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CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
Feel dried up, burnt out. Then again, RL's hasn't been nice to me for a little while now. Think I have an idea or two, but dunno how to make them manifest, y'know?

Yeah, I know exactly how you feel. I've got a bunch of stuff I've started, but RL's been crap and just haven't had the energy to work on those. Sometimes I'll get short bursts of creativity but not directed at my unfinished stuff, and I'll just start something new, and there you have all the Starship Trooper stuff, or some Zerg, or what have you.
If you need help on something, send me a PM and I'll see what I can do. Or just to chat or whatever.
 


kronos182

Adventurer
Consular-Class Cruiser

The Consular-Class space cruiser was a starship designed by Corellian Engineering Corporation and used by the Galactic Republic to transport Jedi and diplomats, or civilian models used as passenger and cargo transports. The diplomatic and Jedi versions were always painted red for diplomatic immunity. The 377 foot long (115 m), 3 decked vessel has a rounded front with the bridge mounted ontop, followed by a widened body that narrows before flaring out again to the triple engine rear. Below the bridge is a detachable mission pod, or salon, which is usually configured for diplomatic missions, depending on configuration, able to seat up to 16 humanoids, but can configured with special atmospheric sections for those that don't breathe oxygen, or require different environments. This pod, can detach and act as an escape pod, is usually used for diplomatic purposes and is shielded against probing and other remote spying to allow secure and neutral ground for diplomatic purposes. Other types of pods were created over time, especially when the Clone Wars started, which included small medical bays, barracks for use as troop transports, or special air drop cargo pods.
Most Consular-Class ships are unarmed, but during the Clone Wars many were upgraded with weapons and armour. Almost all Consular-Class ships produced after the start of the Clone Wars were upgraded to the Charger c70 refit which made them larger and were all armed. Besides the detachable mission pod, the ship carries two 8-person escape pods, one on each side of the midsection, two airlocks located between the midsection and the engine block on either side of the hull. The Consular-Class is heavily automated and uses a number of droids to keep human staff down to maintain security and privacy of the diplomats that are onboard. Behind the bridge is the crew stations for navigation, communications and crew lounge, while the second deck contains state rooms for diplomats, part of engineering, while the lower deck contains the airlocks, entrance ramp, guest lounge, dining area, crew quarters and access to the mission pod, escape pods and droid holds as well as modest sickbay.
The Consular-Class cruiser is atmospheric capable and able to land on a planet. Crewed by 9 people (captain, 2 co-pilots, 2 communications officers, 3 engineers) plus 4 to 8 droids (typically 2 or more astromechs usually R2 or higher series, 1 medical droid, plus 1 or more labour droids and 1 or more security droids).

In Coreline these ships are used by many groups as passenger or cargo ships, many small adventurer or mercenary groups use the base or upgraded Charger c70 variant.

Consular-Class Cruiser (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3000 ft (980 ((98)) atmospheric)
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense: Hardness: 20
Hit Dice: 30d20 (600 hp) + 150 hp shields
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 377 ft
Weight: 2700 tons
Targeting System Bonus:
Crew: 9 + droids
Passenger Capacity: 16*
Cargo Capacity: 1100 tons
Grapple Modifier: +8
Base PDC: 40
Restriction: Lic (+1)

Attack: Attack of Opportunity:

Bonuses: +2 Initiative
Standard PL(6) Design Spec: Detachable Mission Pod, atmospheric flight & landing, 2 8-person escape pods, basic medbay, droid bay
Engines: Ion engine, thrusters, Class 2 hyperdrive
Armour: Alloy Plating
Defense Systems: Shields, autopilot system
Sensors: Class III
Communications: Comlink (radio & drive transceiver)
Weapons: None
Grappling Systems: None

Droid Bay
The Consular ship contains a droid bay which had enough recharging ports to recharge 5 droids at once and has the basic equipment and supplies to repair most common droids assigned to the ship (R series, most medical droids and protocol droids), able to repair up to 50 hit points, but can't rebuild a destroyed droid, it must have at least 5 hit points left. Additional supplies can be carried in the main cargo holds.

Detachable Mission Pod
The Consular-class ship has a detachable mission pod that can be configured for different lifeforms and functions as a secure diplomatic meeting space. It can be detached from the main ship as a move equivalent action. The pods are well shielded against listening or other means to spy on the interior, all such attempts suffer a +5 to DC checks to use Sensors or listening devices to scan the interior. The generic pod can comfortably hold 16 humanoids, but can be configured to support other environments for different lifeforms.
Ejected from the mothership, the Mission Pod is 45 feet long, weighs 3 tons, has a space tactical speed of 2500 ft, atmospheric speed of 500 (50), 50 hit points, has enough supplies to support 16 people for 2 weeks, has an emergency beacon for rescuers to locate the pod. If lands in water, it is designed to float and can maneuver on water at a speed of 20 mph.

Alternate Mission Pods
Several variants are available for the Consular-Class.

Medical Pod
This mission pod is a full dedicated medical bay, functioning as an enhanced medical bay with improved scanners, drug dispensers, systems for creating new medicines or anti-toxins from scratch. Grants +2 to Knowledge: earth and Life Sciences and Treat Injury. Anyone with at least 3 ranks in Treat Injury can benefit from the Surgery feat at -2 to Treat Injury checks. Anyone in the medbay taking complete bed rest (resting for 24 hours), the patient only needs to rest for 18 hours to gain the full benefits of complete bed rest. There will also be an isolation lab that will have two beds with separate oxygen supply, small autopsy area and 1 cold storage bay for dead bodies. Able to treat 30 patients before the stores in the pod are depleted, with 4 dedicated beds and treatment area for 10 walking wounded, requires 1 doctor and at least 1d4 nurses or medical droids. Typically has much of the mothership's cargo dedicated to medical supplies and equipment. PDC 26

Cargo Drop Pod
A specialized pod that is designed to drop large cargos from orbit without the need of the ship to enter the atmosphere. The pod is fitted with ablative heat shielding (fire damage from atmospheric re-entry is reduced by half), able to hold 2 tons of cargo, including small vehicles less than 40 ft long. The automated system has a Pilot skill of +5 to make a safe landing, and has an atmospheric speed of 700 (70) instead of the normal 500 (50) as it is not designed to carry people, although in a pinch it can be used to deploy a squad of armoured troops. PDC 20

Repair Bay
This mission pod is designed with all the equipment necessary for repair droids, equipment and even small vehicles like speeders. Grants +2 to Repair checks, Knowledge: Technology, Craft: Electrical, Craft Mechanical. There is a crane for lifting equipment weighing up to 1 ton, a ramp on the side that allows easy access to outside the pod, which the crane can access with up to 20 foot reach outside the ship. Up to 4 people can work comfortably in the pod, with enough supplies in the pod to repair up to 100 hit points, as long as the item being repair has at least 5 hit points of size medium or larger, at least 1 hit point below medium size. PDC 25

Variants

Charger c70 Retrofit
The Charger c70 retrofit upgrades the base Consular ship for combat, upgrading the armour and adding weapons. The luxury states are downgraded and some removed, targeting systems installed, and the mission pod is usually switched for a barracks version.
Make the following changes to the Consular-Class to a Charger c70 Retrofit:
Add 5 hit dice (total 35d20 700 hit points), increase shields to 175 hp;
Increase crew by 5 (4 gunners and 1 weapon specialist);
Reduce passenger capacity to 8;
Add four turbolasers;
Add two concussion missile launchers with 3 missiles each;
Add targeting system (+3 attack);
PDC +3, Mil +3.

Turbolaser
Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.

Turbolaser (PL6)
Damage: 12d8, ignore 20 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Military (+3)

Barracks Mission Pod
This mission pod is designed to house troops and their gear like a barracks, able to house 20 troops plus their gear. Otherwise functions similar to the Diplomatic Pod, able to detach and act as an escape pod. It can be left on a planet and act as a temporary base of operations for a group of troops on a mission. Has basic sensors to detect any enemies approaching and has basic electronic stealth to hide from sensors, +3 to hide/camouflage against sensors.


Republic Frigate Charger c70
The Republic Frigate Charger c70 is a Consular-class built from scratch as a Charger c70, with an extended frame of 455 feet, improved armour and mounts more weapons. The Republic Frigate mounts 5 twin turbolaser batteries plus several point defense lasers. The mission pod is usually a barracks pod, or a medical bay pod. Some carry diplomatic pods for those carrying Jedi. All passengers are kept in the barracks pod, except for a small passenger quarters on the ship.

Republic Frigate Charger c70 (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3000 ft (980 ((98)) atmospheric)
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense: 6 (10 base - 8 size +4 autopilot)
Hardness: 20
Hit Dice: 38d20 (760 hp) + 190 hp shields
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 455 ft
Weight: 3200 tons
Targeting System Bonus: +3
Crew: 13 + droids
Passenger Capacity: 4+ 20 troops*
Cargo Capacity: 6000 tons
Grapple Modifier: +8
Base PDC: 52
Restriction: Mil (+3)
Attack: Battery of 2 turbolasers -4 ranged 12d8, 20, fire, 9000 ft, single, ignore 20 hardness/DR and Battery of 2 turbolasers -9 ranged 12d8, 20, fire, 9000 ft, single, ignore 20 hardness/dr.

Attack of Opportunity: Point-Defense System -5 ranged (2d12x10 fire)

Bonuses: +2 Initiative
Standard PL(6) Design Spec: Detachable Mission Pod, atmospheric flight & landing, 4 4-person escape pods, basic medbay, droid bay
Engines: Ion engine, thrusters, Class 2 hyperdrive
Armour: Alloy Plating
Defense Systems: Shields, autopilot system, point-defense system
Sensors: Class III
Communications: Comlink (radio & drive transceiver)
Weapons: 5 batteries of two turbolasers (able to fire 2 at the same target in any direction)
Grappling Systems: None

Variant

Charger c70-B
This variant was produced in limited numbers after the Clone Wars, changing one of the batteries of turbolasers for a battery of two ion cannons.
Make the following changes to the Republic Frigate Charger c70 to the c70-B variant:
Remove 1 turbolaser battery;
Add 1 battery of 2 ion cannons.

Ion Cannon
Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts aselectricity for terms of Electricity Resistance
IonCannon (PL6)
Damage:6d6
Critical:20x2
DamageType: Energy (Electricity)
RangeIncrement: 3000 ft
Rate ofFire: Single
MinimumShip Size: Gargantuan
PurchaseDC: 37
Restriction:Military (+3)
 
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kronos182

Adventurer
I'm going to try and stat up a few more ships, vehicles (from whatever universe/series/whatever catches my fancy at the moment) that can be useful for small adventure groups as main transportation/mobile base of operations.. Plus I'll get the C-wing, X-wing, and a few Gundams I've been asked about for awhile like the.. Strike Gundam I think it was.. I have it written down what all I need to work on.. plus some more Zerg and pokemon... some more Bugs.
 

kronos182

Adventurer
A few Star Wars blasters..

DC-17 Hand Blaster
A heavy blaster pistol wielded by clone troopers of the Grand Army of the Galactic Republic, typically ARC troopers, officers and some specialist troops. It shared many similarities to the DC-15 series blaster rifles, which reduced training and logistics for parts. The DC-17 also had a higher rate of fire than the DC-15, making it particularly deadly when wielded in pairs, and packed more energy into its ionized plasma bolts for more destructive power. A cable launcher can be fitted, as well as some other attachments available to ARC and specialist troopers.

DC-17 Hand Blaster (PL 6 Personal Firearms Proficiency)
Damage: 3d10+3
Critical: x3
Damage Type: Fire
Range Increment: 35 ft
Rate of Fire: S, A
Size: Medium
Weight: 4 lbs
Ammo: 50 Box
Purchase DC: 23 Ill (+4)
Notes: Comes with HUD target link. Sadly, the programming for the link is optimized for a system that most people don't have access to (namely clone trooper armour). Resetting it for another HUD system is a DC 30 Computer Use check. Armour piercing grants +1 attack bonus against targets with armour or natural armour, but suffers -1 to damage, already calculated in damage above, can mount a scope, Burst Fire.
(Alternate armour piercing rules: Instead of the +1 attack bonus and -1 penalty to damage, instead ignores 2 points of hardness/DR.)
Stun Setting: Can be set to stun, requiring the target to make a Fort save DC 18 or be stunned for 1d4 rounds.
Burst Fire: The DC-17 can be set to fire multiple blasts at once, firing three times the normal rounds with each attack, dealing 5d10+6 damage on a standard attack using three rounds, but suffers -2 to attack rolls. An autofire attack in Burst Fire mode uses 30 rounds, deals 4d10+4, affects a 15 ft by 15 ft area with a Reflex save DC 18 for half damage, suffering -4 to attack rolls.
Optional Grappling Cable - The DC-17 can mount a grappling hook and launcher with 100 ft of duracable. Includes a winch to retract the cable, able to lift up to 400 lbs, but at a rate of 20 feet per round.


BlasTech BR-219 Heavy Blaster Pistol
A heavy blaster pistol developed off the success of the E-11 blaster rifle that was large, intimidating and even more powerful than other heavy blaster pistols. It had a short, thick barrel with a broad aperture and heavy-duty frame. The grip was custom made, with an integral recoil compensation system. It used the receiver and firing mechanism from the E-11, but had a re-engineered Xciter, actuating module so that it fired an overcharged bolt. Using improved Galven pattern and special blaster gas, making the BR-219 extremely powerful, but slightly inaccurate while producing a loud bang and muzzle flash when fired. This weapon was not sold through normal dealer networks, order directly from the factory as each was custom built, requiring ISB background checks required to carry the weapon, and permits had to be obtained on the individual world the carrier might visit.

BR-219 Heavy Blaster Pistol (PL 6 Personal Firearms Proficiency)
Damage: 4d10+4
Critical: x3
Damage Type: Fire
Range Increment: 30 ft
Rate of Fire: S
Size: Medium
Weight: 5 lbs
Ammo: 30 Box
Purchase DC: 24 Ill (+4) Special blaster gas required, each gas cartridge is good for 100 shots, with a PDC 17 for 4.
Notes: +2 to Intimidate checks when drawn, +2 to Listen and Spot checks to notice the weapon's discharge.


DL-18 Blaster Pistol
A light weight and sleek light blaster pistol produced by Blastech, is one of the most common, and cheap, blaster pistols available. While not exceptionally powerful, it does have a large ammunition supply, decent range and very light in the hand.

DL-18 Blaster Pistol (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: x2
Damage Type: Fire
Range Increment: 60 ft
Rate of Fire: S
Size: Small
Weight: 2 lbs
Ammo: 100 Box
Purchase DC: 14
Notes: +2 to Slight of Hand checks to conceal.
 

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