CORELINE (D20 Modern/D20 BESM Setting).

Lord Zack

Explorer
The Frontier-class is from the Deep Space Nine novels.

 
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Lord Zack

Explorer
I remember a discussion (way, way back in this thread) about N-Jammers and whether they could be used to remove nuclear fallout, which I am pretty sure they can't. However there is a way to do just that: Japanese Miracle

I've also been giving some thought to Fallout New Vegas, since I've been playing it again. I am specifically thinking of some of the DLCs and in particular Dead Money. It seems like the Sierra Madre might be an interesting location for PCs to explore. Also, an alternate of Quark may have purchased the casino and the land around it, for dirt cheap I imagine. He has a small group of engineers, led by an alternate of Rom, working on making the place livable, along with some security personnel to guard them. He has also been hiring adventuring types for expeditions into the resort and casino, mostly to deal with various dangers like the Ghost People. There are also alternates of Dean Domino and Christine Royce, each pursuing their own goals.
 
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Lord Zack

Explorer
It seems likely that the Terran Dominion has some method of dealing with fallout as well, given that they re-colonized Korhal relatively soon after its nuclear devastation.
 

kronos182

Explorer
Federation Galileo Type Shuttlecraft

A standard issue shuttle aboard Starfleet ships and stations for interplanetary transportation when transporters were not usable. Originally deployed in the late-23rd century, these shuttles are considered older, but slightly newer models are still produced, and used by many civilians or sold to developing FTL capable societies.
These shuttles had a duranium lined shell, shaped like a brick, with an angled front that had three windows, two nacelles mounted on very short pylons along the lower hull that run about two-thirds the length of the hull, with ion thrusters mounted on the upper rear corners of the ship. A door on each side in front of the nacelles, as well as a large rear door, allowed crew to enter or exit. The shuttles had fairly basic sensors installed as standard, but can easily mount more powerful and special sensors for different missions, and came with basic shields for defense but no weapons. Inside, the shuttle was divided into two sections, the larger forward section had seating for 7, including the pilot, and space for some cargo. The seats can be easily removed to allow the ship to carry more cargo. The shuttle can easily enter and leave a planet's atmosphere to reach a ship or station in orbit, and travel between planets within a system. They were capable of low warp speeds with limited range, so were used sometimes as transports between nearby systems, or to rendezvous with ships passing near systems. Usually carries enough fuel to travel across a Sol sized solar system twice, or travel about 20 light years at a partly warp 3. These shuttles can be fitted with a pair of Type 4 phaser emitters.
This type of shuttle was produced for many years with slight updates over the years, with a production run from 2260 to approximately 2370, although later models started falling out of favour with Starfleet and was regulated to civilian use or sold to allies.

In Coreline, after the 23 Hours, Starfleet and the Federation discovered a large number of these shuttles on starbases, colonies and on some starships. They at first used them to shuttle people and supplies to help maintain order in the ensuing chaos of some of their colonies and other areas of their territory was suddenly invaded by other factions, before everything settled down. Now, while the shuttles are considered obsolete and contain no real sensitive or secret technologies, many are sold in civilian markets and even to some new allies, as long as the Prime Directive isn't violated (the allies have to have developed FTL technology, or some equivalent, such as jump gates or stargates). A few small civilian shipyards within Federation space have licensing to produce more Galileo type shuttles and parts for them as they are an improvement over the older Class F that lacked warp drives.

Galileo Type Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle
Size: Huge (-2)
Tactical Speed: 3500
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 5d20 (100 HP), 125 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 23.1 ft
Weight: 36,000 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 6
Cargo Capacity: 500-6000 lbs
Grapple Modifier:
Base PDC: 50, within Federation space or allies 40-45.
Restriction:

Attack:
Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent
Engines: thrusters, ion engine Warp Drive (max warp 3, 20 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class II
Communications: radio transceiver
Weapons: none
Grappling Systems: none

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 4
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)



Federation Type 6 Shuttlecraft

A short ranged shuttlecraft that is similar in shape to the Galileo type shuttles, only slightly smaller and has slightly more advanced technology.
These shuttles had a duranium lined shell, shaped like a brick, with an angled front that had three windows, two nacelles mounted on very short pylons along the lower hull that run about two-thirds the length of the hull, with ion thrusters mounted on the upper rear corners of the ship. A door on each side in front of the nacelles, as well as a large rear door, allowed crew to enter or exit. The shuttles had fairly basic sensors installed as standard, but can easily mount more powerful and special sensors for different missions, and came with basic shields for defense but no weapons. Inside, the shuttle was divided into two sections, the larger forward section had seating for 5, including the pilot, and space for some cargo. The seats can be easily removed to allow the ship to carry more cargo. The shuttle can easily enter and leave a planet's atmosphere to reach a ship or station in orbit, and travel between planets within a system. They were capable of low warp speeds with limited range, so were used sometimes as transports between nearby systems, or to rendezvous with ships passing near systems. Usually carries enough fuel to travel across a Sol sized solar system twice, or travel about 20 light years at a partly warp 3.
These shuttles can be fitted with a pair of Type 4 phaser emitters in the nose for special missions. Some shuttles were fitted with emergency transporters that are only used if the shuttle is about to be destroyed, with a range of 240,000 miles (orbiting shuttle to planet), although full transporters could be installed.

Type 6 Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle
Size: Huge (-2)
Tactical Speed: 3500
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20Hit Dice: 5d20 (100 HP), 125 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 19.7 ft
Weight: 35,000 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 4
Cargo Capacity: 500-3000 lbs
Grapple Modifier:
Base PDC: 48, within Federation space or allies 38-44.
Restriction:

Attack:
Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, emergency transporter
Engines: thrusters, ion engine Warp Drive (max warp 3, 20 light year range)
Armour: polymeric
Defense Systems:
Shields, autopilot
Sensors: Class III
Communications: radio transceiver
Weapons: none
Grappling Systems: none

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 4
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)


Federation Type 7 Shuttlecraft

The Type 7 shuttlecraft is a larger, short to mid range shuttle that can carrier larger cargo loads, typically used for cargo or personnel transport.
These shuttles had a duranium lined shell, shaped like a curved brick, with an angled front that had three windows, two nacelles mounted on very short pylons along the lower hull, a single large impulse engine fitted to the middle of the rear. A large door on each side in front of the nacelles allows crew to enter or exit. The shuttles had fairly basic sensors installed as standard, but can easily mount more powerful and special sensors for different missions, and came with basic shields for defense but no weapons. Inside, the shuttle was divided into two sections, the larger forward section had seating for 10, including the pilot, and space for some cargo. The seats can be easily removed to allow the ship to carry more cargo. The shuttle can easily enter and leave a planet's atmosphere to reach a ship or station in orbit, and travel between planets within a system. They were capable of low warp speeds with limited range, so were used sometimes as transports between nearby systems, or to rendezvous with ships passing near systems. They came standard with emergency transporter, although a full transporter can be installed, and a small food replicator comes standard. Usually carries enough fuel to travel across a Sol sized solar system twice, or travel about 25 light years at a partly warp 2. These shuttles can be fitted with a pair of Type 5 phaser emitters.
While these shuttles came unarmed, they could be fitted with a pair of Type 5 phasers. The interior could be modified and fitted with different equipment for different missions.

Type 7 Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle
Size: Huge (-2)
Tactical Speed: 3500
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 6d20 (120 HP), 150 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 27.8 ft
Weight: 38,300 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 8 (15 in emergency)
Cargo Capacity: 200 tons (with only 1 passenger)
Grapple Modifier:
Base PDC: 50, within Federation space or allies 40-45.
Restriction:

Attack:
Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, emergency transporter, small food replicator
Engines: thrusters, ion engine Warp Drive (max warp 2, 25 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class III
Communications: radio transceiver
Weapons: none
Grappling Systems: none

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 5
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Type 5 phasers are similar to Type 4, except they had a little more control over varying damage level, and had improved range. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 6000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 36
Restriction: Mil (+3)

Emergency Transporter
Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported.
PDC: 28
 

kronos182

Explorer
MS-07 Gouf
The Gouf is a high-performance replacement for the MS-06J Zaku II Ground type, following a similar design, however the helmet has a spike that angles back from the forehead, each shoulder has three spikes. The left hand is larger and not as dexterous as each finger mounts a machine gun, while individually weaker, together they equal the Zaku's 120mm or greater. The right arm has a retractable heat rod that can slash targets, or be used to grapple other mechs with an electric shock discharge that can help disable mechs. While it was meant to completely replace the Zaku, it was quickly replaced with the MS-09 Dom, thus most Gouf are produced in limited numbers and used by elite units. The Gouf can make use of any weapon available to Zakus, including the shoulder shield is optional.

MS-07 Gouf
Size: Gargantuan (57.5 ft) (-4)
Bonus Hit Points: 450
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +4 (+8 armour, -4 size)
Armour Penalty: -8
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: 0
Speed: 50 ft (-10 ft armour) 2500 ft space (4 squares)
Purchase DC: 46

Slots 11
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium 1
Back Deep Space Thrusters
Left arm Dexterity Booster
Left hand (1) Finger Machine Guns (5)
Right arm (1) Heat Rod
Right hand (1) Modified M-9 carried
Shoulder Life Support System, Modified M-9 holster
Shoulder
Torso Cockpit
Belt 2 M-9 ammo clips (400 rds)
Left leg 2 M-9 ammo clips (400 rds)
Right leg 2 , speed boosterM-9 ammo clips clips (400 rds)
Boots Speed Booster
Comm System

Standard Package Features: Life support 24 hours, negates zero-g penalties
Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft
Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld
Heat Rod +8 melee 4d8+12 slash/fire, x2, 30 ft reach,
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Heat Rod (PL5/6)
The heat rod is a whip like weapon that can have its surface superheated to allow it to cut through armour of mechs and ships. While not as powerful as the heat hawk or sword, it gives the mech greater range, and has the option to be electrified to disable mech instead of cut through it. The heat road deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d8, 10 ft reach; Huge 3d8, 20 ft reach; Gargantuan 4d8, 30 ft reach; Colossal 5d8, 40 ft reach. The heat rod also ignores 5 points of hardness/DR. Alternatively the heat rod can deal half damage as slashing plus 3d6 electrical damage and the mech must make a Fort save DC 10+ electrical damage dealt or be stunned for 1d4 rounds. In any way used grants +2 to grapple attempts. Retracts or extends as a free action.
Equipment Slots: 1 must be hand or arm
Activation: Attack
Range Increment: Touch/melee
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 13 + one quarter mech PDC
Restriction: Lic (+1)

Finger Machine Guns
The hand of the mech is replaced with a larger hand that isn't as dexterous (-2 to tasks requiring find motor skills, -2 to melee strikes when holding a melee weapon, -2 to ranged attacks if holding a ranged weapon) with each finger holding a machine gun. This makes an excellent back up weapon with a larger ammunition supply than head mounted weapons. Some pilots like uses these in close combat as they are able to put the barrels right against vulnerable areas and easily crippling a target. All guns fire together, granting a +1 to attack rolls, dealing 4d8 points of ballistic damage. Holds 500 rounds of ammunition in hand. Each slot for ammunition adds 2000 rounds.
Equipment Slots: 1 must be hand or arm
Activation: Attack
Range Increment: 60 ft
Target: Single target within 600 ft, autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one quarter mech PDC.


Optional Weapons
280mm Bazooka
3 Tube Missile Launcher (usually 1, replacing two of the M-9 magazines)
280mm Bazooka mk2
Extra ammunition on belt (usually M-9 or 280mm 4 pack magazine)
Shoulder Shield (+4 Defense)

280mm Bazooka mk2
This is an upgraded version of the original 280mm bazooka first used on the MS-05 Zaku I, designed to use a 4 round magazine to allow for more quicker reloading. The mk2 is also more accurate, not suffering any penalties to attack when using both hands, but still suffers -2 to attack if fired one handed. It uses the same ammunition as the original 280mm bazooka
Equipment Slots: 1 hand held
Activation: Attack
Range Increment: 120 ft
Area: 30 ft radius burst
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius
Purchase DC: 21 for launcher, 16 for 4 pack of rockets
Restriction: Mil (+3)

Variant
MS-07G-2 Gouf Tactical Assault Type

This variant is an assault version, featuring more ranged weapons including a shoulder mounted 120mm gatling gun, the left hand is replaced with a gun pack that includes a machine gun, flamethrower and a small rocket launcher.
The following changes are made to a basic MS-07:Replace left hand and Finger Machine guns with Gun Pack;
Add 120mm Gatling Gun to back;
Add 120mm gatling gun ammo to back;
PDC: +1

Gun Pack
This replaces the hand with a weapon pack that contains a 7.62 machine gun with 2000 rds, a flamethrower (3d6 fire, 50 ft line, 30 blasts, Reflex save DC 15 for half), rocket launcher (RPG-7 equivalent) with 6 rockets.
Equipment Slots: 1 hand or arm
Activation: Attack
Range Increment: varies by weapon
Area: varies by weapon
Target: varies by weapon
Duration: Instantaneous
Saving Throw: varies by weapon
Purchase DC: 12 + one quarter mech base DC.
Restriction: Mil (+3)

120mm Gatling Gun
This weapon is a turret mounted gatling gun that fires over the mech's shoulder, with decent damage and range.
The weapon deals 10d8 points of ballistic damage, ignoring 5 points of hardness/DR. The weapon itself holds 4 belts of 50 rounds, and each slot dedicated to ammunition holds 7 belts each.
Equipment Slots: 1 must be back
Activation: Attack
Range Increment: 150 ft
Target: Single target within 1500 ft, autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 28, 1 belt of 50 rds PDC 15
Restriction: Mil (+3)
 

kronos182

Explorer
Wolverine Mk1
The Mk1 Wolverine is an anti-personnel headless mech with slab sided armour, two arms fitted with a chaingun each, and large ammunition supply mounted on the back. It is lightly armoured, but enough to protect against infantry weapons, has good speed to out run any infantry, but not very well equipped to combat vehicles. The GDI pulled many out of mothball and storage during the 23 Hours, but have been selling many to their allies as production of Wolverine Mk2s and other vehicles have increased. Many have found their way on the black market.

Wolverine Mk1
Size: Large (-1)
Bonus Hit Points: 50
Superstructure: Duralloy
Hardness: 15
Armour: Alumisteel
Bonus to Defense: +4 (-1 size)
Armour Penalty: -6
Reach: 10 ft
Strength Bonus: +6
Dexterity Penalty:
Speed: 50 ft
Purchase DC: 39

Slots
Helmet: Class II Sensory System
Back: Ammo Bin
Torso: Cockpit
Left Arm: Chaingun (1000 rds)
Right Arm: Chaingun (1000 rds)
Left Leg: Speed Booster
Right Leg: Speed Booster
Comm System

Standard Package Features: Bonuses: +2 Navigate, +2 Spot, NBC (+4 Fort Saves) sealed.
Weapons: 2 chainguns 4d10, 20, 150 ft, a
Slam 1d8 bludgeoning, melee, reach 10 ft

Chaingun
The chaingun is based on the minigun used by the US military, only with some upgrades, such as caseless ammunition, improved barrel materials to keep the rotating barrels cooler. Fires in autofire only, target a 20-foot-by-20-foot area instead of normal 10-foot-by-10-foot area, targets in area must make a Reflex save (DC 20) for half damage. Firing the chaingun uses 50 rounds, or 25 rounds with the Burst Fire feat. If both chainguns are used to target the same target area, increase damage to 6d10 and Reflex save DC 22 for half damage.
WeaponDamageTypeCritRangeRateMagazine
Chaingun (2)4d10Ball20x2150 ftALinked

Ammo Bin
The back of the Wolverine mounts a large heavily armoured ammunition bin for the two arm mounted chainguns, divided in two, holding 5000 rounds for each weapon (10,000 total). In the event one weapon is disabled, both parts can feed a single weapon.

Wolverine Mk1a2
After things settled down a bit after the 23 Hours and GDI sold off many of their Wolverine Mk1s to the US military and other allied groups, a few upgrades were made to the Wolverine.
Make the following changes to Wolverine Mk1 to make Mk1a2:
Add 10 hit points;
Add 2 3-shot smoke grenade launchers;
Add ALA system;
PDC: +1

Wolverine Mk2
The Mk2 Wolverine is an upgraded version of the original Wolverine introduced by the Steel Talons division of GDI. A taller, headless mech with slab-slanted armour, two arms fitted with a chaingun each, and large ammunition supply mounted within its armoured body, it has a number of upgrades over the original, even though it is larger. It is lightly armoured, but enough to protect against infantry weapons, has good speed to out run any infantry, but not very well equipped to combat vehicles. The GDI pulled many out of mothball and storage during the 23 Hours, but have been selling many to their allies as production of other vehicles have increased. Many have found their way on the black market.

Wolverine Mk2
Size: Large (-1)
Bonus Hit Points: 60
Superstructure: Duralloy
Hardness: 15
Armour: Alumisteel
Bonus to Defense: +4 (-1 size)
Armour Penalty: -6
Reach: 10 ft
Strength Bonus: +6
Dexterity Penalty:
Speed: 60 ft
Purchase DC: 40

Slots
Helmet: Class III Sensory System
Back: Ammo Bin
Torso: Cockpit
Left Arm: Chaingun (1000 rds)
Right Arm: Chaingun (1000 rds)
Left Leg: Speed Booster
Right Leg: Speed Booster
Comm System

Standard Package Features: Bonuses: +2 Navigate, +2 Spot, Darkvision 90 ftNBC (+4 Fort Saves) sealed.
Weapons: 2 chainguns 4d10, 20, 150 ft, a
Slam 1d8 bludgeoning, melee, reach 10 ft

Chaingun
The chaingun is based on the minigun used by the US military, only with some upgrades, such as caseless ammunition, improved barrel materials to keep the rotating barrels cooler. Fires in autofire only, target a 20-foot-by-20-foot area instead of normal 10-foot-by-10-foot area, targets in area must make a Reflex save (DC 20) for half damage. Firing the chaingun uses 50 rounds, or 25 rounds with the Burst Fire feat. If both chainguns are used to target the same target area, increase damage to 6d10 and Reflex save DC 22 for half damage.
WeaponDamageTypeCritRangeRateMagazine
Chaingun (2)4d10Ball20x2170 ftALinked

Ammo Bin
The back of the Wolverine mounts a large heavily armoured ammunition bin for the two arm mounted chainguns, divided in two, holding 5000 rounds for each weapon (10,000 total). In the event one weapon is disabled, both parts can feed a single weapon.

Options

AP Ammo

The Wolverine Mk2 can be fitted with AP ammunition, giving it greater capabilities that allows it to attack light vehicles. Increase damage by +4, Ignore 5 DR/Hardness. Increase ammo PDC +1.

Wolverine Mk2a2
After things settled down a bit after the 23 Hours and GDI sold off many of their Wolverine Mk2s to the US military and other allied groups, a few upgrades were made to the Wolverine.
Make the following changes to Wolverine Mk2 to make Mk2a2:
Add 15 hit points;
Add 2 3-shot smoke grenade launchers;
Add Oracle Targeting System mk1 (+1 attack rolls);
Add ALA system;
PDC: +1

ALA - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.
 

kronos182

Explorer
Banshee (Mutant Growth Hormone)

Banshee is a power-enhancing drug that is made up of Mutant Growth Hormone, Fentanyl, Testosterone and Dopamine, and is highly illegal. This drug can give humans, both normal and Fictions, sonic powers, or grant a Mutant (human or fiction that was born with 'mutant' powers naturally) with enhanced powers.
Upon injecting a dose of Banshee, a person gains the ability to use a sonic scream, dealing 3d6 sonic damage to a 60 foot long, 30 foot wide cone, Reflex save DC 10 + user's Con modifier, usable once every 1d4+1 rounds. The recipient also gains +4 bonus against any sonic based effects, plus any sonic damage they would suffer is reduced by half.
Banshee lasts for 5 hours, afterwards the recipient suffers -2 Con penalty, reduce speed by half, -2 to attack rolls and all skills, and are exhausted until they rest for 8 hours.
If a Mutant takes the drug, any mutant powers they have are enhanced. Abilities with variable results (for examples attacks that deal damage such as 1d6) are doubled (a claw attack that normally deals 1d6 now deals 2d6); fixed value abilities, such as speed, Ability score modifiers, other bonuses, are tripled (a mutant ability that grants flight of 20 ft is increased to 60, or grants a Fort save bonus of +2 is now +6). Once the drug's duration expires, the mutant suffers -4 Con, -2 Dex and -2 Str penalties, speed reduced to half, suffer -4 to all attacks and skills and exhausted until they rest for 8 hours.
It is possible to take a second dose before resting, however the duration of the second dose is only 4 hours and the penalties are doubled. Taking a third dose only provides the effects for 30 minutes and the penalties are tripled, and requires 16 hours of rest to recover.
Banshee is quite addictive, after each use, the recipient must make a Will save DC 15 +1 per each use after the first use, or become addicted. Once addicted, the user must have at least one dose a day or suffer the effects of the penalties after a single dose. An addicted user can attempt to kick the addiction, but requires a Fort save DC 20 made once a day for 5 days. 5 successful saves in a row and the person has kicked the addition, but if they use Banshee again, the Will save to prevent addiction is the same as when they last used Banshee +5.
Weight: 1 dose is 12 oz.
PDC: 30
Res: Illegal +5
 

kronos182

Explorer
Some Marvel alien equipment.

Chitauri Gun
The main weapon of the Chitauri invaders during the Invasion of New York, an energy rifle that consisted of a bronzed coloured rounded casing, with a black barrel at the firing end, a glowing purple 'orb' just past the mid point that contains the power core, and the end has an opening that the user's hand and forearm fit into.
The weapon is powered by a self regenerating power source that provides 60 shots readily available and regenerates ammunition at a rate of 1 shot every round not fired. The core becomes unstable when exposed to X-rays, SHIELD has most of the Chitauri guns after the Battle of New York, although some were found by various groups, such as Hydra and others.
On Coreline SHIELD and Hydra have the largest caches of these weapons, although several show up on the Black Market.

Chitauri Gun (PL7-8 Personal Firearms Proficiency)
Damage: 3d10 + 2d8 to 5 ft radius
Critical: 20x2
Damage Type: unspecific energy
Range Increment: 110 ft
Rate of Fire: Semi
Size: Large
Weight: 6 lbs
Ammo: 60 internal
Purchase DC: 23, Illegal on Earth
Notes: Due to the hand and forearm protected by the weapon, disarming attempts suffer -4, the user can't drop the weapon as a free action, requiring a standard action to remove the weapon from their arm. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads.


Chitauri Staff
An alternate weapon of the Chitauri invaders during the Invasion of New York, an energy rifle that resembles a hybrid between a long barreled rifle and spear-like staff. It is approximately 3.5 feet long, with a structure similar to the stock and trigger structure of traditional firearms at one end, while the firing end resembles a rough club-like structure with a single, pronounced, bayonet-like blade. The staff is collapsible as it is composed of three separate segments that are separated at two joints, which is able to extend to full size as part of the action to draw it. It can retract as a free action as part of the action to put it away.
The weapon is powered by a self regenerating power source that provides 60 shots readily available and regenerates ammunition at a rate of 1 shot every round not fired. The core becomes unstable when exposed to X-rays, SHIELD has most of the Chitauri guns after the Battle of New York, although some were found by various groups, such as Hydra and others.
On Coreline SHIELD and Hydra have the largest caches of these weapons, although several show up on the Black Market.

Chitauri Gun (PL7-8 Personal Firearms Proficiency)
Damage: 2d10 + 2d6 to 5 ft radius / 2d4
Critical: 20x2 / 19-20x2
Damage Type: unspecific energy / slashing
Range Increment: 60 ft / melee
Rate of Fire: Semi
Size: Medium
Weight: 3 lbs
Ammo: 60 internal
Purchase DC: 23
Notes: Has integrated bayonet. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads.


Aero-Rigs
Aero-Rigs are jetpack like devices invented by Rocket Raccoon, who sells them for extra credits. They comprise of a harness with back mounted thrusters that allow the user to fly and hover, although they don't function when outside of an Earth-like atmosphere. When not in use they retract into a thick disk about 6 inches in diameter.
A fully charged Aero-Rig provides 3 hours of flight, with a fly speed of 50 ft (perfect maneuverability), although they doesn't seem to have an altitude limit, although takes time to reach orbit. Comes with a recharging station, takes 4 hours to recharge. Take 1 standard action to deploy or retract the Aero-Rig.
Weight: 1 lb retracted, deployed 7 lbs.
PDC: 20


Electroshock Batons
A baton, usually used in pairs, that are electro-magnetic weapons, capable of generating powerful amounts of electrical charges to incapacitate or even kill as well as function as blunt weapons. The electro-magnetic field help enhance their durability. One of the more famous users is Nebula, (former in some versions) daughter of Thanos.

Electroshock Baton (PL7-8 Simple Weapon Proficiency)
Damage: 1d6, +2d4 energized
Critical: 20x2
Damage Type: Bludgeoning, Electrical
Size: Medium
Weight: 2 lbs
Purchase DC: 20
Notes: Has stun setting, bludgeoning changed to non-lethal, Fort save DC 16. Internal battery allows for 2 hour of energized use. Collapsible to Tiny size as a free action, expand to full size as a free action. Can be connected to another baton to form a staff. While energized, can resist energy melee weapons and used to deflect or parry energy discharges.
 

kronos182

Explorer
Impetus Diaboli

"Welcome to my humble shop. You will find many items quite useful. You can also bring me anything you find in your adventures for coin, or trade." - Maximus Holt, Impetus Diaboli owner.
CENTRAL OFFICES: New Orleans, Louisiana, USA.
MAJOR REGIONAL OFFICES: Several travelling mobile 'stores', typically in the form of converted cargo vans and trucks, usually no larger than 5 or 10 ton trucks, 3 converted 53 foot trailers and 3 stores besides the New Orleans facility, London England, Moscow Russia and Sydney Australia.
MAJORITY STOCKHOLDER: Maximus Holt, owner.
Logo: Image of a devil wearing a three piece suit with tails, top hat and cane leaving to the left.
INFORMATION:
Impetus Diaboli is a 'small' company that makes or enchants items that are useful to adventurers and mercenaries, from weapons to equipment, founded by Maximus Holt. Many of their enchanted items are based on fictional items or abilities, some are unique. Maximus is always looking for new and interesting magical items, and willing to trade. Impetus Diaboli has its headquarters and major warehouse in New Orleans, and sends out merchants in cargo vehicles that are converted into mobile shops where they sell or buy various magical items. Most will have a stock of Impetus Diaboli common items, but each will have a number of unique or uncommon items, which varies from merchant to merchant. Each merchant will travel a circuit that usually lasts 2 to 4 months before they return to the headquarters, or local store, to drop off new items and restock. These mobile shops can be identified typically with the Impetus Diaboli on the side, a cartoon depiction of the devil with a shotgun used as a cane.

Will usually have a collection of potions, wands and other common magic items such as:
Potion of Mechanical Aptitude, Potion of Vehicle Handling, Potion of Cure Light Wounds, wands and scrolls.

Sample Impetus Diaboli Items

Scouting Jewellery

Scouting jewellery are small enchanted necklaces, bracelets or small amulets with typically a clear crystal, although light blue or red is also common. When in the presence of magic that is not on the wearer, the crystal will begin to glow. It glows brighter when close to magic, allowing the wearer to use it to find magical items, or discover if someone is using magic nearby. Unfortunately the range is limited to only 30 feet, but as the person turns, the crystal will increase brightness when the user is facing a magical item, or source of magic spell. The brightest the crystal gets is about the equivalent to a small candle.
Grants +1 to Search checks in relation to magical items, traps or sources of magical energy.
Weight: Typically 3 to 6 oz.
PDC: 15

Gathering Gloves or Bracers
A set of gloves or bracers that can cast the spell Mage Hand, allowing the user to move small objects weighing no more than 5 lbs, up to 30 feet away, exactly as the spell. The user can cast the spell as a standard action, up to 3 times per day, with a maximum duration of 5 rounds, through concentration as a move action.
Weight: 1 to 2 lbs
PDC: 17

Mending Vest
This leather vest, which is designed to be adjustable, so it can fit over most clothes, even up to medium armour, has several pockets, has a 'worn' look to it, is specially enchanted so that when the wearer is wearing the vest, and receives magical healing, via potion or by spell (from a caster, wand or scroll), the wearer heals 50% more. Otherwise the vest has no other function other than as an article of clothing with 4 to 8 pockets.
Weight: 3 lbs.
PDC: 18

Bounding Boots
These water resistant hiking style boots, with a polycarbonite lined toes and soles (functions like steel toed boots, only slightly lighter and don't freeze as quickly in the cold), give the wearer a little more bounce to their step, granting +2 to Jump checks. If the user runs, while making occasional leaps making a successful Jump check DC 15, the wearer's run speed is increased to x5 for a total of 5 minutes, up to 3 times per day. If the user fails the jump check, reduce running speed to only x3 as they stumble on their landings.
Weight: 6 lbs for pair.
PDC: 17

Azure Clothing
Azure clothing comes in a wide range of styles and cuts, but typically sweaters, light jackets, pants, track suits, all made of fine materials and will have anywhere from one to five embroidered snowflakes made of pure silver thread, somewhere on the piece of clothing. These clothes grant the wearer protection from cold weather, allowing them to ignore the effects of cold conditions and exposure. The character doesn't need to make Fort saves in extreme cold conditions, and feels quite comfortable while wearing a set of Azure clothing.
PDC: +1 higher than normal version of the piece of clothing.


Lapis Orbs
These orbs appear to look like lapis lazuli gemstones, typically held in brooches, large rings, necklaces. These gems, once broken in the user's hand, grants temporary immunity to all cold effects for 5 minutes. The user is immune to extreme cold, any and all cold damage and attacks. However the user's reflexes and movements are a bit sluggish during this time and for 1 hour afterwards, suffering -1 to Initiative, Reflex saves and -10 feet to speed.
PDC: 22
Weight: Typically 3 to 6 oz for the orb itself.

Crimson Clothing
Crimson clothing comes in a wide range of styles and cuts, but typically sweaters, light jackets, pants, track suits, all made of fine materials and will have anywhere from one to five embroidered flames made of pure gold and copper thread, somewhere on the piece of clothing. These clothes grant the wearer protection from hot weather, allowing them to ignore the effects of hot conditions and exposure. The character doesn't need to make Fort saves in extreme hot conditions, and feels quite comfortable while wearing a set of Crimson clothing.
PDC: +1 higher than normal version of the piece of clothing.

Opal Orbs
These orbs appear to look like opal gemstones, typically held in brooches, large rings, necklaces. These gems, once broken in the user's hand, grants temporary immunity to all fire/heat effects for 5 minutes. The user is immune to extreme heat, any and all fire/heat (except for lasers) damage and attacks. However the user's reflexes and movements are a bit sluggish during this time and for 1 hour afterwards, suffering -1 to Initiative, Reflex saves and -10 feet to speed.
PDC: 22
Weight: Typically 3 to 6 oz for the orb itself.

Jade Orbs
These orbs appear to look like round polished pieces of jade, typically held in brooches, large rings, necklaces. These gems, once broken in the user's hand, grants temporary immunity to all types of poison and poison like effects for 5 minutes. The user could swallow any poison during this period and be completely immune. If the user was already affected by a poison before activating a jade orb, the effects immediately stop, but doesn't cure any damage or other effects the poison might have caused. During this period and for 1 hour afterwards, the user feels weaker, suffering -2 to Fort saves, is -2 to Strength.
PDC: 22
Weight: Typically 3 to 6 oz for the orb itself.

Cleanatic 100
This device resembles a small handheld rechargeable vacuum cleaner, and functions as such, able to hold about 5 lbs of dirt and debris. It also can cast the Clean spell, able to clean an object or creature up to 500 lbs, or a room of up to 50 square feet, or cast the spell Mending, able to repair one object up to 2 lbs, and has a total of 10 charges.
The vacuum function has enough power for 2 hours of operation then needs 2 hours to recharge. Clean and Mending each use 1 charge, and the charges replenish every 24 hours.
Weight: 7 lbs
PDC: 13

Detection Binoculars
This set of digital binoculars has the additional feature of being able to detect illusions. By pressing a small diamond button, up to 5 times a day, while looking through the binoculars, the user can detect illusions. The user makes a caster level check at +3 (roll d20) vs the save DC of the spell, and the amount of information revealed depends on how long the user studies an area with a successful check. First round reveals the presence or absence of illusions by the view turning red; second round reveals the number of different illusions with a counter in the left corner; and the third round reveals the location of each illusion with a green circle around the location. This does not reveal what the illusions are, just that they are present and where they are located. This does give the user a +4 bonus to disbelieve any of the illusions.
If the caster level check fails, the digital binoculars do not reveal any information other than what they would normally.
Weight: 3 lbs
PDC: 11

Foe-b-gone Spray Can
A magical alternative to mace developed by Impetus Diabloi, which can work on targets that don't have eyes. One spray acts in a fashion identical to a fear spell cast at 8th level. The can holds 6 charges.
Type: Wondrous Item (magic);
Caster Level: 8th;
Purchase DC: 21;
Weight: -.

Nailgun Glove
This heavy glove, with reinforced fingers and back, functions as a heavy work glove, but can also be used as a nailgun by use of the spell Fingernailgun. When your outstretched index finger is pressed firmly against a surface, a single galvanized steel nail shoots out, burying itself up to the nail head in whatever surface you are touching. The fingernailgun ignores 5 points of an object’s hardness, but cannot penetrate objects with a hardness greater than 5. If the targeted surface has more than 5 points of hardness, the fingernailgun recoils back from the surface, allowing the nail to fall away without harm to the surface or subject of the spell.
In addition to home improvement and repair work, a fingernailgun may also be used in combat. By making a successful melee touch attack, you fire a nail into your opponent, causing 1d3 points of piercing damage. A missed attack does not expend a nail. This attack cannot be combined with other melee touch attacks. The upper limit to the number of nails you may fire in any round is that of the number of melee touch attacks you may make in a single round. Each activation of the spell uses 1 charge, which creates 5 nails, with a total of 20 charges, which recharge after 24 hours.
Weight: 1 lb per glove.
PDC: 23

Fireproof Decal
Usually appearing as a narrow, reflective white decal with bold, red lettering that reads “NONFLAMMABLE”, when affixed to a creature or object, a fireproof decal provides a limited amount of protection against fire damage. The creature or object gains energy resistance 10 against fire. The fireproof decal will continue to function until it has provided protection from a cumulative total of 50 points of fire damage, after which it is consumed in flame (by the 51st point of fire damage).
Type: Wondrous Item (magic);
Caster Level: 3;
Purchase DC: 29;
Weight: —


SHOTGUN OF ZOMBIE SLAYING
This +1 shotgun is the bane of all zombies. Any zombie damaged by this weapon must succeed at a Fortitude save (DC 14) or be destroyed.
Type: Weapon (magic);
Caster Level: 10th;
Purchase DC: 25;
Weight: 8 lb.

CHAINSAW OF SHARPNESS
This +3 chainsaw threatens a critical hit on a natural roll of 19 or 20 (a normal chainsaw has a threat range of 20).
Type: Weapon (magic);
Caster Level: 10th;
Purchase DC: 39;
Weight: 10 lb.


Phantom Ammunition
These purple tipped bullets, when fired, 4 phantasmal bullets seem to fly with it, distracting the target from the round they should be watching out for. Before rolling attack roll, roll 4d4. For every 4 that comes up, the target's Defense drops by 1 (distracted by the phantom bullets). This drop in Defense lasts for 1 round. Roll attack roll against the lowered Defense. These rounds deal damage for their respected weapon + 1d4 force damage for every phantom bullet that hit (a roll of 4 on the d4 die).
PDC +3


Cha-Ching
A heavy crossbow with what looks like a coin slot and a cylinder large enough to hold about a dozen coins, mounted on the top, above the trigger, before the stock. The Cha-Ching uses pieces of currency as ammunition, by some magical means, the value, and material for older, or special coins, has an effect on the damage output as well. Coins fired this way are destroyed. The coin slot has several analog counters, appears to be one for dimes, nickels, quarters, dollar coins and one special coins, such as gold, silver, etc. The cylinder holds up to 6 coins, and as each coin is used up, the counters roll back to zero. When fired, it uses the coins in the order they were inserted. Special coins, such as a silver dime, will deal damage of a dime plus the special effect of a silver coin.

Cha-Ching
Damage: varies
Critical: varies
Damage Type: piercing *
Range Increment: 60 ft
Rate of Fire: Semi
Size: Large
Weight: 12 lbs
Ammo: 6 internal
Purchase DC: 25
Notes: Variable damage based on the type of coins
CurrencyDamage
Nickel1d6 Piercing
Dime1d8 Piercing
Quarter1d10 Piercing
Dollar Coin2d6 Piercing
2 Dollar2d8 Piercing
5 Dollar2d10 Piercing
10 Dollar2d6 Piercing + 2d4 Bludgeoning
Silver CoinDamage as face value + silver properties
Gold CoinDamage as face value + half damage as force damage
ElectrumDamage as face value + half damage as electrical damage

Augmenting Collar
A collar that is enchanted to enhance a pet, or familiar's natural abilities slightly. Comes in a number of colours and sizes, from small rodent to large canine. Large collars are available but at increased cost. Collar grants the animal with +2 enhancement bonus to Strength and Dexterity, +5 feet to speed and +1 to attack rolls, +1 to Fortitude saves.
Weight: 3 oz to 1 lb for creatures up to medium size. Larger creatures increases weight by +2 lbs per size category.
PDC: 24, +1 per size category of creature over medium.

Far Strike Magazine
These ballistic ammunition magazines are enchanted to increase the range of the ammunition placed within. Only non-magical ammunition can be enchanted by this magic, increasing the range by 25%, before feats, equipment or any range enhancing spells or powers granted by the weapon. Available on most weapons that have a box magazine. Can be made for ammunition drums or bins for weapons that use linked ammunition.
PDC: 21 pistols, 22 longarms, 24 for linked or heavy weapons such as rocket launchers or man portable cannons.
Restriction: Military (+3)

Hubcaps of Speed
A set of four hubcaps, when placed on the wheels of a vehicle, increases its speed by 10%. A full set of four must be used for the effect to work.
Weight: Set of four weighs 8 lbs.
PDC: 23

Magical Munitions
Impetus Diaboli has a series of magical ballistic ammunition available in most common calibers for personal weapons. Below are the most common available, stock varies from merchant to merchant.
Cause Fear - Target struck is affected by the Cause Fear spell, Will save DC 12. PDC +2
Hold Person - Deals half damage, target struck is affected by the Hold Person spell, Will save DC 13, lasts 3 rounds. PDC +3
Knock - Deals half damage and casts the Knock spell on any door, box, chest, or cabinet that is locked, stuck, barred or magically sealed or held. Can also loosen welds, shackles or chains, provided they serve to hold closures shut, affecting a door up to 20 square feet. PDC +2



Magical Special Abilities

Cobalt

This magical enhancement can be added to any set of armour or clothing, including non masterworked version. On command, up to three times per day, for 5 rounds, the armour or clothing takes on a bluish colour and absorbs the first 5 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).
PDC Modifier: +1

Garnet
This magical enhancement can be added to any set of armour or clothing, including non masterworked version. On command, up to three times per day, for 5 rounds, the armour or clothing takes on a reddish colour and absorbs the first 5 points of fire or heat (not from laser weapons) damage per attack that the wearer would normally take (similar to the resist energy spell).
PDC Modifier: +1

Lunar
A weapon with this enchantment is able to harm creatures, without having to be made of silver, of any were-type, afflicted with lycanthropy. The weapon deals its normal damage against the lycanthrope ignoring damage reduction granted by the were creature's special qualities, but does not bypass DR granted by other sources.
PDC Modifier: +1

Unearthly
A weapon with this ability will bypass the damage reduction of creatures with the outsider subtype, but does not deal any extra damage. If the creature has damage reduction from other sources other than from its type of outsider, such as from a spell, this ability does not bypass that damage reduction.
PDC Modifier: +1

Consecrated
A consecrated weapon will bypass any damage reduction of any undead creature granted by its type of undead, but does not deal any extra damage. If the creature has any damage reduction from other sources, such as from a spell, this ability does not bypass that damage reduction.
PDC Modifier: +1

Saintly
Armour with this ability grants the wearer DR 5 against natural, special and spell-like attacks that deal damage from evil allegiance to evil or of evil subtype. It bestows one negative level on any creature with the evil allegiance attempting to wear it. The negative level remains as long as the armour is worn, and disappears when removed. This negative level never results in actual level loss, but it can not be overcome in anyway while the armour is worn.
PDC Modifier: +3

Crippling
A weapon with this ability, on a successful critical strike the target must make a Will save DC 16, or suffer the effects of a slow spell for 5 rounds. A slowed creature can only take a single move action or attack action each round, but not both (nor may they take full-round actions). Additionally, they suffer -2 penalties to Defense, melee attack rolls, melee damage rolls, and Reflex saves, and jump half as far as normal. If the target struck was affected by haste, or similar ability, that effect is cancelled.
PDC Modifier: +2


New Spells

Fingernailgun

Conjuration (Creation)
Level: Mage 0;
Components: V, S, M;
Casting Time: Attack action;
Range: Personal;
Target: You;
Duration: until all nails are used or 1 minute/level
This spell is perfect for the handyman or hand-to-hand combatant. When your outstretched index finger is pressed firmly against a surface, a single galvanized steel nail shoots out, burying itself up to the nail head in whatever surface you are touching. A fingernailgun can produce 5 nails per caster level.
The fingernailgun ignores 5 points of an object’s hardness, but cannot penetrate objects with a hardness greater than 5. If the targeted surface has more than 5 points of hardness, the fingernailgun recoils back from the surface, allowing the nail to fall away without harm to the surface or subject of the spell.
In addition to home improvement and repair work, a fingernailgun may also be used in combat. By making a successful melee touch attack, you fire a nail into your opponent, causing 1d3 points of piercing damage. A missed attack does not expend a nail. This attack cannot be combined with other melee touch attacks. The upper limit to the number of nails you may fire in any round is that of the number of melee touch attacks you may make in a single round.
Material Component: Number of galvanized steel nails to be conjured (up to 5/level).
 

kronos182

Explorer
Federation Type 8 Shuttlecraft

The Type 8 shuttlecraft are very similar to the Type 6 shuttles, however they had improved warp drives with improved range, slightly better hull materials and shields, but were nearly visually the same as the Type 6. The only noticeable difference is the warp nacelles appear to be similar in design to those of the Intrepid class starships.
These shuttles had a duranium lined shell, shaped like a brick, with an angled front that had three windows, two nacelles mounted on very short pylons along the lower hull that run about two-thirds the length of the hull, with ion thrusters mounted on the upper rear corners of the ship. A door on each side in front of the nacelles, as well as a large rear door, allowed crew to enter or exit. A hatch with an extending docking ring on the bottom of the craft allows it to dock to other ships when a shuttlebay or transporters are not available. The shuttles had fairly basic sensors installed as standard, but can easily mount more powerful and special sensors for different missions, and came with basic shields for defense but no weapons. Inside, the shuttle was divided into two sections, the larger forward section had seating for 5, including the pilot, and space for some cargo. The seats can be easily removed to allow the ship to carry more cargo. The shuttle can easily enter and leave a planet's atmosphere to reach a ship or station in orbit, and travel between planets within a system. They were capable of low warp speeds with limited range, so were used sometimes as transports between nearby systems, or to rendezvous with ships passing near systems. Usually carries enough fuel to travel across a Sol sized solar system twice, or travel about 40 light years at a partly warp 4.
These shuttles can be fitted with a pair of Type 4 phaser emitters in the nose for special missions. Some shuttles were fitted with emergency transporters that are only used if the shuttle is about to be destroyed, with a range of 240,000 miles (orbiting shuttle to planet), although full transporters could be installed.

Type 8 Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle (orbital)
Size: Huge (-2)
Tactical Speed: 3500
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 6d20 (120 HP), 150 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 20.2 ft
Weight: 35,000 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 5
Cargo Capacity: 500-3000 lbs
Grapple Modifier:
Base PDC: 49, within Federation space or allies 38-44.
Restriction:

Attack:
Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, emergency transporter
Engines: thrusters, ion engine Warp Drive (max warp 4, 40 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class III
Communications: radio transceiver
Weapons: none
Grappling Systems: none

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 4
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)
 

kronos182

Explorer
The Type F, Galileo, Type 6 and 8, although they might need some modifications to retract the nacelles closer.. they might be a little tall..
Otherwise I'd say Type 2 (the ones you see on Voyager) with maybe retractable nacelles and probably the one on the Defiant if the engine pods on the sides are retractable.
 
OK, gonna toss you guys an idea for an Advanced Class concept (maybe it goes through an Advanced/Prestige Class escalation ladder, I don't know).

The "Holy Order of Ghost Riders". You get possessed with a tiny chunk of a Spirit of Vengeance and "earn your flames" as you go along. Probably start with Detect Evil/Good and a vehicle of your choice (as long as it's light -- cars and bikes are a standard, but maybe power armor is also OK?) that you get a (minor) bonus to ride checks for. Then you "earn your flames", the vehicle becomes more of a symbiote that you get a massive bonus for and can even summon temporary gadgets for (or choose from a variety of "Ghost Rider" stunts for it to perform like Spider Climb/run over water/will come when you whistle for it) and you can "infest" vehicles with a smidge of power so they will temporarily perform better as weapons, enchanted hand-held weapons (firearms and melee), You also become increasingly scary as the Rider's powers turn you more hideous, culminating with the capacity to summon the Penance Stare.

The code of the Order of Ghost Riders is obviously an anti-heroic Paladin's -- protect and heal the innocent, punish the guilty. There's some leeway about how to go about punishing, but the more monstrous, the more it's probably expected to turn them into smears on a wall.

A Ghost RIder can also be, you know, angelic. The Order will accept you with open arms. But Angels that are part of the Order are obviously the "fire and brimstone" types.
 

kronos182

Explorer
OK, gonna toss you guys an idea for an Advanced Class concept (maybe it goes through an Advanced/Prestige Class escalation ladder, I don't know).

The "Holy Order of Ghost Riders". You get possessed with a tiny chunk of a Spirit of Vengeance and "earn your flames" as you go along. Probably start with Detect Evil/Good and a vehicle of your choice (as long as it's light -- cars and bikes are a standard, but maybe power armor is also OK?) that you get a (minor) bonus to ride checks for. Then you "earn your flames", the vehicle becomes more of a symbiote that you get a massive bonus for and can even summon temporary gadgets for (or choose from a variety of "Ghost Rider" stunts for it to perform like Spider Climb/run over water/will come when you whistle for it) and you can "infest" vehicles with a smidge of power so they will temporarily perform better as weapons, enchanted hand-held weapons (firearms and melee), You also become increasingly scary as the Rider's powers turn you more hideous, culminating with the capacity to summon the Penance Stare.

The code of the Order of Ghost Riders is obviously an anti-heroic Paladin's -- protect and heal the innocent, punish the guilty. There's some leeway about how to go about punishing, but the more monstrous, the more it's probably expected to turn them into smears on a wall.

A Ghost RIder can also be, you know, angelic. The Order will accept you with open arms. But Angels that are part of the Order are obviously the "fire and brimstone" types.
Interesting.. while D20 Modern/Future doesn't have alignment, but some suggested allegiances would also be good.. besides evil..
Not sure if power armour would work.. as it's something you wear more than ride.. but hovercraft, jet bikes, light aircraft maybe (limited altitude like cesnas and the like maybe).

The abilities that can imbue to vehicles, besides having a drive check bonus, and those you suggested, could be limited flight, maybe burst into flames for a ram attack, increased defense.

For weapons, bonus to attack rolls (supernatural accuracy), bonus damage to evil and certain creature types (outsiders, demons/devils, etc), damage type can deal half holy/unholy and it's base type.. eventually doing fully magical type damage. maybe even cast certain spells.
 

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