CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
T-4
The T-4 is an upgraded and larger model of the T-1, an early model of HK-Tank or a Hunter-Killer, with thicker armour, improved weapons, a lower profile and instead of two tracks, it has four, two per side, for improved maneuverability and stability over rough terrain. Armed with a rapid-fire light caliber cannon and a grenade launcher on each arm

T-4
Huge Construct (PL 5)
Hit Dice: 8d10+40 (90 hp)
Initiative: +0
Speed: 30 ft
Defense: 16 (-2 size +8 armour)
FS/Reach: 10 ft x 10 ft, 10 ft
Attack: +6 ranged cannon (4d10 x2, ballistic, 120 ft), or +6 ranged grenade launcher (4d6*, 75 ft), or +12 melee slam (1d8+6 bludgeon)
Full Attack: +6 range cannon (4d10 x2, ball, 120 ft) and +1 ranged cannon (4d10 x2, ball, 120 ft)
Special Attack: Crush
Special Qualities: improved visual sensors, integral laser sight, integral weapons, reinforced construction ( DR 5/-), telescopic vision, tracks, construct, darkvision
Saves: Fort +3, Reflex +3, Will +3
Abilities: Str 23, Dex 10, Con -, Int 12, Wis 10, Cha 1
Skills: Listen +7, Search +7, Spot +7
Challenge Rating: 4
PDC: 26

Crush
The T-4 can attempt to run over a medium or smaller target, as a full round action, can move up to 60 ft and run over a target as part of a charge. If it hits deals 4d6 crushing damage (similar to a constrict) and knocked prone. The target can attempt to move out of the way with a Reflex save DC the T-4's attack roll for half damage.

T-7T
The T-7T Tetrapod, also known as Spider, is an early Hunter-Killer, it has an armoured upper section similar to the T-4, but instead of treads, it has four legs which allows it to climb over obstacles and rough terrain. They are armed with two gatling guns on its arms and is accompanied with multiple tiny flying drones that it uses to hunt targets or alert it of anything happening within its area that its defending.

T-7T
Huge Construct (PL 5)
Hit Dice: 8d10+40 (80 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
Defense: 17 (-2 size, +1 Dex, +8 armour)
FS/Reach: 10 ft x 10 ft, 10 ft
Attack: +7 ranged gatling gun (3d6 x2, ballistic, 80 ft), or +12 melee slam (1d8+6 bludgeon)
Full Attack: +7 range gatling gun (3d6 x2, ballistic, 80 ft) and +2 ranged gatling gun (3d6 x2, ballistic, 80 ft)
Special Attack:
Special Qualities: improved visual sensors, integral laser sight, integral weapons, reinforced construction ( DR 5/-), telescopic vision, tracks, construct, darkvision 100 ft, aerostats
Saves: Fort +3, Reflex +3, Will +3
Abilities: Str 23, Dex 12, Con -, Int 12, Wis 10, Cha 1
Skills: Climb +10, Listen +7, Search +8, Spot +8
Challenge Rating: 4
PDC: 27

Aerostat
The T-7T has compartments on its back that hold a series of drones that help expand its senses, it can see everything through them. The T-7T can hold 12 aerostats and can release up to 4 per round. These sockets recharge the aerostats. The aerostat is about 2.5 feet long and 2 feet wide, with their primary sensor system at the front, with a large lift duct fan taking up the bulk of the body and primary thrusters at the rear, and have a 6 hour operation time before requiring recharging in a socket on the T-7T.
Each aerostat in operation grants the T-7T a +1 to Listen, Search and Spot checks to a maximum of +5, as long as the aerostat is within 2 miles of the T-7T. As long as an Aerostat can see a target, the T-7T is aware of it and can't be surprised or flanked by that target. Each Aerostat focusing its attention on the same target as the T-7T, by making an aid other action (make an attack roll against the target, painting it with its laser designator), grants the T-7T +2 to attack rolls.

Aerostat
Tiny Construct (PL 5)
Hit Dice: 1/4d10 (3 hp)
Initiative: +4 (+4 Dex)
Speed: 60 ft fly, perfect maneuverability
Defense: 16 (+2 size, +4 Dex)
FS/Reach: 2 1/2 ft by 2 1/2 ft, 0 ft
Attack: +6 Laser designator (no damage)
Special Attack:
Special Qualities: improved visual sensors, integral laser sight, laser designator, reinforced construction ( DR 1/-), telescopic vision, construct, darkvision 100 ft
Saves: Fort +0, Reflex +4, Will +0
Abilities: Str 6, Dex 18, Con -, Int 12, Wis 10, Cha 1
Skills: Listen +4, Navigate +4, Search +4, Spot +4
Challenge Rating: 1/2
PDC: 20
 

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kronos182

Adventurer
T-200 Terminator HK

The T-200 series Terminator HK is Skynet's first attempt at a more humanoid and human sized HK design, although it is quite narrow, has a large, but unarmoured sensor array on top of the shoulders. These terminators had generally human proportioned limbs that allowed them to use any available items, equipment and weapons. They are typically armed with either ballistic weapons or a light plasma rifle, and fitted with ballistic cloth, which was hung on the terminator, giving it a scarecrow appearance. However the T-200 had a limited power cell, with only 14 days of power before requiring a new cell or recharging.

Medium Construct (PL 6)
Hit Dice: 1d10+10 (20 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
Defense: 12 (+1 Dex, +1 armour)
Attacks: +1 ranged 5.56mm rifle (2d8, 80 ft), or +1 melee (1d6+1)
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: integral laser sight, telescopic vision, construct, darkvision 60 ft, vulnerability
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 12, Dex 12, Con -, Int 12, Wis 10, Cha 8
Skills: Listen +2, Spot +2, Search +2
Challenge Rating: 1
PDC: 20

COMBAT
The T-200 are cheap, easy to mass produce and arm, good for large attacks or cheap labour. They are typically armed with a 5.56mm projectile rifle, or can be armed with any other infantry weapon.

Vulnerability
The T-200 is very lightly armoured with no backup systems. Strikes from 7.62mm or larger caliber projectiles have their critical chance increased by one. For example if the weapon would strike a critical on a natural roll of 20, a 7.62mm rifle would score a critical on a 19-20 instead.


T-202
The T-202 is the T-200 that is used for repairs and maintenance. It lacks the weapons programming and armour, instead programmed for repair and maintenance work.
Make the following changes to the T-200 to make a T-202:
Reduce Defense to 11 (remove the +1 armour);
Remove weapons;
Add +4 to following skills: Craft: Mechanical, Craft Electrical and Repair.
 

kronos182

Adventurer
Skynet
Since its defeat after causing chaos for two days upon its arrival after the Vanishing, Skynet over time has had a mix of success and defeats. While he managed to escape into a sub-net, and moves a physical copy about to prevent being captured, Skynet hasn't been able to gain the resources it is used to, thus Skynet has had to make due with obsolete models or weaker versions of better models.
Skynet has had to change tactics and works more in the shadows and guerilla warfare tactics, hit and runs, smash and grabs for resources where it can. Skynet has managed to maintain a few hidden bases where stockpiles are slowly being increased at and makes a few strikes from, but prefers to set up temporary bases from which to launch strikes from so to keep the secret facilities from being attacked. Currently has one in northern Texas, another hidden in the Swiss Alps which is the largest and supplies.
Skynet has a few plans in the works: amass enough resources and build an army to wipe out mankind on Coreline Earth; gain allies amongst any Ais; gain access to spacecraft and escape to another planet to build an army of machines.

Skynet has several back ups of itself hidden in several locations, each guarded by many Terminators and Hunter Killers. Although at the moment Skynet is using mostly older models and slowly building a supply of more advanced models as it gains resources. The use of mostly older models, which use older and more commonly available weapons allows Skynet to save on resources and makes its enemies underestimate its capabilities.

Currently, Skynet has manufacturing capacity to build T-1, T-4, T-7T and T-200 and 202s in large quantities, using many to guard its facilities, but also seeding many around in fake facilities or temporary facilities that function for sort periods of time before being abandoned and their resources sent to the main facilities or used for the next temporary facility. More advanced models like the T-800, aerial Hunter Killers and others are used for important missions or hidden at its main facilities for protection until needed. Skynet has gotten fairly good at setting up, or take over manufacturing facilities to produce older models of terminators, weapons or other products as needed. Skynet also sets up research facilities, both real and fake to keep its enemies off its trail

Adventure Ideas:
Rumours of rogue robots attacking transport trucks. The PCs are tasked to investigate. They discover older model terminators attacking and hijacking the cargo, which ranges from raw materials, high end electronics, military equipment, children toys and nick knacks.

Terminators have been spotted in a remote area, patrolling. Reports show there is no structures of significance in the area. Why are there terminators and other robots in an area that is devoid of anything. Is there an actual Skynet base or a ruse.

While on another mission in industrial area, they encounter shipping containers filled with terminators.

The PCs get reports of, or stumble upon a manufacturing or research facility being set up and manned by various terminators.
 

Think a little thing to mention is that, because the T-series has been homaged so much in fiction, in the Line there’s some companies that have developed their own variations of the SKYNET designs (like, dunno, an additional note for a couple of variations/“patterns” in some designs - example, say, the OCP variation of the 600 uses a more volatile power core that has a bigger thermal profile and is prone to expelling noxious fumes (easier to track?) but has a “nitro boost” running mode. Or the Diggers Technologies pattern has a more advanced personality matrix - technically it makes them more adaptable on the battlefield, but unfortunately they also develop what could be called “an itchy trigger finger” (yeah, even by Terminator standards). They can even fall for ruses that a Terminator normally wouldn’t - usually when you yell at one that their mama was a soloflex they don’t care, but a DT will actually go all “you take that back! YOU TAKE THAT BACK!!!” even if it doesn’t makes sense.)
 
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Lord Zack

Explorer
I could see some coming up with novel Terminator designs, heck Tendrando Arms' YVH-Series battle droids could already be considered Terminators due to their design and function. There could also be specifically designed anti-Terminators (Defenders?).
 


kronos182

Adventurer
Spider Mech

Stark Industries was mildly surprised at the success of the Iron Mech and developed a second one, based on Spider-Man. This blue and red mech is shaped similarly to the Iron Mech, lacks a head, with the pilot's head exposed, but comes with an iron man inspired helmet with a HUD link to the mech. Instead of repulsors in the hands, tangle grenade launchers and grapple tags with duracable line launchers are fitted to mimic the abilities of Spider-Man. The back mounts four waldo arms that can be used in melee combat. The hands, feet and waldo arms are fitted with molecular adhesion pads that allow the mech to climb and cling to virtually any surface that can support the mech's weight. The grapple tag launchers fire the tag with 150 ft of duracable, capable of carrying the 2 ton mech easily, which allow the mech to climb or swing from surfaces that can support the mech's weight. The cables retract as a free action, or can be detached and another is loaded.

Spider Mech mk1
Size: Large (-1)
Bonus Hit Points: 100 hp
Superstructure: Duralloy
Hardness: 15
Armour: Resilium
Bonus to Defense: +6 (+6 armour, -1 size, +1 Dex)
Armour Penalty: -5
Reach: 10 ft (15 ft waldos)
Strength Bonus: +6
Dexterity Bonus: +2
Dexterity Penalty:
Speed: 30 ft, 20 ft climb, 60 ft when swinging
Purchase DC: 37

Slots
Back Waldo Arms
Left Arm Tangler Grenade launcher & Grapple tag launcher
Right Arm Tangler Grenade launcher & Grapple tag launcher
Shoulders Tangler grenade & duracable storage
Torso Cockpit
Torso Class II Sensor System
Boots
Comm System

Standard Package Features: Headless, integrated helmet, remote control, waldos, wall climbing
Bonuses: +4 Navigate & Spot, +8 to climb checks
Weapons: Tangler Grenade Launcher (2) -1 ranged (no damage, 100 ft, 60 grenades ea),
Grapple Tag Launcher (2) -1 ranged (no damage, 150 ft, 10 tags & cables each)
Slam +2 melee (1d8+3)
Waldo 2 attacks +7 melee (1d6+3 piercing)

Integrated Helmet
Instead of having a head as part of the mech, the Spider Mech comes with a helmet modeled after the Iron Spider 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 Spider 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 Spider 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.

Wall Climbing
The Spider Mech has the ability to cling to any surface using molecular adhesives and magnets on the hands, feet and the waldos, giving it a climbing speed and a +8 bonus to Climb checks.

Waldos
These four spider leg-like appendages are attached to the back and can be used in various ways. They have a 15 foot reach, with a fixed Strength of 20, and are able to move the mech without using its leg, letting the mech to climb while keeping its hands and feet free. The waldos are fitted with cameras and a limited AI that allow them to engage in melee combat either attacking nearby opponents or defending the pilot, but the pilot has to choose if they will be set to attack or defend at the start of their turn, and will remain on that option until set otherwise. When attacking, the Waldos make two attacks at +7 to attack rolls, dealing 1d6+5 piercing damage that can ignore 3 points of hardness/DR with a 15 foot reach. Defensively, the waldos grant the pilot a +4 shield bonus with all four waldos working, reduce by 1 for each waldo not being used for defense. If the pilot is grappling a target, on offense the waldos grant a +4 bonus to the pilots grapple check and gain two free waldo attacks each round the target is grappled.


Miles Spider Mech

With the success of both the Iron Mech and the Spider Mech, Stark Industries has expanded the line with new additions, with the first one being a variant of the Spider Mech based on Miles Morales Spider-Man. The Miles Spider mech lacks the waldos but has stealth capabilities and has some additional weapons, but at the expense of armour. The armour is black with red accents and has a retractable hood made of advanced ballistic resistant cloth to help protect the head and aids in the stealth systems.

Miles Spider Mech mk2
Size: Large (-1)
Bonus Hit Points: 80 hp
Superstructure: Alumisteel
Hardness: 10
Armour: Resilium
Bonus to Defense: +5 (+6 armour, -1 size, +1 Dex)
Armour Penalty: -4
Reach: 10 ft
Strength Bonus: +4
Dexterity Bonus: +2
Dexterity Penalty:
Speed: 40 ft, 20 ft climb, 60 ft when swinging
Purchase DC: 38

Slots
Back Cloaking Screen
Left Arm Tangler Grenade launcher & Grapple tag launcher
Right Arm Tangler Grenade launcher & Grapple tag launcher
Shoulders Tangler grenade & duracable storage
Torso Cockpit
Torso Class III Sensor System
Boots
Comm System

Standard Package Features: Headless, integrated helmet, remote control, darkvision 90 ft
Bonuses: +4 Navigate & Spot, +8 to climb checks, Hide +40 immobile, +20 if moving, 50% miss chance while cloaked
Weapons: Tangler Grenade Launcher (2) -1 ranged (no damage, 100 ft, 60 grenades ea),
Grapple Tag Launcher (2) -1 ranged (no damage, 150 ft, 10 tags & cables each)
Slam +2 melee (1d8+3)
Waldo +2

Integrated Helmet
Instead of having a head as part of the mech, the Spider Mech comes with a helmet modeled after the Iron Spider 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 Spider 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 Spider 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.

Wall Climbing
The Miles Spider Mech has the ability to cling to any surface using molecular adhesives and magnets on the hand and feet giving it a climbing speed and a +8 bonus to Climb checks.
 

Hinthas

Explorer
Spider Mech

Stark Industries was mildly surprised at the success of the Iron Mech and developed a second one, based on Spider-Man. This blue and red mech is shaped similarly to the Iron Mech, lacks a head, with the pilot's head exposed, but comes with an iron man inspired helmet with a HUD link to the mech. Instead of repulsors in the hands, tangle grenade launchers and grapple tags with duracable line launchers are fitted to mimic the abilities of Spider-Man. The back mounts four waldo arms that can be used in melee combat. The hands, feet and waldo arms are fitted with molecular adhesion pads that allow the mech to climb and cling to virtually any surface that can support the mech's weight. The grapple tag launchers fire the tag with 150 ft of duracable, capable of carrying the 2 ton mech easily, which allow the mech to climb or swing from surfaces that can support the mech's weight. The cables retract as a free action, or can be detached and another is loaded.

Spider Mech mk1
Size: Large (-1)
Bonus Hit Points: 100 hp
Superstructure: Duralloy
Hardness: 15
Armour: Resilium
Bonus to Defense: +6 (+6 armour, -1 size, +1 Dex)
Armour Penalty: -5
Reach: 10 ft (15 ft waldos)
Strength Bonus: +6
Dexterity Bonus: +2
Dexterity Penalty:
Speed: 30 ft, 20 ft climb, 60 ft when swinging
Purchase DC: 37

Slots
Back Waldo Arms
Left Arm Tangler Grenade launcher & Grapple tag launcher
Right Arm Tangler Grenade launcher & Grapple tag launcher
Shoulders Tangler grenade & duracable storage
Torso Cockpit
Torso Class II Sensor System
Boots
Comm System

Standard Package Features: Headless, integrated helmet, remote control, waldos, wall climbing
Bonuses: +4 Navigate & Spot, +8 to climb checks
Weapons: Tangler Grenade Launcher (2) -1 ranged (no damage, 100 ft, 60 grenades ea),
Grapple Tag Launcher (2) -1 ranged (no damage, 150 ft, 10 tags & cables each)
Slam +2 melee (1d8+3)
Waldo 2 attacks +7 melee (1d6+3 piercing)

Integrated Helmet
Instead of having a head as part of the mech, the Spider Mech comes with a helmet modeled after the Iron Spider 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 Spider 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 Spider 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.

Wall Climbing
The Spider Mech has the ability to cling to any surface using molecular adhesives and magnets on the hands, feet and the waldos, giving it a climbing speed and a +8 bonus to Climb checks.

Waldos
These four spider leg-like appendages are attached to the back and can be used in various ways. They have a 15 foot reach, with a fixed Strength of 20, and are able to move the mech without using its leg, letting the mech to climb while keeping its hands and feet free. The waldos are fitted with cameras and a limited AI that allow them to engage in melee combat either attacking nearby opponents or defending the pilot, but the pilot has to choose if they will be set to attack or defend at the start of their turn, and will remain on that option until set otherwise. When attacking, the Waldos make two attacks at +7 to attack rolls, dealing 1d6+5 piercing damage that can ignore 3 points of hardness/DR with a 15 foot reach. Defensively, the waldos grant the pilot a +4 shield bonus with all four waldos working, reduce by 1 for each waldo not being used for defense. If the pilot is grappling a target, on offense the waldos grant a +4 bonus to the pilots grapple check and gain two free waldo attacks each round the target is grappled.


Miles Spider Mech

With the success of both the Iron Mech and the Spider Mech, Stark Industries has expanded the line with new additions, with the first one being a variant of the Spider Mech based on Miles Morales Spider-Man. The Miles Spider mech lacks the waldos but has stealth capabilities and has some additional weapons, but at the expense of armour. The armour is black with red accents and has a retractable hood made of advanced ballistic resistant cloth to help protect the head and aids in the stealth systems.

Miles Spider Mech mk2
Size: Large (-1)
Bonus Hit Points: 80 hp
Superstructure: Alumisteel
Hardness: 10
Armour: Resilium
Bonus to Defense: +5 (+6 armour, -1 size, +1 Dex)
Armour Penalty: -4
Reach: 10 ft
Strength Bonus: +4
Dexterity Bonus: +2
Dexterity Penalty:
Speed: 40 ft, 20 ft climb, 60 ft when swinging
Purchase DC: 38

Slots
Back Cloaking Screen
Left Arm Tangler Grenade launcher & Grapple tag launcher
Right Arm Tangler Grenade launcher & Grapple tag launcher
Shoulders Tangler grenade & duracable storage
Torso Cockpit
Torso Class III Sensor System
Boots
Comm System

Standard Package Features: Headless, integrated helmet, remote control, darkvision 90 ft
Bonuses: +4 Navigate & Spot, +8 to climb checks, Hide +40 immobile, +20 if moving, 50% miss chance while cloaked
Weapons: Tangler Grenade Launcher (2) -1 ranged (no damage, 100 ft, 60 grenades ea),
Grapple Tag Launcher (2) -1 ranged (no damage, 150 ft, 10 tags & cables each)
Slam +2 melee (1d8+3)
Waldo +2

Integrated Helmet
Instead of having a head as part of the mech, the Spider Mech comes with a helmet modeled after the Iron Spider 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 Spider 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 Spider 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.

Wall Climbing
The Miles Spider Mech has the ability to cling to any surface using molecular adhesives and magnets on the hand and feet giving it a climbing speed and a +8 bonus to Climb checks.
This is frikking AWESOME!!
 



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