CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
SHIELD Trooper
Frontline soldiers hold the line with defensive tactics and counterattacks. They are trained with basic knowledge of international laws so when they are in other countries they can assist local forces, or won't break any major laws while operating.

Low Level SHIELD Trooper (Fast Ord 1/Tough Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d8+2 plus 1d10+2; hp 14
Mas: 14
Init: +2
Speed: 30 ft
Defense: 20, 16 Touch , 18 flat-footed (+2 Dex, +4 Class, +4 Armour)
BAB: +0
Grapple: +1
Attack: +2 melee (1d3+1 unarmed strike), or +3 ranged (1d6 + stun ICER Rifle)
Full Attack: +2 melee (1d3+1 unarmed strike), or +3 ranged (1d6 + stun ICER Rifle)
Special Attacks:
Special Qualities: SHIELD Training, Defensive Posture, Fire Support
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: SHIELD
Saves: Fort +3, Ref +3, Will +1.
Action Points: 0
Rep: +0
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics))
Skills: Intimidate +3, Knowledge (civics) +0, Knowledge (streetwise) +3, Knowledge (tactics) +3, Move Silently +4, Profession +3, Read/Write English, Repair +0, Speak English, Spot +2
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: S Tech Armour, ICER Rifle, 120 rounds of ammunition, various gear and personal possessions.

Mid Level SHIELD Trooper (Fast Ord 3/Tough Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d8+6 plus 3d10+6; hp 42
Mas: 15
Init: +2
Speed: 30 ft
Defense: 22, Touch 18, flat-footed 20 (+2 Dex, +6 Class, +4 S Tech Armour)
BAB: +4
Grapple: +5
Attack: +5 melee (1d4+1 unarmed strike), or +7 ranged (1d6 + stun ICER Rifle)
Full Attack: +5 melee (1d4+1 unarmed strike), or +7 ranged (1d6 + stun ICER Rifle)
Special Attacks:
Special Qualities: SHIELD Training, Defensive Posture, Fire Support
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +5, Ref +5, Will +3.
Action Points: 0
Rep: +2
Abilities: Str 13, Dex 15, Con 14, Int 9, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics))
Skills: Intimidate +6, Knowledge (civics) +0, Knowledge (streetwise), +4, Knowledge (tactics) +5, Move Silently +4, Profession +6, Read/Write English, Repair +0, Speak English, Spot +4.
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot
Possessions: S Tech Armour, ICER Rifle, 120 rounds of ammunition, various gear and personal possessions.

SHIELD Training
All SHIELD members receive hand to hand combat training, basic international laws and skills to repair equipment in the field. Gains benefits of Combat Martial Arts feat, Knowledge (Civics) +1 in relation to laws, and Repair +1.

Defensive Posture
When fighting defensively, in addition to the normal -4 to attack rolls and +2 Dodge bonus to Defense, the trooper can also make an attack of opportunity against targets within 30 feet instead of only in melee range, with a ranged weapon in hand.

Fire Support
If an ally is within 5 feet, the trooper can make a ranged attack of opportunity against the target that attacked their ally, if the trooper has any attacks of opportunities left, even if the target is outside of melee range, if the trooper has a ranged weapon in hand, at -4 to attack roll.

ICER Rifle
The ICER (Incapacitating Cartridge Emitting Railgun), is an upgrade to the Night-Night gun, using improved chemicals and technology for improved range and incapacitation capability. Instead of using powder propellant, the ICER uses railgun technology to help reduce the chance of jams the greater range.

ICER Rifle (PL 5-6 Personal Firearms Proficiency)
Damage: 1d6 + Stun
Critical: 20x2
Damage Type: Non-lethal
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 8 lbs
Ammo: 35 box
Purchase DC: 19 (Res +2 SHIELD)
Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds.

S Armour
This is the standard SHIELD armoured uniform for infantry level soldiers expecting combat. Armoured torso, arms and legs protect the body from most weapons, a helmet protects the head. Comes with the same molecular pads and holster belts as the basic jumpsuit. Connectors for combat webbing or packs on the shoulders and waist for added carrying capacity. A torso bandoleer for holding grenades or specialty rounds. The suit contains an encrypted military radio, GPS, and micro computer on the wrist for mission updates, video communications, and maps. The helmet will include a camera for recording all events, which are stored on the micro computer, and can be transmitted live to a command centre.

S Armour (PL5)
Type: Medium Armour
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 10 lbs
Purchase DC: 19
Restriction: Mil (+3)
Notes: Has the following integrated equipment: encrypted military radio, GPS, satellite datalink, display glasses with HUD connected to micro computer, tinting glasses (+2 saves against flash bangs or other light based attacks), nanobeacon, card computer, display on arm. Hooks for easily attaching backpack or webbing. Power pack to power all the onboard systems for 2 days before requiring recharging. Can be recharged from universal power adapter in 2 hours, torso bandoleer that can hold 5 grenades in quick access (quick action to grab the grenades) or 10 of shotgun size or 15 of up to .50 cal sized rounds.
 

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kronos182

Adventurer
SHIELD Equipment

Civil Warrior Armour

This is armour built using some of Tony Stark's technology, originally built by a version of Steve Rogers from the Marvel Contest of Champions Fictional universe. Modeled after Captain America's armour, enhanced with better chest and arm armour similar to older Iron Man suits, attached to a ballistic fabric suit, for greater strength and protection, with the lower legs and feet armoured. The chest contains a small ARC reactor in the star in the middle of the chest, although it doesn't contain a uni-beam. The helmet is retractable and is open around the mouth and cheeks. A belt with a holster and several pouches for carrying various items and equipment. On the back is a mounting for the ARC Shield.
The armour has servos that enhances the wearer's strength, as well as excellent protection, a builtin biomonitor and first aid kit to help keep the wearer going in case of injuries. The helmet features a HUD tied to basic sensors, IFF system, digital binoculars, night vision goggles, video and audio communications and recording, and can display tactical maps along with GPS information, plus an integrated magnetic field generator for added protection.
The accompanying shield is similar to any number of shields used by Captain America, but is made of a titanium alloy with nano-carbon tubules. Embedded in its center is an ARC reactor that powers a potent repulsor weapon, a shield generator, as well as a magnetic levitation device that allows the shield to be thrown farther and return to the user more accurately.

Civil Warrior Armour (PL6-7 Medium Power Armour)
Type: Medium, Powered
Equipment Bonus: +6
Nonprof. Bonus: +3
Str Bonus: +4 Considered Enhanced Strength
Nonprof Str Bonus: +2
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 30 ft
Weight: 40 lbs
Purchase DC: 28
Restriction: Mil +3
Notes: Grands DR 3/-, HUD, card computer, darkvision 60 ft, integrated binoculars, military radio, audio/video recorder, GPS, utility belt with 1 pistol holster and 8 pockets for tiny to small items, plus 4 grenades. Magnetic field generator (missile and projectile attacks against the user suffer -2 to attack rolls).

Enhanced Strength (Ex)
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.ARC Shield
This shield contains an ARC reactor that powers a repulsor weapon, a shield generator and a magnetic levitation device to grant the user greater throwing range.

ARC Shield (PL 6-7 Shield)
Type: Shield
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: -
Armour Penalty: -2
Speed (30 ft): -
Weight: 7 lbs
Purchase DC: 24
Res: Mil +3
Notes: Repulsor blaster, shield, magnetic levitation.

Repulsor (PL6-7)
Damage: 3d8 laser / 4d10 plasma + knockdown
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 40 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 2 charges per shot, -1 to attack rolls. Targets struck by the plasma weapon must make a Fort save DC 15 or be knocked prone, dropping anything they are holding. The weapon recharges 1 charge every 1 minute of inactivity.

Shield
The ARC shield, while held can produce an energy shield for additional protection. Grants 50 bonus hit points which are depleted first, able to replenish 1 hit point ever 5 rounds of no hit points being drained. The shield can only be activated for 5 minutes at a time, up to 10 times a day.

Magnetic Levitation
If the shield is thrown, it has a range of 70 feet when thrown, as an attack, at -2, take damage 1d8 bludgeoning and the shield returns, the user needs to make a Reflex save DC their attack roll to catch the shield. If a version of Steve Rogers uses the shield, the distance they can throw the shield is increased by 50%, damage increased by +3, and the Reflex save to catch the shield is reduced by 2.

Energy Shield
This shield is a bracer that fits over the forearm, and can fit over most light and medium armours, and projects an energy field in the shape of a round medium shield. It functions similar to a physical shield, except that it is weightless except for the weight of the bracer, easily concealable, and functions as a weak magnetic field generator to reduce the chance of being struck by certain attacks. The shield is powered by a standard power pack.

Energy Shield (PL 6-7 Shield)
Type: Shield
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: -
Armour Penalty: -0
Speed (30 ft): -
Weight: 3 lbs
Purchase DC: 22
Res: Mil +3
Notes: Magnetic field (projectiles, missiles and melee weapons made of mostly metal suffer -1 to attack rolls), a power pack provides enough power for 50 minutes of operation (standard 50 charges, 1 charge used activation, even if less than 1 minute, 1 charge used per minute of operation).

Uni-Pulse
This energy rifle was developed by SHIELD to emulate the Uni-Beam from Iron Man's armour. While they weren't able to recreate the Uni-Beam exactly, the Uni-Pulse is still a potent weapon. Powered by a small ARC reactor that provides a near limitless ammunition supply as it regenerates power, however it is power hungry, limiting the number of readied shots. The Uni-Pulse has a thick angular tube design, with two handles, but no stock, with a large emitter at the front.

Uni-Pulse (PL6-7 Personal Firearms Proficiency)
Damage: 2d6x10
Critical: 20x3
Damage Type: Non-specific energy
Range Increment: 80 ft
Rate of Fire: Single
Size: Large
Weight: 15 lbs
Ammo: 20 internal
Purchase DC: 26 (Mil +3 SHIELD)
Notes: Regenerates shots at 1 every 1d4 rounds of inactivity. Uni-Pulse Focus.
Uni-Pulse Focus - Each successive round the wielder successfully hits the same target, deals an extra +1d6 damage to a maximum of +5d6.
Accessories: Top rail mount for scope, digital ammo display.

MAG Pouch
The MAG Pouch is a sleeping bag style pouch that holds two average sized humanoids, made of a magnetic fabric that mimics its surroundings making those hidden inside virtually undetectable. It is magnetic, allowing it to be attached to magnetic surfaces. Ideally, the MAG Pouch is used by agents placing it in the middle of a road, seal it, when a vehicle passes over the MAG Pouch, it'll attach to the underside, allowing the agents inside to go undetected to where the vehicle goes.
Grants +15 to Hide checks after 3+1d4 rounds once the MAG Pouch is sealed, blending in with its surroundings. Conceals those inside from heat, IR and motion detectors. Sensors class I to III can not detect a MAG Pouch, while Class IV suffers -5 to checks while Class V and above suffer no penalties.
Can hold up to 1200 lbs (two people plus combat gear) to any metallic surface the MAG Pouch can attach to magnetically that will support the weight.
Weight: 15 lbs
PDC: 18
Restriction: Illegal +4 (Shield Restricted +2)

Nano-Nurse
This device contains nanites and programs them to heal agents or cure them of various poisons, toxins and diseases. As a standard action, the user can press the device against a target and activate the device to deliver nanites. In its default setting, the delivered nanites will heal a human, or human-like species (elf, dwarf, halfling, vulcan, etc) 1d4 HP for 1d4+1 rounds before the nanites run out of energy and break down. If the recipient reaches full hit points before the duration is up, the nanites will heal any additional damage received during the duration, but will not grant extra hit points above the recipient's max hit points.
The user can program the nanites to be more effective, making a Heal check DC 15 and Computer Use check DC 15 as a full round action, and the following round use the device on an ally to restore 1d6 HP for 1d4+2 rounds. Or a with a Heal check DC 15 and Computer Use check DC 10 can program the nanites to cure the recipient of any common poison, toxin or disease and remove any damage caused by that poison, toxin or disease.
The Nano-Nurse holds a nanite container that has enough nanites for 5 uses.
Weight: 5 lbs
PDC: 20
Restriction: Lic (+1)
Nanite Canister PDC 12 for 5 canisters.
 

kronos182

Adventurer
Here are a couple of those bullet vulnerable fiends you were asking about, marcoasalazarm..

Tetsu Fiends

The Tetsu ("Iron") Fiends are a recent plague that has appeared on the Core Timeline, a variation of demon that first manifested in the Ward of Nerima, Japan. Their name comes from their high capacity to withstand damage from most conventional and unconventional means of destruction. The place in which they first appeared and their vague stylization made people believe that maybe they came from some Anime Fiction, but once research found nothing, they were declared as native to this universe.

Their specific origins have not been confirmed by any official groups, but a theory that has gotten some popularity on the streets is that an Alternate of Tatewaki Kuno, in his ever-infinite arrogance, used some kind of summoning ritual to create a demon that would fit his specifications as a "proper" target for practicing and it backfired. HARD.

The above fact must be emphasized: they are resistant to MOST conventional and unconventional means of destruction. But they have a weakness, and it's a bizarre one.

Ballistic weapons. Spells and ki may fail, and swords and fists won't hurt, but a shotgun blast to the face will definitely spell a Fiend's doom.

As a result, the firearms market (both legal and illegal) has seen an increase in demand in multiple locations throughout Coreline.

Species Traits:
As fiends, Tetsu fiends all have the following traits:
Darkvision (Ex): Fiends have darkvision out to a range of 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and a fiend can function with no light at all.
Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law.
Weapon and Armour Proficiency: Fiends receiver either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural weapons and any weapon mentioned in their entries. Fiends noted for wearing armour gain the bonus feat Armour Proficiency with whatever type of armour they are accustomed to wearing (light, medium, heavy), as well as all lighter types.
Languages: Fiends can speak Abyssal (the language of demons) and a number of languages equal to their Intelligence bonus.
Special: Fiends cannot be raised from the dead.

Tetsu No Ken (Iron Sword Fiend)
The Tetsu No Ken, or Iron Sword fiend, is a basic demonic soldier, armed with a katana-like blade, looks like a 6 foot tall human-like creature with an elongated face, pitch-black eyes, and red scaly skin. The mouth is filled with needlelike teeth, but the fiend usually has a stern determined expression. Two small, sharp curved horns jut from its forehead. It usually wears light armour modelled after samurai armour, only lacking the face plate as their face is scary looking. These fiends love melee combat and will move quickly to engage targets with their swords, typically going for the weakest looking target first, and if disarmed, their weapon disappears and will return to their hand in moments.

Tetsu No Ken (Iron Sword Fiend)
Size: Medium
Type: Outsider
CR: 3
Hit Dice: 4d8+8; 26 HP
Mas: 14
Init: +2
Speed: 30 ft
Defense: 21, touch 12, flat-footed 19 (+2 Dex, +6 Natural, +3 light samurai armour)
BAB: +4
Grapple: +5
Attack: +12 melee (2d6+4/19-20 katana)
Full Attack: +12 melee (2d6+4/19-20 katana)
FS: 5 ft by 5 ft
Reach: 5 ft
Special Attack:
Special Qualities: Damage reduction 10/ballistic, darkvision 60 ft, fire resistance 20, immunities, wounding weapon;
Alignment: evil, law
Saves: For +6, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 10
Skills: Balance +6, Bluff +4, Escape Artist +6, Hide +6, Knowledge (arcane lore) +6, Knowledge (behavioral science) +6, Listen +5, Move Silently +6, Read/Write Abyssal, Japanese, English, Speak Abyssal, Japanese, English, Spot +5
Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (tetsu no ken sword), Power Attack, Armour Proficiency (light)
Possessions: Light Samurai armour, casual outfit, Tetsu no ken sword.
Advancement: By character class.

Damage Reduction 10/Ballistic (Ex): A Tetsu no ken ignores the first 10 points of damage by any non-ballistic weapon.
Fire Resistance 20 (Ex): A Tetsu no ken ignores the first 20 points of damage from any attack that deals fire damage.
Immunities (Ex): A tetsu no ken is immune to slashing weapons.
Tetsu no Ken Sword (Su): The sword wielded by the Tetsu No Ken is an extension of the fiend itself, counts as a magical +1 weapon, aligned with evil. If the fiend is disarmed, the sword disappears immediately and returns to the fiend's hand the next round.
Wounding Weapon (Su): The sword held by the tetsu no ken can inflict terrible wounds that bleed profusely. In addition to the normal damage the weapon deals, the target takes 1 point of damage that round and each subsequent round from bleeding. Multiple wounds from a wounding weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). A successful Treat Injury check (DC 15) or the application of any cure spell stops the bleeding. The weapon does not retain this ability out of the fiend's hands, although any wounds it has inflicted continue to bleed.

Tetsu No Ya (Iron Arrow Fiend)
The tetsu no ya, or Iron Arrow Fiend, is another basic soldier fiend, equipped with a long bow, engaging distant foes. These demons are adept at using their bows at ranged and even in melee combat, as their bows have blades mounted on the ends.

Tetsu No Ya (Iron Arrow Fiend)
Size: Medium
Type: Outsider
CR: 3
Hit Dice: 4d8+8; 26 HP
Mas: 14
Init: +4
Speed: 30 ft
Defense: 23, touch 14, flat-footed 19 (+4 Dex, +6 Natural, +3 light samurai armour)
BAB: +4
Grapple: +5
Attack: +10 melee (1d6+2 bow blades), or +12 ranged (1d8+1 bow)
Full Attack: +10 melee (1d6+2 bow blades). Or +12 ranged (1d8+1 bow)
FS: 5 ft by 5 ft
Reach: 5 ft
Special Attack:
Special Qualities: Damage reduction 10/ballistic, darkvision 60 ft, fire resistance 20, immunities, magic arrows;
Alignment: evil, law
Saves: For +6, Ref +8, Will +5
Abilities: Str 12, Dex 18, Con 14, Int 14, Wis 12, Cha 10
Skills: Balance +8, Bluff +4, Escape Artist +8, Hide +8, Knowledge (arcane lore) +6, Knowledge (behavioral science) +6, Listen +5, Move Silently +8, Read/Write Abyssal, Japanese, English, Speak Abyssal, Japanese, English, Spot +5
Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (tetsu no ya bow), Point Blank Range
Possessions: Light Samurai armour, casual outfit, Tetsu no ken bow.
Advancement: By character class.

Damage Reduction 10/Ballistic (Ex): A Tetsu no ya ignores the first 10 points of damage by any non-ballistic weapon.
Fire Resistance 20 (Ex): A Tetsu no ya ignores the first 20 points of damage from any attack that deals fire damage.
Immunities (Ex): A tetsu no ya is immune to slashing weapons.
Tetsu no Ken Bow (Su): The bow wielded by the Tetsu No Ya is an extension of the fiend itself, counts as a magical +1 weapon, aligned with evil. If the fiend is disarmed, the bow disappears immediately and returns to the fiend's hand the next round. The ends of the bow are fitted with blades, dealing 1d6 slashing damage, giving the fiend a melee weapon. When the fiend draws the string, a simple arrow appears, dealing 1d8+1 damage, unless the fiend uses its Magic Arrows ability.
Magic Arrows (Su): Once ever 1d4 rounds, the Tetsu No Ya can create 1d6+1 arrows that can deal an additional 1d6 points of energy damage, elected at the time the ability is used. These arrows last for 1 minute or until used, held in the fiend's hand, ready to be fired. Each arrow created at the use of this ability will all have the same energy type, chosen from fire, cold, electricity and acid.
 
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OK, cool.

Here's my backstory attempt so far:

The Tetsu ("Iron") Fiends are a recent plague that has appeared on the Core Timeline, a variation of demon that first manifested in the Ward of Nerima, Japan. Their name comes from their high capacity to withstand damage from most conventional and unconventional means of destruction. The place in which they first appeared and their vague stylization made people believe that maybe they came from some Anime Fiction, but once research found nothing, they were declared as native to this universe.

Their specific origins have not been confirmed by any official groups, but a theory that has gotten some popularity on the streets is that an Alternate of Tatewaki Kuno, in his ever-infinite arrogance, used some kind of summoning ritual to create a demon that would fit his specifications as a "proper" target for practicing and it backfired. HARD.

The above fact must be emphasized: they are resistant to MOST conventional and unconventional means of destruction. But they have a weakness, and it's a bizarre one.

Ballistic weapons. Spells and ki may fail, and swords and fists won't hurt, but a shotgun blast to the face will definitely spell a Fiend's doom.

As a result, the firearms market (both legal and illegal) has seen an increase in demand in multiple locations throughout Coreline.
 

kronos182

Adventurer
OK, cool.

Here's my backstory attempt so far:

The Tetsu ("Iron") Fiends are a recent plague that has appeared on the Core Timeline, a variation of demon that first manifested in the Ward of Nerima, Japan. Their name comes from their high capacity to withstand damage from most conventional and unconventional means of destruction. The place in which they first appeared and their vague stylization made people believe that maybe they came from some Anime Fiction, but once research found nothing, they were declared as native to this universe.

Their specific origins have not been confirmed by any official groups, but a theory that has gotten some popularity on the streets is that an Alternate of Tatewaki Kuno, in his ever-infinite arrogance, used some kind of summoning ritual to create a demon that would fit his specifications as a "proper" target for practicing and it backfired. HARD.

The above fact must be emphasized: they are resistant to MOST conventional and unconventional means of destruction. But they have a weakness, and it's a bizarre one.

Ballistic weapons. Spells and ki may fail, and swords and fists won't hurt, but a shotgun blast to the face will definitely spell a Fiend's doom.

As a result, the firearms market (both legal and illegal) has seen an increase in demand in multiple locations throughout Coreline.

I'll update the description in my post to the above, and maybe throw on some spell resistance and lower the fire resistance to balance it so the CR doesn't change for the two right now, and start coming up with some more Tetsu friends.. if you have ideas for specific types of friends, or ones with specific abilities, send me a PM and I'll put something together.
 


kronos182

Adventurer
Magellan Class
The Magellan is the main battleship of the Earth Federation of the Gundam universe, heavily armed and armoured, with a hull loosely based on Earth naval ships. These ships were armed with seven dual barreled mega particle cannons as its main armaments, along with four missile launchers, and fourteen dual barreled machine guns for point defense. Magellans also carried a deployable shuttle to allow crew to travel to a planet's surface. They were not designed to carry mobile suits, or mechs, and any carried must be attached to the outside, with the pilots in their vehicles. While the Magellans are potent, they were no match for the Zeon ships with their compliment of mobile suits and mechs.
Once the Earth Federation stabilized after the 23 Hours, and formed alliances, it began replacing some of its fleet of Magellans with newer and better ships, with older models being sold to lower tech allies.

Magellan (PL 5-6)
Type: Subtype: Battleship
Size: Colossal (-8 size)
Tactical Speed: 3500
Defense: 2
Flat-Footed Defense:
Autopilot Defense:
Hardness: 30
Hit Dice: 350d20 (7000 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 1073 ft
Weight: 63,400 tons
Targeting System Bonus: +3
Crew: 120
Passenger Capacity: 10
Cargo Capacity: 2000 tons
Grapple Modifier: +16
Base PDC: 62
Restriction: Mil +3

Attack:
Mega Particle Cannon -5 ranged 15d20 energy, x4, 7000 ft;
Or Multi-Shot CHE missile launchers -5 ranged, 6d12. ball, 19-20.
Attack of Opportunity: Point defense system -5 ranged (3d12x10 ballistic)

Standard PL(5-6) Design Spec: ventral mounted re-entry shuttle (standard shuttle)
Engines: fusion torch drive, thrusters
Armour: vanadium
Defense Systems: autopilot, radiation shielding, point defense system
Sensors: Class III, targeting system
Communications: Radio & Laser transceivers
Weapons: fire-linked mega particle cannons (7), 4 Multi-shot CHE missile
Grappling Systems: None
Notes: The layout of the mega particle cannons allows the Magellan to bring up to 2 cannons to bare on a single target if necessary, or allow it to fire almost every round in almost any directly with a single cannon as other recharge. Firing multiple cannons at a single target is similar to fire-linking, 2 turrets dealing 45d20. The multi-shot CHE missiles can be fire-linked in groups of 2 or 4.

Mega Particle Cannon
These cannons uses the same principles as beam weapons used on mobile weapons, only on a larger scale. Unfortunately, while these weapons are devastating, they have a slow rate of fire, able to fire once every other round.
Mega Particle Cannon (PL6)
Damage: 10d20
Critical: x4
Damage Type: Energy
Range Increment: 6000 ft
Rate of Fire: once every 2 rounds
Minimum Ship Size: Colossal
Purchase DC: 42
Restriction: Mil +3

Multi-Shot CHE Launchers
These are CHE launchers that can fire up to 6 missiles at once. If fired at a single target, treated as a fire-linked and battery of 3 missiles, dealing 9d12 ballistic damage, +2 to attack roll. Or can target up to 6 individual targets using a single attack roll at -5 for all targets. If less than 6 targets are selected, one additional missile will strike a random target already targeted by a missile. Carries enough missiles to fire 10 times before requiring reloading.
Magellans carries 4 additional reloads, but takes 1d4x5 rounds for each reload.


Magellan mk2
An upgraded version of the Magellan was developed after the One Year War, replacing the machine gun turrets with lasers for improved point defense systems, increased armour and improved engines to offset the added weight. The missile magazines were expanded and a pair of torpedo launchers are added for heavier strike capability. Six external ranks that hold two mechs or three RB-79 Ball units allow the Magellan mk2 to carry some mobile suits. The cargo bay is modified to retrieve and reload a single mobile suit or two RB-79s at once, but takes 2 rounds to enter or leave the bay. Although with these improvements, it still wasn't much of a match for Zeon ships.
Make the following changes to a Magellan to make it a mk2:
Add 10d20 die (+200 hit points);
Point Defense system deals fire damage (upgraded to lasers);
Add 2 additional reload for the Multi-Shot CHE Launchers;
Add two torpedo launchers with 6 mk1 torpedoes each, can fire fire-linked or individually;
Reduce cargo capacity to 1000 tons;
PDC +1

Torpedo Mk1
The first series of torpedoes were large, slow, took a long time to acquire a target lock, but had decent armour penetration and high damage. These torpedoes took between 5 and 10 seconds to lock on target, and once launched, weren't very quick, allowing anti-missile systems a chance to destroy them, or for enemy fighters to intercept and destroy them. This required the launching ship to fire the torpedoes at point blank range, putting the ship in range of many ship anti-fighter weapons.
Torpedo Mk1 (PL6)
Damage: 2d100
Critical: 20 x3
Damage Type: fire
Range Increment: -
Rate of Fire: 2 rounds
Minimum Ship Size: Gargantuan
Purchase DC: 41 for 4 torpedoes.
Restriction: Mil (+4)Note: Point defense systems gain a +20% chance to hit torpedo. Requires two rounds to fire, one round to aim, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 20) to remain steady, making an attack roll in the first round. The next round the pilot makes another attack roll with a +2 bonus to confirm target lock to launch the torpedo. If the first attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again with another full round aiming then firing on the second around.Enemy fighters can attack launched torpedoes, Def 11, 20 HP, hardness 10.
 

Well, a couple of other possible Tetsu Fiends... a "mastermind"-type that has a "rallying cry" power and some kind of vision-block ability (like smoke grenades) and a speed-type that attacks from unusual locations (dig/swim/flight).
 

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