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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Combat Shield
The shield was thought to be an obsolete defensive device, however against the Zerg, it has gained popularity, as it puts a bit more between a soldier and the claws of a zerg. The shield is made of 30mm of bonded carbide and usually mounted to the upper arm or shoulder of CMC-300, 400 or 405 armours, leaving the hands free while still providing protection. With a little time, a group of marines can use their shields to help fortify improvised fortifications, such as sandbags, trenches or foxholes.

Combat Shield (PL5)
Type: Shield
Equipment Bonus: +4
Nonprof Bonus: +3
Armour Penalty: -2
Weight: 10 lbs
PDC: 10 Res (+2)

CMC-660 Heavy Combat Suit/Firebat

The CMC-660 heavy combat suit is the standard issue armour assigned to firebats. Heavier, but more durable and much higher heat resistant to other models, with heavier armour, the CMC-660 is well suited for close combat work. It has many of the same features as the CMC-300, making logistics for some spare parts much easier, but with added special systems to protect the user and the armour from the plasma and flame the integrated weapons produce. Plasma tanks are located on the back, are reinforced with containment fields, and armour, are protected from frontal attacks by the bulk of the armour, but can still detonate with a powerful enough attack that ruptures the tanks and the containment field. The flamethowers mounted on each arm allows the Firebat user to fill large areas with flames, making them excellent against large groups of infantry. The hands of the armour are larger than other CMC armours, making it difficult to use normal weapons, but they are good for holding melee weapons. Unfortunately the flamethowers can't be used while holding anything in the hands, or risk damaging the held item.

CMC-660 Powered Combat Suit (PL6-7) Type: Tactical, Powered Equipment Bonus: +9 Nonprof. Bonus: +5 Str Bonus: +3 Nonprof Str Bonus: +0 Max Dex: +1 Armour Penalty: -6 Speed (30 ft): 20 ft/15 ft Weight: 350 lbs Purchase DC: 26 Restriction: Mil (+3) Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), 2 ammo holders (1 each leg), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, fire resistance 15 (not effective against lasers), two wrist mounted perdition flamethrowers, two fuel tanks (back mounted, oversized hands, critical detonation.
Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1.
Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15).
Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers.
Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed.
Critical Detonation - Anytime the wearer suffers a critical hit, there is a 10% chance the tanks are struck, the armour must make a Fort save DC 15 or the tanks rupture, dealing 6d6 fire damage to a 20 foot radius area. This ruins the tanks, and if the user survives, the armour is heavily damage to the point of non-functional.

Perdition Flamethrower
Each arm is fitted with a perdition flamethrower, using a combusto-plasma fuel, found to be particularly useful against Zerg as the plasma fuel seeps between gaps in zerg armour. Targets in the area the flames fill are required to make a Reflex save DC 15 for half. Zerg suffer +1d6 additional damage as the gases and flames seeps into their body. This additional damage is not halved even with a successful save.
Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 5 ft wide 30 ft long line
Rate of Fire: Single
Magazine: 50 shot per back tank ea.
Size: *part of armour
Weight: *part of the armour now
PDC: 14 to refill tank.
Note: If the user uses both flamethrowers in the same attack, fills a 15 foot wide, 30 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower.

Firebat mk2
The current generation of CMC-660 firebat armour is very similar, although a few notable differences include the moving visor is missing, replaced by a full faceplate with eye slits, servo system a bit more exposed, improved heat resistant systems, and improved containment field. The other major improvement is the perdition flamethrowers are replaced with incinerator gauntlets, which have multiple ports to channel the fuel through to cover a larger area without any loss of intensity.

CMC-660 Powered Combat Suit mk2 (PL6-7) Type: Tactical, Powered Equipment Bonus: +9 Nonprof. Bonus: +5 Str Bonus: +3 Nonprof Str Bonus: +0 Max Dex: +1 Armour Penalty: -5 Speed (30 ft): 20 ft/15 ft Weight: 350 lbs Purchase DC: 27 Restriction: Mil (+3) Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), 2 ammo holders (1 each leg), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, fire resistance 20 (not effective against lasers), two wrist mounted incinerator flamethrowers, two fuel tanks (back mounted, oversized hands, critical detonation.
Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1.
Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15).
Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers.
Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed.
Critical Detonation - Anytime the wearer suffers a critical hit, there is a 10% chance the tanks are struck, the armour must make a Fort save DC 14 or the tanks rupture, dealing 6d6 fire damage to a 20 foot radius area. This ruins the tanks, and if the user survives, the armour is heavily damage to the point of non-functional.

Incinerator Flamethrower
Each arm is fitted with an incinerator flamethrower, using a combusto-plasma fuel, found to be particularly useful against Zerg as the plasma fuel seeps between gaps in zerg armour. The incinerator is an improvement over the perdition with having multiple ports that allow the weapon to fill a larger area with flames without losing intensity. Targets in the area the flames fill are required to make a Reflex save DC 15 for half. Zerg suffer +1d6 additional damage as the gases and flames seeps into their body. This additional damage is not halved even with a successful save.
Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 10 ft wide 30 ft long line
Rate of Fire: Single
Magazine: 50 shot per back tank ea.
Size: *part of armour
Weight: *part of the armour now
PDC: 14 to refill tank.
Note: If the user uses both flamethrowers in the same attack, fills a 20 foot wide, 40 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower.
Alternatively, the user can use both flamethrowers to create a wall of fire around him/herself. As a full round action, the user waves their arms from in front of them to their sides, creating a semi-circle of flames covering their front and sides, 15 feet from the user. This wall of flames lasts until the start of the user's next round, granting a 25% miss chance from attacks more than 20 feet away as the flames makes it difficult to see the user. Anything attempting to move through the flames suffers 3d6 points of fire, no Reflex save for half.

United Earth Directorate Firebat Armour
This armour is fundamentally similar to the mk2 CMC-660 armour, however it has several improvements, including replacing the flamethrowers with a C-140 Epyon plasma incinerator cannon.
Make the following changes to CMC-660 mk2 to make an UED Firebat: Decrease Armour check penalty to -4;
Weight to 300 lbs;
Increase speed to 25 ft;
On Critical Detonation, armour only has to make a Fort save DC 12 to save against tanks rupturing;
Replace Incinerator Flamethrowers with Epyon plasma cannon.

C-140 Epyon Incinerator Cannon
Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 60 ft, or 10 ft wide 30 ft long line
Rate of Fire: Semi or Single
Magazine: 50 shot per back tank ea.
Size: *part of armour
Weight: *part of the armour now
PDC: 14 to refill tank.
Note: Switch Fire mode (move action that switches the Epyon from a ranged plasma blaster to a plasma flamethrower, able to switch only once per round), if the user uses both flamethrowers in the same attack, fills a 20 foot wide, 40 ft long cone, increases Reflex save to DC 16, but uses a single shot from each tank. In an emergency, fuel from one tank can be switched to fuel the other flamethrower.
Alternatively, the user can use both flamethrowers to create a wall of fire around him/herself. As a full round action, the user waves their arms from in front of them to their sides, creating a semi-circle of flames covering their front and sides, 15 feet from the user. This wall of flames lasts until the start of the user's next round, granting a 25% miss chance from attacks more than 20 feet away as the flames makes it difficult to see the user. Anything attempting to move through the flames suffers 3d6 points of fire, no Reflex save for half.


Firebat Options

A few options are available to firebats. Some of these upgrades are only available to special forces units.

Juggernaut Plating
Additional armour plating added to the firebat, granting DR 3, however increases the armour check penalty by a further -1, reduces Max Dex bonus by 1.
PDC: 16 Mil (+3)

Ultra Capacitors
These self-replicating ultra capacitors reduce load times and aids in the cooling systems of the firebat's weapons, increasing the speed that their flamethrowers can fire. Changes rate of fire from single to semi.
PDC: 17 (Mil +3)

Vanadium Plating
Parts of the armour is replaced with vanadium plating, increasing the armour's ability to absorb damage. Adds 10 temporary hit points which are depleted first. This bonus hit points benefits from the armour's fire resistance. Imposes -1 to armour check penalties. Can be added 3 times, bonuses and penalties stack.
PDC: 18 Mil (+3)

Napalm Rockets
A few special forces groups of firebats are given access to rockets that are filled with napalm, giving them greater reach. The rockets are launched from special shoulder mounted launchers, each holding 2 rockets. Besides giving the firebat extended range, the napalm burns for quite a bit longer, creating a hazard for anything moving through the area. Reflex save DC 15 for half damage upon detonation for all targets within the blast area.
Damage: 3d6 20 ft radius + continual burning
Critical: 20
Damage Type: fire
Range Increment: 120 ft
Rate of Fire: Single
Magazine: 4 internal (2 each shoulder
Size: *part of armour
Weight: *part of the armour now
PDC: 16 for box of 4 rockets.
Continual Burning: After the round the rocket strikes its target, the blast radius area is filled with burning napalm for 1d6+1 rounds, dealing 2d6 fire damage to everything within the area.



5-4 Armoured Infantry Suit
A heavily remodeled version of the CMC-660 used by marauders. Armed with two Quak K12 Punisher grenade launchers on each arm. The suit's autoloader is equipped to quickly manufacture and load hundreds of standard punisher grenades. Much of the thermal insulation has been removed, additional armour added with the armour shaped to abate explosive impacts, allowing them to practically ignore damage from nearby friendly punisher grenade explosions. The plasma fuel tanks are removed and replaced with auxiliary generator and manufacturing plant to create the ammunition for the K12 Punisher grenade launchers.

CMC-660 Powered Combat Suit (PL6-7) Type: Tactical, Powered Equipment Bonus: +10 Nonprof. Bonus: +5 Str Bonus: +3 Nonprof Str Bonus: +0 Max Dex: +0 Armour Penalty: -6 Speed (30 ft): 20 ft/15 ft Weight: 350 lbs Purchase DC: 27 Restriction: Mil (+3) Notes: NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 7 day air supply (filters and scrubbers can extend to 14 days), aural directional enhancers (+2 Listen checks), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), lockdown system, structural support, piston-powered legs, stimpack fitting (10 doses), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), geiger counter, mounts on belt, legs and back for clipping weapons and equipment, DR 5, explosive resistance 10, two wrist mounted K12 Punisher Grenade launchers, back mounted ammo manufacturing plant.
Structural Support - An improved version of the CMC-200's, when the user stands motionless in a standard firing position, the suit adjusts itself and semi-locks joints to grant the wearer +2 to ranged attack rolls, reduces total bonuses from Dex and Dodge and similar movement related bonuses to Defense by -1.
Piston-Powered Legs - The legs of the armour are piston powered, allowing for enhanced jumping capability (+4 to Jump checks, adding 5 feet to max jumping distance), and allows the user to fall 20 ft without suffering damage (reduce fall by 20 feet with successful Tumble check 15).
Lockdown System - In the event the wearer is rendered unconscious and suffering serious injuries, the suit will lock, rendering it immobile, preventing the user from being injured by movement, this grants +1 to stabilization checks the wearer makes. The lockdown system can be overridden by medics, the wearer's commander or other high ranking officers.
Oversized Hands - The gauntlets of the armour are large, suffering -2 to all checks requiring fine dexterity, -2 to attacks with hand held weapons. The armoured hands do give the user an unarmed attack, dealing 1d4 bludgeoning damage, and considered armed.
Explosive Resistance - Against explosive weapons (grenades, missiles, HEAT weapons, concussive weapons) reduces damage by 10, which stacks with the DR 5 of the armour reducing damage from explosives weapons by 15 points of damage total. Armour piercing weapons have their ability to by-pass DR reduced by 1 against the armour, or if using RAW rules, bonus to attack rolls against armour is ignored.

K12 Punisher Grenade Launcher
An automated grenade launcher that fires punisher grenades, connected to a manufacturing plant to the back of 5-4 armours allows marauders to remain in the field longer without resupplying. Punisher grenades are armour piercing explosives that can render a vehicle to scrap, or decimate organic life. Ignore 3 points of hardness/DR, or using RAW +3 to attack against targets with armour bonuses to defense, or natural armour +1 or greater. Deals damage to 10 foot area, Reflex save DC 15 for half damage. The ignore hardness/DR/RAW bonus to attack only affects the target struck.
Damage: 4d6 10 ft
Critical: 20
Damage Type: fire/slashing
Range Increment: 60 ft
Rate of Fire: S
Magazine: 50 internal*
Size: *part of armour
Weight: *part of the armour now
PDC: Punisher Grenades 15 for box of 5

Automated Ammunition Manufacturing Plant
The back of the 5-4 armour is fitted with a power system and an automated ammunition manufacturing plant that builds punisher grenades for both K12 Punisher grenade launchers. The armour comes with enough supplies to build 200 grenades, at a rate of 1 grenade every 2 rounds. The user can feed material into the manufacturer, such as scrap metal, pieces of carapace, rocks and other minerals, but this takes longer, requiring 5 lbs of material per grenade and increases time to 1d4+1 rounds to create a grenade.

Marauder Options
A number of options are available for 5-4 Marauder armours, with many only available to special forces units.

Kinetic Foam
While the armour can survive incredible punishment, the same can't be said for the pilot. This kinetic foam underlayer helps protect the pilot from crushing impacts, reducing damage from falls, crushing attacks and bludgeoning attacks. Falling damage is reduced a farther 10 ft, gains DR 5 against crushing and slam attacks, bludgeoning damage, and non-lethal damage is reduced by half.
PDC: 12 Res (+2)

Ultra Capacitors
These self-replicating ultra capacitors reduce load times and aids in the cooling systems of the 5-4 Marauder's weapons, increasing the speed that their grenade launchers can fire. Changes rate of fire from semi to automatic
PDC: 17 (Mil +3)

Vanadium Plating
Parts of the armour is replaced with vanadium plating, increasing the armour's ability to absorb damage. Adds 10 temporary hit points which are depleted first. This bonus hit points benefits from the armour's damage resistance. Imposes -1 to armour check penalties. Can be added 3 times, bonuses and penalties stack.
PDC: 18 Mil (+3)

Concussive Shells
The punisher grenades are replaced with concussive shells. These shells form a gravitational warp when they detonate, slowing all within the blast radius. These grenades are designed as anti-infantry weapons, and thus don't have the armour penetration of the punisher grenades. These grenades deal 3d6 fire/slashing damage to all within 15 foot radius, Reflex DC 15 for half, plus all targets of size Large or smaller must make a Fort save DC 18 or be considered Slowed (suffers 10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round) for 1d4+1 rounds. Those that successfully save are only Dazed for 1 round. Once a 5-4 Marauder armour has been upgraded with this option, it can only fire punisher grenades if they are hand loaded as the manufacturing plant has been reconfigured to create these grenades. Takes +1 rounds to create a concussive shell.
PDC: 18 Mil (+3).
 

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REALM.jpg

Art found when checking the Web for information regarding the D&D cartoon. Artist was called Ian Johnson, and it used to be on a Yahoo Geocities website, so I don't know if it's even possible to contact the man anymore.

Well... until I can get a map of my own, including possible changes of where some things could be (I accept ideas on that end, BTW), this is the "official" way the Realm looks within the Core Timeline.
 

Lord Zack

Explorer
According to the Games Workshop website product description, "Protected by bonded ceramite and adamantium armour, the Land Raider is impervious to all bar the most destructive weaponry." I doubt that would be the case if it had weakee armor than a modern main battle tank. Then again given the nature of the setting and Imperial technology specifically it's entirely plausible modern equipment might comperable or even superior in some respects to their Warhammer equivalents. It think it is more likely in this case a research failure on the part of the writer. ttps://www.games-workshop.com/en-US/Space-Marine-Land-Raider

Of course information on Warhammer 40k is often contradictory. Certain sources may present a skewed version of the lore.
 

I. Am. A. Freaking. Madman.

Went and purchased the Monte Cook Games Bundles that were on Bundle of Holding before they were gone -- so now I own "The Strange" and the Cypher System rulebook with "Predation" and "Gods From The Fall".

There is something about "Predation" that drew my eye, actually. OK, sure, still on the fence about how the heck the Cypher System works and whether or not it was a good idea to purchase it, but "Predation" read to me like "Terra Nova" (yeah, the Spielberg-produced series. Wasn't a big deal, but there were moments it was cool) meets "Dino Riders".

I think there's a couple of gadgets worth translating to "regular" D20 in it. Will see about that ASAP.

BTW, guys... think we're gonna need some help.

Was thinking of adding stuff regarding France on the Core Timeline, but there's an issue...

...back when WOTC bothered with this system, some guy made a "Code Lyoko" conversion. OK, sure, I guess it's a series not worth a hill of beans nowadays, but I thought it was cool and the bestiary of XANA beings the man had made looked good (because, well, if it's got stats, you can frag it).

So now it's gone. Heck, when it got restructured between "Wizards" and "Gleemax" and then BACK to "Wizards", it was probably lost.

So there is a bunch of monsters that were cool and I think would be awesome to put against... well... some PCs.
 

Lord Zack

Explorer
Bedford Falls would probably be just west of Waterloo, NY just as Seneca Falls is just east of there. Bedford Falls and Seneca Falls are probably sister cities of a sort, given that A Wonderful Life was filmed in Seneca Falls, which is known as "the real Bedford Falls". Alternatively Bedford Falls could replace Seneca Falls on Coreline, but then there would be no more Avicolli's Pizza and that would just be no good at all (this happens to be close to my neck of the woods).
 


kronos182

Adventurer
Clone Troopers

Clone troopers are an army of identical, genetically modified clones, originally created to serve the Grand Army of the Republic during the conflict called the Clone Wars. Grown at an accelerated rate and raised in laboratories and facilities of Kamino, the clone troopers were trained throughout the first 10 years of their lives to become one of the most efficient military forces in galactic history. Based on the genetic template of a bounty hunter Jango Fett, only modified for higher obedience and less independent thinking, the clone troopers served the Grand Army in many roles, with many being trained to fill specific roles. A few specialized troopers were genetically different from the regular clones with higher independent thinking and aggression, known as ARC troopers.
In Coreline, while the Clone Wars is partly considered history, depending on which faction from the Star Wars universe you speak to, the cloners of Kamino still exist, and they do produce these clones to sell to the highest bidder, as well as some for their own defense forces.

The basic clone trooper is a well rounded soldier, programmed and trained to obey orders without hesitation and perform in even the most adverse conditions and achieve their goals, namely defeating their assigned enemies. Besides the basic trooper, some are trained to fill specific roles such as pilots, command, engineers and others. Special combat roles are filled with even farther specially trained, equipped and sometimes genetically modified clones.

Clone Traits
All clone troopers made by the Kaminoans, or others, using the Jango Fett template have the following traits:
Accelerated Aging: Clone troopers age faster than normal, reaching adulthood in 10 years, however they live 25% shorter than average human. Alter all age categories by 25% shorter, with adulthood starting at 10 years.
Poison & Disease Resistance: The clones are genetically modified to resist poisons and diseases, gaining +2 to Fort saves against poisons and diseases.
Flash Training: As the clones mature, they have accelerated training, including flash training, giving them advanced knowledge and skills than others. This gives them an extra feats and skills ranks that they normally wouldn't have. They can also have feats without having the prerequisite feats, such as heavy armour requiring medium armour proficiency. Can have 2 extra feats and 4 bonus skill ranks.
Programmed Allegiance: The clone trooper can have up to 2 additional allegiances programmed into it. Each clone automatically gets allegiance to Kamino, their homeworld and creators.
Reputation: Clone Troopers automatically gain +1 reputation due to their well known use during the Clone Wars as soldiers.
Team Work: Clone Troopers are trained to work in groups, typically with members of the same batch being part of the same platoons or squads. Clone troopers gain +1 to attack and damage for every 4 other clone troopers within 30 feet of each other attacking the same target. If all the troopers are fighting defensively, clone trooper gains +1 to Defense for every 5 other clone troopers within 30 feet also fighting defensively.

Basic Clone Trooper (Ordinary Strong 3)
Type: Clone, Human
Size: Medium
CR: 2
Hit Points: 24 hp (3d8+6)
Mas: 15
Init: +2
Speed: 25 ft (30 ft)
Defense: 20 (Class +2, +2 Dex, +8 equipment armour)
BAB/Grp: +3/+5
FS/Reach: 5 ft/ 5 ft
Attacks: +5 ranged DC-15a blaster rifle (3d10, 20x2, fire, 85 ft), or +5 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Clone Traits
Allegiances: Kamino, programmed allegiance
Saves: Fort +4, Reflex +3, Will +0
Reputation: +1
Abilities: Str 14, Dex 14, Con 15, Int 10, Wis 9, Cha 9
Occupation: Military (Knowledge Tactics, Demolitions)
Skills: Balance +3, Climb +4, Demolitions +2, Hide +3, Jump +3, Knowledge Tactics +2, Listen +0, Move Silently +3, Repair +2, Search +1, Spot +0
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Heavy Armour Proficiency, Advanced Firearms Proficiency, Heavy Weapons Proficiency, Dodge
Talents: Possessions: DC-15s blaster rifle, Phase 1 Clone Armour, survival kit, 4 power packs, 4 grenades (type varies by mission type)Action Points:
PDC: 30 for batch of 6 troopers.

Combat
Clone troopers are excellent balanced soldiers, usually equipped with good armour and weapons, working well in small squads (4 to 6 troopers), platoons or even battalion levels. They will continue to fight until the enemy is destroyed, ordered to stop, or failure is guaranteed if they are all killed.

Pilot Package
These clones were trained to act as crew for starships, fighters or vehicles. Make the following changes/additions to the clone trooper, with skills being replaced with the below:
Skills changes to: Remove Balance Demolitions, add Pilot +3 and Drive +3
Remove Heavy Armour Proficiency and Heavy Weapon Proficiency feats;
Added feat Starship Operation (class of ship to be used on for ship pilots) or Surface Vehicle Operation (for planetary craft), Vehicle Expert;
Typically equipped with DC-17 hand blaster and pilot armour
PDC +1

Gunner Package
These clones were used to operate the weapon systems such as those on starships, vehicles or weapon emplacements. Make the following changes to clone trooper, with skills being replaced by the follow:
Add weapons training (+2 to attack rolls with ship/vehicle weapons);
Add Feat Starship Gunnery;
Skill Changes: Remove Demolitions and Balance;
Increase Search +2, Spot +2;
Typically equipped with DC-17 hand blaster and Pilot Armour (on starships, or Clone Phase 1 armour for ground vehicles)
PDC +1.

Commander Package
These clones are trained to be leaders of a group of clones. Make the following changes, with skills replacing the original as below:
+1 to attack;
Skills: Increase Listen +1, Search +1, Spot +1, Knowledge Tactics +2;
*Coordinate talent;
PDC +1.
*Coordinate Talent the clone commander uses is slightly modified from the normal talent D20 Modern page 31. The clone commander unit has an effective Cha of 10 (+0 to rolls) for purposes for rolls, DC 10 +1/25 clones to coordinate, with range of 100 ft, able to coordinate up to 100 clones, lasting for a total of 1d4+1 rounds.

New Equipment

Clone Pilot Armour
This armour is designed for clone pilots, providing protection without hindering their movement or taking up too much space, designed for the Jango Fett template clones. The armour is designed to help protect the pilot from the high G-Forces created by high speed maneuvers, provide protection against the vacuum of space, in the event they eject from their craft, and includes limited life support and air.

Clone Pilot Armour (PL 6-7)
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus:
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 19
Restriction: Mil (+3)
Notes: +2 Fort saves vs cold or hot environments, +4 Fort save vs air toxins/poisons, 6 hour air supply and allow wearer to survive in vacuum for 6 hours, military radio, +1 Listen and Search checks. Belt contains pockets for holding ammunition, grenades and holds for a single pistol.

Mid-Level Trooper
This is a clone trooper that has survived several years of combat, making them even more deadly. Many commanders will be of these type of troops, and some might receive specialized training, such as ARC training in addition. These troopers will usually have 1 or 2 additions to their armour, or might have Phase 2 clone armour. The DC-15a might be replaced with a DC-15s carbine, or Z-6 rotary blaster.

Mid-Level Clone Trooper (Ordinary Strong 6)
Type: Clone, Human
Size: Medium
CR: 5
Hit Points: 47 hp (6d8+12)
Mas: 15
Init: +2
Speed: 25 ft (30 ft)
Defense: 21 (Class +3, +2 Dex, +8 equipment armour)
BAB/Grp: +6/+1 /+8
FS/Reach: 5 ft/ 5 ft
Attacks: +8 ranged DC-15a blaster rifle (3d10, 20x2, fire, 85 ft), or +8/+3 ranged DC-15a blaster rifle, or +8 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Clone Traits
Allegiances: Kamino, programmed allegiance
Saves: Fort +5, Reflex +4, Will +2
Reputation: +2
Abilities: Str 14, Dex 14, Con 15, Int 10, Wis 10, Cha 9
Occupation: Military (Knowledge Tactics, Demolitions)
Skills: Balance +3, Climb +4, Demolitions +2, Hide +3, Jump +3, Knowledge Tactics +3, Listen +2, Move Silently +3, Repair +2, Search +2, Spot +3
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Heavy Armour Proficiency, Advanced Firearms Proficiency, Heavy Weapons Proficiency, Dodge
Talents: Possessions: DC-15s blaster rifle, Phase 1 Clone Armour, survival kit, 4 power packs, 4 grenades (type varies by mission type)Action Points:
PDC: 31 for batch of 6 troopers.


Specialized Clone Troopers
A number of specially trained, or modified clones are available, some with specialized equipment.

ARF Trooper
Advanced Recon Force troopers are specialized clone troopers that carry out short-range reconnaissance missions. Many are also trained in the use of AT-RT and speeder bikes that allow them to move quickly about ahead of the main army.
Make the following changes to Clone Trooper to create an ARF Trooper:
Remove Heavy Weapon Proficiency feat;
Add Surface Vehicle Operation (typically AT-RT or speeder bikes);
Increase Drive, Hide, Listen, Move Silently, Listen and Spot by +2;
Armour will have nightvision and binocular attachments and have camouflage to match environment operating in (+2 Hide);
PDC: +2

Clone Assassin
These clones are genetically modified to be faster, stronger and resist Jedi mind tricks, as they were commissioned originally by Supreme Chancellor Palpatine to kill Jedi for Order 66.
These clones were trained in unarmed combat and equipped with retractable vibro blades on each arm of their Phase 2 armour.
Make the following changes to a Mid-Level clone trooper to make a Clone Assassin:Add 1 level of Fast;
Increase Dex and Str by +2;
Remove Heavy Weapon Proficiency and Advanced Firearms Proficiency;
Add Brawl and Agile Riposte feats;
Phase 2 Clone armour modified to increase Max Dex Bonus to +2, reduce equipment bonus to +7, add vibro sword (2d4, 19-20x2, slashing) to each arm that extends or retracts as a free action;
PDC: +3

Clone Engineer
These clones are trained in a range of engineering techniques, from repairing vehicles to performing demolitions work. Their armour was fitted with fusion cutters and other tools and diagnostic equipment for making repairs on vehicles, ship, droids and equipment.
Make the following changes to a clone trooper to make a clone engineer:
Remove Heavy Weapons Proficiency;
Add Builder and Cautious feats;
Reduce Balance, Climb, Hide, Jump, Move Silently by -1;
Increase Repair +1;
Add Craft Mechanical and Electrical +2;
Armour gains Fusion Torch, Electricomp and Mechanicomp sensors, mechanical & electrical tool kits;
PDC: +1
 
Last edited:

kronos182

Adventurer
Vulture

A terran hoverbike used for scouting that was fast, maneuverable but lightly armoured, able to reach speeds up to 230 mph. The driver's seat is usually open, but can be enclosed depending on model, customization or operating environment, such as for cold environments.
Originally armed with anti-personnel grenade launcher, but later models can be fitted with a laser cannon. Optional equipment included spider or cerberus mines, ion thrusters for improved speed, and a microfabricator that can slowly replenish the spider/cerberus mine dispenser.
The vulture is 2 squares long (9.5 ft), 1 square wide (5 ft) at the nose, and 2 squares (8.5 ft) at the rear due to the engine pods, weighing about 350 lbs, providing the driver with one-half cover.

Vulture Hoverbike
Crew: 1
Passengers: 0
Cargo: 30 lbs
Init: -1
Maneuver: +2
Top Speed: 405 (41)
Defense: 9
Hardness: 6
Hit Points: 19
Size: large
Purchase DC: 27
Restriction: Lic (+1)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 2 to 3 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), grenade launcher (typically anti-personnel frag grenades) with 30 grenades.
Notes: +1 Drive checks to avoid obstacles.

Grenade Launcher
Damage: varies by grenade (typically frag)
Critical: -
Damage Type: varies by grenade
Range Increment: 80 ft
Rate of Fire: Semi
Size: Med
Weight: -
Ammo: 30 internal
Purchase DC: 16
Notes: Reloading takes 2 minutes with proper equipment

Spider Mine
Spider mines are mines fitted with four legs, the ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 5 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 50 ft, making a touch attack with +4 bonus to attack rolls, dealing 6d6 fire and slashing damage to a 20 foot radius, Reflex DC 15 for half, except the target struck makes no save.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 19 per mine

Spider Mine mk2
These mines are improved with a stronger frame, better explosive pattern, although with slightly less damage. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 60 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 20 foot radius, Reflex DC 18 for half, except the target struck makes no save.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 20 per mine

Options

Spider Mine Dispenser
This device attaches to the back of the Vulture and holds three spider mines. Deploying a spider mine requires the vulture to be stationary and takes a full round to deploy.
PDC: 20 (Mil +3)

Ion Thrusters
These are improved engines for the vulture, loosely based on ship engines, boosting the speed. The vulture's speed increases by 50%, but when at speeds greater than 450 (45 chase), suffers -1 Maneuverability and -1 to Drive checks.
PDC: 16 (Res +2)

Additional Armour
The vulture can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 50 (5 chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 18 (Mil +3)
Replenishable Magazine
A microfactory can be attached to the spider mine dispenser to slowly create replacement spider mines. Requires 20 lbs of crystal minerals found within the Koprulu Sector, or 30 lbs of other minerals, metal and material, taking 1 minute with minerals or 2 minutes with other materials to create a new mine. This adds 40 lbs to the vulture and reduces speed by 50 (5 chase).
PDC: 22 (Res +2)

Cerberus Mines
These mines are similar to Spider mines, only have a larger sensor and blast area, but are otherwise similar to their predecessors. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 60 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 40 feet, rushing to the target with a speed of 65 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 30 foot radius, Reflex DC 18 for half, except the target struck makes no save.
While buried, the mine has +22 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 21 per mine

Ultra Capacitors
These self-replicating ultra capacitors reduce reload time of weapons and systems. On a vulture these change the weapon systems from semi to semi and automatic. If the vulture is equipped with a spider mine dispenser, now takes a standard action to deploy a spider mine.
PDC: 17

Vanadium Plating
A different type of armour plating for the vulture. Adds +1 hardness and +2 hit points. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 21 (Mil +3)

Regenerative Bio-Steel
A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.
PDC: 25 (Rare +4)
 


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