CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Chimera
The Chimera is the standard armoured personnel carrier of the Astra Militarum, or Imperial Guard, and is the basis for a number of other armoured vehicles such as the Basilisk artillery and Salamander scout vehicles. The basic Chimera is equipped with a multi-laser, although other heavy weapons can be fitted, in a top mounted low profile turret. The forward hull mounts a heavy bolter or heavy flamethrowers. Along the sides are six lasguns, three each side, that allows carried troops to cover the flanks, with the weapons tied into the Chimera's power source. The rear is dominated by a large door that acts as a ramp, allowing two medium sized creatures to depart or embark at once. There is a top hatch atop the turret and a large hatch on the rear roof behind the turret to allow troops to fire out, or if they are equipped with jump packs. The top hatch can mount an infantry level weapon in a pintle mount, but leaves the gunner exposed. A large dozer blade can be fitted to the front, allowing the Chimera to clear obstacles, or even as a weapon to ram other vehicles or buildings with.
The Chimera is five squares long, four squares wide, weighing 38 tons empty. Provides full cover for crew and passengers. Anyone firing out the rear top hatch, room for 4, have half cover.

Chimera
(PL6, Imperium of Man)
Crew: 3Passengers: 12
Cargo: 550 lb with full passengers, tow 10 tons
Init: -2
Maneuver: -2
Top Speed: 77 (7) / 30 (3) on water
Defense: 8
Hardness: 26
Hit Points: 52
Size: Huge (-2 size)
Purchase DC: 41
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent. Pintle mount weapon option, user is exposed with only half cover.
Notes:Weapons: Multi-laser turret, heavy bolter or flamer hull mount.
WeaponDamageCriticalDam TypeRange IncROFAmmo
Multi-Laser4d820x2Fire100 ftA50*
or Autocannon4d1020x2Ball150 ftS, A100 rds
Heavy Bolter3d12+4 +2d620x2Ball100 ftS, A400 rds
Or Heavy Flamer4d6-Fire60 ft long, 10 ft wide lineS10 shots
Lasgun (6)3d820x2Fire80 ftSUnlimted

Patterns
Gryphonne IV

Gryphonne IV has its own pattern of Chimera replaces the multi-laser with a fire-linked twin heavy bolters in the turret.
WeaponDamageCriticalDame TypeRange IncROFAmmo
Fire-Linked Twin Heavy Bolter4d12+4 +2d620x2Ball100 ftS, A1000 rds

Variants
Chimerax

This variant is one of the more common, armed with quad-linked autocannons and functions as an anti-air platform, with an expanded turret. It has the option to have optional Hunter-Killer Missile launcher attached to the side of the turret.
PDC: 42 Mil (+3) Imperium of Man
Notes: Quad autocannons are fire-linked, dealing 8d10 ballistic damage. Against ground targets has range of 150 ft, but when used in anti-air has a range increment of 1500 ft.
WeaponDamageCriticalDam TypeRange IncROFAmmo
Quad-Linked Autocannon8d1020x2Ball150 ft/ 1500 ftS, A300 rds ea

Chimedon
This heavier armed version of the Chimera is fitted with a Conqueror Cannon (90mm cannon) and functioned as a light tank.
PDC: 43 Mil (+3) Imperium of Man
WeaponDamageCritDam TypeRange IncROFAmmo
Conqueror Cannon8d1220x2Ball150 ftS30 rds


MX1
The MX1 is a variant of the Chimera modified from captured and bought Chimeras by the US military. The MX1 has the communications systems replaced with US standard systems including GPS systems, the pintle mount has a gun shield installed, the heavy bolter is sometimes replaced with an M2B if supplies of bolter rounds are difficult to acquire. Smoke grenade launchers are added to the sides, Javelin TOW launchers fitted to the turret. The turret and control systems are modified to reduce the crew compliment to 2, but optional 3rd is possible, which increases the passenger capacity to 14, or increase cargo to 750 lbs with 12 passengers.
Changes:
Reduce crew to 2, but 3rd optional;
Increase passengers to 14;
Increase cargo to 750 lbs;
Add Gun Shield to pintle mount. Gun shield provides the user with three-quarters cover;
Add 2 smoke grenade launchers (4 smoke grenades each);
Heavy Bolter may be switched with M2B .50 cal machine gun with 700 rds;
Add 2 Javelin TOW launchers to turret, 2 missiles each.
PDC: 42 Mil (+3)

New Equipment
Autocannon

A common projectile weapon used by the Imperium of Man, either mounted on tripods or light trailers for heavy support troops to use, or light vehicle weapons.

Autocannon, 20mm (PL 5 Exotic or Vehicle Weapons Proficiency)
Damage: 4d10
Critical: 19-20 x2
Damage Type: Ballistic
Range Increment: 150 feet
Rate of Fire: S, A
Size: Gargantuan
Weight: Ammo: Linked
Purchase DC: 32
Notes: Military (+3)

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, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, 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.

Lasgun (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S
Size: Large
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 20 Res (+2)
Notes: Low Power Setting, bayonet lug
Low Power Setting - the lasgun can be switched to two lower power settings, 2d8 which increases number of shots in the magazine by 50% (75 shots if none fired yet), or 1d8 with double number of shots (100 if none fired). Takes a free action to switch between the settings but can only do so once per round.

Multi-Laser (PL6 Exotic Weapons Proficiency, Imperium of Man)
Damage: 4d8
Critical: 20x2
Damage Type: Fire
Range Increment: 90 ft
Rate of Fire: A
Size: Large
Weight: 55 lbs
Ammo: 50 box*
Purchase DC: 25 Mil (+3) Imperium of Man
Note: Requires dedicated power source, 50 round capacitor, recharges 1 round every 5 rounds of inactivity.

Javelin TOW Missiles
Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries.It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces.

Javelin (PL5 Exotic Weapon Proficiency)
Damage: 11d6, ignore 13 points of hardness
Blast Radius: 15 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action.
 

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kronos182

Adventurer
Salamander
The Salamander is a scout vehicle using the Chimera chassis, except the rear section is now an open platform which mounts an autocannon, improved communications systems. The forward section still retains the driver and gunner with the hull mounted heavy bolter, while the rear section is crewed by the commander and comms-operator. The autocannon is fitted in a semi turret, able to only cover the forward half of the vehicle. A hatch is fitted above the driver to allow the driver and gunner to enter or leave the vehicle. There is more storage for rations and supplies for the crew as the Salamander is expected to operate for extended periods from supply depots. The engine is also upgraded for improved speed and response time to allow for hasty retreats or to chase down targets.The Chimera is five squares long, four squares wide, weighing 33 tons empty. Provides full cover for driver and gunner, three-quarters cover for commander and comms-operator.

Salamander (PL6, Imperium of Man)
Crew: 4
Passengers: 0
Cargo: 1550 lb with full passengers, tow 10 tons
Init: -1
Maneuver: -2
Top Speed: 176 (18) / 40 (4) on water
Defense: 8
Hardness: 26
Hit Points: 52
Size: Huge (-2 size)
Purchase DC: 41
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 10 hour air supply (can be expanded with additionally tanks carried either internally ((reduce cargo capacity by 100 lbs for an extra 10 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 10 days rations, 4 survival kits with 2 two men tent. Pintle mount weapon option, user is exposed with only half cover.
Notes:
Weapons: Autocannon, heavy bolter or flamer hull mount.
Long Range Communications & Jammers - The radio is equipped with encryption and decryption systems, granting +2 to Computer Use checks to encrypt or decrypt communications, range of the radio allows unassisted signals reach orbit. The jammer can jam radio communications, radar and guided missiles within a 20 mile radios. Guided missiles suffer -2 to attack rolls, sensors, radars, etc suffer -2 to checks.
WeaponDamageCriticalDam TypeRange IncrROFAmmo
Autocannon4d1020x2Ball150 ftS, A500 rds
Heavy Bolter3d12+4 +2d620x2Ball100 ftS, A600 rds
or Heavy Flamer4d6-FIre60 ft long, 10 ft wide lineS10 shots

Autocannon
A common projectile weapon used by the Imperium of Man, either mounted on tripods or light trailers for heavy support troops to use, or light vehicle weapons.
Autocannon, 20mm (PL 5 Exotic or Vehicle Weapons Proficiency)
Damage: 4d10
Critical: 19-20 x2
Damage Type: Ballistic
Range Increment: 150 feet
Rate of Fire: S, A
Size: Gargantuan
Weight:
Ammo: Linked
Purchase DC: 32
Notes: Military (+3)

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)
 



From what I can get from reading the 40K Wiki, it looks like it's a TOW with a drone brain, sensors and "longer range". Stats-wise I guess also something, something Imperium tech is a bit better which is good because it takes longer to load or it's harder to manufacture or whatever.
 

Lord Zack

Explorer
I've given some thought to the Z-Fighters and their role in Coreline. For one thing the lore of Dragonball
Online can be taken into account, with its new martial arts dojos led by Krillin, Tien, and Goten and Trunks. So people can study at the New Turtle School, New Crane School and Kikoukenjutsu Sword School. I imagine younger versions of the characters would decide to create their own teams of martial artists in various places across the globe to take care of various threats. This would give the human characters a chance to shine that they wouldn't normally have. I think Yamcha in particular would be psyched to have a reason to practice martial arts again.

Then there are the characters from MasakoX's What Ifs. Good! Raditz, Ranch, Good! Nappa, Fighter! Bulma, etc. These are very interesting characters and it would be interesting to see them interact with say more canon alternates of themselves or one another.
 

Lord Zack

Explorer
A number of Dragon Ball characters could be useful in campaigns. Master Roshi would be pretty stubborn, directing any prospective students to the New Turtle School (or maybe he'd be like "Just read the Dragon Ball manga, or watch the anime and pay attention to how I trained Krillin and Goku."). It'd take considerable effort and likely embarrassment to convince the old hermit to train anybody. If you do succeed however, the secrets of the Turtle School would be quite valuable, and Roshi would drive his students to continue to work hard after they have mastered his teachings.

Bulma would make a good patron for adventurers, as well as a source of gear. She'd pay well for new sources of technology to analyze. Though I don't think she'd resort to corporate espionage. She prefers to out do her rivals (which include Sliph Co. and the Red Ribbon Corporation (a more "legitimate" version of the Red Ribbon Army that amongst other things is known for their cybernetics and robotics, thanks to Dr. Flappe and Dr. Gero) with her own ingenuity and resources. Reverse-engineering technology is one thing, outright theft is another.

Dende, as Guardian of Earth would keep his eye out for those that protect or otherwise help the Earth, and may even decide they are worthy of his help. While he doesn't have the martial arts knowledge of his predecessor, Mr. Popo is excellent at martial arts training and the Lookout has resources like the Room of Spirit and Time. Dende may even try to get Piccolo to train particularly promising individuals.
 

There is something in the Coreline stories called the "World Martial Arts Academy", which is a combo of various schools that have banded to teach heroes. Still doesn't means that there can't be rival schools.

Red Ribbon also sounds cool, but hard to tell if it wouldn't be a division of Capsule (emphasis: cybernetics and bio-tech?) or not.
 

Lord Zack

Explorer
The Red Ribbon Army apparently were rivals to Capsule Corp before being destroyed by Goku. So the same would probably apply on Coreline.

There are probably a multitude of Martial Arts Schools/Styles on Coreline. The New Turtle School, New Crane School and Kikoukenjutsu Sword School could be part of the World Martial Arts Academy, but there's probably plenty who aren't. Maybe they aren't inclined to heroism, perhaps they have specific focuses that are incompatible with the World Martial Arts Academy's aims, etc. The Hidden Villages would of course jealously keep their secrets, for instance. There are also off-world martial arts, like Teräs Käsi and for that matter Jedi Lightsaber Combat.

Sensei Greg of Moperville may have re-established his Anime-Style Martial Arts after reading Son Gohan's book on Ki. He may figure that since the cat is effectively out of the bag he might as well teach his Anime-Style Martial Arts with the additional knowledge he has learned. He is still very selective about his students, however.
 
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kronos182

Adventurer
Iron Mech mk1

Stark Industries has studied the market of Coreline, noticing a trend in mechs and power armours. While they could produce power armours similar to the Iron Man suits, Stark Industries decided to test the mech market with a low level mech. This basic mech, comes standard in red, gold and grey highlights, is powered by an arc reactor, has thing legs and arms, lacks a head and comes with basic repulsors in the large hands, and a light rocket launcher over the right shoulder. While the mech doesn't come with a head, it comes with an Iron Man armour inspired helmet and flight suit, which links to the mech's basic sensors and targeting systems, with the pilot's head exposed, although the mech's shoulder pads and the shoulder weapon provides some protection. Thrusters in the boots, combined with the hand repulsors, gives the mech limited flight capability. The front of the torso flips forward to open, which allows for quick start ups, or quick escape in the case of critical damage to the mech.

Iron Mech mk1
Size: Large (-1)
Bonus Hit Points: 100 hp
Superstructure: Duralloy
Hardness: 15
Armour: Resilium
Bonus to Defense: +5 (+6 armour, -1 size)
Armour Penalty: -5
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty:
Speed: 30 ft,, 75 ft fly (poor/average*)
Purchase DC: 36
Restriction: Res-Mil (+2 - +3)

Slots
Back Chaff
Left Arm Repulsor Cannon
Right Arm Repulsor Cannon
Shoulders RPG Launcher
Torso Cockpit
Torso Class II Sensor System
Boots Light Thruster Boots
Comm System
Standard Package Features: Headless, integrated helmet, remote control
Bonuses: +2 Navigate & Spot
Weapons: Repulsor Cannons (2) -1 ranged (4d8 fire or 4d10 fire),
RPG Launcher -1 ranged (6d6, ignore 10 hardness)
Slam +3 melee (1d8+4)

Integrated Helmet
Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech.
The helmet itself has integrated military radio, GPS, night vision goggles.

Remote Control
While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls.

Light Thruster BootsThruster boots that are the predecessor, or a lighter version, of the standard Thruster Boots, not quite as powerful, giving the mech a flight speed of 75 feet (poor).Equipment Slots: 1, must be bootsActivation: NoneRange: PersonalTarget: YouDuration: PersistentSaving Throw: nonePurchase DC: 5 + one-quarter the mecha's purchase DC.
Restriction: None

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)
Slots: 1
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.
The Repulsor Cannons, used in pairs, can be used to function as Maneuvering Thrusters, increasing flight maneuverability to average, however this makes the Repulsor Cannons unavailable for combat. Switching between Maneuvering Thrusters and combat use is a free action that can only be done once per round.
PDC: 20
Restriction: Mil (+3)

RPG Launcher
This launcher uses the common RPG-7, but instead of a single shot launcher, it uses an automatic feed system from a magazine for increased rate of fire. The rocket
Deals 6d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 16 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the RPG-7 ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The RPG-7 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
Damage: 6d6
Critical: -
Damage Type: -
Range Increment: 100 ft
Rate of Fire: Single
Ammo: 20 rockets
PDC: 15 Mil (+3).
Slots: 1 for launcher, additional slots dedicated to ammunition holds 30 rockets.
 

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