult for a normal person to use. To prevent these fine weapons from being used by any enemies that happen to kill one of these mighty warriors, the weapons are keyed to the DNA of the user. The standard Bolt Gun is the Godwyn pattern which uses a 30 round sickle round, and has a mounting for a targeting system or scope, with integrated laser targeter, and a 3 round burst setting. A mount under the barrel for combat blades is available.

Bolt Gun (PL6 Personal Firearms Proficiency)
Damage: 2d12+4 + 2d6
Critical: 20
Damage Type: ballistic +fire
Range Increment: 90 ft
Rate of Fire: S,A
Size: Large
Weight: 15 lb
Ammo: 30 box
Purchase DC: 25 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Bolt Gun. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Ammunition: Box of 50 .75 Bolts rounds has a PDC 12.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.
 

kronos182

Adventurer
Warp Delta
The Warp Delta is an early Earth craft developed before the development of the NX class ships and the Warp 5 engine. It gets its name from its shape, the Greek Delta, a curved triangular shape, with two short warp nacelles on short up swept pylons, measuring 427 feet long with a crew of around 30, used to protect Earth and the colonies. The first Warp Deltas could only reach Warp 2, armed with a pair of plasma cannons, one for and one aft, with polarized hull plating for protection. The ship is capable of flying in an atmosphere and landing.

Warp Delta (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3000 (1100 ((110)) atmosphere)
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 15 (20 polarized)
Hit Dice: 35d20 (700 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 426.5 ft
Weight: 79,000 tons
Targeting System Bonus: +0
Crew: 30 Trained (+4)
Passenger Capacity: 5
Cargo Capacity: 50 tons
Grapple Modifier: +16
Base PDC: 46
Restriction: Res (+2)

Attack:
Light plasma cannon -6 ranged 10d8

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 2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class II
Communications: radio transceiver, drivesat comm array
Weapons: two plasma cannons
Grappling Systems:

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.

Warp Delta Refit
The Warp Delta Refit are upgraded with improved engines, allowing them to reach Warp 3, and the weapons upgraded to phase cannons for improved damage with targeting computers, after the Xindi attack, Earth needed more combat ready ships. Several Warp Delta Refits fought during the Earth Romulan War.
Make the following changes to make a Warp Delta Refit:
Increase hit dice to 37d20 (740 hp);
Add targeting computer, increase attacks by +3;
Replace light plasma cannons with phase cannons, one for and one aft;
Increase Warp speed to Warp 3;
Decrease Cargo Capacity to 40 tons;
Increase PDC to 47

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)

Delta B-3000
This variant of the Warp Delta refit is developed by the USAF and similar organizations that don't have warp technology. Two versions exist, one with the warp drive intact so that it can travel to nearby systems. The B-3000w. The other version, the B-3000a, removes the warp drive, and uses the additional space dedicated to weapons and other systems.

B-3000W
This version of the Delta B-3000 retains the warp drive, has some additional armour plating. Several railguns are installed in turrets for additional offense and can be set to automatic fire to function as a point defense system. The cargo space is removed as a missile launch system is installed.

Delta B-3000w (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3000 (1100 ((110)) atmosphere)
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 17 (22 polarized)
Hit Dice: 37d20 (740 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 426.5 ft
Weight: 79,000 tons
Targeting System Bonus: +3
Crew: 30 Trained (+4)
Passenger Capacity: 5
Cargo Capacity: 500 lbs
Grapple Modifier: +16
Base PDC: 47
Restriction: Mil (+3)

Attack:
Phased cannon -3 ranged 12d10 and 2 fire-linked CHE missiles -8 ranged 9d12;
Or phased cannon -3 ranged 12d10 and rail cannon -3 ranged 6d12;
Or 2 fire-linked CHE missiles -3 ranged 9d12 and rail cannon -8 ranged 6d12
Or Rail cannon -3 ranged 6d12 and rail cannon -3 ranged 6d12

Attack of Opportunity:
-3 ranged 2d12x10 ballistic

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 2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot, (point defense system conditional)
Sensors: Class II, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: two phase cannons, 4 railgun turrets (can function as point defense), 2 fire-linked CHE missiles (24 missiles each)
Grappling Systems: None

Rail Cannon System
The rail cannons are positioned to provide full cover, the firing control system allows 2 gunners to control two guns each and the system switches between guns automatically as it tracks a target in their areas of control. Alternatively, the system can be set to automatic to function as a point defense system. The choice as either active weapon or defensive system must be made at the start of the round and can't be changed until the next round. Once set it stays in that mode until switched.

Delta B-3000A
This variant strips out the warp drive and its systems, used as a system patrol and attack craft. To travel outside of the star system it must be ferried by another craft with faster than light system. The pylons are re-enforced with the nacelles replaced with additional engines giving it greater speed. The rail cannons are given over completely to the point defense system. The CHE missile magazine is expanded, a modular missile system that can carry hellfire or sidewinder missiles is added. Alternatively more CHE missiles can be carried instead. The underside has several miniguns on retractable mounts that are used in strafing runs on the ground, against stations or even larger ships.

Delta B-3000a (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 4000 (1900 ((190)) atmosphere)
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 17 (22 polarized)
Hit Dice: 38d20 (760 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 426.5 ft
Weight: 81,600 tons
Targeting System Bonus: +3
Crew: 30 Trained (+4)
Passenger Capacity: 0
Cargo Capacity: 500 lbs
Grapple Modifier: +16
Base PDC: 47
Restriction: Mil (+3)

Attack:
Phased cannon -3 ranged 12d10 and 2 fire-linked CHE missiles -8 ranged 9d12;

Or 2 fire-linked CHE missiles -3 ranged 9d12 and rail cannon -8 ranged 6d12
Or Rail cannon -3 ranged 6d12 and rail cannon -3 ranged 6d12

Attack of Opportunity:
-3 ranged 2d12x10 ballistic

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 2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot, point defense system conditional
Sensors: Class II, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: two phased cannons, , 2 fire-linked CHE missiles (24 missiles each), 2 fire-linked modular launchers (16 hellfire or 14 sidewinders, or 12 CHE missiles), 6 miniguns
Grappling Systems: None

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 Delta B-3000a can as a normal autofire attack cover a 40 ft by 40 ft area, Reflex save DC 22 dealing 10d10 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 8d10 ballistic damage, uses 200 rounds per minigun. Can use the special attack as part of a strafing run maneuver, or any maneuver that the ship skips along the surface of a larger ship or station, however the target doesn't get a Reflex save if the B-3000a successfully made its strafing or skimming maneuver. Firing a minigun on autofire uses 100 rounds of ammunition, or 50 rounds if used with the Burst Fire feat.

Sidewinder (Air-to-Air Missile)
The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is sued to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft. Sidewinder missiles have a minimum range of 500 ft. If fired against a target closer than 500 ft, it does not arm and doesn't explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on aircraft. This platform provides +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat - specifically the heat produced by the jet engines and turboprops of most modern helicopters and planes. The missile cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.
To fire the missile, one must first acquire the target, which requires a full-found action. After the target is acquired, the firing missile is an attack action. Once fired, the missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement). When the missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all targets within a 10 foot radis (Reflex save DC 20 for half).

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.


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.

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)
 

Lord Zack

Explorer
Level ten seems pretty dang high, even for a Space Marine. Maybe, maybe a Tactical Marine could reach that level (given that they fight as Devastator Marines and Assault Marines first), but I don't think the same could be said of one that has just earned his armor.
 

kronos182

Adventurer
Level ten seems pretty dang high, even for a Space Marine. Maybe, maybe a Tactical Marine could reach that level (given that they fight as Devastator Marines and Assault Marines first), but I don't think the same could be said of one that has just earned his armor.
This isn't a just given armour Marine, a few years (maybe a couple decades) of combat. It is a threat. 1 or 2 on patrol is a threat. A squad is meant to be deadly.
 

kronos182

Adventurer
Quick stats for John Wick (can be modified for various Fiction variants, but this should work as a base to work from).

John Wick
John Wick, a retired legendary hitman that worked for the Tarasov Mob until his retirement. He remained retired until shortly after his wife died and a dog his wife gifted him was killed, and had his car stolen by Isoef Tarasov.

John Wick
Type: Human
Size: Medium
CR: 30
Hit Points: 666 (33d20 + 320)
Mas: 30
Init: +10
Speed: 30 ft
Defense: 25, 15 flat foot, 20 touch.
BAB/Grp: +9/+4 / +14
FS/Reach: 5 ft / 5 ft
Attacks: +19 ranged rifle (2d10+10), +19 ranged pistol (2d6+10), +19 melee knife (1d4+10), +14 melee unarmed strike (1d4+10)
Special Attacks: sneak attack, assassination, cunning action, Jiu-Jitsu
Special Qualities: Evasion, Innate spellcasting, improved critical, brutal critical, legendary resistance, magical weapons, reputation, resistances, immunities, melee gun fighter
Saves: Fort +14, Reflex +16, Will +10
Reputation: +6
Abilities: Str 20, Dex 30, Con 30, Int 15, Wis 20, Cha 10
Skills: Balance +19, Bluff +8, Climb +14, Computer Use +9, Demolitions +9, Drive +13, Escape Artist +19, Gather Information +10, Hide +15, Knowledge Civics/Behavioral Sciences/Streetwise +8, Knowledge Tactics +7, Listen +10, Move Silently +19, Search +12, Sleight of Hand +19, Spot +18, Survival +10, Swim +9, Tumble +19
Feats: Point blank shot, dodge, mobility, shot on the run, rapid reload, burst fire, advanced weapons proficiency, light armour proficiency

Combat
John Wick is an expert melee combatant and use of firearms, able to use guns even while grappling. He's able to plan an attack and adjust his tactics on the fly.

Evasion
Takes half damage on a failed Reflex save and no damage on a successful save.

Sneak Attack (1/turn)
John Wick can add 4d6 damage to one attack per turn against a target that is denighed Dex bonus to Defense, caught flat-footed or is flanked.

Cunning Action
John Wick can use an attack of opportunity (has 4) to disengage (5 foot step back without provoking attack of opportunity), dash (5 foot movement, doesn't provoke attack of opportunity), or hide (if in shadowy conditions or area with lots of blind spots, can attempt to hide, at -5).

Innate Spellcasting
John Wick can cast the following spells as a spell-like ability without material or verbal components, using Wisdom as spellcasting ability.
5/day: Shield, pass without trace.

Improved Critical
John Wick scores a critical on a natural roll of 19 and 20.

Brutal Critical
When John Wick makes a critical attack, increase the critical modifier by 1 (x3 for most attacks).

Legendary Resistance 3/Day
If John Wick fails a saving throw, he can chose to succeed instead.

Reputation
John Wick can make any number of creatures within 100 feet of him who can see or hear him make a Will save DC 24, on a failure the affected creatures become frightened of John Wick, on a success the creatures are immune to John Wick's Reputation until John Wick kills a creature that has more than 100 maximum hit points.

Assassination
Once every 1d6+3 rounds, John Wick makes one attack, on a successful hit the attack deals its normal damage, as well as any sneak attack damage if applicable, and if the target has fewer than 100 hit points at the end of John Wick's turn, the target dies.

Jiu-Jitsu
John Wick attempts a grapple against a creature within 5 feet of him, if the grapple is successful the target is knocked prone and is considered restrained. John Wick can only have one creature grappled in this way at a time, and can not use two handed weapons while grappling a creature.

Resistance
John Wick has DR against bludgeoning, slashing and piercing 3 from non magical weapons.

Immunities
John Wick is immune to being charmed or fear affects.

Melee Gun Fighter
John Wick can use ranged weapons in combat as long as it is medium or smaller without penalties, and can use one handed ranged weapons while grappling. Exceptions are bullpup weapons which can be up to large.
 

kronos182

Adventurer
A couple of divine magic mech items.

Divine Protection
This shield, based on a bulwark tactical shield, looks like an ancient shield, curved sides that angle down to a point. On the front is a stylized Catholic cross with roses and vines entwining the cross. The shield is a pearl white while the cross is gold with silver vines and the roses appear to be made of rubies. The shield is magically enhanced for greater passive protection, plus it has the ability to cast the divine spell Shield of Faith, which when used, the rubies glow red. The Shield of Faith spell operates for 2 minutes providing a +2 Deflection bonus to Defense, usable for only 3 times per day.
Equipment Slots: 1, must be arm, only able to be used by Huge and Gargantuan sized mechs.
Activation: None, standard action to activate Shield of Faith
Range: Touch
Target: You
Duration: Persistent, Shield of Faith 2 minutes
Saving Throw: None
PDC: 34 Rare +5
Note: If the pilot of the mech equipped with Divine Protection is of the Catholic faith, the Shield of Faith effect lasts for 3 minutes. If the pilot is able to cast divine spells and of the Catholic faith, can cast the Shield of Faith an additional time per day (4 times).


Right Hand of God
This is an oversized hand and forearm of a huge sized mech, with a large embossed brass cross on the back of the hand. The fingers and thumb have scripture from the Bible engraved with gold inlay.
The fist is magically enhanced, able to dispel ongoing magical effects on targets struck. Once a week, it can be used to release divine flames.
Right Hand of God will fit a huge and gargantuan sized mechs, but on gargantuan appears as slightly larger sized hand. It is a +1 weapon (+1 attack rolls and damage), on a huge sized mech, deals 3d8+1 points of bludgeoning damage and suffers -4 to any Dex related checks, while on a gargantuan deals 4d6+1 bludgeoning damage, dealing triple damage on a critical roll of 20. Three times per day, as part of an attack, can use Dispel Magic spell, targeted version against the target struck with a dispel check +4, cancelling any on going spells, while magical items have their abilities suppressed for 1d4 rounds. Once per week, as a full round attack, out to 160 feet, affecting a 10 foot radius, 40 foot high cylinder area, dealing 15d6 fire damage, Reflex DC 18 for half damage.
Equipment Slots: 1, must be hand on huge or gargantuan sized mechs.
Activation: None, attack for Dispel Magic, Full round Flaming Wrath
Range: Touch, 160 ft Flaming Wrath
Target: 1 in melee range, 160 ft Flaming Wrath
Duration: Persistent, Dispel Magic and Flaming Wrath instantaneous
Saving Throw: None, Dispel Magic dispel check +4 roll, Flaming Wrath Reflex DC 18.
PDC: 39, Rare +5
Note: If the equipped mech is piloted by someone of Catholic faith, can use Dispel Magic one additional time per day. If the pilot can cast divine spells and of the Catholic faith, in addition to one additional use of Dispel Magic, the check increases to +6, and the Reflex save for Flaming Wrath is changed to DC 20.
 


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