CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
RMS-106 Hizack

The RMS-106 Hizack is a mass-production general-purpose mobile suit from the Zeta Gundam universe, based on the older MS-06 Zaku II but upgraded with Earth Federation technologies. It features an improved power source that will allow it to be equipped with a single beam weapon, mounts two 'wings' over the shoulders with thrusters, two thruster pods on the legs and improved back thrusters, granting it greater speed on land an space. Typically armed with a 120mm machine gun, a beam saber or heat hawk, or can equip a beam rifle

RMS-106 Hizack
Size: Gargantuan (59.1 ft) (-4)
Bonus Hit Points: 420
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +4/+8 (+8 armour, -4 size, +4 shield)
Armour Penalty: -8
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: +0
Speed: 40 ft (-10 ft armour) 3000 ft space (4 squares)
Purchase DC: 43

Slots 11
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium Space Skin
Back Deep Space Thrusters
Left arm 2 M-9 ammo clips (400 rds)
Left hand (1) Heat Hawk
Right arm 1 2 M-9 ammo clips (400 rds)
Right hand (1) Modified M-9
Shoulder Life Support System, Modified M-9 holster
Shoulder Bullwark Shield
Torso Cockpit
Belt Zero-G Stabilizer
Left leg Thruster Pod
Right leg Thruster Pod
Boots 1
Comm System

Standard Package Features: Life support 24 hours, negates zero-g penalties, +1 Init, +2 Reflex, Ballute System
Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft
Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld
Heat Hawk +8 melee 4d12+12 slash/fire, x3, 15 ft reach
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Modified M-9 Barrage Chaingun (PL5)
This is a modified M-9 Barrage that uses clips, like an infantry scaled weapon, to allow for quick reloading of the weapon in the heat of battle. Statistically it is identical, except it has Box Ammunition with 200 rounds, and is handheld, and stored in a holster on the shoulder or leg. An equipment slot dedicated to ammunition (usually belt, legs, shoulder, arm or torso) can hold two clips for a total of 400 rounds. This allows a user with the Quick Reload feat to reload the modified M-9 as a free action. Deals 5d6 damage
Equipment Slots: 1 (hand)
Activation: Attack
Range Increment: 60 ft
Target: Single target within 600 ft, or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 21
Restriction: Res (+2)

Heat Hawk (PL5/6)
The heat hawk is an axe weapon that can have its cutting surface superheated to allow it to cut through armour of mechs and ships. This weapon has become the standard melee weapon on Zeon mechs for many years. The heat hawk deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d12, Huge 3d12, Gargantuan 4d12, Colossal 5d12. The heat hawk also ignores 5 points of hardness/DR.
Equipment Slots: 1 must be hand or arm
Activation: Attack
Range Increment: Touch/melee
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one quarter mech PDC
Restriction: Lic (+1)

Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None

Magnetic Coating
The joints and motors have a special magnetic coating that gives it greater range of movement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 to Initiative and +2 to Reflex saves.
Equipment Slots: None
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 12 + one-quarter the mech's base purchace DC
Restriction: Mil (+3)

Thruster Pods
These pods that fit to the legs of the RMS-106 contain extra fuel and thruster that give the RMS-106 improved speed and movement. On land, the mech enjoys a +5 to Jump checks, allowing it to make power jumps up to 200 feet long, 100 feet high. The thrusters can also fire periodically to improve speed for short periods, allowing the RMS-106 to charge as if its base speed was 60 feet. In space the thrusters increase the speed by 1000, for a maximum of 2000 ft

Ballute System
An atmospheric entry device designed to be used to be used by a mobile suit. As the suit enters an atmosphere, a bowl-shaped ballute (balloon parachute) deploys to protect it from the friction heat of atmospheric entry. Once deployed, the mech is immune to all damage from the friction heat of planetary entry, however the mech is at the whim of gravity and unable to defend itself or change course, and a correct entry path must be plotted before the Ballute system deploys to ensure it goes in the correct direction. Once the mech fully enters the atmosphere and no longer will take damage, the lower half of the ballute is ejected and the upper half acts as a parachute, combined with the leg thrusters allows for a safe landing. Once deployed, the system has to be replaced.
PDC: 25

Optional Weapons
The RMS-106 Hizack can make use of most Principality of Zeon mech weapons produced for other mechs, and can make use of a singe beam weapon, typically of earlier or current Earth Federation weapons, except heavy beam weapons as the power generator doesn't have enough power, unless the weapon has its own dedicated power source.

280mm Bazooka
This is a single shot heavy missile weapon that can be used by most Zakus and other mechs produced by the Principality of Zeon. Although other users have adapted it for use by other mechs. Designed like a very large RPG-7, a large tube launcher that must be reloaded after each attack. Deals 10d8 points of fire damage to a 30 foot radius burst, and ignores 15 points of hardness/DR on the initial target hit. The bazooka itself only holds one round, and each equipment slot dedicated to ammunition holds 4 missiles. Takes a standard action to load the bazooka, which provokes an attack of opportunity. The Bazooka is inaccurate and suffers a further -2 to attack. It can be fired one handed, but suffers a further -2 to attack.
Equipment Slots: 1 hand held
Activation: Attack
Range Increment: 120 ft
Area: 30 ft radius burst
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius
Purchase DC: 20 for launcher, 16 for 4 pack of rockets
Restriction: Mil (+3)

Three Shot Hip Missiles
These missile launchers are simple tube launchers with a single anti-armour warhead each. Although effective against armoured opponents, they are not good against nimble targets, and required the mech to be stationary to fire with any accuracy. The missiles deal 10d6 points of damage, half ballistic, half fire and ignores 15 points of hardness/DR. If the Mech is moving more than 10 ft before firing the missiles, the pilot suffers a -4 to attack. These are usually mounted in pairs, one on each leg.
Equipment Slots: 1 must be leg or belt
Activation: Attack
Range Increment: 200 ft
Target: Single target within 2000 ft
Duration: Instantaneous
Saving Throw: None
Purchase DC: 20, 14 for 3 missiles.
Restriction: Mil (+3)

Beam Saber
The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge.
Equipment Slots: 1, hand or arm
Activation: Attack
Range Increment: melee
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)

Beam Rifle
The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 45
Restriction: Mil (+4)

Shield
The RMS-106 can carry an additional shield, typically a Bastion Tactical shield, although it ca carry one based on the RX-78-2 shields, or any other shield can be fitted.

BR-87A Beam Rifle
A modern beam rifle that has improved energy efficiency and range over older models, plus it is powered by replaceable e-pacs and rated at 2.2 MW. On the Hizack, 2 to 4 e-pacs are carried, and are slowly recharged by its more limited generator (recharges 1 shot every 5 minutes outside of combat or strenuous use). Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 15 times per e-pac. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 150 ft, 3000 ft space
Target: Single target within 1500 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 45
Restriction: Mil (+4)
 
Last edited:

log in or register to remove this ad



Lord Zack

Explorer
The BR-87A Beam Rifle is fairly common, also being used by the RMS-108 Marasai, possibly the MS-11 Action Zaku, the RX-139 Hambrabi as an alternative weapon, and the RMS-154 Barzam as an alternative weapon. So having stats for it might be a good thing. Though I'm not sure how much a difference the .3 megawatts would actually make.
 

kronos182

Adventurer
The BR-87A Beam Rifle is fairly common, also being used by the RMS-108 Marasai, possibly the MS-11 Action Zaku, the RX-139 Hambrabi as an alternative weapon, and the RMS-154 Barzam as an alternative weapon. So having stats for it might be a good thing. Though I'm not sure how much a difference the .3 megawatts would actually make.
Not a big difference.. maybe a single die, or only a +1 to +5 bonus.. or can translate it to a range boost, or slightly improved armour penetration. I could attempt the math and really figure it out..
 



kronos182

Adventurer
Added the BR-87A beam rifle.. mostly a range and increased shot increase, with power packs that the Hizack can recharge slowly. The small difference in MW wouldn't translate into huge damage boost, so thought it'd go into a nice range boost and it has more shots than previous models.
 

kronos182

Adventurer
A few more variants of the BSG Viper.

Starhound Class Viper (PL6)
The Starhound class Viper is based on the Colonial Viper from the 1000 Yar War, based on the original series. The Starhound is a Fighter/Interceptor, favouring speed over armour, and armed with two light lasers. It can be modified to carry 4 missiles under its hull. Visually it looks very similar to the MkII, although the wings are slightly larger, the cockpit canopy is narrower and the air intakes are more square in shape.

Type: Ultralight
Subtype: Fighter/Interceptor
Size: Gargantuan (–4 size)
Length: 25 feet
Weight: 37,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 5,750 ft. (11 sq.) / 6,750 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +2
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 44
Restriction: Military (+3)

Attack: 2 fire-linked light lasers -2 ranged (6d8/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, RCS Mk1, improved thrust
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked light lasers (range incr. 3,500 ft.)
Grappling Systems: None

Light Laser
A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage.

Light Laser (PL6)
Damage: 4d8
Critical: 20
Damage Type: Fire
Range Increment: 3500 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 29
Restriction: Mil (+3)

Incom Viper
The Incom Viper is produced by Incom after they acquired several examples of the Mk2 Vipers and reversed engineered it. They replaced the railguns with a pair of lasers and installed a four shot concussion missile launcher in the belly, updated the systems with more automation and miniaturization to allow the craft to be fitted with a light shield generator to improve its defenses. They couldn't install a hyperdrive, navcomp and astromech as it added too much weight that the craft would lose its maneuverability and speed, although they did install a repulsor lift system so that the craft can take off without requiring a runway or launch tube like other vipers.
Make the following changes to Viper Mk2 to make an Incom Viper:
Add shields, 35 shield HP;
Replace railguns with 2 fire-linked lasers (9d8, fire, 3000 ft);
Add Concussion Missile Launcher with 4 missiles;
PDC: +2
Note: Can make vertical take off and landings.

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

Incom Viper Mk2
Incom's Viper Mk2 is their version of the Mk7 Colonial Viper, replacing the needlers with three lasers, plus with the larger frame allows the addition of a second concussion launcher, although each launcher holds only 3 missiles, a shield generator is fitted, plus a navicomp and a hyperdrive is added. The Incom Viper Mk2 also lacks an astromech socket, so the navicomp had to be installed, but it can only store 3 sets of coordinates.
Make the following changes to Viper Mk7 to make an Incom Viper Mk2:
Add shields, 45 shield HP;
Replace needlers with 3 fire-linked battery lasers (+1 attack roll, 9d8, fire, 3000 ft);
Add 2 Concussion Missile Launcher with 3 missiles each;
Add Navicomp and Hyperdrive Class x1, Navicomp can hold 3 sets of coordinates;
PDC: +2
Note: Can make vertical take off and landings.


Viper Class Attack Craft
The Viper Class is a Federation (Star Trek) built attack craft based on the BSG Viper Mk VII fighter. The Viper class is slightly thicker than the Mk VII, as the space is needed for a small warp core and warp nacelles that line the sides of the body just above the lower wings. While still quite quick, it lacks the afterburners of its inspirational craft, but is armed with two forward phasers in the lower wings, while a lighter phaser emitter is fitted in the top wing to attack targets behind or to the sides of the craft. Additionally a single micro photo torpedo launcher is fitted in the frame to give it some heavy strike. For protection the Viper Class has shields installed as standard. While warp capable, they aren't very fast or long ranged, typically carried aboard carrier craft or launched from nearby systems, or the warp drive is used to escape a battle if their carrier craft is destroyed.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 32.8 feet
Weight: 37,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 1,100 lb.
Tactical Speed: 5,250 ft. (11 sq.)
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 9d20 (180 hp), 225 hp shields
Initiative Modifier: +2
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 48
Restriction: Military (+3)

Attack: 2 fire-linked Type 4 phasers -2 ranged (varies/20); or Type 4 phaser turret -2 ranged (3d10-15d10/20), or Micro photon torpedo -2 ranged (2d10-10d10/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engines, Emergency Transporter, RCS Mk2, +2 Pilot checks, +1 Dodge, Agile Ships, Easy to Repair, Shield Dependent, Swiss Army Tech
Engines: Fusion torch engine, thrusters, Warp Drive (max warp 5, 20 light year range)
Armor: Polymeric
Defense Systems: Sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: Two Fire-linked Type 3 phasers, 1 turret Type 3 phaser, 1 micro photon torpedo launcher (8 torpedoes)
Grappling Systems: None



Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 3
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)


Emergency Transporter
Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported.
PDC: 28

Micro Photon Torpedo
Micro Photon torpedoes smaller, and weaker versions of the standard photon torpedoes, typically used on smaller craft, such as attack craft or shuttles and runabouts modified to launch torpedoes. Unlike normal photon torpedoes, these weapons carry their own anti-matter supply, and have a little less flexibility in their destructive yields.
At its lowest setting, the torpedo can do 2d20 damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 6d20 to a single target, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Mil (+3)
 
Last edited:

Lord Zack

Explorer
I've been giving it some thought and I really think that the defense of different mobile suits should vary more, with armor and number of thrusters being factors. The common titanium/ceramic armor is lighter than the hard steel armor used by the Zaku II F Type. The Gundarium used by the RX-78-2 is lighter and stronger than titanium/ceramic composite. Mobile suits rely largely on mobility to survive once beam weapons are introduced.
 

Remove ads

Top