CORELINE (D20 Modern/D20 BESM Setting).

AFAIK, it's ST canon that Borg shielding tech didn't stopped ballistics, but considering the fact that the only kinetic weapon the Federation uses at any point in the franchise is the TR-116 rifle (and a mortar in "Arena" in TOS and the occasional handgun or machine gun poached in-site during an away mission - and most uses of the rifle after its introduction in DS9 have been in ST novels), the whole discussion just has been going on and on amongst the fans (especially because the one "ballistic weapon" we see kill a Borg is the holographic Tommy Gun Picard hacks in "First Contact". I guess if we take his statement as pure fact ("I disengaged the safety protocols. Without them, even a holographic bullet can kill"), then the holographic bullet still applies enough kinetic energy when it hits (not just "pew-pew" laser energy like the regular phasers) that it can be deadly to anything that isn't already invulnerable to .45 ammo.

The discussion the fans then go for is things like Picard only killing two drones so they didn't had time to adapt and such. Or even how exactly do holodecks actually are supposed to hurt someone if the safeties are off (there's some guy in Quora who theorizes that it wasn't a bullet but rather the holodeck teleporting chunks off the Borg where the "bullet impacts" would be).

I don't know. My call would be that the Borg are very vulnerable to ballistic weapons but the Queen isn't a complete idiot and has started to manufacture drones with heavier body armor and redundant organs and such that can survive being shot, but as these modifications take time to manufacture, a garden-variety drone wouldn't have them.

Even then, an assimilated Marine would stand head and shoulders above other drones. They would be a terror on the battlefield. Pretty sure that Marines and the Adeptus Mechanicus would see this as the ultimate heresy, too.
 

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kronos182

Adventurer
As technology advances older ones are generally abandoned. In d20 Future I think mentions something like this with the armours at higher PLs with higher energy resistance than kinetic.

As for the borg, Canon is what is seen on screen, and books are expanded. So heavier armoured borg in books would technology be an alternative timeline version from movies and series.

I'm going to flesh out a space marine and see how an assimilated version turns out once I get home on Monday
 

Lord Zack

Explorer
Well, the Borg might not arrive on Coreline with anti-kinetic defenses, but if they start running into trouble they can change things, just like the UEFA and CONSENT are developing new mobile weapons.
 

kronos182

Adventurer
Space Marine
The Space marine, Adeptus Astartes, the elite of the Imperium of Man, the super human warriors that helps protect the lives of the Imperium in the name of the God Emperor. After receiving all 19 phases of the implants, the Scout becomes a full Marine, assigned full space marine armour now that they have the Black Carapace to interface with it. These soldiers can live hundreds of years and can see thousands of battles, many lasting for years.

Low-Level Space Marine (Strong Ord 5/Tough Ord 5), Adeptus Astares Space Marine, Phase 1 to 19 implants)
Type: Adeptus Astartes Human
Size: Medium
CR: 12
Hit Points: 5d8+18 plus 3d10+18 +20+20+8; 151
Mas: 22
Init: +2
Speed: 40 ft
Defense: 27, 20 Touch, flat-footed 25 (+2 Dex, +8 Class, +7 Space marine mk7 armour)
BAB/Grp: +8/+3 / +15
FS/Reach: 5 ft/ 5 ft
Attacks: unarmed strike +13 melee 1d8+5, or knife +13 melee (1d4+5 slashing), or Bolter +11 ranged (2d12+4 + 2d6, 90 ft)
Special Attacks: spit +10 ranged (1 acid, blind, 15 ft)
Special Qualities: Adeptus Astartes Implants Phase 1 to 6, Hypo-chemical therapy, enlarge form, DR 3, marine scout training, low light vision,
Allegiances: Imperium of Man (or Chaos if Chaos Marine), Chapter (Chapter belongs to)
Saves: Fort +16, Reflex +4, Will +6
Reputation: +6
Abilities: Str 20 (originally 14), Dex 14, Con 22 (originally 15), Int 13, Wis 10, Cha 8
Occupation: Blue-collar (thug, class Skills: Drive, Intimidate)
Skills: Balance +7, Climb +7, Craft (mechanical) +5, Drive +5, Gather Information +3, Hide +4, Intimidate +2, Knowledge (chemical +2, Knowledge (streetwise) +2, Listen +6, Move Silently +3, Profession +2, Read/Write English, Repair +4, Search +6, Speak English, Spot +8, Swim +3 +16
Feats: Simple Weapons Proficiency, Brawl, Personal Firearms Proficiency, Codex Equipment Training, Track (by taste), Point Blank Shot, Power Attack +1
Possessions: Space marine mk7 armour, bolter, knife, 6 grenades (typically frag or frak depending on mission), 6 magazines, military radio, auto-sense goggles, may be assigned specialty ammunition. May swap out bolter for bolt pistol and close combat weapon (typically chain sword), or for 1 heavy weapon such as plasma rifle, heavy bolter, las cannon.

Adeptus Astares Implant Bonuses:
Ability bonuses (factored in stats), save bonuses (factored into saves), reduces time the marine would be fatigued or exhausted by half, enlarged form (considered large when beneficial to the character), +2 HP / level, +4 to endurance checks (swim, marching, holding breathe, against extreme temperatures of hot and cold, starvation, thirst), automatically stabilizes at 0 hit points, not doesn't die until -20 hit points, continuing damage from bleeding such as from Wounding weapon abilities automatically stops next round, only needs 4 hours of sleep, +4 Fort vs poisons, +2 Fort vs diseases, learns the memories/actions from the last 1d4 hours of the victim if eaten shortly after death, +4 Fort bonus vs airborne toxins, poisons. Does not suffer penalties for low oxygen environments, able to hold breathe for an incredible amount of time equal to 1 minute per point of Constitution, Able to enter near death state and suspended animation, taking 1d4 rounds of Concentration DC 21; +4 Fort save vs radiation, radiation based weapons deal 1 die less damage to a minimum of 1 die of damage; If the Space Marine fails a Fort save against a poison or toxin, can make a Concentration check DC 25, go unconscious for 1d4 minutes then awaken completely purged of the poison or toxin, not taking any further damage.
Spit poison, gene-seed, +50% increase bonus with cyber-linked equipment.

Hypno-Chemical Therapy
The Space Marine undergoes multiple Hypno-Chemical Therapies that strengthens the Space Marine's mental defenses against fear, possession and their resolve in their Emperor. Some chapters alter the hypno-chemical therapies with differing effects.
Benefit: +4 Will saves, additional +2 vs Fear and Mental Possession or Suggestion type powers/spells.

Marine Scout Training
Scouts are trained in stealth, information gathering, sabotage and assassination. Gains Demolitions, Disable Device as class skills, gains +3 to Gather Information, Hide and Move Silently.

Mucranoid
Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.
Benefit: With a chemical injection, the Marine can be immune to the environmental hot and cold conditions, not requiring to make Fort saves from the environment, and with a source of air, can survive being in a vacuum. Chemical has a PDC of 19 for 5 doses that last 2 days each.

Betcher's Gland
Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.
Benefit: Can spit a mild acid that can blind an opponent, range 15 ft, 1 point of acid damage, Fort save DC 10 + Con Modifier or be blinded for 1d4 minutes. Can be used to destroy bonds, requiring 1 round of spitting/salivating on object per 1 hp of thickness +1 round per 1 DR/hardness.

Progenoids
Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.
These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines.
Benefit: After 5 years (for one of the glands, 10 years for the other gland) to make a suitable gene-seed for harvest. Space Marines will do almost anything to recover the gene seed from a fallen Marine. Extracting the gene seed, with the proper tools takes 1d4+1 rounds to extract safely.

Black Carapace
Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armour and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle.
Benefit: Cybernetic link for vehicle and armour with 50% higher bonus, only keyed to Adeptus Astartes equipment.


Mk7 Aquila (Eagle)
The Mk7 is a slight improvement over the Mk6, with performance very similar to the Mk6, and shares many of the same components, allowing systems from one to be used on the other. The only major improvements are the Mk7 being slightly more flexible and the newly designed chest plastron in the shaped of the Imperial Eagle.

Mk7 Aquila/Eagle (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 56 lbs
Purchase DC: 28
Restriction: Mil +3

Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 10 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors.

Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.

Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.


Bolt Gun
The Adeptus Astartes Space Marines being elite warriors need weapons worthy of them, thus the Bolt Gun, firing a .75 caliber self-propelled explosive Bolts that explodes within the target. Each weapon is finely crafted, and sized for the Marine's larger size. The recoil of the weapon makes it difficult for a normal person to use. To prevent these fine weapons from being used by any enemies that happen to kill one of these mighty warriors, the weapons are keyed to the DNA of the user. The standard Bolt Gun is the Godwyn pattern which uses a 30 round sickle round, and has a mounting for a targeting system or scope, with integrated laser targeter, and a 3 round burst setting. A mount under the barrel for combat blades is available.

Bolt Gun (PL6 Personal Firearms Proficiency)
Damage: 2d12+4 + 2d6
Critical: 20
Damage Type: ballistic +fire
Range Increment: 90 ft
Rate of Fire: S,A
Size: Large
Weight: 15 lb
Ammo: 30 box
Purchase DC: 25 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Bolt Gun. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Ammunition: Box of 50 .75 Bolts rounds has a PDC 12.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.
 

kronos182

Adventurer
Warp Delta
The Warp Delta is an early Earth craft developed before the development of the NX class ships and the Warp 5 engine. It gets its name from its shape, the Greek Delta, a curved triangular shape, with two short warp nacelles on short up swept pylons, measuring 427 feet long with a crew of around 30, used to protect Earth and the colonies. The first Warp Deltas could only reach Warp 2, armed with a pair of plasma cannons, one for and one aft, with polarized hull plating for protection. The ship is capable of flying in an atmosphere and landing.

Warp Delta (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3000 (1100 ((110)) atmosphere)
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 15 (20 polarized)
Hit Dice: 35d20 (700 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 426.5 ft
Weight: 79,000 tons
Targeting System Bonus: +0
Crew: 30 Trained (+4)
Passenger Capacity: 5
Cargo Capacity: 50 tons
Grapple Modifier: +16
Base PDC: 46
Restriction: Res (+2)

Attack:
Light plasma cannon -6 ranged 10d8

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech,
Engines: thrusters, ion engines, warp drive (max warp 2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class II
Communications: radio transceiver, drivesat comm array
Weapons: two plasma cannons
Grappling Systems:

Polarized Hull Plating Defensive System
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.

Warp Delta Refit
The Warp Delta Refit are upgraded with improved engines, allowing them to reach Warp 3, and the weapons upgraded to phase cannons for improved damage with targeting computers, after the Xindi attack, Earth needed more combat ready ships. Several Warp Delta Refits fought during the Earth Romulan War.
Make the following changes to make a Warp Delta Refit:
Increase hit dice to 37d20 (740 hp);
Add targeting computer, increase attacks by +3;
Replace light plasma cannons with phase cannons, one for and one aft;
Increase Warp speed to Warp 3;
Decrease Cargo Capacity to 40 tons;
Increase PDC to 47

Phased Cannon
Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)

Delta B-3000
This variant of the Warp Delta refit is developed by the USAF and similar organizations that don't have warp technology. Two versions exist, one with the warp drive intact so that it can travel to nearby systems. The B-3000w. The other version, the B-3000a, removes the warp drive, and uses the additional space dedicated to weapons and other systems.

B-3000W
This version of the Delta B-3000 retains the warp drive, has some additional armour plating. Several railguns are installed in turrets for additional offense and can be set to automatic fire to function as a point defense system. The cargo space is removed as a missile launch system is installed.

Delta B-3000w (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3000 (1100 ((110)) atmosphere)
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 17 (22 polarized)
Hit Dice: 37d20 (740 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 426.5 ft
Weight: 79,000 tons
Targeting System Bonus: +3
Crew: 30 Trained (+4)
Passenger Capacity: 5
Cargo Capacity: 500 lbs
Grapple Modifier: +16
Base PDC: 47
Restriction: Mil (+3)

Attack:
Phased cannon -3 ranged 12d10 and 2 fire-linked CHE missiles -8 ranged 9d12;
Or phased cannon -3 ranged 12d10 and rail cannon -3 ranged 6d12;
Or 2 fire-linked CHE missiles -3 ranged 9d12 and rail cannon -8 ranged 6d12
Or Rail cannon -3 ranged 6d12 and rail cannon -3 ranged 6d12

Attack of Opportunity:
-3 ranged 2d12x10 ballistic

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech,
Engines: thrusters, ion engines, warp drive (max warp 2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot, (point defense system conditional)
Sensors: Class II, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: two phase cannons, 4 railgun turrets (can function as point defense), 2 fire-linked CHE missiles (24 missiles each)
Grappling Systems: None

Rail Cannon System
The rail cannons are positioned to provide full cover, the firing control system allows 2 gunners to control two guns each and the system switches between guns automatically as it tracks a target in their areas of control. Alternatively, the system can be set to automatic to function as a point defense system. The choice as either active weapon or defensive system must be made at the start of the round and can't be changed until the next round. Once set it stays in that mode until switched.

Delta B-3000A
This variant strips out the warp drive and its systems, used as a system patrol and attack craft. To travel outside of the star system it must be ferried by another craft with faster than light system. The pylons are re-enforced with the nacelles replaced with additional engines giving it greater speed. The rail cannons are given over completely to the point defense system. The CHE missile magazine is expanded, a modular missile system that can carry hellfire or sidewinder missiles is added. Alternatively more CHE missiles can be carried instead. The underside has several miniguns on retractable mounts that are used in strafing runs on the ground, against stations or even larger ships.

Delta B-3000a (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 4000 (1900 ((190)) atmosphere)
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 17 (22 polarized)
Hit Dice: 38d20 (760 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 426.5 ft
Weight: 81,600 tons
Targeting System Bonus: +3
Crew: 30 Trained (+4)
Passenger Capacity: 0
Cargo Capacity: 500 lbs
Grapple Modifier: +16
Base PDC: 47
Restriction: Mil (+3)

Attack:
Phased cannon -3 ranged 12d10 and 2 fire-linked CHE missiles -8 ranged 9d12;

Or 2 fire-linked CHE missiles -3 ranged 9d12 and rail cannon -8 ranged 6d12
Or Rail cannon -3 ranged 6d12 and rail cannon -3 ranged 6d12

Attack of Opportunity:
-3 ranged 2d12x10 ballistic

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech,
Engines: thrusters, ion engines, warp drive (max warp 2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot, point defense system conditional
Sensors: Class II, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: two phased cannons, , 2 fire-linked CHE missiles (24 missiles each), 2 fire-linked modular launchers (16 hellfire or 14 sidewinders, or 12 CHE missiles), 6 miniguns
Grappling Systems: None

Minigun (7.62 Machine Gun)
Originally created for use in the Vietnam War, the minigun is a powerful machine gun that uses a rotating barrel capable of firing thousands of rounds per minute. The miniguns of the Delta B-3000a can as a normal autofire attack cover a 40 ft by 40 ft area, Reflex save DC 22 dealing 10d10 damage, using 100 rounds per minigun, or as a special full round attack, can cover a 30 foot wide by 120 foot long line, Reflex save DC 20, however cover bonuses are half unless the target has cover from above, dealing 8d10 ballistic damage, uses 200 rounds per minigun. Can use the special attack as part of a strafing run maneuver, or any maneuver that the ship skips along the surface of a larger ship or station, however the target doesn't get a Reflex save if the B-3000a successfully made its strafing or skimming maneuver. Firing a minigun on autofire uses 100 rounds of ammunition, or 50 rounds if used with the Burst Fire feat.

Sidewinder (Air-to-Air Missile)
The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is sued to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft. Sidewinder missiles have a minimum range of 500 ft. If fired against a target closer than 500 ft, it does not arm and doesn't explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on aircraft. This platform provides +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat - specifically the heat produced by the jet engines and turboprops of most modern helicopters and planes. The missile cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.
To fire the missile, one must first acquire the target, which requires a full-found action. After the target is acquired, the firing missile is an attack action. Once fired, the missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement). When the missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all targets within a 10 foot radis (Reflex save DC 20 for half).

Hellfire Missile
The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding. Have a range Increment of 500 ft.


Polarized Hull Plating Defensive System
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.

Phased Cannon
Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)
 

Lord Zack

Explorer
Level ten seems pretty dang high, even for a Space Marine. Maybe, maybe a Tactical Marine could reach that level (given that they fight as Devastator Marines and Assault Marines first), but I don't think the same could be said of one that has just earned his armor.
 

kronos182

Adventurer
Level ten seems pretty dang high, even for a Space Marine. Maybe, maybe a Tactical Marine could reach that level (given that they fight as Devastator Marines and Assault Marines first), but I don't think the same could be said of one that has just earned his armor.
This isn't a just given armour Marine, a few years (maybe a couple decades) of combat. It is a threat. 1 or 2 on patrol is a threat. A squad is meant to be deadly.
 

kronos182

Adventurer
Quick stats for John Wick (can be modified for various Fiction variants, but this should work as a base to work from).

John Wick
John Wick, a retired legendary hitman that worked for the Tarasov Mob until his retirement. He remained retired until shortly after his wife died and a dog his wife gifted him was killed, and had his car stolen by Isoef Tarasov.

John Wick
Type: Human
Size: Medium
CR: 30
Hit Points: 666 (33d20 + 320)
Mas: 30
Init: +10
Speed: 30 ft
Defense: 25, 15 flat foot, 20 touch.
BAB/Grp: +9/+4 / +14
FS/Reach: 5 ft / 5 ft
Attacks: +19 ranged rifle (2d10+10), +19 ranged pistol (2d6+10), +19 melee knife (1d4+10), +14 melee unarmed strike (1d4+10)
Special Attacks: sneak attack, assassination, cunning action, Jiu-Jitsu
Special Qualities: Evasion, Innate spellcasting, improved critical, brutal critical, legendary resistance, magical weapons, reputation, resistances, immunities, melee gun fighter
Saves: Fort +14, Reflex +16, Will +10
Reputation: +6
Abilities: Str 20, Dex 30, Con 30, Int 15, Wis 20, Cha 10
Skills: Balance +19, Bluff +8, Climb +14, Computer Use +9, Demolitions +9, Drive +13, Escape Artist +19, Gather Information +10, Hide +15, Knowledge Civics/Behavioral Sciences/Streetwise +8, Knowledge Tactics +7, Listen +10, Move Silently +19, Search +12, Sleight of Hand +19, Spot +18, Survival +10, Swim +9, Tumble +19
Feats: Point blank shot, dodge, mobility, shot on the run, rapid reload, burst fire, advanced weapons proficiency, light armour proficiency

Combat
John Wick is an expert melee combatant and use of firearms, able to use guns even while grappling. He's able to plan an attack and adjust his tactics on the fly.

Evasion
Takes half damage on a failed Reflex save and no damage on a successful save.

Sneak Attack (1/turn)
John Wick can add 4d6 damage to one attack per turn against a target that is denighed Dex bonus to Defense, caught flat-footed or is flanked.

Cunning Action
John Wick can use an attack of opportunity (has 4) to disengage (5 foot step back without provoking attack of opportunity), dash (5 foot movement, doesn't provoke attack of opportunity), or hide (if in shadowy conditions or area with lots of blind spots, can attempt to hide, at -5).

Innate Spellcasting
John Wick can cast the following spells as a spell-like ability without material or verbal components, using Wisdom as spellcasting ability.
5/day: Shield, pass without trace.

Improved Critical
John Wick scores a critical on a natural roll of 19 and 20.

Brutal Critical
When John Wick makes a critical attack, increase the critical modifier by 1 (x3 for most attacks).

Legendary Resistance 3/Day
If John Wick fails a saving throw, he can chose to succeed instead.

Reputation
John Wick can make any number of creatures within 100 feet of him who can see or hear him make a Will save DC 24, on a failure the affected creatures become frightened of John Wick, on a success the creatures are immune to John Wick's Reputation until John Wick kills a creature that has more than 100 maximum hit points.

Assassination
Once every 1d6+3 rounds, John Wick makes one attack, on a successful hit the attack deals its normal damage, as well as any sneak attack damage if applicable, and if the target has fewer than 100 hit points at the end of John Wick's turn, the target dies.

Jiu-Jitsu
John Wick attempts a grapple against a creature within 5 feet of him, if the grapple is successful the target is knocked prone and is considered restrained. John Wick can only have one creature grappled in this way at a time, and can not use two handed weapons while grappling a creature.

Resistance
John Wick has DR against bludgeoning, slashing and piercing 3 from non magical weapons.

Immunities
John Wick is immune to being charmed or fear affects.

Melee Gun Fighter
John Wick can use ranged weapons in combat as long as it is medium or smaller without penalties, and can use one handed ranged weapons while grappling. Exceptions are bullpup weapons which can be up to large.
 

kronos182

Adventurer
A couple of divine magic mech items.

Divine Protection
This shield, based on a bulwark tactical shield, looks like an ancient shield, curved sides that angle down to a point. On the front is a stylized Catholic cross with roses and vines entwining the cross. The shield is a pearl white while the cross is gold with silver vines and the roses appear to be made of rubies. The shield is magically enhanced for greater passive protection, plus it has the ability to cast the divine spell Shield of Faith, which when used, the rubies glow red. The Shield of Faith spell operates for 2 minutes providing a +2 Deflection bonus to Defense, usable for only 3 times per day.
Equipment Slots: 1, must be arm, only able to be used by Huge and Gargantuan sized mechs.
Activation: None, standard action to activate Shield of Faith
Range: Touch
Target: You
Duration: Persistent, Shield of Faith 2 minutes
Saving Throw: None
PDC: 34 Rare +5
Note: If the pilot of the mech equipped with Divine Protection is of the Catholic faith, the Shield of Faith effect lasts for 3 minutes. If the pilot is able to cast divine spells and of the Catholic faith, can cast the Shield of Faith an additional time per day (4 times).


Right Hand of God
This is an oversized hand and forearm of a huge sized mech, with a large embossed brass cross on the back of the hand. The fingers and thumb have scripture from the Bible engraved with gold inlay.
The fist is magically enhanced, able to dispel ongoing magical effects on targets struck. Once a week, it can be used to release divine flames.
Right Hand of God will fit a huge and gargantuan sized mechs, but on gargantuan appears as slightly larger sized hand. It is a +1 weapon (+1 attack rolls and damage), on a huge sized mech, deals 3d8+1 points of bludgeoning damage and suffers -4 to any Dex related checks, while on a gargantuan deals 4d6+1 bludgeoning damage, dealing triple damage on a critical roll of 20. Three times per day, as part of an attack, can use Dispel Magic spell, targeted version against the target struck with a dispel check +4, cancelling any on going spells, while magical items have their abilities suppressed for 1d4 rounds. Once per week, as a full round attack, out to 160 feet, affecting a 10 foot radius, 40 foot high cylinder area, dealing 15d6 fire damage, Reflex DC 18 for half damage.
Equipment Slots: 1, must be hand on huge or gargantuan sized mechs.
Activation: None, attack for Dispel Magic, Full round Flaming Wrath
Range: Touch, 160 ft Flaming Wrath
Target: 1 in melee range, 160 ft Flaming Wrath
Duration: Persistent, Dispel Magic and Flaming Wrath instantaneous
Saving Throw: None, Dispel Magic dispel check +4 roll, Flaming Wrath Reflex DC 18.
PDC: 39, Rare +5
Note: If the equipped mech is piloted by someone of Catholic faith, can use Dispel Magic one additional time per day. If the pilot can cast divine spells and of the Catholic faith, in addition to one additional use of Dispel Magic, the check increases to +6, and the Reflex save for Flaming Wrath is changed to DC 20.
 


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