[d20 Future] War of the Worlds (History of the Wars, More Martian Tech added 10/1)

Andrew D. Gable

First Post
MARTIAN WAR MACHINES

In 1902, during a particularly close pass of Mars past Earth, several explosions as if of enormous guns were detected. Soon, the world learned what they were, as massive cylinders of non-terrene metal slammed into Earth.

Martian Tripod (1902 invasion)
Size: Gargantuan (-4)
Bonus Hit Points: 500
Superstructure: Vanadium
Hardness: 20
Armor: Alumisteel
Bonus to Defense: +9
Armor Penalty: -6
Reach: 15 ft.
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 60 ft.
Standard Equipment Package: Black Smoke Projector, Bulwark Tactical Shield, Heat-Ray, Structural Enhancement II, +1 empty slot

After the 1902 invasion (as chronicled by H.G. Wells), the Martians continued spying on Earth, monitoring the technology of the Earthlings (they watched World War I with great interest), and modified the design of their great war tripods.

Martian Tripod (1938 invasion)
Size: Gargantuan (-4)
Bonus Hit Points: 500
Superstructure: Neovulcanium
Hardness: 20
Armor: Duralloy
Bonus to Defense: +14
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 60 ft.
Standard Equipment Package: Bastion Tactical Shield, Black Smoke Projector, Heat-Ray, Life Support System, Structural Enhancement II

After the second invasion failed, the Martian scientists reconvened and invented a new type of war machine. Rather than walking like the tripods of the previous two invasions, these machines flew. Juggernauts of destruction, the flying machines proved much more effective against the Earthmen than did the tripods. Although the invading force in Los Angeles, California was defeated, forces throughout the world continue to wreak havoc even presently.

Martian Flying Machine (1953 invasion)
Size: Huge (-2)
Bonus Hit Points: 400
Superstructure: Neutronite
Hardness: 25
Armor: Crystal Carbon Armor
Bonus to Defense: +20, fire resistance 10
Armor Penalty: -8
Reach: --
Strength Bonus: --
Dexterity Penalty: --
Speed: 40 ft. flying (perfect)
Standard Equipment Package: Barricade Tactical Shield, Class I Sensor System, Comm System, Deflection Field II, Heat-Ray, Life Support System, Structural Enhancement IV, +1 empty slot

* The first three entries in my War of the Worlds d20 Modern/Future project that I'm burdening myself with. The war machines are built with the Mecha rules in Future. I've taken a page from the TV series and assumed that all three invasions (book, radio play, and movie) were true. I'll post stats on the Heat-Ray and the Black Smoke later.

* NOTE: the tripods are Gargantuan mecha, but for purposes of weapon slots count as Huge mecha (as all their weapons and such are added to the small "pod" or tentacles rather than the legs).
 

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MARTIAN WEAPONRY

The Heat-Ray
Damage: 10d6
Critical: --
Damage Type: Fire
Range Increment: 100 ft.
Rate of Fire: Single
Magazine: --
Size: Large

The Black Smoke
The black smoke was a chemical agent used in the first waves of the Martian invasion. Each Martian tripod carried in one of its tentacles a gun, which could fire anywhere from one to five canisters simultaneously. The canisters broke open upon impact with the ground to release a 30 ft. by 30 ft. cloud of a black miasma. On the following round and subsequent rounds, the cloud of smoke slowly spreads outward, at a rate of 5 feet per round. The black smoke is highly lethal, and a victim must make a Fortitude save (DC 20) or take 2d6 points of temporary Constitution damage, and 2d6 each round the victim remains in the cloud. Use of a deterrent such as a gas mask merely lowers the DC of the save to 17. The black smoke dissipates in 10 rounds, 4 in a moderate wind (11+ mph), or 1 round in a strong wind (21+ mph).

After the black smoke is dissipated, it leaves a dark-colored ash on the ground.

The Red Weed
In addition, the Martians brought with them - whether by accident or design, we may never know - a strange, red, vinelike plant. Its purpose could be to hasten humanity's demise (many animals refuse to eat the plant), to make things more comfortable for the Martians, or it could simply be a stowaway within the cylinders.
 

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Life-support makes them immune to airborne disease, right?

Anyway, now you just need to stat up the alien invasion force. I guess they'll all need at least Mecha Operation :)

What level are you playing at? The Black Smoke is really nasty - it's very possible to have high-level characters with poor saving throws.
 

(Psi)SeveredHead said:
Life-support makes them immune to airborne disease, right?

Anyway, now you just need to stat up the alien invasion force. I guess they'll all need at least Mecha Operation :)
Well, the Future rules say airborne poison and water immersion. Not sure if that would cover disease, though I'm sure it should at least give a bonus to the save or something. The Martians would want to avoid what wiped them out the first time 'round.

Stats for the Martians themselves are coming. Several species, really (Wells' short story "The Crystal Egg" involves a Mars which seems to be equivalent to the WotW version).

What level are you playing at? The Black Smoke is really nasty - it's very possible to have high-level characters with poor saving throws.
Not sure on level. I usually like to start campaigns at L3 or so, that way the characters have at least a fighting chance. Should I alter the effects of the Black Smoke? Say to inflicting temporary Constitution damage rather than death?
 
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Andrew D. Gable said:
Not sure on level. I usually like to start campaigns at L3 or so, that way the characters have at least a fighting chance. Should I alter the effects of the Black Smoke? Say to inflicting temporary Constitution damage rather than death?

Yes.
 

THE MARTIANS

The Martian society, unsurprising to Earthmen accustomed to their aggression and military focus, is a strictle regimented and caste-driven one. Unlike caste societies on Earth, the Martian castes are further differentiated by biological differences. The three castes most well-known are the invaders, the drones, and the overlords.

*****

By far the most common caste of Martian here on Earth, Martian drones are spindly-limbed, humanoid creatures with a single, peculiar trilobed eye (see picture below). The drones are low-caste Martians. Upon arrival, they assemble the vast war machines that the invaders ride into battle.

Martian drones are able to advance into the Techie advanced class whether or not they meet the requirements.

Martian Drone: CR 1; Medium humanoid (extraterrestrial); HD 2d8; hp 9; Mas 10; Init +1; Spd 30 ft.; Defense 13, touch 11, flat-footed 12 (+1 Dex, +2 natural); BAB +1; Grap +3; Atk +3 melee (1d3+2, slam); Full Atk +3 melee (1d3+2, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Fast healing 5; AL Martians; SV Fort +0, Ref +4, Will +1; AP 0; Rep +0; Str 15, Dex 12, Con 10, Int 10, Wis 12, Cha 3.
Skills: Hide +4, Spot +5.
Feats: Planetary Adaptation (high-G).
Advancement: By character class.

*****

The peculiar V-shaped mouth with its pointed upper lip, the absence of brow ridges, the absence of a chin beneath the wedge-like lower lip, the incessant quivering of its mouth, the Gorgon groups of tentacles... the extraordinary intensity of the immense eyes... There was something fungoid in the oily brown skin... I heard it give a peculiar thick cry...
-- The War of the Worlds, Chapter 4

The Martian invaders are the most commonly encountered caste, although outnumbered by the drones. In physical appearance, the Martian invader is repulsive, resembling a terrestrial octopus. It is these who pilot the tripods and flying machines, and they who are responsible for the majority of the destruction wrought by the Martians.

Martian invaders are able to advance into the Mecha Jockey class even if they do not meet the requirements.

Martian Invader: CR 9; Large aberration (extraterrestrial); HD 8d8+11; hp 47; Mas 13; Init +2; Spd 20 ft.; Defense 21, touch 11, flat-footed 19 (–1 size, +2 Dex, +10 natural); BAB +6; Grap +15; Atk +11 melee (1d4+6, tentacle); Full Atk +11 melee (1d4+6, 8 tentacles) and +5 melee (1d8+3, bite); FS 10 ft. by 10 ft.; Reach 20 ft.; SA Improved grab, constrict; SQ Low-light vision, fast healing 5; AL Martians; SV Fort +3, Ref +4, Will +7; AP 0; Rep +0; Str 22, Dex 15, Con 13, Int 10, Wis 12, Cha 3.
Skills: Hide +6, Knowledge (technology) +3, Spot +12.
Feats: Alertness, Planetary Adaptation (high-G), Toughness.
Advancement: By character class.

*****

Their heads were round, and curiously human... They had broad, silvery wings, not feathered, but glistening almost as brilliantly as new-killed fish... these wings were not built on the plan of a bird-wing or bat... but supported by curved ribs radiating from the body. (A sort of butterfly wing with curved ribs seems best to express their appearance.) The body was small, but fitted with two bunches of prehensile organs, like long tentacles, immediately under the mouth.
--"The Crystal Egg"

The overlords are the least common caste, most being content to stay on Mars. The council that planned the invasion was made up of overlords. On Mars, they also serve as the high priest of the Martian god, Vulthoom. When they do appear Earthside, overlords invariably take up command over a large regiment of invaders. Only four overlords are currently known to be on Earth.

Martian Overlord (Charismatic Ordinary 3): CR 7; Medium monstrous humanoid (extraterrestrial); HD 2d8+3d6; hp 26; Mas 10; Init +5; Spd 20 ft., 40 ft. fly (poor); Defense 16, touch 11, flat-footed 15 (+1 Dex, +5 natural); BAB +1; Grap +1; Atk +1 melee (1d4, 8 tentacles); Full Atk +1 melee (1d4, 8 tentacles); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Psionics; SQ Darkvision 60 ft., damage reduction 5/-, fast healing 5, power resistance 2; AL Martians; SV Fort +0, Ref +4, Will +4; AP 5; Rep +2; Str 11, Dex 12, Con 10, Int 10, Wis 12, Cha 12.
Skills: Bluff +9, Diplomacy +9, Intimidate +9, Knowledge (earth and life sciences) +5, Knowledge (tactics) +8, Knowledge (theology and philosophy) +3, Search 8, Spot +9.
Feats: Frightful Presence, Improved Initiative, Toughness.
Advancement: By character class.

Martian Overlord Traits
Psionics (Sp): 3/day--finger of fire.
 

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CRYSTAL EGG
A crystal egg is an item of Martian manufacture found on Earth. The existence of some crystal eggs predate the invasions by centuries; by using the eggs, the Martians spied on Earth's progress and planned the invasions. The temples of the Martians have a vast collection of crystal eggs, each linked to an opposite number on Earth. The crystal egg is a small (6" diameter) faceted sphere of pure clear crystal. The facets of the sphere refract light and cause the interior to become fully illuminated, at which time it acts as the spell scrying (no save), except that the scryed area need not be confined to one creature but any spot within 500 feet of the egg's opposite.

HANDLING MACHINE
The Martian handling machine is a robotic creation resembling a hybrid of crab and spider. They are capable of mining Earth materials, especially a particular type of clay, and synthesizing from it the nonterrene metals used in creation of the Martian war machines.

Handling Machine: CR 1; Large construct; HD 2d10+20; hp 31; Mas —; Init +0; Spd 40 ft.; Defense 9, touch 9, flat-footed 9 (–1 Dex); BAB +1; Grap +11; Atk +7 melee (1d6+6, claw); Full Atk +7 melee (1d6+6, claw); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ construct; AL none; SV Fort +0, Ref –1, Will +0; AP 0; Rep +0; Str 22, Dex 8, Con —, Int —, Wis 10, Cha 10.
External Components: Audio/visual sensor, manipulator arms.
 
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Awesome!

Mr. Gable, your timing is impeccable! My Shadow Chasers group is going through some "sliding" between dimensions right now.

The cliffhanger end to last week's game was that the group was stranded on Mars in 1905, watching as a Martian tripod battled a mech from Earth.

I was going to throw some stats together, but you've got and saved me hours of work, and inspired me to boot!

Thanks so much for sharing. :cool:
 

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