CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Star Trek Online is free, so if you like MMORPGs or games involving space ships I suggest you try it.

Another ship I suggest stating out is the B'rel-class Bird of Prey, with a crew complement of 6-12.

I'll add the B'rel to the list. I've got a couple Enterprise Era ships in the works.. the D5. Then the battlecruisers from TOS/Movies, and a few Federation ships, including the B'rel.
Next up for Star Wars will be Y-wing (from Clone Wars up to RotJ and some variants), the C-wing, X-wing.. some Corellian ships (corvettes and some smaller ships).
 

log in or register to remove this ad

kronos182

Adventurer
Type 3 Phaser Rifle TOS Era (TSO Era 2230-2330)
The Type 3 is a larger rifle sized handheld weapon designed for greater power and range over the hand phasers. Phaser rifles of this era were not standard issue for landing parties or for most starships, used only for heavy combat. This version had more power settings, as well as the beam width can be modified slightly, and the weapon could be used as a cutting tool on lower settings, and included a disintegration setting. The weapon itself is made up of the main body which is an open frame that is only connected at the bottom, which the handle is at the forward part. The open area is filled by three tubes which house the power core, power converters and other components. The control settings are at the rear of the housing. From the front of the main housing is the long barrel.

Type 3 Phaser Rifle (TOS Era PL 6, Personal Firearms Proficiency)
Damage: 1d8, 2d8, 3d8, 4d8
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 60 ft
Rate of Fire: Semi
Size: Large
Weight: 10 lbs
Ammo: 80 box
Purchase DC: 19 Mil (+3)
Notes: Stun setting Fort DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. The stun setting can be set to affect a 60 foot long, 30 foot wide cone area, however this uses 5 charges, and the Fort save DC is only 15.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 25 or be disintegrated. A successful save deals 6d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.

Type 3 Phaser Rifle TNG+ Era
This is the modern version of the Type 3 phaser, which looks like a Type 2 phaser, except instead of a handle behind the cowling and controls is an extended body, about 3 feet long with two vertical handles. Each handle has a cover that can be opened that reveals a trigger, allowing the user to chose which to use, but only one can be used. On the top of the main body behind the forward grip is a flip up targeting scope. Immediately behind the cowling where it connects to the main body is an attachment space for tactical flashlights to be fitted. The Type 3 has all the same settings as the Type 2, with the controls, except for the trigger, in the same location. The Type 3 is only marginally more powerful, but had greater range and increased ammunition capacity, as well as a few new firing settings, as well as clips for a shoulder strap for easier carrying or stowing it behind the user's back.

Type 3 Phaser Rifle (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d8, 2d8, 3d8, 4d8, 5d8
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 7 lbs
Ammo: 100 box
Purchase DC: 19 Mil (+3)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round.
Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments but uses an extra charge for each power setting, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.
Expanding Energy Pulse - This setting creates a large bolt that expands out to just over 3 feet shortly after it is fired, but has shorter range but is able to strike multiple targets along its path. The pulse will strike anything along its path, out to only 5 range increments, Reflex save DC attack roll, but if used in narrow spaces, such as standard ship corridors, Reflex saves suffer -2. Uses up 3 additional charges per setting, has a rate of fire of single. Additionally, the air along the path the pulse takes is heated for 2d6 rounds afterwards, and anyone passing through the area must save against as if they where in a severely hot area, Fort Save DC 15 or suffer 1d4 hit points.

Type 4 Phaser Rifle TNG+ Era
The Type 4 phaser rifle is an advanced phaser rifle designed more along the lines of old projectile weapons, with the handle and trigger at the rear of the weapon, a narrow frame leading to the barrel, with an under barrel horizontal grip. The primary improvements of the Type 4 over the Type 3 is increased power, a bolt discharge option instead of a beam to allow faster firing, however this version is slightly less accurate. Possesses all the abilities of the Type 3 phaser.

Type 4 Phaser Rifle (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d10, 2d10, 3d10, 4d10, 5d10
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 100 ft
Rate of Fire: Semi, Auto (bolt mode)
Size: Large
Weight: 8 lbs
Ammo: 110 box
Purchase DC: 19 Mil (+3)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round.
Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments but uses an extra charge for each power setting, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.
Expanding Energy Pulse - This setting creates a large bolt that expands out to just over 3 feet shortly after it is fired, but has shorter range but is able to strike multiple targets along its path. The pulse will strike anything along its path, out to only 5 range increments, Reflex save DC attack roll, but if used in narrow spaces, such as standard ship corridors, Reflex saves suffer -2. Uses up 3 additional charges per setting, fire rate of single. Additionally, the air along the path the pulse takes is heated for 2d6 rounds afterwards, and anyone passing through the area must save against as if they where in a severely hot area, Fort Save DC 15 or suffer 1d4 hit points.
Bolt Mode - Instead of firing a beam, the Type 4 can be set to fire a concentrated bolt of energy, this allows for full automatic rate of fire, but suffers -1 to attack rolls.

Disruptors
Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and beam control that Federation phasers are capable of. Disruptor hand weapons typically only had 2 or 3 settings, which included a stun, normal and disintegration. Most disruptors aren't as accurate as phasers, due to the nature of the weapon, however most species that use them, favour them for their destructive power, easily allowing for minor lose in accuracy as even a glancing hit can cause severe wounds. Federation worlds typically ban disruptor weapons, however races that are allied with the Federation, such as the Klingons, depending on era, are only allowed to carry these weapons as part of security or honour guards, during war times with mutual enemies.

Typical Disruptor Pistol (TOS Era 2230-2330)
A typical disruptor pistol was very much shaped like a typical projectile weapon, handle and trigger, with main body above leading to the barrel/emitter, typically large and intimidating. Only controls accessible by the thumb were to switch between stun, if one was included, normal mode, and disintegrate mode. These weapons typically did more damage than Federation phasers, with greater range, but had lower ammunition capacity. If the weapon had a stun setting, the target would, upon regaining consciousness would be more sluggish and be in notable pain as disruptor energies caused minor damage to the nervous system, even on a stun setting.

Typical Disruptor Pistol (TOS Era PL 6, Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x3
Damage Type: Energy/Fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: Medium
Weight: 4 lb
Ammo: 15 internal
Purchase DC: 15 Res (+2)
Notes: Inaccurate - Suffers -1 to attack rolls.
Stun setting DC 15 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a disruptor stun setting blast.
Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.


Typical Disruptor Pistol (TNG+ Era 2330+)
This is the modern version of the typical disruptor pistol, usually based on Klingon designs, has slightly improved damage, range and ammo capacity. The greatest improvement to disruptors has been increased range and ammunition capacity.

Typical Disruptor Pistol (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 3d10
Critical: 20x3
Damage Type: Energy/Fire
Range Increment: 40 ft
Rate of Fire: Semi
Size: Medium
Weight: 4 lbs
Ammo: 30 internal
Purchase DC: 15 Res (+2)
Notes: Inaccurate - Suffers -1 to attack rolls.
Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a disruptor stun setting blast.
Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.

Klingon Disruptor Note: Klingon disruptors are amongst the most common found, and many races will base theirs on Klingon designs. However Klingon disruptors have more kinetic energy to their discharges. Anyone struck by a Klingon built disruptor must make a Reflex save DC 15 or be knocked prone. A failed save of more than 5 throws the target back 5 feet. Klingon disruptors also have 25% larger magazines.
Romulan Disruptor Note: Romulans also use disruptors, but with some notable differences. Romulan disruptors fire a beam, like phasers, instead of the typical bolt, which increases their accuracy and range, but decreases their damage slightly. Romulan disruptors do not suffer the -1 to attack rolls, increase their range by 25%, reduce damage by 1 die type (instead of d8, use d6).
 

kronos182

Adventurer
[MENTION=53996]Lord Zack[/MENTION]: It was you that did the New Kamino Space with Space Station Black-X195 ?? And how they're doing experiments with various alien life (zerg, xenomorphs, etc).. would they create bio-tech weapons based on abilities of zerg or other creatures ???
 



Lord Zack

Explorer
Using weapons based on the Zerg might be a safer bet than trying to create actual slave broods, though the Kaminoans would likely continue their efforts in that direction as well. They might also study Tyranid biomorphs, possibly with the assistance of renegade Zoats and/or Brighthammer Zoanthropes. Of course one of the masters of biological weaponry are the Yuuzhan Vong. If they can find one or more shapers that can tolerate their use of machinery that would be a great boon. Some of the weapons could be handheld, or carried on harnesses, others might be grafted onto the body, especially useful for more pliant warbeasts and bio-organic weapons.

I have been thinking of species the Zerg might target for assimilation. Obviously the Protoss are on the top the list, despite the difficulty of doing so. I am working on a list here: https://docs.google.com/document/d/1alUF0h-vRWgfNnKoMaTvR4ivtiSXmzlbdemM7dPIewE/edit?usp=drivesdk

Here is a thing I have been working on for a while: https://docs.google.com/document/d/1YBnXSdr8q7av4sn7T17Ag7nTacCDPhd8SBNmXmbaSjQ/edit?usp=drivesdk
 
Last edited:

Star Trek Online is free, so if you like MMORPGs or games involving space ships I suggest you try it.

It's also a bit expensive, but it also has a capacity for you to order a custom-made 3-D printed S.T. starship (any from your obtained roster, complete with its in-game paint job).

BTW, having a flash: think I'll try to stat the race of Thirty-Thirty from "Bravestarr". The problem isn't the humanoid form (it's pretty much cyborg horse Chewbacca... kind of), but the part where Thirty-Thirty can transform into a cyborg Clydesdale for Bravestarr to ride on.
 

Lord Zack

Explorer
I've come up with a lot of my "Coreline Mecha Variations," but most of those are developments of existing mechs. I've been trying to come up with more original ones. I've come up with several projects working on mobile suits. Project V2 and the New Dawn Project are creating new variants on the original Project V mobile suits and G Project mobile suits respectively. The New Paradigm Project starts with the RX-100 Gundam NP-1 [Thomas] and the MSP-06 Zaku NP-2 [Percy], but will likely include more radical designs as I come up with them, though "Gundam" includes a wide variety of mobile weapons. Then there is Starfleet's Gundam Mobile Suit Development Project and the UMS-108-2 Gundam.

The main problem is figuring out which features these mobile suits should have. In Gundam alone there are a lot of advancements or special features a mobile weapon could have, including bur not limited to Striker Packs, Gundanium armor, Phase Shift Armor, Minovsky Drives and GN Drives just to name a few. Then there is the rest of the mecha genre and beyond. I suppose the initial designs will be relatively simple. Certain features like the Tesla Drive and Striker Packs, I think will be common. Gundanium alloy armor, on the other hand will be rare.

One mobile suit I just came up with is the Valkyrie Gundam. It's a transformable mobile suit that is part of the Zeta Project. However, it incorporates variable fighter technology, and three modes including a Gerwalk mode. The name Valkyrie Gundam is a nickname, with its formal name being the Tau Gundam.
 

kronos182

Adventurer
@Lord Zack: I need to get working on completing those other Gundams... PM me a list of the base Gundams/mechs you need for these and I'll get working on the base models (I know you mentioned the Striker one before, it is on the list, I promise).

Ideas for a Starfleet based mech.. Phaser weaponry obviously including a few emitters (pre nebula/galaxy class) or banks (also known as strips, but are of nebula and newer ships. some newer ambassadors have these). Probably a few weaker ones in strategic locatons for defense so they have full area coverage. Shield technology for added protection. Emergency Transportors for evacing pilot. Probably enhanced sensors over most other Gundams as Starfleet has some pretty good sensors, even warships like the Defiant and Prometheus had pretty good sensors, although Defiant weren't as extensive and varied as say an Oberth or Nebula. Mini photon torpedo launcher. Probably easily have a basic flight system that doesn't require wings that could probably get it into orbit and fly around for awhile. The main feature of a Starfleet mech is its ability to function in multiple roles, and its enery weapon is able to be modified for different purposes or configurations (like we see all hand phasers and even ship phasers in the series). Probably a site to site transporter (not the emergency transporter) that can be used to transport innocents/noncombatants or injuried away, or even transporting an explosive somewhere that normally firing one couldn't go.
@ marco : As for your issue with Thirty Thirty, I barely remember Bravestar, but basically you'd have his humanoid stats, and then have 'quadraped mode' stat change (speed, dex, attacks available, just list anything that would be changed/unavilable or added when in horse mode)
 
Last edited:

How about a Medical Gundam for pilot retrieval behind enemy lines or high-risk rescue? Probably a few units were purchased by International Rescue as a result. Has a deployable backpack that is an armored pod for people which also works as a healing pod (talking something like the med-tech from "Eclipse Phase" or that medical dropship from "Starcraft 2").
 

Remove ads

Top