CORELINE (D20 Modern/D20 BESM Setting).

Idea for magic item (or Warp-tainted, as it may be): the Commissar Cap of Intimidation. Makes the user get a big boost to Intimidate rolls, at least once a day even get a Fear effect, but the side effect is becoming increasingly absurdly blood-thirsty, even by Commissar standards, coming down to putting bolts through people’s faces for so much as blinking too hard (as an “obvious sign of cowardice”).
 

log in or register to remove this ad

kronos182

Adventurer
Some WH40k melee weapons

Power Sword
Power swords are a type of Power Weapons, which are rare in the Imperium of Man. These weapons, once the field is activated, emit a hazy field of bluish energy that wraps around the blade, which is capable of disrupting the molecular bonds of matter when it strikes.

Power Sword (PL7 Archaic Weapon Proficiency)
Damage: 1d8 unenergized, 2d10 energized
Critical: 19-20x2 unenergized, 18-20x3 energized
Damage Type: slashing unenergized, slashing/energy energized
Size: Medium
Weight: 5 lbs
Purchase DC: 30 Rare +5
Notes: When energized deals half slashing and half non-specific energy damage, also ignores 5 points of Defense from Armour or Shields, or 5 points of Hardness/DR


Power Axe
Power axes are a type of Power Weapons, which are rare in the Imperium of Man. These weapons, once the field is activated, emit a hazy field of bluish energy that wraps around the blade, which is capable of disrupting the molecular bonds of matter when it strikes.

Power Axe (PL7 Archaic Weapon Proficiency)
Damage: 1d10 unenergized, 2d12 energized
Critical: 20x2 unenergized, 19-20x3 energized
Damage Type: slashing unenergized, slashing/energy energized
Size: Medium
Weight: 7 lbs
Purchase DC: 31 Rare +5
Notes: When energized deals half slashing and half non-specific energy damage, also ignores 6 points of Defense from Armour or Shields, or 6 points of Hardness/DR


Shard of Bekrin
This power sword has a broken blade, missing half its length, was wielded by Tarvos, a Blood Angels Battle-Brother in the service of the Deathwatch. The blade broke when Tarvos gave his life defeating a Hive Tyrant while protecting the world's clergy as they evacuated the planet. The weapon still hums with power, and those that look upon its stained blade at once feel the power of the brother who once wielded it.

Shard of Bekrin (PL7 Archaic Weapon Proficiency)
Damage: 1d8 unenergized, 2d10 energized
Critical: 19-20x2 unenergized, 18-20x3 energized
Damage Type: slashing unenergized, slashing/energy energized
Size: Medium
Weight: 5 lbs
Purchase DC: 32 Unique +6
Notes: When energized deals half slashing and half non-specific energy damage, also ignores 5 points of Defense from Armour or Shields, or 5 points of Hardness/DR.
Inspirational - When wielded in combat, grants allies within 50 feet +1 moral bonus to attack rolls and Will saves. Also makes the wielder and allies within 50 feet immune to any fear affects from Tyrants.
Tyrant Killer - deals double damage to any Tyrant. If used to deliver the killing blow to a Tyrant of Large size or bigger, the wielder and allies within 50 feet gain a +1d6 moral bonus to melee damage for 3 rounds.
 

kronos182

Adventurer
Commissar Cap of Intimidation
This ornate Commissar hat was originally worn by a famous commissar who was well known for inspiring the troops under his command, usually with fear of facing him, rather than the enemy.
Commissars that wear this cap gains a +4 bonus to Intimidation checks, reduces the attack penalty when making a Duty or Death! Attack.
If the Commissar makes a successful Duty or Death! Attack, can add their Intimidation bonus, including the +4 from the Cap of Intimidation, to their There Is No Fear But Me check. For every 5 points the Commissar beats the DC, grants allies double the normal bonuses.
Weight: 2 lbs
PDC: 31
 

OK... cool Power weapons. We can see the ones for Angry Marines weapons (the Power Bat and the Power Boots) and home-made versions done with makeshift equipment because, well, if those wackos can make a baseball bat with a Power field...

Probably those would have an additional rule for unstable power fields or something, because they are so makeshift.
 

kronos182

Adventurer
"We are the Borg. You will be assimilated. Resistance is futile."

The Borg are a pseudo-species of cybernetic humanoids from the Delta Quadrant. No single individual truly exists as all are joined in a hive mind known as the Collective. The Borg Queen appears to be a possible exception to this no individual entity, although assimilated individuals used as representatives to make assimilation faster with some species have existed with Locutus being the most well known. The ultimate goal of the Borg is the attainment of perfection through the forcible assimilation of diverse sentient species, technologies and knowledge that would be added and absorbed into the hive mind.

The Borg collective is made up of 'drones' made up of varied species they have assimilated and augmented with cybernetics. All Borg will have a number of 'standard' augmentations, but those assigned to specific roles, which is partly determined by the assimilated being's species, knowledge and skills. For example Klingons and Hirogens are typically used as combat or heavy labour drones. All drones cease to grow body hair and develop an ashen, grayish skin colouration, ignoring original skin pigmentation. Cybernetic implants are either surgically attached to the body, or grown internally by nanoprobes injected into the bloodstream.

All Borg will have the following augmentations and traits:
Racial Traits:
Size: Same as base creature.
Cybernetics: All Borg drones will have a number of standard cybernetics (listed below), plus others that are related to their specific duties. But have built in universal translator, communications systems, targeting software, 10 hour oxygen cell, sensors (chemo-, geo-, electri-, mechani- comp sensors at +5 bonus)
Required Regeneration: To help maintain their organs and cybernetic systems, all borg drones must return to a Regeneration Alcove once every 48 hours for 8 hours. While in the Regeneration Alcove, the drone shut down all non-essential bodily systems, and their entire metabolism becomes integrated with the power system and distribution network of their ship, merging their life signs with the ship. While Regenerating heals at double normal rate, does not require food, water and is considered resting. Also while connected, any other member of the Collective can access that drone's knowledge and can use it at a fraction of the original drone's bonus. For every 24 hours past 48 hours the drone goes without regeneration, the drone loses 5 ft to speed, suffers -1 to all rolls (attack, saves and checks). Once the drone's speed reaches 0 ft, the drone shutdowns and is essentially in a coma and a form of stasis. It can remain in this state for up to 10 years. Once it is put in a regeneration alcove and recharges for at least 8 hours, the drone is fully functional again.
Collective Knowledge: All borg drones are connected by the hive mind, and are able to share knowledge quickly and easily. All drones, if they lack a particular skill, or knowledge, can spend a full round action searching and accessing through the hive to get that skill or knowledge required. If the skill is one the drone lacks (has no skill points in) can gain a +4 bonus to that skill. If the drone has skill points in that skill, gains a +8 bonus as they are adding to their knowledge in that particular skill. Knowledge that doesn't require skill checks can also be accessed in this way. If the drone is over 50,000 light years from the nearest borg ship that has the required skills or knowledge, increase the time to access the hive for the knowledge by 1 round per 10,000 light years.
Reputation: The Borg are feared as an unstoppable force that assimilates all in their path. +2 Reputation.

In Coreline, there are a few Borg factions known to exist. Most groups keep to themselves, seeing themselves as the prime collective and look to absorb the others if given the chance. When more than one faction encounters the other, there can be a devastating conflict between the groups as they try to assimilate each other. Borg generally use geometric shaped ships, cubes and spheres make up the bulk of most factions' fleets, while some also have the smaller, flatter angular rectangular scouts and interceptors, the rare diamond ships used by Borg Queens, and some have fusion cubes, where several cubes connect together to create a larger cube for greater tactical power.

The Prime Collective is based in the Delta Quadrant, lead by the Borg Queen, and is the closest to the Borg collective well known. They mostly keep to themselves, but will send out ships occasionally to acquire new technology and biological samples to add to their collective. This is the largest faction, but due to so many other groups that would potentially ally together to fight them, the Prime Collective mostly maintains its borders and only sends small scouting groups to study new races and technology. Watching and waiting for the opportunity to add new technologies and slowly expand their borders.

The Kelvin Borg Collective are made of Borg from the Kelvin Timeline. They have taken over space on the edge of the Alpha Quadrant, south of Federation space. They are the most aggressive of the Borg factions, attacking and assimilating any ship that gets within 10 light years of their borders. They regularly send raids to random systems, capturing ships and assimilating people before leaving. They don't seem to be interested in holding many systems they attack, although they have captured a few systems that seem of little significance quite a distance from their space and defend these systems with the same fervor as their main systems. The Kelvin Borg Collective has several very large cubes, about 10 times the size of regular cubes, which they use to protect their systems. For their main attack fleet they use smaller Tactical Probes, oblong ships with six armoured plates that run the length of the ship and stick out the end, with three on each side.

Unimatrix 5 is a faction of Borg that slowly migrates through space, but don't go about assimilating unique technologies and species, and they are unique in that each member, while part of the Collective, but retain their individuality. They only accept members who willing join their collective, or assimilate those who are close to death to give them a second chance at life. While they have several cubes and other borg ships, they also have a number of other ships they've traded or found derelicts they repaired and assimilated. Systems they move through, they mine or temporarily settle abandoned or uninhabited planets, moons and stations before moving on. If they come to inhabited systems, they negotiate for mining rights where they can and offer services to protect the system from raiders and pirates, or offer technology upgrades or medical aid, but avoid providing offensive technologies.

Standard Cybernetics:
Communication Interlink - Subspace communication device to allow instantaneous communication with the Collective. Allows instant communications with the rest of the borg collect as long as within 10 light years of a borg ship or facility with a communications system.
Myo-Neural Cortical Array - Control movements, enhances Strength and Dexterity by +1 each. (Factored in base stats)
Assimilation Tubule - Also known as injection tubules, a pair of flexible needle-like devices that extend from wrists or fingers of Drones, used to deliver nanoprobes as the first step in assimilation. Capable of penetrating most materials and energy fields known to the Federation and others. After a successful grapple, the drone can make a full round touch attach with the Assimilation Tubules, dealing 1 point of piercing damage, that ignore 30 DR/Hardness, injecting the target with assimilation nanites.
Audio Implant - Ties to the communication Interlink for communications and also enhances their hearing +1 Listen.
Homing Device - Each drone has a homing beacon with its own unique translink frequency. Functions as a Galactic GPS for the collective to find drones.
Typically an eye implant - Basic eye implant allows vision in multiple spectrums, infrared, ultraviolet, can see everything in EM spectrum, telescopic, microscopic, and can be easily modified for other vision types including multispacial, +1 Search and +1 Spot. (Factored into base stats)
Personal Force Field - Borg drones are equipped with a force field, with 50 hit points, that regenerates at a rate of 5 hit points every round. If struck by the same energy weapon more than once, the Borg drone can make a Computer check DC 20 after the first attack to analyze the weapon, with a +1 bonus for every other Borg drone within 50 feet struck by the same weapon, to adapt to the weapon, making the Borg and all others within 1 lightyear immune to that energy weapon.
Exo-Plating - Each drone has exo-plating for added protection against attacks and various environments. Combat and specialist labour drones will have heavier armour. +2 Natural Defence and DR 3.
Limited Fast Heal - The nanoprobes in the borg's body along with other implants allows for limited fast heal. Able to heal Con Modifier HP per round up to half the drone's HP before requiring to go to a Regeneration Alcove.
Hostile Environment - This set of implants allows the drone to function in a number of hostile environments including space. Provides 10 hours of air, +4 saves against poisons, diseases, has the Cold, Hot and Heavy planet adaptions.

Borg Drone
Borg drones are cybernetically enhanced beings connected to the Borg Collective, sharing a hive-like mind, removing all individuality from each member. Each drone is given a numeric designation as part of a group, such as One of Ten, part of a unimatrix, with each group responsible for a series of tasks or responsibilities, and the drone a further specialized within the assigned group's overall purpose. Each drone is enhanced with cybernetic implants determined by their function, but all drones have a number of basic enhancements, including communication interlink, a number of enhancements for strength, homing device, assimilation tubules to allow them to assimilate others, exo-plating and a personal force field for defense.

Borg Drone
CR 6;
Size: Medium-sized humanoid;
HD: 4d8+18, 50 hp, 50 hp force field
Mas: 14
Init: +2
Speed: 30 ft
Defense: 15, Touch 11, flat-footed 14 (+1 Dex, +4 Nat Armour)
BAB: +5
Grapple: +10
Attack: +10 melee (1d4+5 lethal unarmed strike), or +8 ranged (3d10 forced plasma beam)
Special Attacks: Assimilate
Special Qualities: Adaptive Forcefield, Adaptive Weapon, DR 5, personal force field 50 hp, Limited Fast Heal 2
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Borg Collective
Saves: Fort +6, Ref +3, Will +4.
Rep: +4
Abilities: Str 20, Dex 12, Con 14, Int 13, Wis 10, Cha 8
Skills: Computer Use +4, Craft Electrical +4, Craft Mechanical +4, Disable Device +4, Gather Information +3, Knowledge Earth and Life Sciences +4, Knowledge Technology +5, Listen +4, Navigate +4, Pilot +4, Repair +4, Spot +4

Assimilate - After making a successful grapple check, the Borg drone can make a full round touch attack to inject the target with their Assimilation Tubules. Target must make a Fort save DC 25 or the target is stunned and paralyzed and is starting to be assimilated. If the target succeeds the save, they are only paralyzed for the round and can make a new save the next round. The target can keep making Fort saves, but each round they resist, the Borg can make a Knowledge: Earth and Life Sciences check DC 17 (as a move action) to increase the DC by +1, each round. A Borg drone can assimilate up to 25 people between regeneration periods.

Adaptive Forcefield - When a drone is attacked by an energy weapon, after the first attack, it can make a Computer Use check DC 20 to adapt the shields to that weapon. If unsuccessful, the drone can attempt again each time attacked by the same weapon, as long as the drone was not attacked by a different type of energy weapon. The drone gets +1 to the check for each other Borg drone within 50 feet also struck by the same weapon. Once the drone is successful on the check, its forcefield is immune to damage from that type of weapon, as well as all other drones within 50 feet.
Note the same type of weapon made by different races require a separate check to become immune. Against magical weapons, attacks, the DC is increased by +5

Adaptive Weapon - The forced plasma beam, mounted on the arm of the drone can be modified to penetrate the shields, and even, with time, the armour of a target. After making a successful attack against a target and dealt damage, the drone can make a Computer Use check DC 30, with a +1 bonus for each borg drone that successfully damages the same target (or targets with similar defenses) within 50 feet. On a successful check, if the target has force fields, one-quarter of the damage bypasses the shields and deals damage directly to the target and three-quarters to the shields. Against a target with DR or Hardness, the weapon gains ignore hardness/DR 3. The drone can make additional Computer Use checks after another attack that successfully damages the target, with a successful check increasing the ignore hardness/DR by +1, and half damage bypasses shields, with a further checks increasing by +1 and one quarter more bypassing shields. After the first successful check, and any additional ones, all borg drones within 50 ft also have the same ability to bypass shields and ignore hardness/DR.
Against magic shields and armour, increase the DC by +5.

Limited Fast Heal - The borg's internal nanites and cybernetics provide the drone with a form of Fast healing, healing 2 HP each round, up to a maximum of 30 hit points. This is replenished after the drone regenerates.

Communication Interlink - Subspace communication device to allow instantaneous communication with the Collective. Allows instant communications with the rest of the borg collect as long as within 10 light years of a borg ship or facility with a communications system.

Assimilation Tubule - Also known as injection tubules, a pair of flexible needle-like devices that extend from wrists or fingers of Drones, used to deliver nanoprobes as the first step in assimilation. Capable of penetrating most materials and energy fields known to the Federation and others. After a successful grapple, the drone can make a full round touch attach with the Assimilation Tubules, dealing 1 point of piercing damage, that ignore 30 DR/Hardness, injecting the target with assimilation nanites.

Homing Device - Each drone has a homing beacon with its own unique translink frequency. Functions as a Galactic GPS for the collective to find drones.
Typically an eye implant - Basic eye implant allows vision in multiple spectrums, infrared, ultraviolet, can see everything in EM spectrum, telescopic, microscopic, and can be easily modified for other vision types including multispacial.

Personal Force Field - Borg drones are equipped with a force field, with 50 hit points, that regenerates at a rate of 5 hit points every round.

Hostile Environment - This set of implants allows the drone to function in a number of hostile environments including space. Provides 10 hours of air, +4 saves against poisons, diseases, has the Cold, Hot and Heavy planet adaptions.

Forced Plasma Beam
This energy weapon built into the arm of the borg drone fires a beam of plasma weapon. Deals 3d10 points of fire damage, 20x3 critical, range of 60 feet, semiautomatic rate of fire, has an unlimited ammunition as it draws energy from the drone as long as it regenerates regularly. If the drone hasn't regenerated for more than 48 hours, after 48 hours, has a capacity of 100 shots, and can't refill until regenerates. However the drone can attach and drain a standard power pack to replenish 50 charges for its forced plasma beam weapon.

Security/Combat Drones
These drones have heavier armour, enhanced strength, stronger shields and weapons. Each borg ship has on average only 5 to 10% of the crew made up of Security/Combat drones, while some smaller ones have none. If the Borg encounter heavy resistance, they will convert a number of regular drones to security/combat versions.
Make the following changes to drone to make a Security/Combat Drone:
+1 hit dice (+10 hit points);
+10 additional hit points;
Personal Forcefield increases to 80 HP;
Strength increased to 22 (+6);
Natural Armour bonus to Defense increased to +6;
Gains +3 to attack rolls, both melee and ranged;
DR increases to 10;
Forced Plasma Beam gains full automatic fire setting;
Add Focused Plasma Blaster to shoulder;
Unarmed strike increased to 2d4+6 damage (factored in increased strength);
Skills upgraded Listen to +6, Search to +4, Spot to +6
Fort and Will saves increase by +2;
Increase CR to 8.

Focused Plasma Blaster
This heavy energy weapon fits over the shoulder of the drone with a pivot and tilt mounting. Deals 5d10, 20x3, fire damage, 75 ft, semi, with 10 rounds that replenish at a rate of 1 per 5 rounds of inactivity. Ignores 5 points of hardness/dr. Can be modified with Adaptive Weapon ability.

Medical Drone
These drones are fitted with various medical equipment and mini nanite factories. They are used to attach various cybernetic devices to recently assimilated beings, aid in repairing damaged drones, or removing useful cybernetics that are not damaged beyond repair from deactivated or dead drones.
Make the following changes to drones to make Medical Drone;
Skills modified Craft Mechanical +6, Knowledge Earth and Life Sciences +8, Repair +6, Treat Injury +8;
Gains Craft Cybernetics, Surgery, Cybernetic Surgery;
Fitted with integrated equivalent of advanced medkit, medicomp sensor, regen wand, medical and surgical kits;
Add Nanite Factory.

Nanite Factory - This cybernetic device builds nanites that the borg use. As long as the drone regenerates regularly, it can ignore the limits of Limited Regeneration. As a full round action, uses its tubules to replenish the nanites of other drones so they can continue to regenerate damage. Able to replenish up to 10 drones' nanites per 24 hour period.
 

kronos182

Adventurer
Panzer IV
Larger than the Panzer III, the IV was the workhorse of the Panzer Corps and was the first German tank not considered undergunned as soon as it hit the field, thanks to its 7.5cm cannon. (Its chief advantage was its larger gun, as it initially resembled the Panzer III in most other categories.) It was the most numerous tank in the German army, even into the later days of the war. Approximately 12,000 were manufactured – almost double that of any other tank.
This is largely due to its ease of manufacture and maintenance when compared to other later models. The Panzer IV didn’t enter the war in large numbers until after the invasion of France. Its chassis was converted into assault artillery (such as the Sturmgeschütz IV or Sturmpanzer IV), tank destroyers (such as the Jagdpanzer IV) or self-propelled anti-aircraft vehicles (such as the Flakpanzer IV). The Panzer IV is two squares wide and four squares long 9.5 ft wide, 19.5 ft long, 23 ft gun forward), weighing 25 tons. In addition to its 7.5cm heavy gun, it was outfitted with 2 7.92mm M34 machineguns, one mounted on the forward hull operated by radio operator who sat next to the driver, while the other was mounted coaxially with the main 7.5 cm cannon.

Crew: 5
Passengers: 0
Cargo: 125 lbs
Init: -5
Maneuver: -5
Top Speed: 47 (5)
Defense: 6
Hardness: 17
Hit Points: 56
Size: G
Purchase DC: 40
Restriction: Mil (+3)
Accessories: Lights, pivot mounted spotlight, radio, 7.5 cm heavy gun, 2 7.92mm M34 machineguns, smoke dispenser (functions as smoke grenade with range of the tank, 4 discharges), zimmerit paste coating
Notes: Magnetic mines and grapples fail to attach to hull

WeaponDamageCritTypeRange IncrRoFMagazineSize
M34 7.92mm Machinegun (2)2d1020Ballistic100 ftALinked 1575 rds eaLarge
7.5 cm Heavy Gun6d620Ballistic145 ftSLinked 87 rdsHuge

Optional Ammunition
Armour Piercing
- deals 5d6 ballistic damage, but ignores 8 points of hardness.
High Explosive - deals 4d6 fire damage to 20 foot radius, Reflex DC 15 for half damage.
Fragment -deals 4d6 slashing damage to 20 foot radius, Reflex DC 15 for half damage.

Panzer IV Ausf X
The Ausf X model of the Panzer is a modernization of the older design, with an improved engine and transmission. Armour is improved using more modern materials, and the gun is replaced with an improved version of similar sized cannon. The M34s are replaced with 7.62mm machinguns, and ammunition is increased for all weapons. Modern communication systems with GPS and a newer, although primitive targeting system is installed. The cannon has an autoloading system which reduces the crew to 4.

Crew: 4
Passengers: 0
Cargo: 125 lbs
Init: -4
Maneuver: -5
Top Speed: 60 (6)
Defense: 6
Hardness: 20
Hit Points: 60
Size: G
Purchase DC: 41
Restriction: Mil (+3)
Accessories: Lights, pivot mounted spotlight, military radio, 7.5 cm cannon, 2 7.62mm machineguns, smoke dispenser (6 grenades), nightvision for driver and gunner, GPS, targeting system
Notes: If tank is not moving, grants +1 to attack rolls.

WeaponDamageCritTypeRange IncrRoFMagazineSize
7.62mm Machinegun (2)2d1020Ballistic100 ftALinked 1650 rds eaLarge
7.5 cm Cannon6d820Ballistic150 ftSLinked 100 rdsHuge

Optional Ammunition
Armour Piercing
- deals 5d8 ballistic damage, but ignores 10 points of hardness.
High Explosive - deals 5d6 fire damage to 30 foot radius, Reflex DC 16 for half damage.
Fragment - deals 5d6 slashing damage to 30 foot radius, Reflex DC 16 for half damage.

Geist Panzer
This panzer was operated by a crew that excelled in sneak attacks, and later modified with magical abilities to make it the ultimate ambush vehicle. The commander can cause the tank to turn invisible for short periods of time, allowing it to remain hidden until it fires. It can also create a sphere of silence around itself, rendering it completely silent, allowing it to sneak up without being heard, and if well camouflaged making it incredibly difficult to detect from the sound of its attacks as its completely silent.
Make following changes to Panzer IV:
Add Invisibility;
Add Silence;
PDC: 50, Unique (+5)

Invisibility - The commander as a standard action, can render the Geist Panzer invisible for 2 minutes, gaining +40 bonus to Hide if immobile, or +20 bonus to Hide if moving, unless Silence is used, then +40 bonus is used. Any attack action used by any of the crew dismisses the invisibility.

Silence - As a standard action, the commander can create a sphere that completely surrounds the vehicle, and any person sitting on top of medium size, completely silent for 2 minutes. The crew inside can still talk to each other, but anyone sitting outside can't speak. The effect moves with the vehicle. The vehicle, crew and anyone that is sitting on the vehicle are protected against sonic and language based attacks, such as command or shout spells. Sonic damage type attacks are also rendered useless against the vehicle.
 


Lord Zack

Explorer
Personally, I don't think that the Borg's adaptation should be limited to energy weapons, but I recognize that ship has probably sailed. Though... if the Borg keep getting their butt kicked by people wielding ballistic weapons...

Also, consider... assimilated Space Marines/Astartes.
 
Last edited:

kronos182

Adventurer
Personally, I don't think that the Borg's adaptation should be limited to energy weapons, but I recognize that ship has probably sailed. Though... if the Borg keep getting their butt kicked by people wielding ballistic weapons...

Also, consider... assimilated Space Marines/Astartes.
We don't have any evidence the Borg drones can adapt to ballistic weapons. They'd probably consider the technology too primitive and would ignore people with them until they start shooting them.
Drones do come with damage reduction so that helps. The basic shields protect against projectiles, and if critical hit bypasses the shields, they still have their DR and fast healing.

I'll probably make up an upgraded Security/Combat drones that can improve their resistance to physical damage (via shields or improving the resistance their armour can withstand.

I still have to do their ships, which some will more armoured, and greater shields. AND the ships heal themselves over time. Not many other races have that ability.

Assimilated Space Marines.. those would be some nasty Borg Combat drones. I still have to make a fully fledge NPC of a fully implanted Marine.
 

Lord Zack

Explorer
We don't have any on-screen evidence that I know of that says they can't either. The at least most notable time we see the use of firearms on Borg is a brief instance, where they didn't have time to adapt. Also, even if they had no inherent ability to tune their force fields to be effective against ballistic weapons they could be modified to do so.
 

Remove ads

Top