CORELINE (D20 Modern/D20 BESM Setting).

Whoah. Has it REALLY been one and a half years? Time sure passes quickly...

As for that answer, well, I could recommend ya to go to the first post, which has the overall 'flavor text' for the setting.
 

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It's Homebrew, and I'm not planning to publish any of this.

Well, possibly collect it in some way in the future, but definitely not 'publish' it as in 'try to gain money'.
 

Taken from 'The Future Soldier's Battlefield Handbook', by Steampower Publishing.

NEW VEHICLE MODIFICATIONS

ARMORED PASSENGER COMPARTMENT:The interior of the vehicle is especially well-armored to protect valuable cargo or important passengers. The protection afforded is such that the passengers have a chance of surviving the destruction of the vehicle. For every five points of damage taken by the vehicle, each unit within only takes one point. If the vehicle is destroyed, every passenger takes 2d6 points of damage (Reflex save (DC 12) results in half damage). An armored passenger compartment may not be combined with gun slits.
CRAFT DC: 15.

GUN SLITS: Some vehicles are designed (or modified) to act as mobile fighting platforms for infantry. A vehicle fitted with Gun Slits has its Hardness reduced by 1, but half of all passengers may fire from the inside of the vehicle, gaining the benefits of cover while doing so. Passengers firing from a moving vehicle incur a penalty depending on the speed of the vehicle.
CRAFT DC: 10.

HANDHOLDS: The vehicle is fitted with handrails and safety fittings to allow passengers to ride on the outside of the vehicle. One-quarter of any passengers mounted in a vehicle may fire their weapons in any given direction (front, rear, left, right). Passengers firing from a moving vehicle suffer a -1 penalty to hit, in addition to the normal speed penalty. Passengers mounted in this way suffer the effects of any hits to the vehicle itself. Passengers mounted in this way may dismount as a free action, or mount as a move-equivalent action.
CRAFT DC: 10.

RAPPEL HARNESS: The vehicle is outfitted with specially-designed harnesses to enable the rapid deployment of troops. A vehicle must be stationary or moving slowly in order for passengers to deploy in this manner. If the vehicle is moving, rappeling passengers incur double the normal speed penalty to their Jump checks.
CRAFT DC: 12.

ROBOTIC BRAIN: The vehicle has been fitted with a robotic brain, effectively transforming it into a robot. In lower progress levels the brain might allow for the vehicle to be remote-controlled, wheras at higher progress levels the vehicle might be autonomous or even self-aware.
A vehicle equipped with a robotic brain may also have robotic sensors, skill software, feat software, ability upgrades (mental abilities only) and robot accesories.
CRAFT DC (Electrical): 15.

STEALTH TECHNOLOGY: A variety of methods have been developed over the ages to make a vehicle harder to detect, from sensor-deflecting shapes to reactive camouflage.

Sensor-deflecting shapes rely on the surface of the vehicle being angled in such a way that sensors such as radar are deflected and regiteres as being a much smaller and different-shaped object than they normally would. Sensor deflection only stops the vehicle from being detected by sensors-the vehicle appears as normal visually.

Sensor-absorbent material is designed so that sensor beams that strike it are absorbed and not reflected back towards the sensor, preventing it from detecting the vehicle. Sensor-absorbing material only stops the vehicle from being detected by sensors-the vehicle appears as normal visually.

Active sensor-cancellation technology uses advanced computer algorithms to detect incoming sensors and then project back a different frequency or sensor reading, canceling out the sensors or giving a different reading altogether. Active sensor-cancellation technology may be programmed so that the vehicle appears to a sensor as anything that the operator wishes it to, such a civilian vehicle or a much larger tank. Active sensor cancellation has no effect on visual identification.

Reactive camouflage is the pinnacle of stealth technology, using claking technology and optical arrays to make the vehicle appear as something completely different-or disappear altogether. Reactive camouflage works against both sensor and visual identification.

A vehicle equipped with stealth technology increases the DC to detect the vehicle by the amount given below.

+Sensor Deflecting Shape:
Spot DC: -
Sensor DC: +4.
PL: 5.
CRAFT DC: 20 (Res: Mil +3).

+Sensor-Absorbent Material:
Spot DC: -
Sensor DC: +6.
PL: 6.
CRAFT DC: 24 (Res: Mil +3).

+Active Sensor Cancellation:
Spot DC: -
Sensor DC: +10.
PL: 7.
CRAFT DC (Electronic): 28 (Res: Mil +3).

+Reactive Camouflage:
Spot DC: +10.
Sensor DC: +8.
PL: 8.
CRAFT DC (Electronic): 32 (Res: Mil +3).

THERMAL SIGHTS: Modifications to vehicle sensors and weapons sights can enable a gunner to spot a target even in complete darkness. The sights grant the crew of the vehicle darkvision, albeit with a -2 penalty to Spot checks made with them due to their relative imprecision. In hot climates, thermal sights work even less effectively, increasing the penalty to -4 or higher.
CRAFT DC (Electronic): 15.

TROOP TRANSPORT: The interior of the vehicle has been outfitted to carry one or more units of troops in relative safety, offering protection from all but the most direct of hits. Passengers carries within a troop transport may not fire unless the vehicle is also fitted with gun slits (see above). For every two points of damage taken by the vehicle, each unit takes only one point. If the vehicle is destroyed, each passenger takes 3d6 points of damage (Reflex save (DC 12) results in half damage). Passengers may enter or exit a troop transport as a move-equivalent action.

Some aquatic vehicles carry troops. Troops cannot deploy directly ashore from them-instead, they must use shuttle craft or small boats. Amphibious vehicles have no such problem and may deploy vehicles and troops directly ashore.
CRAFT DC: 12.

T.U.S.K. (Tactical Urban Survival Kit): Urban warfare has been traditionally the worse environment for a tank to operate in. The T.U.S.K. is a series of modifications made to an armored vehicle to compensate for the low maneuverability and high possibility of attack from close range.
A vehicle equipped with a T.U.S.K. gains a +4 equipment bonus to Defense against all attacks made from 60ft. of the vehicle, but applies a -2 penalty to Drive/Pilot checks due to the increased weight of the vehicle.
CRAFT DC: 15 + Vehicle's Hardness.


NEW STARSHIP SYSTEMS:

BOARDING CLAWS (PL 6):
Some vessels make use of telescoping arms to latch on to enemy vessels and bore throught their hull, allowing the deployment of large quantities of troops quickly into an enemy vessel. They are rarely used in modern warfare as few commanders wish to lock their ship so closely to an enemy vessel.
The pilot of a ship armed with boarding claws must succeed on a boarding maneuver. Success leads to each boarding claw clamping on to the enemy vessel and boring a hole in its interior, allowing troops to freely enter as though the two ships were one.
Note that because the docking mechanism is purely mechanical, boarding claws can be used to latch on to non-metallic hulls or ships using advanced armor. Once attached it takes 5 rounds to detach and retract boarding claws.
Only Colossal or larger-sized ships are big enough to use boarding claws.

Purchase DC: 12 + one-half the base Purchase DC of the starship.
Restriction: Restricted (+2).

DOCKING CLAMPS (PL 6).
Docking clamps are simply powerful magnetic clamps designed to firmly attach an assault shuttle or breaching pod to the exterior of an enemy ship. Docking clamps are also equipped with a docking mechanism comprised of cutting lasers and a rudimentary airlock to allow entrance to the attached ship.
A ship that completes a boarding maneuver agains an enemy vessel latches onto it, its cutting lasers affording entrance in 2 rounds.
Docking clamps may not be used against a non-metallic hull. Once attached it takes 1 round to detach again. Only Gargantuan or smaller-sized ships may be equipped with docking clamps.

Purchase DC: 10 + one-half the base Purchase DC of the starship.
Restriction: Restricted (+2).

----------------------------------------------------------------------


BOARDING:​

With great finesse and daring, the pilot positions his ship close enough to an enemy vessel to begin boarding with docking clamps and boarding claws.

To succesfully board the target, the spaceship must first enter the target's square, then the starship's pilot must succeed at a Pilot check (the DC depends on the size and Defense of the target being grabbed). If the check succeeds, the starship successfully deploys its boarding procedures, boring through the hull or bursting open airlocks.
The two ships continue to occupy the same space until the boarding systems release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other so long as the two ships are grappled.

As an attack action, the grappled starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only try to free itself once per round.

A starship using a boarding system to latch onto another ship can release them as a free action, although boarding troops may take longer to withdraw to their ship.

BOARDING PILOT CHECK DCs:​

SIZE OF TARGET-----PILOT CHECK DC


Colossal-----5 + the target's Defense.

Gargantuan-----10 + the target's Defense.

Huge-----15 + the target's Defense.

Large-----20 + the target's Defense.

Medium-size-----25 + the target's Defense.

Small-----30 + the target's Defense.

--------------------------------------------

NEW SKILL USE: JUMP (RAPPEL).
It's not that hard to describe: grab the rope, slide down it, and try to hit the floor without breaking something.

The same check is used regardless of the exact rappeling method used.
A character may rappel any distance as a free action with a succesful Jump check (DC equal to the distance rappelled). Failure indicates that the distance is still covered, but as a move action. If the check is failed by 10 or more, then the rappel is unsuccesful and the character falls, taking falling damage as normal.
 
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TED-Series
These robots are designed to be aids for researchers and explorers. The current model is the TED Mark VI.

TED Mark VI: CR 1/4; Tiny construct; HD 1/2d10; hp 2; Mas —; Init +2; Spd fly 30 ft (poor); Defense 16, touch 16, flat-footed 15 (+2 size, +1 Dex, +3 armor); BAB +0; Grap –10; Atk -2 melee (1, hand); Full Atk -2 melee (1, hand) or +1 ranged (2d8, laser pistol); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct; AL owner; SV Fort +0, Ref +1, Will +0; AP 0; Rep +0; Str 6, Dex 12, Con —, Int 12, Wis 10, Cha 5.
Skills: Computer Use +5, Knowledge (Earth and life sciences, history, physical sciences) +5, Read/Write English, Speak English.
Feats: Personal Firearms Proficiency.
Equipment: Compact laser pistol.

Frame: Biodroid
Locomotion: Rotor.
Manipulators: Hand, probe.
Armor: Duraplastic.
Sensors: Class IV sensor system.
Skill Software: Language chip (English), skill net (Computer Use 4 ranks, Knowledge (earth and life sciences) 4 ranks, Knowledge (history) 4 ranks, Knowledge (physical sciences) 4 ranks).
Feat software: Personal Firearms Proficiency progit.
Ability Upgrade: Intelligence (+2).
Accessories: AV recorder, vocalizer, weapon mount, robot repair unit.

MORGENROETE INCORPORATED 'MANHACK' HUNTER ROBOT.

The 'Manhack' robots are the first fully Post-Vanishing design by New Guinea-based Morgenroete, who is trying (maybe a little too fast and too violently) to distinguish itself from its base universe version.

The 'Manhacks' are little independent robots that are used in the hunt and pursuit of fugitives, packing an extremely limited A.I. and that are barely qualified to patrol zones and cut thru anything unidentified.
They are especially useful in closed areas where their victims cannot escape or evade them.

Their aspect resembles that of a tiny flying 'teapot' with several propellers in its center, where the camera and audio sensor are also located.

Manhacks understand speech (to obtain instructions) but are incapable of talking.

Purchase DC: 18
Restriction: Military (+3).
Manhack: CR 1, Tiny-size construct; HD 1/4D10; hp 2; Mas -; Init +5; fly (good) 35 ft.; Defense 22 (+5 Dex, +5 equipment, +2 size), touch 17, flat-footed 17; Bab +0; Grp -7; Atk +3 melee (1d10+1, small chain saw); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits; AL owner; SV Fort +0, Ref +5, Will +0; AP 0; Rep +0; Str 12, Dex 20, Con -, Int -, Wis 10, Cha 1.
Skills: Spot +2, Listen +2, Pilot +2.
Feats: Exotic Prof. (Chain Saw).

The Morgenroete 'Manhack' robot has the following systems and accessories:
Frame: Armature
Locomotion: 2 rotors.
Manipulators: -.
Armor: Alumisteel.
Sensors: Class I sensor system.
Skill software: Spot skill chip (4 ranks), Listen skill chip (4 ranks), Pilot skill chip (4 ranks).
Ability upgrade: Dexterity upgrade (+6), Strength upgrade (+6).
Accessories: Weapon mount (small chain saw), Tool mount (gyroscope).
 

Please, for the love of Sanity, Collect this and give it an introduction and make it a bit more friendly to the person just stumbling upon it... :)
 

marcoasalazarm said:
She's the king example of the D20 Apocalypse 'Scavenger' Feat. Hell, I even forgot about her until now. Thanks.

To celebrate, a new Feat.

Small Size (Toon)
Some Toons are pretty damn tiny.
Benefit: The character is one size smaller than the average member of his species. Adjust stats for the new size normally.
Special: A character can take this feat more than once.




Actually (going off my memories of the Ranger Wing) she probably is one of the few non-human Toons outside the KND w/the necessary training to build some kind of analogue of 2X4 tech....

{.....these skills actually seem to have originated in the Disneyverse to begin with. It is suspected, in fact, that they arose in the KNDverse through some sort of paradimensional bleed........}
 
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marcoasalazarm said:
A small quick request here, fellas:

I need stats for the following vehicle:

The SA-43 'Hammerhead' fighter (from 'Space: Above and Beyond'). I was thinking of giving it to the Coreline USMC.

For online resources, the standard seems to be here, and some fanfic variants here.

Now for a first stab at stats under D20 Future:

Modifications to PL6 Fighter base hull:

Engines: Change Ion Engine to Fusion Torch; add Hydrogen Injectors
Weapons: Replace both fusion guns with a rail cannon (modified for semi-auto fire) and a CHE missile launcher.
Defenses: Replace Sensor Jammer with Point Defense
Sensors: Add Missile Lock Alert

-Even with the changes, base DC is still 48

-Engine choice of Fusion Torch due to the craft appearing to still be in the early stages of PL6, thus not really justifying the Ion Engine as presented in D20 Future.

-Weapons: I suggest rail cannon as the best representation of an weapon system. Why semi-auto? As presented so far in D20 Future the ability to fire on automatic only lets you blanket an area with a suppressive fire effect. For gaming purposes, one can assume each "shot" from the weapon to be a burst of fire. For the missiles, I would suggest throwing out the D20 Future rules that a missile launcher can only fire a certain missile. This will allow the Hammerhead to carry various payloads mission to mission.

-Defenses: Point Defense to represent the Hammerhead's chase armament (the mini-turret on it's dorsal side),...and for the simple fact that Sensor Jammers are next to useless against other military craft at PL6 since they should all be mounting Class III Sensors at that point.


Of course I have a less then enthusiastic opinion of D20 Future systems, but it is the standard. So, give me a bit and I'll throw up something using D20 Mecha.
 

Ahhh....I remember these little gems from my Cyberpunk 2020 days. Great little back-ups to carry when you just couldn't bring along anything in the "long-barrel" -category.

marcoasalazarm said:
New Gadgets:

Pistol Grenade.
This Gadget can be applied to any type of grenade modifying it to be fired through any pistol modified to accept the grenade round. This grenade uses the range of the pistol instead.
Restriction: Grenades Only.
Purchase DC: +1 (Mil).

Pistol Grenade Adapter.
This Gadget adapts a dedicated 'bullet trap' to the end of the weapon's muzzle that propels the Pistol Grenade.
This Gadget can also be used to represent Rifle Grenade systems.
Restriction: Ranged Weapons Only.
Purchase DC: +1 (Mil).

Some observations.

1) These are to be fired from a pistol (and I'd also suggest the option for an SMG as well). They'll have to be rather small. CP2020's were 25x50mm, roughly the size of a smallish shotglass. This is going to reduce the "bang" somewhat, lower even then 40mm launcher rounds. Advances in explosive and material tech will off-set this somewhat. Now, in D20 Modern a fragmentation hand grenade does 4d6 in a 20' radius, while a 40mm launcher frag does 3d6 over a 10' radius. Following that progression, a 25mm pistol/SMG grenade is in the range of 2d6 over 5' radius; though one or the other (likely radius) could be kept like a 40mm. But then consider in D20 Future a PL5 shrapnel grenade is 5d6 over a 20' radius. So, with the march of technology maybe consider a pistol fragmentation grenade 3d6 damage at 5' or even 10' radius (though I would keep with 5' as you will see next).

2) Given the fact that the grenade is launched either by way of a bullet trap or shoot-through mechanism, it's going to have a shorter range increment then pistol round. Also, firing it using low mass, small caliber rounds will shorten it's reach. Figure the weapon must be at least a 9mm. Say a 20' range increment for 9mm and .38" caliber and a 30' range increment for 10mm and higher. (Gonna have to think some more on the matter if we start talking about high-velocity PDW rounds like FN's 5.7mm or H&K's 4.6mm)

3) Rounds available. This was the great draw for using them in CP2020, a variety of effects in small, concealable packages.

-Concussion: 3d6 (non-lethal), 10' radius, Fortitude save (DC 15) to avoid being stunned. This is in addition to any save for non-lethal damage.

-Flash Bomb: (rules pending)

-Tear Gas or Smoke: 1st round covers adjacent 5' squares, 2nd covers a 10' radius, half the duration of normal smoke or CS but full effect.

-HEP Cratering round: (rules pending)(this round is plastic explosive in a thin case. When it strikes a target it splits open and 'pancakes' across the surface, then detonates. This sends a shockwave through the structure. This type of round was used in WW2 and later for bunker demolition. The shockwave would concuss those inside and the shock could also cause the interior of the armor to scab off at high speed, turning protective armor into a fragmentation blast for those inside. In CP2020 these were useful in hurting 'borgs and those in power armor)

marcoasalazarm said:
New Weapon: Great Chainsword (Simple Weapon)
This nasty piece of machinery is designed to deal extreme damage and rip opponents to shreds.
Damage: 4d8.
Critical: 18-20.
Damage Type: Slashing.
Range Increment: -
Size: Large.
Weight: 20 lbs.
Purchase DC: 17.
Restriction: Illegal (+4).


On the subject of weapons: On the two-handed chain sword I would suggest the damage changed to 3d8. Why? Well it follows D20 weapon damage progression. Consider, a longsword does 1d8 while a greatsword does 2d6, which just happens to be the same damage you get when you scale up a 1d8 weapon from Medium user to Large. So, if we consider a chainsword similar to a longsword and the two-handed chainsword it's greatsword-equivilent, then looking at the damage progression table in the 3.5 PHB we see that a 2d8 weapon at Medium becomes 3d8 at Large.

marcoasalazarm said:
T.U.S.K. (Tactical Urban Survival Kit): Urban warfare has been traditionally the worse environment for a tank to operate in. The T.U.S.K. is a series of modifications made to an armored vehicle to compensate for the low maneuverability and high possibility of attack from close range.
A vehicle equipped with a T.U.S.K. gains a +4 equipment bonus to Defense against all attacks made from 60ft. of the vehicle, but applies a -2 penalty to Drive/Pilot checks due to the increased weight of the vehicle.
CRAFT DC: 15 + Vehicle's Hardness.

I don't think this really captures what goes into a TUSK set-up. Here's a look at the mods:

LAND_M1A2_TUSK_lg.jpg


So what would a TUSK give an M1?

-Commander's Remote Weapon Station: Track commander can fire the .50 cal from under-armor and with thermal sighting.

-Loader's Gunshield: Now the loader gets armored cover while using his M240.

-Rear Thermal Camera (not shown above, but proposed): Driver now not only can see behind the tank, but in thermal too.

-Reactive Side Armor: Any shaped charge hits to the side have a chance of losing their Armor Piercing effect. Course the more times the reactive armor is hit, the greater chance a round can find a gap. Also hard on dismounts to the sides when it goes off.

-Rear Slat Armor: Tail protection from shaped charges. Need to think over rules on how it would differ from reactive armor in operating mechanics.

-Infantry Phone: Let's dismounts talk to the crew via the intercom. May not seem like much, but a rather useful tool.

-Lots of extra thermal sighting equipment.
 
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