Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 7907744" data-attributes="member: 6668634"><p><span style="font-size: 22px"><strong>Iron Mech mk1</strong></span></p><p></p><p>Stark Industries has studied the market of Coreline, noticing a trend in mechs and power armours. While they could produce power armours similar to the Iron Man suits, Stark Industries decided to test the mech market with a low level mech. This basic mech, comes standard in red, gold and grey highlights, is powered by an arc reactor, has thing legs and arms, lacks a head and comes with basic repulsors in the large hands, and a light rocket launcher over the right shoulder. 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 and the shoulder weapon provides some protection. Thrusters in the boots, combined with the hand repulsors, 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.</p><p></p><p><strong>Iron Mech mk1</strong></p><p>Size: Large (-1)</p><p>Bonus Hit Points: 100 hp</p><p>Superstructure: Duralloy</p><p>Hardness: 15</p><p>Armour: Resilium</p><p>Bonus to Defense: +5 (+6 armour, -1 size)</p><p>Armour Penalty: -5</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty: </p><p>Speed: 30 ft,, 75 ft fly (poor/average*)</p><p>Purchase DC: 36</p><p>Restriction: Res-Mil (+2 - +3)</p><p></p><p>Slots</p><p>Back Chaff</p><p>Left Arm Repulsor Cannon</p><p>Right Arm Repulsor Cannon</p><p>Shoulders RPG Launcher</p><p>Torso Cockpit</p><p>Torso Class II Sensor System</p><p>Boots Light Thruster Boots</p><p>Comm System</p><p>Standard Package Features: Headless, integrated helmet, remote control</p><p>Bonuses: +2 Navigate & Spot</p><p>Weapons: Repulsor Cannons (2) -1 ranged (4d8 fire or 4d10 fire),</p><p>RPG Launcher -1 ranged (6d6, ignore 10 hardness)</p><p>Slam +3 melee (1d8+4)</p><p></p><p>Integrated Helmet</p><p>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.</p><p>The helmet itself has integrated military radio, GPS, night vision goggles.</p><p></p><p>Remote Control</p><p>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.</p><p></p><p>Light Thruster BootsThruster 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 bootsActivation: NoneRange: PersonalTarget: YouDuration: PersistentSaving Throw: nonePurchase DC: 5 + one-quarter the mecha's purchase DC.</p><p>Restriction: None</p><p></p><p>Repulsor Cannon</p><p>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.</p><p>(4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a)</p><p>Slots: 1</p><p>Damage: 3d8 laser / 5d10 plasma cannon</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 90 ft laser / 40 ft plasma</p><p>Rate of Fire: S / Single</p><p>Ammo: 50 charges</p><p>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.</p><p>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.</p><p>PDC: 20</p><p>Restriction: Mil (+3)</p><p></p><p>RPG Launcher</p><p>This launcher uses the common RPG-7, but instead of a single shot launcher, it uses an automatic feed system from a magazine for increased rate of fire. The rocket</p><p>Deals 6d6 points of damage to all creatures within a 10-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 RPG-7 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 RPG-7 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.</p><p>Damage: 6d6</p><p>Critical: -</p><p>Damage Type: -</p><p>Range Increment: 100 ft</p><p>Rate of Fire: Single</p><p>Ammo: 20 rockets</p><p>PDC: 15 Mil (+3).</p><p>Slots: 1 for launcher, additional slots dedicated to ammunition holds 30 rockets.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7907744, member: 6668634"] [SIZE=6][B]Iron Mech mk1[/B][/SIZE] Stark Industries has studied the market of Coreline, noticing a trend in mechs and power armours. While they could produce power armours similar to the Iron Man suits, Stark Industries decided to test the mech market with a low level mech. This basic mech, comes standard in red, gold and grey highlights, is powered by an arc reactor, has thing legs and arms, lacks a head and comes with basic repulsors in the large hands, and a light rocket launcher over the right shoulder. 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 and the shoulder weapon provides some protection. Thrusters in the boots, combined with the hand repulsors, 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. [B]Iron Mech mk1[/B] Size: Large (-1) Bonus Hit Points: 100 hp Superstructure: Duralloy Hardness: 15 Armour: Resilium Bonus to Defense: +5 (+6 armour, -1 size) Armour Penalty: -5 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 30 ft,, 75 ft fly (poor/average*) Purchase DC: 36 Restriction: Res-Mil (+2 - +3) Slots Back Chaff Left Arm Repulsor Cannon Right Arm Repulsor Cannon Shoulders RPG Launcher Torso Cockpit Torso Class II Sensor System Boots Light Thruster Boots Comm System Standard Package Features: Headless, integrated helmet, remote control Bonuses: +2 Navigate & Spot Weapons: Repulsor Cannons (2) -1 ranged (4d8 fire or 4d10 fire), RPG Launcher -1 ranged (6d6, ignore 10 hardness) 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 BootsThruster 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 bootsActivation: NoneRange: PersonalTarget: YouDuration: PersistentSaving Throw: nonePurchase DC: 5 + one-quarter the mecha's purchase DC. Restriction: None Repulsor Cannon 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. (4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a) Slots: 1 Damage: 3d8 laser / 5d10 plasma cannon Critical: 20 Damage Type: fire Range Increment: 90 ft laser / 40 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) RPG Launcher This launcher uses the common RPG-7, but instead of a single shot launcher, it uses an automatic feed system from a magazine for increased rate of fire. The rocket Deals 6d6 points of damage to all creatures within a 10-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 RPG-7 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 RPG-7 has 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: 6d6 Critical: - Damage Type: - Range Increment: 100 ft Rate of Fire: Single Ammo: 20 rockets PDC: 15 Mil (+3). Slots: 1 for launcher, additional slots dedicated to ammunition holds 30 rockets. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top