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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9055931" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Sentinel Battle Droids</span></strong></p><p>As the SGC has been upgrading its arsenal with other technologies and producing their own versions of droid fighters used by the Confederacy of Independent Systems, they also purchased the rights to produce the B2 super battle droids, modified for their purposes. The Sentinels are more expensive than the B2s, and are used to defend important facilities, and some SGC teams are being assigned one for situations expecting heavy combat.</p><p>The Sentinel has a modified head to be more human-like instead of the longer design, which is also raised higher so it has improved visual area. The armour is replaced with a Naquadah composite to give it improved protection, especially against energy weapons. The dual lasers are replaced with a the blaster part of M-566, based on the Jaffa staff weapon, fitted on the left arm. The right arm is fitted with a mounting that allows a rifle to be fitted and easily removed. To insure an attempts to prevent the droids from being hacked and turned against the SGC, a kill switch is installed.</p><p></p><p><strong>Sentinel Battle Droid (PL6)</strong></p><p>CR: 3</p><p>Size: Med (7.5 ft)</p><p>Hit Points: 4d10+10; 45 hp</p><p>Init: +0</p><p>Speed: 25 ft</p><p>Defense: 15 (+5 armour)</p><p>Hardness: 15, 20 vs energy weapons except acid</p><p>BAB/Grp: +3/+5</p><p>Attack: +3 ranged Dual Wrist Blaster 5d10, or +3 ranged rifle 2d8 ballistic, or +5 melee 1d4+2 lethal</p><p>FS/Reach: 5 ft/5 ft</p><p>Special Attacks:</p><p>Special Qualities:</p><p>Saves: Fort + 0, Reflex +0 , Will -1</p><p>Abilities: Str 14, Dex 10, Con , Int 8, Wis 8, Cha 6</p><p>Skills: Listen +2, Spot +2, Search +2</p><p>Feats: Personal Firearms Proficiency</p><p></p><p>Frame: biomorph</p><p>Locomotion: legs (pair)</p><p>Manipulators: 2 hands</p><p>Armour: Naquadah composite</p><p>Superstructure: naquadah composite</p><p>Sensors: Class II</p><p>Skill Software: Listen +2, Spot +2, Search +2</p><p>Feat Software: Personal Firearms Proficiency</p><p>Accessories: feat progit (personal firearms proficiency), AV transmitter, vocalizer, skill progit x3 (+2), M-566 blaster, integrated naquadah composite armour, rifle mounting, ammunition holder (holds 5 magazines in chest)</p><p>PDC: 29</p><p></p><p><strong>Combat</strong></p><p>Unlike the B2 battle droids, Sentinels are programmed to work independently or in small groups with other Sentinels or human soldiers. As they have heavier armour than humans, they will function as point men to absorb attacks and keep living allies safe. They can learn and adapt to switch between the M-566 blaster or the attached ballistic rifle or use their fists.</p><p></p><p><strong>M-566 Blaster</strong></p><p>Damage: 3d10</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 60 feet</p><p>Rate Of Fire: Semi</p><p>Magazine: 50 Int, recharges 1 rd per 2 min not used</p><p>Rules: Plasma blaster damage can be set to 1d10, 2d20 or 3d10 as a free action once per round. In the event the Sentinel is rendered operable, the weapon can be detached with a Repair check DC 15 and 5 minutes of work, with however many charges left in the weapon, it doesn't recharge, but can be reloaded with a power pack from a M-566.</p><p></p><p><strong>Kill Switch</strong></p><p>The Sentinel is equipped with a device that activates when an attempt to hack its droid brain is detected. If someone is trying to access the droid's programming without the proper equipment and systems, the droid can make a Computer Use check DC vs the hacker's DC at +10 to roll, and if it succeeds, the droid shuts down completely and is not able to be activated until proper equipment from Stargate Command to reactivate it. If the droid fails by 5 or less, it can attempt the save again the next round with an additional +2. Another failed check the droid can't attempt again.</p><p>Alternatively, any Stargate Command personnel of rank Lieutenant or above, or is assigned to coordinate the droids, can issue a command as long as they have communications with the droid to immediately deactivate, which could cause the droid to crash if in an atmosphere flying.</p><p></p><p><strong>Weapon Mount</strong></p><p>The right arm is fitted with a mount to allow a P90 or M-16 to be fitted and the Sentinel can fire the weapon while still keeping the hand free. It takes 10 minutes with a Repair check DC 15 to install the weapon and properly align and link to the droid's targeting system. The Sentinel is programmed to be able to use and reload the weapons from magazines from a compartment in its chest. The mount has a quick release system to allow any nearby soldiers to release the weapon and use it.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9055931, member: 6668634"] [B][SIZE=7]Sentinel Battle Droids[/SIZE][/B] As the SGC has been upgrading its arsenal with other technologies and producing their own versions of droid fighters used by the Confederacy of Independent Systems, they also purchased the rights to produce the B2 super battle droids, modified for their purposes. The Sentinels are more expensive than the B2s, and are used to defend important facilities, and some SGC teams are being assigned one for situations expecting heavy combat. The Sentinel has a modified head to be more human-like instead of the longer design, which is also raised higher so it has improved visual area. The armour is replaced with a Naquadah composite to give it improved protection, especially against energy weapons. The dual lasers are replaced with a the blaster part of M-566, based on the Jaffa staff weapon, fitted on the left arm. The right arm is fitted with a mounting that allows a rifle to be fitted and easily removed. To insure an attempts to prevent the droids from being hacked and turned against the SGC, a kill switch is installed. [B]Sentinel Battle Droid (PL6)[/B] CR: 3 Size: Med (7.5 ft) Hit Points: 4d10+10; 45 hp Init: +0 Speed: 25 ft Defense: 15 (+5 armour) Hardness: 15, 20 vs energy weapons except acid BAB/Grp: +3/+5 Attack: +3 ranged Dual Wrist Blaster 5d10, or +3 ranged rifle 2d8 ballistic, or +5 melee 1d4+2 lethal FS/Reach: 5 ft/5 ft Special Attacks: Special Qualities: Saves: Fort + 0, Reflex +0 , Will -1 Abilities: Str 14, Dex 10, Con , Int 8, Wis 8, Cha 6 Skills: Listen +2, Spot +2, Search +2 Feats: Personal Firearms Proficiency Frame: biomorph Locomotion: legs (pair) Manipulators: 2 hands Armour: Naquadah composite Superstructure: naquadah composite Sensors: Class II Skill Software: Listen +2, Spot +2, Search +2 Feat Software: Personal Firearms Proficiency Accessories: feat progit (personal firearms proficiency), AV transmitter, vocalizer, skill progit x3 (+2), M-566 blaster, integrated naquadah composite armour, rifle mounting, ammunition holder (holds 5 magazines in chest) PDC: 29 [B]Combat[/B] Unlike the B2 battle droids, Sentinels are programmed to work independently or in small groups with other Sentinels or human soldiers. As they have heavier armour than humans, they will function as point men to absorb attacks and keep living allies safe. They can learn and adapt to switch between the M-566 blaster or the attached ballistic rifle or use their fists. [B]M-566 Blaster[/B] Damage: 3d10 Critical: 20 Damage Type: Fire Range Increment: 60 feet Rate Of Fire: Semi Magazine: 50 Int, recharges 1 rd per 2 min not used Rules: Plasma blaster damage can be set to 1d10, 2d20 or 3d10 as a free action once per round. In the event the Sentinel is rendered operable, the weapon can be detached with a Repair check DC 15 and 5 minutes of work, with however many charges left in the weapon, it doesn't recharge, but can be reloaded with a power pack from a M-566. [B]Kill Switch[/B] The Sentinel is equipped with a device that activates when an attempt to hack its droid brain is detected. If someone is trying to access the droid's programming without the proper equipment and systems, the droid can make a Computer Use check DC vs the hacker's DC at +10 to roll, and if it succeeds, the droid shuts down completely and is not able to be activated until proper equipment from Stargate Command to reactivate it. If the droid fails by 5 or less, it can attempt the save again the next round with an additional +2. Another failed check the droid can't attempt again. Alternatively, any Stargate Command personnel of rank Lieutenant or above, or is assigned to coordinate the droids, can issue a command as long as they have communications with the droid to immediately deactivate, which could cause the droid to crash if in an atmosphere flying. [B]Weapon Mount[/B] The right arm is fitted with a mount to allow a P90 or M-16 to be fitted and the Sentinel can fire the weapon while still keeping the hand free. It takes 10 minutes with a Repair check DC 15 to install the weapon and properly align and link to the droid's targeting system. The Sentinel is programmed to be able to use and reload the weapons from magazines from a compartment in its chest. The mount has a quick release system to allow any nearby soldiers to release the weapon and use it. [/QUOTE]
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