Additional Armacham Items
SHO Series-3 Combat Shotgun
The SHOE Series-3 is a manually operated pump-action repeating 10-gauge combat shotgun, with an eight-round tubular magazine under the smooth bore full choke barrel. It has lower accuracy, but high damage due to the larger gauge.
SHO Series-3 (PL5)
Damage: 2d10
Critical: 20x2
Damage Type: Ballistic
Range Increment: 25 ft
Rate of Fire: Semi
Size: Large
Weight: 13 lbs
Ammo: 8 Internal
Purchase DC: 18 Res (+2)
Notes: 10 gauge, can't use slugs, -1 attack roll. Target struck must make Fort save DC 15 or be knocked prone, on a successful save Dazed for 1 round instead.
Vollmer Ultra92 Automatic Shotgun
The Ultra92 is a gas operated, self loading semi-automatic 12 gauge shotgun in a bullpup configuration with the box magazine at the rear of the weapon. The frame is a bit thick with a heavier than standard heat shroud around the barrel.
Vollmer Ultra92 (PL5)
Damage: 2d8
Critical: 20x2
Damage Type: Ballistic
Range Increment: 35 ft
Rate of Fire: Semi
Size: Large
Weight: 14 lbs
Ammo: 12 box
Purchase DC: 18 Mil (+2)
Notes: Open choke +1 attack roll.
EL-10 CAS Shotgun
The EL-10 CAS is a semi automatic 10 gauge shotgun that uses a feed similar to the P90, where a magazine is fitted to the top of the weapon, the shells are laid sideways and rotated and lowered into the chamber.
EL-10 CAS (PL5)
Damage: 2d10
Critical: 20x2
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: Semi
Size: Large
Weight: 12 lbs
Ammo: 12 box
Purchase DC: 18 Mil (+2)
Notes: Open choke +1 attack roll.
LP4 Lightning Arc
The LP4 Lightning Arc is a heavy, and heavily insulated rifle, with a short adjustable stock, that fires a beam of electricity that looks like a lightning bolt, dealing incredible damage, but has a low rate of fire and ammunition capacity, using power packs.
LP4 Lightning Arc (PL5-6)
Damage: 4d6
Critical: -
Damage Type: electricity
Range Increment: 50 ft line, 5 ft wide, Reflex DC 16
Rate of Fire: Single
Size: Large
Weight: 18 lbs
Ammo: 10 box
Purchase DC: 25 Mil (+3)
Notes: Targets wearing or carrying at least 20 lbs of metal suffer -1 to their Reflex save for every 20 lbs of metal they are wearing or carrying. Robots, power armour, vehicles, mechs suffer -2 for every size category of medium or larger.
Type 12 Laser Carbine
This thick carbine sized weapon, with heavily padded under barrel grip, is a laser that instead of firing short pulses, fires a concentrated beam, making it highly accurate. It's damage is respectable, but as a concentrated beam, its damage can multiple greatly over time if the beam is kept on the target without interruption.
Type 12 Laser Carbine (PL6)
Damage: 3d8
Critical: 20x2*
Damage Type: Fire
Range Increment: 50 ft (out to 5 increments in atmosphere, 20 in vacuum of space)
Rate of Fire: Semi
Size: Medium
Weight: 13 lbs
Ammo: 40 box
Purchase DC: 21 Mil (+3)
Notes: Masterwork +1 to attack rolls. If successfully strikes the same target each round (or multiple attacks in same round) without missing, the critical multiplier increases by 1 to a maximum of x5.
If used to make double tap attacks, instead of only increasing damage by +1 die, increase damage by +2 die, but uses 3 charges from power pack, and counts as two successful hits increasing critical multiplier to x3 for next attack.
Armacham Forces
Armacham makes uses of various forces for protecting their facilities and their operations. From security guards to black ops soldiers for their secret facilities. They also employ empowered soldiers, which they use as elite security against supernatural forces, and as secret super soldiers.
Security Guards
Basic security guards, the visible protection forces of Armacham facilities and VIPs.
Security Guard Low Level
CR: 1
Type: Human
Size: Medium
HD: 1d10+2 plus 1d8+2, 14 hp.
Mas: 15
Init: +1
Speed: 30 ft
Defense: 16, touch 13, flat-footed 15 (+1 Dex, +2 Class, +3 undercover vest)
BAB: +1
Grapple: +3
Attack: unarmed strike +3 melee (1d3+2 nonlethal), or tonfa +3 melee (1d4+2 bludgeon), or 9mm pistol +2 ranged (2d6 ballistic)
Full Attack: unarmed strike +3 melee (1d3+2 nonlethal), or tonfa +3 melee (1d4+2 bludgeon), or 9mm pistol +2 ranged (2d6 ballistic)
Face/Reach: 5 ft x 5 ft, 5 ft
Alignment: Armacham
Saves: Fort +4, Ref +1, Will +0
Rep: +0
Abilities: Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Occupation: Blue Collar (Climb, Drive, Intimidate)
Skills: Climb +2*, Concentration +5, Drive +5, Intimidate +4, Knowledge (Current Events) +2, Listen +1, Profession +1, Read/Write English, Speak English, Spot +3, Swim +1*
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions.
Security Guard Mid Level
CR: 5
Type: Human
Size: Medium
HD: 3d10+6 plus 3d8+6, 45 hp.
Mas: 15
Init: +1
Speed: 30 ft
Defense: 18, touch 15, flat-footed 17 (+1 Dex, +4 Class, +3 undercover vest)
BAB: +5
Grapple: +7
Attack: unarmed strike +7 melee (1d3+2 nonlethal), or tonfa +7 melee (1d4+2 bludgeon), or 9mm pistol +7 ranged (2d6 ballistic)
Full Attack: unarmed strike +7 melee (1d3+2 nonlethal), or tonfa +7 melee (1d4+2 bludgeon), or 9mm pistol +7 ranged (2d6 ballistic)
Face/Reach: 5 ft x 5 ft, 5 ft
Alignment: Armacham
Saves: Fort +6, Ref +3, Will +2
Rep: +1
Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Occupation: Blue Collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +7, Drive +8, Intimidate +6, Jump +1*, Knowledge (Current Events) +3, Listen +3, Profession +5, Read/Write English, Speak English, Spot +7, Swim +2*
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions.
Security Guard High Level
CR: 9
Type: Human
Size: Medium
HD: 5d10+15 plus 15d8+15, 80 hp.
Mas: 16
Init: +1
Speed: 30 ft
Defense: 20, touch 17, flat-footed 19 (+1 Dex, +6 Class, +3 undercover vest)
BAB: +8/+3
Grapple: +10
Attack: unarmed strike +10 melee (1d3+2 nonlethal), or tonfa +10 melee (1d4+2 bludgeon), or 9mm pistol +10 ranged (2d6 ballistic), or Mossberg shotgun +9 ranged (2d8)
Full Attack: Tonfa +10/+5 melee (1d4+2 bludgeon), or 9mm pistol +10/+5 ranged (2d6 ballistic), or Mossberg shotgun +9/+4 ranged (2d8)
Face/Reach: 5 ft x 5 ft, 5 ft
Alignment: Armacham
Saves: Fort +9, Ref +3, Will +2
Rep: +1
Abilities: Str 15, Dex 12, Con 16, Int 13, Wis 10, Cha 8
Occupation: Blue Collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +10, Drive +9, Intimidate +8, Jump +1*, Knowledge (Current Events) +3, Listen +6, Profession +8, Read/Write English, Speak English, Spot +9, Swim +2*
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Beretta 92F), Defensive Martial Arts
Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions, Mossberg (12-gauge shotgun), 12 rds 12ga ammunition.
Armacham Black Ops Soldiers
Armacham employs Black Ops soldiers that protect their more sensitive facilities, VIPs and are the first members they use to engage forces outside their facilities, such as when they want to secure new technologies or subjects for their research, authorized to shoot on sight. Mid to High level Black Ops can be assigned specialty Armacham weapons and equipment as the mission dictates. Black Ops soldiers standard equipment are a dark blue coverall with tactical vest, helmet with tinted goggles, tactical webbing, radios with earbuds and mic for easy communications without using their hands. They are armed with an ASP Rifle, a pistol, R3 Incendiary and tear gas grenades.
Black Ops Soldier Low Level
CR: 1
Type: Human
Size: Medium
HD: 1d10+2 plus 1d8+2, 16 hp.
Mas: 14
Init: +2
Speed: 25 ft
Defense: 22, touch 16, flat-footed 20 (+2 Dex, +4 Class, +6 tactical vest)
BAB: +0
Grapple: +1
Attack: unarmed strike +1 melee (1d3+1 nonlethal), or rifle butt +1 melee (1d6+1 bludgeon), or Asp rifle +3 ranged (2d10 ballistic), or Grenade +2 ranged
Full Attack: unarmed strike +1 melee (1d3+1 nonlethal), or rifle butt +1 melee (1d6+1 bludgeon), or Asp rifle +3 ranged (2d10 ballistic)
Face/Reach: 5 ft x 5 ft, 5 ft
Alignment: Armacham
Saves: Fort +3, Ref +3, Will +1
Rep: +0
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics)
Skills: Intimidate +3, Knowledge (streetwise) +3, Knowledge (tactics) +3, Move Silently +4, Profession +3, Read/Write English, Speak English, Spot +2
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, tactical vest, 3 tear gas grenades, 3 R3 Incendiary grenades, various gear and personal possessions.
Black Ops Soldier Mid Level
CR: 5
Type: Human
Size: Medium
HD: 3d10+6 plus 3d8+6, 44 hp.
Mas: 15
Init: +2
Speed: 20 ft
Defense: 25, touch 18, flat-footed 23 (+2 Dex, +6 Class, +7 special response vest)
BAB: +4
Grapple: +5
Attack: unarmed strike +5 melee (1d3+1 nonlethal), or rifle butt +5 melee (1d6+1 bludgeon), or Asp rifle +7 ranged (2d10 ballistic), or Grenade +6 ranged
Full Attack: unarmed strike +5 melee (1d3+1 nonlethal), or rifle butt +5 melee (1d6+1 bludgeon), or Asp rifle +7 ranged (2d10 ballistic), or Grenade +6 ranged
Face/Reach: 5 ft x 5 ft, 5 ft
Alignment: Armacham
Saves: Fort +5, Ref +5, Will +3
Rep: +2
Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics)
Skills: Intimidate +6, Knowledge (streetwise) +4, Knowledge (tactics) +5, Move Silently +1*, Profession +5, Read/Write English, Speak English, Spot +3
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot
Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, special response vest, 4 tear gas grenades, 4 R3 Incendiary grenades, various gear and personal possessions.
Black Ops Soldier High Level
CR: 9
Type: Human
Size: Medium
HD: 5d10+10 plus 5d8+10, 62 hp.
Mas: 15
Init: +2
Speed: 20 ft
Defense: 29, touch 20, flat-footed 27 (+2 Dex, +8 Class, +9 forced entry unit)
BAB: +6/+1
Grapple: +8
Attack: unarmed strike +8 melee (1d3+2 nonlethal), or rifle butt +8 melee (1d6+2 bludgeon), or Asp rifle +9 ranged (2d10 ballistic), or Grenade +8 ranged
Full Attack: unarmed strike +8/+3 melee (1d3+2 nonlethal), or rifle butt +8/+3 melee (1d6+2 bludgeon), or Asp rifle +9/+4 ranged (2d10 ballistic), or Grenade +8/+3 ranged
Face/Reach: 5 ft x 5 ft, 5 ft
Alignment: Armacham
Saves: Fort +6, Ref +6, Will +3
Rep: +2
Abilities: Str 14, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics)
Skills: Intimidate +9, Knowledge (streetwise) +6, Knowledge (tactics) +8, Move Silently +1*, Profession +6, Read/Write English, Speak English, Spot +4
Feats: Armour Proficiency (light, medium, heavy), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot
Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, forced entry unit, 4 tear gas grenades, 4 R3 Incendiary grenades, various gear and personal possessions.
Combat
Black Ops soldiers are fairly well trained, working in groups, making use of cover, covering fire, squad tactics. They will work together to take down strong opponents, particularly with flanking maneuvers.
ASP Rifle
The Baksha ASP rifle is a bullpup rifle based on the Tavor TAR-21 used by the Israeli Forces, but chambered to use 7.62mm rounds instead of 5.56mm, has a three-round burst mode, an electro-optical scope mounted on top. The heavier calibre makes the rifle a little heavier than the TAR-21
ASP Rifle (PL5)
Damage: 2d10
Critical: 2-
Damage Type: Ballistic
Range Increment: 75 ft (not counting use of scope)
Rate of Fire: S, A
Size: Large
Weight: 12 lbs
Ammo: 30 box
Purchase DC: 22
Notes: Features a three-round burst setting. When the three-round burst used with Burst Fire feat, it fires only three bullets instead of five, and can be used with only three bullets in the weapon. Does not grant the use ability to make burst fire attacks without the Burst Fire Feat, without the feat uses 5 bullets, wasting the extra two bullets.
Black Ops Light Soldiers
These solders are similar to regular Black Ops soldiers, but are trained for rapid response and mobility. They have lighter armour and equipment which is modified to remove any sharp corners and save weight as possible. They are usually deployed in either APCs upgraded for high speed or by helicopter and repel by rope to get to the ground quickly.
Make following changes to Black Ops Soldier to make Black Ops Light Soldier:
Armour modified with Lighter version (reduce Defense provided by armour by -1, changes it's category to one lighter, reduce armour check penalty by 1, speed increases by 5 ft to max of 30 ft);
Remove goggles and replace with Vision Monocle;
Remove Intimidate skill and split ranks between Climb and Jump skills.
Vision Monocle
This monocle fits over one eye, provides protection against vision attacks for that eye only, includes zoom functions like binoculars, and night vision, but only in the eye it is fitted over.
Weight: -
PDC: 22 Mil +3
Black Ops Heavy Soldiers
These Black Ops soldiers are fitted with heavier armour, full helmets, equipped with a shotgun in addition to the ASP rifle, and 1 out of 4 members will be equipped with either an Andra SR5 missile launcher or a HV Hammerhead, or other heavy weapons that become available or suit the situation. Black Ops Heavy soldiers are used to defend the most sensitive parts of Armacham facilities, to defend against heavy attackers, or when they need heavier units to secure locations, subjects or resources. Black Ops Heavy Soldiers operate in groups of 4, 8, 12 or 16.
Only mid and high level Black Ops can be turned into Black Ops Heavy Soldiers.
Make the following changes to create a Black Ops Heavy Soldier:
Replace Armour with Black Ops Heavy Armour;
Add Exotic Weapon Proficiency (Rocket Launcher) feat;
Reduce Intimidate by 2 ranks, increase Knowledge (tactics) by 2 ranks;
Add 12 gauge shotgun with 50 rds;
Add either HV Hammerhead or Andra SR5 missile launcher for every 4th member.
Black Ops Heavy Armour
This armour is a modified version of forced entry armour by Armacham, with heavy torso jacket with ceramic plates over the chest and back, neck, groin and arm protection, with light plates protecting the legs. The helmet completely covers the face with a large tinted visor. The armour comes in grey with black highlights, and also dark blue with black. There are multiple easy to access pockets and pouches, with bands for holding shotgun or specialty ammunition for quick reloading. The shoulders are also padded to allow for comfortable use of the Andra SR5 missile launcher and other heavy weapons.
The helmet contains built in radio and vision enhancement of nightvision, binoculars and protection against flashbangs. The helmets also have a weave of material that was supposed to help against psychic attacks, although its effectiveness is limited. Built into the gloves are fitted with RF ID chips that allow them to unlock doors in Armacham facilities without having to actually carry ID cards. The chips are connect to a heart monitor and if the glove removed from the wearer without properly turning it off, the chip shorts out to prevent its use by unauthorized users.
Black Ops Heavy Armour (PL5)
Type: Heavy, Tactical
Equipment Bonus: 8
Nonprof. Bonus: +3
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +1
Armour Penalty: -7
Speed (30 ft): 20 ft
Weight: 20 lbs
Purchase DC: 20
Restriction: Mil +2
Notes: built in military radio, nighvision goggles, binoculars, +2 Reflex save vs light based attacks (flash bangs, etc), +1 Will saves against psychic attacks, Armacham ID chip, when using shotgun grants Quickload feat.
Replica Forces
The Replica Forces are cloned super soldiers designed by Armacham Technology Corporation under the auspices of Project Perseus, which was to use these clones under the command of a psionic leader issuing orders via telepathy.
Replica Template
Size: Medium
Hit Points: +1 per hit die
Speed: +5 ft
Special Attacks:
Special Qualities: DR 1, Psychic Receiver
Abilities: +1 Dex
ECL: +1
PDC: 24
Requires 10 Fort saves DC 16
Psychic Receiver
Replicas are modified to be able to receive telepathic orders much easier, although they can't use telepathy themselves. Users attempting to use telepathy to communicate with Replicas can do so at double the range.
Replica Soldiers
Replica Soldiers are Black Ops Soldiers using the Replica Template. Replica Soldiers make up the bulk of the Replica Forces, but there are different types, mostly armed with different weapons to fill specific rolls, such as Scout with lighter armour, shotgunners with semi or full automatic shotguns, desert with desert patterns fatigues with cooling systems. Rocket soldiers will have the SR5 missile launchers, and other heavy weapon units.