CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Cadet T'Laan

T'Laan is an incredibly intelligent vulcan cadet in Starfleet Academy from the Kelvin Timeline. Though she had initially wanted to return to her people and help in the settling of New Vulcan, her experience with her fellow cadets convinced her to stay in the academy and Starfleet. She specializes in the science division and has a specialty in shielding technology, finding new ways to improve or find new uses for shielding technology. T'Laan is currently looking for new shielding methods and will work with Federation or independent allies

Cadet T'Laan
Smart Ord 2/Dedicated 1
CR: 2;
Type: Medium sized Vulcan;
HD: 2d6+2 plus 1d6+1 HP ;
Mass: 12;
Init: +3;
Speed: 35 ft;
Defense: , touch , flat-footed (+3 Dex, +1 Class);
BAB: +1;
Grap: +1;
Attack: +1 melee (1d3 nonlethal, unarmed strike), or +4 ranged type 1 phaser (varies);
Full Attack: +1 melee (1d3 nonlethal, unarmed strike), or +4 ranged type 1 phaser (varies);
Special Attacks:
SQ: Vulcan traits, Objective Defense, Thorough Scans
FS: 5 ft by 5 ft;
Reach: 5 ft;
AL: Federation, Starfleet;
SV: Fort +1, Ref +, Will +2;
AP: 0;
Rep: +2;
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 11, Cha 10;
Occupation: Academic (Computer Use, Knowledge Technology, Research)
Skills: Computer Use +12, Concentration +1, Decipher Script +5, Investigate +3, Knowledge (physical sciences) +10, Knowledge (technology) +13, Listen +6, Profession +4, Read/Write English, Read/Write Vulcan, Read/Write (Andorian), Repair +7, Research +8, Search +7, Speak English, Speak Vulcan, Spot +3, Survival +2*
Feats: Educated , Personal Firearms Proficiency, Simple Weapons Proficiency, Planetary Adaptation: Barren World, Nerve Pinch.
Possessions: Starfleet Uniform, PADD (tablet sized, functions as upgraded desktop with wireless capabilities, 1 picobyte of data storage), , Type 1 phaser (TOS/Kelvin Timeline era), comm badge with built in universal translator.

Objective Defense
T'Laan can with a full round action and a Computer Use check DC 20 can improve the shields of a ship she is part of the bridge crew by giving the Shields DR 20 vs kinetic weapons for 1d6+1 rounds. For every 5 points she beats the DC, the DR is increased by +2 and duration by 1 round.

Thorough Scans
If T'Laan is operating the sensors, when scanning other ships, gains +2 to Computer Use checks to use the sensors and increases the range by 10%.

Racial Traits
Feats:
Vulcans gain the Planetary Adaptation: Barren World feat (d20 Future pg 13), gaining +4 to Survival checks and Constitution checks against starvation and thirst. Vulcans can go without water and food 4 days before needing to make checks. Vulcans can gain the Nerve Pinch feat (d20 Future, pg 13) without meeting the normal requirements after reaching level 3 as one of the feats they can select.
Psionic Skills: Vulcans automatically gain the Psionic Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Telepath advanced class: Autohypnosis, Concentration.)
Psionic Abilities: Vulcans are naturally gifted in psionics. Vulcans, with some training (typically at least 40 years old), will have the following psionic powers: Lesser Mindlink, Force Mindlink, Detect Thoughts, Detect Psionics. However these abilities require that the Vulcan touch the recipient except Detect Psionic, and able to use these powers with no power points 3 plus Int modifier times per day, and takes 1d4 rounds to use the power. This is in addition to any other psionics the character may be able to cast from other psionic classes. Vulcans who don't take any psionic classes will have a base of 4+ Int modifier power points. Vulcans that take psionic classes gain a bonus 10 power points if starting at level one with a psionic class, plus at any level they gain in a psionic class they gain +1 power points per level.
Lowlight Vision: Vulcans can see farther in low-light conditions than other races.
Low Oxygen Adaptation: Vulcans can function fine while within a low oxygen environment, and when using stored oxygen, such as while wearing an environmental sealed suit such as a space suit, they can extend the breathable time by 25% since they require less air. However this makes them more susceptible to air borne toxins, however if they failed their save to the toxins or poisons they can make another save the next round at +1 due to their powerful immune system.
Inner Eyelids: Vulcans have an inner eyelid that protects their eyes, while in conditions with dirt, sand and other particles in the air, such as in desert environments, they are not affected as their eyes are protected. This also gives them protection against harsh lighting conditions, such as flash grenades or extremely bright light, such as in deserts or on planets with brighter normal sun light. Grants +2 to all such saves.
Mental Training: Vulcans, as part of their training to suppress their emotions and follow logic, are also able to, through will power, able to control much of their bodily functions. Making a Concentration check, the Vulcan is able to perform several feats: DC 15 and entering a trance-like state, able to increase their healing ability to Fast 1 for 1d4 rounds +1 round per round of additional concentration to a maximum of 10 additional rounds; DC 18, able to enhance either their Strength or Dexterity by +2 for 1d4 rounds; DC 20, enter a trance-like state for 2d6 rounds and able to purge their body of any poisons or toxins that have a save DC less than 17. Diseases and poisons or toxins with a save DC higher than 17 require the Vulcan to enter the trance for 2d6 hours.
Logic: Due to their training in logic and suppressing their emotions, Vulcans gain Concentration, Diplomacy and up to two Knowledge skills as class skills, and if they already are class skills they gain +1 bonus to those checks. If a Vulcan make a Concentration check DC 16 before attempting any Craft or Research checks, for every 5 points they beat the Concentration DC grants a +1 bonus to those checks as the Vulcan is super focused and using their logic to assist in making those skills/attempts more efficient.
 
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Hinthas

Explorer
Absolutely LOVE coming to this thread! So much awesome stuff from the videogames I've played over the years. Has anyone ever figured out an approximation of the Spider Tanks from Watch Dogs?
 


kronos182

Adventurer
Sparrow
A stubby looking light jet with four projectile weapons, two under the nose is pods, two under the wings. A potent laser is mounted in the nose but has limited payload. While the wings are short, they are nearly the length of the craft which helps provide decent lift, with two tiny rear wings and short tail. The Sparrow isn't particularly fast, but surprisingly maneuverable, and decently armoured. A few variants are available. The Sparrow is about 6 squares long, fuselage is 2 squares wide, with a total wingspan of 5 squares wide, providing full cover to the pilot.

Crew: 1
Passengers: 0
Cargo: 30 lbs
Init: -3
Maneuver: -2
Top Speed: 350 (35)
Defense: 7
Hardness: 15
Hit Points: 35
Size: G
Purchase DC: 41
Restriction: Mil (+3)
Accessories: 5 hour air supply, military radio, 4 20mm cannons, 1 laser
Notes: Can not fire 20mm cannons while the heavy laser is firing, nor fire laser while using 20mm cannons.

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
20mm cannons (4 fire-linked8d1020Ballistic150 ftS100 rds ea
Heavy Laser8d8*20Fire200 ftSIngle*20 shots

Heavy Laser
This laser fires a heavy beam for 3 rounds instead of a single blast, but suffers -2 to attack rolls, plus an additional -2 for every 20 difference in speed the target is faster than the Sparrow, or a +1 to strike for every 10 difference in speed the Sparrow is faster than the target. If it strikes the same target each round successfully, deals an additional +2d8 damage each additional strike, for a maximum of 12d8 on the third successful round of striking. On the second round of successfully striking the target, the critical damage modifier is increased to x3, and if a second critical strike on the third round the critical modifier is x4.

Sparrow Mk2
The Mk2 has a slight upgrade in weapons and armour, making it slightly slower than the original.
Make the following changes to a Sparrow to make a Sparrow Mk2:
Increase hit points to 40;
Reduce speed to 340 (34);
Replace 2 nose 20mm cannons with 2 30mm cannons;
Heavy Laser capacity increased to 25;
PDC +1.
Note: Can not fire 30mm cannons with any other weapons.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
20mm Cannon (2 fire-linked)6d1020Ball150 ftS120 rds ea
30mm Cannons (2 fire-linked)6d1220Ball150 ftS

Sparrow Mk3
The Mk3 is similar to the original Sparrow but instead of changing weapons, it has other improvements in improved engines for increased speed, an improved targeting systems. The Mk3 also has a defensive system that releases multiple laser blasts around it to ward off farther attacks.
Make the following changes to a Sparrow mk1 to make a Mk3:
Increase speed to 375 (37);
Gain +1 to attack rolls for all built-in weapons;
Add Defense Burst;
PDC +1.

Defense Burst
This devise has multiple laser emitters that when the equipped vehicle suffers a certain amount of damage, fires and fills an area around the vehicle with laser fire. When the vehicle suffers 50% damage (17 points of damage after damage reduction) it fires, dealing 4d8 points of fire damage to a 100 ft radius area, Reflex save DC 16 for half.
 

kronos182

Adventurer
Bunker
Bunkers are a classic form of Terran defense, made of a short, domed structure atop a square base, with a single armoured door at the rear. Each side has a port that allows 4 to 6 marines inside to fire through while being completely protected, although heavier armoured units, such as firebats and and marauder armoured marines take up the space of 2 marines. Bunkers are typically 25 ft by 25 ft (5 squares by 5 squares) at their base and about 15 feet tall. The Bunker provides nine-tenth cover for its occupants.
Several additions and modifications can be applied to the basic bunker to make them more effective.
Bunkers have 100 hit points, Defense 6, hardness 20. PDC 29. The armoured door has 50 hit points and hardness 20, and a Computer Use check DC 30 to pick the electronic lock. Occupants inside receiver +10 cover bonus to Defense and +4 cover bonus to Reflex saves. Occupants firing through the firing ports suffer -1 to their attack rolls. Bunkers are typically equipped with additional supplies and ammunition, with typically 50 magazines for the C-14 Impaler gauss rifle, 10 tanks for firebats and 5 reloads for the marauder armour's auto factory for its grenade launchers, typically 5 to 10 days of rations for up to 6 people and additional air resupplies for powered armour for another 5 days for 6 people. The firing ports can be sealed when not in combat and the bunker has air and power for 15 days before needing resupplying. A single SCV with 5 tons of minerals can assemble a basic bunker in 1 hour.

Bunker Modifications

Defensive Turret

Advanced turrets have a built into them to aid in their defense. The turret mounts an auto turret system with a gauss cannon and its targeting system. The bunker gains 20 additional hit points, plus the auto turret that functions on its own.
Attack: +5 Ranged 12mm Gauss Cannon (5d12, 20, 150 ft, A, 10000 rd box (PDC 16 box of 20)
Sensors: Grants +4 to Listen, Spot and Search check, 500 ft night vision, motion detection. Sensors can detect vehicles out to 2 miles, or living creates up to medium size out to 1 mile.
Accessories: Video/Audio recorder, motion detectors 500 ft, night vision, military radio (report to control unit when engaged targets, low on ammunition, suffered damage or low on power, 100 mile.
PDC: +3

Projectile Accelerator
Bunkers on advanced military bases are often fitted with projectile accelerators that enhances the shots fired from the weapons of occupants that are used with them. Equipped bunkers grant +1 to attack rolls and +5 damage to projectile weapons to the occupants using their hand weapons firing through the firing ports.
PDC: +1

Fire Suppression System
The bunker is equipped with a set of fire suppression drones that are released upon the bunker suffering more than 30 points of damage. The drones can repair 10 hit points to the bunker each round to a maximum of 75 hit points, and can't repair above the bunker's maximum hit points. Refilling this system costs PDC 19.
PDC: +2

Spotlights
Up to 4 spotlights on pivots and turntables can be fitted, each with a range of 200 ft, lighting up a 20 foot area.
PDC: +1

Fortified Bunker
The bunker is reinforced to better resist attacks and absorb more damage. Adds 50 hit points and increases hardness by +3.
PDC: +3

Neosteel Armour
The armour of the bunker is reinforced with neosteel plating, increasing Defense to 7 and increases hardness to +5.
PDC: +4
 

kronos182

Adventurer
A few Chimera variants from WH40K

Storm Chimera
The Storm Chimera is a rare variant used by the regiments of the Death Korps of Krieg. The preferred combat doctrine of the Death Korps holds that either its troops not be reliant on mechanized transports, or its regiments utilise much larger and heavier transports such as the Gorgon for heavy assaults. As such, the Chimera sees limited use in the Death Korps and most commonly as the Storm Chimera. This configuration is issued to specialized frontline assault units and is simply an up-armoured standard Chimera with extensive ablative armour plating to increase its endurance. It is always armed with a turret mounted autocannon.

Chimera (PL6, Imperium of Man)
Crew: 3
Passengers: 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: 56*
Size: Huge (-2 size)
Purchase DC: 42
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. Ablative armour
Ablative Armour - Extra armour is bolted to the vehicle, which is designed to ablate and reduce damage to the vehicle. This armour grants an additional +35 hit points and additional +5 to hardness but reduces speed to 65 (6), 20 (2) on water. Each strike to the vehicle reduces the bonus hit points first and each strike reduces the additional hardness by 1 per strike. Once the bonus hit points and hardness is reduced to zero, damage is done directly to the hull, and speed goes back to normal levels
Weapons: Autocannon turret, heavy bolter.
WeaponDamageCriticalDamage TypeRange IncRate of FireAmmo
Autocannon4d1020x2Ball150 ftA150
Heavy Bolter3d12+4 +2d620x2Ball100 ftS, A500
Lasgun (6)3d820x2Fire80 ftSUnlimited

Hellhound
The Hellhound is a flame-thrower tank that uses the Chimera chassis, replacing the multi laser with an inferno cannon, replacing the troop compartment with an armoured pressurized fuel tank for the inferno cannon. These vehicles are useful to clear enemies out of cover, making them excellent anti-infantry vehicles. However the vehicles are prone to exploding when taking fire and the tank is ruptured.

Hellhound (PL6)
Crew: 3
Passengers: 0
Cargo: 250 lb tow 6 tons
Init: -2
Maneuver: -2
Top Speed: 77 (7) / 30 (3) on water
Defense: 8
Hardness: 26
Hit Points: 56
Size: Huge (-2 size)
Purchase DC: 42
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 externally, trailer hitch.
Notes: Attacks from explosive ammunition have their critical threat range increased by 1, and on a successful critical hit, the vehicle suffers an additional 50% damage.
Weapons: Inferno cannon turret, hull mounted heavy bolter or heavy flamer
WeaponDamageCriticalDamage TypeReflex DCRange IncrRate of FireMagazine
Inferno Cannon6d6-Fire1760 ft cone or
100 ft line, 10 ft wide
Single75 shots
Heavy Bolter3d12+4 +2d620x2Ball100 ftS, A400 rds
or Heavy Flamer4d6-Fire1560 ft long, 10 ft wide line
Single20 shots


Bane Wolf
This minor adaptation of the Hellhound replaces the Inferno cannon with a Chem Cannon and the vehicle is coated in a chemically inert coating to protect it from its own weapon. The chem cannon fires a line of acid instead of fire, making it deadly against even creatures that are fire resistant.
Make the following changes to the Hellhound to make a Bane Wolf:
Replace Inferno Cannon with Chem Cannon;
Add Acid Resistance 20.

Chem Cannon
This weapon appears visually similar to the Inferno cannon, except it is modified to fire a stream of potent acid.

Chem Cannon (PL5 Exotic Weapons Proficiency, Imperium of Man)
Damage: 4d6
Critical: 20x2
Damage Type: Acid
Range Increment: 100 ft long line, 10 feet wide, Reflex DC 17 for half
Rate of Fire: Single
Size: Large
Weight: 55 lbs
Ammo: 150 shots
Purchase DC: 25 Mil (+3) Imperium of Man
Note: Continues to deal damage each round, but reduced by 1 die until reduced to 0 die. Can be stopped with an anti-acid agent (a base chemical) applied as a full round action.
 

Lord Zack

Explorer
Hmm... I'm imagining a Terran-built version of the Hellhound optimized for anti-Zerg use. Like a "Mar Sara- pattern Hellhound." (Or Korhal-pattern, or Valhalla-pattern, etc.)
 


Lord Zack

Explorer
Well, it would have Neo-Steel Armor like most terran vehicles. The Inferno Cannon would remain, but the secondary weapon would be replaced with a gauss cannon. The engine is replaced with one based on that allows it to operate on a variety of fuels. Reckless terran engineers sometimes tinker with the Inferno Cannon to allow it to project a more intense, focused flame for a limited. This can be dangerous if not done properly, but increases the damage at the cost of spreading the flame over a smaller area.
 

kronos182

Adventurer
Well, it would have Neo-Steel Armor like most terran vehicles. The Inferno Cannon would remain, but the secondary weapon would be replaced with a gauss cannon. The engine is replaced with one based on that allows it to operate on a variety of fuels. Reckless terran engineers sometimes tinker with the Inferno Cannon to allow it to project a more intense, focused flame for a limited. This can be dangerous if not done properly, but increases the damage at the cost of spreading the flame over a smaller area.
What name would you give this variant? I can stat it up in a few min, just need a name.
 

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