CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Some additional Hydra equipment and NPC modification for Soldier to Sniper.

Hydra Cannon (Tesseract Cannon)
During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These cannons 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 vehicles of elite units. These weapons are typically fitted to vehicles such as Hydra light tanks or APCs of elite troopers to provide heavy fire support.
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 Cannon (Tesseract Cannon) (PL 6-7 Exotic Firearms Proficiency Hydra Cannon, or Heavy Weapons Proficiency for half penalties)
Damage: 6d12+4 + Knockback
Critical: 20 Disintegrate
Damage Type: Energy
Range Increment: 120 ft
Rate of Fire: S
Size: Large
Weight: 40 lbs
Ammo: 40 box
Purchase DC: 25 Mil (+3) (Hydra Only)
Notes: Ignores 7 points of Hardness/DR. Targets of medium size or smaller must make a Fort save DC 15 or be knocked back 1d6x10 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 10 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 5d12 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 cannons require special power packs, with a PDC of 16 each, but can only be gotten from Hydra.



Hydra Heavy Assault Rifle (Tesseract Weapon)
During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These weapons 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 Heavy Assault Rifle is actually designed like a bazooka, a large tube with a large emitter at the front with a handle underneath, with a shoulder rest and a large ammunition pack, the same used for the Hydra Cannon, at the rear behind the shoulder rest. These weapons are similar to the cannon, but their discharge is designed to explode in a larger area, functioning similar to a rocket or grenade.

Hydra Heavy Assault Rifle (Tesseract Weapon) (PL 6-7 Exotic Firearms Proficiency)
Damage: 3d12+4 + Knockback to target + half damage to 10 foot radius
Critical: 20 Disintegrate
Damage Type: Energy
Range Increment: 90 ft
Rate of Fire: S
Size: Large
Weight: 15 lbs
Ammo: 40 box
Purchase DC: 24 Mil (+3) (Hydra Only)
Notes: Ignore 4 points of Hardness/DR only for the primary target struck. Targets in the blast radius must make a Reflex save DC 14 for half damage. Targets of medium size or smaller must make a Fort save DC 12 or be knocked back 1d4x5 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 25 or be disintegrated. A successful save deals 3d10 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 28.
Special Power Packs - These weapons require special power packs, with a PDC of 16 each, but can only be gotten from Hydra, same as the Hydra Cannon.

Hydra Mini Tank
The Hydra Mini Tank was developed by Hydra to assist the Nationalists in the Spanish Civil War, and were originally armed with flamethrowers which were replaced with Hydra Cannons powered by the Tesseract energy. Based on the Leichter Panzerspawhwagen, an armoured car, but with large all-terrain wheels, upgraded armour, manned by a driver and gunner. They were fairly quick, allowing them to be used as a recon and fast strike unit. The original version, armed with flamethrowers, using gas engine had a range of 190 miles. The Mk2 version, armed with the Tesseract Cannon, used a Tesseract powered engine, giving it improved range and speed, with a range of 250 miles per charge.

Hydra Mini Tank (PL4-5)
Crew: 2
Passengers: 0
Cargo: 100 lbs
Init: -1
Maneuver: -2
Top Speed: 80 (8), 44 (4) off-road, Mk2 90 (9), 50 (5) off-road
Defense: 8
Hardness: 8
Hit Points: 40
Size: Huge
Purchase DC: 33 (Mk1), 34 (Mk2)
Restriction: Res (+2)
Accessories: Flamethrower (Mk1), Tesseract Cannon (Mk2), Tesseract Power (Mk2), Military radio, headlights, all-terrain design (penalties for rough terrain reduced by 2).
The Mk2 armed with the Tesseract Cannon can recharge 3 times before the generator needs a recharge from a source of Tesseract energy.
WeaponDamageCriticalDamage TypeRangeRate of FireMagazine
Flamethrower4d6-FIre100 ft line, 10 ft wideSingle50 blasts
Tesseract Cannon6d12+4 +knockback20x2 DisintegrateEnergy120 ftSemi50 charges


Hydra Sniper Trooper
The Sniper Trooper is soldier with specialist training in use of a sniper rifle, used for assassinations, supporting ground troops and as recon units. Lower level snipers typically use the Talon sniper rifle, while more experienced snipers may use other weapons.
Make the following changes to Hydra Soldier:
Replace Combat Martial Arts feat with Weapon Focus (weapon of choice, typically Talon Sniper Rifle), while mid-level sniper also replaces Advanced Firearms Proficiency with Far Shot;
Remove Intimidate skill and increase Listen and Spot by +2 each, mid level snipers also increase Concentration by +2;
Add Zero In;
Add On Target;
Add Talon Sniper Rifle to equipment with at least 3 magazines of ammunition.

Zero In
Hydra snipers are trained in focusing on a target, and feeding that information to their allies. As a full round action with a Concentration check DC 15 while observing a target visually, increase their Critical threat range by 1 (with most weapons now becomes 19-20) on their next attack against the target, but must be done within the next 5 rounds, and can rely targeting info to up to 3 + Wisdom Modifier allies within radio contact that are within 60 feet of the target observed, granting them +1 to attack rolls on their next attack against the target, but must be within 2 rounds.

On Target
Hydra snipers are trained to deal as much damage as possible against their targets. If the sniper has watched the target for at least 1 full round, and makes a Wisdom check DC 15 as a full round action, the sniper can increase the damage of their next attack by 50% (half). This can be combined with the Zero In ability.


Talon Sniper Rifle
The sniper rifle issued by Hydra is a 5.56mm rifle that is rugged and simple, fitted with a folding bipod, thermo-optical sight, weapon link to helmet HUD.

Talon Sniper Rifle (PL 5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 140 ft
Rate of Fire: S
Size: Large
Weight: 12.3 lbs
Ammo: 10 box
Purchase DC: 17 Res (+2)
Notes: Folding bipod, thermo-optical sight, weapon link to HUD.

Hydra Sniper Helmet
This helmet is fitted with additional optics, visual enhancements and cameras. The helmet has passive night vision goggles, built in binoculars, wind direction & force detectors.
Grants +1 to attack rolls after 1 round of targeting a target. HUD with weapon link.
Weight: 4 lbs
PDC: 18 Hydra only.

Hydra Assault Rifle, WW2.
This rifle was a weapon produced by Hydra before and during the early part of the second World War for their soldiers. Fitted with three barrels laid out in a triangular patter, with the point at the bottom. The idea was during autofire attacks the weapon would alternate between the barrels to keep them cooler during sustained firing, although this decreased accuracy. It had an alternate firing mode where all three barrels could fire at once for greater damage, or firing just a single barrel at a time, but due to the layout it proved inaccurate. Most of these rifles were used during heavy assaults where its high rate of fire was more useful, and the triple barrel shot was good for hitting targets with heavier armour. While considered obsolete technology, Hydra still uses these rifles when they engage in large scale assaults, although the caliber has been upgraded from the older 7.92mm to a standard 7.62mm in production in most of Coreline Earth to ease logistics, and allow troops to easily find more ammunition during extended missions behind enemy lines.

Hydra Assault Rifle (WW2, PL5, Personal Firearms Proficiency)
Damage: 2d10
Critical: 20x2
Damage Type: ballistic
Range Increment: 70 ft
Rate of Fire: S, A
Size: Large
Weight: 14.7 lbs
Ammo: 60 box
Purchase DC: 19 Hydra Only, Res +2
Notes: Inaccurate, Hi-Speed Auto, Triple Barrel Fire, Complicated (on natural attack roll of 1, jams, takes 1 minute and Repair DC 15 to clear the jam).
Inaccurate - The Hydra Assault rifle is inaccurate, suffering -1 to all attack rolls.
Hi-Speed Auto - The Hydra Assault Rifle has a special autofire mode that cycles through each barrel individually, keeping the barrels cooler for a higher rate of fire. Make an autofire attack like normal, only uses 20 bullets instead of normal 10, dealing 3d10 points of ballistic damage, Reflex save DC 18 for half, can only be done with 20 bullets in the magazine.
Triple Barrel Fire - The user can select to fire all three barrels at once, dealing 3d10+5 points of damage, uses three bullets at once. Can only be used in semi-automatic mode, but can be used with the Double Tap feat, but not automatic attacks or burst fire attacks. Can only be used if there are three bullets in the magazine.
 

log in or register to remove this ad

Was thinking.... maybe a "Classified" Restriction? Talking at least one higher than Military (so it's +4 or +5) and it's also an item that can only be obtained by being authorized to or stealing it from a secret project or highly restrictive government organization -- meaning that if you are running around flashing it, your chances of being "disappeared" by the Men In Black increases by a whole dang lot.
 

kronos182

Adventurer
Was thinking.... maybe a "Classified" Restriction? Talking at least one higher than Military (so it's +4 or +5) and it's also an item that can only be obtained by being authorized to or stealing it from a secret project or highly restrictive government organization -- meaning that if you are running around flashing it, your chances of being "disappeared" by the Men In Black increases by a whole dang lot.

That is a good idea. I might just start using that for future creations, and might go back and modify older ones when I get a chance.. +4 is illegal if I remember correctly.. and I think +5 is unique (such as 1 or limited number of said item, like legendary items, like Excalibur sword). So we could say +4 is Illegal or Classified (Organization).
 

Or +4 is Illegal and +5 is Classified (Organization) and/or Unique (legendary items like Excalibur, ultra-rare collectibles, something custom-made that is meant to be one-of-a-kind-forever)? Or maybe change one of those to +6 (unless that's overkill)? Obviously the really high restrictions, Unique/Classified, are meant to be only available through roleplay.
 

kronos182

Adventurer
Or +4 is Illegal and +5 is Classified (Organization) and/or Unique (legendary items like Excalibur, ultra-rare collectibles, something custom-made that is meant to be one-of-a-kind-forever)? Or maybe change one of those to +6 (unless that's overkill)? Obviously the really high restrictions, Unique/Classified, are meant to be only available through roleplay.
I think unique/legendary being +6 is reasonable.. considering it should be difficult to obtain, makes sense.. if you have a sword is PDC 16, completely unique/legendary version being now PDC 22 is more reasonable.. although with something where the basic version is so cheap, other restrictions would have to be roleplayed, as buying Excalibur shouldn't be that easy (maybe they bought a fake for PDC 22 and find out only during battle when the sword breaks after 15 hits :p )
 

All right, so according to the idea as it right now, we have:

Licensed (+1) -- ex. your average car.
Restricted (+2) -- ex. your average long-gun.
Military (+3) -- ex. rocket launchers, your average fighter jet.
Illegal (+4) -- ex. Ganja, especially in places where it's still not legalized.
Classified (+5) -- only available through membership to classified projects or by stealing it from members of classified projects, having this item without the former has a high chance of other members of this organization trying to take it back by any means necessary. Example.... maybe a MIB Neuralyzer? Technically something like the SR-71 "Blackbird" fits here IRL, but there's no telling how available it would be in a fictional environment and so if that would make the restriction decrease.
Unique/Legendary (+6) -- items that are legendary (ex. Excalibur), ultra-rare (certain collectibles), and/or extensively custom-made (ex. a replica of Excalibur with so many enchantments and swordsmith modifications that it technically is the real thing in the hands of a specific user). Items obtained through this and the previous Restriction level are recommended to be obtained through role-playing.

There's other details to think up, considering the restriction rules (check them here: Restricted Objects - Equipment Basics - d20 Modern), but I guess we got it.

Also taking into account that some organizations, no matter how secret, may not consider some of their items "classified" -- let us say for example that Hydra Triple-Barrel Rifle. The weapon is pretty sweet but it still is an assault rifle and it's a design that is Early WWII, as well. So HYDRA probably isn't as driven to keep it among them than their Tesseract guns (they probably can get the same "disintegration" effect from purchasing a billion Phasers, but "insta-kill-beams driven by the power of the Gods" is THEIR schtick).
 
Last edited:

kronos182

Adventurer
All right, so according to the idea as it right now, we have:

Licensed (+1) -- ex. your average car.
Restricted (+2) -- ex. your average long-gun.
Military (+3) -- ex. rocket launchers, your average fighter jet.
Illegal (+4) -- ex. Ganja, especially in places where it's still not legalized.
Classified (+5) -- only available through membership to classified projects or by stealing it from members of classified projects, having this item without the former has a high chance of other members of this organization trying to take it back by any means necessary. Example.... maybe a MIB Neuralyzer? Technically something like the SR-71 "Blackbird" fits here IRL, but there's no telling how available it would be in a fictional environment and so if that would make the restriction decrease.
Unique/Legendary (+6) -- items that are legendary (ex. Excalibur), ultra-rare (certain collectibles), and/or extensively custom-made (ex. a replica of Excalibur with so many enchantments and swordsmith modifications that it technically is the real thing in the hands of a specific user). Items obtained through this and the previous Restriction level are recommended to be obtained through role-playing.

There's other details to think up, considering the restriction rules (check them here: Restricted Objects - Equipment Basics - d20 Modern), but I guess we got it.

Also taking into account that some organizations, no matter how secret, may not consider some of their items "classified" -- let us say for example that Hydra Triple-Barrel Rifle. The weapon is pretty sweet but it still is an assault rifle and it's a design that is Early WWII, as well. So HYDRA probably isn't as driven to keep it among them than their Tesseract guns (they probably can get the same "disintegration" effect from purchasing a billion Phasers, but "insta-kill-beams driven by the power of the Gods" is THEIR schtick).

Maybe we use as you've put.. but for the specific organizations, what it would be within their organization.. so the Hydra Triple Barrel Rifle would be PDC 19 +5 Classified, Hydra +2, it's restricted for Hydra members as it's not a design readily available, due to older tech/not in production, used by fewer members.
 

Think I'm not picking up.... ok, so it would be Restricted (+1) if you're a HYDRA agent but Classified (+5) if you're not?

Also I think we could have an item's Mastercrafting as a Gadget. So obviously once taken it can't be taken again (OK, rephrasing that.... the item can be purchased with a grade of Mastercraft, but to upgrade it you have to perform a Craft check or pay for someone to do it for you and it takes time, you can't just have a gun be +2 in the morning and +3 in the afternoon). This ups the item's PDC by.... let us say....

+1 Mastercraft = +2 PDC
+2 Mastercraft = +4 PDC
+3 Mastercraft = +6 PDC

Standard rules for Mastercrafting apply (when you apply it to a gun it's either a bonus to rolls to hit or damage rolls, etc.... ok, really need to go recheck if the d20 Modern Rulebook had rules for mastercrafting... think it did, but not really sure now. Dang.)
 

kronos182

Adventurer
Think I'm not picking up.... ok, so it would be Restricted (+1) if you're a HYDRA agent but Classified (+5) if you're not?

Also I think we could have an item's Mastercrafting as a Gadget. So obviously once taken it can't be taken again (OK, rephrasing that.... the item can be purchased with a grade of Mastercraft, but to upgrade it you have to perform a Craft check or pay for someone to do it for you and it takes time, you can't just have a gun be +2 in the morning and +3 in the afternoon). This ups the item's PDC by.... let us say....

+1 Mastercraft = +2 PDC
+2 Mastercraft = +4 PDC
+3 Mastercraft = +6 PDC

Standard rules for Mastercrafting apply (when you apply it to a gun it's either a bonus to rolls to hit or damage rolls, etc.... ok, really need to go recheck if the d20 Modern Rulebook had rules for mastercrafting... think it did, but not really sure now. Dang.)
Yes, if you were an agent of Hydra it'd be Restricted +2, but if you were a member of Shield, or some random person it'd be Classified (+5).
Then you can stack all the gadgets you want on it.. AND Masterwork on top.. so items can get damn expensive once you start adding stuff.

Masterwork generally did +1 to attack or damage, depending on what you picked.. you can have both +1 damage and attack, but that would make it a +2 Masterwork item.
Masterworking usually is done at the time of item creation. Higher quality, special modifications.. takes longer. Technically once it's masterwork I think you can improve its quality.. but the item has to be Masterwork first.
So you can't take a normal Colt 1911 and make it a Masterwork +1.. you can give it +1 to attack rolls via customized for a specific user, or gadgets.
Also you can't normally enchant an item unless it is at least +1 Masterwork.
 


Remove ads

Top