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
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.
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
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine | Controller |
2 fire-linked Plant medium machine gun | 2d8 | 20 | Ball | 100 ft | A | Linked (2500 rds) | Gunner |
Shredder Roller | 3d6 | 20x3 | Slashing/bludgeoning | Melee | - | - | 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.