CORELINE (D20 Modern/D20 BESM Setting).

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?
 

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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.
 

Some Stark Tech products.

Iron Mech mk3
The Iron Mech Mk3 is an upgrade or alternate, heavier combat version of the mk2 Iron Mech. It comes standard in red, gold and grey highlights, only in a colour scheme similar to later models of Iron Man armour, is powered by an arc reactor, has thin legs and arms, lacks a head and comes with an upgraded repulsor on the left hand, large hand. The right hand is replaced with a twin barreled heavy repulsor cannon, giving the mk3 a heavy energy weapon punch, but energy intensive. The shoulders have retractable mini-rocket launchers instead of a large single launcher, with larger payload than then mk2. While slightly heavier armour is installed, a uni-field is installed, which helps deflect most types of ranged attacks. While the mech doesn't come with a head, it comes with an Iron Man armour inspired helmet and flight suit, which links to the mech's basic sensors and targeting systems, with the pilot's head exposed, although the mech's shoulder pads provides some protection. Upgraded thrusters in the boots gives the mech limited flight capability. The front of the torso flips forward to open, which allows for quick start ups, or quick escape in the case of critical damage to the mech.

Iron Mech mk3
Size: Large (-1)
Bonus Hit Points: 120 hp
Superstructure: Duralloy
Hardness: 15
Armour: Resilium
Bonus to Defense: +6 (+7 armour, -1 size)
Armour Penalty: -5
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty:
Speed: 30 ft,, 75 ft fly (poor/average*)
Purchase DC: 38

Slots
Back Chaff
Left Arm Repulsor Cannon
Right Arm Twin Heavy Repulsor Cannon
Shoulders Mini-Rocket Launcher
Torso Cockpit, uni-field
Torso Class II Sensor System, Targeting system
Boots Light Thruster Boots
Comm System

Standard Package Features: Headless, integrated helmet, remote control
Bonuses: +2 Navigate & Spot. +1 to attack rolls with built in weapons
Weapons: Repulsor Cannons (1) +0 ranged (5d8+3 fire or 5d10+5 fire),
Twin Heavy Repulsor Cannon +0 ranged
Mini-Rocket Launcher +0 ranged (6d6, ignore 10 hardness, 60 rockets)
Slam +3 melee (1d8+4)

Integrated Helmet
Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech.
The helmet itself has integrated military radio, GPS, night vision goggles.

Remote Control
While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls.

Light Thruster Boots
Thruster boots that are the predecessor, or a lighter version, of the standard Thruster Boots, not quite as powerful, giving the mech a flight speed of 75 feet (poor).
Equipment Slots: 1, must be boots
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: none
Purchase DC: 5 + one-quarter the mecha's purchase DC.
Restriction: None

Repulsor Cannon Upgraded
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate. The upgraded version has slightly improved damage potential and range.
(5d8, 20, fire, 80 ft, s) or a heavy plasma carbine (5d10, 20, fire, 40 ft, s/a)
Slots: 1
Damage: 5d8 laser / 5d10 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 100 ft laser / 50 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.
The Repulsor Cannons, used in pairs, can be used to function as Maneuvering Thrusters, increasing flight maneuverability to average, however this makes the Repulsor Cannons unavailable for combat. Switching between Maneuvering Thrusters and combat use is a free action that can only be done once per round.
PDC: 20
Restriction: Mil (+3)

Twin Heavy Repulsor Cannon
This weapon is a heavier, twin barreled version of the repulsor cannon, based on the repulsor weapons developed by Tony Stark. Combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate, and deals area damage as the plasma bolt explodes upon impact. The laser, while lighter damage, also has improved armour piercing capability, as it uses multiple frequency harmonics, which also help bypass laser resistant armour.
Slots: 1* (designed specifically for the Iron Mech mk3, on other mechs would use up 2)
Damage: 5d8+3 laser / 5d10+5 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 45 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Laser ignores 5 points of hardness/DR and fire resistance (systems specifically designed to defend against lasers are less effective, reduced by 5). Heavy plasma 5d10, 20, fire, 45 ft, s, deals half damage to 10 foot radius, Reflex save DC 17 for half. Switching between the weapons is a free action that can be done once each round. Laser uses 2 charge, plasma cannon uses 5 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity. If both barrels are fired together, laser deals 7d8 and ignores 7 points of hardness/DR, while the plasma deals 7d10, half damage to a 15 foot radius, Reflex save DC 21 for half, both using double number of charges as both barrels firing.
PDC: 22
Restriction: Mil (+3)

Mini-Rocket Launcher
This launcher uses a mini-rocket launcher in a retractable housing, using common mini-rockets available, it uses an automatic feed system from a magazine for increased rate of fire. The rocket deals 5d6 points of damage to all creatures within a 5-foot radius (Reflex save DC 16 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the rockets ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The rockets have a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
Damage: 5d6
Critical: -
Damage Type: -
Range Increment: 100 ft
Rate of Fire: Single
Ammo: 30 rockets
PDC: 18 Mil (+3).
Slots: 1 for launcher, additional slots dedicated to ammunition holds 40 rockets.

Uni-Field
This devise functions as a lower level combination Magnetic and Particle fields, imparting a -2 to missiles and weapons the deal ballistic, concussion, electricity, fire or nonspecific energy type damage. Move equivalent action to activate, lasts 5 rounds before requiring a 10 round cool down.


XM115 "Jericho" Multi-Stage Missile System
The Jericho was the flagship product of Stark Tech weapons R&D before his capture and the company pivot after his return, and became Iron Man. The missile system is designed for full-spectrum dominance for ground targets, firing a single missile with a cluster of submunitions that deploy mid-air into micro-missiles, guided via terrain-mapping radar, integrated Stark Guidance core with inertial, GPS and infrared pattern lock. Missiles are typically ground launched, but could be air launched from suitable craft (F-35 and later generations type of fighters, or platforms like the Helicarrier). The weapons have a two stage system of the initial blast, followed by a fragmentation blast, with the first excellent for busting armour and brittle structures with the over pressure wave, while the fragmentation clears infantry, plus the overpressure shockwave can throw or knock prone most beings, which makes them helpless to the fragmentation.
Each missile launcher system (typically a trailer or fixed structure with a turn table, with 6 launch tubes), requires a crew of 2 (those integrated into vehicles or fighters, will have a minimum crew of 1), the targeting systems grants a +2 to attack roll, or +8 vs stationary or large vehicles (colossal size or bigger), with a range increment of 4 miles. Minimum range is 100 feet, and won't arm under this range, only dealing 3d6 ballistic damage. Deals 12d6 fire and concussive damage to a 60 ft radius Reflex save DC 25, with all medium sized objects (or creatures) required to make a Fort save DC 25 or be knocked prone. Then the submunitions deal 6d6 slashing damage to the same 60 foot radius, Reflex save DC 26 for half, with those that failed the Fort save suffering a -4 to their Reflex save. Anyone still standing and attempting to move through the blast area, must make 1d4 Reflex saves from the submunitions as they are spread out to maximize efficiency, with overlapping fields all around the blast area.
Weight: 2400 lbs each missile, Launcher typically 1 ton, or integrated to vehicle.
PDC: 48 Mil (+3) for Launcher and 6 missiles. Missiles are PDC 46 for 6 missiles.

Mk.III Modular Rifle Platform
Advanced modular battle rifle developed by Stark Tech that can fill multiple roles with a little work and the correct tools, greatly reducing the logistics for arming both military and police forces.
Developed by Stark Tech in 2007, it was deployed to select US military forces for testing. On Coreline, these weapons were approved and sold by Stark Tech. The A variant is a standard infantry rifle, chambered in 7.62mm, which swappable receivers to allow the use of standard chemical/gas propelled shells, or for electromagnetic fired ammunition, with a power pack slot to power the system. The B is for police anti-riot use, firing rubber or beanbag rounds. The X is Stark Tech's first infantry scaled energy weapon, using a form of repulsor tech to fire an EM projectile, which is capable of punching through metallic armour. Along the top, along with a retractable carrying handle, is a mount for scopes and a micro-LIDAR range finder system.

Mk.IIIA Modular Rifle Platform (PL5)
Damage: 2d10
Critical: 20
Damage Type: ballistic
Range Increment: 90 ft
Rate of Fire: S, A
Size: medium
Weight: 9 lbs
Ammo: 30 box
Purchase DC: 26 Mil
Notes: Recoil stabilizer (reduces penalties for autofire attacks by 1), Swapable receiver.
Swapable Receiver - Standard receiver allows use of standard ammunition. Electromagnetic receiver takes Repair check DC 18 and 20 minutes of work, adds power pack which has enough power for 400 shots, allowing use of electromagnetic rounds (using electric charge to fire ammunition instead of chemicals).

Mk.IIIB Modular Rifle Platform (PL5)
Damage: 1d10
Critical: 20
Damage Type: non-lethal
Range Increment: 60 ft
Rate of Fire: S
Size: medium
Weight: 9 lbs
Ammo: 30 box
Purchase DC: 26 Mil
Notes: Swapable receiver.
Swapable Receiver - Standard receiver allows use of standard ammunition. Electromagnetic receiver takes Repair check DC 18 and 20 minutes of work, adds power pack which has enough power for 400 shots, allowing use of electromagnetic rounds (using electric charge to fire ammunition instead of chemicals).

Mk.IIIX Modular Rifle Platform (PL5)
Damage: 3d8
Critical: 20
Damage Type: nonspecific/force
Range Increment: 80 ft
Rate of Fire: S, A
Size: medium
Weight: 9 lbs
Ammo: 30 box
Purchase DC: 27 Mil
Notes: Recoil stabilizer (reduces penalties for autofire attacks by 1), Damage deals half nonspecific, half force. Against metallic armour, ignores 5 points of hardness/DR

Upgrades: Micro-LIDAR optics (grants +1 attack within 60 ft.)


Aegis Reactive Armor Panel (ARP)
Type: Vehicle / base defensive plating
A type of vehicle and building defensive plating developed by Stark Technologies in the mid 2000s. Uses multi-layer chitin-steel composites lined with microcapacitor shock grids. It reacts to impact by discharging a directional plasma burst, deflecting explosives. It has a nanopolymer filler solution underlayer that fills minor fractures and other damage to the armour. Provides an increase of hardness of +8 vs ballistic and explosives, and +10 against fire type damage. Negates 5 points of anti-armour warheads (such as HEAT, AT, etc) ability to ignore hardness/DR. Repairs 1 HP per round, to a total of 25% of the vehicles maximum normal HP. This feature doesn't work if the vehicle has lost more than 25% of its original HP total.
Equipment bonus to Defense: +6
Drive/Pilot Check Penalty: -3
Weight: Increase by 10%.
PDC: 14 + the vehicle or building's hardness. Mil +3

Aegis Reactive armour was also developed for heavy personal armour and power armour. Granting DR 10 vs ballistic and explosions, 5 vs Fire. Negates 3 points of anti-armour warheads (such as HEAT, AT, etc) ability to ignore Hardness/DR, or ignore Defense provided by armour. Can only be applied to Heavy and power armour. Repairs 1 hit point every 2 hours to a maximum of 25% of the armour's hit points (if it had any).
Defense: +2
Weight: +1000 lbs
Armour Check Penalty: -3
PDC: +10 Mil +3

Mech Armour
Provides +5 hardness vs Ballistic and explosive, +8 vs fire provided by the mech's superstructure. Repairs 1 HP per round, to a total of 25% of the vehicles maximum normal HP. This feature doesn't work if the vehicle has lost more than 25% of its original HP total.
Equipment Bonus: +6
Armour Penalty: -3
Speed Penalty: -5 feet
Purchase DC: 14 + one half the mech's base PDC.


BioShield Mk.I Combat Trauma Field Kit
The BioShield is a kit used by combat medics and other medical personnel in combat areas, is a device backpack unit that has a number of medical devices fitted within, including deployable nanopolymer mesh bandage dispenser, HUD link for monitoring vitals, defib module, medical diagnostic tools, drug dispenser, surgical tools, casts and other tools found in first aid kids. Functions as an advanced first aid kit, surgical kit. Grants +5 to Treat Injury, healing 2d8 HP. Can immediately stabilize a dying character twice per day. Powered by a micro reactor battery powering the system for 48 hours, contains enough supplies to heal 50 hit points.
Weight: 20 lbs
PDC: 29 Mil +3
 

Some AIM items used by various members, some only available to higher ranking members or operatives.

Cerebral Stimulant
This chemical developed by AIM helps members focus and improve their productivity on big projects. However its side effects can cause permanent brain damage. Once used, the recipient gains +4 to Intelligence, +4 to Concentration checks and all mental related skill checks can be done in 75% of the normal time. These effects last for 8 hours, afterwards the user is exhausted and suffers -4 to Intelligence and Wisdom for 24 hours. The drug can only be used 3 times per day, and each use has a cumulative +1% chance to make the Intelligence and Wisdom penalties permanent on a failed Fort save DC 15 +1/5 uses.
PDC: 18
Size: Diminutive
Restriction: Illegal (+4), Res (+2) AIM Members

Analytic Systems
This implant into the brain helps the recipient corollate data and link information and perform advanced mathematical formulas without the use of a computer.
Benefit: Grants +2 to Computer Use and Research skills, performs such tasks in 75% of the time
Type: Internal
Location: Head
Hardness/Hit Points: -/1
Base Purchase DC: 18
Restriction: Lic (+1), AIM none.


Hypodermic Gloves
This gauntlet and brace system has a set of three, reinforced, spikes that contain hypodermic needles, connected to several storage containers on the forearm. When the wearer punches a target, the needles inject a dose of whatever chemical is stored in the containers. A total of 9 doses are contained, and can be divided up into 3 different chemicals. Typically poisons, viruses and other hostile chemicals can be used, including acids.

Hypodermic Glove (PL5)
Damage: Unarmed strike deals lethal damage +1d4 piercing + chemical delivered
Critical: 20 x2
Damage Type: bludgeoning + piercing + chemical delivered
Size: Small
Weight: 4 lbs
Purchase DC: 22 Illegal, AIM none
Notes: 9 doses of chemicals carried, can be divided up into 3 different chemicals. Refilling a single dose is a standard action.


Bone Augmentation
This is a set of bio-engineered replacement bones that are fitted throughout the recipient, typically at least one major bone in each arm, leg, 4 ribs and several vertebrae in the spine. These bones have improved blood cell and other cell production capabilities. The recipient gains +1 hit point when gaining a new level. Heals at twice normal rest when resting, gains +1 Fort saves. This augmentation is typically given to undercover operatives to make them more resilient, which won't appear as any type of super power or other noticeable augmentation, only noticeable during surgery or close examinations of the user's bones after death.
Fort save DC: 23 3 times during surgery to implant.
PDC: 24 Mil +3, AIM none.

Improved Fibrous Membrane
This is an upgrade to armour used by mid to high level AIM members. It is slightly resistant to physical damage over common materials, and improves energy resistance of AIM armours.
Increase Defense bonus of selected type of armour by +1, reduce damage from energy weapons by +3 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), stacking with any reduction or resistance already provided by the armour. If the armour doesn't have the ability to reduce energy damage it gains this at +3.
Weight: +4 lbs to selected armour
PDC: +3 becomes masterwork, AIM
Note: Only available to AIM member with at least 6 HD

The following are older AIM items from before the creation of MODOK, which might be used by some older or isolated cells, very new members/recruits, or sitting in abandoned AIM bases or supply caches. Also have a higher chance of appearing on the black market.
Possible adventure hooks can include anything from rumours of increased numbers of AIM cells making raids on various tech companies (could be AIM, or other criminal groups using older AIM technology to frame AIM).
Abandoned AIM base found by small time/amateur adventurers reported to the authorities for a finders fee. The group is to confirm its existence, secure the location, begin cataloging the contents, and if necessary, protect it from AIM recovery attempts, or other groups that want the high tech (even if old by AIM standards) weapons and equipment.

A.I.M. Standard Field Inventory (Pre-MODOK)
A.I.M. Protective Headgear — Mark III Science Hood
This helmet is similar to the bee-keeper style that AIM is known for, although it is reinforced and has some additional equipment. It has a reinforced filter system with attachments to allow hoses for external air supplies to connect to the sides, where the mouth and nose are on the front. Around the front near the top is a set of plating that looks decorative is actually an antenna for a secured military level radio system with a built in encryption system (system provides a +4 Computer Use that automatically attempts to prevent jamming and hacking the signal). The visors are larger and darker, providing +3 vs visual attacks (gaze attacks, flash bangs, etc), and darkvision 60 ft, as well as HUD systems to aid in spotting items, providing +2 to Spot checks. The filtration and improved seals provide +5 vs airborne chemicals, diseases, poisons and other NBC saves (radiation, etc). Also provides an additional +1 to Defense when attached to other AIM armours. The bonuses replace those from other AIM armour.
The Mark III Science Hood was in production before the creation of MODOK, and still sees some use amongst squad leaders or older members, but generally is phased out of circulation, but can be found amongst old AIM supply caches or sold on the black market.
Weight: 2 lbs
PDC: 15 AIM, illegal


A.I.M. Light Hazmat Suit — Tech-Guard Armor Mk I
This armour was an alternate to the basic AIM Light Armour provided for field agents that would expect work in hazardous situations, especially when combat was expected. Although old by AIM standards, developed before the creation of MODOK, it is still used for light field work and lower ranked members and new recruits. Made with chemically inert and non-reactive materials, it is sealed with a built in 30 minute air supply via a rebreather, but can attached external air supplies. While similar to the AIM light armour and the hazmat and safety suits AIM members normally wear, the Tech-Guard armour does have some hard plates for additional protection, along with energy dissipating weaves.

A.I.M. Tech-Guard Armour Mk 1 (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +4
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 20 AIM, Illegal
Restriction: Mil (+3) Aim +0
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases, with 30 minutes air, can attach oxygen tanks to the back. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), provides acid resistance 5. AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.

A.I.M. Particle Sidearm — PX-09 "Sparkpistol"
One of AIM's early energy weapons, modeled after common ballistic pistols but with a set of short prongs that stick out of the barrel. It had an unstable plasma chamber, which frequently caused accidental burns, and the 'blue finger syndrome' that become infamous among early operatives.

AIM PX-OI Sparkpistol (PL5-6, Personal Firearms Proficiency)
Damage: 2d6
Critical: 19-20x2
Damage Type: electric
Range Increment: 30 ft
Rate of Fire: S, A
Size: Medium
Weight: 3 lbs
Ammo: 20 shots
Purchase DC: 16 AIM, Illegal
Notes: Stun setting (free action once per round to change), Fort sae DC 15 or be dazed for 1d4 rounds. Micro cell power source would slowly recharge 1 shot every 1 minute of inactivity. Could be changed for other micro cells like magazines in the handle.


A.I.M. Modular Rifle — LR-6 Pulse Rifle
Developed as a countermeasure to SHIELD tactical units, this early energy rifle was a hybrid between ballistic frames and experimental directed-plasma focusing. Still notoriously unreliable when exposed to EMPs.

AIM LR-6 Pulse Rifle (PL6, Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x3
Damage Type: nonspecific energy
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 8 lbs
Ammo: 40 box
Purchase DC: 19 AIM, Illegal
Notes: Links to HUDs, +2 attack roll when linked to AIM armour helmets or targeting goggles. -2 to Fort saves when exposed to EMPs.


A.I.M. Deployable Barrier — Kinetic Wall Projector
This device looks like a large backpack with a curved frame made from a hard plastic-like material, with an emitter that raises from the top and a control panel on the front. When activated, it creates a 10 foot wide, 5 foot tall wall, up to 10 feet from the unit, of repulsor energy that appears as a shimmering yellow wall, that lasts for 1+1d6 rounds or until 30 HP of damage absorbed, which has a hardness of 10. The battery cell provides 5 uses, with a 1 minute wait time between uses. Activating takes a standard action, once the unit is placed on the ground and aimed. The projector itself has 10 hit points, hardness 5. It takes a full round to replace the battery cell (similar to a standard power pack).
Weight: 16 lbs
PDC: 16 AIM, Illegal


A.I.M. Nanite Injector — Mk I Med-Synth Cartridge
Created under the Helix Prime genetics program, this was A.I.M.’s first true biotech success: injectable “repair nanites” that accelerated tissue regrowth. Prolonged use led to mild cellular fibrosis in 20% of subjects.
Effect: Heals 2d8 HP; removes one poison or disease effect (Fort save DC 15).
Usage: Single-use auto-injector; 1-minute activation.
Weight: 1 lb.
PDC: 12 AIM, Illegal


A.I.M. Power Supply — Micro-Cell Fusion Pack (PL5-6)
Early precursor to modern repulsor batteries. These cells often vented plasma when overcharged, leading to several documented “meltdowns” during the Cairo testing riots (1961). Not quite as powerful as the AIM Power Backpacks, their smaller size makes them excellent for low profile agents or as emergency backups. Once all the charges are used, the pack burns out. Although parts can be salvaged to be used to build a new one.
Effect: Powers energy weapons (provides 1 full recharge or full box per charge), shields (allows 1 full normal for normal power pack, using 1 charge), or drones (replaces normal power system but triples normal operating time). 30 charge capacity.
Weight: 2 lb.
PDC: 16 AIM, Illegal


A.I.M. Tactical HUD Goggles (PL 5-6)
The prototype for all A.I.M. networked battlefield optics, these goggles were adapted from early Synaptic Net research to grant limited drone coordination through brainwave alignment. Typically assigned to undercover operatives before MODOK, although some still use them today. Connects to any AIM weapon, drones or turrets via a cable or wirelessly for newer models. The wireless feature typically has a range of 20 feet, except for drones which can have a range of 1 mile, depending on the drones. Turrets can have range of 50 to 500 ft, depending on the size of the turret (larger turrets fitted in structures will have the range of 500 ft typically).
Bonus: +2 Computer Use, +2 Spot, +2 Search
Special: Can link to up to two A.I.M. drones or turrets.
Weight: 1 lb.
PDC: 13 AIM, Illegal


A.I.M. Portable Defense Field — Deflector Band Mk I (PL6)
Based on early Null Field work, the Deflector Band allowed guards to survive their own experiments for a few seconds longer — literally. Precursors to the AIM Personal Shields, smaller, weaker and with less duration, they did provide some additional protection in a small package. While technically considered obsolete compared to the Personal Shield, the Deflector Band Mk I is still used as a low profile and emergency defensive measure.
It generates a field that surrounds the wearer a few inches from their skin, projected from a belt around the user's waist.
Effect: Personal energy shield provides a +2 Deflection to Defense; absorbs 20 HP before failure, lasting 1 minute before needing a 5 minute recharge, useable 5 times before the power cell needs replacing.
Duration: 1 minute continuous, 5-minute recharge.
Weight: 2 lb.
PDC: 21 AIM, Illegal. Power cells equivalent to a standard power pack.
 

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