CORELINE (D20 Modern/D20 BESM Setting).

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.
 

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kronos182

Adventurer
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

Adventurer
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

Adventurer
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.
 


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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