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March Art Jam Closed

Journal Entry: Thu Apr 23, 2015, 3:14 PM
  • Mood: Pissed Off
  • Listening to: "Ghost Brigade", Sabaton
  • Reading: D20 Modern
  • Watching: "The Score"
  • Playing: Kingdom Hearts 2.5
  • Eating: Hamburger (Mickey-D's).
  • Drinking: Coffee
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  • Sketches - 1$

  • Lineart - 5$

  • Colored - 10$

  • With BG - 20$



We thank those who entered the CORELINE-RPG-GROUP's March Jam. Voting will start soon.

Just changing journals here.

Journal Entry: Wed Apr 15, 2015, 9:48 AM
  • Mood: Pissed Off
  • Listening to: "Ghost Brigade", Sabaton
  • Reading: D20 Modern
  • Watching: "The Score"
  • Playing: Kingdom Hearts 2.5
  • Eating: Hamburger (Mickey-D's).
  • Drinking: Coffee
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Art Status
Requests
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Closed

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Closed

  • Sketches - 1$

  • Lineart - 5$

  • Colored - 10$

  • With BG - 20$



Think it's time to change that other Journal. So depressing.

Real, but depressing. The shit keeps on coming.

So... posted some vehicle stats... Gerry Anderson vehicles. Hope you guys have enjoyed them so far.

"Space: 1999" and "UFO" because, well, a bit harder to determine stuff from shows like "Captain Scarlet" in D20 terms (anybody here has any damn idea of what benefits would come from driving while looking towards the *rear* of the vehicle and out the *front* through a camera?).

Statting vehicles for D20 Modern is a bit of a pain (and sometimes even a lot of a pain), but well....



...and now for my next trick, gonna try and stat vehicles from this...

 

METROPOL ALL-TERRAIN ROVING VEHICLE (ATRV)-70

The ATRV is built, and sold, as an all-purpose land vehicle, useful for transportation of equipment and personnel through hard terrain. Cheap (and expendable) for an ATV, a top-of-the-line electric engine allows it to be operated in both atmosphere and vacuum, and its design is fully amphibious. The controls on the ARTV are simple, with ignition switch, accelerator and brake pedals, and dual-handle steering (like that of a tank-pull on one handle to stop the wheels of one side to turn, pulling both works as an emergency brake. Both driver and passenger parts of the ATRV’s front seat have handles, so it can be driven from either side). The ATRV is mostly used by ATV enthusiasts, ranchers, and groups that need a cheap vehicle for perimeter patrol.

The ATRV-70 is crewed by a single driver and can hold two people on its front seat (more people are capable of going on the rear cargo bed, rather uncomfortable and maybe holding on for dear life). The ATRV-70 is two squares wide and two squares long. It provides no cover to its occupants.

Crew: 1.
Passengers: 1.
Cargo: 280 lb.
Initiative: -1.
Maneuver: -1.
Top Speed: 20 (2) (Ground Speed) /15 (1) (Water Speed).
Defense: 8.
Hardness: 5.
Hit Points: 14.
Size: Huge.
Purchase DC: 17
Restriction: Licensed (+1).

Special Rules:
*Easy To Fix: The design of the ATRV-70 is modular, and many of its systems are very simple, allowing for quick and easy repairs. Repairs and Craft checks to repair or modify an ATRV-70 are reduced by -2 each, repair times are reduced by 25%.
*Silent: The ATRV’s electric engine is very quiet, making rolls to hear it active (and the vehicle moving) to have a -6 penalty (barring other elements such as the vehicle running over something that makes noise or the occupants themselves making noise).

The ATRV-70 comes equipped with the following:
*Amphibious Capability: The ATRV-70 is capable of flotation. Water speed is mentioned above. If the ATRV-70 is critically damaged (10% of its total Hit Points), the vehicle will not be able to float.
*Puncture-Resistant Tires: Penalties which occur because of severe tire damage are halved.
*Compartments: One in front dash (can fit gloves, small tools or small weapons), two on rear cargo bed (can ferry larger equipment or up to Medium-sized weapons). Water-tight and air-tight. These compartments are also concealed (Spot roll, DC 15, to notice).
*Roll Cage: Comes free with each purchase, can be added/removed in five minutes (Repair roll DC 10). Provides benefit of full cover to the vehicle’s occupants for the purpose of situations like rolling over, plus comes installed with a pintle mount for a light weapon.
*Headlights.
*Remote Control Rig: This modification can be done pretty quickly (Repair check DC 18, five minutes), allowing the ATRV-70 to be used as a crude drone. All Drive rolls while using this rig are done with a -2 penalty.
CORELINE: ATRV-70 (SPACE:1999 Moon Buggy) (D20M)
The third vehicle based on a Gerry Anderson show and manufactured by AEGIS (which has SHADO and X-COM within it), the ATRV-70 is based on the "Moon Buggy" from "Space: 1999" (in reality an Amphicat).

D20 Modern stats for this vehicle... probably with some things that neither version of the vehicle really had, and then again, I guess I guess it makes it cooler.

(Characters and concepts of "X-COM", "Space: 1999" are property of their respective creators (and so is the real-life Amphicat). Adapted by marcoasalazarm).
Loading...
METROPOL/MARSEC GAV-35 ARMORED PERSONNEL CARRIER (“SHADO MOBILE”):

The “SHADO Mobile”, as it is known by many people within and without AEGIS (and most importantly its United Kingdom branch, which used to be SHADO), it is a light, air-transportable APC which is also flexible, modifiable for multiple specific mission requirements as well as being easy to repair and put back on the field.

While many people may mock the “battleship-gray shoe box with tracks”, for the most part the reality is that it has proven to be a good vehicle to have around in most any position.

The SHADO Mobile is crewed by a driver and a technician (who also functions as a gunner, although this role can be fulfilled by a third crewman if necessary), and features top and bottom emergency hatches as well as a main rear hatch. It takes a full-round action to start moving the SHADO Mobile. The SHADO Mobile is three squares wide and four squares long. It provides full cover to its occupants.

Crew: 2.
Passengers: 11.
Cargo: 325 lb.
Initiative: -2.
Maneuver: -2.
Top Speed: 62 (6) (Ground Speed) /34 (3) (Water Speed).
Defense: 8.
Hardness: 10.
Hit Points: 48.
Size: Huge.
Purchase DC: 45
Restriction: Military (+3).

Special Rules:
*Easy To Repair: The SHADO Mobile’s design provides it with a -2 difficulty to Repair checks and Craft checks for modifications. Check times are reduced by 25%.

The SHADO Mobile (all model types) comes equipped with the following:
*NPC Seal (prevents crew from being affected by environmental Nuclear, Biological and Chemical attack effects and hazardous atmospheres. If the vehicle is critically damaged (25% of its Hit Points or less), the Seal will break).
*Inertial Navigation Device (provides +2 bonus to Navigate rolls, stacks with any other navigation device/bonus, system cannot be affected by magnetism or signal jamming).
*Surface Surveillance Radar (Senses other vehicles and terrain features within 200 feet).
*Computer with Satellite link to database of choice.
*Radio with Encryption Circuit (20 mile range, eavesdroppers must roll a Decipher Script or Computers roll (DC 30) to be able to listen in).
*Integral Winch (13-ton capacity, 100 ft. line).
*Cameras on all points of the Mobile with multiple vision modes (low-light, thermal).
*High-Powered Lights (Illuminates with a beam 200 feet long and 150 feet across at its end. As well, people looking towards the lights during their activation must do a Reflex roll (DC 18) or be blinded for 1d6 rounds).
*Amphibious Capability (the SHADO Mobile is capable of flotation, it takes a full round to activate the water engines (speed is mentioned above). If the vehicle is critically damaged (10% of its Hit Points or less), it will be unable to float).
*Retractable Machine Gun Turret (Stats as M2HB Heavy Machine Gun (Pg. 96 D20M Core Rulebook), covers all arcs of the vehicle (only front and side arcs with Mortar deployed). Driver can operate this weapon while driving at a -4 penalty to both attack roll and any Drive checks made the same round).
*Retractable Mortar (Stats: 8d6 (Ballistic/Explosive), Critical Range: 20, Range: 2.2 Miles, ROF: 1 Rnd. Fires only towards Front Arc of vehicle).

SHADO Mobiles modified for Command and Control/Sensors have the additional:
*Increase of range of Surface Surveillance Radar to 500 Feet, increased sensitivity allows for detection of beings up to Small size.
*Air Surveillance Radar (Senses other airborne vehicles within 10 miles).
*Commander's Console (with link to agent tracker system, medical readouts and cameras/Kill-Cams/other carried sensors and radios. The Console provides a +2 bonus to Aid Another rolls and abilities such as the Soldier’s “Tactical Aid” (as well as being able to use them remotely)).
*Augmented Communications (Radio with Encryption Circuit and 30-mile range and laser transceiver).
*Computer with hostiles database (provides +2 bonus to recognition rolls and related effects).

SHADO Mobiles outfitted for Medical or Mechanical work have the additional:
*Medical Suite (all Treat Injury, Earth and Life Sciences & Craft (pharmaceutical) checks have a +5 bonus).
or
*Mechanical Suite (All Craft (Electrical and Mechanical) checks have a +5 bonus).
*Additional Rear Tow Winch (20-ton capacity, 100 ft. line).
Both of these Suites reduce the Passenger Capacity to 6.

SHADO Mobiles modified for Anti-Aircraft use has the following:
*Air Surveillance Radar (senses airborne vehicles within 10 miles).
*Anti-Air Artillery Gunnery Control Computer (provides a +4 bonus to attack rolls against airborne targets).
*Replaces Retractable Mortar with rooftop-mounted Anti-Air Artillery Turret, capable of mounting several weapons (covers all vehicle arcs, standard load-out being either quadruple .50 BMG machine guns (stats as M2HB Heavy Machine Gun (Pg. 96, D20 Modern Core Rulebook), all 4 guns fire at the same time and hit the same target (1 attack roll, 4 damage rolls)) or anti-air missiles (same stats as Sidewinder Missiles, Pg. 223, D20 Modern Menace Manual). Maintains Retractable Machine Gun Turret (only covers front and side vehicle arcs).
This modification suite reduces the Passenger Capacity to 6.
CORELINE: SHADO MOBILE (D20 Modern Stats)
Improved upon the SHADO Mobile stats that appear on the AEGIS organizational write-up, this is pretty much the 2.0 version of the write-up (probably still requires improvement, like adding more modules, however I hope that it is better overall for a start).

This and the Eagle Transport write-up are the first write-ups that mention a new company: MarSec. Named after a corporate faction that appears on "X-COM: Apocalypse", this company is one of various which have been created by AEGIS to fund its operations. Its aim is to supply military-grade firepower in and out of planet and also is an off-world private security company (while its "twin", MetroPol, provides firepower in civilian/police grade (although this is a pretty slim, blurry line with the military stuff over on The Line, nevertheless they use this as a legal division between them) and also provides private security within Earth borders)

As well, other companies like Harlington-Straker Studios are active, and pulling in the money (and providing the covers for various operations).

(Characters and concepts of the series "UFO" are the property of the Estate of Gerry Anderson. Art made by Philip D. Rae for "S.I.G." fan magazine, used for illustrative purposes. Adapted by marcoasalazarm).
Loading...
(CORELINE FLUFF TEXT INITIATED)
MARSEC GA-66 "EAGLE" TRANSPORTER:

The "Eagle" Transporter was one of the first vehicles produced by MarSec (one of various corporations created by AEGIS through its X-COM branch for funding), using plans and working models that were obtained by its SHADO branch from Moonbase Alpha (and also were lying around on a couple of SHADO bases).

The Eagle Transporter is a workhorse, built from the ground up for mission adaptability and ease of repair. People may, however, complain about its short range and fragility (in comparison to other transport designs available on the market such as those from the GFFA), but it still has found plenty of use amongst the corporations and governments, those who require the flexibility that this design can provide.

(CORELINE FLUFF TEXT ENDS)

((()))

EAGLE TRANSPORTER:

The Eagle Transporter is a modular multi-purpose ship designed for inter-planetary travel, with no original provisions for interstellar travel, making them excellent transports within a system. The main craft is divided into three main sections: the command module, the passenger module/service pod, and the superstructure, which contains the landing gear, access corridor, galley, aft compartment, fuel tanks and main propulsion systems. The command module has an escape hatch, and can detach from the main body, able to dock with another compatible craft or use as an emergency escape capsule.

The passenger module/service pod section is modular, allowing several different modules to be used with only about 15 minutes of work with the proper equipment and trained crew. The modules available are the standard passenger unit, reconnaissance, VIP, rescue, transport/supply, laboratory and combat pods.

Besides the different modules, Eagle Transports can be equipped with winches, extra boosters for greater speed, refuelling booms, and come standard with a dorsal retractable laser cannon for defense.


Eagle Transport (Late PL5-PL6)
Type: Ultralight
Subtype: Orbital shuttle/small freighter
Size: Colossal (-8)
Tactical Speed: 2500
Defense: 11
Flat-Footed Defense: 9
Autopilot Defense: 8
Hardness: 20
Hit Dice: 6d20 (120), 20 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 80 feet
Weight: 340,000
Targeting System Bonus: +3
Crew: 2 + varies
Passenger Capacity: Varies
Cargo Capacity: Varies
Grapple Modifier: +12
Base PDC: 52
Restriction: Restricted (+2)

Attack:
Retractable Laser cannon -5 ranged (6d8 fire)

Attack of Opportunity:
none

Standard PL(5-6) Design Spec:
Engines: Thrusters
Armour: Alloy plating
Defense Systems: Autopilot, radiation shielding, shields
Sensors: Class II, targeting system
Communications: Radio transceiver
Weapons: 1 retractable laser cannon (range incr 3000 ft)
Grappling Systems: Winch & Claw
Modular Section
Refuelling Boom
Limited Fuel
Extra Boosters
Shield Note: The shields on the Eagle Transport are simple and protect against all damage types, similar to the deflector shields equipment, however when they are depleted, take twice as long to restore.

Refuelling Boom - This is a hold over from old aircraft, a deployable boom that can be linked to another larger ship that can transfer fuel to the Eagle Transport, allowing it to be refueled in transit without having to land at a planet or station.

Limited Fuel - The Eagle Transport has enough fuel to travel to a single planet and back within a solar system, or make 2 complete trips from a planet's moon and back to the planet before requiring refueling.

Easy to Fix - The design of the Eagle Transport is modular, and many of its systems are very simple, allowing for quick and easy repairs. Repair and Craft checks to repair or modify an Eagle Transport are reduced by -2 each, repair times are reduced by 25%.

Extra Boosters - The Eagle Transport can be fitted with a set of 4 Disposable Boosters, increasing the speed to 3500, with use of the afterburn maneuver, with 20 uses.
Alternatively, a set of long burn boosters can be fitted, increasing the speed to only 3000 for 6 hours at a time, with a 2 hour cool down period. These boosters include extra fuel so as to not eat into the ships main fuel supply. Used wisely, and with the use of gravity sling maneuvers, the ship can average a speed of 3000 for an entire trip between planets.

Passenger Module - This module allows the Eagle Transport to carry 16 passengers in relative comfort, including refreshments for the passengers. In emergency 24 people can be carried, but the conditions are cramped. If not carrying more than 16 people, can also carry 3000 lbs of cargo.

Reconnaissance Module- This module mounts extra sensors, communications, encryption and recording equipment. This module requires 2 dedicated crew, adds a small room for sleeping for extended missions. Adds Class III sensory array granting +2 to Initiative checks, grants +3 equipment bonus to computer checks to intercept and decrypt communications and other transmissions, adds Laser Transceiver.

VIP Module - This module is similar to the passenger one, only it has a lot of high end luxuries, built in security scanners, separate communications system for private communications for the VIP. Can carry 8 people in extreme comfort, includes a private bedroom, office, security station near the entrance and security scanners, granting a +3 equipment bonus to search boarders for concealed weapons. Can carry 2500 lbs of cargo.

Rescue Module - This module has sensors dedicated to scanning for life signatures, spot lights, gurney on a wench, medical station. Has room for 10 patients, requires at least 2 doctors or medics. The equipment grants +2 equipment bonus to Treat Injury checks to diagnose and treat injuries. There are enough supplies to heal a total of 50 HP of injuries. The sensors grant a +2 bonus to Computer Use checks to search for life signs.

Transport Module - This is a basic transport module, able to be divided into several sections, or sealed and special equipment added for transporting special materials such as radioactive materials. Able to carry 80 tons of cargo. Special cargoes that require special equipment for safe transport (such as liquids, special environmental conditions or shielding from radiation) reduce the cargo capacity to 60 tons.

Laboratory Module - This module has a mobile laboratory, use in planetary exploration and prospecting purposes. This module requires a crew of at least 2, has a Class III sensor system configured for geological and mineral scanning, granting a +2 equipment bonus to Knowledge: Earth and Life Sciences, Knowledge: Physical Sciences. Also carries equipment for taking samples. Comes with an airlock and 2 spacesuits, hand scanning equipment, survival gear. Can carry 2000 lbs of cargo.

Combat Module - This module is equipped with weapons and the systems necessary to power and control them. Requires a crew of 4, adds 2 laser turrets, two CHE missile launchers and added shield generator to boost shield strength.
Weapons: 2 laser turrets, one dorsal, on ventral, 6d8, range incr 3000 each, dedicated gunners, -7 to attack rolls.
2 CHE missiles in turret launchers, each launcher contains 16 missiles, dedicated gunners, -7 to attack rolls.
Adds an additional 20 hp to the shields, for a total of 40 hp for shields.

Heavy Lifter Module - This module consists of heavy bracing, four winch and claws spaced out around each corner of the module, as well as several thrusters and fuel storage. The thrusters can adjust direction, allowing the equipped Eagle to lift and move larger amounts of cargo that is carried via the winch and claws, up to 150 tons. This weight would also include the weight of the cargo container(s).



NEW STARSHIP EQUIPMENT:

Winch & Claw
This is a primitive form of grapplers, but might still be used before tractor beams become standard. It consists of a high strength cable with a claw at the end, which also includes a powerful magnet for improved grip on ferrous materials, such as starships or cargo containers.
Winch & claw function just like a grappler, but has a range of 100 feet (extra cable can be purchased DC 15 for 50 more feet +1 DC for every 50 extra feet), and gains a +2 bonus when attempting to grab ferrous materials.
Purchase DC: 9 + one-half the base purchase DC of the starship.
Restriction: None
CORELINE: EAGLE TRANSPORTER (D20 Modern Stats)
The legendary vehicle from "Space: 1999", stats in D20 Modern format (with some free adaptation and some fluff to add the vehicle to the "Coreline" setting).

A little something for Gerry Anderson fans (of which I am one. Really love me some "Space" and "UFO").

(D20 Modern Stats created by kronos182 at the Wizards Of The Coast Forums, uploaded with permission. Eagle Transporter and concepts from "Space: 1999" (and "UFO") are property of the Estate of Gerry Anderson. Adapted by marcoasalazarm).
Loading...

March Art Jam Closed

Journal Entry: Thu Apr 23, 2015, 3:14 PM
  • Mood: Pissed Off
  • Listening to: "Ghost Brigade", Sabaton
  • Reading: D20 Modern
  • Watching: "The Score"
  • Playing: Kingdom Hearts 2.5
  • Eating: Hamburger (Mickey-D's).
  • Drinking: Coffee
Links

Art Status
Requests
Closed

Trades
Closed

Collaborations
Closed

Commissions
Closed

  • Sketches - 1$

  • Lineart - 5$

  • Colored - 10$

  • With BG - 20$



We thank those who entered the CORELINE-RPG-GROUP's March Jam. Voting will start soon.

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deviantID

marcoasalazarm
Marco Salazar Matamoros
Costa Rica
Okay, what can I say about me? I'm a geek, I like things that might sound unusual, I must be one of the few guys in Costa Rica that might like Tabletop RPGs other than D&D (although I like that one, too, in 3(and 3.5) Edition), like Anime and Manga and American comics and all kinds of crossovers.

Current Residence: San Jose, Costa Rica
deviantWEAR sizing preference: XL
Favourite genre of music: Hard Rock, old Rock.
Favourite style of art: Manga and Comics
Favourite cartoon character: Birdy Cephon, Asuka Langley, Rei Ayanami, Shinji Ikari, Misato Katsuragi
Personal Quote: Against an Orc, better an AK-47!
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9 deviants said -Valentine's Craze
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Hey, thank you for faving a couple of my characters' profiles! Appreciate it.
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