CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
Cloakshape Fighter
The Cloakshape fighter is an older space and atmospheric fighter that was developed and built before the Clone Wars. With its large wings and tube body, it was not particularly agile or powerful, but it has a reinforced hull that makes it quite durable. It had a comparatively small power plants that made them less ideal for combat in space, but the wide wings made them stable platforms for planetary defense, and allowed extended flight times as the fighter could glide at decent speeds to reduce fuel usage, and good lift for easier ascent.
Cloakshapes are armed with two lasers and some are fitted with a pair of concussion missile launchers, but lacked shields and hyperdrives. They were designed with modular systems and are easily customizable. There are very few Cloakshapes that are still to original specs.
In Coreline the Cloakshape is a fairly cheap ship and is found amongst many pirate and private groups, small planetary militias operate many for planetary defense.

Cloakshape Fighter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 3000 ft
Defense: 8 (10 base -2 size)
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 49.2 ft
Weight: 15,600 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 90 lbs
Grapple Modifier:
Base PDC: 31
Restriction: Res (+2)

Attack:
2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a or 1

Attack of Opportunity:

Bonuses:
Standard PL(6) Design Spec: Simple Controls, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons
Grappling Systems:

Simple Controls
The starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the starfighter.

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

Options
The cloakshape fighter is easily modifiable with many options available.
Many common upgrades include missile launchers, shield generator, hyperdrive, other weapons.

Tail
This addition is a twin boom tail that is fitted to the rear of the ship, giving it improved atmospheric maneuvering. Grants +2 equipment bonus to Pilot checks for making maneuvers in an atmosphere. Adds +20 hit points to the ship.
PDC: 15

Expanded Cockpit
The cockpit is expanded to allow for a second person, typically used in courier units or trainers. Reduce hit points by -10 hp, increase passenger capacity to 1, add 20 lbs of cargo.
PDC: 15

Expanded Cargo
The area behind the cockpit is expanded into a cargo section. Technically people could stay in the cargo area, but there are no seats and they can be bounced around and hurt during maneuvering. Increase cargo capacity by 300 lbs. In theory two people can sit in the area, but risk suffering 1d6 subdual damage every time the ship changes course, or 2d4 subdual damage every time the ship is struck by weapon damage or sudden combat maneuvers.
PDC: 13

Living Area
The area behind the cockpit is expanded and turned into a small living area with a small food storage area, food prep space, refresher unit and a bunk that doubles as a seat with a folding table.
PDC: 13

Star Commuter 2000
The Star Commuter 2000 is an unarmed hyperdrive-equipped shuttle manufactured by Sacul Industries, used to ferry groups of passengers to nearby planets. These block shaped craft, with two airfoils angling out from the top of the rear, with a single hatch/boarding ramp on the port side close to the front, carried up to 24 passengers and were piloted by a RX-Series pilot droid. These craft were short ranged, not particularly fast, but were cheap and plentiful, used in many systems as a ferry.

Star Commuter 2000 (PL6)
Type: Ultralight
Subtype: Shuttle
Size: Colossal
Tactical Speed: 2500 ft
Defense: 3 (10 base -8 size +1 Dex)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +1
Pilot's Class Bonus: +0
Pilot's Dex Modifier: +1
Gunner's Attack Bonus:
Length: 75 ft
Weight: 220,600 lbs
Targeting System Bonus: +0
Crew: 1 (Trained +3, RX-Series droid)
Passenger Capacity: 24
Cargo Capacity: 2,000 lbs
Grapple Modifier: +16
Base PDC: 40
Restriction: Lic (+1)

Attack:

Attack of Opportunity:

Bonuses:
Standard PL(6) Design Spec: Navicomp, RX-Series droid pilot, docking port/tube
Engines: thrusters, Ion engine, Class x3 Hyperdrive
Armour: Alloy Plating
Defense Systems:
Sensors: Class II
Communications: Radio Transceiver
Weapons: None
Grappling Systems:

RX Series Pilot Droid
The RX Series pilot droid were produced by Industrial Automation were designed for use in transport starships, particularly shuttles, light freighters and similar craft. They came equipped with three manipulator arms, internal cargo storage units, on board navi-comp for calculating hyperspace jumps as well as store several pre-calculated jump co-ordinates, comp-link probe for linking to computer systems. Instead of legs and wheels, these droids had a low level repulsorlift in their base to allow them to move about above the ground, however slowly. Their heads had a helmet-like shape with two photoreceptors that look like eyes and could speak several languages. They usually had a talkative and perky personality. Many owners modify these droids with any number of additional tools, equipment or abilities, but many stripped the repulsorlift and bolted the droids into the pilot spot on some transports.

CR: 1
Size: Medium (4 ft, 1.6 inches)
Hit Points: 1d10+5 (15)
Init: +1
Speed: 15 ft
Defense: 11 (+1 Dex)
Hardness:
BAB/Grp: +0
Attack: unarmed +1 melee 1d3+1
FS/Reach: 5/5 ft
Special Attacks:
Special Qualities:
Saves: Fort +0 , Reflex +1 , Will +0
Abilities: Str 12, Dex 13, Con -, Int 11, Wis 10, Cha 5
Skills: Computer Use +4, Craft Electrical +4, Craft Mechanical +4, Knowledge Technology +4, Listen +2, Navigate +4, Pilot (Ultralight) +3, Repair +3, Search +2, Spot +0
Feats: Starship Operations: Ultralight

Frame: biodroid
Locomotion: light repulsorlift
Manipulators: 1 grapple claw, multiple extendable tools
Armour: None
Superstructure:
Sensors: Class VI
Skill Software: Skill Net (+4): Craft Electrical, Mechanical, Knowledge Technology, Navigate, Skill Net (+2) Computer Use, Pilot, Search, Repair
Feat Software: Starship Operations: Ultralight
Accessories: Dex upgrade, internal storage (20 lbs), complink, tool mount x4 (mounted on body), vocalizer, mechanicomp sensor, electricomp sensor, video & photo recorders, holo projector & recorder, radio, electrical tool kit deluxe, mechanical tool kit deluxe, multipurpose tool, fire extinguisher (5 uses) heuristic processors, navi-comp
PDC: 22

Heuristic Processor
The RX series droids are able to learn new skills and feats, and take on ordinary classes (see d20 modern pg 270 Support Characters), but must relate to the medical field in some way.

Light Repulsorlift
The droid moves about on a low level repulsorlift system, allowing it to float above the ground up to 12 inches, but typically only 6 inches, moving at a speed of 15 ft.
 





kronos182

Adventurer
StarSpeeder 3000
The StarSpeeder 3000 is a lightly armed, hyperdrive-equipped transport, used to ferry groups of passengers to nearby planets. These block shaped craft, with an angled front, with a hatch/boarding ramp on the each side close to the front, carried up to 40 passengers and were piloted by a RX-Series pilot droid with an astromech co-pilot/mechanic, typically an R2 or R3 series. These craft were mid ranged, not particularly fast, but were cheap and plentiful, used in many systems as a ferry. They were armed with two lasers under the nose for defense and were lightly shielded. The lasers are typically controlled by the astromech, but are rarely used.

Star Commuter 2000 (PL6)
Type: Ultralight
Subtype: Shuttle
Size: Colossal
Tactical Speed: 2500 ft
Defense: 3 (10 base -8 size +1 Dex)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 10d20 (200 hp), 50 hp shields
Initiative Modifier: +1
Pilot's Class Bonus: +0
Pilot's Dex Modifier: +1
Gunner's Attack Bonus:
Length: 96 ft
Weight: 230,100 lbs
Targeting System Bonus: +0
Crew: 2 (Trained +3, RX-Series droid), Astromech
Passenger Capacity: 40
Cargo Capacity: 5,000 lbs
Grapple Modifier: +16
Base PDC: 41
Restriction: Lic (+1)

Attack:
2 fire-linked laser -7 ranged 9d8, 20, fire, 3000 ft, s/a

Attack of Opportunity:

Bonuses:
Standard PL(6) Design Spec: Navicomp, RX-Series droid pilot, astromech co-pilot/mechanic, docking port/tube
Engines: thrusters, Ion engine, Class x3 Hyperdrive
Armour: Alloy Plating
Defense Systems: Light Shields
Sensors: Class II
Communications: Radio Transceiver
Weapons: 2 fire-linked laser cannons
Grappling Systems: None
 

kronos182

Adventurer
Gallop-Class Hovercraft
The Gallop-class is a land based hovercraft mobile suit transport developed by the Principality of Zeon during the One Year War. The box-shaped hull, with large front hatch, two jet pods mounted on 'wings' jutting from the back were designed with an emphasis on movement and speed than firepower. Above the hull is a small tower that is a navigation, with battle bridges mounted on either side of the main hatch, the crew goes to during combat operations. The Gallop can carry 3 mobile suits, sized of Zaku-Iis and Goufs. The rear has a coupler for a trailer cargo module for additional supplies for extended mission. Armament wise, the Gallop is fitted with two twin machineguns for anti-aircraft protection and two 120mm cannons in a turret on the top.
The Gallop is 32 squares (157 ft) long, 29 squares (146.6 ft) wide, provides full cover to the crew. Takes one round to deploy a mech, and two to recover a mech.

Crew: 6
Passengers: 3 mech pilots
Cargo: 10 tons
Init: -3
Maneuver: -5
Top Speed: 180 (18)
Defense: 4
Hardness: 30
Hit Points: 110
Size: Colossal
Purchase DC: 51
Restriction: Mil (+3)
Accessories: 120mm tank cannon x2, 2 twin-machine gun turrets, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, repair system.
Notes: No penalties for firing 120mm tank cannon or twin machine guns while vehicle is moving, NBC protection grants +4 to Fort saves.

NameDamageCriticalDam TypeRange IncrROFMagazineController
120mm Tank Cnanon (2)10d12*20Ball150 ftSingle1* (80 rds ea)Gunner
Twin Machine Guns (2)3d1220Ball200 ftS, A3000 rds eaaSecondary Gunners

Cargo Module
This large cargo module is about as large as the Gallop, able to carry 500 tons of cargo, plus has living space area in the upper area for 10 people. Adds 50 hit points to the Gallop, but can be targeted separately, Def 4, but benefits from pilot's bonuses to Defense while attached to the Gallop. While attached, applies a -20 (2) speed penalty, -1 to Maneuver and Initiative.
PDC: 19

Civilian Model
This version removes all the weapons and targeting systems, replaces the military radio with a civilian communication system. The two battle bridges are converted to living quarters, kitchen is added. The spacious cargo section can be modified to a multi-level cargo or living space, or can remain as is for holding civilian mechs. The cargo storage is expanded with the removal of all the weapons and military equipment
Make the following changes to make a Civilian Model Gallop:
Reduce Def to 2;
Remove all weapons;
Increase passenger capacity to 10;
Reduce crew to 3;
Increase cargo to 20 tons;
PDC: 30
 


Lord Zack

Explorer
I imagine it'd be possible to modify the Gallop to include some of the adjustable mobile suit racks used on later versions of the Musai to allow the use of Dom or other-sized mobile weapons. In fact, I imagine that this might become standard on Principality of Zeon Gallops.

Also check this out: Star Wars Legion Models - Page 2 - The Piazza

These are meant to be regular Spacetroopers, but in Coreline? Well they could very well be Spacetroopers in Terminator Armor.

Regarding Spacetroopers, I imagine them to be among the most prominent users of mobile suits in the GFFA. This applies even more to Spacetroopers in the Milky Way galaxy.
 
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