CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
Well, "Shinji and Warhammer 40K" and any universes based on the "Adeptus Evangelion" RPG have mecha-sized Bolters. Would be a manner of either adapting them for Gundam use or modifying the action so it can be mounted on a different frame... or resizing as needs be.

And Bolt rounds are gyrojets that actually work and even better than real life, so there is also that (figuring out how to make them work on a Mecha-sized scale from basic reverse engineering).

How about also the Gundam Firewall? Designed purely for firefighting work. Think this Gundam PSA but up to eleven.

https://en.m.wikipedia.org/wiki/File:Gundam_firefighting.jpg
A mech sized gyrojet would basically just be a rocket launcher :p or similar to the rocket assisted artillery rounds.. just scaling up the type of warhead that the bolters use then..

An Eleven fire fighting gundam? ok. Would you say that one in the pic is a 79 or other model? (Or I can just take one of the models I got now and throw together a few ideas).. yeah.. Ok, I'll throw together a few fire fighting models based on one of the Gundams I've already produced and see if I can't crank it up to 11.
 

kronos182

Explorer
Hydra Power Armour mk2
The mk2 version of the Hydra Power Armour looks the same, although the helmet is able to raise and turn more than the original, and is a little narrower. Most of the improvements are all hidden under the armour, including improved actuators for improved speed, improved sensors and includes a few extra systems. The left shoulder has a retractable grenade launcher that has a divided ammo bin to allow up to 3 different types of grenades to be loaded, while the right shoulder has a retractable automatic rifle. The right arm has a retractable blade for additional melee combat. These armours are usually given to elite members and special agents.
The mk2 retains the power system of the original, as well as the ability to enhance its repulsor weapons with the force of attacks the armour takes, however a few safety features were installed to reduce the chance of overload and the damage it might cause.

Hydra Power Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 55
Base Speed: 30 ft.
Height: 7.5 ft.
Weight: 390 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +6
Hardness: 15
Max Dex Bonus: +2
Armour Check Penalty: -8
Purchase DC: 38
Restriction: Mil (+3), Hydra
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 30 grenades, can be divided into 3 different types, 10 each), HK G3 (200 rounds). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity.

Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.
Its reach is 5 feet, and its base speed is 25 feet.
Base Purchase DC: 37.
Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit
Boots: 1 slot.
Helmet: Cockpit.
Left arm: Repulsor Cannon.
Right arm: Repulsor Cannon.
Shoulder: Power Core
Torso: Cockpit

Repulsor Cannon
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.
(4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a)
Damage: 3d8 laser / 5d10 plasma cannon
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 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.

Power Core
The Hydra Power Armour mk2 is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.

Assault Rifle
Mounted on the rightshoulder is a retractable assault rifle, based on the Talon rifle
Damage: 2d8
Critical: 20x2
Damage Type:ballistic
Range Increment: 70ft
Rate of Fire: S, A
Ammo: 120 Internal

Grenade launcher
Mounted on the leftshoulder is a retractable grenade launcher that can switch between up to 3different types of grenades. Typically loaded are fragmentation, explosive andsmoke grenades.
Damage: varies bygrenade
Critical: -
Damage Type: variesby grenade
Range Increment: 60ft
Rate of Fire: Semi
Ammo: 30 internal,divided into 3 groups of 10, which can be all the same, or 3 different types.
Switching grenadetypes is a free action.

Melee Blade
The right armcontains a retractable blade for use in melee combat, or as a tool.
Damage: 1d10 + Strmodifier
Critical: 19-20x2
Damage Type:Slashing


Vanguard
An elite soldier, used as trouble shooters and commandos, trained to take advantage of weakened opponents, making them excellent support units for small squads. Many Vanguards act as squad leaders or become leaders later in their careers. Vanguards are one of the few soldiers that can be assigned a Tesseract Pistol.

Mid Level Hydra Soldier (Fast Ord 3/Tough Ord 3, Dedicated Ord 2)
CR: 6
Size: Medium-size human
HD: 3d8+6 plus 3d10+6 plus 2d6+6, hp 55
Mas: 15
Init: +2
Speed: 30 ft
Defense: 20, touch 18, flat-footed 18 (+2 Dex, +7 Class, +2 Light Hydra Armour)
BAB: +5
Grapple: +6
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: Flesh Wound
Special Qualities: For the Cause, Hydra Training, Executioner
FS: 5 ft by 5 ft
Reach: 5 ft
Allgience: Hydra
Saves: Fort +5, Ref +5, Will +4
Action Points: +0
Reputation: +3
Abilities: Str 13, Dex 15, Con 15, Int 10, 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.

Executioner
The Vanguard is trained to take advantage of disabled foes. When the Hydra Vanguard attacks a target that is Stunned, Dazed, Slowed or unconscious that is within 30 feet, gains a +1 to attack rolls and deals an extra +5 damage against that target.

Flesh Wound
Vanguards are trained to disable or slow targets to make them easier to take down or capture. As a full round attack, the Vanguard can opt to make a Flesh Wound attack, dealing half damage with their attack, suffering a -2 to attack roll and the target must make a Fort save DC 12 + Vanguard Wis Modifier (DC 13) or be Slowed. A Slowed character suffers -10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round for 1d4+2 rounds or healed. Multiple successful Flesh Wound attacks penalties stack and extend the duration by 1 round. A character who's speed is reduced to 0 is immobile.


Hydra MCU Weapons
Hydra Tesseract Pistol
During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These pistols are extremely deadly to organic beings, able to vaporize a human, but not as damaging to inanimate objects. Although powerful, producing the ammunition for these weapons is difficult and thus these weapons are only assigned to officers and elite units.
In Coreline, Hydra has a limited number of these, and while they do not have a Tesseract, they can reproduce the energy, although it is expensive and difficult, so these weapons are only given to elite units and high ranking officers.

Hydra Tesseract Pistol (PL 6-7 Personal Firearms Proficiency)
Damage: 3d10-1
Critical: 20 Disintegrate
Damage Type: Energy
Range Increment: 40 ft
Rate of Fire: S
Size: Medium
Weight: 4.2 lbs
Ammo: 40 box
Purchase DC: 22 Mil (+3) (Hydra Only)
Notes: On a critical roll (natural roll of 20), a target up to a large sized creature (typical humanoid) must make a Fort save DC 28 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.
Special Power Packs - These pistols require special power packs, with a PDC of 14 each, but can only be gotten from Hydra.


Hydra Arnimhilation 99L (Tesseract) Rifle
During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These rifles are extremely deadly to organic beings, able to vaporize a human, but unlike the pistols, can easily damage inanimate objects, although can't vaporize them. Although powerful, producing the ammunition for these weapons is difficult and thus these weapons are only assigned to officers and elite units. The Arnimhilation 99L was a silver tube shaped rifle, with a forward pistol grip for added stability, black butt stock typically wood or metal coated with rubber, and a basic sight built into the top. The energy pack fits into the bottom just in front of the trigger guard.
In Coreline, Hydra has a limited number of these, and while they do not have a Tesseract, they can reproduce the energy, although it is expensive and difficult, so these weapons are only given to elite units and high ranking officers.

Hydra Arnimhilation 99L (Tesseract) Rifle (PL 6-7 Personal Firearms Proficiency)
Damage: 4d12 + Knockback
Critical: 20 Disintegrate
Damage Type: Energy
Range Increment: 90 ft
Rate of Fire: S
Size: Large
Weight: 12 lbs
Ammo: 40 box
Purchase DC: 23 Mil (+3) (Hydra Only)
Notes: Targets of medium size or smaller must make a Fort save DC 12 or be knocked back 1d4x10 feet, and if strikes an object before reaching the total distance suffers 1d6 subdual damage per 10 feet after the first 10 feet, and knocked prone. A successful save the target is pushed back 5 feet and is Dazed for 1 round.
On a critical roll (natural roll of 20), a target up to a large sized creature (typical humanoid)must make a Fort save DC 28 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.
Special Power Packs - These pistols require special power packs, with a PDC of 14 each, but can only be gotten from Hydra.
 
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Lord Zack

Explorer
If you want an extremely heavily armed mobile weapon there are plenty to choose from out there. From the PF-78-1 Perfect Gundam and its successors the FA-78-1 Full Armor Gundam and the FA-78-2 Heavy Gundam to the RX-78GP03 Gundam Dendrobium and the MSZ-010 Double Zeta Gundam and many more in just the Universal Century alone. Also there is this crazy thing

There is something I am working on though. Project V2 is a mobile suit development project led by Tem Ray under the aegis of the UEFA's SNRI. Its aim is to reexamine the designs of the original Project V in the light of modern mobile suit technology, not to mention the technology of other universes. The three main designs the project is developing are the Gundam II, the Guncannon III and the Guntank IV. The Guncannon III is meant to be more than just a simple fire support unit, though it can fulfill that role more than adequately with its default backpack (which can be removed and replaced and is also compatible with the Gundam II and the RGM-122 Javelin). It is also compatible with a special Full-Armor System and Weapon System, which can also be used by the Gundam II. The Guncannon III's FSWS consists of a number of removable weapon systems and armor sections. With a full set it should be quite heavily armed and powerful.

With regards to heavy bolters as a mobile suit weapon, you could do it, but I'm not sure it would be the best choice. Mind you vulcans are already a secondary, back-up weapon, but I'm think there might be better options like auto-blasters or beam vulcans (already a thing in Gundam, though rare) might be a better choice. Or escorting your mobile suits with other units meant for anti-infantry use.

For the fire-fighting mobile suit, I'm thinking a variant of the RMS-116H Hobby Hizack might be a good basis. The Hizack is meant for flexibility and modularity, so it should not be too hard to mount firefighting equipment on it.
 
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Lord Zack

Explorer
I'll probably need to revise my Londo Bell roster in light of this story. I mean the RX-78-2 of the Amuro in this story gets destroyed in the climax of the original Super Robot Wars Coreline that I haven't finished writing, along with the White Base. So if Londo Bell has a RX-78-2, or the MSC-02, it's not those ones!
 

Lord Zack

Explorer
I am considering using the Earth Defense Command, but I'm not 100% certain how they would fit into Coreline. Would they perhaps be a part of AEGIS, like X-Com?

I've had an idea for a CMV (Coreline Mecha Variation), though I might need a little help with it. Basically, you take an Atlas BattleMech, take out the autocannon and replace it with a beam cannon. It might need better heat sinks, I'm not sure how much heat mega particle weapons might put out.
 
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Lord Zack

Explorer
I've been thinking about how to do "special attacks" in Coreline. If you use BESM d20, it is quite simple, but if you only use d20 Modern it is a bit trickier. You could create a class, like Turtle School Student or Disciple of Genkai, but often characters will have individualized sets of powers. Fortunately, there is a possible solution- the system introduced in The Tome of Battle: Book of Nine Swords. There is even a duplicate of this system for Pathfinder.
 

kronos182

Explorer
Some more Imperium of Man Space Marine weapons.

Heavy Bolter
The heavy bolter is a larger and heavier version of the bolt gun, generally used for anti-infantry or fire support roles. These weapons are used by many factions of the Imperium of Man, from the Imperial Guard as a heavy squad weapon, to the Space Marines as a heavy weapon. The larger projectile with more propellant gives it longer range and higher stopping power, making it capable of destroying light vehicles. A heavy carry handle on the top allows it to be carried easier, and fed from either a disintegrating belt or a 40-round high capacity box magazine.

Heavy Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d12+4 + 2d6
Critical: 20
Damage Type: balllistic +fire
Range Increment: 100 ft
Rate of Fire: S,A
Size: Large
Weight: 30 lb
Ammo: 40 box or linked
Purchase DC: 27 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Heavy Bolter. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. Ammunition: Box of 50 Heavy Bolts rounds has a PDC 13.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.

Variant Ammunition
Bloodshard Shells - This ammunition was developed by the Blood Angles and is filled with razor-filaments that are very effective against most armours. These rounds deal 3d12+4 ballistic damage, grant +3 to attack against targets wearing armour, or natural armour of +1 or greater, also ignores 2 points of DR. Against targets not wearing armour suffers -4 damage. PDC 15 for box of 30.
Dragonfire Bolts - These bolts release a gout of superheated gas that makes a mockery of cover. Deal 2d10 ballistic damage to anything struck + 4d6 fire damage to a 20 foot radius area. PDC 16 for box of 30.
Hellfire Rounds - These rounds replaces the normal armour piercing tip and explosive charge with a mutagenic acid delivered by multiple needles. Deals 2d10 ballistic damage + 4d4 acid damage to the target, plus 4d4 acid damage the next round, 3d4 acid damage the round after, and 2d4 acid damage the following round, then finally 1d4 acid damage the next. PDC 18 for a box of 30.
Inferno Bolts - These rounds have their explosive charges removed and replaced with a burning chemical. Deals 2d10 ballistic damage plus 3d6 fire damage, plus the next round deals 3d6 fire, then 2d6 fire the next round, and 1d6 fire the round after that. PDC 18 for a box of 30.
Kraken Pattern Penetrator Rounds - These rounds replaces the explosive charge with a solid adamantine/adamantium core for superior armour penetration, plus the additional mass of the round also transfers more kinetic energy to the target. Deals 4d12+10 points of ballistic damage, grants +3 to attack against armoured targets, or those with natural armour of +1 or greater, ignores 8 points of DR. Against unarmed targets suffers -1 die less of damage. PDC 20 for a box of 30.
Metal Storm Frag Shells - These bolts detonate before impact and spray shrapnel, shredding their victims. The user targets a square as the target, dealing 4d10 slashing damage to a 20 foot radius, Reflex DC 17 for half damage. The user can make a Knowledge: Tactics check DC 17 to better place the round and increases the Reflex save any victims in the blast area must make to 21. PDC 18 for a box of 30.
Seeker Bolts - These bolts are fitted with small maneuvering vents and a thermal tracker. Grants +5 to attack rolls against targets with a heat signature of a human or greater, dealing 2d12+8 ballistic damage, critical 19-20/x2. PDC 19 for a box of 25.
Shrapnel Bolts - These bolts are designed to form a blast of shrapnel shortly after leaving the barrel, excellent for close quarters combat, clearing tunnels, bunkers or for use in starship boarding actions. Deals 4d12+4 slashing damage in a 60 foot long, 30 foot wide cone, Reflex save DC 18 for half damage. Can not be fired in autofire. PDC 18 for box of 25.
Assassin Bolts - Hypersonic rounds used by very few chapters, mostly the Minotaurs, that replace the standard propellant with short-burn magna-fusion charges and the mass-reactive warhead with solid slugs, making their highly accurate and surprisingly long ranged. Deals 3d12+6 ballistic damage, crit x3, +1 to attack rolls, increase range increment by +30 ft. PDC 18 for box of 25.

Patterns
Accatran Pattern
The Accatran pattern MkVd heavy bolter is used by the Elysian Drop Troops Regiment, featuring integral bipod and a sight inside the carrying handle. The rear handle, trigger and trigger guard are resized to be used by normal human sized hands, even wearing armoured gloves.
Weight: +1 lb.
PDC: 27

Solar Pattern
The Solar pattern lacks the top carrying handle, but has a mounting on the bottom for vehicle or tripod mounting. Has a side mounted ammunition feed for linked ammunition only. A specially designed box can be fitted to the side, but takes longer (2 rounds), only fires in automatic mode.
Weight: -2
PDC: 25

Sol Militaris Pattern
This is a shoulder mounted bolter, produced during the Great Crusade and Horus Heresy, and thus uses .75 cal bolts, matching the caliber that is used in bolt guns and pistols. Designed to fit over the shoulders of Marine power armour and Terminator armour, fed from either large 80 round clips, or disintegrating links. Due to being shoulder mounted with gyroscopic stabilizers, when firing in autofire, the penalties to attack rolls are reduced by -2.
Weight: +10 lbs
PDC: 28

Storm Bolter
The Storm Bolter is a compact, double-barreled version of the boltgun. Resembling two boltguns attached side by side, fired by a single trigger, capable of withering fire without hindering maneuverability, granting the wielder enormous individual firepower. These weapons are used mostly by Terminators, as vehicle infantry defense weapons, with very few elite forces outside of the Space Marines and Adepta Sororitas within the Imperium of Man using storm bolters. Storm bolters can use the same ammunition as standard bolt guns, but due to both barrels firing, there is much greater recoil, meaning most normal humans have great difficulty wielding a storm bolter.

Storm Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipmen)
Damage: 3d12+6 + 3d6
Critical: 20
Damage Type: balllistic +fire
Range Increment: 90 ft
Rate of Fire: S,A
Size: Large
Weight: 21 lb
Ammo: 60 box or linked
Purchase DC: 27 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage). Each time the storm bolter is fired it fires two rounds (damage is adjusted for both barrels firing at once), autofire attacks have Reflex save DC increased to 17.
Medium sized creatures attempting to use the storm bolter suffer a -2 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 20, suffers -4 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the storm bolter. So a normal person, with Strength 20 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -4 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. Ammunition: Box of 50 .75 Bolts rounds has a PDC 12.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.


Melta Weapons
Melta weapons are heat-based weapons which work by sub-atomic agitation of the air. Targets on the receiving end are heated to the point of being vaporised. The effect on flesh is fearsome to say the least, while vehicles can be reduced to molten slag. Most melta weapons use highly pressurized pyrum-petrol gases with a two part injection system which forces the gases into a molecular state, which will vaporise just about anything. Unfortunately due the high power consumption and range dissipation, the weapon is only effective over very short distances, but anything caught in the blast is likely to be destroyed.

Melta Gun
The basic version of melta weapons, the melta gun is a heavy rifle with a heavy barrel shroud, however the weapon is nearly silent when it fires, only the target being superheated to the point of vapourization makes any noise, making these weapons an excellent anti-armour ambush weapon.

Melta Gun (PL7-8 Exotic Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 4d12
Critical: 20x3
Damage Type: Fire/Energy
Range Increment: 50 ft
Rate of Fire: Single
Size: Large
Weight: 23 lbs
Ammo: 30 box
Purchase DC: 27 Mil (+3)
Notes: Ignore 10 points of hardness/DR, Silent (-5 to detect the firing of the weapon), can only fire out to 5 range increments. Critical Vaporize, Inaccurate.
Inaccurate - Suffers -1 to attack rolls.
Critical Vaporize - Against organic targets, on a critical hit up to a large sized creature (typical humanoid), requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.

Patterns
Ultima Pattern 'Tank Killer'
The Ultima Pattern Melta Gun is produced mostly for the Ultramarines, and features one of the most efficient power systems of melta guns, able to fire more shots before needing to be reloaded.
Can fire 40 shots from a power pack.
PDC: +1

Accataran Pattern MkVIII
The Accataran pattern is used mostly by the Elysian Drop troops, features construction from lighter weight materials and carrying handle to make it lighter and easier to carry by normal humans.
Weight: 18 lbs
PDC: +1

Conflagration Meltagun
These meltaguns are crafted in limited numbers by Techmarines of the Salamanders Chapter, are of high quality, compact design, and have greater penetration and damage output, but have a much higher energy consumption. These weapons are generally only found among the Salamanders and Deathwatch. Gain +2 to attack rolls (+2 Masterwork), damage increased to 5d12+1, ignore 12 points of hardness/DR, but only have 20 shots per power pack.
Weight: 15 lbs
PDC: +4

Thermal Lance
The Thermal Lance has a longer barrel to increase range and accuracy, reducing heat beam dispersal, however it suffers a lower damage output. Damage is reduced to 3d12+4, range increment is increased to 80 feet, loses the Inaccurate (suffer -1 to attack rolls) quality.
Weight: 27 lbs
PDC: +1


Inferno Pistol
Inferno pistols are pistol-sized melta weapons, and are incredibly rare and nearly impossible for Artificers and Techs of Mars to build more. Inferno Pistols are heavy for pistols, making them not as accurate unless held in two hands, or in the hands of an Adeptus Astares marine.

Plasma Pistol (PL 7-8 Exotic Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 2d12+4
Critical: 20x3
Damage Type: Fire/Energy
Range Increment: 25 ft
Rate of Fire: Single
Size: Medium
Weight: 15 lbs
Ammo: 30 box
Purchase DC: 28 Mil (+3)
Notes: Ignore 7 points of hardness/DR, Critical Vaporize, Inaccurate.
Inaccurate - Suffers -1 to attack rolls.
Critical Vaporize - Against organic targets, on a critical hit up to a large sized creature (typical humanoid), requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.


Multi-Melta
The Multi-Melta is a heavier version of the melta gun, typically with two barrels in an over-under design, with greater range and armour penetration, typically mounted on vehicles, although man portable version exist for the Space Marines of the Adeptus Astartes. The man-portable versions are incredibly power hungry and require two power packs to operate. They can work with one, however the payload is incredibly limited.

Multi-Melta (PL7-8 Exotic Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 1d6x10 +5
Critical: 20x3
Damage Type: Fire/Energy
Range Increment: 100 ft
Rate of Fire: Single
Size: Large
Weight: 30 lbs
Ammo: 15 box, holds 2 power packs (total of 30)
Purchase DC: 29 Mil (+3)
Notes: Ignore 15 points of hardness/DR, Silent (-5 to detect the firing of the weapon), can only fire out to 5 range increments. Critical Vaporize, Inaccurate.
Inaccurate - Suffers -1 to attack rolls.
Critical Vaporize - Against organic targets, on a critical hit up to a large sized creature (typical humanoid), requires the target to make a Fort save DC 30 or be disintegrated. A successful save deals 8d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 32.

Pattern
Firestorm Multi-Melta
Originally a modification of the base Multi-melta, it deals a bit more damage, but is also capable of increased rate of fire, even firing bursts. It is designed to hold 3 power packs.
Damage increased to 1d8x10+5, each power pack only provides 12 rounds, total of 36 with 3 power packs. Rate of fire is increased to Semi/Automatic, and is capable of firing 3 round bursts.
Weight: 33 lbs
PDC: 31
 
Last edited:

kronos182

Explorer
I've been thinking about how to do "special attacks" in Coreline. If you use BESM d20, it is quite simple, but if you only use d20 Modern it is a bit trickier. You could create a class, like Turtle School Student or Disciple of Genkai, but often characters will have individualized sets of powers. Fortunately, there is a possible solution- the system introduced in The Tome of Battle: Book of Nine Swords. There is even a duplicate of this system for Pathfinder.
I've done a number of special attacks for some of the templates or character's I've posted, I don't see any problems with them..
You're talking more about things like a given power has many different uses, which can vary from user to user.. Like Bending from Avatar, or Force users in Star Wars, right? In that case, Tome of Battle: Book of Nine Swords would be a good resource (I had to pull out my copy and re-read it as been awhile since I've used it) for such.

But generally.. special attacks are just attacks (or abilities) with limited uses that deal extra damage, or do something more than a normal attack. Look at Major America I created.. I created a number of unique abilities based on things we've seen him do in movies, and from a few games. In this case these are special unique to him only, and not part of the Super Soldier template applied to him, nor gotten from any class.

Now I started thinking of how Nine Swords could be applied to Bending..
 

Lord Zack

Explorer
I'm thinking more along the lines of the likes of the Hadoken and Kamehameha. I'm also thinking more for Player Characters, since of course you can customize NPCs however you need to.
 

kronos182

Explorer
I'm thinking more along the lines of the likes of the Hadoken and Kamehameha. I'm also thinking more for Player Characters, since of course you can customize NPCs however you need to.
Hadoken and Kamehameha.. question is are they class based or racial is first question.
Let's work on the Hadoken... most likely a Ki based attack.. so it'd be based on your Wisdom.. And if I remember correctly.. takes time to charge.. so a bare minimum it's a full round action, with a base damage of say.. 2d6 (so if able to learn at level 1, it's more damaging than many weapons), and say + Wis bonus. Then we can expand on it for a charge.. charge x rounds (can't do anything for that round) make a concentration or maybe a Will check.. deals +1d6 per round + 1d6 per point of Wis to really show the Ki bonus of your Wisdom.
Just off the top of my head. And only usable x + Wis modifier times per day.
 
Class based may work ... I mean, Saiyans don't know the Dragon Wave, or are strictly it's most powerful users. What they bring to the table is having more ki, I think.
 

Lord Zack

Explorer
As a Tome of Battle/Path of War maneuver you might base a basic Kamehameha might be based on lightning bolt, with there being additional variants or perhaps a way to augment them when you need the power to shatter a celestial body.
 

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