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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9785859" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Hawaii Terran Equipment</span></strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>C-14 Spine Spikes</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">These rounds deal slightly less damage, but maintain some of the armour piercing capabilities, also have slightly better critical chance.</span></p><p><span style="font-family: 'Calibri'">Deals 2d10+1 ballistic, critical 19-20x2, <span style="color: #333333">ignore 2 points of Defense (from armour, equipment or natural armour) and ignores 3 points of DR/hardness.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #333333">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.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #333333">PDC 5 for box of 100 in Hawaii, PDC 15 outside of Hawaii.</span></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Bile Spitter Ammunition.</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">PDC 10 for box of 20 rounds in Hawaii, PDC 19 outside of Hawaii.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Zerg Chitin Armour Plating</strong></span></p><p><span style="font-family: 'Calibri'">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%.</span></p><p><span style="font-family: 'Calibri'">Restrictions: CMC style armour only. Military +3</span></p><p><span style="font-family: 'Calibri'">PDC: +1 in Hawaii, +2 outside.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Carapace Buckler-Shell</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">Weight: 5 lbs</span></p><p><span style="font-family: 'Calibri'">Restrictions: Requires power pack or linked to power armour for full use. Military +3</span></p><p><span style="font-family: 'Calibri'">PDC: 18 in Hawaii, 21 outside.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Pheromone Mask</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">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.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">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.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Duration: 1d4+1 days before requiring replacement materials.</span></span></p><p> </p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">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.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Weight: 3 lbs for whole set.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Restrictions: None</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">PDC: 10 for 3 cartridges.</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9785859, member: 6668634"] [FONT=Calibri][B][SIZE=5]Hawaii Terran Equipment[/SIZE][/B] 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. [B]C-14 Spine Spikes[/B] 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, [COLOR=#333333]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.[/COLOR] [B]Bile Spitter Ammunition.[/B] 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. [B]Zerg Chitin Armour Plating[/B] 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. [B]Carapace Buckler-Shell[/B] 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. [SIZE=4][B]Pheromone Mask[/B] 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.[/SIZE][/FONT] [SIZE=4] [/SIZE] [FONT=Calibri][SIZE=4]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.[/SIZE][/FONT] [/QUOTE]
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