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Post by Spyder on Aug 2, 2007 20:27:52 GMT -5
I've decided that instead of letting all that work go to waste, I'm going to take my Dark Stars setting and convert it for d20 use. Here we go..
Index Setting Armor Weapons Vehicles Occupations
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Post by Spyder on Aug 2, 2007 20:28:39 GMT -5
SETTING
The Dark Stars Campaign Setting takes place around 130 years in the future. World War III, a disaster that lasted over two decades, ended about 70 years ago, and almost all of its devastation has been cleaned up, but not forgotten. In its wake, the governments of the Earth and its colonies united under the banner of the United Earth Federation and established a defense force dubbed the Sol Defense Initiative. Designed as an anti-terror organization, the SDI was originally comprised of what was left of the member nations' military forces, and despite its small numbers, the SDI was incredibly well funded by the UEF, its members wary of another world war. Even after 70 years, the SDI's power has not waned, and its forces represent the best and brightest that the Sol system has to offer. There has been relative peace in the last decade or so. Some consider it a blessing... Others consider it the calm before the storm.
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Post by Spyder on Aug 2, 2007 20:30:01 GMT -5
ARMOR Combat Armor Type Medium Tactical Defense +7 Non Prof +3 Max Dex +3 Armor Check -4 Standard issue Marine Corps sealed combat armor, made from advanced impact-resistant polymer plates that cover the wearer from head to toe. The primary benifits of the armor is found in its communications and sensor gear; each has a built in computer that is capable of sending and recieving text and image transmissions via a display built into the helmet, including images captured from the scope of a linked HA972 assault rifle or TacMil sniper rifle. Scout ArmorType Light Tactical Defense +4 Non-Prof +2 Max Dex +6 Armor Check -2 Scout armor is essentially combat armor made with lighter materials and lacking the leg protection of combat armor to improve speed and dexterity. Civilian Environment SuitType Tactical Defense +7 Non-Prof +3 Max-Dex +0 Armor Check -10 These Navy-Issue environment suits are meant for use by civilians on board, or being escorted by, Navy ships. Flight Suit Type Tactical Defense +2 Non-Prof +1 Max-Dex +6 Armor Check -0 These flight suits are standard-issue for Navy pilots, and doubles as body armor for downed pilots. The flight suits contain kevlar-lined pouches on the chest, back, arms, legs, and abdomen, into which armor plates are inserted. A helmet protects the head.
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Post by Spyder on Aug 2, 2007 20:30:25 GMT -5
WEAPONS HA972 Assault RifleDamage 2d8 Critical x2 Damage Type Ballistic Range Increment 80 ft Rate of Fire S/A Magazine 60 box Size Large Weight 9 lbs Purchase DC 26 Restriction Mil The standard issue Marine assault rifle, the HA972 is a highly efficient, highly accurate fully automatic weapon system. It has a simple onboard computer and has a readout beneath the scope that displays available ammunition, barrel temperature, and a compass. This computer is compatible with all standard Marine armor and can relay this information directly to the Marine's HUD. M49 Magnum PistolDamage 2d8 Critical x2 Damage Type Ballistic Range Increment 40 ft Rate of Fire S Magazine 10 box Size Small Weight 5 lbs Purchase DC 18 Restriction Lic The basic sidearm for the Marines and Navy, the M49 Magnum is a powerful pistol with minimal recoil. TacMil Sniper RifleDamage 2d10 Critical x2 Damage Type Ballistic Range Increment 120 ft Rate of Fire S Magazine 15 box Size Large Weight 21 Purchase DC 21 Restriction Res The standard Marine sniping system, the TacMil sniper rifle fires the standard 7.62mm round and sports a rangefinding scope that can connect with the Marine combat armor. Additionally, the rifle features a flash supressor as well as an effective sound supressor. M590 Combat ShotgunDamage 2d12 Critical x3 Damage Type Ballistic Range Increment 30 ft Rate of Fire S Magazine 8 Size Large Weight 10 lbs Purchase DC 20 Restriction Res A pump action, magazine-fed (tubular non-detachable) shotgun firing an 8 gauge magnum round. It's very effective at close to medium range, making it a very popular weapon for Marine rear guard. T48 Heavy CannonDamage 2d12 Critical x2 Damage Type Ballistic Range Increment 80 ft Rate of Fire A Magazine Linked, 30 box Size Large Weight 15 lbs Purchase DC 24 Restriction Mil A reduced recoil .50 caliber machine gun capable of dispensing roughly 260 rounds per minute, the T48 is the natural evolution of the SAW, used widely by support troops. M7 Submachine GunDamage 2d6 Critical x2 Damage Type Ballistic Range Increment 40 ft Rate of Fire A Magazine 40 box Size Medium Weight 6 lbs Purchase DC 21 Restriction Res The M7 submachinegun is the primary PDW of Navy pilots. It is a caseless 5mm weapon with a 60 round magazine. Fold down forward grip and telescoping stock makes the M7 a compact but capable defensive SMG capable of high accuracy in short combat ranges. M41 MAV Rocket LauncherDamage 6d10 Critical x2 Damage Type Concussive Range Increment 160 Rate of Fire S Magazine 2 box Size Large Weight 48 lbs Purchase DC 20 Restriction Mil The M41 is the best the UAE has to offer in infantry anti-vehicle weaponry. It is a continued use, magazine fed missile launcher that has enough penetration power to disable a heavy target in a manageable number of shots.
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Post by Spyder on Aug 2, 2007 20:31:12 GMT -5
VEHICLES AT200 Warhorse HovertankCrew 4, 1* Pass 0 Cargo 200 Init -4 Maneuver -3 Top Speed 120 (12) Defense 6 Hard 20 Hit Points 62 Size H Purchase DC 50 Restriction Mil Using an air-assisted repulsorlift engine for locomotion, the Warhorse is a capable vehicle on any terrain. It sports a powerful M-300 Rhino cannon and an A32 Mosquito chaingun as it's primary weapons. It uses pilot-assist computer system to allow the tank to be piloted by a single person. P31 Pelican Dropship Crew 2 Pass 10 Cargo 8000 lbs Init -4 Maneuver -4 Top Speed 3500 (350) [7] Defense 6 Hard 5 Hit Points 53 Size G Purchase DC 54 Restriction Mil The standard Marine dropship, the P31 has a capacity of 2 crew members (pilot and copilot) and 10 passengers. It sports twin chainguns similar to the Mosquitoes that the AT-200s use, as well as a decoy missile launcher. The onboard weapons locker can hold weapons, equipment, and ammunition for 30 troops. outside inside Shepherd-Class ShuttlecraftCrew 3 Pass 12 Cargo 32000 Init -3 Maneuver -2 Top Speed 360 (36) Defense 6 Hard 10 Hit Points 46 Size G Purchase DC 48 Restriction Res The Shepherd-Class Shuttle is the standard method of deploying heavy equipment such as vehicles to the battlefield. It is capable of holding 3 light craft, such as tanks or scout ships. The Shepherds are lightly armed, as they are usually escorted by fighter craft, carrying a single pair of Thunderbird Miniguns. Artimus-Class BattlecruiserType Heavy Subtype Battleship Defense 11 Flat-footed Defense 7 Autopilot Defense 7 Hardness 30 Hit Points 8000 Initiative +4 Pilot's Class Bonus +5 Pilot's Dex Mod +4 Gunner's Attack Bonus +4 Size Colossal Tactical Speed 3000 ft (6) Length 1,250 ft Weight 125,000 tons Targeting System Bonus +3 Crew 400 Passenger 200 Cargo 30,000 tons Grapple +16 Purchase DC 72 Restriction Mil The mainstay of Navy fleets, the Artimus-Class Battlecruisers are large, powerful, and capable of carrying 200 Marines as well as a full compliment of pilots and their craft. The battlecruisers are heavily armed on their own, with several batteries of missiles as well as fire linked plasma cannons. M280 Sleuth Scout ShipCrew 1 Pass 0 Cargo 30 lbs Init -1 Maneuver -2 Top Speed 400 (40) Defense 8 Hard 5 Hit Points 33 Size H Purchase DC 40 Restriction Mil Quick and agile, the Sleuth is the standard Navy scout craft, armed with a light chaingun and FAF missiles. They are widely popular as a command craft as well because of their advanced sensor suites. Katana-Class Assault FighterType Ultralight Subtype Assault Fighter Defense 19 Flat-footed Defense 13 Autopilot Defense 6 Hardness 40 Hit Points 200 Initiative +8 Pilot's Class Bonus +7 Pilot's Dex Mod +6 Gunner's Attack Bonus +8/+3 Size G Tactical Speed 4,500 ft (450) [9] Length 32 Weight 36,000 lbs Targeting System Bonus +4 Crew 1 Passenger 1 Cargo 1,200 lbs Grapple +8 Purchase DC 48 Restriction Mil Designed for action against other light craft and as escort ships, Katanas are light, fast, and somewhat powerful. Armed with two firelinked blaster cannons and a small compliment of proton missiles, the Katanas can be quite versatile in combat. M90 Excalibur Heavy Assault TankCrew 2 Pass 4 Cargo 425 Init -4 Maneuver -4 Top Speed 20 ft Defense 6 Hard 20 Hit Points 70 Size G Purchase DC 50 Restriction Mil A large, powerful weapons platform, the Excalibur is a formidable force on the battlefield. The Excalibur boasts six batteries of rockets and a heavy mortar, making it an incomparable destructive weapon. It is, however, painfully slow, making it nearly useless in a small force. T-84 Wildcat WalkerSize Large Superstructure Vanadium Armor Neovulcanium Armor Penalty -10 Strength Bonus +8 Speed 25 Bonus Hit Points 100 Hardness 20 Bonus to Defense +9 Reach 10 ft Dex Penalty -1 Base Purchase DC 40 The T-84 is the answer to dusty terrain that clog the intakes on hovertanks and is too uneven for conventional vehicles. The walker is a powerful weapon, armed with two batteries of missiles and dual chainguns and still keeping a respectable speed. Europa-Class BomberType Ultralight Subtype Bomber Defense 15 Flat-footed Defense 11 Autopilot Defense 8 Hardness 30 Hit Points 200 Initiative +4 Pilot's Class Bonus +5 Pilot's Dex Mod +4 Gunner's Attack Bonus +4 Size G Tactical Speed 3,500 ft (350) [7] Length 48 ft Weight 63,000 lbs Targeting System Bonus +2 Crew 2 Passenger 0 Cargo 2,000 lbs Grapple +12 Purchase DC 52 Restriction Res Companion to the Katana fighter, the Europa-Class Bomber functions as an attack vessel that primarily targets large ships, space stations, or ground-based targets. It delivers heavy weapons payloads against a target of greater size and are armed to deal massive amounts of damage with their powerful bombs, ranging from simple explosives to nuclear warheads. M12 Recon VehicleCrew 1 Pass 2 Cargo 1000 lbs Init -2 Maneuver -2 Top Speed 120 MPH Defense 8 Hard 5 Hit Points 35 Size Huge Purchase DC 36 Restriction Mil The M12 is a durable, rugged, and quick reconnaissance vehicle capable of traversing the battlefield at speeds up to 120 MPH. It has a mounted Mosquito chaingun in the rear compartment, though the mount is modular and can be changed out with other weapons systems, such as an anti-armor missile launcher. The platform can also be completely removed to allow for extra cargo or passenger capacity. E21A Centaur APCCrew 3 Pass 8 Cargo 500 lbs Init -1 Maneuver -1 Top Speed 95 (9) Defense 6 Hard 15 Hit Points 56 Size G Purchase DC 42 Restriction Mil The Centaur is a rugged, all-terrain armored personnel transport. It has enough interior space for a squad of marines and their gear while still moving at a respectable pace. And the Centaur isn't helpless, either. The APC is armed with a heavy machine gun and has mine-laying capabilities.
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Post by Spyder on Oct 8, 2007 19:52:36 GMT -5
OCCUPATIONS
Commando Special soldiers trained in commando ops (ODSTs are excluded). Prerequisite: Age 20+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Climb, Demolitions, Jump, Knowledge (tactics), Navigate, Survival, Swim, Tumble Feats: Select one of the following: Combat Martial Arts, Improved Initiative, Personal Firearms Proficiency Wealth Bonus: +1
Demolitions Soldiers trained in specific use of explosives, as well as armor-killer teams fall under this occupation. Prerequisite: Age 18+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Demolitions, Disable Device, Knowledge (tactics), Listen, Search, Spot Feats: Select one of the following (all feats must have the needed prerequisite): Cautious, Exotic Firearms Proficiency, Point Blank Shot Wealth Bonus: +1
Medic All kinds of surgeons or field medics fall under this occupation. Prerequisite: Age 18+, Wis 10+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Concentration, Craft (pharmaceutical), Diplomacy, Knowledge (earth and life sciences), Search, Treat Injury Feats: Select one of the following (all feats must have the needed prerequisite): Focused, Medical Expert, Surgery Wealth Bonus: +1
Officer This occupation includes all kind of officers, be it naval captains, tacticians, or front-line commanders. Prerequisites: Age 23+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Diplomacy, Gather Information, Intimidate, Knowledge (history, spacer lore, tactics), Sense Motive Feats: Select one of the following: Confident, Educated, Trustworthy Wealth Bonus: +2
Orbital Drop Shock Trooper The mighty Helljumpers make up this occupation. Prerequisites: Age 18+, Con 12+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Climb, Concentration, Jump, Knowledge (spacer lore, tactics), Repair, Spot, Survival Feats: Select one of the following (all feats must have the needed prerequisite): Armor Proficiency (Medium), Brawl, Personal Firearms Proficiency, Zero-Gee Training Wealth Bonus: +1
Pilot Pilots of all types fall under this occupation, be it aircraft, spacecraft, or terrestrial vehicles. Prerequisites: Age 18+, Dex 10+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Concentration, Drive, Knowledge (spacer lore, tactics, technology), Navigate, Pilot, Repair Feats: Select one of the following (all feats must have the needed prerequisite): Aircraft Operation, Starship Operation, Surface Vehicle Operation Wealth Bonus: +1
Sniper This occupation is for (you get three guesses) snipers. Prerequisite: Age 18+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Climb, Concentration, Hide, Listen, Move Silently, Spot Feats: Select one of the following: Far Shot, Personal Firearms Proficiency, Point Blank Shot Wealth Bonus: +1
Soldier This occupation includes front-line soldiers. It is identical to the Military entry found in the D20 Modern core rulebook.
Technician Computer whizzes, repairmen, and other related positions fall under this occupation. Prerequisites: Age 18+, Int 10+ Skills: Choose four of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Computer Use, Craft (electronic, mechanical, or structural), Disable Device, Investigate, Knowledge (spacer lore, technology), Repair, Research Wealth Bonus: +1
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