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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 6729393" data-attributes="member: 6668634"><p>I created these two mechs for marcosalazarm on the wizrds' board for this setting. Uploading them here too.</p><p></p><p>Pacifier</p><p> </p><p>With advent of big game preserves, or parks using large cloned creatures, the Pacifier was created as a means to help handle large, and potentially dangerous creatures. Equipped with large grabbing claws instead of hands for holding large creatures, with taser-like emitters to aid in subduing the creature. Mounted on the shoulder is a heavy caliber weapon that can fire both lethal and non-lethal tranquilizer rounds to subdue when getting close is not an option. The hull is also fitted with an electric shock system that is weaker than the tasers to act as a deterrent to keep creatures from chewing on the mech.</p><p>The armour is designed to resist punctures from bites from large creatures.</p><p> </p><p>Pacifier (PL5-6)</p><p>Size: Large (-1)</p><p>Bonus Hit Points: 100</p><p>Superstructure: Alumisteel</p><p>Hardness: 10</p><p>Armour: Alumisteel</p><p>Bonus to Defense: +6</p><p>Armour Penalty: -6</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty:</p><p>Speed: 25</p><p>Purchase DC: 38 Res (+2)</p><p></p><p>Slots</p><p>Helmet Cockpit</p><p>Torso Cockpit</p><p>Left Arm Grapple Claw</p><p>Right Arm Grapple Claw</p><p>Shoulders M-9 Barrage Chaingun</p><p>Back Modified Class II Sensors</p><p>Boots Electric Defense</p><p>Comm System</p><p></p><p>Standard Package Features: Electric defense, puncture resistance, dual ammunition,</p><p>Bonuses: +2 Navigate, +2 Spot, lowlight</p><p>Weapons: M-9 Chaingun 5d6 or special, 20, ball or special, 60 ft, s/a, linked 100/100. See Tranquilizer Rounds for special</p><p>Grapple Arm 1d10 slam, 20, blud, melee</p><p>Taser 2d6 + special, 20, elect, melee, 20 charges</p><p></p><p>Electric Defense</p><p>This system electrifies the outer skin of the Pacifier, dealing 1d6 electric damage to anything touching it, plus the target must make a Fort save DC 12 or be shakened for 1d4 rounds. The system can only be active for 1 minute before it needs a 5 minute recharge and cool down, which also allows the mech to degauss the hull to prevent systems from being scrambled.</p><p> </p><p>Puncture Resistance</p><p>The armour of the Pacifier is layered and treated to have greater resistance to piercing damage, gaining damage reduction 15 to piercing attacks.</p><p> </p><p>Grapple Arm</p><p>These large four prong grabber claws are designed to grab large creatures and hold them. They are also fitted with taser-like emitters to stun large creatures. The grapple claws can be used to slam dealing 1d10 lethal damage, but are really designed for grappling. The claws provide an additional +4 per claw used to grapple, in addition to size bonuses, and once a grapple is achieved, the user can engage the lock feature which locks the claws shut, granting a +15 to grapple checks to maintain the grapple, in addition to normal bonuses.</p><p>As a free action as part of the grapple, or slam attack, the user can use the taser emitters to deal 2d6 electrical damage plus the target must make a Fort save DC 20, or be paralyzed for 1d6 rounds. As the tasers are designed for large creatures, targets of medium size that fail the Fort save are paralyzed for 50% longer. If the target also has a Constitution lower than 10, a failed save requires another Fort save at the same DC, failure means the target is now dying (at near death and unconscious, -1 hit points, and needs to stabilize, or continue to lose 1 hit point per round) due to massive shock and damage to their heart. The tasers have 20 charges before requiring 5 minutes to recharge 20 charges again.</p><p></p><p>Dual Ammunition</p><p>The M-9 Chaingun has a split ammunition bay, allowing it to have two different types of ammunition. A standard load will be half normal bullets, half tranquilizer rounds, switching between the two is a free action only once a round. Comes standard with 2 belts of normal rounds (100), 2 belts of tranquilizer rounds (100).</p><p> </p><p>Tranquilizer Rounds</p><p>These are special rounds of ammunition designed to deliver a powerful tranquilizer to subdue large creatures. Damage is reduced by half, plus the target must make a Fort save DC 20 or fall unconscious for 1d6+1 hours. A successful save, the target suffers temporary 1d4 Dex and Con damage for 2d4 rounds. As this tranquilizer is designed for large creatures, medium sized creatures hit and fail their save, are immediately knocked unconscious, plus must make another Fort save at the same DC or suffer 2d6 temporary Con damage. If the save was failed by 10 or more, and the character didn't die from the Con damage, they will permanently lose 1 point from their Con and suffer a permanent -1 to Fort saves as the chemicals have damaged their health and immune system.</p><p> </p><p>Modified Class II Sensors</p><p>This modified version of the Class II sensors functions similar to the standard, except it has low-light vision, and instead of scanning nonliving targets, it gains the same information on living targets, where applicable. So a successful Computer Use check DC 15 will grant information about size, locomotive capabilities, present direction or trajectory, approximate health (healthy being full or near full hit points, slightly wounded 75%, wounded 50%, heavily wounded 25% or less), basic composition on defensive or offensive capabilities (large claws, teeth, heavy rough skin, thick scales or bone plates, quills, acid glands, etc).</p><p></p><p></p><p>Subduer</p><p> </p><p>The Subduer is the successor to the Pacifier, boasting enhanced systems and new technologies for nonlethal attacks and capture. The subduer retains the grabble arms of the Pacifier, only with improvements. Only one of the grapple arms retains the taser, while the other mounts a heavy gravity snare. The M-9 Barrage has been replaced with an extended range corona microwave beam with a stun module. Instead of the electric defense, the Subduer mounts a tangler launcher system.</p><p> </p><p>Pacifier (PL6-7)</p><p>Size: Large (-1)</p><p>Bonus Hit Points: 100</p><p>Superstructure: Duralloy</p><p>Hardness: 15</p><p>Armour: Resilium</p><p>Bonus to Defense: +6</p><p>Armour Penalty: -5</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty:</p><p>Speed: 30</p><p>Purchase DC: 41 Res (+2)</p><p></p><p>Slots</p><p>Helmet Cockpit</p><p>Torso Cockpit</p><p>Left Arm Grapple Arm with taser</p><p>Right Arm Grapple Arm with heavy gravity snare</p><p>Shoulders Extended Range Corona Microwave Beam</p><p>Back Modified Class III Sensors</p><p>Boots Tangler Defense</p><p>Comm System</p><p></p><p>Standard Package Features: Tangler defense, puncture resistance, stun module</p><p>Bonuses: +2 Navigate, +2 Spot, 90 ft darkvision</p><p>Weapons: Corona microwave beam 5d6 or stun, 20, fire or stun, 50 ft, s, -</p><p>Grapple Arm 1d10 slam, 20, blud, melee</p><p>Taser 2d6 + special, 20, elect, melee, 20 charges</p><p>Heavy Gravity Snare special, -, -, 60 ft, s, -</p><p></p><p>Tangler Defense</p><p>This system launches tangler grenades, either on command or set to defense mode where it will attack a target that strikes the Subduer. On command, the user can launch a tangler grenade at any target within 30 feet of it. If set to defensive mode, the system will launch a tangler grenade at any target that strikes the Subduer with a melee attack. The system strikes with a +6 attack roll. If the user is being grappled, the system hits automatically. The Tangler defense system contains 30 grenades.</p><p> </p><p>Puncture Resistance</p><p>The armour of the Subduer is layered and treated to have greater resistance to piercing damage, gaining damage reduction 20 to piercing attacks.</p><p> </p><p>Stun Module</p><p>The extended range corona microwave beam has a stun module installed. Switching to the stun setting is a free action once a round. The target must make a Fort save DC 20 or be stunned for 1d6+1 rounds.</p><p> </p><p>Grapple Arm</p><p>These large four prong grabber claws are designed to grab large creatures and hold them. They are also fitted with taser-like emitters to stun large creatures. The grapple claws can be used to slam dealing 1d10 lethal damage, but are really designed for grappling. The claws provide an additional +5 per claw used to grapple, in addition to size bonuses, and once a grapple is achieved, the user can engage the lock feature which locks the claws shut, granting a +20 to grapple checks to maintain the grapple, in addition to normal bonuses.</p><p>As a free action as part of the grapple, or slam attack, the user can use the taser emitters to deal 2d6 electrical damage plus the target must make a Fort save DC 20, or be paralyzed for 1d6 rounds. As the tasers are designed for large creatures, targets of medium size that fail the Fort save are paralyzed for 50% longer. If the target also has a Constitution lower than 10, a failed save requires another Fort save at the same DC, failure means the target is now dying (at near death and unconscious, -1 hit points, and needs to stabilize, or continue to lose 1 hit point per round) due to massive shock and damage to their heart. The tasers have 20 charges before requiring 5 minutes to recharge 20 charges again.</p><p></p><p>Heavy Gravity Snare</p><p>Built into the right arm, this heavy gravity snare is used to hold animals. Targets hit must make a Reflex save DC 15 to avoid its effects. On a failed save the target is entangled for 2d6 rounds, until the gravity ring dissipates. An entangled creature can escape the gravity ring with a successful Escape Artist check DC 40, or break free with a successful Strength check DC 35.</p><p> </p><p>Modified Class III Sensors</p><p>This modified version of the Class III sensors functions similar to the standard, except instead of scanning nonliving targets, it gains the same information on living targets, where applicable. So a successful Computer Use check DC 15 will grant information about size, locomotive capabilities, present direction or trajectory, approximate health (healthy being full or near full hit points, slightly wounded 75%, wounded 50%, heavily wounded 25% or less), basic composition on defensive or offensive capabilities (large claws, teeth, heavy rough skin, thick scales or bone plates, quills, acid glands, etc).</p></blockquote><p></p>
[QUOTE="kronos182, post: 6729393, member: 6668634"] I created these two mechs for marcosalazarm on the wizrds' board for this setting. Uploading them here too. Pacifier With advent of big game preserves, or parks using large cloned creatures, the Pacifier was created as a means to help handle large, and potentially dangerous creatures. Equipped with large grabbing claws instead of hands for holding large creatures, with taser-like emitters to aid in subduing the creature. Mounted on the shoulder is a heavy caliber weapon that can fire both lethal and non-lethal tranquilizer rounds to subdue when getting close is not an option. The hull is also fitted with an electric shock system that is weaker than the tasers to act as a deterrent to keep creatures from chewing on the mech. The armour is designed to resist punctures from bites from large creatures. Pacifier (PL5-6) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Alumisteel Hardness: 10 Armour: Alumisteel Bonus to Defense: +6 Armour Penalty: -6 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 25 Purchase DC: 38 Res (+2) Slots Helmet Cockpit Torso Cockpit Left Arm Grapple Claw Right Arm Grapple Claw Shoulders M-9 Barrage Chaingun Back Modified Class II Sensors Boots Electric Defense Comm System Standard Package Features: Electric defense, puncture resistance, dual ammunition, Bonuses: +2 Navigate, +2 Spot, lowlight Weapons: M-9 Chaingun 5d6 or special, 20, ball or special, 60 ft, s/a, linked 100/100. See Tranquilizer Rounds for special Grapple Arm 1d10 slam, 20, blud, melee Taser 2d6 + special, 20, elect, melee, 20 charges Electric Defense This system electrifies the outer skin of the Pacifier, dealing 1d6 electric damage to anything touching it, plus the target must make a Fort save DC 12 or be shakened for 1d4 rounds. The system can only be active for 1 minute before it needs a 5 minute recharge and cool down, which also allows the mech to degauss the hull to prevent systems from being scrambled. Puncture Resistance The armour of the Pacifier is layered and treated to have greater resistance to piercing damage, gaining damage reduction 15 to piercing attacks. Grapple Arm These large four prong grabber claws are designed to grab large creatures and hold them. They are also fitted with taser-like emitters to stun large creatures. The grapple claws can be used to slam dealing 1d10 lethal damage, but are really designed for grappling. The claws provide an additional +4 per claw used to grapple, in addition to size bonuses, and once a grapple is achieved, the user can engage the lock feature which locks the claws shut, granting a +15 to grapple checks to maintain the grapple, in addition to normal bonuses. As a free action as part of the grapple, or slam attack, the user can use the taser emitters to deal 2d6 electrical damage plus the target must make a Fort save DC 20, or be paralyzed for 1d6 rounds. As the tasers are designed for large creatures, targets of medium size that fail the Fort save are paralyzed for 50% longer. If the target also has a Constitution lower than 10, a failed save requires another Fort save at the same DC, failure means the target is now dying (at near death and unconscious, -1 hit points, and needs to stabilize, or continue to lose 1 hit point per round) due to massive shock and damage to their heart. The tasers have 20 charges before requiring 5 minutes to recharge 20 charges again. Dual Ammunition The M-9 Chaingun has a split ammunition bay, allowing it to have two different types of ammunition. A standard load will be half normal bullets, half tranquilizer rounds, switching between the two is a free action only once a round. Comes standard with 2 belts of normal rounds (100), 2 belts of tranquilizer rounds (100). Tranquilizer Rounds These are special rounds of ammunition designed to deliver a powerful tranquilizer to subdue large creatures. Damage is reduced by half, plus the target must make a Fort save DC 20 or fall unconscious for 1d6+1 hours. A successful save, the target suffers temporary 1d4 Dex and Con damage for 2d4 rounds. As this tranquilizer is designed for large creatures, medium sized creatures hit and fail their save, are immediately knocked unconscious, plus must make another Fort save at the same DC or suffer 2d6 temporary Con damage. If the save was failed by 10 or more, and the character didn't die from the Con damage, they will permanently lose 1 point from their Con and suffer a permanent -1 to Fort saves as the chemicals have damaged their health and immune system. Modified Class II Sensors This modified version of the Class II sensors functions similar to the standard, except it has low-light vision, and instead of scanning nonliving targets, it gains the same information on living targets, where applicable. So a successful Computer Use check DC 15 will grant information about size, locomotive capabilities, present direction or trajectory, approximate health (healthy being full or near full hit points, slightly wounded 75%, wounded 50%, heavily wounded 25% or less), basic composition on defensive or offensive capabilities (large claws, teeth, heavy rough skin, thick scales or bone plates, quills, acid glands, etc). Subduer The Subduer is the successor to the Pacifier, boasting enhanced systems and new technologies for nonlethal attacks and capture. The subduer retains the grabble arms of the Pacifier, only with improvements. Only one of the grapple arms retains the taser, while the other mounts a heavy gravity snare. The M-9 Barrage has been replaced with an extended range corona microwave beam with a stun module. Instead of the electric defense, the Subduer mounts a tangler launcher system. Pacifier (PL6-7) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Duralloy Hardness: 15 Armour: Resilium Bonus to Defense: +6 Armour Penalty: -5 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 30 Purchase DC: 41 Res (+2) Slots Helmet Cockpit Torso Cockpit Left Arm Grapple Arm with taser Right Arm Grapple Arm with heavy gravity snare Shoulders Extended Range Corona Microwave Beam Back Modified Class III Sensors Boots Tangler Defense Comm System Standard Package Features: Tangler defense, puncture resistance, stun module Bonuses: +2 Navigate, +2 Spot, 90 ft darkvision Weapons: Corona microwave beam 5d6 or stun, 20, fire or stun, 50 ft, s, - Grapple Arm 1d10 slam, 20, blud, melee Taser 2d6 + special, 20, elect, melee, 20 charges Heavy Gravity Snare special, -, -, 60 ft, s, - Tangler Defense This system launches tangler grenades, either on command or set to defense mode where it will attack a target that strikes the Subduer. On command, the user can launch a tangler grenade at any target within 30 feet of it. If set to defensive mode, the system will launch a tangler grenade at any target that strikes the Subduer with a melee attack. The system strikes with a +6 attack roll. If the user is being grappled, the system hits automatically. The Tangler defense system contains 30 grenades. Puncture Resistance The armour of the Subduer is layered and treated to have greater resistance to piercing damage, gaining damage reduction 20 to piercing attacks. Stun Module The extended range corona microwave beam has a stun module installed. Switching to the stun setting is a free action once a round. The target must make a Fort save DC 20 or be stunned for 1d6+1 rounds. Grapple Arm These large four prong grabber claws are designed to grab large creatures and hold them. They are also fitted with taser-like emitters to stun large creatures. The grapple claws can be used to slam dealing 1d10 lethal damage, but are really designed for grappling. The claws provide an additional +5 per claw used to grapple, in addition to size bonuses, and once a grapple is achieved, the user can engage the lock feature which locks the claws shut, granting a +20 to grapple checks to maintain the grapple, in addition to normal bonuses. As a free action as part of the grapple, or slam attack, the user can use the taser emitters to deal 2d6 electrical damage plus the target must make a Fort save DC 20, or be paralyzed for 1d6 rounds. As the tasers are designed for large creatures, targets of medium size that fail the Fort save are paralyzed for 50% longer. If the target also has a Constitution lower than 10, a failed save requires another Fort save at the same DC, failure means the target is now dying (at near death and unconscious, -1 hit points, and needs to stabilize, or continue to lose 1 hit point per round) due to massive shock and damage to their heart. The tasers have 20 charges before requiring 5 minutes to recharge 20 charges again. Heavy Gravity Snare Built into the right arm, this heavy gravity snare is used to hold animals. Targets hit must make a Reflex save DC 15 to avoid its effects. On a failed save the target is entangled for 2d6 rounds, until the gravity ring dissipates. An entangled creature can escape the gravity ring with a successful Escape Artist check DC 40, or break free with a successful Strength check DC 35. Modified Class III Sensors This modified version of the Class III sensors functions similar to the standard, except instead of scanning nonliving targets, it gains the same information on living targets, where applicable. So a successful Computer Use check DC 15 will grant information about size, locomotive capabilities, present direction or trajectory, approximate health (healthy being full or near full hit points, slightly wounded 75%, wounded 50%, heavily wounded 25% or less), basic composition on defensive or offensive capabilities (large claws, teeth, heavy rough skin, thick scales or bone plates, quills, acid glands, etc). [/QUOTE]
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