CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
I was thinking of a couple of upgrades for the ICER Rifle.

One is the V-L (Variable Lethality) ICER. Dart is flung out using Mass Effect railgun technology and can be varied in ballistic power from very little (dart has about as much punch as a B.B., probably one that has very little air behind it -- guaranteed to do a welt in the skin deep enough to inject the toxin but that's it) to a "magnum" mode that blasts as hard a heavy rifle round or some such (used for anything from hitting a target behind a wall or inside body/light power armor). There is an "overcharge" mode that fires as hard as, well, a .50 BMG (at least), which is used for the really nasty things (talking placing toxin in a wannabe Hulk or punch through the cockpit door of a Gundam. Overheats like the dickens, though). This one is a newer model of rifle and not expected to see wide-spread use within SHIELD, being more of a special-ops item.

The other is the "Manager" (or some other cool nickname). It's essentially an ICER SAW, used for riot control. It includes a miniature Concussion Cannon and a shield projector to help the operator keep the targets at bay. Dunno what it would look like, guess it could be like the Minimi or a "chainsaw grip" gun a la Hunk's gun from V:LD. This one's seen some use among police divisions like Paris (waaaayyyy too many Akumatized villains).

Ok, the variable lethality ICER is easy-ish to do off the top of my head, and kind of already exists in the Marvel universe.. the Marvel Strike Force game (secondary attack changes clip and has a small charge time and deals more damage with bonus piercing (armour piercing) damage)), and only used by one one of special forces guys (who also counter attacks when other shield agents are attacked, i'll be doing some SHIELD NPCs and some more HYDRA NPCs and the Space Marines since I have 2 levels of scout marine npcs)

As for the 'manager'.. when you say concussion cannon.. you mean some kind of energy weapon that releases a concussion blast (area effect that knocks people around, possibly stunning them), or what?
 
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kronos182

Adventurer
Couple more WH40K Space Marine weapons I forgot to post with the Plasma Gun..

Plasma Cannon
The plasma cannon is the heaviest plasma weapon that is man portable in the Adeptus Astartes arsenal, able to deal damage to an area, making them excellent to heavy support squads as they can blast through the armour of multiple infantry or heavy vehicles and structures. The weapon can be powered by power packs, but it is generally powered by the power pack on the marine's armour, requiring it to be linked by a heavy power cable to the armour.

Plasma Cannon (PL 6-7 Personal Firearms Proficiency)
Damage: 4d12+4
Critical: 20
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: Single
Size: Huge
Weight: 30 lbs
Ammo: 10 box
Purchase DC: 28 Mil (+3)
Notes: Gets Hot, ignore 7 points of hardness/DR (or ignore 5 points of Defense using RAW), 10 ft radius Reflex save DC 16 for half (all targets in blast area are affected by ignore hardness/DR)
Gets Hot - On a natural roll of 1, 2 or 3 attack roll, the weapon over heats, dealing 1d6 fire damage to the user and is inoperative until repaired (Repair DC 15 and 1d4 minutes of work). If the weapon suffers more than 3 natural 1, 2 or 3s within 5 rounds, the weapon fails and detonates, dealing 5d6 fire damage to the user and half damage to a 5 foot radius, Reflex save DC 15 for half damage, the user doesn't get a save.
If connected to the power systems of a Adeptus Astartes power armour, has 15 shot capacitor, recharges 1 shot ever 5 rounds of inactivity.

Plasma Pistol
The plasma pistol is a smaller one handed version of the plasma gun, assigned to leaders of heavy weapon and assault squads. It lacks the autofire capabilities of the plasma gun, but it also has less shielding and can over heat faster.

Plasma Pistol (PL 6-7 Personal Firearms Proficiency)
Damage: 2d12+2
Critical: 20
Damage Type: Fire
Range Increment: 60 ft
Rate of Fire: Semi
Size: Medium
Weight: 10 lbs
Ammo: 40 box
Purchase DC: 27 Mil (+3)
Notes: Gets Hot, ignore 5 points of hardness/DR
Gets Hot - On a natural roll of 1, 2 or 3 attack roll, the weapon over heats, dealing 1d6 fire damage to the user and is inoperative until repaired (Repair DC 15 and 1d4 minutes of work). If the weapon suffers more than 3 natural 1, 2 or 3s within 5 rounds, the weapon fails and detonates, dealing 5d6 fire damage to the user and half damage to a 5 foot radius, Reflex save DC 15 for half damage, the user doesn't get a save.

Patterns
Barrage Plasma Pistol
This pattern is used by the Jericho Reach Deathwatch and is incredibly rare, and if any are found outside of their armouries, they will hunt down the bearer with the holy wrath of the Emperor. These pistols have a fully automatic setting, but on full automatic, it gets hot and over heats. Each time the Barrage is used in fully automatic mode without 1 minute of inactivity between firing, the user takes 1d6 fire damage, and must roll a d6, on a 1 or 2, it overheats too much and is inoperative (like Gets Hot) and needs repair. Each round of using autofire has a cumulative -1 to the roll. Also if the weapon is used in semi automatic firing immediately after an autofire attack, roll a d6 as if autofire was used, but is a cumulative -1 for every 2 shots fired. Grants +1 to attack rolls.
PDC: +2

Mk5 Wrathfire
This pattern of plasma pistol is more advanced than the standard and is smaller, making this an extremely rare version of the plasma pistol. Reduce size to small, reduce weight to 6 lbs.
PDC: +3
 

kronos182

Adventurer
A Hydra specialist based on the mid level Hydra Soldier (which is copied for reference).

Mid Level Hydra Soldier (Fast Ord 3/Tough Ord 3)
CR: 5
Size: Medium-size human
HD: 3d8+6 plus 3d10+6, hp 42
Mas: 15
Init: +2
Speed: 30 ft
Defense: 20, touch 18, flat-footed 18 (+2 Dex, +6 Class, +2 Light Hydra Armour)
BAB: +4
Grapple: +5
Attack: +6 melee (1d4+1 unarmed strike) or +6 melee (1d4+1/19-20 knife), or +6 melee (1d6 stun baton), or +7 ranged (2d10-1 plasma pistol), or +6 ranged (varies grenade)
Full Attack: +6 melee (1d4+1 unarmed strike) or +6 melee (1d4+1/19-20 knife), or +6 melee (stun baton), or +7 ranged (2d10-1 plasma pistol), or +6 ranged (grenade)
Special Attacks:
Special Qualities: For the Cause, Hydra Training
FS: 5 ft by 5 ft
Reach: 5 ft
Allgience: Hydra
Saves: Fort +5, Ref +5, Will +2
Action Points: +0
Reputation: +2
Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +6 Hide +6, Intimidate +6, Knowledge streetwise +4, Listen +3, Move Silently +5, Read/Write English, Read/Write German, Spot +2, Survival +3
Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency, Quick Reload, Advanced Firearms Proficiency
Possessions: Hydra Light Armour, Hydra Plasma Pistol, 3 power packs, knife, 5 grenades, stun baton (d20 Future), various gear and personal possessions.

For the Cause
As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Hydra Soldier gains +1 to attack rolls for the next 1d4+1 rounds. If the Rifle Trooper has suffered damage and rests for at least 2 rounds, can heal 1d4 hit points. Useable 3 times per day.

Hydra Training
Hydra trains its soldiers fairly well, particularly in light armour and how to aim and fire their weapons better. Gains Light Armour Proficiency, and +1 to attack rolls with Hydra ranged weapons.

Hydra Plasma Pistol
A plasma pistol produced by Hydra scientists based on the designs of those produced by Hydra during World War 2 using Cosmic Cube energy. This version doesn't use cosmic cube energy, instead using more readily available power pack and standard plasma technology. Hydra plasma pistols have slighter greater range than others, but suffer a bit in damage.

Hydra Plasma Pistol (PL 6-7 Personal Firearms Proficiency)
Damage: 2d10-1
Critical: 20x2
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Medium
Weight: 3.2 lbs
Ammo: 50 box
Purchase DC: 17 Res (+2)
Notes:

Hydra Light Armour
A basic jump suit made with ballistic fibers and plates in the chest and back for added protection in green and yellow colours. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters.

Hydra Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 14
Restriction: Res (+2)
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision.

Hydra Cannon Trooper
The Cannon Trooper is a heavy weapons specialist soldier, equipped with a shoulder rocket launcher and grenades, used as anti-armour and taking down structures.
Make the following changes to Hydra Soldier:
Replace Combat Martial Arts feat with Exotic Weapon (Rocket launcher) feat;
Replace Move Silently with Knowledge: Tactics +4, Intimidate with Knowledge: Physical Sciences +4;
Add Hydra Cannon Launcher to equipment/attacks;
Add 10 lbs C4/Semtex and 50 ft of Det Cord to inventory;
Add Sapper special quality.

Sapper
The Cannon Trooper is trained to make the most of their explosive weapons for destroying structures and vehicles. If the Cannon Trooper takes some time to study a battle before their attack, they can place their ranged ordnance in the best place to do the most damage. Making a Knowledge: Tactics check DC 20 as a full round action with a clear view of the battle field, which can be through a set of binoculars or similar visual aid device, their next attack, which must be made the following round, deals 50% more damage, or can ignore 5 points of hardness/DR. If the attack would normally ignore hardness/DR, ignores an additional 5.
Alternatively, when the Cannon Trooper is setting explosives, if takes at least 1 minute while making a Knowledge: Physical Sciences check DC 25, can set explosives to do the most damage, increasing damage and range by 50%.

Cannon Launcher
The Cannon launcher is Hydra's portable rocket system, similar to a LAW, like the M72A3 LAW, only instead of a disposable weapon, it is clip fed with an automatic feeding system, allowing for multiple attacks before needing reloading. It has simple sights and can be used against ground or low flying aircraft such as helicopters, or even flying superpowered beings or creatures. It has a feature where it can fire its entire magazine at once.

Hydra Cannon Launcher (PL 5 Exotic Weapon Proficiency: Rocket launcher)
Damage: varies
Critical:
Damage Type: varies
Range Increment: 175 ft
Rate of Fire: S
Size: Large
Weight: 21.5 lbs
Ammo: 5 box
Purchase DC: 17 Mil (+3)
Notes: Volley Shot, reload takes 1 full round
Volley Shot - this is an alternate fire mode, free action to switch, can fire the entire magazine (requires a full magazine), attacking a large area. Affects an area 3 times larger, dealing double damage, Reflex save DC +4. If ammunition loaded is single target only, treat like a burst fire full automatic attack using 5 rounds.

Ammunition
The Hydra Cannon Launcher has several different types of ammunition available.
Standard LAW - Standard LAW rocket, see d20 Modern pg 102. PDC 14 for 5 rockets.
Anti-Personnel - This rocket is similar to a fragmentation grenade, dealing 6d6 slashing damage to a 20 burst radius, Reflex save DC 18 for half. PDC 18 for box of 5 rockets.
HE - This is a high explosive round, dealing 8d6 fire damage, 20 ft burst radius, Reflex save DC 18 for half. PDC 17 for box of 5 rockets.
Incendiary - This rocket is filled with a napalm-like substance that spreads over a 15 ft radius, dealing 6d6 points of fire damage, Reflex save DC 18 for half. Deals 1 die less damage each round until at 0. The substance sticks to anything it lands on, takes a full round to scrape off, or a full round submerged in water. PDC 17 for box of 5 rockets.
APDS - A heavy anti-armour rocket that after being launched 30 feet, discards a sabot and releases a smaller penetrator for more precision anti-armour work. Deals 8d10 ballistic damage, ignoring 15 points of hardness. PDC 18 for box of 5 rockets.
Mini Mines - This rocket is filled with dozens of small explosives. The firer targets a 5 foot square, and just before the rocket would hit that square, it releases dozens of small explosives that bury themselves into the ground, covering a 20 foot by 20 foot area. Anyone walking into the area must make a Reflex save DC 20 or suffer 2d6 damage. A Spot or Search check DC 20 reveals that the area has been mined. The mined area can be tripped up to 5 times before all the mines are used up or too spread out to be effective. PDC 21 for box of 5 rockets.

Cannon Armour
This armour is assigned to the heavy weapon Hydra Cannon specialists. It has multiple pockets and clips for explosives and tools, padding on the shoulder for resting the cannon launcher more comfortably on the wearer's shoulder. The armour is heavier than Hydra's Light armour, with heavier chest and back plates, with added pads designed to disperse the force from explosives.

Hydra Cannon Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 13 lbs
Purchase DC: 16
Restriction: Res (+2)
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, against explosives and other area attacks, reduce damage by half.
 

Dunno how to stat this, but I guess I can end the year by giving an idea:

The "Holo-Wolves". It's a sub-variety of Fictional wolf that roams the world, sightings are mostly in Russia, Alaska and Canada. They are based on the wolves of "Wolf's Rain", probably from some long-forgotten Fictional writer that tried to explain what the heck is the thing that makes them look human to people.

There's at least two varieties: the "Holo-Wolf" that projects a mental illusion directly to the brain and the one that projects a psionic holographic "shroud" around itself. Some of the former kinds can read minds (which probably makes it why they can understand (and be understood in) Russian/English/Japanese so easily) and some of the latter kinds can use the holo-shroud as a kind of exo-armor.

Both kinds are as smart as a human and are more lethal than a garden-variety wolf.
 

kronos182

Adventurer
Dunno how to stat this, but I guess I can end the year by giving an idea:

The "Holo-Wolves". It's a sub-variety of Fictional wolf that roams the world, sightings are mostly in Russia, Alaska and Canada. They are based on the wolves of "Wolf's Rain", probably from some long-forgotten Fictional writer that tried to explain what the heck is the thing that makes them look human to people.

There's at least two varieties: the "Holo-Wolf" that projects a mental illusion directly to the brain and the one that projects a psionic holographic "shroud" around itself. Some of the former kinds can read minds (which probably makes it why they can understand (and be understood in) Russian/English/Japanese so easily) and some of the latter kinds can use the holo-shroud as a kind of exo-armor.

Both kinds are as smart as a human and are more lethal than a garden-variety wolf.

I'll have to look into this... but essential these are wolves that either make a person think they are human (telepathic illusion, which wouldn't work against tech as well). T6other version creates a psionic.. "armour" let's call it, to make they appear human?
 

Yeah, pretty much. The telepathic illusion also seems doesn't works as well if the human uses a heavy amount of certain kinds of drugs (such as booze. Or at least it looks that way on the show. Could also have been that the character in question (Quent the hunter) had a strong Will save and the GM gave advantage because of the character's obsession with hunting wolves).
 

Lord Zack

Explorer
I've been thinking of stating out at least some of the weapons from the Ratchet and Clank games. I find it plausible that the civilizations of the various galaxies of the series could travel to the Milky Way galaxy in order to sell their wares. Intergalactic travel is possible, though I don't know if how has ever been addressed, it is very much a soft sci-fi/space opera series. Corporations like Gadgetron and MegaCorp would certainly find a new market for their products appealing.

The basic Omni-Wrench is pretty simple, it can be used as a tool and as a melee and ranged weapon. It could probably be represented by a simple club, though other models would be stronger.
 

kronos182

Adventurer
I've been thinking of stating out at least some of the weapons from the Ratchet and Clank games. I find it plausible that the civilizations of the various galaxies of the series could travel to the Milky Way galaxy in order to sell their wares. Intergalactic travel is possible, though I don't know if how has ever been addressed, it is very much a soft sci-fi/space opera series. Corporations like Gadgetron and MegaCorp would certainly find a new market for their products appealing.

The basic Omni-Wrench is pretty simple, it can be used as a tool and as a melee and ranged weapon. It could probably be represented by a simple club, though other models would be stronger.

Intergalactic travel could be done one of several ways...
1)Powerful FTL drives that can only be used in the emptiness between galaxies, such as a type of gravity traction drive.. once you leave the edge of the galaxy, once you get the co-ordinates for the nearest point of the next galaxy, the drive pulls you along to the next gravity source there.
2)Wormhole or some sort of similar anomaly that creates a tunnel, or bridge that links two, or more galaxies together that takes time to travel.
3) Hyperdrive/warp drive/ with some extra ummph like the hyperdrives in Stargate that have the power of a ZPM to boost their power to intergalactic versions/speeds
4) Dimensional portals or jump gates/drives. Depending on your tech, Jump drives either require some natural type of worm hole between systems (Wing Commander), B5 Jump engines enter hyperspace which allows faster travel between systems, but could even work between galaxies, those gates the ori use in stargate that allow them to get from their galaxy to the milky way (basically stable artificial wormholes that use massive power).
 

The primary connection between the Solar System and the Star Wars galaxy is a wormhole-like phenomena that places ships going from Sol straight in the Outer Rim Area 51 past the Corporate Sector and going from the SW galaxy somewhere in... well... dunno yet. Maybe Jupiter?

It's imperative that you DO NOT go FTL when crossing the phenomena, otherwise you'll end up doing a blind jump. On the BRIGHT side, you'll end up on the galaxy you were aiming for, but there's no telling at all where is the jump going to drop you. Odds are alike that you end up in Coruscant's orbit as you'll end up crashing at a billion miles per hour in that planet where Luke Skywalker went to play hermit for a decade (or someplace even more desolate, but that planet I'm using as an example because it fits the definition of "being in the middle of nowhere" that I guess Tatooine is starting to lose, thanks to all of the tourists).
 

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