CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
A first generation Federation Starfleet Mobile Suit

Atlas, Starfleet Mobile Suit
The Atlas was developed as an experiment by Starfleet for their Engineering Corp, and while it did prove fairly useful, the times it proved to be more of an advantage over other vehicles didn't warrant the cost. After a few encounters with forces fielding mobile suits, Starfleet pushed the xxx through combat trails and it proved fairly effective as a multi-environmental combat unit. Unfortunately it does require special maintenance and training, making its presence in Starfleet's combat forces small, but effective.
Starfleet engineers based the Atlas on the RGM-79 GM mobile suit, of which they were able to obtain many examples for study. While not quite as heavily armoured as the RGM-79, it has the added bonus of shielding technology. While a full shield isn't possible while operating on the ground, it carries a physical shield which can project a single directional shield from its surface. While flying or operating in space, a standard shield projector takes over, but the hand shield easily functions as a backup if the shields fail. The Atlas also makes use of more efficient Federation power technology, which allows it to carry more energy weapons and power them more efficiently. It carries a hand held phaser, scaled for its size, which quickly recharges once in its holding port on its back. It's slightly faster and more maneuverable than the RGM-79, but isn't as physically strong, although it does have improved superstructure using common materials found within Federation space.
The Atlas comes equipped with a hand held phaser rifle type weapon, the head mounts several lighter phasers used as either anti-personnel weapons or as point defense system. As previously mentioned, the primary defense is a shield generator, protecting the Atlas from virtually all types of attacks. The legs mount impulse engines based on shuttles to give it flight capabilities and can fly in space, although not quickly, with an optional backpack unit with additional impulse thrusters for greater speed. Additional weapons can be equipped in the form of a shoulder mounted mini-photon torpedo launchers, or a single shoulder launcher, similar to an old style bazooka, can be carried that fires regular photon torpedoes.
Starfleet has modified a warp capable shuttle that can carry the Atlas to other systems, which after deploying the Atlas can fight and provide support. Starfleet is considering making the next generation mobile suit warp capable, but making a warp core small enough with small enough warp nacelles a bit difficult, but they are hopeful with other new mobile suit technologies. The Atlas can use other mech handheld weapons designed for its size, and with a little work, it can charge the power systems to such weapons.


Atlas
Size: Gargantuan (59 Ft) (-4)
Bonus Hit Points: 200
Superstructure: Duranium
Hardness: 25
Armour: Titanium Alloy
Bonus to Defense: +2 (+5 armour -4 size +1 Dex) /+8 (+5 armour +6 shield -4 size +1 Dex)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +16
Dexterity Bonus: +2
Speed: 60 ft, 150 ft fly (average), 3500 ft space
Purchase DC: 50

Slots
Helmet Oracle Targeting System (+2)
Visor Class V Sensors
Cranium Type 4 Phaser Rifle Defense System
Back Shield Generator
Left Arm shield
Left Hand 1
Right Arm space skin
Right Hand 1
Shoulders 1
Shoulders 1
Back 1
Torso and Belt Cockpit
Left Leg Flight System
Right Leg Flight System
Boots Zero-G Stabilizer
Comm System

Standard Package Features: Type 4 Phase Rifle defense system, weapon recharge system
Bonuses: -2 attack, darkvision 180 ft, +6 Navigate & Spot
Weapons: Type 4 Phaser rifle 1d10-5d10 100 ft S/A, or
Type 3 ship Phaser Rifle +0 ranged, 2d10-10d10 250 ft/4000 ft, s, or
Slam +8 melee 2d8+8 blud, 20, 15 ft reach

Type 4 Phaser Rifle TNG+ Era Defense System
This system uses the Type 4 phaser rifle as a base, giving it an anti-personnel weapon, but can also act as a point defense system. When used as a point defense system, its locked in at 4d10 points of damage against anything getting within 100 ft of Atlas, and has a 20% chance of destroying any missiles, rockets or launched grenades.

Type 4 Phaser Rifle (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d10, 2d10, 3d10, 4d10, 5d10
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 100 ft
Rate of Fire: Semi, Auto (bolt mode)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round.
Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments but uses an extra charge for each power setting, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.
Expanding Energy Pulse - This setting creates a large bolt that expands out to just over 3 feet shortly after it is fired, but has shorter range but is able to strike multiple targets along its path. The pulse will strike anything along its path, out to only 5 range increments, Reflex save DC attack roll, but if used in narrow spaces, such as standard ship corridors, Reflex saves suffer -2. Uses up 3 additional charges per setting, fire rate of single. Additionally, the air along the path the pulse takes is heated for 2d6 rounds afterwards, and anyone passing through the area must save against as if they where in a severely hot area, Fort Save DC 15 or suffer 1d4 hit points.
Bolt Mode - Instead of firing a beam, the Type 4 can be set to fire a concentrated bolt of energy, this allows for full automatic rate of fire, but suffers -1 to attack rolls.

Flight System
This flight system is based on impulse engines used in atmosphere and in space, although it crawls along in space. Grants the mech 150 ft fly speed (average maneuverability), it can reach orbit, slowly, and fly in space at 3500 ft.

Shield Generator
The mech is equipped with a shield generator, however it is only useable while flying or in space. Provides a shield with 500 hit points, regenerates at a rate of 10 HP per round it doesn't take damage.

Phaser Type 3 Mobile Suit Rifle
This weapon is a ship based Phaser Type 3 that has been packed into a rifle form, appearing similar to a TNG era Type 3 phaser rifle. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. It has an internal ammunition source which is recharged when attached to the mobile suit's holster.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 250 ft on land, 4000 ft space
Rate of Fire: Semi
Magazine: 40 internal
Purchase DC: 34
Restriction: Mil (+3)
Notes: When docked in the holster on the mech, recharges at a rate of 1 charge per round.

Duranium (PL6)
Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft.
Hardness: 25
Tactical Speed Penalty -500 ft (-1 squar)
Weight: One-tenth the weight of the starship (rounded down)
Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.

Shield
The mech carries a modified Bastion Tactical Shield that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15. The shield also has a single direction forcefield that extends from the shield to provide some additional protection but only in the direction the shield is facing. The shield provides 150 hit points. If an attack would strike the mech and beats the Defense by 5 or less, the damage is dealt to the shield's forcefield instead. The shield also provides a +2 cover bonus to Reflex against area effects. The forcefield only replenishes hit points when not in use at a rate of 10 hit points per round.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 8 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)


Shoulder Micro Photon Torpedo (Optional)
This shoulder mounted pod holds a two tube micro photon torpedo launcher, giving the mech some heavy fire power. The torpedoes are preloaded at 6d20 points of damage to a single target. Holds 12 micro photon torpedoes. The two launches allows for fire-linking, or semi-automatic fire.
Equipment Slots: 1, shoulder
Activation: attack
Range Increment: -, 1000 ft atmosphere
Target: single target
Duration: Instant
Saving Throw: None
Purchase DC: 34
Restriction: Mil (+3)

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

Photon Torpedo Launcher
This weapon is similar to shoulder rocket launchers or bazookas, this weapon fires standard photon torpedoes, each set 10d20, affecting a 100 ft radius area, Reflex DC 19 for half damage. In an atmosphere increase area to 150 ft. It carries 3 photon torpedoes.
Equipment Slots: 2 hand held
Activation: Attack
Range Increment: -, 2000 ft atmosphere
Area: 100 ft radius burst
Target: Single target within 20,000 ft
Duration: Instantaneous
Saving Throw: Reflex DC 19 for half damage in blast radius, not counting target struck.
Purchase DC: 32 for launcher
Restriction: Mil (+3)

Photon Torpedo
Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)

Impulse Thruster Pack
This backpack unit is fitted with impulse engines, give the mech improved speed. Increases atmospheric speed by +100 ft, increases space speed by +1000 ft. If the mech's main flight systems are inoperable, the mech only has an atmospheric speed of 100 ft (poor), space speed of 2000 ft.
Equipment Slots: 2 back
Activation: Free action
Range: Personal
Target: you
Duration: Persistent
Saving Throw: none
Purchase DC: 13 + one-quarter of mech's base purchase.


Atlas Carrier
This ship is a modified Type 8 shuttle that is modified to dock with the Atlas and transport it between planets and other systems without the use of larger starships. Behind the cockpit is a docking clamp and airlock that connects to the chest of the Atlas to allow the pilot to board the carrier. The warp engines are beefed up, and it comes armed with a single Type 4 phaser. It can also carry additional weapons and ammunition for the Atlas which are carried in an underside cargo section. Usually carries enough fuel to travel across a Sol sized solar system four times, or travel about 45 light years at a partly warp 4.5. It is also fitted with emergency transporter that are only used if the shuttle is about to be destroyed, with a range of 240,000 miles (orbiting shuttle to planet), although full transporters could be installed.
Make the following changes to Type 8 Shuttle to Atlas Carrier:
Passenger Capacity: 1 (Atlas pilot typically)
Cargo Capacity: 500 lbs plus up to 2 Atlas handheld weapons plus 2 reloads for Micro photo torpedo launcher and Photon Torpedo launcher
Atlas Dock & Airlock
Base PDC: 50
Engines: Warp Drive (max warp 4.5, 45 light year range)
 

log in or register to remove this ad

Lord Zack

Explorer
I don't think the GM is advanced enough to serve as a template for a Starfleet mobile suit. Really, it's a flawed mobile suit whose only advantage, by the end of the war, is that the Federation had enough industrial capacity to produce enough of them to overwhelm the Zeon forces. If a group had a choice between a GM and a Dom due to price concerns, I think they'd more often than not choose the Dom, despite the Dom only having a single, weak beam weapon. The Federation has several generations of more advanced mass-production models: the Galbaldy Beta, GM II, and Hizack; the GM III and Jegan; the G-Cannon, Heavygun and late-type Jegan; etc. Though technically how easy a mobile suit is to obtain is moot- all they need is data and then they can set up computer simulations to study.

Otherwise, I do like it.
 
Last edited:



kronos182

Adventurer
Still I think the original GM is a bit too primitive a start. Though, why pick just one model anyway?
Yes, the GM is quite primitive, which means it's easy to study, replicate, then experiment from. The UFP was looking at the project from an Engineering Corp point of view, not combat. They just happened to throw it into combat without much difficulty.
You have to admit though, the GM makes for a good base unit for an engineering mech. It's simple, not expensive, in theory can develop special purpose tools for it easily. It was what the UFP wanted for their Engineering Corps.
Combat, yeah, there are a lot of better models, but obtaining undamaged or uncorrupted information on better ones may not be easy (who wants others to easily get the data on your latest war machines, not anyone smart), plus the Federation probably has some treaties with several of the mobile suit using parties, so stealing the tech isn't good unless you're REALLY good at not getting caught. Start with an model that can probably buy or license build.. then you steal some info on more advanced models and work your way from what you can legally build up to the more advanced (which for the Federation wouldn't be hard, technically).

Once I get more suits made, more Fed, maybe even Klingon and Romulan suits...
 
Last edited:



kronos182

Adventurer
A Galactic Empire NPC, a pilot of the TIE/sk Striker.. served at Scarif (an alternate that wasn't at Scarif during the events of Rogue One)

Duchess
Duchess is an Imperial pilot during the Galactic Civil War that flew a TIE/sk Striker, stationed on Scarif. She's of average height with light skin, shoulder-length brown hair. She was a skilled pilot in an atmosphere more so than in space, making her an excellent choice for the TIE Striker. Her fighter was modified with an afterburner system and additional armour plating. She's quite skilled at using air currents and the afterburners to evade enemy fire.

Duchess, TIE Pilot (Ordinary Fast 4/Dedicated 3)
Type: Human. Female
Size: Medium
CR: 4
Hit Points: 40 hp (4d8+4 plus 3d6+6)
Mas: 13
Init: +4
Speed: 30 ft (30 ft)
Defense: 24 (Class +7, +4 Dex, +3 equipment armour)
BAB/Grp: +5 / +6
FS/Reach: 5 ft/ 5 ft
Attacks: +6 melee unarmed strike (1d3+1 nonlethal), +9 ranged blaster pistol (3d8, 20x2, fire, 40 ft, 50 box)
Special Attacks: Co-Ordinate Attack
Special Qualities: Co-Ordinate Defense, Formation Flying, Atmospheric Flier, Burn Dodger
Allegiances: Galactic Empire
Saves: Fort +3, Reflex +7, Will +3
Reputation: +3
Abilities: Str 12, Dex 18, Con 13, Int 10, Wis 11, Cha 10
Occupation: Military (Knowledge Tactics, Pilot)
Skills: Balance +5, Computer Use +5, Drive +4, Knowledge Tactics +6, Jump +2, Listen +4, Hide +6, Move Silently +6, Navigate +3, Pilot +11, Profession (Soldier) +4, Read/write Common, Search +4, Spot +5, Survival +4, Tumble +5
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Starship Operation (Ultralight), Starship Gunnery, Starship Dodge, Starship Strafe, Starship Mobility
Possessions: TIE Pilot Armour, Blaster Pistol, 3 power packs, commlink (military radio),

Combat
Duchess is a terror in the skies of any planet, taking to the sky like any winged predator, using winds to her advantage. She is also skilled in using her fighter's afterburner system to evade enemy fire. She prefers attacking from a higher altitude and diving down on her targets, and leading them into areas with high wind conditions, such as near mountains, canyons and even built up urban areas with lots of tall buildings with the wind tunnels that can form between them.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the TIE Pilot is part of a wing made up of other TIE Pilots, each TIE pilot successfully using the Aid Other action to increase the wing commander's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the pilots training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is TIE pilot training help to co-ordinate their attacks, but also for their defense. Instead of the normal +1 cover bonus to the wing commander's Defense, adds the normal +1 plus an additional +1 per 2 wingman in the wing.

Formation Flying
Due to their extensive training in flying in groups and co-ordinating their movements, allowing them to move in large groups. TIE pilots can create a wing of up to 8 TIE fighters of the same type. However for each craft above the standard four increases any Pilot checks DC's for maneuvers by +1.

Atmospheric Flier
Duchess gains a +1 to attack rolls, Defense and Pilot checks while in a planetary atmosphere. She ignores half penalties to Pilot checks caused by high winds and other environmental conditions that involve wind, such as tornadoes, etc. If she performs any maneuvers while near such conditions, she gains a +4 to Pilot checks while performing such maneuvers, like Jinking while in windy conditions.

Burn Dodger
While piloting a ship with an afterburner system, she gains a +2 Dodge bonus to her ship's Defence instead of the normal +1. Plus if she performs a Sideswipe maneuver, she can use the afterburner system, which adds +4 to the Pilot check DC for both her and her target, and if Duchess succeeds, the damage modifier to the target ship is 1/2 instead of 1/4, while her ship only suffers the normal 1/4 collision multiplier.

Duchess' TIE/sk Striker
The TIE/sk Striker that Duchess pilots is fairly standard except it has additional armour plating and an afterburner system installed.
Make the following changes to a standard TIE/sk Striker to make Duchess's TIE/sk Striker:
Increase Hit Die to 8d20 (160 hp) (normally 7d20 , 140 hp);
Increase Hardness to 22 (normally 20);
Add Hydrogen Injectors (+1000 ft space, 500 ft atmosphere, afterburn maneuver only).
PDC: +2, Unique
 

kronos182

Adventurer
Couple of average NPCs that can be useful especially in apocalypse conditions.

Fernando
Fernando is a 6 foot tall, 35 year old white male, with a large pot belly, but deceptively strong, short reddish-brown hair and short beard. He worked as an electrician for many years. He spends spare time building small items and structures, such as small electronic items, simple tools, sheds, etc.

Fernando (Strong Ord 1/Smart Ord 2)
Type: Human, Male
Size: Medium
CR: 1
Hit Points: 1d8+1 plus 2d6 +2, 17 hp
Mas: 15
Init: +1
Speed: 30 ft
Defense: 15 (+1 Dex +2 Class +1 equipment, +1 Def)
BAB/Grp: +2 / +5
FS/Reach: 5 ft / 5 ft
Attacks: +5 melee wrench (1d6+3 bludgeon)
Special Qualities: Physique Enhancement, Athleticism, Endurance Training
Saves: Fort +3, Reflex +1, Will +2
Reputation: +0
Occupation: Blue Collar (Craft Electrical, Craft Mechanical, Repair)
Abilities: Str 16, Dex 12, Con 12, Int 14, Wis 11, Cha 8
Skills: Balance +3, Climb +5, Computer Use +6, Craft (Electronic) +9, Craft (Mechanical) +7, Craft (Structural) +4, Disable Device +4, Drive +5, Knowledge (Physical Sciences) +6, Listen +4, Profession +6, Repair +9, Search +6, Spot +4
Feats: Simple weapons proficiency, Improved Damage Threshold, Gearhead, Alertness
Possessions: Heavy wrench, masterwork electrical and mechanical tool kids, work clothes, safety shoes, hard hat, insulated vest and gloves

Physique Enhancement
Carrying capacity is 50% greater than normal. Fernando's light load is 114 lbs, medium load is 230 lbs, heavy load is 345 lbs.

Athleticism
While being overweight, he can still move at normal speed with a medium load.

Endurance Training
Fernando gains +1 to Defense and +1 to Fort saves due to training he's had.


Harrison
Harrison is a 45 year old farmer with red hair and beard, with a 6' 3" tall muscular body. He enjoys working with his hands and growing food on his farm. He quite enjoys working with fungus and breeding new types to create possible sources of cheap, sustainable food.

Harrison (Tough Ord 2, Dedicated Ord 2)
Type: Human, Male
Size: Medium
CR: 2
Hit Points: 2d10+6 plus 2d6+6, 33 hp
Mas: 16
Init: +1
Speed: 30 ft
Defense: 17 (+1 Dex +4 Class +2 Equipment)
BAB/Grp: +2 / +4
FS/Reach: 5 ft / 5 ft
Attacks: +4 melee club (1d6+2 bludgeoning), or +3 ranged winchester 94 (2d10, ball, 90 ft)
Special Attacks:
Special Qualities: Fungus Farming, Muscle Training, Forager
Saves: Fort +7, Reflex +1, Will +2
Reputation: +1
Occupation: Rural (Drive, Survival)
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 11, Cha 10
Skills: Climb +2, Craft (mechanical) +5, Craft (Structural) +5, Drive +3, Knowledge (Earth and Life Sciences) +4*, Listen +2, Profession +3, Search +3*, Spot +3, Survival +5*
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Builder, 4
Possessions: heavy leather jacket, mechanical tool kit, basic lab kid (studying plants), folding shovel, pickup truck, Winchester 94 hunting rifle, 60 rounds of ammunition

Fungus Farming
Any checks Harrison makes related to farming he gains a +1 bonus, +3 when related to fungus. Fort saves, Search, Knowledge and Survival checks related to anything with fungus gain a +3 bonus.

Muscle training
When Harrison builds simple structures or mechanical devices, such as those found on farms, reduces time to construct them by 50% (round up).

Forager
When Harrison uses Search or Survival to search for food in the wilderness, rural or urban areas, gains +1 to checks, in addition to any bonuses for fungus related food from Fungus Farming.
 


Remove ads

Top