CORELINE (D20 Modern/D20 BESM Setting).


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I'd kind of like to see these guys in a custom campaign for the RTS. Maybe I'll make one one day? There is also this: Factions of the Zerg Swarm I may or may not have shared it on the Discord before? Obviously it doesn't include the Fangbrood, but I could maybe incorporate them into future versions?
You can incorporate the Fangbrood, just hold off a bit until I upload more of their background and units, Ssythara and her advisor's stats. Also a few of the worlds she's started infesting and absorbing essence from.

The Hawaii Brood has also been absorbing essence from Pokemon found in the area, like the Skitterling (rattata and zergling type hybrid). I haven't created any arachnid x zerg units yet..
 

Hawaii Terran Equipment
Terran Dominion and United Earth Directorate forces have tried to remove the Zerg from Hawaii, but haven't been able to remove the broods completely. As their long campaigns have had supply issues, the engineers and logistics staff have had to get creative in keeping their troops combat ready. So far these items and modifications are only found in Hawaii and bases near the island, although some have slowly spread to other areas where resupplying near Zerg areas is difficult.

C-14 Spine Spikes
As supply lines are difficult to maintain on Hawaii, engineers have had to get creative to keep the weapons and equipment running. One of the first of these field fixes they implemented was using the spines launched from hydralisks and similar other zerg, and even some quills of similar size, fitted with a few metal bands to allow the C-14 Impaler Gauss rifle, and other weapons that use same size 8mm spikes, to use this new ammunition.
These rounds deal slightly less damage, but maintain some of the armour piercing capabilities, also have slightly better critical chance.
Deals 2d10+1 ballistic, critical 19-20x2, ignore 2 points of Defense (from armour, equipment or natural armour) and ignores 3 points of DR/hardness.
Requires Survival check DC 15 to harvest spines from a slain hydralisk, with a typical hydralisk providing 4d20+5 usable spines, about 1d4x10 minutes, then Craft (mechanical) DC 14 and 30 minutes to prepare 20 spines to the correct size and shape.
PDC 5 for box of 100 in Hawaii, PDC 15 outside of Hawaii.


Bile Spitter Ammunition.
These rounds are only available in large pistol and rifle calibers, which contain the acid and corrosive bile from various zerg strains, which can reduce armour effective for short periods after impact.
The rounds deal 1 die less ballistic damage, but also add 1d6 acid damage that deals 1d4 damage for 2 rounds after, in addition, the armour or natural armour of target struck is reduced by 1 for the round struck and the 2 rounds the acid deals damage. However prolonged use of these rounds causes damage to the weapons, with each round used has a cumulative +1% chance (roll equal or under the percentage causes damage) of leaking acid and damaging the weapon, rendering it inoperative until repaired. If Bile Spitter ammunition isn't used for at least 24 hours, the percentage goes down by 1, while regular repairs reduces percentage by 5 +1 per point over Repair DC 18.
Requires Survival check DC 17 to harvest, with a typical baneling or similar zerg providing enough material for 50 rounds. Then a Craft Mechanical and Craft Chemical checks DC 17 to create 20 rounds in 1 hour.
PDC 10 for box of 20 rounds in Hawaii, PDC 19 outside of Hawaii.


Zerg Chitin Armour Plating
Terran engineers had to start bonding power armour suits with zerg chitin plates to patch battle damage. They noticed that the chitin helped provide some benefits, and began producing add-on chitin plates to any CMC armour, which not only can patch any damage, but provides additional protection. Adds +1 to Defense, adds Acid resistance 3, increases armour check penalty by -1, and weight by 5%.
Restrictions: CMC style armour only. Military +3
PDC: +1 in Hawaii, +2 outside.

Carapace Buckler-Shell
This is a powered fist guard with layered Zerg carapace bonded to it, creating potent additional defense as well as a weapon. As a shield, it provides +2 Shield bonus to Defense, and provides DR 3 to any kinetic based strikes that still get through.
When used as a weapon, the actuators assist in thrusting it forward so the spikes and edges better pierce. Deals 1d8 bludgeoning and 1d6 piercing on a strike, but requires a power pack to power the actuators, or linked to a power armour. When there is no power, only deals 1d6 bludgeoning and is -1 to attack rolls. The wearer must decide which way to use the Carapace Buckler-Shell, as a weapon or as a shield, and will be used that way for the whole round.
Weight: 5 lbs
Restrictions: Requires power pack or linked to power armour for full use. Military +3
PDC: 18 in Hawaii, 21 outside.


Pheromone Mask
A stitched mask and harness to fit around the arms, made from Zerg chitin and woven fibers, saturated with pheromone-masking chemicals. Scouts wear this on long excursions into infestation zones to avoid detection. Masks must be replaced every few days to remain effective. Covers nose and mouth and two pods that slide under the armpits, fitted with bio-filtration system. Often personalized with small chitin ornaments.
Grants a +4 to Hide via scent tracking, and grants +2 to Bluff when dealing with Zerg from the same Brood the material is gathered from. Zerg will be have neutral attitude to the user unless attacked or ordered by higher zerg strains. However broods hostile to the brood the material is harvested from will be instantly hostile to the user, even if they are not normally hostile to the user's race.
Duration: 1d4+1 days before requiring replacement materials.


Requires Survival DC 19 to harvest the necessary materials, with different sized zerg providing different amounts of material: medium 2 uses, large 4, huge 8, gargantuan 16, colossal 24. Craft Chemical DC 17 and 2 hours to prepare and store the material properly into usable cartridges.
Weight: 3 lbs for whole set.
Restrictions: None
PDC: 10 for 3 cartridges.
 

Shatterbark Eucalyptus (Environmental Hazard)
The once iconic Australian gum trees, Tiberium has twisted their oils into volatile crystalline accelerants. Their bark has hardened into jagged emerald plates, and their branches exhale faintly glowing vapors. A single spark causes a Tiberium firestorm, a chain reaction blaze far hotter and longer-lasting than normal wildfires. The presence of Shatterbark Eucalyptus are a major environmental hazard in Yellow and Red zones within Australia, where GDI and other Governmental forces have warnings set up in these areas to ban anything that could cause sparks to ignite the trees. GDI routinely send sonic equipped units to try and clear these Tiberium flora.
Each tree has 20+2d6 hit points, DR 5 due to the crystalline bark, however any damage from explosives, incendiaries, fire, flamethrowers, lasers, plasmas, microwaves immediately destroys the tree triggering the Tiberium Firestorm.
While in a forest with just Shatterbark Eucalyptus, each missed shot with these types of weapons (area effect weapons automatically triggers Tiberium Firestorm) has a 75% chance of striking a Shatterbark Eucalyptus and triggering Tiberium Firestorm. Areas that have Shatterbark Eucalyptus scattered throughout other trees, has a 25% chance of triggering Tiberium Firestorm. The ground after the Tiberium Firestorm disappates, appears to be glassed, made of Tiberium crystals, which allows 1d4 Shatterbark Eucalyptus to grow within 1d4 weeks. Can only be removed by carefully digging out the seed pods and roots and using sonic harmonics to shatter them.

Tiberium Firestorm - Damaging a Shatterbark Eucalyptus with fire type damage (from explosions, incendiaries, flamethrowers, lasers, plasma, microwaves, etc), causing it to explode dealing 7d6 fire damage in a 50 foot radius, Reflex save DC 21 for half damage. Additionally, the blast radius is bombarded with high levels of radiation, and exposed to Tiberium poisoning. This fire and radiation burst continues for 1d6 minutes doing 7d6 fire damage each round, setting anything in the area on fire. This will automatically trigger the Tiberium Firestorm of any other Shatterbarks within the blast radius, and 50% chance of triggering any Shatterbarks that are 30 feet outside the blast zone (80 ft from the initial triggered Shatterbark). As the fire continues to burn for several minutes, the only way to put it out is to completely smother the whole area to remove any air, and even then still burns for an additional round for half damage. Even if the fire is put out, the radiation remains for the full duration. If multiple Shatterbarks detonate, the radiation lasts 1 hour per +2 additional Shatterbarks that have Tiberium Firestorm triggered.

Sporeweb Funnel Spider
The Sporeweb is an Australian funnel-web spider that has been enlarged to grotesque sizes of the size of a pony, with abdomens swollen into sacs of crystalline venom, dripping spores that glow faint green. Their webs harden into razor sharp filaments that can be virtually invisible, capable of slicing flesh and armour. They live in underground tunnels, ruined structures in Red Zones. Their bites are filled with a Tiberium based venom that functions like Tiberium poisoning, but much faster, quickly causing crystallization of flesh. They are still ambush predators, setting up tunnels filled with razor webs to slice prey that happen to wander into it, and pit traps. They can launch web nets to entangle prey, which also slicing up the prey, making it easier to drag into their tunnels as the web nets can kill small prey quickly as they try to free themselves.

Type: vermin, Aberration
Size: Medium
CR: 3
Hit Points: 4d8+4+3+30, 63 hp
Mas: 17
Init: +3
Speed: 30 ft, climb 20 ft
Defense: 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
BAB/Grp: +3 / +3
FS/Reach: 5 ft by 5 ft/ 5 ft
Attacks: +6 melee (2d4 plus poison)
Special Attacks: web net
Special Qualities: Tiberium poison, webs, darkvision 60 ft, immune to mid-affecting attacks, resistance to massive damage, Crystalline exoskeleton (DR 5/Sonic & fire), tiberium affinity
Allegiances:
Saves: Fort +2, Reflex +4, Will +4
Reputation: +2
Abilities: Str 11, Dex 17 Con 12, Int -, Wis 10, Cha 2
Skills: Climb +12, Hide +9, Listen +5, Move Silently +9, Spot +12, Search +4, Survival +4
Feats: Weapon Finess (bite), toughness
Possessions:
Advancement: 5-6 (HD Medium)

Combat
Sporewebs are patient hunters, using webbed tunnels to catch prey, but they will also use their webs to ensnare and drag prey into pit traps, letting their webs entangle and wound prey, then going in for the kill, injecting prey with concentrated Tiberium venom, crystallizing prey for food and as sources of healing itself when heavily wounded. Most forces seek to eradicate sporewebs, as they make reclaiming abandoned buildings difficult, and the tunnels and pit traps they dig making the ground unstable. NOD forces will lure their enemies into sporeweb tunnels, while some Black Hand groups revere them as holy creatures.

Resistance to Massive Damage: Monstrous spiders gain a +5 species bonus on Fort saves to negate the effects of massive damage.

Poison: The bites of the Sporeweb releases a potent poison that is Tiberium based, inflicting Tiberium poisoning, but also causes rapid crystalization instead of the slow crystallization like normal long term effects. The skin hardens as crystal forms, suffer -1 Dex, -1 Cha, +20 lbs, +1 Defense from Natural Armour, this happens 1 minute after initial injury, even if makes the Initial save. The effects require 3 saves in a row to stop entirely (once every minute), while the first save pauses additional effects, without saving 3 times in, the secondary effects will continue until stopped, or the target stops and becomes a crystal fused version of themselves for the spider to eat. Effects stack, and if abilities drop to 0, or suffer 0 hit points from any conditions, character dies


Poison

Type

Save DC

Initial Damage

Secondary Damage

Additional Effects

Tiberium Venom

Injury

20

1d4 Con

crystallization

Low level radiation exposure, crystallization

Webs: Sporeweb spiders will sit in their webs or tunnels, and leap upon their targets, or launch webs to entangle prey that is trying to avoid their webs. A single strand can easily support the spider's weight and one creature of same size. The Sporreweb can cast a web as a ranged touch attack with a maximum range of 50 ft, with range increment of 10 ft, effective against targets one size category larger than the spider. The web anchors the target in place, and deals 1d6 slashing damage, which ignores 3 points of hardness/DR, allowing no movement. An entangled creature can escape with a successful Escape Artist check, while still suffering damage, or burst it with a Strength check, again, suffering damage during the attempt.
The Sporeweb can also create sheets of sticky, yet incredibly sharp once it hardens, webbing from 5 to 60 feet square. They position these in tunnels, halls, and similar structures to trap and shred prey. Approaching creatures must successful Spot check DC 21 to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack.
Sporeweb spiders can cast up to 20 nets or sheets of webbing per day. Each web, or 5 foot section, has Escape DC 22, Break DC 24, 10 hit points and have Hardness 2. If the web is set on fire, those trapped in the web suffer 2d6 points of fire and exposed to inhaled version of Tiberium Poison.

Crystalline Exoskeleton (Ex): The exoskeleton of the Sporeweb is reinforced with Tiberium crystals, giving them DR 5/sonic & fire (not counting lasers), making it resistant to most damage, except sonic attacks and fire. The crystal embedded exoskeleton is thick but light weight, granting the sporeweb an additional 30 hit points. These hit points can be quickly healed when depleted by breaking off pieces off Tiberium crystals and pressed into its exoskeleton. Spending 1 full round rubbing against large tiberium crystals, it can instantly heal 10 hit points, but this renders it immobile while doing so, although it can still engage in melee combat, but doesn't get its Dex modifier to Defense.

Tiberium Affinity (Ex): The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium.

Webbed Tunnels: Sporewebs will line tunnels with their webbing with strands and sheets hanging through tunnels to injure and entangle prey. Typically they will fill a 100 foot long tunnel with 1d8+2 points spread through the tunnel with webbing for prey to get trapped within. These tunnels are dark, making their webs invisible and if prey ruin one web, they will have more to go through. The webs will deal 2d6 slashing, ignoring 4 points of hardness/DR, instead of normal 1d6 as the spider has spent time crafting these webs to deal maximum damage possible without being easily seen. A fire started in the tunnel will spread 10 feet per round unless extinguished. The spider will have typically 1d4+1 hidden openings that it will hide within, with half of them being a tunnel to the surface which will also have half the number of webs as the main tunnel to trap any prey that might discover these tunnels. Search DC 23 to find these tunnels.
Many of these tunnels will have Tiberium crystals throwing in them, either 'naturally' or planted by the Sporeweb spider, which allows it to take advantage of its affinity to Tiberium.

GDI Firestorm Suppression Drone
As the GDI looked into ways to control the spread of Tiberium with sonic technology, the discovery of Shatterbark trees and the wildfires they create on the borders of Yellow Zones and spread into Green zones, GDI engineers created the Firestorm Suppression Drone. A lightweight VTOL UAV equipped with sonic dampener emitters and blue coolant sprayers, to destroy the Shatterbark trees as well as Tiberium crystals, while the coolant helps put out the firestorms created by the Shatterbarks.
The Firestorm Suppression Drone looks like a smaller Orca, but the cockpit is removed, with sensor package in the nose, with a sonic dampener mounted in the chin, while the coolant sprayers are mounted along the belly. They will hover over shatterbarks and tiberium growths, bombarding them with sonic energy to break them down without triggering any chain reactions. If a firestorm, or other explosions triggered by tiberium crystals, the drone can spray an area under it covering a 30 ft diameter below it, putting out all fires below it immediately. Additionally, any infantry within the area are immune to all fire damage (except from microwave and lasers) for 1 minute after leaving the area that was sprayed.
The drone is 5 squares (30 ft) long, with a wingspan of 4 squares (20 ft) wide, 6.5 ft tall, with a range of 1500 miles, and if fully loaded only 12 hours of flight time, unloaded, up to 24 hours, with a maximum altitude of 5,000 ft.

Firestorm Suppression Drone (Mid-Late PL6)

Crew: AI built into the craft
Passengers: -
Cargo: 2200 lbs if coolant tank emptied
Init: +2
Maneuver: +2
Top Speed: 300 (30)
Defense: 10 (10 +2 Dex- 2 size)
Hardness: 5
Hit Points: 16
Size: Huge (going by body length, not wingspan).
Purchase DC: 37
Restriction: Military (+3)

AI Pilot: Has attack bonus of +6, Reflex +4, Pilot +6
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, auto-pilot, satellite uplink, radar, Sonic Dampening Emitter, Coolant Mist, missile lock alert.
Notes: Requires Airfield or similar structure to build, repair, refuel. 24 hours of flight time, range of 1500 miles, maximum height 5,000 ft.
As it has an AI built in to control, the Drone is given basic orders, such as patrol area x, suppress firestorms, destroy tiberium crystals, use Coolant Mist on any allied infantry in the area. Soldiers of rank Lieutenant or similar for different allied military forces, are capable of sending a command to the drone to alter its area of operation temporarily, as long as there is no current firestorm raging, typically it will loiter in the new area and use its coolant mist or sonic emitters on tiberium in the area that isn't within 1 mile of a harvester, for about 30 minutes before returning to its assigned area.



Weapon

Damage

Crit

Damage Type

Range Incr

Rate of Fire

Magazine

Sonic Dampener Emitter

3d6

-

sonic

40 ft long, 20 ft wide cone

Single

50 shot

Sonic Dampener Emitters
These emitters are used to break down Tiberium and can temporarily hold back a firestorm when the coolant tanks are empty. They emit a cone 40 feet long, 20 feet wide, Reflex DC 17 for half damage. When used on Vinifera Tiberium, or Blue Tiberium field, or shatterbark trees, doesn't trigger a detonation or firestorm, as they are finely tuned to Tiberium to break the bonds slower than rocking them apart like earlier sonic weapons. This damage bypasses any resistances Tiberium creatures have. If a shatterbark firestorm has been triggered, or raging, when activated on the firestorm, it will prevent the firestorm from affecting the area the emitter is affecting, although if the fire had already damaged the area, the radiation will still persist. As soon as the emitter stops affecting the area, the flames, if not extinguished, will immediately spread into the suppressed area. The drone can make a run to affect a larger area,

Coolant Mist
Along the belly on each side of the drone are sprayers that release a type of coolant that is designed to immediately put out a firestorm within a 30 foot diameter area below the drone immediately as a standard action. The radiation levels will reduce in level by 1 step each round after the fire is extinguished. The affected area, if surrounded by more firestorm fire will not reignite for 1 minute before the material eventually dries up. Infantry that are in the area are immune to fire (except from lasers and microwave weapons) damage for 1 minute before the coolant dries up. Has enough coolant for 10 uses. PDC 22 for 2 uses.
As a full round action, the drone can affect an area 100 feet long, 30 feet wide, as it flies in a line, but loses it's Dex modifier to Defense, uses up 5 uses.

Nod Inferno Harvester
The Inferno Harvester is a third generation harvester that is upgrades using technology developed from the Shatterbark trees. A flame turret is mounted on top that is fueled by the oils, making it a potent anti-personnel and building weapon that not only burns hotter and longer, but is also radioactive so when used in areas without Tiberium, it leaves areas irradiated which will allow Tiberium to move in. In addition to this turret, pods are mounted along the outside that are fitted with Shatterbark emerald bark which is rigged to burst into flames to function as a close range anti-personnel weapon.
Infernos are heavily armoured, are able to harvest Tiberium in virtually all forms, crystal, plant, liquid and even gas from underground vents. These vehicles are fully environmentally sealed, not only protecting the crew from Tiberium exposure, but can be used on other planets and even airless worlds as it comes with 50 hour air supply for its crew of 6. The cab not only contains the controls to drive the harvester and the controls for the harvesting equipment, but also contains a bunk bed with two beds, a small bathroom and storage for food for 7 days for the crew. The large armoured container can hold 75 tons of Tiberium, crystal, liquid or gas. The harvester is four squares wide, eight squares long. A turret is mounted on the top just behind the cab which mounts the Scatterbark oil fueled flamethrower. Armoured pods line the sides and rear that open individually to activate, burning any infantry or animals that try attacking the Inferno.

Crew: 6
Passengers: 0
Cargo: 75 tons Tiberium
Init: -4
Maneuver: -5
Top Speed: 50 (5)
Defense: 4
Hardness: 20
Hit Points: 120
Size: Colossal
Purchase DC: 39
Restriction: Lic (+1)
Accessories: NBC sealed, headlights, radio, GPS, 50 hour air supply, environmental sealed, Harvester equipment, bunk, washroom, 7 days food storage, Shatterbark flamethrower, Firestorm defense system.
Notes: +4 Fort saves, crew inside vehicle is protected from Tiberium exposure, able to harvest 300 lbs of Tiberium crystals per hour, or 100 lbs of liquid Tiberium, or 200 lbs of Tiberium gas, mandible tools can be used to attack other vehicles or infantry at -4 melee attack rolls, dealing 4d8 half slashing, half bludgeoning.

Harvester Equipment - A set of tools attached to mandible shaped arms that allow the equipped vehicle to extract or break down Tiberium crystals from the ground, safely and move it to a shielded containment unit.



Weapon

Damage

Crit

Reflex DC

Damage Type

Range

Rate of fire

Magazine

Shatterbark Flamethrower

7d6*
19
Fire

100 ft line 10 ft wide

Single

50 shots (internal)
The Shatterbark Flamethrower will continue to deal damage for 1d6 rounds, plus the area and those that suffer damage are treated as if in moderate levels of radiation.

Firestorm Defense System - When infantry, or other creatures get within 20 feet or less of the Inferno, a pod can open and is exposed to a small spark within that detonates the Shatterbark within, bathing 20 foot hemisphere the side of the vehicle that the target was on (front, right side, rear, left side), dealing 3d6 fire damage plus light radiation exposure, Reflex save DC 19 for half damage. The damage and radiation continues for 1d4 rounds. The system can be triggered manually as a reaction by a crew member using an attack of opportunity, or automatically that has a chance to trigger for every 5 ft a target gets towards the vehicle, out to 20 feet, 30% at 20 ft, 40% at 15 ft, 50% at 10 ft, 60% at 5 ft, to trigger against small and medium sized lifeforms (including those within power armour), and large sized targets increase the percentage by 5. There is enough pods to trigger 6 times per side. Replacements are PDC 12 for 6 uses.
 

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