CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
FF-S3 Saberfish
The Saberfish is an Earth Federation high-speed space and atmospheric fighter built by Hervic Company. The FF-S3 is an improvement over the original in that it could reach orbit on it's own, with the addition of four wing mounted thrusters, plus each of the thrusters houses 3 missiles, allowing it to carry 12 missiles, which is a huge improvement over the FF-3's only 4 25mm cannons. The thrusters can be jettisoned in an emergency, but the craft can't reach orbit without them. The Earth Federation still uses the Saberfish as defensive interceptors at bases and stations deep in their space, but have sold off many as newer craft are available. Typically the Saberfish is fitted with 12 CHE missiles, although KE submunition or similar types can be loaded instead.

FF-S3 Saberfish (PL5)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4000 ft, 5000 ft afterburn only, 2500 (250) atmosphere
Defense: 6, +4 vs missiles
Flat-Footed Defense: 6
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 50 ft
Weight: 40,560 lbs
Targeting System Bonus: +2
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 60 lbs
Grapple Modifier: +8
Base PDC: 40
Restriction: Military (+3)

Attack: 4 fire-linked 25mm cannons -2 ranged 8d12, ball, x2, 3000 ft;
Or 2 fire-linked missiles (CHE) -2 ranged 9d12, ballistic, 19-20.

Attack of Opportunity:
Standard PL(5) Design Spec: Disposable Thrusters x4, Twin engines, fire damage from atmospheric entry is halved
Engines: Fusion torch
Armour: Polymeric
Defense Systems: Ablative Heat Shielding
Sensors: Class II sensor, Targeting System, Missile Lock Alert
Communications: Radio transceiver
Weapons: 4 25mm cannons, 12 missiles (typically CHE)
Grappling Systems: none

Variants

F-31 Saberfish

The F-31 is a variant produced by the US military after obtaining the licensing rights to produce their own version. The disposable boosters are replaced with fixed two additional fusion torch engines with fuel to feed them boosting speed, mounted to the underside of the wings, with the addition of hydrogen injectors. In place of the disposable thrusters mounted on the upper wings are now dedicated missile launchers for a larger payload over the original 12. For additional protection, the F-31 mounts a chaff launcher with 10 bundles.
Make the following changes to a FF-S3 to make an F-31:
Remove Disposable Boosters;
Add additional fusion torch engines (making quad engines);
Increase speed to 4500 ft space (6000 ft afterburner);
Change 12 missiles to 2 missile launchers (typically CHE or KE submission) with 8 missiles each;
Add chaff launcher with 10 bundles;
PDC 43

Trekker Variant
This variant of the FF-S3 developed by group of mercenaries, called the Red Cloud, that had raided several older Starfleet bases, stealing as much technology as they could. The Trekker FF-S3 is fitted with older Federation technology, but it does make these fighters more formidable than standard ones. The Trekker has a thickened hull and additional hull plating which is fitted with Polarized Hull Plating technology which gives the craft greater resilience, but drains a lot of power, and thus the craft is fitted with additional power generators. Two of the 25mm cannons are removed and one pulse cannon is fitted under the nose, but has slow rate of fire due to the power limitations of the FF-S3, able to fire up to 10 times before needing 2 minutes to recharge.
Make the following changes to a FF-S3 to create a Trekker FF-S3:
Increase hit dice to 9d20 (189 hit points);
Decrease speed to 3750 ft;
Add Polarized Hull Plating;
Add 1 pulse cannon;
PDC 42.
Note: Polarized Hull Plating can only be active for 15 minutes instead of normal 30 minutes, before it requires being deactivated for 15 minutes. Phase cannon can only fire 10 times before needing 2 minutes to recharge.


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.

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)
 

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Lord Zack

Explorer
Take a look at this, look familiar? Well it should, since it's the basis for the Shadow Hawk 'Mech. Now the combat armors of Dougram don't seem to be that powerful compared to mobile suits, but consider another series of mecha also inspired by them, the Valkyrie series from Super Robot Wars. These include the Laz Angriff, which can be a formidable opponent to the protagonist's mecha (and can be chosen as the protagonist's mech in SRW Advance and also can be used in the Super Robot Wars OG games after Super Robot Wars Original Generation 2, albeit being upgraded to the Tesla Drive-equipped Laz Angriff Raven by OG Gaiden. So it's kind of like a flying BattleMech. There's also the variable fighters, many of which could be comparable to Gundams. So these mecha would probably inspire future 'Mechs. They would also perhaps be easier for MechWarriors to adapt to piloting.

A lot of BattleMechs I suspect are already a match for certain mobile suits, depending on the comparative technology advancement of the unit and whether certain technologies are available to the mobile suit or 'Mech in question. The semi-transparent coating technology that could protect from lasers went out of style as the Universal Century approached it's end, already becoming fairly obsolete by the end of the One Year War due to the proliferation of beam weapons. The beam-resistant coating also provides some protection against lasers, but it is unclear whether that was widely adopted. The even more advanced anti-beam coating was prohibitively expensive at least at its introduction and it is unclear whether it would provide the same protection against lasers. So let's pit say... a Timber Wolf against the RMS-106 Hizack. The Hizack's standard weaponry includes a modified machine gun. It can optionally use either a beam rifle or a beam saber and it can also use a heat hawk. It can use only one weapon at a time. The Timber Wolf on the other hand has multiple laser weapons and inferior armor to the Timber Wolf. The Hizack does have considerable agility and considerable speed, but I'd give far better than even odds to the Timber Wolf. I might give the Hizack's successor the Marasai the edge over the Timber Wolf, though. Also a lot depends on the pilot too.
 
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Lord Zack

Explorer
I mean an Urbie is highly unlikely to beat a Gundam, but it could happen...

I am wondering if there is any information on the output of fusion engines used by BattleMechs. That will determine an important factor- whether they can use beam weapons. Also, there's the factor of how big are and how hot do Minovsky Ultra-Compact Fusion Reactor get? A potential reduction in bulk for reactors could be a great boon for future 'Mech development.

Also, I'm wondering just how impossible it would be to stat out the likes of mobile suits in BattleTech. Then beyond Real Robots like them are the Super Robots...
 
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Well, if you go to a Btech forum and asked for help adapting a Gundam, first thing you get is the "heresy" snark and the second is the fact that Gundams are more human-like than Mechs in capacity to move around.

You can guess that the first guys to try to do all of that experimenting were crazy good ol' boys with way too much beer in their gullets.
 

kronos182

Adventurer
PPCs are energy weapons that deal thermal and kinetic energy, plus have a chance to overload electrical systems. I'd say on a critical hit the device/vehicle/mech/robot has to make a Fort save to resist suffering an overload (speed reduced, weapons knocked off line, reduced energy weapon damage, or inoperable for a short period of time).
Anti-Beam coatings and such technologies would provide a generic energy resistance against other energy weapons, but is optimized against beam weapons, just like anti laser coatings and tech are optimized against lasers.
I'd think a PPC would deal half electrical and half piercing or bludgeoning? There is no damage type for a generic kinetic.. although technically slams, wing slams, tail slaps, etc don't list a damage type so those are 'generic' damage.
 



Lord Zack

Explorer
Started a thread at the Coreline Boards about converting Coreline to Genesys. If some of the stuff in this thread could be cross-posted over there I'd appreciate it. It'd help to have an organized collection of all this stuff too.

There's definetly energy attacks that shouldn't be effected by anti-beam coating, for instance the Mazinger Z's breast fire, per Super Robot Wars, should go right through, for instance.

Wouldn't thermal energy translate to fire damage?
 

kronos182

Adventurer
Started a thread at the Coreline Boards about converting Coreline to Genesys. If some of the stuff in this thread could be cross-posted over there I'd appreciate it. It'd help to have an organized collection of all this stuff too.

There's definetly energy attacks that shouldn't be effected by anti-beam coating, for instance the Mazinger Z's breast fire, per Super Robot Wars, should go right through, for instance.

Wouldn't thermal energy translate to fire damage?

Most technology designed to prevent various energies are usually type or semi generic.. so anti-beam are specialized against beam, and beam like weapons (maybe ppcs? and particle weapons), and anti-laser is great against lasers, but sucks against electricity and plasma.
Then there is non-specific energy which i suppose can bypass most energy resistances unless you have a blanket resistance to all energy (which is very rare and not as good as specific).

I'd have to look up the mazinger z..
Sonic, acid and cold are the few energies that need to be very specific.
 

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