CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
RTX-65 Guntank Early Type

Very early work by the Earth Federation forces into mobile suits, mating the chassis of a tank with a humanoid torso structure. It was used as a main battle tank, mainly deployed to colonies for peacekeeping operations. It mounts two 120mm cannons on the shoulders, which are based on tank cannons, to streamline development and make use of existing stockpiles of ammunition and cannon parts. The arms end in quad mounts of 25mm cannons, and a machine gun mounted on the tank chassis for anti personnel work. Also mounted on the tank chassis are smoke grenade dischargers. The RTX-65 is crewed by two, one in the tank chassis to move it about and operate the chassis mounted machine gun, while a second crew member sits in the head, operating the main guns and arm weapons.
While considered quite inferior to mobile suits, it is cheap and easier to produce for smaller militaries or mercenaries.

RTX-55 Guntank
Size: Gargantuan (-4) 43 ft 56 tons
Bonus Hit Points: 400
Superstructure: High Grade Steel
Hardness: 8, 15 vs ballistic/missiles
Armour: Dorchester
Bonus to Defense: +8
Armour Penalty: -6
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 50 ft, 70 (7) vehicle scale
Purchase DC: 46

Helmet Oracle Targeting System (+1)
Visor Cockpit
Cranium Cockpit
Left Arm 25mm reload
Left Hand Quad 25mm Cannons
Right Arm 25mm reload
Right Hand Quad 25mm Cannons
Shoulders Twin 120mm Cannons
Back 120mm cannons and ammunition (50 rounds / cannon)
Torso Class II Sensor
Tread Section .50 Cal machine gun, smoke dischargers, cockpit
Comm System

Standard Package Features: Bonuses: -3 attack, darkvision 120 ft, +2 Navigate & Spot, +4 stabilization bonus
Weapons: 2x 120mm cannons -3 ranged 10d12, ball, 20x2, 150 ft, 50 rds ea; or
2x quad 25mm cannons -3 ranged 8d12, ball, 20x2, 110 ft, 400 rds ea; or
.50 cal machine gun -3 ranged, 2d12, ball, 20x2, 100 ft, 1000 rds
Slam +8 melee 2d8+12 blud, 20, 15 ft reach
*Due to two crew members, the driver in the tank chassis can only fire the .50 cal machine gun. The gunner controls the main guns, quad 25mm cannons and make slam attacks with the arms, and can make multiple attacks as part of a full attack if the gunner has multiple attacks.

120mm Cannons
The Guntank mounts two 120mm cannons, based on heavy tank cannons, that feed from a large magazine mounted on the back. These weapons can be fired in artillery mode for even greater range (out to 20 range increments) using normal artillery rules. Each magazine is capable of being split in two halves to carry two different types of ammunition. Normal rounds deal 10d12 points of ballistic damage.
Equipment Slots: 3
Activation: Attack
Range Increment: 150 ft
Target: Single target within 1500 ft, or 15,000 ft in artillery mode
Duration: Instant
Saving Throw: None
Purchase DC: 23
Restriction: Mil (+3)

Smoke Dischargers
The tank chassis has 6 smoke dischargers that can fill a 50 ft area with dense smoke that lasts for 1d6+3 rounds, depending on wind conditions. These can be released centered on the RTX-65 or launched up to 100 ft away. Has 6 dischargers, each with 3 uses.
 
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kronos182

Adventurer
2-1B Series Medical Droids

These droids are programmed by some of the finest medical minds in the galaxy, and is Industrial Automaton's most commercially successful surgical droids. First introduced before the end of the Old Republic, and continued to serve for decades later. These droids have extensive medical knowledge, and if they encounter a species or condition they are not programmed with, they can download via interface socket and complink. They are intelligent enough to learn new surgical techniques and methods of medicine when traditional ones are not working or inadvisable. These droids are also programmed with the Doctor's Code, and thus can not do harm, must render medical aid to all who require it. This means that these droids will not engage in combat, instead moving to safety, and providing aid to any they can.
2-1Bs are fitted with stabilizing feet and systems to allow them to remain steady, particularly useful on starships in battles. The legs have hydraulics to allow it to raise and lower itself to adjust its height to work better at different heights of operating tables, or surfaces. Typically one arm is fitted with an array of hypodermic injectors for administrating different drugs, while both arms are equipped with surgical tools.

2-1B Medical Droid
CR: 1
Size: Medium (5 ft)
Hit Points: 1d10+10 (20)
Init: +1
Speed: 20 ft
Defense: 11 (+1 Dex)
Hardness:
BAB/Grp: +0
Attack: unarmed +1 melee 1d3+1
FS/Reach: 5/5 ft
Special Attacks:
Special Qualities:
Saves: Fort +0 , Reflex +1 , Will +0
Abilities: Str 12, Dex 13, Con -, Int 15, Wis 10, Cha 5
Skills: Balance +5, Computer Use +4, Craft Pharmaceutical +8, Knowledge Behavioral Science +6, Knowledge Earth and Life Sciences +6, Listen +2, Search +4, Spot +2, Treat Injury +10
Feats: Surgery, Cybersurgery, Xenomedic

Frame: biodroid
Locomotion: Legs (pair)
Manipulators: Task Hands (2)
Armour: None
Superstructure:
Sensors: Class VI
Skill Software: Skill Net (+4): Craft Pharmaceutical, Knowledge Behavioural Science, Knowledge Earth and Life Sciences, Treat Injury, Skill Net (+2) Computer Use, Research, Search, Treat Injury
Feat Software: Surgery, Cybernetic Surgery, Xenomedic
Accessories: Int upgrade x2, Dex upgrade, internal storage (20 lbs, usually medical supplies or tools), complink, tool mount x2 (on arms of medical tools), vocalizer, polyvox, medicomp sensor, pharmacist kit, medical kit, surgery kit, first aid kit, hypodermic injectors, hold 10 different chemicals with 10 doses each, heuristic processors, stabilizer system, hydraulic legs
PDC: 25

Heuristic Processor
The 2-1B series droids are able to learn new skills and feats, and take on ordinary classes (see d20 modern pg 270 Support Characters), but must relate to the medical field in some way.

Stabilizer System
This system allows the 2-1B to perform delicate surgery even with explosions all around it, or a starship pulling wild maneuvers. Includes magnetic feet, +4 stabilize checks (against overruns/bull rushes, being knocked prone), and Balance checks.

Hydraulic Legs
The legs are designed to raise or lower the droid so that it can work at different levels for increased efficiency. The droid can adjust its height by 12 inches up or down.
 


kronos182

Adventurer
RX-77 Guncannon

A step up from the RX-75 Guntank, the RX-77 is a full mobile suit, allowing for greater mobility. Armed with heavier 240mm cannons, although with smaller ammunition capacity, and instead of missile launchers in the arms, the arms end in full hands that allow it to use hand held weapons, such as beam rifles. The head mounts vulcan guns which are become standard equipment in most mobile suits used by the Earth Federation. The 240mm cannons can be switched out for spray missile launchers.

RX-77-2 Gundam
Size: Gargantuan (Gargantuan 57.4 ft, 51 tons (-4))
Bonus Hit Points: 400
Superstructure: Luna Titanium Alloy
Hardness: 20, 40 vs kinetic attacks
Armour: Luna Titanium Alloy
Bonus to Defense: +8,
Armour Penalty: -5
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: 2
Speed: 55 ft, 3000 ft space
Purchase DC: 50

Slots
Helmet Oracle Targeting System (+3)
Visor Class IV Sensors
Cranium Vulcan Weapon
Back Improved Deep Space Thrusters
Left Arm 240mm ammunition
Left Hand 1
Right Arm 1
Right Hand 1
Shoulders Twin 240mm Cannons
Torso and Belt Core Block System
Left Leg Space Skin
Right Leg 240mm ammunition
Boots Zero-G Stabilizer
Comm System

Standard Package Features: Core Block System, Improved Deep Space Thrusters
Bonuses: -1 attack, darkvision 120 ft, +4 Navigate & Spot
Weapons: 2x 240mm Cannon -1 ranged 18d12, ball, 20x2, 150 ft, 20 rds ea +20 rds (60 rds total), (fire linked 27d12); or
Vulcan Weapon -1 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or
Beam Rifle -1 attack, 10d10, energy, 20x4, 120 ft, single, 10 internal, handheld, or
Slam +8 melee 2d8+12 blud, 20, 15 ft reach


Core Block System
The Core Block System is part of the V Project design, using a fighter jet as a modular cockpit and control system for a number of mechs in the RX-78 series. It also acts as an escape vehicle with its own weapons and propulsion system for the pilot. The fighter folds up into a compact form while docked in the torso of the RX-78-2 and shares power with the mech. In the event the mech would be destroyed, the pilot can make a Reflex save DC 20 to eject safely. However if the mech would have suffered enough damage to bring it past -50 hit points from the attack that destroyed it, the pilot must make a second Reflex save DC 20 or suffer half the damage the mech would have suffered past 0 to the escape fighter. The fighter carries 4 fire-linked Vulcan weapons, the same as those mounted in the mech's head, plus two missiles in internal launchers. These weapons can only be used when the fighter is not docked with the mech.
Core Block Figther
Crew: 1
Passengers: 0
Cargo: 50 lbs
Init: -1
Maneuver: +2
Top Speed: 1500 (150), 3000 ft space
Defense: 8
Hardness: 9
Hit Points: 35
Size: Huge
Purchase DC: 50
Restriction: Mil +3
Weapon Damage Crit Damage Type Range Incr Rate of Fire Magazine
4 Vulcan Weapons 5d8 20 Ballistic 100 ft S, A 200 rds link
2 Missiles - - - - S 2



Vulcan Weapon
This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage.
Equipment Slots: 1
Activation: Attack or attack of opportunity
Range Increment: 70 ft
Target: Single target within 700 ft, or missile, or autofire
Duration: Instantaneous
Saving Throw: none
Purchase DC: 25
Restriction: Mil (+3)

Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None

Beam Rifle
The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls. This is the same weapon as the one used on the RX-78-2, however it recharges from the RX-77's power system slower than that on the RX-78-2, and must be holstered to recharge, taking 2 minutes to recharge fully.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space
Target: Single target within 1200 ft, 25000 ft space
Duration: Instantaneous
Saving Throw: none
Purchase DC: 45
Restriction: Mil (+4)

240mm Cannons
The Guncannon mounts two 240mm cannons, based on heavy tank cannons, that feed from a large magazine mounted on the back. These weapons can be fired in artillery mode for even greater range (out to 20 range increments) using normal artillery rules. Each magazine is capable of being split in two halves to carry two different types of ammunition. Normal rounds deal 18d12 points of ballistic damage. These weapon have the ability to switch from single cannon or fire-linked with both cannons firing at once. Each slot dedicate to ammunition holds 10 rounds.
Equipment Slots: 3
Activation: Attack
Range Increment: 150 ft
Target: Single target within 1500 ft, or 15,000 ft in artillery mode
Duration: Instant
Saving Throw: None
Purchase DC: 25
Restriction: Mil (+3)

Optional Weapons

Spray Missile Launchers
These missile launchers are an upgraded version of the Barrage Rapid-Fire Rocket Launcher, able to saturate an area with multiple rockets for maximum area, excellent for use against massed smaller opponents, or multiple rockets can strike the same target for increased damage. When attacking a single target, 5 attack rolls are made at base attack -5, however the target doesn't get to add their Dex modifier to Defense as the missile launch and fly in a wide spiralling path, each missile dealing 8d6 half fire, half ballistic damage. In Saturation mode, a single attack targeting a square, dealing 10d6 half fire, half ballistic damage to a 50 foot area, Reflex save DC 20 for half damage. The system has two launchers, only one fires 5 missiles at a time, with 2 loads each, for a total of 4 shots. Each slot dedicated to ammunition holds enough for another 4 shots, 2 each launcher.
Equipment Slots: 3
Activation: Attack
Range Increment: 225 ft
Target: Single target within 2250 ft
Duration: Instant
Saving Throw: None
Purchase DC: 24
Restriction: Mil (+3)
 

kronos182

Adventurer
Air Powered Pistols
These are modified paintball type weapons that have a hopper on the top with a CO2 cartridge mounted in the back that launches a small projectile down the barrel. A simple safety mechanism that locks the trigger prevents the weapon from firing by accident. The weapon can fire anything from standard paint balls, marbles, small stones, or similar sized objects, about half an inch in diameter. The hopper, depending on design, can hold anywhere from 10 to 100 rounds, while the CO2 cartridge is good for 50 shots. While these weapons don't deal much damage, they are can be very easily reloaded with available materials, and have the ability to deliver chemicals in specially prepared paint balls, or used in areas where collateral damage isn't wanted.

Air Powered Pistol (PL5)
Damage: varies
Critical: 20x2
Damage Type: ballistic
Range Increment: 20+2d10 ft
Rate of Fire: S
Size: Med
Weight: 3-6 lbs
Ammo: 10-100
Purchase DC: 10
Notes: Inaccurate, suffering -1 to attack rolls. Depending on ammunition will determine the amount of damage. Stones will only deal 1d4; paint balls will only deal 1d3 nonlethal, but can be used to deliver contact poisons, acids or other chemicals besides paint; marbles or round pieces of metal will deal 2d4-1.


Leyden Jar
A Leyden Jar is a device that "stores" static electricity between two electrodes on the inside and outside of a glass jar. A Leyden jar typically consists of a glass jar with metal foil cemented to the inside and the outside surfaces, and a metal terminal projecting vertically through the jar lid to make contact with the inner foil, and filed with a fluid. These devices can store large amounts of electrical energy, just like a capacitor, however they are fragile and when broken will release a burst of electrical energy. One advantage of Leyden Jars is they are not affected by EMPs, and can be created out of fairly common materials, making them excellent sources of energy in areas that normal electrical devices can't, or act as a back up source during EMP attacks. Most Leyden Jars can be crafted with a Craft: Electrical or Mechanical DC 5, with a PDC of 5 to 10, depending on the size.
A typical mason jar sized leyden jar will have enough power to recharge 1d10+10 charges in a power pack, or power a small electric vehicle for an hour.
A backpack sized jar will power a regular sized electric car for about 1 hour, or recharge 1d10 +20 charges in a power pack.
A suitcase sized jar will power a van sized electric vehicle for about an hour, or recharge 1d10 +35 charges in a power pack.
Larger ones can be created, with fridge sized ones able to power larger devices, or refill multiple power packs at once.
Charging a Leyden Jar can be as simple as hooking up jumper cables from a generator, or if power isn't available, electrostatic generators, or any other means of generating electrical current such as windmills, hydro-electric dames, etc.
If a Leyden Jar is broken, it deals 1d4 /size category starting at size tiny of electrical damage to a 5 foot / 2 size categories over tiny, area.

Blizzard Thrower
A large box-like device that looks like a SAM launcher, only with 100 small tubes for holding 3 inch long iron spikes.
When fired, the blizzard thrower unleashes a cloud of 3-inch long iron spikes in a 100-foot long, 50 foot wide (and tall) cone. While this weapon has a relatively short range, it packs a significant punch and can inflict serious injuries on vehicles, animals and people who wander into its area of effect.
The blizzard thrower makes a single attack roll when the weapon is fi red. The result of this attack roll is applied to all targets in the area of effect. The attacker then makes a single damage roll, which is likewise applied to all targets in the area of effect. Creatures which take up more than a single 5-foot square suffer damage multiple times, however, suffering the damage rolled plus one-half the damage rolled for each additional 5-foot square they occupy and which is within the blizzard thrower’s cone.
This device is usually mounted in static locations or can be mounted on wagons or other vehicles for setting up kill zones in ambushes. Well set up Blizzard Throwers can be used to attack low flying aircraft or flying creatures. 1 load holds 100 spikes, reloading by hand takes 30 minutes for one person, via a rear opening breach. A special speed loading device is available but requires 3 people to load in 1d6+2 rounds. The Blizzard Thrower can use air, steam or even hydraulic power to launch the spikes, depending on available resources.

Blizzard Thrower (PL3-5 Exotic Weapon Proficiency/Archaic Weapon)
Damage: 3d6
Critical: x3
Damage Type: piercing
Range Increment: 50 ft cone
Rate of Fire: Single
Size: Huge
Weight: 100 lbs
Ammo: 1 load
Purchase DC: 14, 1 reload PDC 6 for 100 spikes.
Notes: Must be mounted on a wagon, trailer or vehicle, pivot and tilt mount to allow for aiming.

Variant Ammunition
Instead of solid iron spikes, a few different types of ammunition is available, depending on manufacturing capabilities. In a pinch, rail road spikes and similar sized heavy long bolts can be modified, requiring a Craft Mechanical DC 15 and 5 minutes per 10 spikes/bolts to be modified, but will only deal 3d4 damage.

Explosive Spikes
These are based on explosive crossbow bolts. Changes damage to 2d6 piercing + 2d6 fire damage. The fire damage deals damage to a 10 foot area, Reflex save DC 15 to anyone within 10 feet of the target strike for half the fire damage, although the target struck doesn't get a save. PDC 12 for 20 spikes, Res (+2).

Bleeder Spikes
These spikes are serrated and best used against living creatures as they cause horrific wounds that continue to bleed. Bleeder spikes inflict 2d8 points of slashing damage, and inflict wounds that continue to bleed, costing the victim 1 hp/round until he or she receives a DC 12 Treat Injury check or magical healing. 50 bleeder spikes have a Craft Mechanical DC of 15, and require at least 2 hours to construct. If bleeder spikes are available for purchase, they have a Purchase DC of 1d8+8 for 50, Illegal (+4).
 

kronos182

Adventurer
Z-95 Headhunter
An older starfighter designed by Incom and Subpro Corp, with a high degree of modification and fairly cheap to build and maintain has allowed it to endure over the years, with many upgrades and variants available. The headhunter predates the Clone Wars, and its design is part of the design influence for the later X-Wing starfighter.
The original Z-95 had a bubble canopy and variable geometry wings, which were later removed in later models, and many variants lacked a hyperdrive, meaning they had to be carried by larger ships or were based on planets or stations.

Z-95
Original had swing wings with triple blasters on the ends of the wings with twin engines in a forked tail, and was atmospheric only. No examples are known to exist or have survived the 23 Hours.

Z-95 Mark II
Did away with swing wings and bubble canopy and was capable of space flight.

Z-95 Mark III
This variant is the one that almost all other variants and models are based from. Fixed straight wings, body and four engines mounted around the wings very similar to its replacement the T-65 X-wing, however behind the cockpit it had a bit of a hump and lacked an astromech socket. Equipped with wing tip mounted lasers and dual concussion missiles in the nose.

Z-95 Headhunter Mk III (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp) + 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 38.7 ft
Weight: 8,700 lbs
Targeting System Bonus:
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 150 lbs
Grapple Modifier:
Base PDC: 32
Restriction: Res (+2)

Attack:
2 fire-linked laser -2 ranged 9d8, 20, fire, 3000 ft, s/a; or
2 Concussion Missile Launchers -2 ranged 10d10, 19-20x2, energy, 4000 ft, single, 2 missiles each (optional fire link deals 15d10)

Attack of Opportunity:

Bonuses:

Standard PL(6) Design Spec: Twin Engine, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems: Shields
Sensors: Class II, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, 2 Concussion missile launchers
Grappling Systems:

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.


Clone Z-95
This variant of the Z-95 is a popular variant that was produced during the Clone Wars. It has a longer and narrower frame, with two small canard wings at the front for improved atmospheric flight, with the main wings having a slightly more triangular shape for better maneuverability and gliding characteristics in the event of an engine flameout.. This version has boasted speed, armed with the standard wing tip mounted lasers, but instead of concussion missiles, it was fitted with two recessed proton torpedo launchers, shields, but lacked hyperdrive. The controls and cockpit layout was very similar to the ARC-170 starfighter, which many Clone Pilots were also trained to use.

Z-95 Headhunter Clone Variant (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4500 ft
Defense: 6 (10 base -4 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 9d20 (180 hp) + 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 54.9 ft
Weight: 9,200 lbs
Targeting System Bonus: +2
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 150 lbs
Grapple Modifier:
Base PDC: 33
Restriction: Res (+2)

Attack:
2 fire-linked laser -2 ranged 9d8, 20, fire, 3000 ft, s/a; or
2 Proton Torpedo Launchers -2 ranged 10d12, 20x3, energy, 5000 ft, single, 2 torpedoes each (optional fire link deals 15d22)

Attack of Opportunity:

Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems: Shields
Sensors: Class II, Missile Lock Alert, Targeting System
Communications: Radio Transceiver
Weapons: 2 Laser cannons, 2 proton torpedo launchers
Grappling Systems:

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.


Z-95C4d
This variant was built as a ground support bomber, fitted with bomb racks and ordnance hardpoints. The targeting computers were configured for accurately targeting ground targets over airborne targets. The concussion launchers are replaced with proton bomb chutes and each wing mounts 3 hard points that can each carry 2 ASM (Air to Surface Missiles) or bombs.

Z-95C4d Headhunter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp) + 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 38.7 ft
Weight: 8,900 lbs
Targeting System Bonus:
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 50 lbs
Grapple Modifier:
Base PDC: 32
Restriction: Res (+2)

Attack:
2 fire-linked laser -2 ranged 9d8, 20, fire, 3000 ft, s/a; or
2 Proton Bomb chutes -2 ranged 10d12 (30 ft area), 20x3, energy, 2000 ft, s, 6 proton bombs each; or
6 missile/bomb mounts.

Attack of Opportunity:

Bonuses: +2 to attack targets on the ground.

Standard PL(6) Design Spec: Twin Engine, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems: Shields
Sensors: Class II, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, 2 Proton Bomb Chutes, 6 bomb/rocket mounts.
Grappling Systems:

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

Bomber Targeting
When making bombing runs, the Z-95C4d gains a +1 to attack rolls to successfully drop its bomb payload on target due to the terrain following and targeting systems.

Proton Bombs
Proton Bombs are similar to proton torpedoes, only they lack thrusters, instead they are dropped from a ship, with small maneuvering systems to help keep them on target. They deal 10d12 energy damage to a 30 foot radius area, Reflex save DC 20 for half damage.



Z-95-AF4
The most common variant in existence and most resembles the T-65 X-wing in general looks. It does mount a hyperdrive, but no astromech socket and its Navcomp must have co-ordinates programmed or entered manually. The Navcomp can store 5 sets of coordinate. With advances in miniaturization, the missile load has been increased to 3 concussion missiles per launcher.

Z-95AF4 Headhunter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 9d20 (180 hp) + 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 38.7 ft
Weight: 8,900 lbs
Targeting System Bonus:+1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 150 lbs
Grapple Modifier:
Base PDC: 33
Restriction: Res (+2)

Attack:
2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a; or
2 Concussion Missile Launchers -1 ranged 10d10, 19-20x2, energy, 4000 ft, single, 3 missiles each (optional fire link deals 15d10)

Attack of Opportunity:

Bonuses: +1 to Pilot checks for stunts in atmospheres.

Standard PL(6) Design Spec: Twin Engine, Ejector Seat, NavComp
Engines: Ion engine, Hyperdrive x4
Armour: Polymeric
Defense Systems: Shields
Sensors: Class III, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, 2 Concussion missile launchers
Grappling Systems:

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

NavComp
The Z-95AF4 has a small NavComp that can store up to 5 coordinates in its memory banks. Has +3 to Navigate for calculating jump routes.

Has enough fuel and life support for traveling up to 70 light years, 2 days in normal space.

Z-95ER
An extended range variant with larger fuel tanks and life support and cargo capacity, excellent for couriers, mercenaries and adventurers. The body is a little fatter, with thicker wings for expanded fuel tanks and life support supplies. The cockpit has been modified so that the seat can slide back and lay down into a bed, with a small refresher unit (a combo shower/toilet unit, with sink) at the rear. In theory the cockpit has enough room for a passenger, but they would be uncomfortable.
Make the following changes to the Z-95AF4 to turn to Z-95ER:
Remove both concussion missile launchers;
Add +10 Hitpoints (total 190 hp);
Increase weight to 9150 lbs;
Increase cargo capacity to 350 lbs;
Hyperdrive range now 140 light years;
Lifesupport good for 10 days;
Cockpit modified with small refresher (combo shower/toilet, sink);
NavComp has +5 to Navigate for plotting and takes 1 less round to calculate.


Z-95ML
This variant was fitted as a missile launch platform, with additional missile racks. The wings are fitted with two sets of launchers, concussion missile launchers on the top, proton torpedo launchers on the underside. This added ordnance however slows the craft and makes it less maneuverable, but the added weapons make it a decent strike craft.
Make the following changes to the Z-95AF4 to turn to a Z-95ML:
Increase Hit Dice to 10d10 (100 hp);
Decrease speed to 3500 ft;
Add 2 concussion missile launchers, one each wing (3 concussion missile each, can be fire-linked to each other, not the main concussion launchers);
Add 2 proton torpedo launchers, one each wing (2 proton torpedoes each, can be fire-linked to each other).
 

Working on adapting (with some rough fluff) Team Fortress guns.

Only regular weapons. Hard to tell how it would go with the sentry gun and the like.

Also some of the guns have something called 'micro-criticals' on TF2. Dunno how to work that on D20... Maybe wider crit range but lower crit damage?
 

AnimeSniper

Explorer
On the team fortress weapons I would probably do the same and as for Sentry Guns simply choose a weapon, M249 or .50 caliber HMG maybe a Minigun and then simply decide whether the new unit is Remote Controlled or Automated with a perceived field of fire sensor or IFF that when it detects movement or non-friendlies it opens fire.
 

kronos182

Adventurer
On the team fortress weapons I would probably do the same and as for Sentry Guns simply choose a weapon, M249 or .50 caliber HMG maybe a Minigun and then simply decide whether the new unit is Remote Controlled or Automated with a perceived field of fire sensor or IFF that when it detects movement or non-friendlies it opens fire.

That's how I'd do it.. with maybe motion detection sensor added.
 

kronos182

Adventurer
A quick automated gun sentry..

Mk1 Gun Sentry (loosely based on the weapons from Aliens)
The Mk1 Gun Sentry is a fairly simple automated gun sentry, a .50 cal machine gun mounted on a tripod, fitted with motion sensors, very simple targeting system, fitted with either a drum or a box on on the tripod to feed the weapon via belt, and a battery to run the sensors and automated motors to move the weapon. The weapon can be set to autofire or single shot, depending on the user's preference. The user can also designate a 'safe' zone, usually behind the weapon, so that they can approach the weapon safely to reload or disarm it. It does have a remote shut off switch so the user can turn the weapon off before approaching if they don't designate a safe zone. The battery is good for 24 hours of operation, takes 3 hours to recharge. The whole system packs away into a case that is 5 ft by 3 ft x 2 ft, an takes 2 people 5 minutes to set up or take down. Each additional person reduces time by 1 minute to a minimum of 1 minute.

Mk1 Gun Sentury
Damage: 2d12
Critical: 20x2
Damage Type: ballistic
Range Increment: 110 ft
Rate of Fire: s, a
Size: huge (only takes up a 5 ft x 10 ft area, 5 ft high)
Weight: 85 lbs
Ammo: 100 drum or linked
Purchase DC: 24 Mil (+3)
Notes: 100 ft motion sensor area, motion activated with 100 ft (modified motion-sensitive gadget), automated gadget (does not require anyone to operate)
HP: 10
Defense: 8
Attack: +0 ranged.
Hardness: 5
Accessories: Motion Sensor, battery, 100 rd drum.
 

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