CORELINE (D20 Modern/D20 BESM Setting).

Imagine someone over on Mandalore making a pure Beskar Gundam…
That would require a massive amount of Beskar. It's only found in two locations, and while technically found in larger quantities than vibranium, vibranium can technically be found in locations not on Earth, as it came from space.
But damn would it survive a lot of damage. Technically weaker than Gundamium, but better against lasers, blasters, which could include beam weapons if one classified them as lasers, or not if classified as particle weapons due to using different particles. But then blasters are a hybrid of lasers.. I gotta check my notes.
Beam weapons pretty much are lightsabers, so Beskar is better, slightly, than Gundamium, without the necessary anti beam coatings or fields
 

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I'm pretty sure Beskar would be one of the materials that it is impossible to create using a replicator, along with latinum, Gundanium/GND ore, etc.

Also, don't all energy attacks ignore damage reduction? You'd need resistance to energy for that, right?

Gundanium should also have resistance to beam weapons and possibly fire, but not to the degree that Beskar does against Star Wars energy weapons.
 
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I'm pretty sure Beskar would be one of the materials that it is impossible to create using a replicator, along with latinum, Gundanium/GND ore, etc.

Also, don't all energy attacks ignore damage reduction? You'd need resistance to energy for that, right?

Gundanium should also have resistance to beam weapons and possibly fire, but not to the degree that Beskar does against Star Wars energy weapons.
Damage resistance is basically all damage. energy generally by passes hardness.
 



Project Simulant

Project Simulant was a mysterious initiative undertaken by a group of commissioned scientists, creating reproductions of various zerg specimens using entirely terran technology, or so they said. Whether they were successful or not is anyone's guess, as the team unexpectedly vanished.

CENTRAL OFFICES: Space station orbiting Korhal III
MAJOR REGIONAL OFFICES: Several other research and sales facilities throughout Koprulu sector, 2 large research ships that are roaming the Alpha Quadrant.
MAJORITY STOCKHOLDER: Unknown
INFORMATION:

The project began with construction of a mechanical drone that could be used during target practice and test alternate combat techniques and weapons, but soon grew much larger, including orverloads, zerglings, mutalisk and others. Unfortunately eventually the robotic zerg became uncontrollable and destroyed the lab and all staff.
In Coreline, Project Simulant wasn't destroyed, and had greater control of their robotic zerg. As the staff discovered other aliens and creatures, they began creating robotic versions after getting examples to study and replicate. Some are custom ordered by clients that bring them samples to replicate. The main facility is a large station in orbit of Korhal III, which has a large sales and storage area, multiple levels of research, development and manufacturing facilities. An extensive defensive fleet patrols around the planet and throughout the system. There are testing areas on Korhal III, where clients are given live demonstrations of several simulants combat and non combat capabilities, depending on the simulant in question.
Several smaller research, sales, manufacturing and mining facilities are spread around the Koprulu sector to prevent centralizing everything, although primary manufacturing is done at the Korhal III facility. Two large research vessels, plus escort fleet, with mining and manufacturing equipment, roams the Alpha quadrant currently, collecting samples of new creatures and attempting manufacturing of prototypes of new simulants. If the ships can't produce the prototypes, copies of all materials are rushed to the main facilities in Korhal for manufacturing and testing.

Simulants are robotic versions of living creatures, particular zerg, using technology of terran technology of Terran Dominion, to be as close to the originals as possible, including any abilities, using technological equivalents. This includes, for the simulant zerg, the ability to evolve into other zerg that the original can, such as larva turning into almost any other zerg strain, similar to the original. In terms of behaviour, simulants will act like the original creatures they are based on, but obey the commands of their controllers
Available simulants include baneling, brood lord, corruptor, drone, hydralisk, infestor, larva, lurker, mutalisk, overlord, overseer, queen, ravager, roach, swarm host, ultralisk, viper, zergling. Simulants of Earth based creatures are also available.

Simulant Traits
Simulants are robotic versions of a creature, using technology to replicate its abilities.
Simulants all have the following traits:
Type: Construct and gain Simulant (type of the original creature). Simulant are constructs, but do behave same as their organic versions. As constructs, they are non living, thus have no CON score, but for Fortitude saves for abilities, saves, that can affect objects, have the equivalent 'CON' bonus based on size: Small +0, Medium +1, Large +2, Huge +3, Gargantuan +4, Colossal +5, although some specific units may have a greater bonus, noted as only a modifier in the CON stat field. As constructs, their hit dice change, but only to the next size up, and if already at d12, gain a bonus die of hit points. Gain bonus hit points based on size. Also immune to poison, death by massive damage, mind influencing effects unless they can also affect constructs. However uses original type for attacks, saves, skills and feats.
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.
Hit Dice: Simulants use one type higher of the base creature. If the base creature is d12 already, gains one additional hit die. Gain bonus hit points like constructs.
Repair* (Ex): If the original had fast heal or regeneration, this is now replaced with repair. Able to repair damage over time. Fast heal just repairs Hit Point damage, not able to replace destroyed limbs, unless specified in the specific simulant stats. Regeneration will actually replace destroyed limbs over time, but at double the time of organic versions. Magic healing, or first aid methods do not work on the simulant, unless can also affect objects.
Abilities that drain ability scores, or deal wounds (wounding weapon ability) do not affect the simulant unless also affects objects. If the original had such abilities, it can still perform these abilities, but any that would heal hit points of the simulate upon doing damage to the original target only affect objects or heavily armoured targets.
Controller (Ex): Simulant are controlled by a central unit that is keyed to an owner, which can allow up to 5 recognizable 'owners' per 50 simulants, Adding or removing an owner takes a Computer Use check DC 20 and 1 hour to program, as requires blood sample, and scans of the owner's voice, retinal, finger prints, and other bio scans so that it is incredibly difficult to falsify the identity of an owner. The main controller unit itself is a large device that is about 5 by 5 by 3 foot, containing powerful communication systems to link to simulant. It has several hand held units which are carried on its owners which help identify them and allow the owner's communication units to link to the main controller unit to give orders to the linked simulant units. Simulants can't disobey their owners, and will not attack their controllers. If orders from different controllers contradict each other, the orders of the owner that has been programmed the longest override all others.
PDC: use base price of robot with similar body plan and locomotion, maniuplators and equipment from d20Future, plus +1 for each additional special equipment/ability, +1 for every HD over 10.
 

Thinking it over… does this setting counts as “Isekai”? The answer is “yes”, but it is primarily a “Reverse Isekai” (the otherworldly stuff invading ours).

There is this anime out there named “Re: Creators” that fits here as an example of the “Reverse Isekai” and showcasing the “Authored Rage”, but it has a lot of flaws. It’s like 12 episodes so it runs very fast, it’s very (very) talky, action sequences are sparse and some would say not good, it was made by a writing team that includes the Urobutcher and the creator of “Black Lagoon” so take that under consideration if you don’t like their storytelling style, the ending is extremely heavy in the “bitter” side of bittersweet if not outright dreary, the villain is an outright Sue (and I mean that it is lampshaded in-universe that she is some of these) and the protagonist of the show is not the first guy a player would like to replicate (less “Everyman” and more “…why are we following him, again?”. Guess they were going for replicating Rock from “Black Lagoon” but they missed the mark).

Not the best addition to this setting’s “Inspirational Appendix”. Added as a curiosity.
 

Ok, was trying to think of some kind of “anti-Mecha Specialist” Advanced/Prestige Class (or some kind of Feat ladder). Kind of some guys who do the “Shadow of the Colossus”/“Attack On Titan” thing but against Battlemechs (and Evangelions, and VOTOMS, and Mobile Suits…). They are utterly insane, yeah, but they achieve their goal.

One other sample of the Specialist is this OVA series named “Armor Hunter Mellowlink”. It’s a VOTOMS spin-off.
 

Clop Class
The Clop class, an Earth Federation a scaled down Ra Cailum battleship, filling the role of a light cruiser, replacing the Salamis class, introduced in UC0093. It has a narrow hull, with the forward half being the mobile suit catapult with other systems under it. At the rear are a set of 3 paired engines, two directly at the rear of the hull, and the other two in pods that are mounted below the hull sticking out to the sides. Under the bottom engine pods are long cooling fins that are almost blade-like in shape, one under each. Mounted on the sides of the hull, above the engine pods are six propellant tanks, three each side. These tanks are designed to be easily replaced for quicker refueling.
Armament, the Clop has a pair of twin mega particle guns, mounted on the sides just below the mobile suit hanger. These are supported by fourteen anti-aircraft guns for point defense system, and six missile launchers mounted in the forward hull below the catapult, typically carrying CHE missiles, although other warheads can be mounted. The mobile suit hanger can carry 6 mobile suits. Due to the placement of the mega particle guns, it can't fire directly behind.

Clop (PL 5-6)
Type: Mediumweight
Subtype: Light Cruiser
Size: Colossal (-8 size)
Tactical Speed: 3500
Defense: 7
Flat-Footed Defense: 8
Autopilot Defense: -
Hardness: 30
Hit Dice: 190d20 (3800 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 958 ft
Weight: 29,830 tons (increase)
Targeting System Bonus: +3
Crew: 65 (trained (+4)
Passenger Capacity: 15
Cargo Capacity: 2200 tons
Grapple Modifier: +16
Base PDC: 64
Restriction: Mil +3

Attack:
Twin Mega Particle Cannon -5 ranged 15d20 energy, x4, 6000 ft and Twin Mega Particle Cannon ranged;
Or Twin Mega Particle Cannon -5 ranged 15d20 energy, x4, 6000 ft and Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20;
Or Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20. and Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20.

Attack of Opportunity:
Point defense system -5 ranged (3d12x10 ballistic)

Standard PL(5-6) Design Spec: mobile suit hanger (6 mobile suits), mobile suit catapult, heat radiators
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: twin mega particle cannons (2), 6 Tube Multi-shot CHE missile
Grappling Systems: None
Notes: The layout of the mega particle cannons prevents them from firing directly to the sides.

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: 1 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 three 2 missiles, dealing 9d12 ballistic damage, +2 to attack roll. Or can target up to 6 individual targets using a single attack roll at -4 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.
Clop carries 2 additional reloads, but takes 1d4x3 rounds for each reload.

Mobile Suit Catapult
This device is a magnetic launcher used to launch a mobile suit from the ship carrying it. If mobile suits are ready, it can launch a mobile suit each round. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems.

Heat Radiators
The two large fins that extend from the outer engine pods are large heat radiators, capable of dissipating heat quickly. This allows the mega particle cannons, for 5 rounds declared by the gunner, capable of firing once every round instead of once every two rounds, but afterwards can't use this ability again for 3 minutes (18 rounds). Alternatively for 5 rounds at a time, the pilot can increase the speed to 4000 ft, but requires a 5 minute (30 rounds) cooldown before doing so again, as heat is directed through the heat radiators. The two abilities can't be used at the same time as it is too much heat for the radiators to handle.
 

Reinforce Class
This upgraded version of the Clop released in 0153, saw the first major changes, shortening the hull to 249 m, replacing the 3 pairs of engines into a single large engine block made up for two outer large engines, and four smaller ones, with the removal of the cooling fins. Instead of the two large fins, two smaller fins line the lower hull under the mobile suit catapult. Two other major changes include the bridge can retract into the hull, with only the sensors still exposed on top; and a mobile suit recovery deck is mounted at the rear, on top of the engine block. Instead of external fuel tanks, they were all mounted inside to protect them from enemy fire. Another changes includes a Minovsky craft system, which allows the ship to hover above the ground without using fuel, allowing this version, in combination of the beam shields, to enter a planetary atmosphere and float above the ground. The beam shield helps protect the ship from beam weaponry, which was becoming increasingly common on mobile suits, and mega particle weapons of other capital ships.
Armament wise, the Reinforce class mounts two additional twin mega particle guns on either side of the engine block, but these also can't angle directly to the sides. The missile launcher count is reduced to only four launchers, mounted in the forward hull, below the catapult, and the anti-aircraft guns are reduced to fourteen turrets, but are now triple barreled, with slightly improved targeting that allows fewer weapons, with more power, to maintain the same level of defense as the original fourteen single barreled version.
While the number of mobile suits carried in the hanger is the same at six, with the addition of the mobile suit recovery deck, the Reinforce can launch and recover mobile suits at the same time without interfering with the launch of other mobile suits.

Reinforce (PL 5-6)
Type: Mediumweight
Subtype: Light Cruiser
Size: Colossal (-8 size)
Tactical Speed: 3500
Defense: 7
Flat-Footed Defense: 8
Autopilot Defense: -
Hardness: 30
Hit Dice: 195d20 (3900 hp), beam shield (975 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 958 ft
Weight: 29,830 tons (increase)
Targeting System Bonus: +3
Crew: 65 (trained (+4)
Passenger Capacity: 15
Cargo Capacity: 2200 tons
Grapple Modifier: +16
Base PDC: 64
Restriction: Mil +3

Attack:
Twin Mega Particle Cannon -5 ranged 15d20 energy, x4, 6000 ft and Twin Mega Particle Cannon ranged;
Or Twin Mega Particle Cannon -5 ranged 15d20 energy, x4, 6000 ft and Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20;
Or Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20. and Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20.
Optional all four turrets linked in battery range -1 15d20 energy, x4, 6000 ft (forward only) and Multi-shot CHE missile launcher -5 6d12, ball, 19-20.

Attack of Opportunity:
Point defense system -5 ranged (3d12x10 ballistic)

Standard PL(5-6) Design Spec: mobile suit hanger (6 mobile suits), mobile suit catapult, heat radiators, retractable bridge
Engines: fusion torch drive, thrusters
Armour: vanadium
Defense Systems: autopilot, radiation shielding, point defense system, beam shields
Sensors: Class III, targeting system
Communications: Radio & Laser transceivers
Weapons: twin mega particle cannons (4), 4 Tube Multi-shot CHE missile
Grappling Systems: None
Notes: The layout of the mega particle cannons prevents them from firing directly to the sides.

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: 1 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 4 missiles at once. If fired at a single target, treated as a fire-linked and battery of two 2 missiles, dealing 9d12 ballistic damage, +1 to attack roll. Or can target up to 4 individual targets using a single attack roll at -3 for all targets. If less than 4 targets are selected, one additional missile will strike a random target already targeted by a missile. Carries enough missiles to fire 12 times before requiring reloading.
Reinforce carries 2 additional reloads, but takes 1d4x3 rounds for each reload.

Mobile Suit Catapult
This device is a magnetic launcher used to launch a mobile suit from the ship carrying it. If mobile suits are ready, it can launch a mobile suit each round. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems.

Heat Radiators
The two fins that extend from the underside of the forward hull are heat radiators, capable of dissipating heat quickly. This allows the mega particle cannons, for 5 rounds declared by the gunner, capable of firing once every round instead of once every two rounds, but afterwards can't use this ability again for 3 minutes (18 rounds). Alternatively for 5 rounds at a time, the pilot can increase the speed to 4000 ft, but requires a 5 minute (30 rounds) cooldown before doing so again, as heat is directed through the heat radiators. The two abilities can't be used at the same time as it is too much heat for the radiators to handle.

Beam Shield
Beam shields are derived from beam saber and weapon technology, designed to stop these types of weapons. They provide hit points similar to other shields, but are particularly effective against beam, mega particle, particle and plasma weaponry. Other types of energy weapons, such as lasers, physical weapons are not affected by the beam shield.
Beam shields provide 20 hp per HD of the ship equal to one-fourth the starship's overall hit dice (rounded down), with beam, mega particle, particle and plasma weaponry having their damage reduced by 75% damage, with critical hits only having damage reduced by 25%. All other energy weapons deal 25% of their damage to the shield and the rest to the hull, with critical hits bypassing the shields. All physical attacks by pass the shield completely.
PDC:
Restriction: Military (+3)
Note:

Retractable Bridge
The bridge and all systems below it in the tower structure are capable of retracting into the hull, reducing the vulnerability of several of the ship's critical systems. As a free action on either the captain's, first officer, or weapon's officer turn, the bridge will begin lowering, taking a full round action, completed at the start of who initiated the action's next turn. Once the bridge is retracted, all critical hits have a 25% chance of turning into a regular strike. However, if the ship were to lose sensors, the crew is effectively blind as they can't see out, and must raise the bridge to see without the aid of sensors. While the bridge is retracted, all bridge crew, and another 25% of the crew which are in the tower are protected further, if using the critical hits optional rules, reduce chance of crew injuries or death by 10%. Unfortunately this added protection makes it a little harder to get into and out of the areas, taking 2 full rounds longer to enter or leave, and in the event of full power failure, adds an additional 3 rounds due to the heavy shielding and bulkheads that are harder to move.
 

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