CORELINE (D20 Modern/D20 BESM Setting).

AnimeSniper

Explorer
A quick automated gun sentry..

Mk1 Gun Sentry (loosely based on the weapons from Aliens)
The Mk1 Gun Sentry is a fairly simple automated gun sentry, a .50 cal machine gun mounted on a tripod, fitted with motion sensors, very simple targeting system, fitted with either a drum or a box on on the tripod to feed the weapon via belt, and a battery to run the sensors and automated motors to move the weapon. The weapon can be set to autofire or single shot, depending on the user's preference. The user can also designate a 'safe' zone, usually behind the weapon, so that they can approach the weapon safely to reload or disarm it. It does have a remote shut off switch so the user can turn the weapon off before approaching if they don't designate a safe zone. The battery is good for 24 hours of operation, takes 3 hours to recharge. The whole system packs away into a case that is 5 ft by 3 ft x 2 ft, an takes 2 people 5 minutes to set up or take down. Each additional person reduces time by 1 minute to a minimum of 1 minute.

Mk1 Gun Sentury
Damage: 2d12
Critical: 20x2
Damage Type: ballistic
Range Increment: 110 ft
Rate of Fire: s, a
Size: huge (only takes up a 5 ft x 10 ft area, 5 ft high)
Weight: 85 lbs
Ammo: 100 drum or linked
Purchase DC: 24 Mil (+3)
Notes: 100 ft motion sensor area, motion activated with 100 ft (modified motion-sensitive gadget), automated gadget (does not require anyone to operate)
HP: 10
Defense: 8
Attack: +0 ranged.
Hardness: 5
Accessories: Motion Sensor, battery, 100 rd drum.

Nice though for an actual Aliens SE version I direct you http://avp.wikia.com/wiki/UA_571-C_Automated_Sentry_Gun
 

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kronos182

Adventurer
Nice though for an actual Aliens SE version I direct you http://avp.wikia.com/wiki/UA_571-C_Automated_Sentry_Gun

That's why I stated "loosely" based on.. maybe more inspired by? I put that together in 3 minutes :p And it uses mostly common parts, so it's something anyone can find easily to set up a basic defense unit. The UA 571-C has better targeting systems, better weapon (smaller and lighter, damage might be lower or similar as I can't remember what damage that size round does off hand), in a much smaller package (better tech).
I'll probably do the 571-C at some point.
But anyone can use this as a base to work off for their own automated defense gun.
 



kronos182

Adventurer
Thanks guys.
If there are any other requests, I'll add them to my list. Which, while has many things get shuffled about depending on if I get stuck or get inspiration for something else.. like the u-Wing sitting around d waiting to be finished. I swear it'll get done.. soon as I get x and y wings done.. and maybe a star wars cap ship and freighter. . Need to get adventurers around somehow.
Oh... I'm working on a superhero team that people can use in their games or stories. Using alternates of characters.. called The 31st.. made up of a few alternate avengers and a few other members I haven't fully decided on.
 


kronos182

Adventurer
United Earth Intrepid Class

An Earth designed ship produced before the formation of the Federation as an alternate to the NX class, in case the Warp 5 engine failed. A smaller ship designed more for defense of Earth and its colonies, the Intrepid was originally a bit slower, with only a max speed of Warp 3.5, with a half saucer primary hull section that didn’t have as many science labs or passenger quarters, as the ship was built more for combat. The impulse engines were at the end of the engineering hull which is attached to the rear and underside of the saucer section, with the pylons that attach the warp nacelles angle up and back placing the nacelles above the saucer. Due to the heat of the nacelles, the parts of the hull under the nacelles are for storage only, and radiator fins were added to the rear of the nacelles. Internally, the ship was laid out similar to the NX class, using many of the same systems, allowing for less logistics and retooling of shipyards to switch between the two for repairs or production runs. It has 7 decks, with the bridge being at the top deck, and two small hangers in the lower decks that each hold a single shuttle pod. An airlock on each side of the saucer section, which is close to the cargo bays at the rear of the saucer section allows for quick loading and unloading of supplies. The ship is equipped with cargo bays close to the airlocks, a sickbay with morgue, and a transporter, although it was used almost exclusively for transporting cargo and not people. The ship also included an armoury which was where weapons for security officers and was also connected to the spatial, or photonic torpedo launchers.
Originally only armed with several plasma cannons (heavier than the ones carried on the NX as the Intrepid was designed as a combat craft), two phase cannons and two spatial torpedo launcher facing forward with polarized hull plating for protection. The plasma cannons had full coverage, while the phased cannons can only cover the front half of the ship. Later upgrades replaced the warp drive with a newer Warp 5 drive for a maximum speed of Warp 5.6, the plasma cannons and phase cannons replaced with pulsed phased cannons, and the spatial torpedoes replaced with photonic torpedoes. The armour was slightly upgraded as well for a minor upgrade in protection.

In Coreline a few of these vessels exist, which were used heavily during the chaos of the 23 Hours and for a while afterwards to escort cargo convoys and as system patrol craft while newer and better ships were being built. Starfleet sells these to allied members who are of equivalent tech level as the Intrepid and NX-classes to increase their defensive forces. A few small groups of mercenaries have a few Intredpids, and have modified them. Starfleet has a few left in operation as test beds and training ships.

Intrepid-Class (United Earth) (PL6)
Type: Mediumweight
Subtype: light cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 100d20 (2000 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 541 ft
Weight: 75,000 tons
Targeting System Bonus: +3
Crew: 46
Passenger Capacity: 5
Cargo Capacity: 1,000 tons
Grapple Modifier: +16
Base PDC: 56
Restriction: Mil +3

Attack:
Phased cannon -5 ranged 12d10 (18d10 fire-linked) front arc only, and plasma cannon -10 ranged 14d8; or
Phased cannon -5 ranged 12d10 (18d10 fire-linked) front arc only and spatial torpedo -10 ranged 18d8 ; or
Plasma cannon -5 ranged 14d8 (21d8 fire-linked) any direction, and plasma cannon -10 ranged 14d8 (21d8 fire-linked) any direction

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech
Engines: thrusters, ion engines, warp drive (max warp 3.5)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 6 light plasma cannon turrets, 2 phase cannons, 2 spatial torpedo launchers (typically 60 torpedoes per launcher)
Grappling Systems: grapplers x2

New Starship Equipment

Phased Cannon
Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)

Spatial Torpedo
Spatial torpedoes are larger versions of spatial charges, capable of carrying a larger charge and affecting a larger area.
At its lowest setting, the torpedo can do 5d8 to a single target, or deal this damage to a 1000 ft square (on a planet 1000 ft radius maximum), and can increase damage by 1 die up to a maximum of 18d8, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 15 for half damage when set for area damage. The damage can be to the maximum radius, or to a single target, in which case to a single target the weapon gains ignore hardness/damage +1/die over 3. So if damage is set to 4d8 and affects only a single target gains ignore hardness/Dr 2
Damage: varies
Damage Type: Fire/Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 28
Restriction: Mil (+3)

Polarized Hull Plating Defensive System
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.


Intrepid-Class mk2
The mk2 is an upgraded version of the original Intrepid, boasting improved hull plating and weapons, removing the plasma cannons entirely, replaced with more phased cannons for better all round coverage, and installing pulse phased cannons, which were more powerful and has faster rate of fire.
Make the following changes to the NX-Class to turn it into a mk2:
Increase Hit Dice to 115d20 (2300 hp);
Remove plasma weapons;
Increase number of phased cannons to 8, allows 2 firelinked to fire at a single target in any direction. Capable of targeting 3 different targets at once without serious power drains;
Add two firelinked pulsed phased cannons, can only fire in front arc only;
Replace spatial torpedoes with photonic torpedoes, typically carrying 80 per launcher (can still carry spatial torpedoes as back up or if photonic not available);
Replace targeting system with improved targeting system (total +5 bonus to attack rolls from targeting system);
IncreaseWarp Speed to 5.6;
Increase PDC to 57.

New Equipment

Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)

Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)
 
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Lord Zack

Explorer
I'm wondering if anyone has any thoughts about the disposition of the Frieza Forces in Coreline?

I am thinking that they, especially Frieza himself might present a potentially disruptive element to the setting.
 
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kronos182

Adventurer
I'm wondering if anyone has any thoughts about the disposition of the Frieza Forces in Coreline?

I am thinking that they, especially Frieza himself might present a potentially disruptive element to the setting.


Maybe several versions of Frieza are all locked in a kind of stalemate. None can out right attack the others without the others attacking them, so use third parties (maybe the PCS. ..?) to cause little bits of may ham or spy on the other versions so they can try and get the upper hand at some point. But of course the PCS may not know they are working for a Frieza, or do they? Some adventure ideas.
 

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