• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Here's a few retro-alternate tech/desperate/creative items.

Lightning Cannon
The lightning cannon looks similar to an old style gun powdered fire cannon, only instead of a hollow metal tube, flash pan and a cannon ball loaded, the tube ends in a metal two prong fork, a series of gears and coils of metal are partly visible at the rear of the weapon, with a well padded and metal covered leyden jar taken up the rear. A crank is on the left side connected to the gears and coils, which spin the gears and coils that creates an electrical field that fills the leyden jar with electrical energy. A slot near the leyden jar is designed for a standard power pack to provide a more modern source of power. In the event of an EMP, the leyden jar will still retain power and power the lightning cannon. The leyden jar holds enough power for 15 shots, and takes 1 full round of turning the crank to replenish a single shot. The use of the crank, when a power pack is connected, and a small switch on the power pack holder is flipped, the crank can be used to recharge the power pack, however slowly, taking 1 minute to recharge a single charge in the power pack. A crew of two can keep the weapon firing for several minutes as one crew operates the weapon itself, while the second turns the crank when the leyden jar and power pack are empty, imposing a -2 to all attack rolls as the second person does make aiming a little difficult, however the power pack can't be charged while firing the weapon.
This weapon was created as defensive weapon for a group who lived in an area that normal electrical devices didn't work or work reliably. The plans surfaced on the internet and have spread to a few other manufacturers.

Lightning Cannon (PL5 Exotic Weapon Proficiency, Heavy Weapon)
Damage: 4d6
Critical: 20x2
Damage Type: electricity
Range Increment: 60 ft
Rate of Fire: Semi
Size: Huge
Weight: 80 lbs
Ammo: 15 internal or 50 power pack
Purchase DC: 17
Notes: Switch power source (a free action to switch between leyden jar or power pack), explosive destruction (if the weapon itself takes more than 15 points of damage, has 15 hp and 6 hardness, the leyden jar ruptures and deals 3d4 points of electrical damage to a 10 ft area Reflex save DC 15 for half).


Electrified Crossbow
This is a modified crossbow designed to impart an electrical charge to its ammunition. Typically based on modern crossbow designs, with the stock modified with a power pack holder, a number of capacitors and insulated wires lead to the grove that holds the bolt, along the bow and the string is a braided metal wire. The crossbow's frame is heavily insulated to protect the wielder from the electrical discharges of the weapon. While the electrified crossbow can fire standard crossbow bolts, and other variant types, a solid metal bolt are usually the standard to make use of the electrical charging, plus have a small chance to stun a target. Special metal bolts with capacitors built into it allow for greater electrical charge and a greater chance to stun a target, or disrupt electrical devices or vehicles.
The user must activate the electrical charge feature (a free action), which requires a bolt to be loaded, and can only be done after the string has been pulled back (as part of the loading action) to complete the circuit, and makes the weapon hum slightly like power lines, and in the dark very faint sparks along the string can be seen, similar to static electricity discharges. Flipping the safety will safely discharge a primed electrified crossbow to make the weapon safe to handle. A single power pack will provide enough power for 100 shots.

Electrified Crossbow (PL5 Simple Weapons Proficiency)
Damage: 1d10
Critical: 19-20x2
Damage Type: Piercing
Range Increment: 40 ft
Rate of Fire: 1
Size: Med
Weight: 10 lbs
Ammo: 1 internal
Purchase DC: 10 (Lic +1)
Notes: Electrify Bolts
Electrify Bolts - When using solid metal bolts, and the weapon electrified, deals an additional 1d4 electricity damage and target, living or mechanical must make a Fort save DC 12 or be stunned for 1 round. Using special bolts with capacitors, deals an additional 2d4 electrical damage instead and targets struck must make a Fort save DC 14 or be stunned for 1 round, PDC 6 for box of 10, or Craft Electrical DC 12.
*Repeating versions are available, holding between 5 and 15 bolts, with a rate of fire of Semi, but all bolts within the magazine must be the same type. PDC 11 (Lic +1)

Cheap Electrified Melee Weapons
These weapons are any type of melee weapon with a metal surface, such as hammers, swords, knives, etc, that have been modified to deal an electrical charge on contact. These weapons will have wires leading from a battery pack attached to an insulated handle to the striking surface, usually with the wires wrapped at least partially around the striking surface, such as around a hammer's head, or the base of a knife's blade. These weapons deal an additional 1d4 electrical damage plus the target must make a Fort save DC 12 or be stunned for 1 round. Unfortunately these modifications can be delicate and when the wielder rolls an attack roll of 1 or 2, the electrical component is damaged and requires repair. Batteries are typically good for 1d4+4 discharges before needing replacements.
PDC: 6, Craft Electrical DC 14
 

log in or register to remove this ad


kronos182

Adventurer
Any Terran base commander's nightmare if sufficient heavy ranged fire power isn't available..
The Baneling...


Baneling

The baneling is an explosive zerg strain, evolved from the zergling to act as a suicide bomber. Banelings were created after the Zerg incorporated an acidic mold from the planet Sorona into the zergling DNA. After a zergling enters a brief chrysalis phase, it emerges with a new form, with the normal zergling claws shriveled and withered, a swollen sac filled with volatile chemicals and acids growing out of its back. The skin is repurposed, stretched over newly formed growths while its bone plates soften to hold bulbous, pulsating acid sacs in place. The remaining carapace offer o real protection, they allow for unhindered delivery of the baneling's payload. The digestive, reproductory tracts are assimilated as nutrients to accelerate the process, and make room for the fleshy, mutalated adrenal glands, which are repurposed to produce and store large quantities of highly corrosive acid.
Because of the increased mass, the baneling's legs are thicker than a zerglings, in order to stabilize itself. Its feet are replaced with sharp spikes to allow it to navigate rough terrain, albeit at a slower pace. Banelings possess a rudimentary sonar system, allowing to receive a continuous stream of spatial information. Banelings attack by, once within melee range of a target, triggering a reaction within its volatile chemical payload, causing it to explode in a shower of searing acid, destroying the baneling and inflicting terrible damage to those within the blast area. Banelings do retain the zergling's ability to burrow, making them excellent ambush units, quickly unburying themselves within the mist of a group of targets and exploding before the enemy can react.

Baneling
CR 1;
Medium aberration [zerg];
Hit Dice: 1d8+1; hp 6; Mas —; Init +3;
Speed: 30 ft, burrow 20 ft;
Defense 9, touch 9, flat-footed 9 (-1 Dex);
BAB: +0; Grap +4; Atk +0 melee (1d3, claw);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Rupture
SQ: darkvision 60 ft., fast healing 1, zerg traits, blindsense 60 ft;
AL: cerebrate;
SV: Fort +1, Ref +2 , Will +1; AP 0; Rep +0;
Ability Scores: Str 11, Dex 8, Con 12, Int 3, Wis 8, Cha 2.
Skills: Climb +2, Listen +11, Spot +1, Survival +1
Feats: Improved Initiative.
Advancement:
Organization: Found in groups of 1, pairs or swarms as large as thousands.

Species Traits
Bonus Feat: Banelings gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Zerglings heal 1 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Sonar Senses (Ex): Banelings possess a rudimentary sonar, allowing them to sense everything around them, and particularly useful when buried underground waiting for a target. Grants a +10 racial bonus to Listen checks and Blindsense 60 feet. Able to make listen checks while burrowed without any penalty to detect targets nearby.
Rupture (Ex): When the baneling gets close to a target, it starts a chemical reaction within the acid and chemical sacs in its body, causing a massive explosion of acid, killing itself and splashing all within 20 feet with acid, dealing 6d6 acid damage, Reflex save DC 15 (14 base + Con modifier) for half damage. This can be done as part of a charge or regular attack, automatically triggered upon death.
Skill Bonuses: Zerglings gain a +2 species bonus on Climb and Survival checks.
Zerg Traits: A Zergling possesses the standard Zerg traits as defined elsewhere.

Combat
Banelings have a very straight forward approach to combat.. Either hide, usually buried underground, or an other location such as in vegetation, and use their rupture ability once targets get within 20 ft or less, or charge a target and use its rupture ability.

Mutations
A number of mutations are available to banelings only in addition to those common to the rest of the swarm.

Centrifugal Hooks
A number of hooks and a modification to the baneling's muscles and balance centers of the brain allow the baneling to tuck into a ball and roll, increasing its speed dramatically, however its walking speed drops significantly. Reduce walking speed to 15 ft, but gains rolling speed of 60 ft, but can not charge, gains +2 hit points. When attacking a target, will roll to the target, requiring a touch attack at -1 to attack roll, but the target hit does not get to save for half the acid damage when using the rupture attack.

Corrosive Acid
Acidic compounds are altered with mutation of production cells within the membrane of the acid sacs, making the acid even more dangerous. The primary target struck by the baneling with the rupture attack suffers the same amount of acid damage the following round as the acid continues to eat away at the target. Those in the blast radius only suffer the initial damage. Can't be combined with Increased Rupture or Regenerative Acid.

Increased Rupture
The membrane of acid sacs are thickened to allow increased acid volume, which increases the radius of the Rupture attack to 30 feet, also increasing the Reflex save DC by +1. Can't be combined with Corrosive Acid or Regenerative Acid.

Regenerative Acid
The acid of the baneling is modified by being infused with debriding properties of the swarm queen's transfusion to heal zerg units. Upon detonation, any zerg units or structures part of the same brood within the blast range of the baneling's rupture have necrotic tissue dissolved from injured zerg, healing them 2d6 hit points. Zerg can not heal past their normal full hit points. Can not be combined with Corrosive Acid or Increase Rupture.

Variant Strains
A number of variants of the baneling exist, each with different abilities over the standard baneling.

Hunter
This strain of baneling retains the zerglings leaping abilities, typically evolved from Raptor zerglings, with more powerful legs built for leaping.
Make the following changes to the baneling to make a Hunter:
Can jump up to 40 ft high or long from standing with a Jump DC 10, increase to 80 ft with a running long jump, can reduce fall damage by 30 ft with a successful Tumble check DC 15;
Racial bonus to Tumble +4;
Reduce borrow speed to 10 ft;
Can pounce any time it moves a minimum of 30 feet to reach a target;
When using rupture as part of a pounce attack, increase damage to primary target to 8d6 points of acid damage, but reduce damage to blast area to 4d6 points of acid damage;
Can only receive the Hardened Carapace mutation once.

Splitter
The splitter is a special variant of the baneling that upon using its rupture ability, two baneling spawns are released. Available to the Swarm after absorbing the essence of mitoscarabs from the planet Nelyth, that spawn two smaller copies of itself upon its death as its form of reproduction. Unfortunately baneling spawns aren't as powerful as their parent creature, and have short lifespans. Splitters differ visually from other banelings by emitting a faint green acid vapour from its acid sacs.
Make the following changes to the baneling to make a Splitter: Reduce Rupture damage to 5d6 points of acid damage;
Upon using the Rupture ability and the splitter dies, two smaller baneling spawns appear, with the following differences 3 hit points, small size, Defense 11, Rupture deals 3d6 points of acid damage to a 15 foot radius, Reflex save DC 14;
If a baneling spawn doesn't use its rupture ability, and not on Creep, it will die in 1d4 hours, using its rupture ability on its death, but not creating any more baneling spawn. If on creep, it can live up to 1d4 days, after which if it doesn't attack anything, it'll just dissolve and die.

Kaboomer
This large variant strain of the baneling is larger, slower, and able to spew acid as a regular attack, using the rupture ability only upon its death, or if overwhelmed or ordered to.
Make the following changes to a baneling to create a Kaboomer:
Increase size to Large;
Increase Con to 14;
Increase Hit Dice to 3d8, increasing hit points to 20;
Reduce speed to 20 ft;
Increase Natural Armour bonus to Defense to +1, -1 to Defense due to size;
Add Acid Spew attack with +2 ranged attack roll 2d6 acid damage, range increment 50 ft out to 5 range increments;
Rupture deals 7d6 acid damage over a 40 foot radius, Reflex save DC 16.
 

kronos182

Adventurer
Time the Arachnids got some love...

Arachnid Warrior Bug

The Warrior Bug is the basic grunt of the Arachnid species, using fairly simple tactics most of the time, using their speed and sheer weight of numbers to overwhelm their enemies, or simple ambush tactics by hiding underground. Warriors are quadrupedal bugs standing 6.5 to 7 feet tall, 14 feet long, with colourization to match their surrounds (scientists believe their natural colour to be tan or shades of brown, then future generations breed in an area take on colouring to match their surroundings). The rearmost pair of legs are much longer than the front forelegs, and serve as the primary locomotion, with the forelegs being about 1/3 shorter. The long, but powerful legs are built for speed and allow it to move quickly, able to climb many surfaces and burrow.
The main body, above a smaller part that the legs are attached to, connected via a small joining, has a powerful pincer-like mandible capable of crushing rock, metal and severing limbs. The two upper forelegs, or 'side mandibles' are utilized in the manner of swords for attack as well as defense, used for stabbing anything in front or to the sides, but particularly anything it bites with the mandibles, able to reach out 3 feet past the mandibles.
The Warriors have a tough exoskeleton and are able to suffer incredible damage before succumbing to their wounds. They can survive in harsh environments, and even for short periods in the vacuum of space. The Warriors do have a weakness, although it can be difficult to exploit: in the area that joins the lower body that the legs are attached to, and the upper main body, is a central nerve cluster, that upon taking damage kills the Warrior instantly.

CR 3;
Large aberration [Arachnid];
Hit Dice: 4d8+12; hp 6; Mas —; Init +6;
Speed: 50 ft, Climb 30 ft, burrow 20 ft;
Defense 15, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural);
BAB: +4; Grap +8; Atk +7 melee (2d6+4 bite); Full Atk +7 melee bite 2d6+4 and +2 melee 2 mandibles 1d8+2;
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SQ: darkvision 60 ft., DR 5;
AL: Hive;
SV: Fort +4, Ref +3 , Will +3; AP 0; Rep +0;
Ability Scores: Str 18, Dex 15, Con 16, Int 3, Wis 8, Cha 2.
Skills: Climb +6, Hide +7*, Jump +6, Listen +2, Move Silently +1, Spot +2, Swim +5, Survival +3
Feats: Improved Initiative.
Advancement: 4–6 HD (Large).
Organization: Found in groups of 1, pairs or swarms as large as thousands.

Species Traits
Bonus Feat: Warriors gain Improved Initiative as a bonus feat.
Damage Reduction (Ex): Warrior bugs have tough exoskeletons that provide DR 5, and Natural armour bonus to Defense +3.
Pounce (Ex): If the Warrior leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Skill Bonuses: Warrior gain a +2 species bonus on Climb and Survival checks.
Camouflage (Ex): Warrior bugs are bred so their exoskeleton colouring matches their environment, granting them +8 racial bonus to Hide checks.
Armour Piercing (Ex): The mandible (bite) and side mandibles are designed to puncture and rend armour, with each ignoring 3 points of hardness/DR, and 1 point of Defense from armour/natural armour. A critical hit from the bite also rends armour of large structures and vehicles, reducing hardness/DR by 1 with a successful critical hit. Objects of colossal size are not affected by this, but instead take 50% more damage on a critical hit.
Weak Spot (Ex): The nerve cluster on the joint of the lower and main body is vulnerable, and when suffering 5 points of damage instantly kills the bug. However to strike the target is difficult, requiring a strike at it directly, Defense 20, due to small size and location, and any ranged attacks suffer a -4 to attack rolls.

Variant Warrior Bugs
A few variantversions of the warrior bug exist,although they seem to be limited in numbers.

Tiger Spitter
This variant of theWarrior bug has a small gland in the lower mandible that allows it to spit acida short distance, making it even more dangerous as it closes to melee range. Itis believed these warrior bugs might have been created after the Arachnidsstudied a number of creatures with the ability to spit small amounts of acidand created this variant as an experiment. It is interesting to note that anytarget the Tiger Spitter uses its acid attack on will not use its main biteattack for at least 1 round (6 seconds), so as to not take damage from its ownacid, but it will use its side mandibles.
Make the followingchanges to a Warrior Bug to create a Tiger Spitter:
Increase CR to 4;
Add acid spitattack, +5 ranged attack roll, deals 2d6 acid damage, 30 foot range incrementout to 5 increments, following round target takes an additional 1d6 aciddamage, usable every 1d4 rounds.

Tiger Shard
This is an expansionof the Tiger Spitter experiment, enhancing its ability to spit a dart ofsolidified plasma, creating a smaller ranged combatant that can easily supportthe standard Warrior. These bugs have several blue glands near the mouth, thatlook similar to those of the plasma bugs. These darts have slightly shorterrange than the acid of the Spitters, but are quite dangerous as they can affecta small area. Luckily, this variant is extremely rare. These bugs generallystay out of melee combat, usually using their darts against groups of targets,but usually shoot the darts at a single target and let the explosion scatteranyone near it.
Make the followingchanges to a Warrior Bug to create a Tiger Shard:
Increase CR to 5;
Increase hit die to5, increasing hit points to 35;
Add plasma dart spitattack, +5 ranged attack roll, deals 2d6 fire (plasma) damage primary targetand to a 10 ft area Reflex save DC 14 for half, 20 ft range increment out to 5increments.

Tiger
This variant hasenhanced melee capabilities, have larger side mandibles, slightly thickerexoskeleton, and are stronger, usually with noticeable tiger-like stripes.
Make the followingchanges to a warrior bug to create a Tiger:
Increase CR to 5;
Increase HD to 6,Hit points to 42;
Increase Str to 20;
Increase meleeattack rolls by +2;
Increase NaturalArmour and DR each by +2;
Add Power Attackfeat;
Increase ability toignore hardness/DR to ignore 4 points and 2 points to Defense fromarmour/equipment/natural armour.
 
Last edited:

Lord Zack

Explorer
There are some lesser Zerg strains that you might want to stat out next- the broodling, the swarmling (not the Zergling strain, the broodling like unit that appears in Wings of Liberty) and the changeling.

I've been thinking that there may be mixed groups/waaaghs of Warhammer Fantasy Battle orcs and goblins and Warhammer 40000 feral orks on Earth and possibly elsewhere (probably Azeroth). They don't always see eye to eye, but they will still follow the biggest. Maybe Waaagh! Hulk could be a thing? Orks of course have a penchant for looting, so you can see them using a variety of technology. Looted Abrahms, maybe?
 
Last edited:

kronos182

Adventurer
There are some lesser Zerg strains that you might want to stat out next- the broodling, the swarmling (not the Zergling strain, the broodling like unit that appears in Wings of Liberty) and the changeling.

The broodling, generally is spawned from the queen or brood lord, and some buildings, which requires I create those units first.
The swarmling I could create.. not much info is given on the swarmling unit..
Changling.. another unit that is spawned, from the overlord.. so another unit I need to create as well.. I'm working my way through several zerg units..

I was going to work on the Hydralisk next.. but I suppose the overlord & changling could be next if you guys want.
 

Lord Zack

Explorer
I'm not sure whether the Overlord or Hydralisk should get higher priority. The Overlord is a more basic unit, especially in Starcraft 2, but the Hydralisk is more likely to be a direct threat to the PCs.

Here is something I am working on. Normally I would just throw it up on Deviantart, but as this is a more unique design than my previous "Coreline Mecha Variations" I figured I'd post it here first.

Ecto-X1 Ecto-Buster

Developed by the Tesla-Leicht Institute in conjunction with Ghostbusters Incorporated, the Ecto-Buster is a mech designed to confront ectoplasmic entities of truly prodigious size and power, such as the Stay Puft Marshmallow Man. The frame is a modified version of the Grungust Type-2 frame, though it is equipped with lighter armor made from a psyco-reactive material, meaning it is slightly smaller. It is armed with a Proton Cannon, a massive version of the standard Proton Pack, with the particle thrower being mounted on the arm, as well as a Super Slammer-type Muon Trap on the chest. It can also be equipped with additional equipment as needed, including scaled up versions of the Slime Blower, the Composite Particle System and the Dark Matter Generator. It has a specialized cockpit that is meant to allow Ghostbusters to operate it with a minimum of training, especially when used by multiple members of the Ghostbusters team. Rumors that it can be controlled by an NES Advantage controller are unsubstantiated.
 


kronos182

Adventurer
AT-OT

The All Terrain Open Transport (AT-OT) is an eight legged troop carrier designed by Kuat Drive Yards for the Grand Army of the Republic during the Clone Wars. Designed not for combat, but for support. Although it is well armoured, it is lightly armed with only four defensive lasers, could carry 34 seated armoured troops. The opened tops made the carried troops vulnerable to air attacks, but allowed for quick deployment, or easy configuring for cargo, which was its secondary purpose. The front two lasers are heavier lasers controlled by the pilot, while the rear guns are typically automated, but can be operated by anyone in the passenger section.
In Coreline, these walkers can be found in several militaries or mercenary groups as they are excellent transports for both personnel and cargo, especially with their capability to traverse most adverse terrain. Civilian versions are available, with stripped down armour and the weapons removed.
The AT-OT is 10 squares long, 4 squares wide, the pilot has full cover. From the ground, the carried troops have nine-tenths cover for those at the edge looking out or using their weapons, or full cover. From equal height (20 feet) or above, passengers only have one-quarter cover. The rear of the AT-OT has a ramp, but the whole vehicle can lower itself down to the ground to allow easier access, especially for loading cargo, taking move action to lower and a full action to raise to full height. When lowered, 5 troops can embark or disembark at a time from the rear ramp. While standing, 3 at a time can use the ramp safely. Repelling ropes are available to allow troops to rapidly disembark over the sides if the AT-OT is moving at 30 (3) or less.

AT-OT (PL 6)
Crew: 1
Passengers: 34 average
Cargo: 300 lbs with passengers, 20 tons with no passengers
Init: -3
Maneuver: -3
Top Speed: 60 (6)
Defense: 6
Hardness: 20
Hit Points: 75
Size: Gargantuan (47 ft long, 19 ft high)
Purchase DC: 40
Restriction: Mil (+3)
Accessories: Military radio, headlights, first aid kit x5, sensors equivalent to mech mk III sensors, weapon link to HUD, two front mounted lasers, two mounted anti-personnel lasers, satellite communications, motion sensor 200 ft.Notes: Rough Terrain Design
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The AT-OT is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 20 points of damage to disable. Each leg disabled reduces speed by 5 and -1 to Drive checks. The AT-OT can function with as little as 4 legs, with at least 2 on each side, however it'll be slow and unwieldy.
Weapons - The front two lasers can target individual targets in the front half arc of the AT-OT, or can target the same target fire-linked (damage changes to 9d10). The rear two anti-personnel lasers can cover the rear half of the vehicle, with one laser covering each rear quarter, or both in a 45 degree arc. Each laser is automated can attack with a +4 attack roll, with an initiative of +3, have full access to the AT-OT's sensors for detecting hiding troops. The rear lasers can be operated by a trooper, however only grants a +1 bonus to attack rolls.

Damage
Crit
Type
Range Inrc
Rate of Fire
Magazine
Laser
6d10
20/x2
Fire
175 ft
Semi
Unlimited
Anti-Personnel Laser
4d8
20/x2
Fire
100 ft
S, A
Unlimited



Civilian AT-OT
The civilian version has lighter armour and lacks the weapons, but due to this lightening, thus allowing for heavier cargo loads to be carried.
Make the following changes to create a Civilian AT-OT:
Remove all weapons,
Reduce Hardness to 15;
Increase speed to 65 (6);
Increase cargo capacity to 25 tons with no passengers;
Reduce sensors to equivalent to mech class II sensors;
Remove military radio & replace with standard radio/comm systems;
PDC 36 Lic (+1)

Options
A few options are available to the AT-OT after its release, and use in Coreline.

Hardtop
This is a lightly armoured covering for the cargo bed, giving the internal space a 12 foot clearance inside, with the option of armoured windows and firing ports on each side. Adds 10 hit points, 8 firing ports on each side if purchased. Grants passengers and cargo full cover. Those firing from firing ports suffer -2 to attack rolls.
PDC: 17, firing ports increases by +1.

Retractable Cover
This is cover is made of several plates that extend or retract to cover the bed section, but only has a 9 foot internal clearance, but is slightly heavier armour. Adds 15 hit points to the AT-OT, but no firing ports. Takes a move action to open or close the retractable cover. Reduces cargo capacity to only 15 tons with no passengers.
PDC: 17

Pintle Mounted Weapons
The edge of the cargo bed can be fitted with a total of 16, 8 each side, mounts for anti-personnel weapons that passengers can operate, typically rifles or heavy anti-personnel weapons, such as E-web style weapons. These weapons can be tied into the AT-OT power source, or have their own independent power sources for those fitted with a quick release so the troops can take the weapons with them. Tying each weapon into the AT-OT's power source requires 2 hours of work, PDC 7 of materials, and Craft Electrical check DC 15 each.
PDC: 11 each, quick release +1.

Habitat Module
The rear section is modified to turn it into a mobile home, able to house up to 6 people comfortable, 10 under cramped conditions. Contains everything one would find in a mobile home: kitchen, bathroom, water heating and cooling, food storage, 1 ton of cargo, bedding, etc.
PDC: 21

Lab Module
This turns the rear section into a mobile laboratory, with all the equipment necessary. Crew of 4 to 6 scientists and assistants, grants +4 to all related checks, up to 1 ton of samples can be carried, with 1 ton of various supplies.
PDC: 23, Lic to Res (depending on type of laboratory and equipment)

Salvage Unit
This fits the AT-OT with two heavy cranes, with magnetic claw ends, two heavy wenches with 500 ft of heavy reinforced cables each, four robotic arms with variety of tools, four search lights. The four robotic arms are fitted with buzzsaws, cutting and welding fusion torches and multitools, with a 15 foot reach around the AT-OT. The two heavy cranes can reach out to 30 ft past the AT-OT, lift 10 tons, with mechanical claws and magnetic grappling (+20 to grapple checks with the cranes). Each wench is able to support 5 tons. Requires a crew of 4, able to carry 2 tons of cargo internally.
PDC: 26
 

Lord Zack

Explorer
So we know that Fictions that appear on Coreline are stuck there. No known force can allow them to return to their homes or any other reality. What if, however, they came willingly, like if the Trans Techs of Nexus 208.0 Epsilon sent scouts like we discussed earlier or Elminster decided to cast plane shift to visit his old friend Ed Greenwood (which suggests another question about fictional versions of real people, or real people who have written themselves into their stories), would they then be able to return? Ed Greenwood probably already has one version of Elminster crashing on his couch in Coreline already regardless.
 

Voidrunner's Codex

Remove ads

Top