CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Additional Mimic Industries Plant Series

Snow Peashooter
The Snow Peashooter is a suit of armour based on the snow peashooter in the Plants vs Zombies games. It consists of a blue body suit with torso armour, helmet that looks like a pea pod, although many think it appears more as an older style gas mask, with a part extending out with a large filter/grill, two dark lenses for the eyes. Armour plating covers the legs and arms, heavy gloves and ammunition and gear holsters and pockets around the forearms and waist, holster for provided pistol on hip of users preference. Each shoulder has an armoured container. Along the back of the head and shoulders and upper back, and sprouting from around the elbows are large ice shards. Wisps of cold air are expelled from the helmet and off the armour. The pistol uses standard 9mm ammunition, but the armour can also grow its own ammunition, within the shoulder containers, from normal ammunition to cold based ammunition, however it takes time for the suit to grow ammunition, and requires access to sunlight (natural or artificial), soil and fertilizer every couple of weeks, with optimal growing conditions in cooler environments. The grown ammunition only works with the pistol assigned with the armour, or a replacement.

Snow Peashooter Armour (PL5-6)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +4
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 19 lbs
Purchase DC: 19
Restriction: Mil +3
Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Arm straps for 1 magazine of ammunition each, plus can hold 6 rounds in quick access loops. Belt has holster for Peashooter 9mm pistol, 6 pouches and can hold 6 magazines. Cold Resistance 10. Ice Shards

Ice Shards
The ice shards on the back can deal 1d4 points of piercing and 1 point of cold damage to anything grappling or swallowing the wearer. The shards on the elbows can be used in melee combat, adding 1d4 points of damage, half cold half piercing.

Undead Resistance
The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +1 to all saves from attacks or abilities from an undead source.

Grow Ammunition
The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 regular 9mm bullets every 2 days, cold ammunition 1d6 every 24 hours, armour piercing 1d4 every 7 days, explosive 1d4-1 (minimum 1) every 14 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer. Cold ammunition time is reduced by 2 hours for every 5 degrees below room temperature.

Snow Peashooter 9mm Pistol
This blue pistol is in design to common 9mm pistols, just in the same blue colouring as the Snow Peashooter armour. It is reliable and functional. It can add cold damage to any ammunition used, but the cold ammunition grown by the armour is even more effective.

Snow Peashooter 9mm Pistol (PL5)
Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: S
Size: Small
Weight: 3 lbs
Ammo: 12 box
Purchase DC: 16 Lic +1
Notes: Can make use of the grown ammunition from the Peashooter Armour. Add Cold damage.

Add Cold Damage
As a free action, the user can turn on a special feature that adds an additional 50% damage dealt by the bullet as cold damage. On a critical hit, target is slowed for 1 round if fails a Fort save DC 14. Once activated lasts for 1d6+1 rounds, then requires a 3 round cool down period, only useable 5 times per day. The ability doesn't work with Cold Ammunition created by the Snow Peashooter armour.

Cold Ammunition

This ammunition, grown in the Snow Peashooter armour's shoulder pods, functions like standard 9mm ammunition, but deals only 1d6 points of ballistic damage and 2d6 points of cold damage. Target must also make a Fort save DC 17 or be slowed for 1d4 rounds. On a critical hit, target is frozen in place for 1 round in addition to being slowed for 1d4 rounds. If used in environments of freezing or lower temperatures, cold damage is increased by +1 damage and slowed duration by +1 rounds for every 15 degrees below freezing.

Wrecker
This red with silver accents APC appears to look similar to a lawn mower. On top is a light turret that mounts twin machine guns. On the front is a large spiked roller used to shred organic opponents or barriers that get in the way, such as trees, shrubs and infantry. The roller is fit to arms that allow it to raise up and swing over the top to rest behind the turret when not used. A structure that looks like the handle on a push mower extends up from the rear of the vehicle. This structure contains smoke dispensers to fill the area around the vehicle with smoke, liquid dispensers that can spray water, poisons, pesticides and other chemicals but not acids. It also had mounts to hang various armours of the Plant series when they are not in use to allow them to rest in sunlight.
The front has an opening that sucks in shredded organic and plant matter, and even soil that gets shredded by roller. This matter is sent to a series of large locker like containers inside that are larger versions of the pods found on the Plant armours, which can be used to grow ammunition for users with Plant armour onboard, and the machine guns.
The Wrecker requires a crew of two to three, driver, commander/operator and optional gunner to run the turret. The commander/operator engages the spiked roller, makes sure the feed system doesn't jam, and selects what ammunition is grown in the pods. It has two doors, one on each side between the large wheels, and a hatch at the back that raises Plant armours up the 'handle' structure to hang them on it so they can get sunlight when not in use. Takes a full round action to start it moving. The vehicle is four squares wide and five squares long.

Crew: 2-3
Passengers: 10
Cargo: 500 lbs
Init: -2
Maneuver: -2
Top Speed: 70 (7) (500 miles / tank)
Defense: 8
Hardness: 10
Hit Points: 53
Size: Gargantuan
Purchase DC: 46
Restriction: Mil (+3)
Accessories: 2 Plant medium machine guns, 2 smoke dispensers, liquid sprayers, ammunition pods, thermal/nightvision for crew, GPS, military radio, headlights, shredder roller
Notes:

Weapons


NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
2 fire-linked Plant medium machine gun2d820Ball100 ftALinked (2500 rds)Gunner
Shredder Roller3d620x3Slashing/bludgeoningMelee- -Driver*

Plant Medium Machine Guns
These machine guns use 7.62mm ammunition, but can also use any ammunition grown in the containers inside the vehicle, similar to the weapons of the Plant series armours. Has quick load feature to connect to additional ammunition bins, each holding 2500 rounds. Allows switching out different ammunition if enough is prepared a head of time. A total of 5 ammunition bins per weapon (10 total) can be at the ready, taking only a single full round to change and ready for use.

Smoke Dispensers
From the 'handle bar' structure on the back of the vehicle a cloud of smoke that blocks vision can be released as a standard action by the commander/operator, fills a 75 foot radius area in 1 round.
Has enough to be used 5 times. Uses standard smoke grenades, requiring 4 grenades per use (holds 20 grenades).

Liquid Sprayers
A series of sprayers are built into the 'handle bar' structure, capable of spraying liquids over a 50 foot radius area in a round as an attack action by the commander/operator. Any liquid can be used, except for acids and other corrosive liquids. Has enough room in the tank to be used 6 times. Has an external hose and pump to allow for easy refilling, such as water from a lake or river. Can be used to water any armours hanging off the bar structure.

Ammunition Pods
These are similar to the pods found on the Plant series armours, a total of 7 pods are located in the vehicle, two dedicated to creating ammunition for the machine guns in the turret, with automatic feeding system to the ammunition bins. The containers require at least 3 hours of sunlight (natural or artificial, via panels in the roof which have armoured shutters that can be opened or closed as a move action by a crew member or passenger), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each pod, as long as the pods are maintained, at a rate of 3d6+3 regular bullets every 2 days, armour piercing 3d4 every 7 days, explosive 3d4-1 (minimum 1) every 14 days. Cold ammunition 2d4 every 24 hours, 1d6+1 mini grenades every 2 days, fragmentation mini grenades 1d6+1 every 7 days, acid 1d4 (minimum 1) every 14 days. Standard sized hand thrown grenades increase time by +2 days.
These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.

Wall-Nut
Heavy armour with large shield for riot/defensive positions. Artificial muscles, made of plant fibers to increase strength of the wearer. The armour has a brownish colour similar to the shell of a walnut. Instead of creating ammunition, the armour is capable of growing large plates of armour made of material similar to a nuts' shell, which can be used as impromptu additional armour plating for infantry, vehicles, or shields and barricades.

Hall-Nut Armour (PL5-6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +3
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +1
Armour Penalty: -5
Speed (30 ft): 20 ft
Weight: 22 lbs
Purchase DC: 20
Restriction: Mil +3
Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow armour. Multiple pockets and pouches, mount to connect riot shield

Undead Resistance
The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +1 to all saves from attacks or abilities from an undead source.

Grow Armour
The armour has containers on the shoulders, backs and legs, filled with soil and plant matter that can grow a shell like armour plating. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Plates can be grown to enhance the armour's own protection, taking 1 full round to grow plates to cover the armour, increasing Defense bonus by +3, adding 50 temporary hit points which are depleted first, and DR 5, but increases the weight by 30 lbs and armour check penalty increases by -2.
Alternatively can grow up to 4 plates about 5 ft by 5 ft, in 4 rounds, which can be detached and used as medium shields (Equipment bonus +3), with 10 hit points and DR 5. Armour can grow up to 16 plates a day. The plates last up to 10 years before eventually rotting away and becoming fertilizer.

Riot Shield
This shield is a large clear shield that is highly resistant to impacts and is transparent to allow the user to see through it.
Riot Shield
Type: Shield
Equipment Bonus: +4
NonProf Bonus: +1
Max Dex: -
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 14 lbs
PDC: 9
Restriction: Res +2

Notes: Has hooks to attach a grown armour plate adding +2 to Defense, 10 hit points and DR 5, provides half cover bonus to defense when standing still.
 

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kronos182

Adventurer
ARC-170
The Aggressive ReConnaissance 170 starfighter, also known as the ARC-170, is a heavy duty starfighter used by the Galactic Republic during the Clone Wars, and the Empire in its early years, produced by Incom Corp and Subpro. It is a multipurpose fighter, measuring 42 feet in length, with a pair of large sublight engines flanking the frame, with a set of wings that extend from the engines, each with a pair of s-foils that raise up and below, giving it an extra X to its front profile, that help radiate excess heat. Crewed by 3 members and an astromech, made up of pilot, co-pilot and tail gunner. Armed with two primary forward lasers and two lighter lasers in the rear, mounted on top and below the rear of the hull, and a proton torpedo launcher in the nose, with mountings on the wings for up to six concussion missiles, and a sensor jammer with shields for protection. 5 days worth of air, fuel and food are stored onboard before using up the cargo space.

ARC-170 Starfighter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4000 ft, 1147 (115) atmosphere
Defense: 11 (10 base -4 size +3 class +2 dex) +4 vs missiles
Flat-Footed Defense: 9 (10 base -4 size +3 dex)
Autopilot Defense: 8 (10 base -4 size +2)
Hardness: 22
Hit Dice: 10d20 (200 hp) + 75 hp shields
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 42 ft
Weight: 12,700 lbs
Targeting System Bonus: +2
Crew: 3 +1 astromech (trained +4)
Passenger Capacity: 0
Cargo Capacity: 240 lbs
Grapple Modifier: +8
Base PDC: 37
Restriction: Mil (+3)

Attack:
2 fire-linked heavy laser -2 ranged 12d8, 20, fire, 4000 ft, s/a; or
Proton Torpedo Launcher -2 ranged 10d12, 20x3, energy, 5000 ft, single, 6 torpedoes

Tail Gunner
Laser -2 ranged 6d8, 20, fire, 3000 ft

Attack of Opportunity:

Bonuses: -5 to Sensor checks vs Class III or less, 20% miss chance vs missiles

Standard PL(6) Design Spec: Twin Engine, Ejector Seat, S-Foils, Targeting Rangefinder, Pivoting Muzzle
Engines: Ion engine, Hyperdrive x1.5
Armour: Polymeric reinforced
Defense Systems: Heavy Shields, autopilot, sensor jammer
Sensors: Class III, Missile Lock Alert, Targeting System
Communications: Radio Transceiver
Weapons: 2 heave Laser cannons, 2 lasers, proton torpedo launcher (6 torpedoes), optional wing mounted 6 concussion missiles
Grappling Systems:

Heavy Shields
These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).
PDC: Shield type +2
Restriction: Res +2

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

S-Foils
The ARC-170 wings are fitted with S-Foils that raise from the top and body, which expose heat sinks and active cooling radiator panels which help cool the ship and improve the shield generator's effectiveness. While the S-foils are open, when one crew member restores the shields, increase the HP restored by 25% rounding down.
The s-foils need to be closed before activating the hyperdrive or landing. Can be opened or closed as a free action.

Targeting Rangefinder
This device improves the accuracy of the equipped weapon over longer ranges. The equipped weapons attack penalty past the first range increment is half. For example, at 3 range increments would normally suffer -2 to attack rolls, now instead suffers only -1 to attack rolls.

Pivoting Muzzle
The muzzles of the main weapons of the ARC-170 are designed to tilt, causing the laser beam to tilt by as little as a few degrees off-axis, improving accuracy at short distances. If target is within half the first range increment, gains +1 to attack rolls with the heavy lasers.

AC-170
The AC-170, or Aggressive Courier, is a variant of the ARC-170 that is modified to act as a transport for VIPs or transport small important packages. The rear weapons are removed, the cockpit modified to remove the controls from the second seat, and the rear is converted into a sleeper unit with a mini refresher. The onboard supply storage is increased to 8 days and the cargo bay is enlarged.
Besides the rear lasers removed, the proton torpedo launcher is also removed, leaving only the two heavy lasers for protection. With the lighter weight, and upgraded engines, the AC-170 is a bit faster, which allows it to avoid combat and get its passenger or cargo to its destination. The hyperdrive is also upgraded to a x1.25 so it's also faster in lightspeed.
Make the following changes to ARC-170 to create a AC-170:
Reduce crew capacity to 1;
Increase passenger capacity to 1, 2 in cramped conditions;
Remove 2 lasers;
Remove proton torpedo launcher;
Increase speed to 4500 ft;
Change hyperdrive to x1.25;
Change consumables to 8 days;
Increase cargo capacity to 275 lbs;
Add sleeper unit;
Protected Cargo;
PDC: +1

Sleeper Unit
There is bed, curtain and a small built in refresher unit built into the back the ship allowing the pilot or passenger to rest and sleep.

Protected Cargo
The cargo bay is armoured, so in the event the ship crashes or is destroyed, the cargo will survive. The pod has hardness 50, 50 hit points once the ship has been destroyed. It has a complicated physical and digital locking system, DC 24 to pick and DC 25 to hack the digital lock.

Anvil
The Anvil is a Colonial built version of the ARC-170, with the same general shape, but lacks the s-foils and has a thicker and slightly more angular hull, and in particular lacks the astromech droid slot. It fills the role of an assault Raptor, in that it is heavily armed, bringing a large number of heavy weapons and missiles. To keep logistics simple, the Anvil mounts weapons found on Raptors and Vipers, mounting twin railguns slung under the ends of the wings, and mounts two railguns in a single mount turrets on the rear, similar to the lasers on the original ARC-170, while an internal missile bay contains CHE missiles, with underwing mounted missile pods can carry both CHE and Cobra Mk2 missiles. The Anvil also mounts a jump system, allowing it to strike at distant targets without a carrier ship, allowing it to work with heavy escort for Raptors on deep strike attacks. Requires 3 crew, the pilot, who flies and operates the main rail cannons and can use missiles, the co-pilot/operator typically operates the jump system, jammers and defensive systems, but can also fire the missiles, and a rear gunner that operates the rear rail cannon turrets, and can use the chaff system.

Anvil Heavy Fighter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4000 ft/5000 ft afterburner, 1147 (115)/1600 (160) afterburner, atmosphere
Defense: 11 (10 base -4 size +3 class +2 dex) +4 vs missiles
Flat-Footed Defense: 9 (10 base -4 size +3 dex)
Autopilot Defense: 8 (10 base -4 size +2)
Hardness: 20
Hit Dice: 11d20 (220 hp)
Initiative Modifier: +3
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 42 ft
Weight: 13,700 lbs
Targeting System Bonus: +2
Crew: 3 (trained +4)
Passenger Capacity: 0
Cargo Capacity: 150 lbs
Grapple Modifier: +8
Base PDC: 37
Restriction: Mil (+3)

Attack: 4 fire-linked modified rail cannons -2 ranged (12d12, 20, 3000 ft); or
2 Fire-linked CHE missile -2 ranged (9d12/19-20); or
2 Fire-linked Cobra Mk2 missile -2 ranged (7d12/19-20) optional

Tail Gunner
Modifed rail cannon -2 ranged (6d12, 20, ballistic, 3000 ft)

Attack of Opportunity: None

Bonuses: -5 to Sensor checks vs Class III or less, 20% miss chance vs missiles, +2 Pilot checks

Standard PL 6 Design Specs: Twin Engine, RCS Mk1, ejector seats, emergency jump, spool up
Engines: Fusion torch engine, thrusters, hydrogen injectors, jump engines
Armor: Polymeric
Defense Systems: Chaff launcher with 12 chaff bundles, sensor jammer, missile lock system, Autopilot system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 fire-linked modified rail cannons (range incr. 3,000 ft.), 2 rail cannons (rear turrets), 2 CHE missile launcher (6 missiles ea), optional 2 Cobra mk2 missile launcher (5 missiles ea) and optional additional 2 CHE missile launcher (4 missile ea)
Grappling Systems: None

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

RCS
The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16.

Emergency Jump
The jump drive of the Raptor is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the ship is immobile for 2 rounds as the engines reset.

Spool Up
The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.

Cobra Mk2 Missile (PL 5-6)
An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft.
Name: Cobra (air-to-air missile)
Weapon Damage: 5d12
Critical: 19-20
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 22
Restriction: Mil (+3)
 

kronos182

Adventurer
R4 Series Astromech Droid
The R4 series of astromech is the next series of droids in the R series made by Industrial Automation to attempt to capture the Outer Rim urbanite market, more geared towards speeders, and operation outside of pristine hanger bays. The R4 is simpler, tougher and cheaper than R2 and R3 series. The sensors are downgraded from the R2/3, video display screen and fire extinguisher are removed. The programing is geared towards common repulsor craft and common freighters instead of including starfighters or capital ships. It did include a navi-comp, but could only store a single set of coordinates, typically the return route. The R4, besides being tougher, also had improved power life, allowing it to operate for up to 72 hours before requiring at least 8 hour rejuvenation period to replenish its energy cells.

CR: 1
Size: Small (3 ft, 5 inches)
Hit Points: 1d10+10 (20)
Init: +1
Speed: 15 ft, 30 wheels
Defense: 11 (+1 Dex, +1 Size)
Hardness: 3
BAB/Grp: +0
Attack: unarmed +1 melee 1d3+1
FS/Reach: 5/5 ft
Special Attacks:
Special Qualities:
Saves: Fort +0 , Reflex +1 , Will +0
Abilities: Str 12, Dex 13, Con -, Int 15, Wis 10, Cha 5
Skills: Computer Use +6, Craft Electrical +6, Craft Mechanical +8, Drive +5, Knowledge Technology +6, Listen +2, Navigate +4, Pilot (Ultralight) +5, Repair +6, Search +4, Spot +4
Feats: Starship Operations: Ultralight (freighters), Vehicle operation (repulsorcraft)

Frame: biodroid
Locomotion: legs (pair, with retractable third) with wheels (tripod configuration)
Manipulators: 1 grapple claw, multiple extendable tools
Armour: None
Superstructure:
Sensors: Class V
Skill Software: Skill Net (+4): Craft Electrical, Mechanical, Knowledge Technology, Treat Injury, Skill Net (+2) Computer Use, Drive, Pilot, Search, Repair
Feat Software: Starship Operations: Ultralight, Vehicle Operation (repulsorcraft)
Accessories: Int upgrade x2, Dex upgrade, internal storage (20 lbs), complink, tool mount x4 (mounted on body), vocalizer, mechanicomp sensor, electricomp sensor, fusion torch, arc welder, motion sensor, video & photo recorders, holo projector & recorder, radio, electrical tool kit, mechanical tool kit, multipurpose tool, heuristic processors, magnetic feet, navi-comp (store 1 set of coordinates)
PDC: 23

Heuristic Processor
The R series droids are able to learn new skills and feats, and take on ordinary classes (see d20 modern pg 270 Support Characters), but must relate to the medical field in some way.

R5 Series Astromech Droid
The R5 was an attempt to create a cheap version of the widely successful R2 series, using cheaper materials, and cutting corners where they could. While the bodies are similar to the R2, the dome is a cylinder shaped that tapers inwards going up. Instead of a main large sensor visual sensor, it has three smaller ones. Due to the cheaper materials and corner cutting, these droids were prone to malfunctions, defects and bad attitudes. Industrial Automation shortly afterwards discontinued the line, and what R5s were already sold are the only ones still operating.

CR: 1
Size: Small (3 ft, 6 inches)
Hit Points: 1d10+5 (10)
Init: +1
Speed: 15 ft, 30 wheels
Defense: 11 (+1 Dex, +1 Size)
Hardness:
BAB/Grp: +0
Attack: unarmed +1 melee 1d3+1
FS/Reach: 5/5 ft
Special Attacks:
Special Qualities: Malfuction, Defects
Saves: Fort +0 , Reflex +1 , Will +0
Abilities: Str 10, Dex 13, Con -, Int 15, Wis 10, Cha 4
Skills: Computer Use +8, Craft Electrical +6, Craft Mechanical +8, Knowledge Technology +6, Listen +2, Navigate +4, Pilot (Ultralight) +5, Repair +8, Search +4, Spot +4
Feats: Starship Operations: Ultralight, Gearhead

Frame: biodroid
Locomotion: legs (pair, with retractable third) with wheels (tripod configuration)
Manipulators: 1 grapple claw, multiple extendable tools
Armour: None
Superstructure:
Sensors: Class V
Skill Software: Skill Net (+4): Craft Electrical, Mechanical, Knowledge Technology, Treat Injury, Skill Net (+2) Computer Use, Pilot, Search, Repair
Feat Software: Starship Operations: Ultralight, Gearhead
Accessories: Int upgrade x2, Dex upgrade, internal storage (20 lbs), complink, tool mount x4 (mounted on body), vocalizer, mechanicomp sensor, electricomp sensor, fusion torch, arc welder, motion sensor, grappler tag with 50 ft of duracable, sensor periscope (2 foot reach), video & photo recorders, holo projector & recorder, radio, electrical tool kit deluxe, mechanical tool kit deluxe, multipurpose tool, fire extinguisher (6 uses) heuristic processors, magnetic feet, navi-comp
PDC: 22

Heuristic Processor
The R2 series droids are able to learn new skills and feats, and take on ordinary classes (see d20 modern pg 270 Support Characters), but must relate to the medical field in some way.

Malfunction
Every day the droid doesn't get some regular maintenance, typically 10 minutes Repair check DC 13, there is a 5%+1 per day without maintenance, chance the droid malfunctions, typically shutting off for 1d4 hours, or functioning at half speed (speed reduced to half, bonuses to attack and skills reduced by half) for 1d20 minutes up to 1d4 times a day.

Defects
The droid can have 1d4 of the following defects at the time of creation, roll 1d10 (effects can be selected multiple times, with each additional time increasing penalty by half:
1) 2 skills -2, 1 skill +2;
2) Speed -5 ft;
3) +1 to attack and prone to attack other droids if left alone;
4) 2 abilities at -2 (Str, Dex, Int, Wis, Cha), 1 ability gains +1 (can't be the same as the ones with the penalty);
5) Easily Frightened (any loud noises, sudden bright lights, the droid is surprised, or combat, the droid will attempt to run away from the source at fastest speed it can);
6) Highly Aggressive (will attack anyone, droid or living creature except the owner when not watched);
7) Disobedient (owner must make opposed Will save with the droid to get it to follow even the simplest order);
8) Faulty Wiring (the wiring of the droid is not well shielded and may have nicks, anyone or thing touching the droid, or the droid touches suffers 1 point of electricity damage);
9) Faulty Power Source (can only operate for 12 hours before requiring a recharge period, even if the power cells are replaced);

10) Highly Distracted (on any task that takes more than 5 minutes, requires a Will save DC 15 +1 per 5 minutes to remain on task. On a failed save is distracted by anything, or switches to a different task forgetting the original task)

Matchstick
Matchstick is a clone trooper pilot that served the Republic Navy during the Clone Wars, service as the commander of Shadow Squadron, using the call sign Shadow Two, he kept his head shaved, and his best friend is Broadside. Matchstick developed exceptional eyesight and quick reflexes, making him effective in battle. He is a tough and confident pilot, and preferred the BTL-B Y-Wings after they became available to clone pilots. He is also a bit overconfident in that he will ignore damage to his craft that could potentially affect the craft's performance.

Matchstick (Ordinary Strong 6, Fast 1)
Type: Clone, Human
Size: Medium
CR: 6
Hit Points: 45 hp (7d8+14)
Mas: 15
Init: +2
Speed: 30 ft
Defense: 22 (Class +6, +2 Dex, +4 equipment armour)
BAB/Grp: +6/+1 /+8
FS/Reach: 5 ft/ 5 ft
Attacks: +8 ranged DC-15a blaster rifle (3d10, 20x2, fire, 85 ft), or +8/+3 ranged DC-15a blaster rifle, or +8 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Clone Traits, Ordnance Expert, Just A Scratch Sir, Y-Wing Expert
Allegiances: Kamino, programmed allegiance
Saves: Fort +5, Reflex +6, Will +2
Reputation: +2
Abilities: Str 14, Dex 14, Con 15, Int 10, Wis 10, Cha 9
Occupation: Military (Knowledge Tactics, Demolitions)
Skills: Climb +4, Computer Use +2, Drive +5, Hide +3, Jump +3, Knowledge Tactics +5, Listen +2, Move Silently +3, Pilot +6, Repair +2, Search +3, Spot +4
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Starship Operation (ultralight), Vehicle Expert, Starship Gunnery
Talents:
Possessions: DC-17 hand blaster, Clone Pilot Armour, survival kit, 4 power packs, 4 grenades (type varies by mission type)
Action Points:

Ordnance Expert
When Matchstick uses a missile or torpedo type weapon on a starship, deals an extra Die of damage.

Just A Scratch Sir
Matchstick can be overconfident at times, which can cause him to ignore damage that can cause performance issues with his craft, or result in further damage later if not dealt with. Once per battle, Matchstick can change a single, non critical attack's damage, after hardness/damage reduction, into a type of 'nonlethal' damage, as long as the attack wouldn't be enough to destroy the ship he is piloting. If this damage plus other normal damage would normally bring his ship's HP to or below 0 HP, doesn't actually take effect. The next time, in the same combat, or even outside of combat, before landing and repair his craft, when Matchstick makes a Pilot check with DC higher than 17, or suffers a critical hit, the 'nonlethal' damage changes back to normal damage, this damage ignores hardness/DR.

Y-Wing Expert
Matchstick is an expert Y-Wing pilot, having studied the craft inside and out and it is his preferred fighter of choice. While piloting a Y-Wing, gains +1 to attack rolls, +1 to Pilot checks and Reflex saves. If an enemy scores a critical hit against a Y-Wing he his piloting, he can make a Reflex Save DC the attacker's attack roll. On a successful save, the critical is turned into a normal attack, while a save by 5 or more doubles the hardness of the ship for that attack only, as he's expertly moved the ship to help deflect and spread the damage over larger area, reducing its damage.


Clone Pilot Armour
This armour is designed for clone pilots, providing protection without hindering their movement or taking up too much space, designed for the Jango Fett template clones. The armour is designed to help protect the pilot from the high G-Forces created by high speed maneuvers, provide protection against the vacuum of space, in the event they eject from their craft, and includes limited life support and air.

Clone Pilot Armour (PL 6-7)
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus:
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 19
Restriction: Mil (+3)
Notes: +2 Fort saves vs cold or hot environments, +4 Fort save vs air toxins/poisons, 6 hour air supply and allow wearer to survive in vacuum for 6 hours, military radio, +1 Listen and Search checks. Belt contains pockets for holding ammunition, grenades and holds for a single pistol.
 

Ok, here’s one that I think the Colonials would dig: the SA-43 “Hammerhead”.


The designation (“Endo/Exo-Atmospheric Fighter”) probably has gotten some love among dudes like Jane’s. Because there’s regular fighters for atmosphere and there are star fighters (most of them can fight on atmosphere too, but that is neither here or there. Think there are some that can’t, but I would need to go look for them), but this is the designation for the ones that fight in and out of atmosphere. Like the Valkyries.
 

kronos182

Adventurer
Predator Tank
The Predator is a battle tank employed by the Space Marines, based on the Rhino chassis, but is more heavily armed and armoured. There are two 'patterns' of the Predator, Destructor and Annihilator, but the primary differences are the weapons employed. A turret is mounted on top, with the side hatches replaced with sponson mounted weapons that each can fire forward, to the side and to the rear, and what little troop carrying capacity the Predator would have had is instead dedicated to ammunition capacity.
The Predator Destructor was the first model of the Predator, armed with an autocannon with automatic ammunition feed in the turret controlled by vehicle commander/gunner. The side sponsons would be fitted with either heavy bolters or laascannons for anti-tank work. The sponson weapons were controlled remotely from the turret by the gunner.
The Predator Annihilator is used for anti-tank purposes, with twin-linked lascannons in the main turret, and the sponsons can be fitted with either heavy bolters or lascannons.
As based on the Rhino chassis, it has a block body with slopped front, treads, uses an advanced flex-fuel power system that lets it use virtually any flammable liquid or gel, and with its highly efficient engine, it can go for quite a distance before requiring refueling, giving it a range of between 500 miles (for low grade alcohol) and 1200 miles (high grade gasoline or diesel type fuels).
The it's also fully environmentally sealed, allowing it to function in any atmosphere or lack of one. The crew compartment can be sealed from the troop section. A fully amphibious design allows it to sail across rivers and lakes, although somewhat slowly, and can survive depths of up to 250 feet.
The Predator is five squares long, 3 squares wide, weighing 44 tons, providing full cover to its occupants, anyone using one of the hatches on the roof or turret only has half cover.


Predator (PL6)
Crew: 2
Passengers: 0
Cargo: 150 lb, tow 10 tons
Init: -2
Maneuver: -2
Top Speed: 65 (6) / 30 (3) on water
Defense: 9
Hardness: 27
Hit Points: 80
Size: Huge (-2 size)
Purchase DC: 46
Restriction: Mil (+3) Space Marines
Accessories:
Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 10 hour air supply (can be expanded with additionally tanks carried either internally ), 6 smoke grenade launchers with 2 smoke grenades each, trailer hitch, 3 days rations, 2 survival kits with 1 three man tent, turret with primary weapon, two side sponsons for secondary weapons. A stormbolter can be fitted to the hatch on top of the turret.
Notes: Can mount bulldozer blade on front. Has ports to connect Space Marine armour to recharge and quickly upload and download information. If fitted with energy weapons, the capacitor regenerates at a rate of 1 shot per 1 minute of not firing.
The Repair checks to fix or modify vehicle are reduced by 5, and PDC for replacement parts are reduced by 1
Robust Design: The vehicle has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank.

Multi-Environmental: The vehicle is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere.
Weapons: Turret primary weapon, 2 sponson mounted weapons (1 each)



Weapon

Damage

Critical

Dam Type

Range Incr

RoF

Magazine

Turret

Autocannon (Destructor)

7d10

20x2

Ball

150 ft

Semi

120

Twin-linked Lascannons (Annihilator)

6d10+3

20

Fire

110 ft

Single

50 shot capacitor

Sponson (2, 1 weapon each)

Heavy Bolter

3d12+4 +2d6

20

Ballistic+ fire

100 ft

S, A

1600 rds ea

Lascannons (optional)

4d10+2

20

Fire

110 ft

Single

50 shot capacitor

Twin-Linked Multi-Melta (optional)

1d6x15 +8

20x3

Fire/Energy

100 ft

Single

50 shot capacitor

Twin-Linked Heavy Flamer (optional)

6d6

Fire
75 foot long, 10 ft wide line, Reflex 17

Semi

60 uses

Twin-Linked Assault Cannons (optional)

4d10

Ballistic
120 ft, Reflex DC 19

A

Linked 1700 rds ea

Options
Reinforced Armour

This adds additional armour plating and reinforcements.
Add +10 HP
Add +3 hardness
Add +2 Defense
PDC +1


Assault Dozer Blade
A large bull dozer type blade is mounted to the front of the vehicle. Adds 3d6 damage, half bludgeoning, half piercing to rams, the equipped vehicle doesn't suffer damage. When traveling through an area with mines, the blade sets off mines, suffering only half damage to the blade itself. Blade has hardness 20, 20 hit points.
PDC 12


Variants/Patterns
Baal Predator

The Baal variant is an infantry support tank only found with the Blood Angels Space Marine chapter and their Successor Chapters. The turret is fitted with a set of twin-linked assault cannons, or a flamestorm cannon, although this weapon is rarer. The side sponsons are fitted with heavy bolters or heavy flamers. The Baal also uses a different engine, the Lucifer Pattern Engine, giving it greater speed, but it lacks the ability to use any flammable liquid and must use quality fuel. It also requires more maintenance, and puts more stress on other components.
Make following changes to Predator to make a Baal Predator:
Replace Turret weapon with either Twin-linked assault cannons or Flamestorm cannon;
Sponson weapon mounts can hold either heavy bolter or heavy flamers;
Increase speed to 70 (7);
Loses the reduced Repair check DC, time and PDC;
PDC +2




Weapon

Damage

Critical

Dam Type

Range Incr

RoF

Magazine

Turret

Twin-Linked Assault Cannons

4d10

20

Ballistic

120 ft, Reflex DC 19

A

Linked 2500 rds ea

Flamestorm Cannon (alternate)

8d6+88

Fire
120 ft line, 10 ft wide Reflex DC 19

Single

60 uses

Sponson (2, 1 weapon each)

Heavy Bolter

3d12+4 +2d6

20

Ballistic+ fire
100 ft
S, A

1600 rds ea

Twin-Linked Heavy Flamer (optional)

6d6

Fire
75 foot long, 10 ft wide line, Reflex 17
Semi
60 uses


Heavy Bolter
The heavy bolter is a larger and heavier version of the bolt gun, generally used for anti-infantry or fire support roles. These weapons are used by many factions of the Imperium of Man, from the Imperial Guard as a heavy squad weapon, to the Space Marines as a heavy weapon. The larger projectile with more propellant gives it longer range and higher stopping power, making it capable of destroying light vehicles. A heavy carry handle on the top allows it to be carried easier, and fed from either a disintegrating belt or a 40-round high capacity box magazine.


Heavy Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d12+4 + 2d6
Critical: 20
Damage Type: balllistic +fire
Range Increment: 100 ft
Rate of Fire: S,A
Size: Large
Weight: 30 lb
Ammo: 40 box or linked
Purchase DC: 27 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Heavy Bolter. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Ammunition: Box of 50 Heavy Bolts rounds has a PDC 13.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.


Multi-Melta
The Multi-Melta is a heavier version of the melta gun, typically with two barrels in an over-under design, with greater range and armour penetration, typically mounted on vehicles, although man portable version exist for the Space Marines of the Adeptus Astartes. The man-portable versions are incredibly power hungry and require two power packs to operate. They can work with one, however the payload is incredibly limited.


Multi-Melta (PL7-8 Exotic Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 1d6x10 +5
Critical: 20x3
Damage Type: Fire/Energy
Range Increment: 100 ft
Rate of Fire: Single
Size: Large
Weight: 30 lbs
Ammo: 15 box, holds 2 power packs (total of 30)
Purchase DC: 29 Mil (+3)
Notes: Ignore 15 points of hardness/DR, Silent (-5 to detect the firing of the weapon), can only fire out to 5 range increments. Critical Vaporize, Inaccurate.
Inaccurate - Suffers -1 to attack rolls.
Critical Vaporize - Against organic targets, on a critical hit up to a large sized creature (typical humanoid), requires the target to make a Fort save DC 30 or be disintegrated. A successful save deals 8d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 32.


Lascannon
The lascannon is the heavier version of the lasgun, used as a heavy support weapon by the Imperial Guard, and only Space Marines are able to carry, otherwise they are mounted on vehicles, typically in pairs. The weapons are favoured for anti-tank work as they have high strength and armour-piercing abilities making it a formidable weapon. They have greater range and rate of fire over plasma cannons, but not quite the destructive power. The weapon can be powered by power packs, but it is generally powered by the power pack on the marine's armour, requiring it to be linked by a heavy power cable to the armour.


Lascannon (PL 6-7 Exotic/Heavy Firearms Proficiency, Imperium of Man)
Damage: 4d10+2
Critical: 20
Damage Type: Fire
Range Increment: 110 ft
Rate of Fire: Single
Size: Huge
Weight: 25 lbs
Ammo: 10 box
Purchase DC: 26 Mil (+3)
Notes: Ignore 5 points of hardness/DR (or ignore 5 points of Defense using RAW). If connected to the power systems of an Adeptus Astartes power armour, has 15 shot capacitor, recharges 1 shot ever 5 rounds of inactivity. The weapon, when connected to an Adeptus Astartes power armour, or dedicated power source, such as on a vehicle or power generator, the rate of fire changes to Semi.


Assault Cannon
The assault cannon is a heavy, automatic anti-personnel weapon commonly used on Terminator armoured Space Marines or as vehicle mounted weapons. It is a medium-calibre rotary autocannon with 6 barrels cycled by an electric motor past a single chamber.


Assault Cannon (PL6 Exotic/Heavy Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d10
Critical: 20
Damage Type: ballistic
Range Increment: 120 ft
Rate of Fire: A
Reflex Save DC: 17
Size: Huge
Weight: 30 lb
Ammo: linked
Purchase DC: 30 Mil (+3)
Notes: Medium sized creatures attempting to use the assault cannon suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the weapon. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
When using burst fire feat, uses only 5 rounds of ammunition. Can be used to make multiple attacks as user has per round, if attacking the same target/spot for each attack in the same round, increase the Reflex DC by +1 for each following attack that round, resetting the next round, or if attacking a different target/spot.
Ammunition: Box of 5 belts of 50 rounds has a PDC 13.


Flamestorm Cannon
This weapon is a large Imperium of Man flamer, with long barrels giving it greater range, and is more powerful. These weapons are rare, and have limited ammunition. The fuel for these is more refined and potent than standard flamers, making it more difficult to produce.


Flamestorm Cannon (PL6 Vehicle/Heavy Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 8d6+8
Critical:
Damage Type: fire
Range Increment: 120 ft line, 10 ft wide
Rate of Fire: Single
Reflex DC: 19
Size: Gargantuan
Weight: 120 lb
Ammo: -
Purchase DC: 32 Rare (+4), Space Marines
Notes: Special blend of promethium fuel used, sticks to target and melts armour. Deals 2d6 points of damage to any target that is damaged by the initial attack for 2 rounds, a full round action can be used to scrap the fuel off and extinguish the flames, but still takes the damage in the round while performing this action. Targets with hardness or DR provided by armour (through equipment or natural) has hardness or DR reduced by 1 for each round takes damage from this weapon (initial and secondary damage).
PDC 20 for 5 uses.


Deimos Pattern
The Deimos pattern is an ancient design dating back to the early days of the Great Crusade, making it the precursor to the current Predator, crafted by artificers to higher standards than current models. The turret is lower profile and rounded, engines and weapons are more powerful, allowing it to mount other weapons that are not found on current models, such as the Graviton cannon, Conversion beam cannon or neutron blasters.
Any examples of Deimos found are revered by Space Marines and Adeptus Mechanicus, and they will hunt down anyone using these holy relics.
Make the following changes to a Predator, any variant, to create a Deimos version (at time of construction):
Increase speed by +5;
Increase Hardness by +2;
Increase hit points by +5;
Increase Initiative by +1;
Mounted weapons gain +1 to attack rolls;
Increase damage of mounted energy weapons by +1/die of damage;
Increase energy weapon ammunition by +5 shots, and recharge 1 round faster;
Physical weapons such as cannons have +10 ft to range increment;
PDC: +3 Rare (+5)


Optional Weapons

Graviton Cannon
This weapon is a large type of gravitational projector weapon. It is sufficient to rupture orangs, crack bones even inside armour, but its primary use is to counter enemy machinery without risk of secondary explosions. The weapon fires a stream of particles which affects the local gravitational field of a target area, making the targeted object either far heavier or lighter, depending on settings. When used creates a bass rumble as the waves affect the local air pressure, causing the air to vibrate.


Graviton Cannon (PL6 Vehicle/Heavy Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: *
Critical: -
Damage Type: *
Range Increment: 120 ft
Rate of Fire: Single
Reflex DC: 19 used in area target.
Size: Gargantuan
Weight: 120 lb
Ammo: -
Purchase DC: 33 Rare (+4), Space Marines
Notes: Makes ranged touch attacks against target selected, or a 20x20 ft area. 3 settings, heavier, super heavy, lighter.
Heavier Mode - Creates a gravity field that is double normal, targets or target area struck, target must make Fort save (vehicles don't get driver's bonus) DC the user's attack roll, or have speed reduced by half, and by additional 5 ft for every 5 points failed by, for 2 rounds. A successful save the vehicle moves at half speed for 1 round. Aircraft in the air are immediately dropped 1d4x50 feet and must make a Pilot check to remain in control. Beings from Light Gravity planets suffer double penalties.
Super heavy - this setting creates a gravity field that is four times normal gravity. Functions like heavier mode, but vehicles are rendered immobile, aircraft drop 2d4x50 ft, must make a Pilot check to remain in control. Vehicles suffer 5d6 bludgeoning damage, bypasses DR/Hardness, beings inside suffer half damage, make Fort save or rendered immobile and stunned. Beings from Light Gravity planets are immobile and have problems breathing, their hearts struggling to pump blood. Each round under its effects, must make Fort save DC 19 +1 per round affected by the Graviton Cannon or start dying due to heart failure.
Lighter - This setting lowers the gravity of the target, or area. Vehicles gain a boost of +20 ft to speed, but in rough terrain lose traction and lost control easily. Aircraft suddenly raise up 1d4x20 ft, must make a Pilot check or lose control. Medium sized creatures are lighter, gain +10 to Jump checks, but can't added their Dex modifier to Defense and attack rolls.
 

kronos182

Adventurer
Thin Man
Thin Men are unnervingly human-looking Sectoid aliens that serve as infiltrators. They are tall, standing over 6 feet, with black hair and wear blue suits and sunglasses. While they initially pass as human, their elongated bodies and unnatural flexibility betray their true nature. Closer inspection also reveals several patches of mottled green skin around their wrists and neck, and reptilian eyes. They are quite agile and fast, able to leap great distances and can unhinge their jaws to release an acidic spit in a cloud, which is also expelled upon their deaths.
Besides a suit and sunglasses, they are equipped with a plasma rifle, which combined with their agility and ability to leap about, they are dangerous foes.


Thin Man
Type: humanoid (alien)
Size: medium
CR: 2
Hit Points: 3d8; 16 hp
Mas: 10
Init: +4
Speed: 40 ft
Defense: 16, touch 14, flat-footed 12 (+4 Dex, +2 Natural)
BAB/Grp: +2 / +2
FS/Reach: 5 ft / 5 ft
Attacks: +7 ranged plasma rifle (3d10, 90 ft, 100 box), or slam +2 melee (1d4)
Special Attack: Poison Spit +5 ranged
Special Qualities: Leaper, Cover User
Allegiances: Sectoid
Saves: Fort +1, Reflex +7, Will +3
Reputation: +1
Abilities: Str 10, Dex 18, Con 10, Int 14, Wis 14, Cha 10
Skills: Computer Use +2, Disguise +5, Jump +10, Listen +5, Search +5, Spot +5
Possessions: Plasma rifle, 3 stun grenades
Organization: individuals, pairs, team (2 to 6), squad (8 to 12)
Advancement: 2-8 HD medium size


Combat
Thin Men are highly accurate with their plasma rifles, and will make use of cover, high ground and flanking maneuvers. They can easily cover distance by leaping about to get into better positions or get to cover. They also use their spit attack to use against entrenched enemies they can't reach with their plasma rifles. If they know they are about to die, they will charge enemies so upon their death, the acid cloud they release upon death will catch as many enemies as possible.


Poison Spit
As a full attack, the Thin Man can spit a glob of acid spit, as a ranged touch attack, up to 50 ft away which then spreads into a cloud 15 ft radius burst, dealing 3d6 points of acid damage, Reflex save DC 15 for half damage. The cloud lasts for 3 rounds except in strong winds. Usable once every 1d4 rounds.
When a Thin Man is killed, the same cloud is released where the Thin Man is killed and lasts for 2 rounds.


Leaper
The Thin Man is able to leap incredible distances, gains a +10 to Jump checks, not restricted in height and distance. Can easily leap 50 feet across and 25 feet up. When making a charge attack, can make a Jump check DC 15 to leap upon the target, adding +1 damage per 5 points beats the DC.


Cover User
When making use of cover, gains additional +1 to Defense and Reflex saves, and +1 to attack rolls.

Floater
Floaters are monstrous cyborgs powered by pairs of twin mounted jets, which give them the ability to hover. They are heavily loaded with mechanical parts, and are just a torso, with head and arms, carrying light plasma rifle. They hover around head height typically, but will raise up higher to keep out of reach and use the height advantage to improved accuracy. Being airborne gives them excellent mobility, able to get into flanking position easily and get behind enemy positions. They also don't set off traps that would normally be triggered by infantry. Besides the plasma rifles they carry, the long arms and hands are tipped with razor sharp claws they use to rack the heads of infantry they attack.


Floater
Type: humanoid (alien)
Size: medium
CR: 3
Hit Points: 5d8+5; 25 hp
Mas: 10
Init: +4
Speed: 50 ft
Defense: 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural) +1 when moves
BAB/Grp: +3 / +3
FS/Reach: 5 ft / 10 ft
Attacks: +9 ranged plasma carbine (3d10, 70 ft, 100 box), or claws +4 melee (1d6 slashing, 19-20x3)
Special Attack: Launch
Special Qualities: Redundant/Reinforced Cybernetics, Flyer, Evasive
Allegiances: Sectoid
Saves: Fort +2, Reflex +7, Will +2
Reputation: +1
Abilities: Str 10, Dex 18, Con 10, Int 12, Wis 12, Cha 10
Skills: Computer Use +2, Listen +5, Navigate +4, Search +5, Spot +5
Possessions: Plasma rifle
Organization: individuals, pairs, team (2 to 6), squad (8 to 12)
Advancement: 6-12 HD medium size


Combat
Floaters move about the battlefield, keeping above their enemies and using their plasma carbines to blast enemies, and will charge foes and slash with their claws on the end of their long arms while keeping out of reach of those on the ground. They will work with other Floaters and Thin Man to flank targets, quickly relocating to get into optimal positions.


Launch
The Floater can release a sudden boost of energy and speed form its jets, allowing it to relocate to anywhere close by within seconds. As a full round action, the floater can charge across the battlefield up to 150 ft away, making a melee attack like a normal charge attack, dealing double normal melee damage, gaining +2 to attack, but suffering -2 to Defense.


Flyer
The Floater is constantly flying by using the jets on its back. It doesn't touch the ground unless knocked out of the sky, and then moves at a speed of 5, and can only attack or move. As it constantly flies, it doesn't trigger any traps on the ground. It also gains +1 to attack rolls as it keeps itself above its targets giving it height advantage (factored into bonuses already).


Redundant/Reinforced Cybernetics
The floater has a lot of cybernetic parts, replacing many organs. Critical attacks have a 75% chance of being turned into regular attacks and damage.


Evasive
As long as the Floater moves, it gains +1 bonus to Defense.


Heavy Floater
The heavy floater is a much heavier version, with upgraded weapons and heavier armour.

Heavy Floater
Type: humanoid (alien)
Size: medium
CR: 5
Hit Points: 8d8+16; 54 hp
Mas: 10
Init: +4
Speed: 50 ft
Defense: 22, touch 14, flat-footed 18 (+4 Dex, +8 Natural) +1 when moves
BAB/Grp: +6/+1 / +8
FS/Reach: 5 ft / 10 ft
Attacks: +12 ranged heavy plasma carbine (4d10+4, 70 ft, 100 box), or claws +8 melee (2d6+2 slashing, 19-20x3)
Full Attack: +12 ranged heavy plasma carbine (4d10+4, 70 ft, 100 box) and +7 ranged heavy plasma carbine (4d10+4, 70 ft 100 box), or claws +8 melee (2d6+2 slashing, 19-20x3) and claws +3 melee (2d6+2 slashing, 19-20x3)
Special Attack: Launch, Bombard
Special Qualities: Redundant/Reinforced Cybernetics, Flyer, Evasive
Allegiances: Sectoid
Saves: Fort +4, Reflex +9, Will +3
Reputation: +2
Abilities: Str 14, Dex 18, Con 10, Int 12, Wis 12, Cha 10
Skills: Computer Use +2, Listen +5, Navigate +4, Search +5, Spot +5
Possessions: heavy Plasma carbine
Organization: individuals, pairs, team (2 to 6), squad (8 to 12)
Advancement: 9-14 HD medium size

Combat
Floaters move about the battlefield, keeping above their enemies and using their plasma carbines to blast enemies, and will charge foes and slash with their claws on the end of their long arms while keeping out of reach of those on the ground. They will work with other Floaters and Thin Man to flank targets, quickly relocating to get into optimal positions.

Launch
The Floater can release a sudden boost of energy and speed form its jets, allowing it to relocate to anywhere close by within seconds. As a full round action, the floater can charge across the battlefield up to 150 ft away, making a melee attack like a normal charge attack, dealing double normal melee damage, gaining +2 to attack, but suffering -2 to Defense.

Bombard
The heavy floater can launch multiple grenades covering a large area. As an attack, can attack an area covering 30 ft by 30 ft, dealing 8d6 dealing half slashing and half fire damage, Reflex save DC 20 for half. Useable 5 times per day.

Flyer
The Floater is constantly flying by using the jets on its back. It doesn't touch the ground unless knocked out of the sky, and then moves at a speed of 5, and can only attack or move. As it constantly flies, it doesn't trigger any traps on the ground. It also gains +1 to attack rolls as it keeps itself above its targets giving it height advantage (factored into bonuses already).

Redundant/Reinforced Cybernetics
The floater has a lot of cybernetic parts, replacing many organs. Critical attacks have a 75% chance of being turned into regular attacks and damage.

Evasive
As long as the Floater moves, it gains +1 bonus to Defense.
 
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kronos182

Adventurer
X-Wing Veritech
The X-wing Veritech is a transformable version of the X-wing, able to transform from an X-wing starfighter into a bipedal robot. In fighter form it appears and functions exactly like a regular X-wing. In robot, or batroid mode, the long nose splits to become the legs and feet. Parts of the hull slide down over the cockpit to provide additional protection while the seat changes position so the pilot is sitting upright even in batroid mode. The wings rotate, wing the bottom wings sticking out horizontally from the shoulders, while the top lings fold to the back. The lasers from the top wings can detach and be used in the hands in batroid mode, while the lasers on the bottom wings can still be used. The engines can still be used to give the robot flight capabilities, although limited compared to fighter mode. While in batroid mode the proton torpedoes are not usable. A head extends out from the rear of the hull.
The shields still function while in batroid mode, but when on the ground, shields automatically disable below it and redistribute to the other facings making them a bit stronger.


Statistics:
X-Wing T-65 Starfighter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4000 ft, 1147 (115) atmosphere
Defense: 6* (10 base -4 size) +4 vs missiles
Flat-Footed Defense: 8* (10 base - 2 size)
Autopilot Defense:
Hardness: 20*
Hit Dice: 9d20 (180 hp) + 90 hp shields, in batroid mode shields 100 hp while on ground.
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 41 ft
Weight: 10,700 lbs
Targeting System Bonus: +2
Crew: 1 +1 astromech
Passenger Capacity: 0
Cargo Capacity: 240 lbs
Grapple Modifier:
Base PDC: 37
Restriction: Mil (+3)


Selective Fire-Linked Lasers
The weapons of the craft can be quickly (free action once per round) changed from single cannon firing to 2 fire-linked or 4 fire-linked, but doing so alters the rate of fire. A single cannon deals 6d8, rate of fire S, A; 2 fire-linked deals 9d8, rate of fire S, A; 4 fire-linked deals 12d8, rate of fire semi, but gains +1 to attack rolls within 3000 ft.


Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.


Advanced Shields
Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship.
For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD.
Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD.
PDC: Shield type has PDC increased by +5.
Res: Mil (+3)


S-Foils
These are the wings of the X-wing, which act as radiators and bleed off excess heat. The wings when open give the ship its X-shape, and clear the weapons for firing, and closed before activating the hyperdrive or landing. Can be opened or closed as a free action. The pilot, or astromech, can override the system to fire, but only with a single rate of fire with a Computer Use check DC 15


Transformation
The X-Wing Veritech has a variable geometry allowing to it take two forms, Fighter and Batroid.
Transforming into any mode requires a move action. Fighter mode is the primary mode for aerial dog fighting and transportation to and from the battlefield. As fighter mode the aircraft may move its full tactical speed and may surge forward and withdraw as normal.
Batroid mode is a giant robot capable of doing almost anything the pilot could on foot. The Batroid uses surplus power from the engines to strengthen the fighter, lock all the components in place and make the X-wing Veritech as tough as a tank; as a result, it gains +10 more hardness. Due to the dexterity of the Batroid the X-wing Veritech can make better use of its armor and thus gains a +5 to defense. The Batroid’s tactical speed is reduced to moving 500 ft. (1 sq.) and cannot surge forward. Batroid modes give a +24-equipment bonus to the pilot’s strength.
Chase Scale: The Batroid may move on foot at 5 squares per move action. Flying, the Batroid isn’t adapted for flight but may move up to 20 squares per move action.


Speeds:
Flying, Fighter Configuration: uses the speeds of the X-wing fighter.
Flying, Soldier Configuration: 1147 (115)
Running, Soldier Configuration: mode max speed roughly 87mph/140kph running
Jumping, Soldier Configuration: 50 ft (15.2m) up or across with no assist. 150 ft (45.7m) up or across with
thruster assist.


Statistical Data:
Height: Fighter Mode – 8 ft (5.18m), Soldier Mode – 45.2ft
Width: Fighter Mode – 44 ft (12.89m), , Soldier Mode – 44 ft due to wings, but they can angle up or down, reducing width to 35 ft
Length: Fighter Mode – 44 ft, Soldier Mode – 14.7ft (4.48m)
Weight: 10 tons
Cargo: 500lb.


Attack:
4 Selective fire-linked laser -2 ranged 6d8, 20, fire, 3000 ft, s/a; or
2 Proton Torpedo Launchers -2 ranged 10d12, 20x3, energy, 5000 ft, single, 3 torpedoes each (optional fire link deals 15d12)


In Batroid mode 2 lasers are hand held, 2 fire-linked lasers on the wings fixed forward. Can't use proton torpedos

Attack of Opportunity:


Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres.

Standard PL(6) Design Spec: Twin Engine, Ejector Seat, Selective Fire-Linked Lasers, transformation
Engines: Ion engine, Hyperdrive x1 (not useable in batroid mode)
Armour: Polymeric
Defense Systems: Advanced Shields
Sensors: Class III, Missile Lock Alert, Targeting System
Communications: Radio Transceiver
Weapons: 4 Laser cannons, 2 proton torpedo launchers
Grappling Systems: manipulators in batroid mode
 

kronos182

Adventurer
Chryssalid
The Chryssalid is a swift, four-legged alien with terrifying melee capabilities. It has a thin, purple exo-skeleton, with long thing arms and legs, with the legs ending in bone white long blades. Standing taller than a human, combined with the leg blades and clawed hands, these are terrors in melee, especially in large groups, which they are typically found in. After killing a human, they will use the body as an incubator, implanting an egg. The egg will grow and control the body's nervous system making them a zombie. After a period of time, the egg hatches, ripping the body apart to reveal a new born Chryssalid, that is white in colour. Newly born Chryssalids are nearly as powerful as full grown, and only take hours to reach maturity.

Chryssalid
Type: humanoid (alien)
Size: large (-1)
CR: 5
Hit Points: 8d8+24; 74 hp
Mas: 16
Init: +4
Speed: 40 ft
Defense: 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural)
BAB/Grp: +6/+1 / +10
FS/Reach: 5 ft / 10 ft
Attacks: claw +12 melee (2d6+4, slashing, 18-20x2) and leg stab +7 melee (2d8+2 piercing)
Full Attack: claw +12/+7 melee (2d6+4, slashing, 18-20x2 each) and leg stab +7 melee (2d8+2 piercing)
Special Attack:
Special Qualities: Leaper, Poison, Harden (DR 5), Implant, Stun immunity
Allegiances: Sectoid
Saves: Fort +4, Reflex +9, Will +2
Reputation: +2
Abilities: Str 18, Dex 18, Con 16, Int 10, Wis 10, Cha 6
Skills: Computer Use +2, Jump +12, Listen +5, Search +5, Spot +5
Possessions:
Organization: individuals, pairs, team (2 to 6), squad (8 to 12), swarm (20-50)
Advancement: 9-15 HD large size

Combat
Chryssalid engage in melee combat only, able to leap across the battlefield and rip and stab opponents with their claws and legs. After killing a target, they implant an egg, which turns the body into a zombie before it bursts open to reveal a new borne Chryssalid.

Poison
The claws of the Chryssalid have an acidic type poison. Target must make a Fort save, on a failed save suffers -2 to Dexterity, and suffers 1 point of damage each round for 3 rounds. A successful save will only suffer the 1 point of damage each round for 3 rounds.

Leaper
The Chryssalid is able to leap incredible distances, gains a +10 to Jump checks, not restricted in height and distance. Can easily leap 50 feet across and 25 feet up. When making a charge attack, can make a Jump check DC 15 to leap upon the target, adding +1 damage per 5 points beats the DC.

Harden
The Chryssalid has a hard exoskeleton, granting DR 5, and critical attacks have a 50% chance to turn into a normal attack.

Stun Immunity
Chryssalid's are immune to any effects that would stun them.

Implant
After a Chryssalid kills a target, can implant an egg into the body, as a full round action, rendering it immobile. The body becomes a zombie (see d20 Modern page 268 for basic human zombie) for target's Constitution rounds. After this time, a Chryssalid bursts from the body. Has half hit points, don't have the Harden ability, becoming full grown in 5 hours, where they will have full hit points and Harden ability.
Large creatures can be used as incubators, with each size over medium doubling the number of Chryssalid's that can be hatched.
 

kronos182

Adventurer
Some Starship Trooper stuff.

TAC Fighter/Bomber
The TAC Fighter/Bomber is a craft used by the United Citizen Federation, with a broad triangular shape, with the main wings mounted at the front of the craft, with a short engine block, made up of three engines, that sticks out from the back with two short rear wings that stick out from the top of the rear. The hull is angular and raises above the wings, with the blocky air intakes mounted with one on each side and one on top at the rear behind the cockpit. The cockpit has two angular canopies in tandem for the two crew members. Two fire-linked rail cannons are fitted on either side of the hull in wing roots. The underside of the wings has mounts for missiles, while a central missile and bomb bay is in the belly. The flat triangular wing design provides the TAC Fighter/Bomber good atmospheric flight capabilities, and it is also capable of operating in space, capable of reaching orbit under its own power.

Type: Ultralight
Subtype: Fighter/bomber
Size: Gargantuan (–4 size)
Length: 21 feet long, 45 feet wide
Weight: 39,000 lb.
Crew: 2 (expert +8)
Passenger Capacity: 0
Cargo Capacity: 700 lb.
Tactical Speed: 3500 ft. (6 sq.) / 4500 ft afterburner
Defense: 15 (-4 size +5 class +4 Dex)
Flat-footed Defense: 11
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 38
Restriction: Military (+3)

Attack:
2 fire-linked rail cannons +4 ranged (9d12/20, ballistic, 3000 ft, single); or
CHE Missile +4 ranged (6d12, 19-20x2, ballistic, -, single).

Co-pilot
CHE Missile +4 ranged (6d12, 19-20x2, ballistic, -, single); or
Or CHE Bomb -2 ranged (7d12, ballistic/fire, 500 ft diameter)

Attack of Opportunity: None

Standard PL 6 Design Specs: Ejector Seat
Engines: Fusion torch engine, thrusters, Hydrogen Injectors, twin engine
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles
Sensors: Class III sensor array, targeting system
Communications: Radio transceiver
Weapons: 2 fire-linked rail cannon, CHE missiles (16 missiles, 4 missiles internally and 12 externally under the wings), CHE Bombs (6 bombs) or Napalm Bombs (6 bombs)
Grappling Systems: None

CHE Bomb
A CHE Bomb is made of a conventional high explosive, dropped from a ship onto a ground target, or a station. Not as accurate against moving targets.

CHE Bomb (PL 5)
Damage: 7d12
Critical: -
Damage Type: Ballistic/Fire
Range Increment: -
Blast Radius 250 ft
Reflex DC: 16
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 25
Restriction: Mil (+3)

Notes: Suffers -1 to attack rolls for every 500 ft of speed of the target.

Napalm Bomb
These bombs release large amounts of napalm that burns for long periods. The affect a 500 ft diameter area, and burn for up to 1 minute. Unfortunately these can not be used in an atmosphere without oxygen.

Napalm Bomb (PL 5)
Damage: 7d6
Critical: -
Damage Type: Fire
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 23
Restriction: Mil (+3)

Notes: Deals 5d6 fire damage for 1d6+4 rounds. Takes 2 rounds to scrap off the napalm gel, or completely smoother the flames to deprive of oxygen. Suffers -1 to attack rolls for every 500 ft of speed of the target.


TAC Fighter
TAC Fighters are the standard attack fighters of the United Citizen Federation. The craft is a sleek hull with wings mounted at the middle of the craft's length on top of the hull behind the single crew cockpit. Twin tails raise up at an angle from the rear of the twin engines. Instead of rail cannons the TAC fighter mounts potent gauss guns in the wing tips, with numerous missiles under the wings. These craft are used to intercept airborne enemies and escort fighter/bombers, bombs and shuttles.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 36 feet long, 54 ft wide
Weight: 54,000 lb.
Crew: 2 (expert +8)
Passenger Capacity: 0
Cargo Capacity: 700 lb.
Tactical Speed: 3500 ft. (6 sq.) / 4500 ft afterburner
Defense: 15 (-4 size +5 class +4 Dex)
Flat-footed Defense: 11
Autopilot Defense:
Hardness: 20
Hit Dice: 9d20 (180 hp)
Initiative Modifier: +4
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 39
Restriction: Military (+3)

Attack:
1 rail cannon +4 ranged (6d12/20, ballistic, 3000 ft, single); or
CHE Missile +4 ranged (6d12, 19-20x2, ballistic, -, single).

Co-Pilot/Bomber
CHE Missile +4 ranged (6d12, 19-20x2, ballistic, -, single); or
Bombs +4 ranged (varies)

Attack of Opportunity: None

Standard PL 6 Design Specs: Ejector Seat
Engines: Fusion torch engine, thrusters, Hydrogen Injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles
Sensors: Class II sensor array, targeting system
Communications: Radio transceiver
Weapons: 2 fire-linked gauss guns, CHE missiles (8 missiles)
Grappling Systems: None

TAC Bomber
TAC Bombers are heavier craft that carry large payloads of bombs and missiles, from CHE, plasma, nuclear and antimatter. Two crew members pilot the craft. It follows a similar design as the TAC fighter/bomber, with a broad arrow shaped wing and hull, with the engines at the rear one inside of the wings angled inwards. The Bomber has internal missile and bomb bays, but can also carry several weapons externally under the wings. Two rail cannons are fitted in the nose for self defense or last ditch attacks when all missiles and bombs are exhausted.

Type: Ultralight
Subtype: Fighter/bomber
Size: Gargantuan (–4 size)
Length: 21 feet long, 45 feet wide
Weight: 39,000 lb.
Crew: 2 (expert +8)
Passenger Capacity: 0
Cargo Capacity: 700 lb.
Tactical Speed: 3500 ft. (6 sq.) / 4500 ft afterburner
Defense: 15 (-4 size +5 class +4 Dex)
Flat-footed Defense: 11
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +4
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 38
Restriction: Military (+3)

Attack:
2 fire-linked rail cannons +4 ranged (9d12/20, ballistic, 3000 ft, single); or
CHE Missile +4 ranged (6d12, 19-20x2, ballistic, -, single).

Co-pilot
CHE Missile +4 ranged (6d12, 19-20x2, ballistic, -, single); or
Or Bomb +4 ranged (7d12, ballistic/fire, 500 ft diameter)

Attack of Opportunity: None

Standard PL 6 Design Specs: Ejector Seat, +2 attack targets of type larger than itself
Engines: Fusion torch engine, thrusters, Hydrogen Injectors, twin engine
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles
Sensors: Class II sensor array, targeting system
Communications: Radio transceiver
Weapons: 2 fire-linked rail cannon, CHE missiles (16 missiles internally), Bombs (12 bombs internally)
Grappling Systems: None

Bomb Bay
The craft can carry different types of bombs within its bomb bay, from CHE, plasma, nuclear or antimatter.
To create a bomb from a type of missile, increase damage by +1 die, deals damage over a 250 ft radius / 4 die of damage, Reflex save DC 15 +1 per 4 die of damage. Bombs are typically unguided, and suffer -1/500 ft target moves per round to attack rolls.

External Payload
The craft can carry multiple munitions under the wings, with 4 mountings. Each mounting can carry either 4 missiles, or 2 bombs. Each mounting must carry the same weapon. While carrying external weapons, suffers -2 to Initiative and Pilot checks. When half the mounts are used up, reduce the penalty to -1, and when all empty, remove the penalty.

Selective Fire-Link Munitions
The bombs and missiles can be selectively fire-linked as long as enough of the munitions of the same type are available. Each doubling (2, 4, 8, etc) increases damage by 50% of base weapon, blast radius increased by 25% (round up), increase Reflex save DC by +2

CHE Bomb
A CHE Bomb is made of a conventional high explosive, dropped from a ship onto a ground target, or a station. Not as accurate against moving targets.

CHE Bomb (PL 5)
Damage: 7d12
Critical: -
Damage Type: Ballistic/Fire
Range Increment: -
Blast Radius 250 ft
Reflex DC: 16
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 25
Restriction: Mil (+3)

Notes: Suffers -1 to attack rolls for every 500 ft of speed of the target.

Napalm Bomb
These bombs release large amounts of napalm that burns for long periods. The affect a 500 ft diameter area, and burn for up to 1 minute. Unfortunately these can not be used in an atmosphere without oxygen.

Napalm Bomb (PL 5)
Damage: 7d6
Critical: -
Damage Type: Fire
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 23
Restriction: Mil (+3)

Notes: Deals 5d6 fire damage for 1d6+4 rounds. Takes 2 rounds to scrap off the napalm gel, or completely smoother the flames to deprive of oxygen. Suffers -1 to attack rolls for every 500 ft of speed of the target.

DR-8 Skyhook Dropship
The DR-8 is a small dropship and landing boat used by the Fleet of the United Citizen Federation for transporting personnel and for rescuing Mobile Infantry units. The ships have a two crew cockpit in front of rectangular cargo section, with two wings mounted an top, with main engines sticking out the upper rear. The tips of the wings have thrusters for vertical take off and landings. They have a hook on the top that allows them to be stored and launched from a rail on most capital ships for rapid deployment. They have a door on each side, allowing 1 person to enter or exit each door per round. Takes a full round for crew of two to enter and start the craft.

Type: Ultralight
Subtype: Dropship
Size: Gargantuan (–4 size)
Length: 41 feet long, 45 feet wide
Weight: 110,000 lb.
Crew: 2 (expert +8)
Passenger Capacity: 12
Cargo Capacity: 3000 lb.
Tactical Speed: 3500 ft. (6 sq.) / 4500 ft afterburner
Defense: 15 (-4 size +5 class +4 Dex)
Flat-footed Defense: 11
Autopilot Defense: 8
Hardness: 20
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +4
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 41
Restriction: Military (+3)

Attack:

Attack of Opportunity: None

Standard PL 6 Design Specs: Ejector Seat
Engines: Fusion torch engine, thrusters, Hydrogen Injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles
Sensors: Class II sensor array
Communications: Radio transceiver
Weapons: none
Grappling Systems: None

DR-4 Viking Dropship
The DR-4 Viking is a dropship used by the Fleet of the United Citizen Federation. It is larger than the DR-8 Skyhook, which two large cargo pods on either side of the hull, capable of carrying up to 50 Mobile Infantry troopers. Unfortunately they were not designed to carry power armoured troops. On either side of the pods are rotating engines that provide forward thrust and rotate down for vertical landings and take off, with part of the wings providing protection for the engines. The Viking, unlike the Skyhook, is equipped with missile launchers to clear the landing field or defense in addition to the chaff dispensers. The missile launchers are on top of the craft, which allows them to still fire even while the ship has landed. There is a hatch with a ramp on each pod at the front to allow for quick deployment. Five troopers can exit each hatch per round as a move action. Takes a full round for crew of two to enter and start the craft.

Type: Ultralight
Subtype: dropship
Size: Gargantuan (–4 size)
Length: 25 feet long, 60 feet wide
Weight: 139,000 lb.
Crew: 2 (expert +8)
Passenger Capacity: 50
Cargo Capacity: 10,000 lb.
Tactical Speed: 3500 ft. (6 sq.) / 4500 ft afterburner
Defense: 15 (-4 size +5 class +4 Dex)
Flat-footed Defense: 11
Autopilot Defense: 8
Hardness: 20
Hit Dice: 10d20 (200 hp)
Initiative Modifier: +4
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 45
Restriction: Military (+3)

Attack:
CHE Missile +4 ranged (6d12, 19-20x2, ballistic, -, single).

Attack of Opportunity: None

Standard PL 6 Design Specs: Ejector Seat
Engines: Fusion torch engine, thrusters, Hydrogen Injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, radiation shielding, autopilot
Sensors: Class II sensor array, targeting system
Communications: Radio transceiver
Weapons: CHE missiles (16 missiles internally)
Grappling Systems: None

Corvette Transport
The Corvette Transport is a light capital ship used by the Fleet of the United Citizen Federation, with a flat cone nose, flattish cylinder body that has four engines on out riggers at the rear that are capable of rotating. The ships are capable of FTL speeds. About one-third from the nose, is an indent on the top which functions as a flight deck, holding up to 15 TAC fighters, or 10 TAC fighter/bombers or Bombers at the ready, which an elevator that lowers them into an internal hanger for repairs and refueling, taking a full two rounds to move from hanger to deck and into flight position. This flight deck can be used to hold additional cargo, but must be stored in sealed containers as the deck is exposed to the vacuum of space. There is a lower hanger bay in the bow with launch bays on each side to hold and launch up to 18 DR-4 Vikings, or 20 DR-8 Skyhooks. About midship on the ventral side are several drop pod bays for Mobile Infantry drop pods.
For weapons, the ships carried one triple barrel turret and two dual barrel turrets with multiple point defense turrets. Just past the mid point on the dorsal side is a raised structure that contains the primary communications systems. The bridge is positioned just above the point the nose starts to curve down from the main body.
While the ship was called a corvette, it functioned more as a frigate or light carrier due to the onboard craft it carried.

UCF Corvette Transport (PL6-7)
Type: Light
Subtype: Frigate
Size: Colossal (-8)
Tactical Speed: 3000 ft
Defense: 7 (-8 size +3 class +2 Dex)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 30
Hit Dice: 58d20 (1000 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 1804 ft
Weight: 5100 tons
Targeting System Bonus: +3
Crew: 60 (trained +4), plus 51 pilots and 75 support crew
Passenger Capacity: 10 non combatants/VIP, 700 troops
Cargo Capacity: 100 tons
Grapple Modifier: +16
Base PDC: 61
Restriction: Mil +3

Attack:
1 battery of 3 heavy laser -1 ranged (8d6, 20, fire, 4000 ft, single, front arc only) and 2 fire-linked laser turret -7 ranged (9d8, 20, fire, 3000 ft, single) and 2 fire-linked laser turret -7 ranged (9d8, 20, fire, 3000 ft, single); or
Any arc 2 fire-linked laser turret -3 ranged (9d8, 20, fire, 3000 ft, single) and 2 fire-linked laser turret -8 ranged (9d8, 20, fire, 3000 ft, single)

Attack of Opportunity:
Point Defense System +3 ranged (2d10x12)

Bonuses: +5 Fort vs radiation, -5 to -10 to sensors with chaff (30% miss for missiles)
Standard PL(6) Design Spec: hanger (18 drop ships, 15 fighters or 10 bombers), flight deck
Engines: thrusters, fusion torch
Armour: vanadium
Defense Systems: autopilot, damage control (2d10), radiation shielding, chaff (12 bundles)
Sensors: Class II sensor array, targeting system
Communications: radio transceiver, laser transceiver
Weapons: 1 battery of 3 heavy lasers, 2 dual fire-linked laser turrets
Grappling Systems: none

Flight Deck
The flight deck can hold up to total of 15 fighters or 10 fighter/bombers or bombers at once and at the ready, capable of launching 4 fighters at a time (two each side). When not in use, fighters are lowered into an internal hanger for refueling, arming and repairs, with a total of 5 fighters or bombers can be carried internally at a time, with the rest sitting on the deck, 4 ready to launch at any given time. Takes 2 full rounds to move a craft from the flight deck to the internal hanger or vice versa. Alternatively, if no fighters are carried, up to 3000 tons can be held in sealed containers on the flight deck.

Variants

Heavy Corvette
This variant strips out most of the hangers, leaving a smaller hanger in the bow for one third of the drop ship capacity, for a total of 6, and most of the troop capacity. Replacing all this is a pair of CHE missile launchers and the dual lasers are replaced with heavy lasers, while the heavy lasers are replaced with neutron gun for greater range.
Make following changes to Corvette Transport to make Heavy Corvette:
Change crew to 75, plus 16 pilots plus 24 support;
Reduce passenger capacity to 220 troops;
Replace battery of 3 heavy lasers to battery of 3 heavy neutron guns (10d8, 20, energy, 6000 ft, single);
Replace dual fire-linked laser turrets with dual fire-linked heavy laser turrets (12d8, 20, fire, 4000 ft, single);
Add 2 fire-linked CHE missile launchers (9d12, 19-20, ballistic, -, single 16 missiles each, 32 total);
Hanger only carries 6 DX class drop ships;
PDC +1

CEC Striker Corvette
The New Republic, and former Rebel Alliance forces found a few disabled UCF Corvette Transports and hired Corellian Engineering Corp to restore and alter the basic hull. The triple turret is replaced with a triple turbo laser battery. The two dual laser turrets replaced with two dual light turbolaser turrets. The DX hangers and launch bays are modified into a single larger hanger. The top flight deck is replaced with a second triple turbo laser, fire-linking the two batteries for improved fire power. The drop pod chutes are replaced with a battery two concussion missile launchers, with a large payload. Shield generators are also installed for added defense. Rounding out the upgrades is a x2 hyperdrive and a tractor beam mounted near the hanger to aid in retrieving craft or capturing enemy craft.

CEC Striker Corvette (PL6-7)
Type: Light
Subtype: Frigate
Size: Colossal (-8)
Tactical Speed: 3000 ft
Defense: 7 (-8 size +3 class +2 Dex)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 30
Hit Dice: 58d20 (1000 hp) shields 280 hp
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 1804 ft
Weight: 5100 tons
Targeting System Bonus: +3
Crew: 40 (trained +4) plus 30 droids, plus 51 pilots and 75 support crew
Passenger Capacity: 10 non combatants/VIP, 700 troops
Cargo Capacity: 100 tons
Grapple Modifier: +16
Base PDC: 62
Restriction: Mil +3

Attack:
2 fire-linked batteries of 3 turoblasers -1 ranged (18d8, 20, fire, 9000 ft, single, front arc only, ignore 20 DR) and 2 fire-linked light turbolaser turret -8 ranged (15d8, 20, fire, 9500 ft, single, ignore 15 points DR) and 2 fire-linked light turbolaser turret -7 ranged (15d8, 20, fire, 9500 ft, single, ignore 15 points DR); or
Any arc 2 fire-linked light turbolaser turret -3 ranged (15d8, 20, fire, 9500 ft, single, ignore 15 points DR) and 2 fire-linked light turbolaser turret -8 ranged (15d8, 20, fire, 9500 ft, single, ignore 15 points DR); or
Against small craft (fighters, shuttles, small freighters) Battery of 2 concussion missile launchers +0 ranged (10d10, 19-20x2, 4000 ft, single)

Attack of Opportunity:
Point Defense System + ranged (2d10x12)

Bonuses: +5 Fort vs radiation, -5 to -10 to sensors with chaff (30% miss for missiles) Turbolasers -1 to attack roll size Ultralight, Concussion Missiles +2 Ultralight subtypes shuttle and similar sized or smaller
Standard PL(6) Design Spec: hanger (30 fighters or 15 shuttles/light freighters, 1 shuttle/freighter takes up space of 2 fighters)
Engines: thrusters, fusion torch, x2 hyperdrive
Armour: vanadium
Defense Systems: autopilot, damage control (2d10), radiation shielding, shields
Sensors: Class III sensor array, targeting system
Communications: radio transceiver, laser transceiver
Weapons: 2 fire-linked batteries of 3 turbolasers, 2 dual fire-linked light turbolaser turrets, 1 battery of 2 concussion missile launchers (50 missiles each)
Grappling Systems: tractor beam

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

Turbolaser
Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.


Turbolaser (PL6)
Damage: 12d8, ignore 20 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Military (+3)


Light Turbolaser
Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.


Light Turbolaser (PL6)
Damage: 10d8, ignore 15 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9500 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 39
Restriction: Military (+3)

Fast Attack Ship
The Fast Attack Ship, or FAS, is a light combat ship used by the Fleet of the United Citizen Federation. It has a fairly flat hull, with the bridge mounted at the front, two engines on out riggers raising out at an angle from the upper rear provide good speed at sublight and FTL, with a small hanger in a pod below the engines, giving the ship a capital Y shape when viewed from the front or back. The primary armaments are two dual heavy neutron gun turrets and a potent point defense system. The ship is lightly armoured, but fast, able to keep up with fighters. It does carry a squad of Mobile Infantry troopers for internal defense, or to board enemy craft.

Fast Attack Ship (PL6-7)
Type: Light
Subtype: Escort
Size: Colossal (-8)
Tactical Speed: 4000 ft
Defense: 11 (-8 size +5 class +4 Dex)
Flat-Footed Defense: 7
Autopilot Defense: 5
Hardness: 20
Hit Dice: 22d20 (2400 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Length: 200 ft
Weight: 1050 tons
Targeting System Bonus: +3
Crew: 20 (expert +8), plus 4 pilots and 6 support crew
Passenger Capacity: 0 non combatants/VIP, 14 troops
Cargo Capacity: 10 tons
Grapple Modifier: +32
Base PDC: 53
Restriction: Mil +3

Attack:
2 fire-linked heavy neutron guns turret -1 (15d8) and 2 fire-linked heavy neutron guns turret -6 (15d8)

Attack of Opportunity:
Point Defense System + ranged (3d10x12)

Bonuses: +5 Fort vs radiation, -5 to -10 to sensors with chaff (30% miss for missiles)
Standard PL(6) Design Spec: hanger (1 drop ship)
Engines: thrusters, induction engine
Armour: polymeric
Defense Systems: autopilot, damage control (2d10), radiation shielding, chaff (12 bundles), improved point defense system
Sensors: Class III sensor array, targeting system
Communications: radio transceiver, laser transceiver
Weapons: two 2 fire-linked heavy neutron gun turrets
Grappling Systems: none
 

kronos182

Adventurer
Here's a pokemon.. need to do it's evolutions still.

Zubat
Zubat is a bat type creature of the poison and flying types, of blue colour and are nocturnal creatures. They lack eyes, have pointed ears, with two noticeable large teeth on each jaw. The wings are supported by two, elongated fingers, and have two long, thin tails. Like other bats, Zubat are found in dark caves, forests and can be found in some urban areas. Zubats have evolved to neither eyes nor nostrils, instead navigates through the dark and tight caves using echolocation, emitting ultrasonic cries to detect targets and objects. These frequencies varies between Zubat colonies. Being nocturnal, zubats sleep hanging upside down during the day, typically in caves or other dark areas, avoiding sunlight at all costs. Exposure to sunlight for extended time can cause the skin to burn. However captured and trained zubats build up a resistance and tolerance to the sunlight.

Zubat
Type: magical beast, Pokemon, Poison & Flying subtype
Size: Small
CR: 1/2
Hit Points: 2d10, 17 hp
Mas: 12
Init: +2
Speed: 5 ft on the ground, 30 ft fly
Defense: 14 (+2 Dex +1 Natural +1 size)
BAB/Grp: +2
FS/Reach: 5 ft / 5 ft
Attacks: +2 melee Bite (1d4), or +4 ranged supersonic (1d6 sonic plus special)
Special Attacks: Absorb
Special Qualities: blindsight 80 ft, Evolve, Inner Focus, Infiltrator, immune poison, ground types (+1 attack opponents on ground, +1 saves from ground sources)
Allegiances:
Saves: Fort +5, Reflex +5, Will +1
Reputation:
Abilities: Str 10, Dex 14, Con 12, Int 6, Wis 12, Cha 8
Skills: Hide +4, Knowledge: Nature +3, Listen +5, Navigate +6, Spot +4
Feats:
Possessions:
Advancement: 7 (Small), 8+ HD Evolve

Combat
Zubats aren't overly combative, but will fight if startled or someone invades their caves or other location they have made their homes. They will usually lead with their Supersonic attack to daze opponents then bite, and if they've suffered any damage, will use their Absorb ability to drain the target of blood and heal itself.


Poison Subtype (Ex)
As a poison subtype, gains immunity to being poisoned, suffers 50% more damage from ground, bug and psychic type abilities.

Flying Subtype (Ex)
A flying type of pokemon that are a strong affinity for the air. But not all pokemon that fly are flying type. Deal 50% more damage to Bug, Fighting and Grass/plant types, but take 50% more damage from Electric, Ice and Rock types. They are immune to Ground types. Gains +1 to attack rolls against targets on the ground, and even if on the ground, gain +1 to saves against traps or abilities that use the ground to attack from.

Keen Sight (Ex)
Zubat's have darkvision 60 ft and low-light vision.

Inner Focus
The pokemon is immune to taunting, intimidation and fear effects.

Infiltrator (Su)
The pokemon's attacks are able to bypass shields, barriers and effects such as Reflect (ignoring the bonus Defense and DR), Light Screen, Safeguard and Mist.

Absorb (Su, Attack, grass)
The pokemon attempts to absorb some of the target's health. Make a melee touch attack, deals 2d6 points of damage on a successful hit, and the attacking pokemon heals half as much. Useable every 1d4 rounds.

Supersonic (Ex, normal)
The pokemon emits a high pitched screech heard only by the target as a ranged touch attack with range increment of 20 ft, dealing 1d6 sonic damage, and target must make Fort save DC 10 + Con modifier, or be dazed. Failed save by 5 or more stuns the target instead.

Evolve
When the Zubat becomes powerful, and large enough, it can evolve into Golbat. Evolving requires the Zubat eat enough food equal to double its weight, a very dark location that it can be safe in, and 6 hours as it shape changes into Golbat, gains an additional +2 hit points for how many HD it has at the time of evolving.

Advancement
As the zubat gains hit die, it can gain additional abilities (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities), which it keeps upon evolving.
2 HD gains one of the following: Mean Look, Poison Fang, Fly
4 HD gains one of the following: Quick Guard, Air Cutter, Haze, Thief
6 HD can swap ability including from the following: Venoshock, Confuse Ray, Protect
8 HD can swap ability including from the following: Air Slash, Leech Life, Steel Wing
 

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