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Kronos's d20 Stuff

kronos182

Adventurer
StrongHero

Penetration Talent Tree
The Strong Hero knows an armour's weak points and how use them in order topenetrate its protection.

Penetration: By taking a -1 penalty to his attack roll, the Strong Hero canignore 1 point of Hardness or resistance from the armour the target is wearing.The Strong Hero ignores the resistance that matches the damage type of theweapon he's using.
Improved Penetration: By taking a -2 penalty to his attack roll, the StrongHero can ignore 2 points of hardness or resistance from the armour his opponentis wearing. The Strong Hero ignores the resistance that matches the damage typeof the weapon he's using.
Prerequisites: Penetration
Advanced Penetration: By taking a -4 penalty to his attack roll, the StrongHero can ignore 4 points of resistance or hardness from the armour his opponentis wearing.
Prerequisites: Penetration, Improved Penetration

Fast Hero

Armoured Maneuvers Talent Tree
The Fast Hero retains his natural grace and flexibility even in restrictingarmour.

Armoured Maneuvers: Any light or medium armour worn by the Fast Hero has itsMaximum Dexterity bonus increased by 2 points and Armour Penaltyhalved
Improved Armour Maneuvers: Any heavy armour worn by the Fast Hero has itsMaximum Dexterity bonus increased by 2 points, and its Armour Penaltyhalved.
Prerequisites: Armoured Maneuvers
Advanced Armoured Maneuvers: The improved brought about by Armoured Maneuversand Improved Armoured Maneuvers are furthermore increased by 2 additionalpoints of Maximum Dexterity Bonus.
Prerequisites: Armoured Maneuvers, Improved ArmouredManeuvers.


Tough Hero

Supra Armour Talent Tree
The Tough Hero knows how to move and position himself when wearing armour toincrease its effectiveness.

Supra Armour: The Though hero's Defense bonus from armour he's wearingincreases by one point.
Improved Supra Armour: The Tough Hero's Defense bonus from armour increases byone point. This stacks with Supra Armour, for a total of 2 points ofincrease.
Advanced Supra Armour: The Tough Hero's Defense bonus from armour increases byone point. This stacks with Supra Armour and Improved Supra Armour, for a totalincrease of 3 points.
Prerequisites: Supra Armour, Improved Supra Armour.


Smart Hero

Fast Learning Talent Tree
The Smart Hero learns new things very fast.

Fast Learning: You gain an extra skill point at each new level you attain as aSmart Hero
Improved Fast Learning: You gain an extra skill point at each new level youattain as a Smart Hero. This stacks with Fast Learning, for a total of twoextra skill points.
Prerequisites: Fast Learning
Advanced Fast Learning: You gain an extra skill point at each new level youattain as a Smart Hero. This stacks with Fast Learning and Improved FastLearning, for a total of three extra skill points.
Prerequisites: Fast Learning, Improved Fast Learning

Skill Mastery Talent Tree
The Smart Hero is quick at learning and perfecting newknowledge.

Jack of All Trades: The Smart Hero gains 2 ranks in every Intelligence-basedclass skill that currently has a number of ranks less than one-half his classskill max ranks and 1 rank in every Intelligence-based cross-class skill thatcurrently has a number of ranks less than one-half his cross-class skill maxranks. This talent can be taken up to 3 times.
Versatile Knowledge: The Smart Hero selects a number of cross-class skillsequal to his Intelligence bonus. These skills become permanent class skills.This talent can be taken up to 3 times.

Cyborg Talents
Combat cyborgs arefrightening to fight, but once a hero truly learns to make the metal a part ofhim, he becomes a posthuman warrior with awesome capabilities.

Metal Fist Talent Tree (Strong Hero)
A Strong hero learnsthat his or her prosthetic arm can be used to strike devastating unarmed blows.The hero uses technique and sheer bravery to turn his or her artificial limbsinto maces and clubs. Unlike other talent trees, these require that characterspossess one or more cybernetic attachments.
Prerequisite for alltalents: Prosthetic Arm

Metal Fist: TheStrong heroʼs strikes with his or her unyielding cybernetic limb inflict 1d3points of normal damage instead of unarmed damage (Crit: 20/x2).
Improved Metal Fist:The Strong heroʼs strikes with his or her prosthetic inflict 1d4 points ofnormal damage (Crit: 20/x2).
Prerequisite: MetalFist.
Advanced Metal Fist:The Strong heroʼs strikes with his or her prosthetic inflict 1d6 points ofnormal damage (Crit: 20/x2).
Prerequisites: MetalFist, Improved Metal Fist.

Boost Talent Tree (Strong Hero)
Once a Strong heroʼsadapted to his or her powerful new limbs, he can use a combination of technicalknow-how and biomechanical technique to improve his running and leaping farbeyond the specs of his or her limbs. Wear, tear and fatigue prevent the herofrom boosting his power all the time.
Prerequisite for alltalents: Both the characterʼs legs must have prosthetic replacements.

Boost: The Stronghero adds 5 feet to his or her running speed and +1 to Jump checks. After anumber of rounds equal to his Strength bonus, he or she loses this benefit forone minute.
Improved Boost: TheStrong hero adds 10 feet to his or her running speed and +2 to Jump checks.After a number of rounds equal to his Strength bonus, he or she loses thisbenefit for one minute.
Prerequisite: Boost.
Advanced Boost: TheStrong hero adds 15 feet to his or her running speed and +3 to Jump checks.After a number of rounds equal to his Strength bonus, he or she loses thisbenefit for one minute.
Prerequisites:Boost, Improved Boost.


Dodge Bullets Talent Tree (Fast Hero)
Fast heroes can usecybernetically enhanced reflexes to dodge gunfire. They can't move faster thana bullet, but they can think fast enough to see where the barrelʼs pointing.
Prerequisite for alltalents: any cybernetic device that improves Initiative, Reflexes, Dex orSpeed.
Dodge Bullets: TheFast hero gains a +1 dodge bonus to Defense against gunfire from a singleattacker. The character must designate the attacker at the beginning of theround.
Improved DodgeBullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from atwo attackers. The character must designate the attackers at the beginning ofthe round.
Prerequisite: DodgeBullets.
Advanced DodgeBullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from athree attackers. The character must designate the attacker at the beginning ofthe round.
Prerequisites: DodgeBullets, Improved Dodge Bullets.
Interrupting Shot:On any round where the Fast hero goes before his or her opponent, he or she mayhold her attack until the moment the opponent uses a ranged attack. The Fasthero attacks at the same time, depriving the opponent of his or her Dexterity bonusto Defense.
Prerequisite: DodgeBullets.
Close With theEnemy: By spending an action point, the Fast hero can move to melee range of anopponent before than opponent uses a ranged attack -- even if the opponentwould move before the hero. The Fast hero must be able to move to the opponentand cannot move beforehand. The player declares that he or she is using thistalent when the opponent declares he or she is going to attack. The opponentmay not change his or her action.
Prerequisites: DodgeBullets, Interrupting Shot.
 

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kronos182

Adventurer
Amphibious Assault(General)
You are well trained in amphibious fighting, not only in water, but on boatsand ships as well.
Benefit: When making any attack while in water deeper than your thighs, or whenfighting aboard a boat or other seagoing vessel, you ignore any circumstancepenalties for fighting on uneven terrain.


BATTLE HARDENED[GENERAL]
The horrors of warhave hardened you into a grizzled fighting machine.
Prerequisites: Con15+, Iron Will, base attack bonus +6 or higher.
Benefit: Battlehardened characters receive a number of bonuses. First, you receive a +3 moralebonus to any saving throw or check as a result of a fear effect or any effectthat would cause a break in morale. Second, you gain an +1 hit point each levelyou advance after taking this feat. Lastly, when you suffer enough damage to beincapacitated or killed (even from massive damage), you may take one lastpartial action on your turn.
Battle hardenedveterans tend towards callousness and are bit cold toward you, however,reducing your effective Charisma bonus by 1 for all ability and skill checksexcept
Intimidatechecks.


BREEZE DANCE[GENERAL, FIGHTER]
This fighting stancekeeps you mobile and light on your feet.
Prerequisites: Dodge, Mobility.
Benefit: Using thisfeat requires you to take a standard action to "find your stance."Once in the stance, you may not move more than 10 ft. in a single round lest you lose its benefit. It takes another standard action to enter into the stanceonce again. Once in the stance, you gain a -1 competence bonus to Def vs. melee attacks and a +2 competence bonus to Def vs. ranged attacks.
Special: You maygain this feat multiple times



AidingStrike
Your strikes aid your allies, no matter how well you struck.

Prerequisites:Combat Expertise, base attack bonus +1, Int 13.
Benefit: Wheneveryou make an attack action, you can choose to deal half damage on a successfulhit to benefit an ally with aid another, subject to all the normal restrictionsof aid another. If you miss with your attack action, but your attack result issufficient to hit Defense 10, you instead grant half of your aid another bonusto the ally.

Backline Instructor
“No no, move to theleft!”
Prerequisites:perform (oratory) 3 ranks, Int 13.
Benefit: As astandard action, you may use aid another for an ally within 30 feet, but onlyto help on attack rolls against his opponent or to help with Defense againsthis opponent. Instead of making an attack roll, you make a Perform (oratory)check DC 10. This feat is language-dependent.

Combat Instruction

“If you swing at a72 degree angle, you set yourself up for an easier swing afterward...”
Prerequisites:Lasting Aid, base attack bonus +6, Int 13.
Benefit: When yousuccessfully use the aid another action to help an ally, the ally gains the aidanother bonus on all attack rolls against its opponent or to all the attacksagainst the ally by the opponent, as long as these come before the start of yournext turn. Finally, the bonus you grant with this use of aid another increasesby +1. You may use Combat Instruction a number of times per day equal to 1 +your Intelligence modifier.
Normal: The bonusfrom aid another only applies to the next attack by the ally or against theally.

Lasting Aid

You can help notonly with the next attack, but also the one after.
Prerequisite: Int13.
Benefit: When yousuccessfully use the aid another action to help an ally, that ally gains theaid another bonus to either the next two attack rolls the ally makes or to thenext two attacks against the ally, as long as these come before the start ofyour next turn. In addition, the bonus you grant with this use of aid anotherincreases by +1.
Normal: The bonusfrom aid another only applies to the next attack by the ally or against theally.

Spirit-Boosting Aid
“Give it your all!”
Prerequisites: Heal3 ranks, Int 13.
Benefit: When yousuccessfully use aid another on an adjacent ally in combat against an enemy,that ally gains a number of temporary hit points equal to your Intelligencemodifier plus 1 for every 3 ranks you have in Heal.


Cover Fire
You can place shots to shield your allies in ranged combat.
Prerequisite: Dex 13+, Int 13+, Point Blank Shot.
Benefit: As a full-round action, you can use a ranged attack to give thebenefits of one-quarter cover (+2 Defense, +1 Reflex saving throw) to one ormore of your allies.
If you are using a ranged weapon with a single shot rate of fire, you canprotect only one ally per round. Each round, you can give cover against attackscoming from one direction only. You can use this feat to protect an allyagainst multiple foes in a round, but all the attackers you are providing coveragainst must be within a ten foot by ten foot area; outside this area cantarget your ally without penalty.
You are limited to laying down cover fire against enemies within your weapon'smaximum range. You can only provide cover against attackers on the sameplane-no more than ten feet higher or lower than your position. Your ally mustmove at least one-half his or her maximum normal (non-running) move during theround to gain the benefits of this feat. If you are using an automatic weapon,you can protect a number of allies per round equal to your Dexterity modifier(if positive-minimum of one). You can grant your allies cover against attackerswho fall within a twenty foot by twenty foot area. All the other limits of thefeat as described under using a single shot weapon apply.
Using this feat requires you to expand the same amount of ammunition as if youhad made a normal attack.
An attacker can negate the effects of this feat by evading your fire. Doing sorequires a successful Reflex saving throw against a DC equal to 10 + your baseattack bonus + your Dexterity modifier (if positive). Each attacker must rollseparately to evade cover fire.

Disarming Shot
You can disarm an opponent by shooting the weapon out of hishand.
Prerequisite: Base Attack +6, Personal Firearms Proficiency, Point Blank Shot,Precise Shot.
Benefit: You can target a weapon with a ranged attack. A large weapon has aneffective Defense of 18. Each size category below large increases the weapon'sDefense by +1. A weapon that has been struck by your disarming shot becomesbroken and useless.

Grazing Shot
You can throw an opponent off-balance with a ranged attack, even if you fail tostrike the target.
Prerequisite: Dex 15, Base Attack Bonus +3, Precise Shot.
Benefit: If one of your ranged attacks misses a target by the exact amount ofthe target's Dodge bonus, the target must succeed on a Reflex saving throwagainst a DC equal to 10 + your base attack bonus. Failure indicates the targetsuffers a penalty to initiative equal to the minimum amount of damage asuccessful attack would have inflicted (ie an attack that delivers a 2d6 hpdamage would impose a -2 penalty). If the target has already acted in the roundthe initiative penalty applies the beginning of the nextround.

Mozambique Drill
You can fire a trio of well placed shots at an opponent.
Prerequisite: Base Attack Bonus +2, Personal Firearms Proficiency, Point BlankShot, Double Tap.
Benefit: When firing at a target within 30 feet using a firearm in single-shotmode with at least three bullets loaded, the character may fire a Double Tap tothe torso and a follow up with a shot to the target's head. This maneuver isexecuted as a single attack against a single target. The character receives a-2 penalty on the attack roll, but deals +2 dice of damage. For example, afirearm that deals 2d6 points of damage deals 4d6 instead. A Mozambique Drillexpends three bullets and can only be done if the weapon has three bullets init.
Normal: A character without this feat is unable to execute a Mozambique Drill.Treat any attempt as a normal Double Tap that expends three bullets. Theadditional bullet is wasted.
Special: This feat will work with all pistols, submachine guns, and rifles withat least three rounds loaded and shooting in semiautomatic mode. Guns firing inautomatic or three round burst mode, and shotguns cannot be used to execute aMozambique Drill.

One-Handed Reload
You can reload a weapon even if your other hand is occupied orpinned.
Prerequisite: Personal Firearms Proficiency, Quick Reload.
Benefit: You can reload a semi-automatic handgun (or a revolver, if you areequipped with speed loaders) as a free action, even if you are holdingsomething in your free hand. You can reload two semi-automatic handguns as apartial action. Reloading a revolver one-handed is a moveaction.

Stand and Deliver
You can elect to sacrifice mobility for accuracy when making rangedattacks.
Prerequisite: Precise Shot.
Benefit: When using the attack action or the full attack action in rangedcombat, you can take a penalty of up to -5 on your Defense and add the samenumber to your ranged attack roll (up to +5). The bonus to your attack roll maynot exceed your base attack bonus. These changes to your attack rolls andDefense score persist until the next round. The bonus to your attack roll isconsidered a circumstance bonus.

Up Close and Personal
Your ranged attacks have a better chance of scoring a critical hit at veryclose range.
Prerequisite: Base Attack Bonus +3.
Benefit: When you make a successful ranged attack roll against opponents withinten feet the critical threat range of your weapon is increased by +1. Forexample, a Glock 17 would threaten on 19-20, instead of only on a 20.


AimingCritical
Prerequisites: Dex 13, proficient with ranged weapon
Benefit: When you score a critical hit with a ranged weapon, you gain a +2bonus to ranged attack rolls against the target until the end of your nextturn.

Assuring Critical
Prerequisites: Wis 13
Benefit: When you score a critical while there are no other enemies adjacent toyou, you gain a +2 bonus to Will saves and a +2 bonus to damage rolls until theend of your next turn.

Critical Expertise
Prerequisites: Weapon Focus in selected weapon.
Benefit: Choose a weapon that you have Weapon Focus for, when you score acritical hit with that weapon, you deal an extra 1d6 points ofdamage.

Critical Retreat
Prerequisite:: Dex 13 or Int 13
Benefit: When you score a critical hit while wearing no armour or light armour,you can move 15 feet as a free action.

Imposing Critical
Prerequisite: 2 ranks in Intimidate
Benefit: When you score a critical hit, you can make an Intimidate skill checkas a free action, with a bonus to the check equal to the damage dealt. Ifsuccessful, the target is shaken.

Inspiring Critical
Prerequisite: Cha 15
Benefit: When you score a critical hit, all allies with line of sight within 30feet of you gain a +2 moral bonus to attack rolls.

Power Critical
Prerequisite: Str 15, Power Attack
Benefit: When you score a critical hit with an attack that you made using thePower Attack feat, the critical multiplier is increased by 1. Example, a highfrequency sword normally deals x2 damage on a critical, with this feat, on apower attack, the critical multiply would be x3.

PilotReactive Dodge

You've been in so many dogfights that dodging incoming fire has become secondnature.
Prerequisite: Starship Operation (Ultralight or Light), Starship Dodge, ORAircraft Operation (helicopters, fighters ((jet or prop))), any aircraftrelated dodge feats if any.
Benefit: As long as you are aware of an attack, made easier with equipment suchas missile lock alert and similar systems, and piloting an ultralight, or evensome light sized starships (corvette, frigate and small fast destroyers), youcan attempt to do a last minute jink to move out of the way. Make a Pilot checkas if the pilot was performing the jinking maneuver (d20 Future Tech pg 38),adding the bonus to Defense and the penalties to attack rolls, with anadditional -2 penalty to attack rolls for the rest of the round. This can bedone using up one of the pilot's attack of opportunities.


FortifyingPower
Positive energy you cast fortifies your body.
Prerequisite: Ability to cast positive energy spells, Con 12, spell castingability with stat of at least 12.
Benefit: When casting, or using an ability that uses positive energy, such ashealing spells, you gain temporary hit points. You gain half as many hit pointsas the spell or ability heals/damages plus your spell casting ability modifier.If the spell or power doesn't heal or deal damage, you instead gain half yourspell casting level plus your spell casting ability modifier in temporary hitpoints.
 

kronos182

Adventurer
Maneuver Options
These are alternateways to use some normal actions, or something extra while performing anaction.

Crazy Legs Charge

A character usingthe charge action can move farther by taking a penalty to his attack roll. Acharacter can move up to his speed in additional movement during the charge,but each extra 5 feet requires him to suffer a cumulative –2 penalty on hisattack roll.

Knock Down
A character canattempt to knock down a foe with a particularly hard strike, but he must take a–4 penalty on his attack roll. The resulting attack, if it hits, must inflict20 points of damage or more in a single melee attack against a creature of thesame size or smaller before the character can try to knock down the foe. Eachdifference in size larger than the character must increase the damage in asingle blow by +10 per size category larger. To knock down the foe, theattacker makes an immediate Strength check opposed by the foe’s Strength orBalance check; on a success, he knocks down the foe. The foe gains a +4 bonusfor every size category he is larger than Medium or suffers a –4 penalty forevery size category he is smaller than Medium. The foe gains a +4 bonus if hehas more than two legs or is otherwise more stable than a normal humanoid (suchas a dwarf). A knocked-down foe stays in the same square but falls prone. Toknock down a foe without making an attack, use the standard trip rules.

Throw
If a character hasan opponent grappled, he can use a standard action to attempt to throw hisopponent into an adjacent square, where he will land prone. The opponent mustweigh less than the character’s heavy load. The character and his opponent makeopposed grapple checks, and if the character succeeds, he throws the opponent.If the opponent wins, however, he breaks the grapple, is not prone, and canimmediately readjust to any adjacent square he wishes (or stay in the samesquare).

Turning Charge
A character usingthe charge action can make one turn during the charge (rather than just movingin a straight line). However, he must make a Balance check (DC 12) or, at the
point of the turn,he falls prone and his turn ends. Further, the prone character suffers a –4penalty on his attack roll (with the +2 bonus for charging, the net is –2) anda further –2 to his Armor Class (for atotal of –4 with the charge).





NEW STARSHIPACTIONS

BLINDSIDE
As a move action thepilot maneuvers his ship into a position so that his target cannot see or shoothim. The vehicles must be within one square of one another, and the blindsidingvehicle must be the same size or smaller. The character makes a Pilot check,opposed by Pilot check by the pilot of the opposing vessel. If the character issuccessful, they may choose one of the enemy ship’s weapons – until thecharacter’s next action his ship cannot be targeted by that weapon.


ELECTRONICCOUNTERMEASURES
As a standardaction, a character may use an array of electronic countermeasures to enhancethe stealth of his vessel, baffling enemy sensors and masking their ownsignature. The character makes a Computer Use check. For every 5 points bywhich the check exceeds 10, anyone attempting to detect the vessel incurs a -1penalty to do so. This penalty lasts for one round.


INTERCEPTCOMMUNICATION
As a standardaction, characters with access to communications equipment may attempt tointercept the communications of another vessel. The DC for the Computer Usecheck is 20 or the result of the enemy counterpart’s Computer Use check,whichever is higher. If successful, the character may listen in to the enemycommunication onboard the target vessel until the interception is noticed andprevented. An opposing communication officer may not realize communications arebeing intercepted. Communications that have been scrambled must be unscrambledwith a separate check.

 

kronos182

Adventurer
New Use ofSkill
Pilot (Dex)
You can pilot remote aircraft, such as UAVs, performing any special moves anaircraft of similar type can, however suffer a -2 due to not being physicallyin the UAV.
Special: If you have the Aircraft Operations: Remote Drone feat, you can useany aircraft related feats you have.

Aircraft Operations: Remote Drone
You are skilled at piloting remote drones, negating the -2 to pilot checks.Plus you can use any aircraft related feats while controlling a UAV or drone.





New Conditions


Here are somepossible new conditions to use during combat or othersituations.

Brittle

This condition isusually only applied to objects, robots, vehicles, weapons, ships, cyberneticand equipment. An affected item is structurally weakened, usually caused bybeing exposed to something, such as extreme cold, certain types of radiation,and other sources. Brittle objects have their hardness/DR reduced by half, andsuffer 50% more damage from kinetic energy attacks (bludgeoning, piercing,slashing, ballistic). Also kinetic energy attacks have their critical threatranged increased by 1 against a brittle target.

Dizzy
The effected has suffered a blow that makes them dizzy, such as a critical hitto the head, falling from a great height, or some psychic attacks. The effectedsuffers a -1 to attack, Reflex and Balance and Climb checks. This condition typicallylasts 1 round.

Exposed
An exposed character leaves themselves open to attacks of opportunities.Actions that normally do not provoke an attack of opportunity now do, such asexceptionally powerful melee attacks or being tripped by an invisibleopponents. GM's digression, a Power Attack using all of the character's BaseAttack Bonus for damage could qualify to make the character exposed. Typicallylasts 1 round.


Off-Balance
The character is off-balanced, reducing reaction times and balance. Thecharacter is suffers -2 to Initiative, Reflex, Balance and Climb checks. Thecharacter also can not make attacks of opportunity. This is usually caused bythings like failing Balance checks by more than 5 points, or being tripped orfrom falls.

Slowed
The character is slowed, although not by magic, usually by suffering an injuryto their legs (or other limbs used for movement), suffering from extreme coldexposure (such as from powerful cold attacks), or other similar effects. Thecharacter suffers 10 ft to speed, -2 to Initiative, Reflex and loses one attackon a full attack if they have multiple attacks perround.

Staggered
The character suffered a powerful or unexpected blow, such as from a criticalhit or from a surprise attack from a concealed or invisible opponent. Thecharacter does not get any bonuses from Dodge or other dodge bonuses toDefense, nor their Dexterity bonus to Defense and Reflex saves suffer -2.

Tenderized
This condition isapplied only to organic creatures and objects, including undead. This conditionis applied when the organic target has taken significant damage that softens upthe tissue, making it incredibly vulnerable to slashing and piercing attacks,which deal +50% more damage, and critical modifier is increased by 1. Thiscondition can be applied after the target has suffered large amounts of damagefrom concussion, sonic or bludgeoning damage. GM discretion of what considerssignificate amount, but enough that beats Massive damage threshold, or 25% oftotal HP from a single attack or in the same round could be consideredsignificant.

Weakened
Weakened characters are unable to make use of their full Strength, feeling weakand feeble. The character has their Strength temporarily reduced by -2, liftingcapacity reduced by 25%. This condition can be applied if the character had tomake multiple Strength checks (at least 3 over the course of 5 rounds or 30seconds), been bed ridden for at 3 days or more, or suffered an attack that hadrecently drained their Strength or Constitutionabilities.

Winded
A winded character is a bit out of breath and close to being fatigued, usuallycaused by exerting themselves a little too much, or have had only half thenecessary rest time to remove the fatigued condition, about 4 hours ofuninterrupted rest. A winded character suffers only a -1 penalty to Strengthand Dexterity, and on a full attack action, only can use half the number oftheir attacks. A winded character can attempt to run or use all of theirattacks in a rounds, but becomes immediately fatigued after the action.
A winded character needs 4 hours of complete rest to not be windedanymore.
 

kronos182

Adventurer
Skinsuits

Designed originally as a somatic interface for power armor and some mechs, and as the inner integral pressure-lining ‘body glove’ of EBA (Environmental Body Armour), these conformal ‘bodystocking’ provided an added degree of protection against penetrating shrapnel, skin-contact toxins, corrosives, burns, as well as some insulation against environmental extremes. The light plastic fabric was also quite comfortable, being ‘breathable’ under normal conditions, passing out sweat without compromising environmental protection, and providing added muscle support (female wearers have compared it to a ‘full-body sports bra’, but many men prefer to add a kevlar groin-cup or armored athletic supporter when wearing these suits). These protective features made them popular as a type of concealed protection. Skinsuits cover a person from neck to their toes and fingers, form fitting and flexible, almost like a second skin.
The original design was intended as a pilot interface device, incorporating a tracery web of sensors which pick up the motions of the wearer’s muscles and translate them to the artificial muscles in the armor being worn. Combined with the linear truss biofeedback ‘tensors’ that translate pressure picked up by surface sensors inthe armor into reciprocal pressure on the appropriate parts of the operator’s body, these sensors contributed to the dramatic agility and responsiveness of power armours and mechs.
Besides the standard military version used for its intended purpose, several variant designs are available.

SkS1 Interface Skinsuit (Late PL5-PL6)
Type: Skinsuit/Concealed/Interface
Equipment Bonus: +1
Nonprof. Bonus: +1
Max Dex: +10
Armour Penalty: 0
Speed (30 ft): 30 ft
Weight: 3 lbs
Purchase DC: 17
Restriction: Mil (+3)
Notes: Grants +2 to Fort saves against extreme heat or cold environments,grants DR 3 against piercing, bludgeon, slashing, falling and concussion damage.

When used with Power Armours or mechs, grants +1 to Reflex and Pilot checks. Negates a mech's Dex penalty for fine skills requiring fine manipulation due to the feed back and interface systems.
Does not require any armour feat to use.

SkS2 Skinsuit (PL6)
The SkS2 Skinsuit removes the interface systems and improves the level of protection provided without impairing mobility or the ability to wear it under normal clothing.Used by military police, police and security forces to provide concealed added protection.

Type:Skinsuit/Concealed
Equipment Bonus: +1
Nonprof. Bonus: +1
Max Dex: +10
Armour Penalty: 0
Speed (30 ft): 30
Weight: 5
Purchase DC: 18
Restriction: Lic (+1)
Notes: Grants +2 to Fort saves against extreme heat or cold environments,grants DR 5 against piercing, bludgeon, slashing, falling and concussion damage.


SkS3 Skinsuit (PL6)

The SkS3 is a modified version of the SkS2 repurposed for use in space. A thicker press-girdle lining, includes boots, gloves and a simple full head sealable helmet, and includes a small oxygen supply of 4 hours. The suit also includes basic radiation protection similar to EVA suits used by early astronauts, only much thinner but just as effective. The suit is designed with hookups for additional life support systems, such as larger oxygen tanks. A simple HUD that displays suit integrity, power (up to 24 hours keeping the wearer warm and oxygen flowing if there is enough for that time), and oxygen levels with estimated time of breathable air left. The suit is designed so that it can accept and power future system additions, such as a simple space flight/jetpack, low level magnetic or particle fields, and such devices. Each minute of powering such a device uses up 1 hour of suit power. Additional power packs can be attached.
Mounted on the waist and arms are connectors for cables for anchoring to ships, or hanging tools.The helmet and left arm mount LED spot lights, with the helmet shining light in a 60 foot long cone, while the arm mount can light a 30 foot long cone, or a 60 foot long 5 foot wide area. The boots can also be magnetized to allow for safe walking along the outside of a ship or station.
This version removes the armour interface system, but can be added, increases the PDC to 22 and changes restriction to Restricted (+2) and can be used for armours, mechs and even space fighter craft.

Type:Skinsuit/Concealed
Equipment Bonus: +2
Nonprof. Bonus: +1
Max Dex: +10
Armour Penalty: 0
Speed (30 ft): 30
Weight: 12
Purchase DC: 22
Restriction: Lic (+1)
Notes: Grants +2 to Fort saves against extreme heat or cold environments,grants DR 3 against piercing, bludgeon, slashing, falling and concussion damage. +4 Fort save against radiation. Sealed and usable in space.


SkS4 Skinsuit (PL 6)
This version of the suitsuit is similar to the SkS2, only designed for underwater operations. It includes a streamlined helmet with a rebreather. The suit can deploy 'angelwings' from the back, ribcage and legs, made from a special bio-plastic, and act as gills, allowing the wearer to remain underwater nearly indefinitely, breathing gases diffused from the water. The wings/gills quickly fold up into special seams and pockets when not used (as a move-equivalent action, but can be done as part of a move action of just walking). The helmet includes lights similar to the SkS3, lighting up a 60 foot long cone area. The gills are susceptible to pollution in the water, and in an event of polluted waters, the suit does contain a 2 hour supply, which the gills replenish when empty. After being in polluted waters, the gills will need to be flushed, a simple process of having the suit in clean water and activating the flush system, which takes 1 minute, during which the user will need to use the stored air, or have their head out of the water.

Type: Skinsuit/Concealed
Equipment Bonus: +2
Nonprof. Bonus: +1
Max Dex: +10
Armour Penalty: 0
Speed (30 ft): 30
Weight: 12
Purchase DC: 21
Restriction: Lic (+1)
Notes: Grants +2 to Fort saves against extreme heat or cold environments, grants DR 3 against piercing, bludgeon, slashing, falling and concussion damage. 2 hour emergency oxygen supply, -2 Fort saves in polluted waters when emergency air supply used, +2 Swim checks from webbed fingers, deployable fins and angel wings/gills.

Angel wings/gills deploy and retract as move equivalent action.

Skinsuit Options
A few options are available for all skinsuits.

Light Pads
Fits the Skinsuit with special fluorescent panels, bright enough to read by, for either utility or presentation purposes. Each pad is two by two inches.
PDC 4 per pad.

Shock Resistance
This incorporates special strips of superconductor that dissipate shock weapons and energy-stun weaponry, granting +4 to Fort save to resist being Stunned, and Electricity Resistance 2.
PDC: +3

Thermal-Stealth
Breaks up the Infrared/Thermographic signature of the wearer. Available ONLY to military and police registered Skinsuits. Infrared and Thermographic sensors are -4 to checks to detect the skinsuit wearer.
PDC: +2

Grease-Sheen
This feature bonds a low-friction outer laminate to the outside of the suit that has a (near) permanent oily sheen and extremely slippery feel to it, like graphite. This allows the wearer to easily slip through tight openings or bonds (+2 Escape Artist), and opponents will have a hard time holding onto the suit (+2 against being grappled). Because the coating does erode (typically only lasts through about 5 days of hard use) it must be periodically sprayed with a refinishing treatment.
PDC: +1 to armour cost initially, PDC 12 per ‘refinishing’ treatment, needed approximately every 5 days of heavy use (each 'day' is about 5 or more Escape Artist or Grapple checks made).

Kinetic Gel Padding
An attempt to correct the weakness of Skinsuits against blunt force trauma, this feature adds a layer of ‘smart’ kinetic-sensitive gel to the suit, plus artificial myomer strands. When being hit by something, such a club or wall, the gel goes from a fluid state to a thick state, cushioning the impact, dissipating impact energy,and swelling up to protect critical portions of the anatomy, such as the neck,elbows, knees, and pelvis. Kinetic Gel Padding increases Damage Reduction for Bludgeoning, concussion and falling damage to 10.
PDC: +3

Laser Resistance
Special reflective foil coating and superconductive fibers grants DR 5 to lasers, and it looks really cool too, a skintight metallic lame. CANNOT be combined with Thermal Stealth or Grease-Sheen, though Light Pads may be added on top of it. For every 5 points of slashing or piercing damage the wearer suffers that goes over the base suit's resistance to slashing and piercing reduces the DR to lasers by 1.
PDC: +4

Res: Mil +3
 
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kronos182

Adventurer
Beryllium
A chemical element with symbol Be and atomic number 4.It is a relatively rare element in the universe, usuallyoccurring as a product of the spallation oflarger atomic nuclei that have collided with cosmic rays.Within the cores of stars beryllium is depleted as it is fused and createslarger elements. It is a divalent element which occursnaturally only in combination with other elements in minerals. Notable gemstones which contain beryllium include beryl (aquamarine, emerald) and chrysoberyl. As a free element it is asteel-gray, strong, lightweight and brittle alkaline earth metal.
Used mainly inalloys to add heat and corrosive resistance as well as elastic properties aswell as improving the alloyed metal's strength, while remaining light weight.Beryllium has several times been experimented with as a form of armour, butwhile it is strong, its brittleness has limited its use to other more usefulindustrial purposes. As science has advanced in metallurgy, beryllium has beenused as an additive to some armour material for use of protecting commercialand military craft from corrosive atmospheres, especially with gas mining fromsome gas giants, and improved heat resistance, especially for work onexceptional hot planets.

Beryllium EnhancedArmour
Metallic armour canbe enhanced with beryllium, granting it acid resistance. However this requiresBeryllium enhanced armour to be added upon construction, or have the originalarmour completely removed and replaced with the beryllium enhanced version. Armoursthat grant bonus to defense (personal armour, vehicle armour, mech armour, etc)grants Acid resistance equal to Defense bonus x 1.5 (eg: Defense bonus +8grants acid resistance 12), and fire resistance half the Defense bonus. If thearmour already grants fire resistance, the fire resistance only increases by1/4 the Defense bonus. For armours that grant Damage Reduction, grants half DRas acid resistance.
Also environmentaldangers that cause acid or fire damage are reduced by half, and require doublethe normal time to cause damage (for example: corrosive nebula or atmosphericgases that deal damage every round deal damage every two rounds and half as much),also halves damage from planetary re-entry.
PDC: +4 to metallicarmour only.
Requires completereplacement of armour, or only added during construction.

Beryllium AblativeLayer
A cheaper method ofgranting an object the corrosive resistance of beryllium without completelyreplacing the armour or plating, however it is short lived. A lightberyllium-iron or aluminum plating is added. Vehicles, mechs, ships and largeobjects gain acid resistance 20, fire resistance 15 and environmental aciddamage deal half damage taking twice as long to cause damage, and half damagefrom atmospheric re-entry. But for every 10 points of damage from any othersource (ballistic, concussive, etc) removes 1 point of acid and fireresistance. For personal armour, grants acid and fire resistance 10,environmental damage from fire and acid deal half damage, and gains +4 to Fortsaves from environmental acid and fire conditions (such as heat exhaustion fromhigh temperatures). For every 5 points of damage from other sources reduces theresistances by 1. Once the resistances are reduced to 0, the layer is so badlydamaged that it has effectively been destroyed and removed from the protectedobject.
PDC: 14 +1 per sizecategory (starship types count as a size category).
 

kronos182

Adventurer
CAS2
The CAS2, or Crystal Augment Suit is a set of heavy armour which is designed toprotect, and also augment the user's abilities. The CAS2 is similar to theCAS1, but has heavier armour, making it somewhat larger, but has more weaponsand a larger energy supply. The suit is a set of full body armour including ahelmet, designed in a sleek manner with no sharp edges, and a slight glossyfinish to the plastic like surface. Along the outside of the arms and legs, anda bar over each shoulder is a panel which lights up when certain features areactivated. What makes the suit so revolutionary, and expensive, is the crystalsthat are embedded in the entire suit, as well as the crystalline battery. Usingthe piezoelectric properties, as well as energy storage, refraction anddistribution of energy of various types of crystals, the CAS2 is able to usevarious types of energy, kinetic and from weapons' blasts, to power itsfeatures.
The crystal battery is used to store energy, which is created when the usermoves, as the embedded crystals flex and create an electrical charge. Thisenergy is used to power the sensors, as well as the two built in rangedweapons, a laser and an electric blaster which also has a stun setting, theelectric discharge for melee strikes as well as a defensive field.
When the suit is struck by an energy attack, such as a laser, or plasma blast,that energy is converted into kinetic energy, which is shunted to the suit'sservos, giving the user added strength and burst in speed for a shorttime.
The CAS2 has basic sensors, light amplification, night vision, HUD, militaryradio with programmable encryption protocols, and programmable IFF system, andsimple targeting system. Also built into the helmet is an air filter and anattachment for an external air supply. Mounted on the right arm is a laser, andthe left mounts the electric blaster. Both hands are reinforced and includeelectric nodes which discharge on impact. Mounted on the back is a jet pack,with maneuvering thrusters in the lower legs for bettermaneuverability.
The defensive field, when activated, is only noticeable by a slight electrichum and the light panels softly glow a light blue. When a projectile or energyblast would strike the user, a bolt of electricity strikes it in an attempt todeflect, dissipate, or destroy it. The field also aids in dissipating areaeffect attacks, such as grenades. Creatures that come within melee range whilethe field is active will also be struck by bolts of electricity, as long as thefield is activated. Unfortunately the field uses up a fair bit of power, andthe light panels briefly flash a brighter blue when the fielddischarges.
When the suit is struck by an energy blast, the panels briefly flash red, asthe energy is absorbed and shunted to the servos.
Due to the nature of the crystals embedded in the skin of the armour, it isimmune to lasers of any kind, and offers some additional protection againstother energy types. Although the suit will absorb the energy of an attack, andprotect the user against some of the damage, it won't save them from the fullforce of weapons like plasma rifles or particle beam weapons, only lessenthem.
While the defense field is activated, the suit's ability to absorb energy isnegated as the electrical discharge prevents the suit from absorbing theenergy.
These suits were not built for stealth, as the light panels and when thedefensive field is activated make for a rather flashy spectacle on the battlefield.



CAS2 (PL6 Heavy Armour Proficiency)
Type: Heavy Tactical
Equipment Bonus: +7
Nonprof. Bonus: +3
Str Bonus: see note
Nonprof Str Bonus: see note
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 20 ft also see note
Weight: 35 lb
Purchase DC: 37
Restriction: Mil and rare (+4)
Notes: Battery has 90 charges. When the user moves 10 feet, 1 charge isrecharged. Each discharge of the weapons, either the laser, electric blaster orthe melee discharge uses one charge. Each round the jet is used uses 2 charges,the sonic cannon uses 2 charges. Targeting system grants +2 to strike withranged weapons.
Defensive Field: The defensive field uses 3 charges per round of activation.The user can use any of the weapons built into the suit while it is activated,and can recharge the battery by moving. The field provides a +4 Deflectionbonus to Defense and a +3 bonus to Reflex saves against energy area attacks.The field also provides a DR3 to attacks that still strike the user as theelectrical bolts have dissipated or somewhat deflected or burned away part ofthe projectile or energy blast. The bolts will ignore lasers and electricalattacks as the user is immune to them.
Laser Immunity: The suit is immune to laser weapons of any type, from standardto UV, blue-green frequency, x-ray and HI lasers. The energy absorbing abilitystill works against lasers, the user takes no damage.
Electricity Immunity: The suit is immune to electrical based attacks. Theenergy absorbing ability works with electricity, the user takes no damage.

SonicImmunity
Energy Resistance: The suit has a blanket energy resistance 5 which works forfire, unspecific energy and weapons like plasma, ion, particle beam weapons,etc.

Sonic Immunity: TheCAS2 is immune to sonic attacks, but can absorb the energy to enhance the suitsystems.
Energy Absorbing: The CAS2 has improved and altered energy absorbing systems.The user can select which systems can be enhanced by the absorbed energy. Every5 points of energy damage the user would take (any energy, fire, electricity,sonic, cold, unspecific) except for acid damage can be used to use one of theenhancement choices:

1) Strength and LandSpeed boost. The suit provides +2 Strength and +10 feet to speed for 1 round.Can be added up to 5 times.
2) Fly Speed boost.The jet pack can be overcharged and gains +10 feet to speed for 1 round. Can beadded 5 times.
3) Boost WeaponDamage: Add +2 to weapon damage. Can be added up to 4 times for the nextattack, must be made by the next round.
4) Recharge Battery.Recharges 1 charge in the battery.
Built in Weapon: Laser Rifle: standardlaser rifle built into the right arm, 3d8 fire, 20, 60 ft range incr, S/A, uses1 charge per shot.
Electric blaster: 4d4 electricity, 20, 60 ft range incr, S/A, 1 charge pershot, stun setting Fort Save 14, stunned for 1d4+1 rounds.
Melee Discharge: Reinforced gloves act as set of brass knuckles that deallethal damage on unarmed strike, also add +2d4 electrical damage to meleestrike, uses 1 charge.

Jet Pack: Instead ofusing fuel cells, this jet pack is electrically powered using powerful turbofans in the back, with two smaller ones for maneuverability built into thelower legs. Each round of flight uses 2 charges. The jet pack provides flyspeed of 60 with good maneuverability. Instead of full flight, the jet pack canbe used for jet assisted leaps, able to make jumps up to 30 ft up or acrosswithout achieving flight, granting +5 to Jump checks. Each jet assisted jumpuses 1 charge.
Sonic Cannon:Mounted on the right shoulder is a sonic cannon with two settings. The primarysetting is a potent line of sonic energy, with high damage, targets must make 2Fort saves, first one DC 20 or be stunned for 1 round, successful save thetarget is only dazed for 1 round. The second Fort save DC 15 or be deafened for1d4+1 round. The second setting is a wide arc area attack, good for affectingmultiple targets. All within the area must make a Fort save DC 14 or bedeafened for 1 round. Targets with ear protection are immune to being deafened.
Integrated equipment: Air filter (+4 Fort save), helmet mounted light, militaryradio, HUD, hook up for external air supply, IFF system (outlines friendlytargets with broadcasting IFFs in a blue outline, broadcasting enemies in red),darkvision 90 feet, low-light vision, suit diagnostic system (notifies whenairborne toxins detected, and if filter is insufficient, external air supplylevel if attached, battery level, notifies when energy absorbing system ispowered and for how long), jet pack.

Weapon
Damage
Crit
Dam Type
Range Incr
Rate of Fire

Laser Rifle
3d8
20x2
Fire
100 ft
S/A

Electric Blaster
4d4
20x2
Electricity
60 ft
S/A

Melee Discharge
+2d4
20x2
Electricity
Melee


Sonic Cannon Focused
5d6
20x3
Sonic
100 ft long 5 ft wide line
S
Ignores 3 Hardness/DR
Sonic Cannon Wide
3d6

Sonic
50 ft long cone
S





CWPG2
While CrystalsWorks' CWPG1 is a success in portable power generators for outdoors folks, oras an emergency power system, it wasn't as big of a success as they had hoped.To gain a better market share of power generating market, Crystal Works tookpart of the power generating system from their CAS1 and CAS2 armours to createa simple system that a user can wear and recharge their weapons and providepower to several smaller devices. The CWPG2 consists of an adjustable frameworkthat fits around most military or hiking style boots and lower legs of mosthumanoids, up to 10 feet in height, connected via wires that clip to the backof the user's legs to a heavy belt with a battery pack with two universalconnectors on the back and two holsters for holding a standard power pack each.The battery can provide power for two devices, such as hand held sensors,tools, etc, or powering similar devices in helmet or armour for 12 hours beforerequiring recharging.
As the user walks,one charge for a power pack put in the holsters or 30 minutes for the batteryis recharged for every 100 feet the user walks.
While the base unitcomes with a frame worker that fitsaround boots the user owns, CW also sells their own boots that are designed touse with the system, which are slightly more efficient in generating power.With the boots, the distance walked is only 75 feet for every charge in powerpack or 30 minutes for the battery.
PDC: 23, 24 with CWproduced boots.
 

kronos182

Adventurer
Shield Rules

In RAW, shields canonly be restored by an engineer, or other crew member, taking an attack actionto make a Repair check DC 15 to restore a number of HD to shields equal totheir Intelligence bonus, not exceeding the normal maximum. On small crewships, such as fighters, the crew may not have time to make repairs whiletrying to evade enemy fire.
An optional rule forshields is that they automatically, although slowly, regenerate hit points ontheir own. Most shields can regenerate 1 HD (20 hit points) to shields every 5rounds (30 seconds), due to the power drain of maintaining the current shieldlevel and regenerating slowly.
This shieldregeneration rate can be improved with the normal Repair check DC 15, whichwould stack with the normal shield regeneration on that turn, but the Shieldrestoration action can be made at any time.

Modulate Shields
As a standardaction, the engineer, or other crew member, can modulate the shields to betterreside damage from a specific source, or type of weapon, with a Computer Use DC18, after using the sensors to scan the weapon that the shields are to bemodulated for, requiring the use of the sensors and a Computer Use 30. This DCcan be reduced by 1 for every attack that successfully struck the shields thatdidn't bypass them (such as a critical hit). Modulating the shields only worksfor the type of damage they can protect against, so a particle shield can notbe modulated to protect against ballistic weapons. Once the shields aremodulated, attacks from that weapon deal half damage, and critical strikesdon't bypass the shield, damaging the shield instead. Note that the modulationonly works against specific weapons, thus if a target is attacking a ship withlasers, and the targeted ship successfully modulates the shields to the lasers,another ship with a plasma cannon that attacks in the same encounter isn'tprotected against in the same way, with it dealing normal damage. The same fordifferent ballistic weapons, modulated against a railgun won't protect againsta gauss cannon in the same attack.
Modulation lasts aslong as the shields are raised, but once they are depleted, or shut down, themodulation must be done again, requiring both the sensor scan and modulationComputer Use checks.

Expend Shields
The shields can beextended out to protect an allied ship that is close by. The allied ship mustbe in the same square, or in the adjacent square, for those that are too big,and the ship to be protected must be the same length or smaller. The engineer, orother crew member must make a Computer Use check DC 20, and both ships mustremain close together the whole time the shields are extended. The protectedship now enjoys the benefits of the protecting ship's shields, but can notraise its own shields, if it has any, however the shield strength is reduced by25% while extended.
If the protectedship moves away from the protecting ship while the shields are still up, theship will suffer 1d4/hit die of total shield HD of the protecting ship, and theprotecting ship's shields suffer the same damage.

Shield Gadgets
A number of gadgetsare available for shields, improving their performance. These can be used withother types of shields, light, heavy, advanced, etc, and some of these can becombined for truly powerful shielding.

Improved ShieldRegeneration Speed
The shield'sregeneration speed is improved to 1 HD (20 hit points) every 2 rounds.
PDC: Shield PDC +1

Advanced ShieldRegeneration Speed
The shield'sregeneration speed is improved to 1 HD (20 hit points) every round.
PDC: Shield PDC +2

Improved ShieldRestore Rate
The shield is ableto restore 2 HD (40 hit points) when it regenerates (normally every 5 rounds).
PDC: Shield PC +2

Advanced ShieldRestore Rate
The shield is ableto restore 3 HD (30 hit points) when it regenerates (normally every 5 rounds).
PDC: Shield PC +3

Regenerative Shields
Regenerative shieldsare potent shielding, able to restore quickly, but the amount it regenerates isa bit more variable than others, and the Restore Shields action is a littlemore difficult, increasing the Repair dc to 20. Regenerative shields regenerateat a rate of every 1d4 HD (20-80 hp) every other round.
PDC: Shield PDC +5

Shield Capacitors
Shield capacitorsare energy reserves connected to the shield generators that can quickly restoreHD to shields, but once used, they take time to recharge. As a free action, anycrew member, on their turn can activate a shield capacitor, using all of thestored power, so if the shield capacitor stored energy would go over theshield's normal maximum, the extra energy is wasted.
Shield capacitorscome in various sizes, with some restricted to larger sized ships. Each HD forshields is 20 hit points, regardless of the type of shield they are connectedto. Installing a shield capacitor has the same Repair DC and time as the type ofshield it is being connected to. Multiple shield capacitors can be installed, 3taking up a defensive equipment slot. Only one shield capacitor can beactivated by a crew member, however if the ship has multiple capacitors andseveral crew members, each crew member could activate a capacitor on theirturn.
PDC: 1 HD 15, 3 HD17; min ship size gargantuan: 5 HD 19 , 7 HD 21, 9 HD 23; min ship sizecolossal: 11 HD 25, 15 HD 27, 19 HD 29, 25 HD 31.
 

kronos182

Adventurer
Ram's Horn
This weapon was designed for use against infantry targets that have enhancedhealing abilities, without resulting to depleted uranium for ammunition. Usingspecialized ammunition has kept this weapon from being widely popular, but itdoes fill its niche quite well. The Ram's Horn special ammunition is a twostage bullet, launched by an electric charge, which also activates the bullet.Just before reaching its target, the round splits, the forward part showers thetarget with jagged, razor sharp metal fragments, shredding flesh, causinghorrific wounds that continue to bleed. The second part of the bullet containsa napalm-like substance that only becomes active by the electric charge used tolaunch the round. This napalm substance doesn't cover a large area, but burnsfor several seconds and isn't easily put out by water, requiring to becompletely submerged in water, or an oil-like neutralizing agent is used.Substances like oil or even petroleum based fluids will work as well.
The Ram's Horn uses a caseless 12.7mm round that uses an electric charge toignite the charge and activate the round's napalm-like substance. The weapon'sonboard computer and range finder automatically calculates the optimum distancefor the round to be most effective. Due to the expense of the rounds designedfor the weapon, it can fire any 12.7 caseless rounds that are electricallyfired.

Ram's Horn (PL6-7 Personal Firearms Proficiency)
Damage: 2d8 + 1d6
Critical: 19-20x3 (only counts slashing damage)
Damage Type: Slashing and burning
Range Increment: 70 ft
Rate of Fire: S, A
Size: Large
Weight: 14
Ammo: 20 box or 50 drum
Purchase DC: 23
Notes: Deals 1 point of damage a round until treated, Heal DC 10. This issimilar to wound magical weapon ability but not magical in nature.
Deals 1d4 fire damage each round for 3d4 rounds from napalm-like substance. Canbe put out by being submerged in water for 2 full rounds, or using a petroleumbased fluid, about 4 to 6 oz. will neutralize the substance. A neutralizingagent is available from the manufacture with a PDC of 12 for 5 20 ozcontainers.
Has mountings for scope on top, weapon under the barrel, and two on the sidesfor tactical lights, IR lights or even bayonets, or a container that holds 5doses of the neutralizing agent, range of 10 feet.
Built in battery provides power for the range finder, computer and the chargeto ignite the charge of the rounds and any additional items like night scopes,tactical lights, etc. The barrel is lined with thermal conductors which convertthe heat from the discharge of bullets into power, recharging the battery.Without any other items to power except the computer and range finder, the batterywill have enough power for 8 to 10 years. Additional items will drain thebattery, and is considered to have enough power for 8 hours of continued usewithout impairing it's ability to fire. A universal adapter and cable is hiddenin a concealed panel in the stock. If an energy weapon is mounted as asecondary weapon there is enough power for 5 shots before it drains the batterytoo much to operate other features. Suggested to use an additional power packfor under barrel weapon.
Ammunition PDC 12 for box of 20.
Ram's Horn comes with range finder and combat computer that programs the roundfor optimum effect of the round.
12.7mm caseless rounds PDC 9 for box of 50.

A few years after the Ram's Horn was released, the company released a few newtypes of ammunition.
Shock Round - This round emits a powerful electric discharge into the target,with a high chance of stunning the target, including robots. Deals 2d4ballistic and 2d6 electrical damage. Targets with a nervous system (humans,most aliens, even undead) must make a Fort save DC 15 or be stunned for 1d4+2rounds. A successful save only dazes for 1d4 rounds. Robots, androids, vehiclesand mecha must make a Fort save DC 19 or be stunned/shutdown for 1d4+2 rounds.A successful save will cause 1d4 random systems/options/abilities to functionat half capacity. For example, speed reduced by half, weapon range (for energyweapons) reduced, etc. PDC 12 for box of 20.
Acid Round - This round is similar to the standard round used for the Ram,except instead of a napalm-like substance, the round contains acid. Deals 2d8slashing plus 1d4 acid for 3d4 rounds, plus 1 point of on going wound/bleedingdamage. The acid can be neutralized by applying acid neutralizing chemicals orbasic compounds. PDC 13 for box of 20.

Shredder Round -This round has a small fragmentation charge behind the primary fragmentationcharge, dealing 2d8 slashing damage plus 1 point of on going wound/bleedingdamage + 2d6 slashing damage plus 1 point of on going wound/bleeding damage.PDC 14 for a box of 20.
Frag Round - Similarto the shredder round, except that it functions like a fragmentation grenade,dealing 3d8 slashing damage to a 15 foot radius, Reflex save DC 17 for half.The round can be set to air burst to strike targets behind cover using the rangefinder to set the fuse. The wielder must know where behind cover the target is,or guess, and target the space above and beyond the cover, similar to targetinga square, DC 10. PDC 14





HissTank

The Hiss tank is a fast attack or scout tank, built for maneuverability andspeed with it's raised body. This two crew vehicle has light armour, but hassurprisingly heavy weapon load, carrying a turret with a triple, fire select,15mm cannons, with four LAW style rockets mounted on top, and two machinegunsmounted in semi turrets on each side of the main body. The fire select featurewas designed to allow the Hiss to vary the amount of damage it can do, reducingammunition wastage against lighter targets. Each machinegun is mounted in a'cheek' turret, allowing each to fire forward and up to 30 degrees to theside.
The crew sits in the front and has excellent view due to a large armouredtinted canopy, similar to those of a fighter jet, allowing for better scoutingroles. In an emergency, this canopy can be jettisoned to allow the crew toescape quickly. In night operations, the canopy tints darker, internal lightchanges to a low red or shuts off to reduce visibility. Normally the crewenters through the main hatch in the rear of the tank, which is also whereammunition is loaded through.
To fill it's scout role, the Hiss is equipped with various cameras and opticsensors, including passive night vision, infrared/thermal cameras, severalaudio recording devices, multiband military radio, a light radio jammer andenough storage to hold about 15 hours of recording.
This Hiss is three squares wide and four squares long, providing full cover toits occupants. Requires a crew of 2, driver/commander and agunner/communications officer. The driver can control the cheek guns while thegunner controls the main turret and rockets.

Crew: 2
Passengers: 1 in an emergency, will be cramped.
Cargo: 50 lbs
Init: -2
Maneuver: -2
Top Speed: 90 (9)
Defense: 8
Hardness: 7
Hit Points: 40
Size: Huge
Purchase DC: 42
Restriction: Mil (+3)
Accessories: AV recorder, passive night vision (75 ft wide view, but can focusup to 200 ft with a -2 to Spot checks), two turret mount flood lights,thermal/IR cameras, 2 survival kits, triple 15mm cannons, 2 7.62mm machineguns,4 LAW rockets.
Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew tojump out of the tank as a move action. Fire-select 15mm cannon can fire onecannon at a time, two or all three at a time. Two 15mm cannons deals 4d12 andall three deals 5d12 damage.

Weapon
Damage

Crit
Damage Type
Range Incr
Rate of Fire
Magazine
15mm Cannon
3d12
20
Ballistic
175 ft
Semi, auto
Link (300 rds ea)
7.62mm Machinegun
2d10
20
Ballilstic
90 ft
Semi, auto
Link (3000 rds ea)
M72LAW
10d6
-
-
150 ft
Single
4 rockets




GoldDigger

The Gold Digger was an experiment in a new method of locating mining locationsand digging tunnels. However it fell short of most expectations. It could digits way to a location, take core samples, but it was very unmaneuverable andthe tunnel it dug would collapse very quickly. Although it failed in itsintended role, a few agencies purchased a few for covert operations.
The Gold Digger is an armoured cylinder mounted on a pair of heavy treads witha large crockscrew style drill mounted on the front. A set of heavy panelsmounted dorsal and ventral surfaces at the back angle the Gold Digger up ordown. Due to the new directions the Gold Digger can move in (up and down in theground), and the dark environment it operators in, the inventors had troublescoming up with new navigation means. However, sometimes the simplest methodsare the best. Included in the basic controls, a depth/altitude meter, a specialtrip odometer for measuring distance traveled horizontally while factoring indistance traveled while descending or ascending, a 20 foot periscope with adrill mounted atop to allow the crew to check their position, and a compass.The Gold Digger must be stationary in order to use the periscope or it will bedamaged and snapped off. It has been noted that when near large deposits ofiron, the compass will be thrown out of wack. A good navigator can guide a GoldDigger within 10 feet of its target location.
Due to the limitations of the drill, the Gold Digger takes very wide turnswhile digging, plus it can only dig for a limited time before needing tosurface to let the drill cool and be resharpened or risk the drill warping orsnapping.

In its original configuration, the Gold Digger requires a crew of 3, a pilot,co-pilot/navigator and a prospector/miner to operate the core sampler and otherequipment for testing samples taken. It can carry 500 lbs in samples. Thisversion can also deploy radio beacons for digging crews to head towards when alarge deposit is located for excavation.
A combat version was created for use by black ops groups for a supposedly morediscreet means of deployment and retrieval of troops or rescues without an easymeans of following. This version requires a pilot and co-pilot/navigator andhas room for 6 troops and 200 lbs of cargo. There is also a machine gun mountedin a retractable turret on the roof for defense and a two shot smoke dispenserthat fills a 30 foot area around the vehicle to hide its descent into the ground.
The Gold Digger is three squares wide and four squares long, providing fullcover for the crew. Anyone operating the retractable machine gun in themilitary version only has half cover. A single large door is on the back allowscrew or passengers to board or disembark as a full action.

Gold Digger (PL 4-Early PL5)
Crew: 3 or 2 (militaryversion)
Passengers: 0 or 6 (military version)
Cargo: 500 lbs or 200 lbs (military version)
Init: -3*
Maneuver: -2*
Top Speed: 60 (6) on surface, 20 (2) underground
Defense: 8
Hardness: 13
Hit Points: 48
Size: Huge
Purchase DC: 45/47 military
Restriction: +2 Res or +3 Military
Accessories: 2 head lights, military radio, periscope that can raise 20 ft,drill for underground travel, compass, special trip odometer and depth/altitudemeter. Mining version has core sampling drill, radio beacon deployer (6beacons), pneumatic panels dorsal and ventral to angle the gold digger up to 45degrees up or down. Military version has a retractable 5.56mm machine gunmounted on the roof, 2 smoke dispensers that fill 30 foot area around thevehicle (4 uses).

Notes: Init* if the Gold Digger is coming up from the groundwithout being detected, the crew and troops inside can act in a surprise roundand gain +2 to Initiative for the following round.
Maneuver* while underground, the Gold Digger suffers a -8 to maneuver insteadof -2.
While underground, the Gold Digger takes twice as much space to turn. A simple45 degree turn normally takes 1 square to turn, the Gold Digger instead takes2.
While underground,the Gold Digger suffers -4 to Navigate checks. If the Pilot stops and someoneuses the periscope to check position and confirms on a map, the penalty ishalved for the next Navigate check.
Limited Endurance -The Gold Digger can only tunnel through 50 miles before needing a 2 hour cooldown and resharpening of the drill. Also there is only enough air for 5 hoursof travel underground. If the gold digger drills past 50 miles before a cool downand sharpening, there is a 25% chance fo the drill warping and snapping, with+5% chance for every 10 miles travelled until a cool down period and the drillresharpened.
The tunnel createdby the Gold Digger's passage collapses almost immediately behind the vehicle,making it impossible for any one to follow behind the Gold Digger.

HeavyArmour - The Gold Digger's armour is thick and reinforced, taking half damagefrom crushing, bludgeoning and concussion damage, its hardness applies to thishalf damage.

Core Sampler - While stationary, the Gold Digger can take a sample of theground around it, this takes 5 rounds (30 seconds) for a single sample whichweighs 1 lbs. Normal version only.

The military version has a retractable 5.56mm machine gun. Takes 1 round toretract the cover and deploy the machine gun. Takes one round to retract themachine gun and cover again.

Weapon
Damage

Crit
Damage Type
Range Incr
Rate of Fire
Magazine
5.56mm
2d8
20
Ball
80 ft
s,a
Linked (200 rds)




GMDire Mole

The Dire Mole is an attempt to recreate and improve upon the concept of theGold Digger. With more advanced technologies and better materials, the DireMole has greater endurance and navigational capabilities while underground. TheDire Mole was going to be used for mining purposes, but there wasn't enoughinterest in the concept and was instead repurposed completely for combatpurposes, mostly covert insertion of troops and extraction. A combat versionwas also developed once the concept vehicle proved to work.
The Dire Mole is wide and heavily armoured, with two horizontal drills mountedon the front, two heavy treads mounted on the sides, several groves run alongthe top and bottom to allow the chewed up dirt to pass easier along the bodyand behind the vehicle. To solve the problem of navigating underground, theDire Mole comes equipped with GPS, computerized mapping, depth and altitudemeters, gyro-compass and a compass. There is also a periscope with an equippeddrill to allow it to reach the surface. The periscope is low profile, equippedwith thermo-electro optics and antennas for the radio and GPS systems to allowthe navigation system to easily update for more accurate navigation. The drillsare also made of far more durable materials, plus coated in a self lubricatingcoating. To increase drill endurance and efficiency, the Dire Mole is equippedwith a lubricant sprayer that periodically sprays the drills to keep them cooland lubricated to keep them from overheating and dulling.
Requiring a crew of 3, pilot, co-pilot/navigator, gunner and can carry 8 troopsor up to 1 ton of cargo instead of troops. The dire mole is equipped with threeremote control retractable turrets equipped with 7.62mm machine guns to protectthe troops. Two smoke dispensers are also equipped on the roof.
The Dire Mole is 4 squares wide and 5 squares long, providing full cover to thecrew and troops. The large door in the back allows everyone to embark todisembark as a full round action.

Dire Mole (Late PL5-PL6)
Crew: 3
Passengers: 8
Cargo: 500 lbs 1 ton with no troops
Init: -4*
Maneuver: -4*
Top Speed: 70 (7) on surface, 45 (4) underground
Defense: 6
Hardness: 15
Hit Points: 56
Size: Gargantuan
Purchase DC: 48
Restriction: +3 Military
Accessories: 2 head lights, military radio, periscope that can raise 20 ft withdrill, drill for underground travel, compass, special trip odometer anddepth/altitude meter, GPS, computerized mapping system, 2 smoke dispensers(fills 30 foot area around Dire Mole, 6 uses), compass,thermo-electrical-optics, dual horizontal drills, 10 hour air supply, 3 remoteretractable turrets with 7.62mm machine guns.

Notes: Init* if the Dire Mole is coming up from the ground withoutbeing detected, the crew and troops inside can act in a surprise round and gain+2 to Initiative for the following round.
Maneuver* while underground, the Dire Mole suffers a -6 to maneuver instead of-4.
While underground,the Dire Mole suffers -2 to Navigate checks. If the Pilot stops and someoneuses the periscope to check position and confirms on a map, the penalty isnegated for the next Navigate check.
The tunnel created by the Dire Mole collapses immediately behind the Dire Mole,preventing anyone from following it.


Remote Turrets - The Dire Mole has three retractable turrets that arecontrolled by the gunner, who suffers a -1 to attack rolls due to the remotesystems. There is a turret mounted on the roof and one on each side. The roofturret has full 360 degree rotation and 70 degree elevation. The side guns havea 300 degree elevation and 90 degree rotation to the sides.

HeavyArmour - The Dire Mole's armour is thick and reinforced, taking half damagefrom crushing, bludgeoning and concussion damage, its hardness applies to thishalf damage.

Drill - The driver of the Dire Mole can use the drill to make a melee attackinstead of a ram, or can use the drill as part of a ram. The drill ignores 10points of hardness. Some vicious drivers have been known to use the drill as ananti-infantry weapon.

Weapon
Damage

Crit
Damage Type
Range Incr
Rate of Fire
Magazine
7.62mm x3
2d10
20
Ball
100 ft
s,a
Linked (300 rds ea)
Drill
4d8
20
Slashing
melee




Badger Mole
The Badger Mole is a combat version, removing the ability to carry troops forweapons capabilities. A second gunner position is added, a streamlined semiretractable turret is mounted on the roof. The barrel is partly retractable andwhen not in use lowers into a special grove on the roof to protect it while theBadger Mole is underground. Added to the side turrets is a flamethrower, andthe new turret mounts a 30mm cannon with ample ammunition, the smoke dispensesnow have 8 uses.

Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
7.62mm x2
2d10
20
Ball
100 ft
s, a
Linked (600 rds ea)
30mm Cannon
4d12
20
Ballistic
150 ft
s, a
Linked (60 rds)
Flamethrower x2
2d6
20
fire
50 ft x5ft line
s, a
50 discharges ea
Drill
4d8
20
slashing
melee


 

kronos182

Adventurer
Big Bore 2

Colt found that itslarge caliber weapons have become incredibly popular, although at the time ofthe Big Bore 1's release, there were not many cyborgs that could handle itsrecoil outside of military and police. So they expanded the Big Bore line toalso include the .75 caliber that was first in the Colt 2011 (.75AE) and M5011(.75 rifle) weapons.
The Big Bore 2 is aheavy revolver, which means it has a lower ammo capacity than the 2011, butwith the revolver action, a user can load different rounds into each chamberand easily rotate through them, if so desired. The Big Bore 2 is also designedto be intimidating, with the cylinder and hammer locking mechanisms designed tomake more noise than normal increase this.

Big Bore 2 (Late PL5/ PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: balllistic
Range Increment: 40 ft
Rate of Fire: S
Size: med
Weight: 8.5 lb
Ammo: 5
Purchase DC: 19 Res (+2)
Notes: Anyone without exceptional strength, or a cybernetic arm, with strengthrated at least 18, suffers -2 on any attacks after the first attack in a round,and suffers half the damage rolled in subdual damage on any attack made withthe Big Bore 2. So a normal person, with Strength 18 will suffer half damage insubdual damage each time he fires the weapon, and his second attack suffers -2to attack roll. While a person with a cybernetic limb of Strength 18, doesn'tsuffer the subdual damage or the attack penalty to his second attack due to theshock absorbers and gyros in the arm to keep it steady.
When used to pistol whip someone, it deals 1d6 points of bludgeoning damageinstead of the normal 1d4 for pistols for its heavier construction and largersize.

When using a BigBore 2 as part of an Intimidation attempt, grants a +1 to Intimidationchecks.
Ammunition: Box of 50 .75AE rounds has a PDC 7.





Big Bore 7 LastStand

The Big Bore 7, orLast Stand, is an odd weapon in that it has five barrels, all chambered inColt's cut down 20mm rounds, but it is a breech loader, meaning it fires oncethen needs to be reloaded. The Last Stand makes an excellent one shot killweapon for either defense or assault, or anti-armour weapon due to the massivedamage it can deliver, but then must be abandoned for a lighter weapon withmore ammunition, or the user has to escape. The weapon is incredibly heavy andintimidating, making it an excellent weapon to use against home invasions. Dueto its weight, it requires someone exceptionally strong, or with goodcybernetic enhancements to wield effectively.
As an anti-materialweapon, each barrel can be loaded with a different type to increase damage.Alternatively, if loaded with flechette rounds, it is incredibly deadly,especially used in enclosed spaces.

Big Bore 7 (LatePL5/PL 6 Personal Firearms Proficiency)
Damage: 8d10+5
Critical: 20x2
Damage Type: Ballistic
Range Increment: 80 ft
Rate of Fire: Single
Size: Large
Weight: 60 lbs
Ammo: 5 internal
Purchase DC: 22 (Res +2)
Notes: Anyone without exceptional strength, or a cybernetic arm, with strengthrated at least 22, suffers -2 on their attack roll, and suffers half the damagerolled in nonlethal damage on any attack made with the BB7. So a normal person,with Strength 22 or lower will suffer half damage in nonlethal damage each timehe fires the weapon. While a person with cybernetic limbs of Strength 22,doesn't suffer the subdual damage or the attack penalty attack due to the shockabsorbers and gyros in the arm to keep it steady. A creature of medium size orsmaller struck by a BB7 must make a Strength check DC 10 + damage dealt or bethrown back 1d6x5 feet and knocked prone. When used to bludgeon someone, itdeals 2d6 points of bludgeoning damage instead of the normal 1d6 for rifles forits heavier construction and larger size.
Ammunition: Box of 25 20mm rounds has a PDC 10.

Explosive Rounds: The high explosive rounds available for the BB7 deals 4d6damage to a 20 foot radius with a Reflex save DC 15 for half damage. PDC 12 forbox of 25.
Flechette Rounds: These rounds split open upon leaving the barrel, releasingdozens of razor sharp needles that spread out filling a large area. Theflechette rounds deal 4d6 piercing and slashing damage to everything in a 60foot long cone, Reflex save DC 18 for half damage. PDC 13 for box of30.
Gyrojet Rounds: These rounds have miniature rockets that propel the roundfurther. The range increment is increased to 120 feet, but damage is reduced to4d8. PDC 13 for 25.


Multiple Barrelsfiring same special ammunition increases damage by 50% and increase any Reflexsaves by +2 for each full doubling. If all five barrels are using the samespecial ammunition damage is doubled +5 and increase Reflex save by +5. If eachbarrel is using different special ammunition, each is applied, but the targetmakes one Reflex save at the highest DC from all of the types used.





Big Bore 3

The Big Bore 3 is anassault rifle chambered in Colt's .75 caliber ammuntion, designed for combatcyborgs as a light anti-material weapon or anti-cyborg/robot weapon due to itsgood damage. Using the M-16 as a base for the design, it is larger and heavierto compensate for the larger ammunition and includes sophisticated recoilcompensators to keep its accuracy while using autofire.

Big Bore 3 (PL 5Personal Proficiency)
Damage: 2d12+3
Critical: 20
Damage Type: ballistic
Range Increment: 80 ft
Rate of Fire: S, A
Size: Large
Weight: 45 lb
Ammo: 20 box
Purchase DC: 23 Mil (+3)
Notes: Ignores 3 points of hardness/DR

Anyone withoutexceptional strength, or a cybernetic arm, with strength rated at least 18,suffers -2 on any attacks after the first attack in a round, and suffers halfthe damage rolled in subdual damage on any attack made with the Big Bore 2. Soa normal person, with Strength 18 will suffer half damage in subdual damageeach 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 thesubdual damage or the attack penalty to his second attack due to the shockabsorbers and gyros in the arm to keep it steady.
Ammunition: Box of 20 rounds of .75 caliber has a PDC 7.
 

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