• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Kronos's d20 Stuff

kronos182

Adventurer
Blood LossHealer

Mounted adjacent to any major blood vessel in the body, this device has abuilt-in biostatus monitor attuned to sense blood pressure levels, and anartificial gland which stores and releases Hemosclerex-III. When the monitor sensesfluxes in blood pressure and blood loss, it triggers the Hemosclerex-III glandto open and dispense its drug into the bloodstream.
Stops bleeding/wound. Complete rest heals an extra +5 HP

Benefit: If the usersuffers a condition that causes continual damage from blood loss, such as fromthe Wounding ability, the round after affected, the Blood Loss Healer willnegate 1 point of blood loss each turn. If the user is affected by 2 points of woundingdamage a round, the first round after being affected will only lose 1 point,and the following round will cancel the next point. If the user has completebed rest, heals an extra 5 HP.
Type: Internal
Location: Torso
Hardness/Hit Points: -/1
Base Purchase DC: 14
Restriction: None



Mindscreen Implant,Advanced (PL 8)
This chip is anadvanced version of the basic mindscreen implant.
Benefit: Therecipient gains a +4 equipment bonus on saving throws against mind-affectingattacks.
An advancedmindscreen implant does not count toward the total number of cyberneticattachments the recipient can have before taking negative levels.
Type: Internal.
Hardness/Hit Points:–/3.
Base Purchase DC:32.
Restriction:Military (+3).

Psi Power Implant,Level One (PL 8)
This brain implantmust be used with a standard psi implant. The implant loads a specific psionicpower into the recipient’s mind, granting him access to it.
Prerequisite: PsiImplant.
Benefit: Thecharacter may select one 1st level psionic power. This power may be manifestedup to two times in a 24-hour period.
There is no powerpoint cost for using this power.
A level one psipower implant counts as 1/3 of a cybernetic enhancement toward the total numberof cybernetic attachments the recipient can have before taking negative levels.
Every three selectedlevel one psi power implants counts as one enhancement for purposes of negativelevels due to cybernetic enhancements.
Type: Internal.
Hardness/Hit Points:–/2.
Base Purchase DC:38.
Restriction:Military (+3).
Special: A charactermay select this cybernetic enhancement multiple times, each time selecting anew 1st-level psionic power. A character may also opt to select a psionic
power alreadygranted by an existing psi power implant – each additional identical implantincreases the number of uses of the power in a 24-hour period by two.

Psi Power Implant,Level Two (PL 8)
Identical to thelevel one psi power implant except that the character selects one 2nd-levelpsionic power. A level two psi power implant counts toward the character’smaximum number of allowed cybernetic attachments.
Base Purchase DC:42.

Psi Power Implant,Level Three (PL 8)
Identical to thelevel one psi power implant except that the character selects one 3rd-levelpsionic power. A level three psi power implant counts toward the character’smaximum number of allowed cybernetic attachments.
Base Purchase DC:46.




HP LPSS420

The LPSS420 is alaser pistol developed by HP that not only uses a standard power pack, but canbe recharged via solar power. This weapon is being marketed for colonists,wilderness folks and those who won't have easy access to reliable power systemsto recharge power packs. The weapon itself is a reliable laser pistol, howeverslightly larger than other available pistols due to the upper casing containsseveral sliding panels that reveal the solar panels and a small built in powerpack. A small flip down bipod is mounted under the barrel to allow the pistolto be placed down and collect solar energy when not in use.
The solar panels canrecharge the small power pack first, recharging 1 charge every 2 hours ofdirect sunlight, or 1 charge every 4 hours in cloudy conditions. Once the smallpower pack is charged, the removable power pack can start to be recharged althoughat a slower rate, of 1 charge for every 3 hours of direct light, double forcloudy conditions.

HP LPSS420 (PL6Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 5 lbs
Ammo: 10 internal + 50 box
Purchase DC: 17
Notes: Recharges 1 charge for the internal battery every 2 hours of direct sunlight, double in cloudy conditions. Once internal battery is full, can rechargepower pack 1 charge every 3 hours of direct sun light, double cloudyconditions.
Folding stand to allow pistol to stand up right for charging.





Stakehammer

The Stake Hammers were created for use against vampires and demons during aninvasion of both forces. Only twelve where created due to the amount of magicalpower needed to create these weapons. Plated in silver, blessed and enchantedto deal extra damage against undead and demons, they also carry extraenchantments to break bones and weaken the strength of foes, or to puncture andrend natural defenses of such foes. The silver plating also allows the weaponto injury creatures vulnerable to silver.

Stake Hammer (Archaic Weapons Proficiency)
Damage: 1d10+2 hammer/ 2d4+2 spike +2d6 vs undead or evil outsiders(demons)
Critical: x2 hammer /18-20x4 spike
Damage Type: Bludgeoning/piercing
Size: Large
Weight: 15 lbs
Purchase DC:
Notes: Silver plated, deals damage against targets vulnerable to silver, deals+2d6 damage against undead or evil outsiders (demons). Glows red in thepresence of demons, or white when undead are within 30 feet of the StakeHammer. A target struck by the hammer must make a Fort save DC 14, failurecauses the target to suffer -2 to Strength as the hammer smashes bone andmuscle. Only creatures that are vulnerable to critical hits, except in the caseof undead, they can suffer this damage. The damage is cumulative and can behealed as normal. A target that has natural armour that is struck by the spikemust make a Fort save DC 14 or suffer -1 Defense provided from its Naturalarmour. This damage is cumulative until it reaches +0 Natural armour, afterwhich any farther strikes from the spike that the target fails the Fort savesuffers an additional 50% damage. This damage is multiplied on a critical hit.Natural armour restores at a rate of +1 per day of complete rest or magicalhealing.
 

log in or register to remove this ad

kronos182

Adventurer
ANIML

Grasshopper Armour

Grasshopper armouris a set of light armour designed for maximum mobility, with jump jets mountedin the boots and back, allowing the wearer to make incredible long distancejumps. The jets can be used to slow descents from low flying transports, oreven to enhance melee attacks with jet assisted kicks, making the Grasshopper afavourite suit for those who've studied martial arts that favoured kicks andquick movement. While not a suit of power armour, the legs do have a set ofminor exoskeleton enhancement to reduce fatigue for long distance movement,enhance jumping without engaging the jump thrusters. The boots have thicksoles, raising the user's height by 3 inches, that contain part of the bootthrusters (which the exhausts are mounted on the sides of the ankles), andshock absorbers.
The armour includesa full helmet with built in radio, HUD that displays suit status, visualcommunications and text information, auto polarizing visor, air filter andexternal speaker with voice amplifier to act as a megaphone. Built in sensorsinclude binoculars and guidance system that shows on the HUD a suggested pathin making powered leaps and safe landings. The built in battery provides enoughpower to operate for 24 hours and takes about 2 hours to fully recharge. Thesuit is also lined with a kinetic absorbing material to reduce damage fromfalls, bumps and melee strikes, it also lessens concussion damage.

Grasshopper Armour(PL6)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus:
Nonprof Str Bonus:
Max Dex: +5
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 22
Restriction: Res +2

Accessories: Jumpsystem, HUD, air filter, auto-polarizing visor, radio, a/v transmission,binoculars, kinetic padding.
Notes: +4 to Jump checks +2 bonus to Tumble checks made to reduce damage from afall. Also, when standing still, the character is considered to have moved 20feet in terms of penalty to the Jump check (-6, instead of -18 (-6 per 10 feetbelow 30 feet)), can jump twice as far or as high as indicated on his/her Jumpcheck. +4 Fort save vs air toxins, +4 Reflex save against blinding attacks(flash bangs, gaze attacks). +4 to Fort saves against force marches and similarmovement over extended periods of time. With successful Reflex save (DC 15) andTumble check (DC 15) can reduce any fall by 200 ft and land safely.


Jump System
The jump system issimilar to the Jumper Pack (d20 Future pg 16), except that it uses electricpowered ducted fans. The wearer can travel a maximum of 200 ft before the fansrequire a quick cool down, forcing the user to land, creating a kind ofsustained jumping movement. The character gains a fly speed of 40 (poor maneuverability). Unlike the jumper packwhich has limited number of uses, the Grasshopper's jump system allows the userto make these powered leaps as long as the suit has power, but requires a roundbetween uses.

Bouncing Movement
By using thethrusters at a lower power and making very short and low leaps, the user canincrease their land movement speed up to 50 ft per round with a successful Jumpcheck (DC 15) and a Tumble check (DC 18) when they stop this type of movementor make an attack during this type of movement. Only recommended for longdistance travelling, able to keep this kind of movement up for 2 hours beforerequiring a 10 minute cool down for the thrusters.

Thruster Dodge
As long as the userdoesn't make any powered leaps in a round, and has the Dodge Feat, the user canmake a Tumble check DC 18 and can use the Thrusters to grant an additional +1to their Dodge bonus.

Thruster EnhancedKick
If the user has theBrawl, Combat Martial Arts or similar feats, can use the thrusters to increasetheir unarmed strikes with thruster enhanced kicks. Damage is increased by anextra die and can deal lethal damage but suffers a -2 to attack rolls. Can dealnonlethal damage for an additional -4 to attack for a total of -6 to attackroll.

Kinetic Padding
The suit is lined ina material that distributes blunt trauma damage around the user's whole body,lessening the damage. Grants DR 5 to bludgeoning, crushing and concussiondamage, nonlethal damage is negated, and reduce any fall damage by 5.





LeopardMech

The Leopard is an all terrain combat unit with decent speed and highlymaneuverable, the main weapon is mounted on a powered turret on the back togive it incredible field of fire, two plasma rifles mounted on the shouldersfor anti-infantry defense and a missile launcher mounted on the waist. Thefront feet are fitted with blades for melee strikes. The leopard is also ableto jump great distances allowing for pouncing attacks, especially from ambushpositions, combined with stealth systems.

Leopard
Size: Huge -2 (23 ft long)
Bonus Hit Points: 200
Superstructure: Duralloy
Hardness: 15
Armour: Titanium Alloy
Bonus to Defense: +3 (+5 armour -2 size)
Armour Penalty: -4
Reach: 10 ft
Strength Bonus: +16
Dexterity Penalty:
Speed: 60 ft
Purchase DC: 46

Slots

Helmet OracleTargeting mk1
Visor Class IIISensor
Back WarpathRecoilless Rifle + 20 extra rounds
Left Front Leg PS-15 Panther Claws

Right Front LegPS-15 Panther Claws
ShouldersFire-linked Plasma Rifles
Torso Cockpit
Belt M-53 FirestarRocket Launcher
Legs SpeedBooster
Comm System

Standard Package Features:
Bonuses: +4 jump, not limited in height for jump checks, jumping distance isdoubled, +4 stability from quadruped, autofire bonuses halved while stationary,+2 pilot/drive checks due to highly responsive control systems, +2 Navigate andSpot, 90 ft darkvision, extra equipment slots, +1 attack to 1weapon
Weapons:

PS-15 Panther Claws2d6+8 slashing
Warpath RecoillessRifle 10d6 ballistic, 80 ft, S, 80 rds
Fire-linked PlasmaRifles 4d10 fire, 80 ft, S/A, unlimited.
M-53 Firestar RocketLauncher 10d6, fire 20 ft radis, 200 ft, S, 4 rockets.

Back Turret
The WarpathRecoilless rifle is mounted on a turret that allows the pilot to target enemiesto the sides and behind it without turning the whole mech.

Extended RangeWarpath
This is a WarpathRecoilless rifle with extended barrel and other enhancements to double itsrange, also has expanded magazine for both the weapon and the slot dedicated toammunition.

Fire-linked PlasmaRifles
These are infantrylevel fire-linked plasma rifles, able to fire in the front arc. When attackingmedium sized or smaller targets, the pilot is +1 to attack with this weapon.

Pounce
If the Leopardcharges, it can make a full attack, dealing damage from both claws.
 

kronos182

Adventurer
As Vintage Arms success with their repli-weapons grows, they look into more designs and features to add to their weapons. They recently released three new weapons.

VA1860IP
Vintage Arms continues to look at old weapons for inspiration, and the latestrelease is based on the old Colt 1860 Army revolver used in the American civilwar. Instead of railgun or laser, VA went with an ion based weapon, giving itdecent damage, although short range. To keep the shape of the 1860, theammunition cylinder is actually the power pack, which is removable. NewVA1860IPs come with 3 power packs, a charging station, holster with belt thatalso has two slots for the two extra power packs.
Where the hammer used to be there is a digital ammunition counter. The handlehas inlaid wood, and the metal is given a weathered look to give it an evenmore retro look. Although brushed metal and chrome plated are also available.

VA1860IP (Personal Firearms Proficiency PL6
Damage: 4d4
Critical: 20
Damage Type: Electrical
Range Increment: 25 ft
Rate of Fire: Semi
Size: Medium
Weight: 3 lb
Ammo: 50 box
Purchase DC: 19 Lic (+1)
Notes: Cyborgs and robots struck must make a Fort save DC 15 or be stunned for1d4 rounds.





VANeo-FergusonL
As Vintage Arms looks farther into the past for inspiration, they studied anumber of weapons and discovered the Ferguson rifle. The Ferguson rifle is anearly breech-loading rifle with limited use in the British military. Although theoriginal weapon had problems with the wood stock breaking from the oversizedbreech and drilling, the Neo-FergusonL is solidly built. Instead of aprojectile weapon, the Neo-FergusonL is a laser, with the only actual movingparts being the trigger and the hammer being turned into a primer for thecharge system. The power pack is top loaded into the stock, behind the fauxhammer. The faux hammer, when pulled back and up, is used in a similar manneras the leaver in the VA1895R, activating a charge system to increase the powerof the next shot, snapping down once the weapon is discharged. However thischanges the weapon's rate of fire to single shot until it is discharged. Thecharge system has a fixed amount, and with the built in safety systems, won'toverload if left charged for extended periods. If the charge safety isactivated (looks like a screw that holds the hammer that is pressed toactivate), the hammer can be lowered manually without discharging the weaponand deactivate the charge system. The weapon comes with a digital ammo countjust in front of the faux hammer, iron sights and a mount for ascope.

VA Neo-FergusonL (PL6/7 Personal Firearms)
Damage: 3d8 or 5d8 charged
Critical: 20
Damage Type: fire
Range Increment: 85 ft
Rate of Fire: S, A
Size: Large
Weight: 7.5 lb
Ammo: 50 box
Purchase DC: 23 (Res +2)
Notes: When the hammer action is used (a free action), the weapon's rate offire changes to single for one full round, and changes damage to 5d8immediately, and does not overload if left charged for long periods. If theysafety is engaged, the extra charge will automatically discharge, regardless ifthe hammer is lowered or not.





VAM21I

The VAM21I ismodeled on the Winchester Model 21 side by side shotgun, but instead of firingprojectiles, it is an ion weapon. Each barrel can fire independently,alternating barrels automatically with each shot to keep the barrels cool, orboth barrels can fire for a heavy punch. Alternatively, it can fire a wave ofenergy out to strike multiple targets at once, but with reduced range. Thisfeature is favoured for those fighting in tight spaces, such as urban combat,making it liked by police forces, although the lack of a stun feature is onedrawback the police forces using the VAM21I complain about. The VAM21I comeswith iron sights, digital ammo counters for two power packs that fit in theframe below and parallel with the barrels, and comes with shoulder strap forcarrying it easier.

VAM21I (PL6 PersonalFirearms Proficiency)
Damage: 5d4 or 7d4+2 dual barrel
Critical: 20
Damage Type: Electricity
Range Increment: 30 ft out to 5 increments
Rate of Fire: Semi
Size: Large
Weight: 8 lb
Ammo: 100 box
Purchase DC: 22 Res (+2)

Wave Mode: As a freeaction, the VAM21I can be set to Wave mode, and fired as a standard attack oncea round, dealing 4d4+4 electrical damage to a 50 ft long 25 ft wide cone,Reflex save DC 17 for half damage, uses 4 shots.
Notes: Cyborgs and robots struck must make a Fort save DC 15 or be stunned for1d4 rounds, switching between dual barrel, wave or back to single barrel firingis a free action that can be done once a round. Dual barrel uses 2 shots, waveuses 4 shots.
 

kronos182

Adventurer
AB-02 Anti-Ballistic Armour

This armour is a set of environmental armour designed to reduce kinetic energy attacks to the wearer. Whenever the wearer would suffer a strike from a punch, bullet or explosive blast, a loose outer mantle dissipates the force over the entire body armour, diminishing the force. As a further safeguard incorporated into the suite to protect the wearer from crashes and falls, the air inside the suit is highly pressurized to form a protective cushion or layer around the wearer. This air cushion absorbs the majority of the impact from falls and crashes. An additional benefit of the pressurized air is that it prevents gases, toxins and germs from entering the armour, even with a breach.
The suit includes a HUD connected to the suit's air supply, notifications of breaches, communications and life support systems.

AB-02 Anti-Ballistic Armour (Medium Armour)
Type: Medium
Equipment Bonus: +4
Nonprof. Bonus: +3
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 25 ft
Weight: 25 lbs
Purchase DC: 18
Restriction: Mil (+3)
Accessories: HUD, Military audio/video communications, heating/cooling systems, 6 hours oxygen, NBC, multiple attachment points for equipment
Notes: Reduces damage from bludgeoning, piercing, slashing, ballistic, falling, crushing and concussion types by half. Life support system will automatically engage if air is contaminated, but filters available if oxygen supply depleted, +4 Fort saves against nuclear, biological and chemical attacks/poisons and toxins, +8 Fort saves vs air borne poisons and toxins.
 

kronos182

Adventurer
HISS mk2

The Hiss tank mk2 is larger APC based on the original Hiss tank. The mk2 has better armour, replaces the triple 15mm cannons with triple lasers to save on space dedicated to other equipment and troop capacity, with four LAW style rockets mounted on top, and two machineguns mounted in semi turrets on each side of the main body. The fire select feature was designed to allow the Hiss to vary the amount of damage it can do. Each machinegun is mounted in a 'cheek' turret,allowing each to fire forward and up to 30 degrees to the side.
The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter.
The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area.
This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns while the gunner controls the main turret and rockets. The troop compartment can hold 7 fully armed troops, or carry up to 1 ton of cargo.

Crew: 3
Passengers: 7
Cargo: up to 1 ton
Init: -2
Maneuver: -2
Top Speed: 80 (8)
Defense: 8
Hardness: 10
Hit Points: 45
Size: Huge
Purchase DC: 43
Restriction: Mil (+3)
Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights,thermal/IR cameras, 2 survival kits, triple laser cannons, 2 7.62mm machineguns, 4 LAW rockets, ECW Jammer,
Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. Fire-select laser cannons can fire one cannon at a time, two or all three at a time. Two laser cannons deals 7d8 and all three deals 9d8 damage.

The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius.

Weapon Damage
Crit Damage Type Range Incr Rate of Fire Magazine
Triple Laser Cannon 5d8 ea 20 Fire 175 ft Semi, auto Unlimited
7.62mm Machinegun 2d10 20Ballistic 90 ft Semi, auto Link (3000 rds ea)
M72LAW 10d6 - - 150 ft Single 4 rockets


Hiss mk2B

The mk2B is a modified version that changes the weapons in the turret to a single 15mm cannon, a sonic projection cannon and additional missiles. The armour is replaced with stealth armour that has a dark reptile scale look to it. This variant is used as both a stealth version and for against units that are resistant to laser weapons.
Make the following changes to the Hiss mk2 to become a mk2B:
Remove triple laser cannons;
Add 15 mm cannon(see Hiss tank for details);
Add Sonic Projection Cannon;
Increase number of M72LAWs from 4 to 8;
Sensors trying to detect the mk2b (thermal, IR, RADAR, LIDAR, mech and other vehicle/starship/aircraft standard sensors) suffer -4, guided missiles suffer-2 (in addition if the ECW jammer is active), laser guided weapons do not gain the bonus from a laser designator, in low light conditions gains +2 to Hide checks.

Weapon Damage
Crit Damage Type Range Incr Rate of Fire Magazine
Sonic Projection Cannon 6d6 20 Sonic 100 ft long, 15 ft wide line Semi Unlimited

Sonic Projection Cannon
This is an experimental weapon that fires a line of sonic energy that covers a 100 ft long, 15 ft wide line, Reflex save DC 17 for half damage, plus Fort save DC 20 or be deaf for 1d4+5 rounds unless ear protection is worn, successful save leaves target dazed for 2 rounds.
 
Last edited:

kronos182

Adventurer
EB-1 Environmental Backpack

This backpack is a stylized box the size of a large backpack, a hard-walled container made of ceramics and plastic with modular connectors to allow it to connect to most sets of armour and harness webs. The interior of the backpack is temperature controlled to keep food, specimens and other items that might be adversely affected by heat or cold, safe and preserved. The cooling system is powered by a standard power pack which provides the pack's environmental systems for 48 hours.
The interior is divided by moveable fabric, with pockets, foam shelves and padded compartments for different sized items, and to better secure and protect delicate items.
The pack can be accessed by a circular twist-off lid on the right side, or the entire top can be unlocked and lifted like a toolbox lid. While the connectors are designed to fit most armours and hardness webs, it can fit some motorcycles, hovercycles and similar personal vehicles. The pack can hold up to 25 lbs.
Weight: 6 lbs
PDC: 9
 



Capn Charlie

Explorer
I like it, APC as E-War platform, I might be offering up modified hiss mk 2 for sale in my sci-fi game. Though I might swap out some of the infantry support guns for anti-air, replace the LAWs with SAMs.... oh hardpoints, how I love them.
 

kronos182

Adventurer
I like it, APC as E-War platform, I might be offering up modified hiss mk 2 for sale in my sci-fi game. Though I might swap out some of the infantry support guns for anti-air, replace the LAWs with SAMs.... oh hardpoints, how I love them.

I'm actually going to work on an anti-air version.. SAMS, the turret modified for anti-air work, RADAR. I can't remember if there are any rules for SAMs in RAW or not, this I need to find.
 

Remove ads

Top