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CORELINE (D20 Modern/D20 BESM Setting).

Well, the new things to factor in order to replicate what shows up in "Ant-Man and The Wasp" would be how it works with passengers and how it works when the vehicles are moving (then again, the chase scene has the shrunken cars moving really fast, so I guess we could allow them to keep the same moving speed).
 

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kronos182

Adventurer
Well, the new things to factor in order to replicate what shows up in "Ant-Man and The Wasp" would be how it works with passengers and how it works when the vehicles are moving (then again, the chase scene has the shrunken cars moving really fast, so I guess we could allow them to keep the same moving speed).

The car is modified to have a system like the Ant-Man suit regulator on it so it can shrink with people inside, the same with the building they moved like a suitcase.
 
Last edited:

Doc_Pippin

Explorer
Well, the new things to factor in order to replicate what shows up in "Ant-Man and The Wasp" would be how it works with passengers and how it works when the vehicles are moving (then again, the chase scene has the shrunken cars moving really fast, so I guess we could allow them to keep the same moving speed).

I think the speed could be explained in a similar way as Ant-Man's strength, the engine still produces the same amount of power because the actual change was either in shunting mass into a hammerspace or reduction in the area between subatomic particles either way, the energy output would be propelling a smaller vehicle at relatively higher velocity so those in the vehicle would perceive the speed of the vehicle as much faster than those outside of it. Kind of like how we can externally clock the movement of blood as it moves through a body at ~4 mph, but from the perspective of the cells in the blood, the speed and relative force would be staggeringly higher, more akin to hypersonic speeds.
 

kronos182

Adventurer
A vehicle based on a toy.
d02.jpg

Republic Attack Dropship
The Attack Dropship was produced for use by elite units in the later stages of the Clone Wars. It is a single pilot craft that looks like a much scaled down LAAT, with jus the cockpit, two adjustable chin weapons, and smaller version of the engines, wings and massdriver launchers mounted directly behind the cockpit, with an additional pair of weapons mounted between the massdriver launchers. Below the wings and engine block is a rack that allows for two troopers to strap themselves to for transport. When carrying troops the cockpit is in a 70 degree down angle, but once carried troops are released, the cockpit rotates up to only a 15 degree down angle to increase aerodynamics, allowing the Attack Dropship to function as a fighter providing air support. The passenger rack can be modified to hold small cargo containers.

Attack Dropship (PL6)
Crew: 1
Passengers: 2
Cargo: 30 lbs / 300 lbs*
Init: +0/+1
Maneuver: 0/+1
Top Speed: 200 (20) troop carry mode / 700 (70) fighter mode
Defense: 8
Hardness: 10
Hit Points: 25
Size: Huge
Purchase DC: 36
Restriction: Mil (+3)
Accessories: Military Radio, weapons, crew rack
Notes: When in troop carrying mode speed, initiative, maneuver uses the numbers before the /, when not carrying crew use the numbers after the /. Chin blasters are semi-turrets, able to pivot up or down, and a bit to the sides granting +1 to attack rolls. Can hover. The pilot can release the carried troops as a free action when close to the ground. Switching between the two modes is a move equivalent action that can only be done at speeds lower than 100 (10). It takes troops 1 full round to get into the rack and strapped in safely.

WeaponDamageCritDamage TypeRange IncrROFMagazine
Massdriver Launchers (2)Varies-Varies200 ft*Single20 (10 ea)
Chin Fire-Linked Anti-Personnel Blasters (2)6d820, x2Fire100 ftS, AUnlimited
Fire-Linked Lasers (2)6d1020, x2Fire120 ftSUnlimited

Massdriver Launcher
This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one.
Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles.
KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles.
Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5.

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

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

kronos182

Adventurer
A few Star Wars personnel weapons.

R-20 Scatterblaster
The R-20 Scatterblaster is a blaster pistol created by BlasTech Industries, that instead of firing one powerful blaster bolt, fired multiple smaller ones, making it more difficult to dodge. This feature also was useful against opponents such as Jedi, as they would have some difficulty deflecting multiple bolts.

R-20 Scatterblaster (PL6 Personal Firearms Proficiency)
Damage: 2d4*
Critical: x2
Damage Type: Fire
Range Increment: 40 ft
Rate of Fire: S
Size: Small
Weight: 4 lbs
Ammo: 30 Box
Purchase DC: 19
Restriction: Mil (+3)
Notes: Targets don't apply their Dex modifier to Dodge bonus to Defense. For every 3 points over the target's Defense (ignore Dex modifier and Dodge bonuses), increase damage by 1d4 to a maximum of 5d4.


T-21 Light Repeating Blaster
The T-21 was one of the heaviest and powerful standard issue weapons that could be carried by a single soldier. A thick bodied weapon that was light enough to carry and fire on the move made this weapon a good choice for heavy assaults. It can use a standard power pack that only provided enough power for 25 shots, but it can be hooked up to a power pack that can be carried as a backpack for a larger capacity. A light weight tripod can be carried on a soldier's belt, allowing for more stable firing.

T-21 Light Repeating Blaster (PL6 Exotic Firearms Proficiency T-21)
Damage: 3d10+5
Critical: x3
Damage Type: Fire
Range Increment: 65 ft
Rate of Fire: S, A
Size: Large
Weight: 15 lbs, backpack power supply 30 lbs.
Ammo: 25 box, or 200 with back pack power supply
Purchase DC: 25
Notes: -1 to attack rolls due to its weight and size. If mounted on tripod, attack penalty removed. Backpack power supply provides 200 shots, regenerates 10 shots per 5 rounds. Takes 1 full round to connect and power up the weapon.


Accelerated Charged Particle Repeater Gun (ACP)
This weapon is a medium ranged blaster manufactured by Arakyd Industries, and was popular amongst criminals and mercenaries. The weapons are not particularly advanced, came with a wired support under the frame just behind the barrel for added support, and a sight near the barrel, and built-in extinguisher in case of overheating. As they are more particle weapons than blasters, they were particularly effective against shielding, but not as much against armoured surfaces. The weapon required special ammunition packs that had enough material for forty shots.

ACP (PL6 Personal Firearms Proficiency)
Damage: 2d8 vs solid objects, 4d10 vs shields
Critical: x2
Damage Type: Fire
Range Increment: 50 ft
Rate of Fire: S, A
Size: Medium
Weight: 9 lbs
Ammo: 40 box
Purchase DC: 21
Notes: Gets Hot
Gets Hot - If fired on autofire for more than 3 rounds in a row, or on a natural roll of 1, the weapon over heats, but the extinguisher system cools the weapon, but it can't fire for that round, and fills a 5 foot area with steam.


Concussion Rifle
The concussion rifle is an uncommon weapon, with a thick rectangular frame with a large aperture, and a side mounted handle for providing stability, that fires a concussive sonic charge, creating a powerful shockwave that is able to knock down a full-grown person.

Concussion Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: x2
Damage Type: Sonic
Range Increment: 50 ft
Rate of Fire: S
Size: Large
Weight: 14 lbs
Ammo: 25 box
Purchase DC: 23
Notes: Deals damage in a 10 foot radius, Reflex save 15 for half damage, plus target has to make a second Reflex save DC 16 or be knocked prone, a successful save the target is only staggered for 1 round.


W-90 Concussion Rifle
The W-90 concussion rifle is a long barreled concussion rifle manufactured by BlasTech. It mounts a scope similar to the E-11 blaster, and longer range over other concussion rifles.

Concussion Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: x2
Damage Type: Sonic
Range Increment: 90 ft
Rate of Fire: S
Size: Large
Weight: 18 lbs
Ammo: 25 box
Purchase DC: 24
Notes: Deals damage in a 10 foot radius, Reflex save 17 for half damage, plus target has to make a second Reflex save DC 18 or be knocked prone, a successful save the target is only staggered for 1 round.


Imperial Repeater Rifle
This repeating rifle has a thick, short blocky body with a thin stock that extends from the bottom of the handle. It has three short barrels in a triangle design and cycles through each barrel as it fires to keep barrel temperature down for high rate of fire. The weapon has a secondary fire mode that unleashes a bolt from all three for a potent single shot kill, but lowers rate of fire.

Imperial Repeater Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: x2
Damage Type: Fire
Range Increment: 60 ft
Rate of Fire: S, A
Size: Large
Weight: 18 lbs
Ammo: 30 box
Purchase DC: 25
Notes: Secondary fire mode, switching is free action, deals 5d10, ignores 5 points of hardness/DR, uses 5 shots, rate of fire is single.
 

kronos182

Adventurer
A.I.M. (Advanced Ideas Mechanics)
A.I.M. Is a privately funded think tank organized of a group of brilliant scientists whose sole dedication is to acquire and develop power through technological means, to use this power to overthrow the governments of the world. They develop and supply arms and technology to radicals and subversive organizations in order to foster a violent technological revolution of society while making a profit.
Started back during World War II as a part of Hydra, although developed into a separate group, and even created a public company that allowed them to generate more funds legally.
A.I.M. has made advancements in various fields, from materials, cybernetics, biological engineering, energy weapons and even medical research, but primarily weapons or how to weaponize any technology in development.
A.I.M. members wear yellow uniforms with helmets that resemble those worn by workers in bio-hazards and radiation filled areas, however they look more like bee-keeper outfits, and usually referred to as bee-keepers and A.IM. bases sometimes called hives.
A.I.M. Has multiple bases around the world, even a small stealth base in orbit, but their primary base is A.I.M. Island, an island located in the Caribbean Sea, heavily fortified and equipped with technology that can nullify most attacks, particularly any technological based attack. The U.S. had launched an attack against A.I.M. Island, but all launched missiles against the island were either neutralized or vaporized before getting within 5 miles, and their attempt to land troops was also met with failure.

On Coreline, A.I.M. continues to develop technology and weapons, selling them to terrorist groups, fanatics and anyone else that can pay, including some government groups. Although Hydra and A.I.M. are not directly affiliated with each other, A.I.M. does supply Hydra with some of their tech. Most law enforcement, military and governments ban all A.I.M. technology, and try to stop any A.I.M. activity within their borders, but have an unspoken truce with A.I.M., we'll leave you alone, if you leave us alone, any noticeable illegal activity within our borders will be dealt with. A.I.M. merely compensated with improved stealth tech for any teams they send aboard.

AIM Member
Members of AIM are researchers, dedicated to advancing technology and the sciences for the sake of science, and to advance the group's goal of the acquisition of power and overthrow all governments by technological means. These members, when not in the lab researching and building, act as the basic soldiers for AIM. While they may not be very good at fighting themselves, their advanced weapons and technology make them a threat.

Low Level AIM Member (Smart Ord 1/Dedicated Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d6-1 plus 1d6-1; hp 5
Mas: 8
Init: +1
Speed: 30 ft
Defense: 13, Touch 12, flat-footed 12 (+1 Armour, +1 Dex, +1 Class, )
BAB: +0
Grapple: +0
Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol)
Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +0, Ref +1, Will +4.
Action Points: 0
Rep: +2
Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13
Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)
Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Disable Device +6, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +3, Speak English, Speak (any two), Treat Injury +4.
Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.
Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d6-3 plus 3d6-3; hp 15
Mas: 8
Init: +1
Speed: 30 ft
Defense: 15, Touch 14, flat-footed 14 (+1 Armour, +1 Dex, +3 Class)
BAB: +3
Grapple: +3
Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol)
Full Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +2, Ref +4, Will +6.
Action Points: 0
Rep: +2
Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13
Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)
Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Disable Device +9, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +5, Speak English, Speak (any two), Treat Injury +5.
Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency
Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Scientific Improvisation
AIM members may specialize in difference fields, but all have some familiarity in multiple fields and can improvise solutions and tools quickly. The AIM member can spend a full round action by combining common objects with a Craft check that corresponds to the function desired. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. However this item is single use, or lasts for a number of rounds equals to the AIM member's level then breaks and the parts are useless.

Experimental Weapon Proficiency
AIM creates a large array of experimental devices and weapons, some are put into mass production for AIM members, and some are one offs. The AIM member is proficient in any mass produced AIM weapons, and up to 1 + Int modifier weapons the AIM member has built themselves. If the AIM member has maxed out their number of weapons they have built, they can replace one by spending 1 full minute studying the weapon in detail, undisturbed to replace one weapon they have developed and were proficient with.

AIM Researcher
The Researcher specializes in medicines and chemicals to enhance to hinder biological systems. Their helmets are a little more streamlined, with a green-yellow opaque faceplate, two tubes go from the helmet to a collar piece which contains air tanks. A backpack with compressed space technology is usually carried to allow them to carry a large array of chemicals, poisons, toxins and medicines
Make the following changes to AIM Member to create AIM Researcher:
Change Knowledge (Arcane Lore) with Craft (Pharmaceutical);
Change Builder with Medical Expert (+2 Craft (Pharmaceutical) and Treat Injury);
Add Surgery Drone to equipment;
Add Researcher Helmet to equipment;
Add Spatial Backpack to equipment;
Add Wounding Shot special attack.

Wounding Shot
With the Researcher's knowledge in biology, they can make their attack deal increased damage and caused increased pain to reduce the target's combat capabilities. Against a living target with a discernable biology, the Researcher can, as a full round attack, taking -4 to attack roll and with a successful Knowledge: Earth and Life Sciences DC 19, can add +1d4 damage plus an additional +1d4 damage for every 5 points over the DC and suffers -1 to attack, Defense, skills. If the weapon deals piercing, slashing or ballistic damage, the target, if living (doesn't affect undead or those that lack a circulatory system), must also make a Fort save or suffering 1 point of bleeding damage for 1d4 rounds.

AIM Director
The AIM Director is an expert at leading teams of scientists, with abilities to use his science to keep his team alive and attacking. Directors wear slightly heavier armour, equipped with Spatial Backpacks fitted with a shield generator, and two phased pistols.

Low Level AIM Director (Smart Ord 1/Dedicated Ord 1/Charismatic Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d6-1 plus 1d6-1 plus 1d6-1; hp 7
Mas: 8
Init: +1
Speed: 30 ft
Defense: 14, Touch 12, flat-footed 13 (+2 Armour, +1 Dex, +1 Class)
BAB: +0
Grapple: +0
Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol)
Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +1, Ref +2, Will +4.
Action Points: 0
Rep: +4
Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13
Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)
Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Diplomacy +4, Disable Device +6, Gather Information +4, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +4, Speak English, Speak (any two), Treat Injury +4.
Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.
Possessions: AIM Director Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3/Charismatic 2)
CR 6;
Size: Medium-sized Human;
HD: 3d6-3 plus 3d6-3 plus 2d6-2; hp 19
Mas: 8
Init: +1
Speed: 30 ft
Defense: 17, Touch 15, flat-footed 16 (+2 Armour, +1 Dex, +4 Class)
BAB: +4
Grapple: +4
Attack: +4 melee (1d3 nonlethal), or +5 ranged (2d4 phased pistol)
Full Attack: +4 melee (1d3 nonlethal), or +5 ranged (2d4 phased pistol)
Special Attacks: IED
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +3, Ref +6, Will +6.
Action Points: 0
Rep: +4
Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13
Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)
Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Diplomacy +6, Disable Device +9, Gather Information +6, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +7, Speak English, Speak (any two), Treat Injury +5.
Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency
Possessions: AIM Director Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, 2 phased pistols, 4 magazines

IED
The Director can make an Improvised Explosive Device, or IED, as a standard action, with a Craft: Electronic check DC 21 out of anything with an electrical system, but it only deals 2d6 with a blast radius of 10 feet, Reflex save DC 14 for half damage.

Equipment

AIM Uniform

AIM uniforms varies with rank and position, but all are yellow, and the most common resembling a hazmat suit with a helmet similar to a bee-keeper's outfit.
A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply.

A.I.M. Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +1
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -0
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 18
Restriction: Mil (+3) Aim +0
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage). AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.

AIM Coilgun Rifle
The AIM coilgun rifle using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 30 each. The coilgun rifle fires marble sized projectiles at high velocity.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 150 ft
Rate of Fire: S, A
Ammo: 90 box
PDC: 19
Restriction: AIM, +4 Illegal
Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round.

AIM Coilgun Pistol
The AIM coilgun pistol using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 15 each. The coilgun pistol fires marble sized projectiles at high velocity.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 75 ft
Rate of Fire: S, A
Ammo: 45 box
PDC: 17
Restriction: AIM, +4 Illegal
Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round.

Ammunition
Standard - A marble sized projectile that is magnetic to allow coilguns to fire it, designed to deform upon impact to impart as much damage as possible, dealing 2d8 ballistic damage. PDC 5 for 50.
Anti-Personnel - This projectile breaks apart in fragments inside the target, causing significant wounds. Deals 1d8 ballistic damage plus 2d4 slashing, target must make a Fort save DC 14 or take 1 point of bleeding damage each round for 1d4 rounds. Treat Injury DC 15 to stop. PDC 11 for 50.
Anti-Armour - These projectiles contain a small shaped explosive, deals 2d6 ballistic and ignores 5 points of hardness/DR. PDC 12 for 50.
Explosive - This marble sized projectile is filled with a thermobaric chemical that is released upon striking a target or surface, dealing 3d6 fire damage to a 10 foot radius spherical area, Reflex save DC 14 for half damage. PDC 13 for 50.
EMP - Mini EMP generators in a marble projectile that affects only the target struck. All non-shielded, non-military electronic devices will shut down for 1d6+1 rounds. Military and shielded devices must make a Fort save DC 15, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 rounds, plus suffer 1d4 electrical damage. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). PDC 17 for 50.
Cryo Round - These rounds are filled with a compound that upon contact with air reduce the temperature in a very small area very quickly. They deal 1d8 ballistic and 2d4 cold damage, plus the target must make a Fort save DC 15 or suffer -2 to attack, skills, Defense and half speed for 1d4+1 rounds. A successful save the target only stuffers -1 to attack, skills, Defense for 1 round. PDC 17 for 50.

Researcher Helmet
This helmet replaces the normal AIM Uniform helmet, includes a HUD system that links wirelessly to a computer and the Surgery Drone. The collar of the helmet contains air tanks that provides 2 hours of air. The collar also contains space for five doses of any liquid chemical that the Researcher can use on him/herself as a free action.

Surgery Drone
This small robot has a rectangular shaped frame, with a curved back, two gimbled anti-grav units on the underside. It is only 1.5 feet long and 6 inches wide, with 5 hit points, Defense 14, fly (perfect) 40 ft, maximum altitude of 300 feet, able to operate for 1 hour before requiring recharging in a special dock mounted in the Spatial Backpack. It is fitted with a healing beam. The healing beam uses energy that stimulates a living organisms natural healing abilities. As a full round action, with a range of 5 feet, the beam can heal 1d4+1 hit points in a living target as a ranged touch attack roll with a 2 bonus. The Surgery Drone is controlled via the HUD in the Researcher Helmet by voice commands (a single command as a free action once per round, additional commands are move equivalent), such as move 30 feet to left, heal target designated Bob, etc.
Weight: 5 lbs
PDC: 20

Spatial Backpack
This backpack made of impact resistant plastics, has a dock on the top for the Surgery drone as well as a built in power supply to power the backpack and recharge the Surgery Drone, a laptop and similar devices. The backpack has an opening that is about 1 foot in diameter, and inside looks like it is only 1.5 feet wide by 1 foot long and 2 feet deep, but in reality the inside is made of compressed space, able to hold up to 300 lbs of items, as long as they are not more than 1 foot in diameter, but can be much longer. The weight of any item inside the Spatial Backpack is not felt by the wearer.
Weight: 10 lbs
PDC: 21
Restriction: 0 AIM, +4 illegal

AIM Phased Pistol
The AIM Phased pistol using exotic particles to strike a target. However these particles phase in and out of space, and deal low damage initially as only some particles in the discharge strike the target as they are in phase, others are out of phase. A short time later, more particles phase back into space.
Damage: 2d4*
Critical: 20x2
Damage Type: Energy
Range Increment: 45 ft
Rate of Fire: S, A
Ammo: 25 box
PDC: 23
Restriction: AIM, +4 Illegal
Notes: Due to exotic particles out of phase bypasses most shields ignores all Hardness/DR. For next 1d4 rounds, deals 2d4 energy damage, target can make Fort save DC 21 to reduce damage by half for each round of additional damage, but not the initial damage.

AIM Director Uniform
The Director uniform is similar to the standard AIM uniform except instead of a rectangular visor, the visor has slightly larger areas directly in front of the eyes which contain enhanced optics.
A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials, shoulder pads, half bracers, shin guards are added which contain an energy deflection field. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply. Connects to a modified Spatial Backpack with a built in shield generator that projects a shield over a larger area than normal.

A.I.M. Director Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -0
Speed (30 ft): 30 ft
Weight: 6 lbs + 12 backpack
Purchase DC: 21
Restriction: Mil (+3) Aim +0
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), gains +2 Defense against energy weapons, spatial backpack (1.5 foot radius opening, appears to be 1.5 feet wide, 1.5 feet long, 3 feet deep, holds 200 lbs), shield. AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.Shield - Projects a protective energy field around the user and a 20 foot radius. The shield can absorb 50 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.

A.I.M. ARC Armiger
The A.I.M. ARC Armiger is an A.I.M. modified and upgraded version Roxxon's Armiger that they stole the plans for, and mixed in some stolen Stark Tech. While the ARC Armiger looks similar to the original Armiger, it has noticeable differences, the first being it is yellow in colour, has a more rounded design instead of the originals hard angles, with a crude, but functional ARC reactor powering the whole thing, providing ample power for its energy weapons. The 90mm cannon is replaced with a chain gun style laser for rapid fire, plus it can also fire a powerful single beam for heavy anti-armour purposes, now housed in an armoured raised casing on the left side. The TOW missiles are replaced with a retractable variable fire mini-missile launcher, while the CIWS system is upgraded for improved accuracy and replaced with rapid-fire energy weapons, similar to lasers. Additionally the ARC Armiger is fitted with a gas venting system instead of the smoke grenades, able to store up to 3 different chemicals, typically including smoke that includes IR/thermo blocking properties, CS gas or other crowd dispersing gas, and sometime some other airborne agent, from poisons to mutigenic gas or some other weaponized aerosol they are testing. Additionally, the ARC Armiger is capable of movement underwater, and its weapons work even under water, if at reduced range. If used underwater, the mini-missiles can be swapped for mini-torpedoes instead. Additionally the ARC Armiger is fitted with Project PROTEAN technology, stolen from Stark Industries. Project PROTEAN is technology designed to repair or modify technology it was designed for, in this case, weapons. This makes destroying an ARC Armiger difficult as it repairs itself.
Crewed by 2, driver and gunner/commander. It has two top hatches, one for the driver and gunner. Takes a full-round action to enter the tank, and another full-round action to start it moving. The ARC Armiger is three squares wide, six squares long (22.02 ft long for the hull, 27 ft counting the barrel of the cannon, 12 ft wide and 8 ft high for the body, weighing 42 tons), able to lower itself down to a height of 7 feet, while moving usually 12 feet high, and can raise up to 16 feet, but can't move while this high, provides full cover to its occupants.

Crew: 2
Passengers: 0
Cargo: 300 lbs
Init: -2
Maneuver: -3
Top Speed: 60 (6), 40 (4) on surface or under water
Defense: 6
Hardness: 20
Hit Points: 68
Size: Gargantuan
Purchase DC: 55
Restriction: Illegal (+4) AIM Res (+2)
Accessories: variable laser cannon, mini-missile launcher, CIWS point defense system, gas venting system, APS, fire-control computer, thermal/nightvision for driver, gunner, GPS, military radio, headlights, Project PROTEAN system, 20 hours air
Notes: +2 attack with weapons, NBC protection grants +4 to Fort saves. 25% chance to destroy any missile or RPG fired at the vehicle, +6 Fort save vs EMP weapons

APS (Active Protection System)
Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.

AIM CIWS Point Defense System
Using advanced AI tracking combined with rapid fire weapons, based on the CIWS on naval ships, the CIWS Point defense system serves two functions: targets all incoming missiles and rpgs, and allows the vehicle to make attacks of opportunity against other vehicles or low flying aircraft or drones. It can not be fired manually by the crew, or make normal attacks.
Destroy Missiles/RPGS: The system has a 25% chance to destroy any incoming missile, rocket or rpg. A destroyed missile, rocket or rpg deals no damage to the vehicle.
Make Attacks of Opportunity: The system threats the space the vehicle occupies as well 100 ft area around it. When making an attack of opportunity, the system rolls 1d20 plus any targeting bonuses, if the result is greater than target's defense, deals 4d8 fire damage.
The system can attack something as small as a medium sized creature (programmed for humanoids), up to larger vehicles such as other tanks, or low flying aircraft, such as helicopters or drones. System has +2 attack bonus.

WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
Variable Laser Cannon (Pulse)6d820x2fire200 ftS, A50 shot capacitor
Variable Laser Cannon (Beam)8d1020x3fire75 ftSingleUses 5 shots
Mini-Missile Launchervaries20varies200 ftSemi80 Missiles

Variable Laser Cannon
This weapon is a multiple barreled laser, capable of firing a single shot or a barrage of full automatic fire (pulse mode), or a powerful, but short ranged, armour melting blast (beam mode). The beam mode uses up a lot of power, but ignores 10 points of hardness plus each successful strike reduces the target's hardness/DR by 2 points with each successful strike, permanently. On a critical strike it reduces the target's hardness by 5. The capacitor replenishes shots at a rate of 1 shot every 1d4 rounds if not fired.

Mini-Missile Launcher
This mini-missile launcher can fire single, or multiple missiles at once at a target, in volleys of 1, 2, 4 or 8 missiles. Each doubling increases damage and blast radius (if the missile has one), by 50%, and increases any Reflex save DC by +1.
Any mini-missile can be loaded, by typically HE, AP or Fragmentation are loaded. For underwater missions, mini-torpedoes can be loaded. (Mini-Torpedoes are similar to missiles but work under water, fire based missiles will have damage reduced by 1 die, but have blast radius increased by 25%. All area affect missiles will have Reflex save DC increased by +1, if sonic based damage and blast radius is increased by 50% and Reflex save increased by +2).

Project PROTEAN System
Using stolen Project PROTEAN technology, the ARC Armiger can repair damage it has suffered. As long as the ARC Armiger has 5 hit points or more, it can repair itself at a rate of 5 hit points per round.


EMP
AIM has developed a man portable, and potent EMP device, about the size of a soccer ball, able to knock out technology within an area, allowing them to disable security and defense systems, or even knock out technologically enhanced super heroes.
Once activated, it will go off the next round, or with a delay of up to 1 minute (10 rounds), affecting a 50 ft area. All non-shielded, non-military electronic devices will shut down and require repairs. Military and shielded devices must make a Fort save DC 18, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 minutes, plus suffer 1d4 electrical damage for every size category over medium. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). After the device is activated, it burns itself out, making it useless.
Weight: 6 lbs
PDC: 25
Res: Illegal (+4) AIM Res (+2)

Exoskeletal Battletank
The Exoskeletal Battletank Mk1 is AIM's standard battle armour, which Hydra based their Mk2 power armour off of. Its yellow armour is curved to help deflect projectiles and coated in energy resistant material to protect against energy discharges from many super powered foes. The left shoulder has a retractable grenade launcher that has a divided ammo bin to allow up to 4 different types of grenades to be loaded, while the right shoulder has a retractable coilgun rifle. Instead of repulsor weapons in the hands, variable power particle beam weapons are fitted, although they are slower to fire than the repulsors, the varying power levels are more versatile.
A more powerful power core is fitted in the Exoskeletal battletank than those sold to Hydra, with the ability to enhance its weapons with the force of attacks the armour takes, however as the armour takes damage and increases the power of its weapons, it runs the risk of overload. To compensate for battlefield damage, the battletank armour is fitted with a nanite repair system, allowing for quick, although limited repairs.

AIM Exoskeletal Battletank Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 55
Base Speed: 30 ft.
Height: 7.7 ft.
Weight: 340 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +6
Hardness: 17
Max Dex Bonus: +2
Armour Check Penalty: -8
Purchase DC: 40
Restriction: Illegal (+4), AIM +2
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 40 grenades, can be divided into 4 different types, 10 each), coilgun (300 rounds). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity, psychic shielding.

Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.
Its reach is 5 feet, and its base speed is 25 feet.
Base Purchase DC: 37.
Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit
Boots: 1 slot.
Helmet: Cockpit.
Left arm: Particle Beam Cannon.
Right arm: Particle Beam Cannon.
Shoulder: Power Core
Torso: Cockpit

Particle Beam Cannon
These heavy particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 2d12 to 5d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12 and 5d12 points of damage, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use.
Damage: variable
Critical: 20x3
Damage Type: non-specific energy
Range Increment: 70 ft
Rate of Fire: Single
Ammo: 30 charges
Notes: Suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.

Power Core
The Exoskeletal battletank Armour is powered by a high energy source that is based on technology acquired from Stark Industries. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, AIM scientists were partly successful. Every 5 points of damage the power armour takes, the next particle beam cannon or coilgun attack gains +2 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +20 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.

Coilgun Rifle
Mounted on the right shoulder is a retractable coilgun rilfe, using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine for the weapon can be divided into 3 different types of up to 100 rounds each.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 150 ft
Rate of Fire: S, A
Ammo: 300 Internal

Grenade launcher
Mounted on the left shoulder is a retractable grenade launcher that can switch between up to 3 different types of grenades. Typically loaded are fragmentation, explosive and smoke grenades.
Damage: varies by grenade
Critical: -
Damage Type: varies by grenade
Range Increment: 60 ft
Rate of Fire: Semi
Ammo: 40 internal, divided into 4 groups of 10, which can be all the same, or 3 different types.
Switching grenade types is a free action.

Nanite Repair
The armour is fitted with a nanite repair system, which looks like it vents steam, however it is a small cloud of nanites that quickly move to repair the armour and the user in case of injury. As a full round action, where the user can not do anything other than move at most 15 feet, vents a cloud of nanites that can repair damage to the armour and the user, priority of repaired damage goes to the armour first, then extra goes to the user, of 1d8+2 hit points. Also any charges the power core might have stored are reduced by 1 each time the Nanite Repair system is used. The system has enough material to repair up to 50 hit points. Replenishing the nanites costs PDC 14 (AIM only) for 10 hit points.

Psychic Shielding
The armour is lined with material that helps reduce the effects of psychic probes or attacks. Psionic abilities that allow a save the user is +2 to save, while the armour has DR 10 in addition to its normal hardness against psionic abilities that cause damage (the ability itself, not an ability that can cause damage from other sources, such as telekinesis used to hurl an object that damages the armour).

AIM Shield Generator
AIM has multiple designs for defensive energy shielding, including personal shielding, for vehicles and buildings.

Personal Shield
The Personal Shield is a device that projects a protective energy field around the user in a oblong shape about a foot around the wearer from a device mounted on the wearer's waist. The shield can absorb 30 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.
Weight: 9 lbs
PDC: 22 AIM only, Illegal (+4)

Vehicle Shield
This shield is tied into the power source of the vehicle, giving it greater power. A few different levels of shields exist, depending on the vehicle size. The shield can absorb a certain amount of damage before it is depleted, based on size of the vehicle it is mounted on, with an Energy Resistance of 10 (any type of energy damage except acid). The shield can regenerate 5 hit points every 5 rounds. The device has enough power to run for 20 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.
Size Medium 75 hit points, Large 100 hit points, Huge 150 hit points, Gargantuan 200 hit points, Colossal 275 hit points.
Weight: 20 +10 lbs / size over medium
PDC: Medium 23, Large 24, Huge 26, Gargantuan 28, Colossal 30, AIM +3 Mil, +5 Classified

AIM Particle Rifle
These heavy personal particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 1d12 to 4d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use.
Damage: variable
Critical: 20x3
Damage Type: non-specific energy
Range Increment: 50 ft
Rate of Fire: Single
Ammo: 30 box
Notes: Suffers -1 to attack rolls.
PDC: 19, Illegal, AIM +3 Mil

AIM Power Backpack
This yellow and black squared backpack is a potent source of energy. Many AIM members use it to power weapons and as a portable power source for their many experiments.
The pack has enough power to power anything from weapons to a small office building or a gargantuan sized mech for a week. When used to power energy weapons, by an armoured cable, the weapon has an ammo capacity of unlimited.
Weight: 14 lbs
PDC: 17 Illegal, AIM Unrestricted
 

kronos182

Adventurer
Diamondback

The Diamondback is a hover AFV fitted with twin railguns mounted in a turret, designed for quick attacks, and a sophisticated targeting system to allow it to fire accurate while moving. While developed during the Great War, not many were produced until years later. The hover system allows the Diamondback to circumvent many obstacles, give it good maneuverability and good speed, combined with the twin railguns make it an excellent tank hunter.
The vulture is 4 squares long (20.5 ft), 3 square wide (15 ft), with a crew of 2 with full cover.

Diamondback
Crew: 2
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: +1
Top Speed: 230 (23)
Defense: 8
Hardness: 15
Hit Points: 48
Size: Huge
Purchase DC: 46
Restriction: Mil (+3)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 2 fire-linked Eviscerator rail guns, NBC protection grants +4 to Fort saves.
Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet, half penalties for firing weapons while moving. Can't attack airborne targets

NameDamageCritDam TypeRange IncrRate of FireMagazine
2 Fire-Linked Eviscerator Rail Gun7d1220x3Ball140 ftSemi100 rds ea

Eviscerator Rail Gun
The Eviscerator rail gun are a lightweight rail gun with decent damage and rate of fire with respectable armour penetration capabilities. They were developed for the Diamondback to keep weight down while maintaining good damage capacity for the hover AFV.
Damage: 5d12, ignores 10 points of DR/Hardness
Critical: 20x3
Damage Type: Ballistic
Range Increment: 140 ft
Rate of Fire: Semi
Ammunition 1 box of 50 PDC 15.

Options

Additional Armour

The vehicle can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 20 (2 chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 18 (Mil +3)

Ultra Capacitors
These self-replicating ultra capacitors reduce reload time of weapons and systems. On the Diamondback these change the weapon systems from semi to semi and automatic.
PDC: 17

Vanadium Plating
A different type of armour plating for the vehicle. Adds +1 hardness and +5 hit points. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 21 (Mil +3)

Regenerative Bio-Steel
A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.
PDC: 25 (Rare +4)

Tri-Lithium Power Cell
These power cells have 40% more capacity and fits in the same slots as the original monolithium power sells that power the rail gun. These cells allow more power to be used to fire farther. Increases range by 20%
PDC: 21 (Mil +3)

Variants

Diamondback Mk2

The Mk2 is a slight improvement over the original, using improved construction techniques that allow for the hull to be made from a single piece of shaped titanium, allowing it to absorb more punishment as there are very few joints or rivets that could buckle. Although this improvement makes repairing them a little harder. The single piece hull also lightens the vehicle a bit to improve speed slightly.
Make the following changes to Diamondback to make a Mk2:
Increase HP by +5;
Increase speed by 10 (1);
Repair DC increased by +3, repair times increased by 25%;
PDC: +2

Diamondback Mk3
The Mk3 is a version upgraded with additional systems and weapons, including two C-14 gauss rifles, one atop the turret between the railguns which can be used against aircraft and infantry, with another on the main hull in a semi turret that is controlled by the driver against infantry. Other upgrades include upgraded targeting and a missile jamming system for additional defense.
Make the following changes to Mk1 or Mk2 to make Mk3:
Add 2 C-14 Impaler gauss rifles, one controlled by gunner, one by pilot, each with 1500 rds;
Add Jammer;
Add Upgraded Target;
PDC: +1

Jammer - Against missile and rocket weapons, the attacker suffers -2 to attack rolls when targeting the tank.

Upgraded Targeting - All weapons suffer no penalties to attack rolls while the vehicle is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary.

C-14 Impaler gauss rifle
Progress Level: 7
Damage: 3d12
Critical: 20
Damage Type: Ballistic
Range Increment: 100 ft.
Rate of Fire: S, A
Magazine: 500
Size: Large
Weight: 18 lbs.
Purchase DC: 26
Restriction: Res (+2) in Koprulu Sector

Water Boa
The Water Boa is a Diamondback modified for improved amphibious operations, with the ability to float and move on water, making it an excellent coastal assault or patrol craft. The Water Boa includes a combination harpoon/grappler tag launcher, which allows it to pull in marine life for study of new aquatic zerg life for study or to capture pirates and smugglers.

Water Boa
Crew: 2
Passengers: 0
Cargo: 70 lbs
Init: -1
Maneuver: +0
Top Speed: 220 (23), 100 (10) on water
Defense: 8
Hardness: 15
Hit Points: 48
Size: Huge
Purchase DC: 47
Restriction: Mil (+3)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 2 fire-linked Eviscerator rail guns, NBC protection grants +4 to Fort saves, grappler tag with 250 ft of duracable (5 tags & cables for replacements), harpoon launcher. Emergency inflatable raft in storage.
Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet when using hover system, can float on water or move on the surface using water thrusters, half penalties for firing weapons while moving. Can't attack airborne targets.

NameDamageCritDam TypeRange IncrRate of FireMagazine
2 Fire-Linked Eviscerator Rail Guns7d1220x3Ball140 ftSemi100 rds ea
Grappler Tag LauncherNone-None50 ft-5 tags and cables
Harpoon Launcher2d620x2Piercing100 ftSemi20 Harpoons

Grappler Tag/Harpoon Launcher
This launcher is mounted on the main hull, able to launch a grappler tag, or a harpoon. The harpoons can be fired with or without a duracable attached. If the cable is attached, the harpoon with cable has a maximum range of 250 ft, as do the grappler tag. In the event of a target is too powerful to pull in, or the cable gets damaged, it can be ejected from the launcher and a replacement is put into place.

Spitting Cobra
The Spitting Cobra is an anti-infantry variant of the Diamondback, replacing the two railguns with a multitude of 12mm Gauss cannons in the turret, allowing it to target large groups of infantry or swarming Zerg. The turret is capable of targeting low flying aircraft and creatures, allowing it to fill the anti-air role as well. The hull mounts a C-14 Impaler gauss rifle in a small turret controlled by the driver on the main hull.
Make the following changes to Mk1, Mk2 or Mk3 Diamondback to make a Spitting Cobra:
Remove Eviscerator railguns;
Add 4 Fire-linked 12mm Gauss cannons to turret;
Add C-14 Impaler gauss rifle in turret on main hull;
PDC: +1

NameDamageCritDam TypeRange IncrRate of FireMagazine
4 Fire-linked 12mm Gauss Cannon9d1220x2Ball150 ftS, A10,000 rds ea
C-14 Impaler Gause Rifle3d1220x2Ball100 ftS, A1000 rds

Spitting Cobra Turret
This turret mounts four 12mm Gauss cannons, two each side, with improved targeting systems. Each gauss cannon is able to move slightly independently to allow for more accurate targeting and to maximize area attacks. When making autofire attack targets an area 20 ft x 20 ft, Reflex save DC 17 for half damage. Gains +2 to strike medium sized targets, +1 for large sized targets. Able to target airborne targets.

Constrictor
The Constrictor is a radical modification to the Diamondback, removing the turret and building up the rear section to create a rapid response APC. A light turret that mounts a 12mm gauss cannon is fitted just behind the driver's section for defensive purposes. The Constrictor is able to carry 5 marines in CMC style armour, or 8 regular infantry.

Constrictor
Crew: 2
Passengers: 5-8
Cargo: 500 lbs
Init: -1
Maneuver: -1
Top Speed: 250 (25)
Defense: 8
Hardness: 15
Hit Points: 45
Size: Huge
Purchase DC: 46
Restriction: Mil (+3)
Accessories: Headlights, GPS, terrain following sensors (helps maintain 3 to 10 ft clearance and helps detect obstacles +1 Drive to avoid obstacles), military radio, night vision 500 ft, 12mm gauss cannon, NBC protection grants +4 to Fort saves.
Notes: +1 Drive checks to avoid obstacles, hovers 5 to 10 feet above ground, can cross bodies of water no deeper than 50 feet, half penalties for firing weapons while moving.

NameDamageCritDam TypeRange IncrRate of FireMagazine
C-14 Impaler Gause Rifle3d1220x2Ball100 ftS, A1000 rds

Boa Constrictor
The Boa Constrictor is an experimental modification to the Constrictor after examples of Russian Bullfrog with it's man cannon system. Instead of using a pneumatic system, the Boa Constrictor uses a modified Extractor Field from the APOD-33 dropships to launch parachute or jetpack equipped troops into the air to deploy them past obstacles or over wall through a tube in the roof. This version is completely unarmed, but the engines and control systems are upgraded to allow it race about a battlefield to get its carried troops safely to a launch spot. Reaper squads are fond of the Boa Constrictor as it saves them fuel and can launch them into combat quickly.
Make the following changes to a Constrictor to make a Boa Constrictor:
Remove 12mm gauss cannon;
Reduce crew to 1;
Increase sped to 280 (28);
Increase Initiative to +0;
Increase Maneuverability to +0;
Add Launcher Field;
PDC: +1

Launcher Field
Launcher fields are modified Extractor fields used on the APOD-33 dropships, but instead of lifting a target up, the system creates a pulse to launch an armoured trooper equipped with a parachute or jet pack. Can launch a power armoured equipped soldier up to 300 feet in the air (make a ranged touch attack roll to target spot, range increment of 100 ft), as a standard action. The trooper then can engage a parachute, glider or jet pack.
 

kronos182

Adventurer
A couple versions of armour requested awhile back that I'm really sorry are late. Early Iron Man armour combined with some of the nanites from later models.

Carbon Armour
This set of armour is based on the Iron Man suits, using older models salvaged or bought, and upgraded with some nanites based on later versions of the iron Man suits, to enhance its combat capabilities and defensive abilities. The armour has many of the basic systems of any Iron Man armour, including basic flight systems, repulsors, mini missiles. The nanites allow the wearer to create melee weapons, enhance existing weapons, boost the armour's defense, or create additional flight systems.

Carbon Armour Mk1
The Mk1 was built from a basic Iron Man suit that allowed for flight, a repulsor in each hand, but lacked the chest mounted unibeam, arm mounted mini missiles. The nanites are contained in a unit where the unibeam would be on the chest. On command, the wearer can cause the nanites to move about the armour to form a shield, thrusters, melee blades, additional armour plating and thrusters.

Carbon Armour Mk1 (PL7)
Type: Powered Armour
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (good maneuverability, can hover)
Weight: 80 lb
Purchase DC: 32
Restriction: Res (+2)
Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, military radio, HUD software sensor link, HUD software targeting (built-in weaponry), 2x repulsor weapons, micro flares (6 uses), mini missile launcher (2 missiles), nanites.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +1 attack with built-in weapons, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1 Computer Use checks, flares suffer -5 on opposed attack rolls, Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet. Can not carry more than light load while in flight (not counting the weight of the armour).

Repulsor Weapons
Built into the palms are repuslor weapons that fire a beam of energy that can vary its power output. The blast at any setting has enough force to knock most people off their feet, even on the stun setting. Deals 3d12, 20, energy, 75 ft, s, targets struck must make a Reflex save DC 10 + damage dealt or be knocked back 10 feet and prone, while a successful save causes the target to be staggered for 1 round. Can vary damage as a free action from 1d12 to 3d12, or stun setting, target must make a Fort save DC 15 or be stunned for 1d4 rounds, plus must save against being knocked back. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), these weapons can not be used in flight.

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

Mini Missile Launcher
Each arm contains a mini missile, with a typical range of 150 ft to 200 ft, depending on type of missile. Explosive missiles are usually loaded. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.
If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. There are two missiles total, one on each arm.

Explosive Mini Missile PL6
The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.

Micro Flares
These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead.
Replacement micro flares have a PDC 10 for 6.

Nanites
These nanites, housed in a container in the chest, can be used to for different pieces of equipment or enhance existing equipment. As a move action, the user can pick one of the following options once per round. The nanites have 50 charges maximum, and charges are recharged when the nanite options are deactivated at a rate of 1 charge per hour of inactivity. Charges can be replaced with an infusion of additional nanites (PDC 18, Rare +5 per charge). Some charges are lost permanently due to damage, and can only be replaced with additional nanites added.
Melee Weapon - The nanites move to the hands and wrists to form a variety of weapons. There is only enough nanites to form either two small melee weapons, dagger sized blades or small bludgeons, or one large blade or hammer-like weapons. Daggers deal 1d4+2, crit 19-20 x2, slashing or piercing, bludgeons deal 1d6, 20 x2 bludgeoning damage. The larger blade deals 2d4, 20x3, slashing damage; hammer deals 1d10+2, 20x3, bludgeoning damage. Creating 1 small weapon uses 1 charge, creating a large weapon uses 2 charges. When the weapon is deactivated the charge is replaced the next round.
Shield - The nanites can form a medium sized shield on one arm, granting +4 to Defense. For every 10 points of damage the wearer takes, or would be negated by the shield (attack misses due to the bonus provided by the shield) the bonus to Defense provided by the shield drops by 1. Every 20 points the wearer suffers reduces the number of charges available by 1 permanently until replaced. Shield uses 3 charges to form. After taking damage and bonus to Defense lowered, an additional charge can be spent to increase the Defense back up by 1.
Enhanced Flight - Using four charges, the nanites form additional thrusters on the back and legs, boosting flight speed by +50 ft. This option can remain active for 10 minutes before requiring to deactivate.
Enhanced Durability - The nanites spread over the armour to enhance its protective qualities using 10 charges, granting the wearer DR 10, Fire Resistance 10. Each time the wearer is hit, the DR and Fire resistance is reduced by 1 and loses 1 nanite charge permanently. The DR and Fire resistance can be increased by 1 by spending another charge.

Carbon Armour Mk2
The Mk2 sees improvements in defense, flight systems for improved speed, and improved leg actuators for improved ground movement. Additional built in weapons include micro missiles on the shoulders. The nanite housing is improved for increased storage and can enhance weapons or strength.

Carbon Armour Mk1 (PL7)
Type: Powered Armour
Equipment Bonus: +6
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 35 ft, fly 50 ft (average maneuverability) / 80 ft (good maneuverability, can hover)
Weight: 60 lb
Purchase DC: 34
Restriction: Res (+2)
Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, military radio, HUD software sensor link, HUD software targeting (built-in weaponry), 2x repulsor weapons, micro flares (6 uses), mini missile launcher (4 missiles), nanites.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1 Computer Use checks, flares suffer -5 on opposed attack rolls, Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet. Can not carry more than light load while in flight (not counting the weight of the armour).

Repulsor Weapons
Built into the palms are repuslor weapons that fire a beam of energy that can vary its power output. The blast at any setting has enough force to knock most people off their feet, even on the stun setting. Deals 3d12, 20, energy, 75 ft, s, targets struck must make a Reflex save DC 10 + damage dealt or be knocked back 10 feet and prone, while a successful save causes the target to be staggered for 1 round. Can vary damage as a free action from 1d12 to 3d12, or stun setting, target must make a Fort save DC 15 or be stunned for 1d4 rounds, plus must save against being knocked back. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), these weapons can not be used in flight.

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

Mini Missile Launcher
Each arm contains a mini missile, with a typical range of 150 ft to 200 ft, depending on type of missile. Explosive missiles are usually loaded. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.
If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. There are 4 missiles total, two on each arm.

Explosive Mini Missile PL6
The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.

Micro Flares
These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead.
Replacement micro flares have a PDC 10 for 6.

Micro Missiles
Two deployable launchers raise from the shoulders which fire micro missiles, able to fire a single missile, a volley at a single target or at multiple targets at once. Each missile only deals 3d4 damage, critical 19-20x2, ballistic damage, range incr 75 ft, semi, with an additional +1 to attack rolls (total +3 from suit targeting). Can be fire-linked against a single target, with each doubling increasing damage by 1d4 points of damage up to a maximum of 8, for a total of 6d4 points of damage. Alternatively, up to 8 targets, no more than 20 ft from each other, can get attacked as a single attack, but the firer suffers -1 to attack rolls for every 2 targets. Total of 16 micro missiles. PDC 17 for 4 missiles.

Nanites Mk2
These nanites, housed in a container in the chest, can be used to for different pieces of equipment or enhance existing equipment. As a move action, the user can pick one of the following options once per round. The nanites have 60 charges maximum, and charges are recharged when the nanite options are deactivated at a rate of 1 charge per hour of inactivity. Charges can be replaced with an infusion of additional nanites (PDC 18, Rare +5 per charge). Some charges are lost permanently due to damage, and can only be replaced with additional nanites added.
Melee Weapon - The nanites move to the hands and wrists to form a variety of weapons. There is only enough nanites to form either two small melee weapons, dagger sized blades or small bludgeons, or one large blade or hammer-like weapons. Daggers deal 1d4+2, crit 19-20 x2, slashing or piercing, bludgeons deal 1d6, 20 x2 bludgeoning damage. The larger blade deals 2d4, 20x3, slashing damage; hammer deals 1d10+2, 20x3, bludgeoning damage. Creating 1 small weapon uses 1 charge, creating a large weapon uses 2 charges. When the weapon is deactivated the charge is replaced the next round.
Shield - The nanites can form a medium sized shield on one arm, granting +4 to Defense. For every 10 points of damage the wearer takes, or would be negated by the shield (attack misses due to the bonus provided by the shield) the bonus to Defense provided by the shield drops by 1. Every 20 points the wearer suffers reduces the number of charges available by 1 permanently until replaced. Shield uses 3 charges to form. After taking damage and bonus to Defense lowered, an additional charge can be spent to increase the Defense back up by 1.
Enhanced Flight - Using four charges, the nanites form additional thrusters on the back and legs, boosting flight speed by +75 ft. This option can remain active for 10 minutes before requiring to deactivate.
Enhanced Durability - The nanites spread over the armour to enhance its protective qualities using 10 charges, granting the wearer DR 10, Fire Resistance 10. Each time the wearer is hit, the DR and Fire resistance is reduced by 1 and loses 1 nanite charge permanently. The DR and Fire resistance can be increased by 1 by spending another charge.
Additional Armour - Using 10 charges, the nanites grant an additional +5 to Defense and grants 50 bonus hit points, but speed is reduced by 10 ft on ground and 20 ft flying. Every 10 points of damage suffered reduces the bonus to Defense by 1, and permanently reduces number of charges by 1. Spending an additional 2 charges regains +1 Defense and 10 bonus hit points. A critical strike against the wearer deals half damage to the bonus hit points and half to the wearer's own hit points. This can be combined with the Enhanced Durability option.
Enhance Repulsors - Spending 1 charge, the nanites can boost the repulsors by +1d12 damage and increase range increment by 25 ft for 5 rounds.
Enhanced Strength - Spending 2 charges can increase the Strength bonus the armour provides by +4 for 1 minute. This can be combined with the melee weapon option.
Replenish Projectiles - Alternatively, the nanites can be used to replenish spent ammunition, but this permanently loses nanite charges. 1 charge can replenish 2 micro missiles taking 1 full round to create, 2 charges replenishes 1 mini missile taking 1 full round to create.
 

kronos182

Adventurer
Leonin
Leonins are a proud and noble race of feline humanoids that looks like lions. The males engage in combat, while the females hunt and raise the young. While in combat, they are brave, chivalrous and never backing down from a challenge, never resorting to underhanded trickery. When not engaged in war, they train, hunt or hold ritualistic celebrations. They stand about 7 feet tall, with the males having large manes, their hands and feet have claws instead of nails, which they can use in combat, and their teeth and jaws are powerful. They have long tails which help them balance while they run, for they often lean forward to decrease wind resistance.
Leonins are found in areas with large open spaces, such as plains and light forests with surrounding grasslands.
Leonins don't openly embrace other races, but they don't scorn them either, and once a Leonin befrends another, regardless of race, they are loyal to the death. They typically get along with elves and others that live more in tune with nature, are honourable and share their beliefs.
In Coreline, Leonins are found mostly in Africa, Australia and parts of Central America, although they can be in other areas. Most will keep within their tribal areas, but many will go to the cities and work for groups they find honourable. Those in the city will use higher tech versions of their tribal weapons such as vibro blades, energized blades, modern crossbows with tech upgrades, or some will use projectile weapons like rifles or needlers.

Racial Traits:

Ability Score Modifiers: +2 Strength, +1 Dexterity, -2 Charisma. They are strong and able warriors, but their codes of honour, chivalrous nature can make interactions with other species difficult.
Size: Medium.
Speed: Leonin base land speed is 40 feet.
Courage (Ex): Leonin get +2 bonus to Will saves against mind-affecting abilities and fear effects.
Low-Light Vision: A Leonin can see twice as far as a normal human in low-light conditions.
Racial Skills: +2 Survival, Leonin are well adept at living off the land, +2 Racial bonus on Listen and Move Silently checks.
Feats: All Leonins are proficient in a number of ancient weapons (swords, axes, war hammers), gaining two ancient weapon proficiencies, plus Light Armour Proficiency and Shields,
Keen Smell: Leonins have an excellent sense of smell and gain the Scent ability.
Pounce: If the Leonin moves at least 20 feet straight toward a target and hits with a melee attack on the same turn, the target must succeed a DC 12 Strength check or be knocked prone. If the target is knocked prone, the Leonin can make one bite attack against the target as a bonus action.
Claws: Unarmed melee strikes can deal lethal slashing damage.
Bite: Leonins have powerful jaws and sharp teeth, dealing 1d4 piercing damage for both bite and claw attacks.
ECL: +1

Leonin Warrior
A common Leonin Warrior, they guard their tribal lands, gatherers and important tribal members. Some can be found in the cities working as guards or security, raising money for their tribes, and will typically try and arm themselves with high tech version of their traditional weapons.

Leonin Warrior
CR 1;
Medium Humanoid (Strong 1/Tough 1)
Hit Dice: 1d8+2 plus 1d10+2; hp 14; Mas 15; Init +1;
Speed: 40 ft;
Defense 13, touch 13, flat-footed 12 (+1 Dex, +2 class +1 leather armour);
BAB: +1; Grap +3; Atk +3 melee spear (1d8+2) or +3 melee scimitar (1d6+2), or +3 melee claw (1d4+2), or +2 ranged crossbow (1d10, 40 ft); Full Atk +3 melee spear (1d8+2) or +3 melee scimitar (1d6+2) or +3 melee claw (1d4+2), or +2 ranged crossbow (1d10, 40 ft);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce
SQ: Keen Smell, Leonin traits
AL: Tribe;
SV: Fort +4, Ref +1 , Will +0; AP 0; Rep +0;
Ability Scores: Str 16, Dex 13, Con 15, Int 11, Wis 10, Cha 8.
Skills: Balance +3, Climb +3, Intimidate +3, Knowledge (earth & life sciences) +2, Listen +4, Move Silently +4, Read/Write Leonin, Read/Write English (or regional area), Search +2, Spot +3
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear)
Advancement:
Organization: Found in groups of 1, 2, 6 or larger, depending on their mission.
Equipment: 2 Spears, scimitar, knife, sack with 3 days rations, few personal items, leather armour, crossbow, 20 bolts.
Leonin not in tribal lands will typically have vibro blade knives, spears, crossbow with high tech bolts, may even have repeating crossbows. Higher level members will have Personal Firearms proficiency and carry automatic weapons, needlers, or similar projectile weapons.
 

kronos182

Adventurer
Medium Tank

Is a loosely based on the M1 Abrams, with a low profile, a reasonable powerful 105mm cannon, with a balance of speed and armour, used as the main tank of GDI during the First Tiberium War before the GDI switched to walker technology. The medium tank is fairly cheap, but well balanced in power, speed and defense. It was an excellent anti-tank and anti-building vehicle, easily able to take on anything NOD had at the time. GDI makes use of the medium take now as a training unit, defense of second or third echelon bases and sells others to allies.

GDI Medium Tank mk1 (PL5)
Crew: 3
Passengers: 0
Cargo: 250 lbs
Init: -4
Maneuver: -4
Top Speed: 75 (7)
Defense: 6
Hardness: 15
Hit Points: 64
Size: Gargantuan
Purchase DC: 48
Restriction: Mil (+3)
Accessories: Search light, military radio, 105mm cannon, 5.56mm machine gun pintle mount, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS

WeaponDamageCriticalDamage TypeRange IncrRate of FIreMagazine
105 Cannon9d1220Ball150 ftS70 rds
5.56mm Machine gun2d820Ball80 ftS, A3000 rds

Alternate Ammunition
APFSDS
- Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 7d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 4d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 4d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.

Variants

Medium Tank mk2

After the chaos of the 23 Hours and Kane's attack later, many older vehicles and weapon systems were upgraded and rushed into service. The GDI got access to more advanced technology and used some to upgrade older vehicles as a stop gap before new designs could be developed.
Many Medium Tanks were upgraded with systems similar to the Mammoth A2.
Make the following changes to upgrade a Mammoth tank to a Mammoth A2:
Increase hit points by 15 to 79;
Increase 105mm cannon ammunition supply by 25%;
Add 2 smoke grenade launches (12 grenades total)
Replace 5.56mm machine gun with rail gun (3d12, 100 ft, 3000 rds)
Add ALA system;
Add upgraded APS;
Add upgraded targeting system;
Increase PDC +2

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.

Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary. The Mammoth A2 can use its Tusk Mk2 missile pods to attack two targets at once, but suffer -4 to the attack roll, and the targets can not be more than 100 feet apart.

Upgraded APS - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the six rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks, the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal.

Porcupine Medium Tank
This variant replaces the turret with a shorter but taller turret that is filled with multiple rapid-fire railguns, with improved targeting systems for targeting smaller fast moving targets such as infantry and power armour. GDI developed the Porcupine in response to all the super powered humanoids that could take on tanks in one-on-one combat. While the railguns may not be powerful enough to take out some of these super beings, but it can wound or at least distract them enough for heavier weapons to deal with them. Additionally the Porcupine is fitted with 2 tangler grenade launchers to help hold targets in place, with one in a semi turret mounted on the hull and the other atop the turret.
The turret mounts six railguns, and with all six going gives the Porcupine a distinct rip-rattle sound, giving it the nicknames of Ripper, or Rattler, or Shredder by crew and survivors. The ammunition bins can be split into three different types to allow a mix of ammunition types to be used for different targets.
Make the following changes to create a Porcupine Medium Tank:
Replace 105mm cannon and 5.56mm machine gun with Battery of three twin-firelinked railguns;
Add two tangler grenade launchers;
Add ALA system;
Add upgraded APS;
Add upgraded targeting system;
PDC +4.

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.

Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary, +2 to attack rolls against targets of medium or smaller size (+4 if stationary).

Upgraded APS - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the six rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks, the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal.

Triple Battery Twin-Firelinked Railguns - These 6 railguns fitted in a triple battery grant an additional +2 to attack rolls (+4 or +6 while stationary).

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazineControl
Triple Battery Twin-Firelinked Railguns (6)4d1220Ball100 ftS, A5000 rds eaGunner
Anti-Laser Aerosol Launcher (2)None-None30 ft radiusSingle6 usesDriver or Commander
Tangler Grenade Launcher (2)Special--100 ftSemi20 Grenades eaCommander or Gunner
 

kronos182

Adventurer
Tetsu Mitsubachi (Iron Bee Blossom Fiend)
The tetsu mitsubachi, or Iron Bee Blossom Fiend, a slightly more rarer of the Iron fiends, with a thick and bloated body with a large hump on its back. The skin of the Mitsubachi seems to pulse, twitch and crawl as a faint buzzing can be heard from it. The Mitsubachi can, from hidden holes in its hump, release a variety of insect-like creatures under its control, which can have various abilities. It can create an entire swarm that can affect a large area, attacking or distracting those within, or launch single or small groups of different types with different abilities to attack a single target. It can also cover itself, or an allied Tetsu fiend in a layer of insects to act as armour, granting it additional protection.

Tetsu Mitsubachi (Iron Bee Blossom Fiend)
Size: Medium
Type: Outsider
CR: 5
Hit Dice: 6d8+12; 39 HP
Mas: 14
Init: +4
Speed: 30 ft
Defense: 23, touch 14, flat-footed 19 (+4 Dex, +6 Natural, +3 light samurai armour)
BAB: +6/+1
Grapple: +6
Attack: +6 melee (1d4 knife), or +10 ranged
Full Attack: +6 melee (1d4 knife) and +1 melee (knife), or +10/+5 ranged.
FS: 5 ft by 5 ft
Reach: 5 ft
Special Attack: Drones
Special Qualities: Damage reduction 10/ballistic, darkvision 60 ft, fire resistance 20, immunities, drones;
Alignment: evil, law
Saves: Fort +9, Ref +9, Will +6
Abilities: Str 10, Dex 18, Con 18, Int 14, Wis 12, Cha 8
Skills: Balance +8, Bluff +4, Escape Artist +8, Hide +8, Knowledge (arcane lore) +6, Knowledge (behavioral science) +6, Listen +5, Move Silently +8, Read/Write Abyssal, Japanese, English, Speak Abyssal, Japanese, English, Spot +5
Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency,
Possessions: Light Samurai armour, casual outfit, knife.
Advancement: By character class.

Damage Reduction 10/Ballistic (Ex): A Tetsu Mitsubachi ignores the first 10 points of damage by any non-ballistic weapon.
Fire Resistance 20 (Ex): A Tetsu Mitsubachi ignores the first 20 points of damage from any attack that deals fire damage.
Immunities (Ex): A tetsu Mitsubachi is immune to slashing weapons.
Drones (Su): The Mitsubachi can create a number of insect-like creatures that are short lived, depending on their purpose. The Mitsubachi has a drone pool of 10 + Con modifier x10, typically 50 (10 + 4x10), which it can use for different effects and purposes. The Mitsubachi can replenish its drone pool at a rate of 1 + Con modifier drones per hour. The Mitsubachi can replenish drones a little faster by eating spent drones, retaining 1 point for every 2 drones eaten. However drones used to attack a target can not be eaten as they are damaged and useless after they strike.
Attack Drone - This small wasp-like insect is used as a ranged attack. For 1 point, 10 attack drones are created. The Mitsubachi makes a ranged touch attack, dealing 1d6 piercing damage, range increment 50 ft. On a missed roll, the Mitsubachi can make a second attack at -2, afterwards the drone dies and crumbles away.
Heavy Attack Drone - this is a larger bee-like insect that is used as a ranged attack. For 1 point a single large drone that deals 2d6 piercing damage over a 10 ft area, Reflex save DC 15 for half damage, range increment 50 ft. On a missed roll, the Mitsubachi can make a second attack at -2, afterwards the drone dies and crumbles away.
Create Swarm - The Mitsubachi can create a swarm of wasps costing 10 points. Covers 10 by 10 area, 20 hit points moves at 30 feet per round, half damage from area attacks, DR 3, attack +3 dealing 1d4 piercing. Distraction, any living creature starting or ending its round within the swarm, that is vulnerable to the swarm damage must make a Fort save DC 15 or is nauseated each round in the swarm and for 1d4 rounds after leaving. The swarm remains active for 10 rounds, and can be given instructions (go there, attack, etc) as a free action once per round. Can replenish 1 hit point depleted from the swarm for 1 point. The duration the swarm is active can be extended by 2 rounds for a cost of 1 point. If the swarm is not needed, the Mitsubachi can eat the remaining wasps to replenish 1 point for every 5 hit points remaining of the swarm.
Add Elemental Damage - For an additional 2 points per use of any ability, the ability used deals an additional 1d6 points of elemental damage chosen at the time of paying the points. Can deal acid, fire, electricity, cold and sonic.
Armour - The Mitsubachi can cause a swarm of insects to cover it, or an ally's body to create a form of living armour around it, granting additional protection and defenses. For 12 points, the Mitsubachi, or a designated ally, is covered in a swarm of insects, gaining 20 temporary hit points (which are depleted first), +2 Defense, and physical attacks (slashing, piercing, slams, bludgeoning and falling damage) are reduced by 5 points of damage. Anyone using a small melee weapon or unarmed attacks, or grappling the recipient of the armour takes 1 point of piercing damage. The armour lasts for 10 rounds, and can be extended by 2 rounds for 1 additional point spent. 1 point spent can replenish 2 hit points, but can't exceed the 20 temporary hit points. The Mitsubachi can recover 1 point for every 5 hit points of armour eaten.
Servant Beetle - For 3 points, the Mitsubachi can create a beetle that is about 3 inches long, tiny size with 3 hit points, able to fly at 50 ft, or crawl at 10 ft. This beetle can relay anything it sees, hears and smells back to the Mitsubachi as long as it is within 1 mile, otherwise it will remember everything and relay it back once within 1 mile. It can remain alive for up to 5 days. It can carry up to 2 lbs but flies at a speed of 30 ft while it carries 2 lbs.
Roach Mine - For 2 points a large bloated cockroach-like insect is created, moves at only 20 ft, lives for up to 5 days, but used as a mine, finding a hiding place to explode later. It has Listen and Spot +6 to detect a target, and attack +5 to leap out of its hiding spot, explodes deals 2d3 piercing damage over a 10 ft area, Reflex save DC 17 for half damage.
Spider - For 2 points, the Mitsubachi can create several spiders that work in unison to create a web net. Functions similar to a web from a medium sized spider, Escape DC 20, Break DC 22, 6 hit points. These spiders, launched by the Mitsubachi has a range of 75 feet, or they can move at 10 feet to set up a web in a door way, hall, or between trees. For an additional 2 points, the web can be made stronger and razor sharp, dealing 1d4 points of slashing damage to anyone entangled in it, or runs through the web.
 

kronos182

Adventurer
B3 Ultra Battle Droid
The B3 Ultra Battle Droid is a powerful prototype battle droid designed by the Confederacy of Independent Systems during the Clone Wars. It physically looks like a larger version of the B2 super battle droid, but at twice the size, with a second set of arms mounted on the middle of the torso. The large upper arms mount a flamethrower and a wide spray plasma cannon. The two smaller arms mount a rapid-fire blaster rifle each. Over the left shoulder is a missile launcher. The B3 also mounts a density projector, which increases its density and weight, making it incredibly difficult to knock down or be moved, making them a ban to Jedi that used the force to move droids.

B3-Series Ultra Battle Droid (PL6)
CR: 5
Size: Large (13.1 ft, weight 350 lbs)
Hit Points: 5d10+20; 55 hp
Init: +0
Speed: 25 ft
Defense: 18 (+8 armour)
Hardness: 5
BAB/Grp: +4/+9
Attack: +4 ranged Spray Plasma Cannon (5d10 fire), or +4 ranged Blaster (3d10 fire), or +4 ranged missile launcher (6d6 fire), or +9 melee slam (1d8+5 lethal)
Full Attack: +4 ranged spray plasma cannon (5d10 fire) and -1 ranged blaster (3d10); or +4 ranged blaster and -1 ranged blaster (3d10 fire); or +9 melee slam (1d8+5 lethal) and +4 slam (1d8+5 lethal)
FS/Reach: 10 ft by 10 ft/10 ft
Special Attacks: Flamethrower
Special Qualities: Density Projector
Saves: Fort + 0, Reflex +0 , Will -1
Abilities: Str 20, Dex 10, Con , Int 8, Wis 8, Cha 6
Skills: Listen +2, Spot +2, Search +1
Feats: Personal Firearms Proficiency

Frame: biomorph
Locomotion: legs (pair)
Manipulators: 2 hands, 4 arms
Armour: Duralloy
Superstructure: Light Alumisteel
Sensors: Class II
Skill Software: Listen +2, Spot +2, Search +2
Feat Software: Personal Firearms Proficiency
Accessories: feat progit (personal firearms proficiency, multi-attack), AV transmitter, vocalizer, skill progit x3 (+2), 2 blasters, flamethrower, spray plasma cannon, missile launcher, integrated alumisteel armour, density projector.
PDC: 25

Combat
B3s are heavy combat units, with anti-Jedi combat in mind, with area attacks and a density projector making it difficult to move with the Force, a favoured tactic of the Jedi. Used as support units to larger groups of B2s and B1s, or to protect sensitive areas that might draw Jedi attention.

Flamethrower
The B3 is fitted with a flamethrower that deals 3d6 fire damage in a 50 foot long, 10 foot wide area, Reflex save DC 17 for half damage. Has enough fuel for 20 uses.

Spray Plasma Cannon
This light plasma cannon is modified to affect a large area instead of a single target, making it an excellent weapon against Jedi. Deals 3d10 damage to a 10 foot area, Reflex save DC 19 for half damage.

Missile Launcher
A guided missile launcher dealing 6d6 points of damage to the target plus half damage to 10 foot radius area, Reflex save DC 15 for those in the blast area, not the target struck. If the missile misses, it can attempt to strike the target again the next round with attack bonus +2

Density Projector
This device, activated as a move equivalent action, increases the relative density of the droid, making it seem much heavier than it really is. While active the droid moves at only 5 feet per round, and gains a +20 against being overrun or tripped. Against abilities that would lift or move the droid, it has an effective weight of 5000 lbs. Also while active its melee attacks deal double damage (roll damage normally and multiple by 2). The density projector can only remain active for 1 minute and requires a 5 minute cool down between uses, no matter how short of time the device is active
 

kronos182

Adventurer
X-Wing

The X-Wing is a prominent starfighter produced by Incom. The X-Wing has four wings, known as S-Foils, extend from the fuselage open into an X shape. The long narrow fuselage, with the cockpit, wings mounted near the rear are based on the Z-95 Headhunter design. Armed with four lasers, two proton torpedo launchers and shields, make the X-wing an excellent well-rounded craft able to fill multiple rolls. The single pilot is aided by an astromech which can perform in-flight repairs, perform and store navcomp co-ordinates. The S-foils, or the wings, must be closed before entering hyperspace, and need to be open to fire the weapons.

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

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

Attack of Opportunity:

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

Standard PL(6) Design Spec: Twin Engine, Ejector Seat, Selective Fire-Linked Lasers
Engines: Ion engine, Hyperdrive x1
Armour: Polymeric
Defense Systems: Advanced Shields
Sensors: Class III, Missile Lock Alert, Targeting System
Communications: Radio Transceiver
Weapons: 4 Laser cannons, 2 proton torpedo launchers
Grappling Systems:

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

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

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

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

Variants
Several variants or successor models of the X-wing have been produced.

T-65BR
This version is a recon model of the X-wing, removing the proton torpedo launchers and fitting increased sensor and cameras. Improved maneuverability (+1 Dodge as long as moving), replace Class III sensors with IV, double range

T-65A3
The T-65A3 is a later production model made about 25 years after the Battle of Yavin, upgrading the X-wing with slightly improved armour, upgraded shields, targeting system and heavier laser cannons.
Make the following changes to T-65 X-wing to make T-65A3:
Increased hit dice to 10d20 (200 hp), 100 hp shields;
Replace Targeting System with Improved Targeting system (+4 attack rolls);
Replace Lasers with Heavy Lasers (8d8, 4000 ft);
PDC +2

T-65XJ X-Wing
This variant of the original X-Wing has increased shield capacity, improved engines and heavier lasers, a third proton torpedo launcher. It also contains improved targeting systems to handle the additional weapons.
Make the following changes to T-65 X-wing to make T-65XJ:
Increase hit dice to 10d20 (200 hp);
Add advanced heavy shields, 150 hp shields;
Increase speed to 4500 ft;
Replace Targeting System with Improved Targeting System (+4 attack rolls);
Replace Lasers with Heavy Lasers (8d8, 4000 ft);
Add 1 additional proton torpedo launcher (3 additional torpedoes, can fire-link all three, bypassing normal fire-linked rules, dealing 18d12);
PDC +4

T-70 X-Wing
The T-70 is the replacement to the aging T-65 built by Incom-FreiTek for the New Republic, it was more expensive and complex than the T-65 ass it featured improved speed, advanced weapons, and improved wing design that allowed greater range of fire giving slightly improved accuracy for the lasers. The proton torpedo launchers are built with quick-change magazines that allow them to permit the utilization of alternate armaments. The astromech socket is designed to load the droid from the bottom of the craft, and is designed to variably configured for different models of droids. The droid can even fly the fighter without a pilot, or even remotely.

X-Wing T-70 Starfighter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4500 ft, 1200 (120) atmosphere
Defense: 6 (10 base -4 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 22
Hit Dice: 11d20 (220 hp) + 110 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 42 ft
Weight: 11,400 lbs
Targeting System Bonus: +4
Crew: 1 +1 astromech
Passenger Capacity: 0
Cargo Capacity: 240 lbs
Grapple Modifier:
Base PDC: 40
Restriction: Mil (+3)

Attack:
4 Selective fire-linked laser -1 ranged 8d8, 20, fire, 4000 ft, s/a; or
2 Proton Torpedo Launchers -2 ranged 10d12, 20x3, energy, 5000 ft, single, 3 torpedoes each (optional fire link deals 15d12)

Attack of Opportunity:

Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres, additional +1 to attack rolls with lasers.

Standard PL(6) Design Spec: Twin Engine, Ejector Seat, Selective Fire-Linked Lasers, sensor-scattering ferrosphere paint
Engines: Ion engine, Hyperdrive x1
Armour: Polymeric
Defense Systems: Advanced Shields
Sensors: Class III, Missile Lock Alert, Improved Targeting System
Communications: Radio Transceiver
Weapons: 4 heavy Laser cannons, 2 proton torpedo launchers
Grappling Systems:

Selective Fire-Linked Lasers
The weapons of the craft can be quickly (free action once per round) changed from single cannon firing to 2 fire-linked or 4 fire-linked, but doing so alters the rate of fire. A single cannon deals 8d8, rate of fire S, A; 2 fire-linked deals 12d8, rate of fire S, A; 4 fire-linked deals 16d8, rate of fire semi, but gains +1 to attack rolls within 4000 ft.

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

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

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

Sensor-Scattering Ferrosphere Paint
This is special paint added to the T-70 X-wing that aids in avoiding enemy detection. Sensor checks made against a ship with this paint takes -3 penalty. In addition, they ship gains one-quarter concealment (10% miss chance).
Any ship with Class IV or better is not subject to the effects, ignoring the penalties. If the ship suffers 50% or more damage, the paint loses all effectiveness, and needs to be replaced after repairs are made.
PDC: 23

Quick Change Magazine
The proton torpedo launchers are fitted with a quick change magazine, which allows a ground crew with the proper equipment to quickly pull out ones designed to hold proton torpedoes for a different type of warhead, such as concussion missiles, proton bombs, or mag pulse missiles. Takes a trained crew with the proper equipment 2 minutes and a Repair check DC 14 to swap and calibrate the system for the new warhead type. Without a trained crew of 3 and proper equipment (typically a grav lift and diagnostic equipment), takes 1d6+5 minutes and Repair check DC 17.

TrekkerX Variant
This variant of the X-wing developed by group of mercenaries, called the Red Cloud, that had raided several older Starfleet bases, stealing as much technology as they could. The Trekker X-Wing is fitted with older Federation technology, but it does make these X-Wings more formidable than standard ones. The TrekkerX has a thickened hull and additional hull plating which is fitted with Polarized Hull Plating technology which gives the craft greater resilience, but drains a lot of power, and thus the craft is fitted with additional power generators. The hull is widened starting before the cockpit and thins again before the wings so it doesn't interfere with the engines and wing movement. Along the bottom of the hull is a Phaser Type 2. It is controlled by the pilot, or by the droid if given control. Typically the pilot will lock it forward for easier use, but others will set them to one of the sides to allow for broadside attacks as a fighter passes them, or on strafing runs against capital ships.
Make the following changes to a T-65 X-Wing to create a TrekkerX:
Increase hit dice to 10d20 (200 hit points), shields 100 hit points;
Decrease speed to 3500 ft;
Add Type 2 Phaser;
Add Polarized Hull Plating;
PDC 40.
Note: The Type 2 phaser only have a rate of fire of single, if used to fire any direction other than forward, suffers -2 to attack rolls. Can be fired by the droid.

Polarized Hull Plating Defensive System
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.

Phaser Type 2
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 2d10 as a free action once per round. The Type 2 phaser was available on early Starfleet combat ships then regulated to civilian ships.
Damage: 9d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)

SGC F-401 X-Wing aka Needler
StarGate Command managed to acquire several T-65 X-Wings and have modified them, and built limited numbers of this variant to supplement their fighter corps. The engine and wing mounts are heavily modified so that they are permanently in an X-shape, but instead of the wings closing vertically to make horizontal wings jutting from the frame, they pivot forward towards the hull, with the lasers on the wingtips rotating to remain facing forward. The lasers are modified with shorter barrels so that they do not stick out too far in front of the hull while the wings are folded. The purpose for this, besides reducing space while stored on a carrier, allows the Needler to fit through a stargate. The proton torpedo launchers are removed and instead an internal missile launcher that can hold missiles. The proton torpedo launchers were removed due to the difficulty in acquiring more and manufacturing them, and increases logistics, making it harder to rearm the craft. However, due to the complicated nature of the wing system, these craft require more maintenance time. The SGC uses these for long range quick strikes, rapid strikes against planetary targets that have stargates they can launch the fighters through, which can then use their FTL systems to escape afterwards. With the wings extended has a wingspan of 40 ft, when folded only 16.5 ft wide. It can fly with the wings folded, but only at a rate of 100 ft per round, able to hover.

Make the following changes to T-65 X-wing to make F-401 X-Wing:
Increase Hit points by 10 (190 hp total);
Folding wings;
Remove proton torpedo launchers;
Add 4 missiles in internal launcher (sidewiders, javelin, dart df, etc);
Add DHD;
Replace lasers with Short-Barrel Lasers;
+2 to Pilot checks to perform maneuvers in atmosphere;
PDC: +6

DHD
This device allows the pilot to activate a stargate and dial an end location for transportation through the stargate network.

Folding Wings
The wings can pivot forward, at the engines, towards the hull, reducing the width of the craft. Can be fold and unfold as a free action. When closed, the laser cannons on the wing tips rotate, and can not fire while the wings are closed. Unfortunately this system is a bit delicate. A critical strike against the craft has a 25% chance of disabling the servos, locking the wings in their current configuration and can't change until fixed.

Short-Barrel Lasers
These are similar to the standard lasers, however the barrels are shorter, which reduces the range to 2500 ft, no other changes.

Retro X-wing
The Retro X-wing are made from local materials on Coreline Earth, typically repaired models, or scratch built in workshops and garages. While the fighters are airworthy, they'll never be able to fly in space and most lack the repulsor lift system to allow them to hover. Also lacking are the lasers and proton torpedoes, instead fitted with more conventional weapons such as light cannons, heavy machine guns, gatling guns and missiles.

Crew: 1
Passengers: 0
Cargo: 50 lbs
Init: 0
Maneuver: +1
Top Speed: 1000 (100)
Defense: 8
Hardness: 10 +1d10
Hit Points: 100 +3d20
Size: Gargantuan
Purchase DC: 30
Restriction: Mil (+3)
Accessories: Headlights, military radio, GPS, projectile weapons, missiles, Class II sensor system.
Notes: +2 attack rolls,

Weapons
The weapons vary, depending on what is available, but typically a cannon or heavy machine gun (or two) are fitted to the wingtips, usually all fire-linked, and where the proton torpedoes would be will either mount an internal missile bay or additional projectile weapons. Some may mount additional missiles under the lower wings (up to 2 per wing) but impose -1 to maneuver and reduce speed to 900 (90) until fired.
Weapon PrimaryDamageCritDam TypeRange IncrRate of FireMagazine
Twin .50cal Machine Guns (4x2 fire-linked) +1 attack4d1220Ball110 ftS, ALinked 500 rds ea
20mm Cannon (4 fire-Linked)8d1020Ball120 ftS, A100 rds ea
Weapon Secondary
Sidewinder Missiles or20d6--1 mile14 missiles
Hellfire Missiles15d6--500 ft15 missiles
Miniguns (2 fire-linked)6d1020Ball150 ftALinked 1000 rds ea
 

kronos182

Adventurer
Some weapons, ammunition and gadgets based on the game Warframe.

Weapons

Acceltra

This automatic rifle with a large forward section around the barrel that helps vent the exhaust from the micro rockets this weapon fires. The rockets are fitted with a special arming mechanism that prevents them from detonating within 30 feet of the wielder, and are quite potent for their size, combined with its full automatic rate of fire makes the Acceltra an incredibly deadly weapon.

Acceltra (PL7-8 Personal Firearms Proficiency)
Damage: 3d6
Critical: 19-20x2
Damage Type: fire
Range Increment: 75 ft
Rate of Fire: S, A
Size: Large
Weight: 17 lbs
Ammo: 48 box
Purchase DC: 25 Mil (+3)
Notes: Micro rockets deal 3d6 points of damage to a 5 foot radius, Reflex save DC 17, except target struck. When using autofire attack target 10 foot area, deals 6d6 fire damage to 40 foot area, Reflex save DC 19 for half damage, no critical hits. Against targets within 30 ft only suffer 2d6 ballistic damage. If wielder is moving at 30 ft or faster (not in a vehicle, on foot), reloads as a free action.
Micro Rockets PDC 17 for box of 10.

Artax
The Artax is a heavy energy pistol that fires a beam that deals cold damage. A heavy, thick weapon with a large ring that is connected to the barrel with a horizontal bar. Targets struck can suffer from minor frostbite or even be temporarily frozen in place.

Artax (PL7-8 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20x2
Damage Type: Cold
Range Increment: 30 ft
Rate of Fire: S
Size: Medium
Weight: 6.6 lbs
Ammo: 100 box
Purchase DC: 22 Mil (+3)
Notes: Targets struck must make a Fort save DC 15 or suffer -1 to attack rolls, skill checks, Fort save and suffer -5 ft to speed for 1d4+1 rounds, on successful save suffers only -1 to rolls for 1 round. On a critical hit, the DC is increased to 17 and target is paralyzed for 1d4+3 rounds. Successful save suffers affects of a normal hit failed save.
Uses standard power packs, has expanded magazine gadget twice, can't be added again.

Azima
The Azima is a machine pistol with a specially designed magazine that fits parallel with the barrel, although sticking slightly out ahead of it. Instead of firing bullets, it fires flechettes, combined with its unit magazine design gives it an incredible large magazine, although lower damage due to the smaller flechettes. A unique feature of the magazine is it can be ejected and becomes a mini turret where it lands and fires on anything within the immediate area a short time after the user leaves the area.

Azima (PL7-8)
Damage: 2d4
Critical: 19-20x2
Damage Type: Slashing
Range Increment: 40 ft
Rate of Fire: S, A
Size: Medium
Weight: 7.3 lbs
Ammo: 100 rds
Purchase DC: 24 Rare (+5)
Notes: As a full round action, the magazine can be ejected and it turns into a small turret, size small 3 hp Defense 11, +2 to attack rolls, attacks anything within 30 feet 2 rounds after it is deployed, dealing 2d4 slashing damage but has half the magazine capacity of when it was dropped, and remains active for up to 1 hour. After this time, the turret components burn out and the magazine is useless, although any remaining rounds (divide half magazine at time deployed minus what was used since deployed), can be recovered with a Repair check DC 14 and about 15 minutes of work.
Magazine PDC 13, not counting cost of the rounds (standard flechette rounds).

Burston
This assault rifle is specifically designed to be more accurate when firing multiple rounds. Special recoil systems allow for increased accuracy in burst fire and autofire attacks. The carrying handle is curved with a built in iron sight but scopes can be installed, but a tactical light, or laser sight can be installed at the front of the handle. The magazine, using 5.56mm rounds fits on an angle pointed toward the front of the weapon, right against the trigger guard, reducing chances of snagging.

Burston (PL5-6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: Ballistic
Range Increment: 60 ft
Rate of Fire: S, A
Size: Large
Weight: 12.5 lbs
Ammo: 20 box
Purchase DC: 19 Mil (+3)
Notes: 3 round burst fire feature, able to use burst fire feat with only 3 rounds in magazine. When using autofire reduce penalties to attack by 1, when using double tap or burst fire reduce penalties by 1 for double tap and 2 for burst fire.

Corinth
This large automatic shotgun has an underbarrel grenade launcher, making it an excellent tactical support weapon. The shotgun ammunition is fed in through the stock for a larger magazine, with a four shot grenade launcher.

Corinth (PL5 Personal Firearms Proficiency)
Damage: 2d8 / varies
Critical: 20x2 / varies
Damage Type: ballistic / varies
Range Increment: 35 ft / 50 ft
Rate of Fire: S / Single
Size: Large
Weight: 12.9 lbs
Ammo: 12 internal / 4 internal
Purchase DC: 18 Mil (+3)
Notes: Shotgun ammunition fed in stock via quickload disintegrating sleeve, takes standard action to load. Uses standard 12ga shotgun shells and 40mm grenades.

Convectrix
This double barreled shotgun style weapon actually fires two converging laser beams to slice enemies between them, giving it a unique wound pattern. An alternate fire mode causes the beams to sweep sideways away from the weapon to be used to clear an area immediately around the wielder. An adjustable forward handle is fitted under the barrels.

Convectrix (PL6-7 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x3
Damage Type: fire and slashing
Range Increment: 30 ft
Rate of Fire: Semi
Size: Large
Weight: 16 lbs
Ammo: 50 box
Purchase DC: 25 Rare (+5)
Notes: Can only fire out to 3 range increments, deals slashing and fire damage (damage is 100% fire and 100% slashing, creatures immune to either still take full damage). Spread beam mode, switching to Spread Beam is a free action once per round, and rate of fire changes to single.
Spread Beam - As a full round action, while in spread beam mode, the lasers sweep from straight forward to the sides covering a 20 foot radius half sphere area in front of the wielder, with everything in this area taking 4d8 damage Reflex save DC 14 for half damage, damage is fire and slashing, uses up 5 rounds.

Lanka
This heavily insulated sniper rifle fires bolts of electricity, which can temporarily short out robots, vehicles, power armours, mechs and other equipment. It has the charged gadget to allow for a devastating one shot kill. It trades ammunition capacity for extended range and a high chance of scoring a critical hit.

Lanka (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 19-20x2
Damage Type: Electricity
Range Increment: 200 ft
Rate of Fire: Semi
Size: Large
Weight: 18.5 lbs
Ammo: 10 box
Purchase DC: 23 Mil (+3)
Notes: Charged gadget, electronic devices struck must make a Fort save DC 15 or be shut down for 1d4 rounds. A successfully strike item is at reduced functionality (half capacity, so half speed, half bonuses, damage, etc). Robots and cyborgs are dazed on a successful save. On a successful critical hit +2 to Fort save DC and duration is doubled.

Battacor
This rifle, with a split frame a short distance ahead of the trigger guard and no stock, is an energy weapon that deals cold and electricity damage. It has a secondary fire mode that fires an energy pulse, which can be charged for increased damage, that radiates high levels of radiation.

Battacor (PL6-7 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: Cold & Electricity
Range Increment: 75 ft
Rate of Fire: S, A
Size: Large
Weight: 9.6 lbs
Ammo: 50 box
Purchase DC: 23 Mil (+3)
Notes: Deals half cold and half electricity damage. Alternate fire mode.
Alternate Fire Mode - As a full round action, the user can move but only at 20 ft, suffers -2 to attack roll, fires an energy pulse that deals 4d8 energy damage, critical 20x4, range increment 50 feet, plus target suffers from high radiation, Fort save DC 21, see page 81 d20 Future on radiation and page 215 d20 Modern for disease.

Mods/Ammunition

Dizzying Rounds (Ammunition Gadget, PL6)

These bullets are specially designed to fire at lower speeds, and spread upon contact, delivering their damage to a larger area and as nonlethal as possible, to daze or stun a target. Damage is changed to nonlethal, range reduced by 25% rounding down, target must make a Fort save DC 14 or be stunned for 2 rounds, while a successful save the target is Dazed for 1 round. Only affects living targets susceptible to critical hits. A critical strike adds +2 to the Fort DC and duration is doubled. PDC +2

Medi-Ray (Gadget, PL8-9)
This modification to energy weapons converts the weapon to fire an energy beam that stimulates a living organic target's immune and regenerative abilities. A weapon fitted with this gadget, as a move equivalent action, the weapon can be switched to the Medi-Ray setting and when fired at a living organic target, heal them for the weapon's normal damage -1 die to a minimum of 1 die of damage, but uses up 3 rounds of ammunition from the power pack per use.
PDC +4

Voltage Sequence (Gadget, PL8)
This modification adds a small nanofactory and a launcher to an equipped ranged weapon that deals electrical damage. Using up 30 charges from a power pack, the nanofactory will create a small device that can be fired with a range increment of 50 ft, out to maximum of 5 increments, which can detect nearby targets and release a burst of electrical energy. Anyone moving within 20 feet of this device suffers 2d6 electricity damage, Reflex save DC 15 for half. It has a Search and Listen bonus of +5 to detect stealth units attempting to move by it. Has 5 hit points, Defense 14, size tiny. It remains functional for 30 minutes or until it has used 10 discharges, then it burns out and becomes scrap.
PDC: +7

Sequence Burn (Gadget, PL6)
This modification to lasers changes the frequency of the laser and uses a different medium to generate the laser beam. Range is increased by 20 feet and targets struck must make Fort save DC 18 as if they were exposed to Moderate radiation and anyone within 15 feet of the target struck must make a Fort save DC 15 as if exposed to low radiation, see page 81 d20 Future on radiation and page 215 d20 Modern for disease.
PDC: +5 Illega (+4)

Convulsion (Gadget, PL6)
This modification to energy weapons that do not deal Electricity or Acid types of damage allows the weapon to also discharge electricity at the same time, increasing damage, and combining two types, but at the cost of increased ammunition used. The weapon now deals an additional x-1 d6 electricity damage in addition to its normal damage, where x is the weapon's normal number of dice of damage, but each time the weapon is fired uses up 3 shots.
For example, this gadget applied to a laser that deals 3d8 points of damage now also deals 2d6 points of electrical damage when fired.
PDC: +3

Impaler Munitions (Ammunition, PL5-6)
Impaler munitions are designed to fragment upon striking the target, changing the damage type. Damage changes to piercing but suffers -1 per die of damage to a minimum of 1 damage, plus critical multiplier is increased by 1. For example, if a weapon normally does 2d6 ballistic damage with 20x2 critical, with Impaler Munitions now deals 2d6-2 piercing damage with critical 20x3.
PDC: +3

Meteor Munitions (Ammunition, PL6)
Meteor munitions are designed to deform in flight to create a large impact area, although this reduces range and accuracy, does increase damage. Damage type changes to bludgeoning and increases damage by +1 per die of damage, but reduces range by 25% and suffers -1 to attack rolls.
PDC: +3

Static Alacrity (Ammunition Gadget, PL6)
This modification to ammunition can only be applied to ammunition that has a blast radius. The ammunition is modified to fly farther, but reduces the blast radius. Increase range increment by 25%, but reduce blast radius by 5 feet.
PDC: +1

Combustion Beam (Gadget, PL 6-7)
This modification can only be done to energy weapons. When a target is reduced to 0 hit points by an attack with a weapon with this gadget, they target explodes dealing 2d6 +1 die per size category over medium, slashing and bludgeoning damage (half slashing, half bludgeoning) to a 10 foot radius area, Reflex save DC 15 for half. If the strike was a critical hit, increase Reflex save by +2 and increase damage by an additional +1d6. For example, a medium sized creature reduced to 0 hit points would deal 2d6 slashing & bludgeoning damage to a 10 foot radius area, while a huge sized creature would deal 4d6 slashing & bludgeoning damage to a 10 foot radius area.
PDC: +4 Illegal (+4)

Wraith Mod (Gadget, PL6-7)
The Wraith mod is a series of modifications made to a weapon (or taken at time weapon is created), but once applied, no other modifications other than variant ammunition can be applied. The weapon is given a shiny dark-blue paint scheme with patters of red bars and lines. The weapon is modified to be silent, higher accuracy, improved damage, but suffers range and magazine capacity. Listen checks to hear the weapon fire suffer -5, +2 to attack rolls, damage is increased by 1 die, reduce range by 50% and magazine capacity reduced by 25%
PDC: +8 Rare (+5)

Dex Mod (Gadget, PL7)
The Dex mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications other than variant ammunition can be applied. They feature a glossy purple colour scheme and adorned with lotus-themed decorations. The weapons have improved critical ranges, a 20x2 becomes 19-20x2, etc, increased magazines increased by 25%, but suffer lower damage, die type lowered by one (d8 becomes d6, d6 becomes d4, d4 suffers -1 per die), and range is reduced 25%.
PDC: +4 Rare (+5)

Vandal Mod (Gadget, PL7-8)
The Vandal mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications, other than variant ammunition can be applied. The weapons feature a metallic teal and blue-green paint scheme with lotus symbols. These weapons feature improved damage increase die type (d6 becomes d8, d10 becomes d12, d12 becomes d20), accuracy (+1 to attack rolls) and critical modifier (x2 becomes x3, x3 becomes x4), but suffer slower rate of fire (S, A becomes S, S becomes single, single becomes full round), magazine size reduced by half.
PDC: +8 Rare (+5)

Prisma Mod (Gadget, PL7)
The Prisma mod is a series of modifications to a weapon (or taken at time weapon is created), but once applied, no other modifications, other than variant ammunition can be applied. The weapons feature a pearlescent bluish-green scheme with cloud-like animated textures. These weapons feature higher critical chance (20x2 becomes 19-20x2), and critical damage (x2 becomes x3, etc), and magazine size increases by 25%, but suffer in overall damage reduced, die type lowered by one (d8 becomes d6, d6 becomes d4, d4 suffers -1 per die), and range is reduced by 25%.
PDC: +6 Rare (+5)
 

kronos182

Adventurer
A.I.M. (Advanced Ideas Mechanics)
A.I.M. Is a privately funded think tank organized of a group of brilliant scientists whose sole dedication is to acquire and develop power through technological means, to use this power to overthrow the governments of the world. They develop and supply arms and technology to radicals and subversive organizations in order to foster a violent technological revolution of society while making a profit.
Started back during World War II as a part of Hydra, although developed into a separate group, and even created a public company that allowed them to generate more funds legally.
A.I.M. has made advancements in various fields, from materials, cybernetics, biological engineering, energy weapons and even medical research, but primarily weapons or how to weaponize any technology in development.
A.I.M. members wear yellow uniforms with helmets that resemble those worn by workers in bio-hazards and radiation filled areas, however they look more like bee-keeper outfits, and usually referred to as bee-keepers and A.IM. bases sometimes called hives.
A.I.M. Has multiple bases around the world, even a small stealth base in orbit, but their primary base is A.I.M. Island, an island located in the Caribbean Sea, heavily fortified and equipped with technology that can nullify most attacks, particularly any technological based attack. The U.S. had launched an attack against A.I.M. Island, but all launched missiles against the island were either neutralized or vaporized before getting within 5 miles, and their attempt to land troops was also met with failure.

On Coreline, A.I.M. continues to develop technology and weapons, selling them to terrorist groups, fanatics and anyone else that can pay, including some government groups. Although Hydra and A.I.M. are not directly affiliated with each other, A.I.M. does supply Hydra with some of their tech. Most law enforcement, military and governments ban all A.I.M. technology, and try to stop any A.I.M. activity within their borders, but have an unspoken truce with A.I.M., we'll leave you alone, if you leave us alone, any noticeable illegal activity within our borders will be dealt with. A.I.M. merely compensated with improved stealth tech for any teams they send aboard. Some A.I.M. Groups sell some of their lower technology legally to governments and law enforcement groups to help combat enhanced or superpowered beings, as a form of mutual protection, what threatens the general population around their base, threatens them.

Hiring A.I.M. Services
One can hire the scientific knowledge of A.I.M., for developing new technologies in various fields, once contact can be made. They accept payment, which is often hefty in cash or in new and unique or strange technologies, particularly alien technology or super tech. They can develop technology typically up to 2 levels above above the current level of society, or create items much smaller, faster, stronger or with multiple additional features normally not found on such items. PDC for such items are typically +2 to +3 higher than normal.

AIM Member
Members of AIM are researchers, dedicated to advancing technology and the sciences for the sake of science, and to advance the group's goal of the acquisition of power and overthrow all governments by technological means. These members, when not in the lab researching and building, act as the basic soldiers for AIM. While they may not be very good at fighting themselves, their advanced weapons and technology make them a threat.

Low Level AIM Member (Smart Ord 1/Dedicated Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d6-1 plus 1d6-1; hp 5
Mas: 8
Init: +1
Speed: 30 ft
Defense: 13, Touch 12, flat-footed 12 (+1 Armour, +1 Dex, +1 Class, )
BAB: +0
Grapple: +0
Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol)
Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +0, Ref +1, Will +4.
Action Points: 0
Rep: +2
Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13
Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)
Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Disable Device +6, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +3, Speak English, Speak (any two), Treat Injury +4.
Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.
Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d6-3 plus 3d6-3; hp 15
Mas: 8
Init: +1
Speed: 30 ft
Defense: 15, Touch 14, flat-footed 14 (+1 Armour, +1 Dex, +3 Class)
BAB: +3
Grapple: +3
Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol)
Full Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +2, Ref +4, Will +6.
Action Points: 0
Rep: +2
Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13
Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)
Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Disable Device +9, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +5, Speak English, Speak (any two), Treat Injury +5.
Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency
Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Scientific Improvisation
AIM members may specialize in difference fields, but all have some familiarity in multiple fields and can improvise solutions and tools quickly. The AIM member can spend a full round action by combining common objects with a Craft check that corresponds to the function desired. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. However this item is single use, or lasts for a number of rounds equals to the AIM member's level then breaks and the parts are useless.

Experimental Weapon Proficiency
AIM creates a large array of experimental devices and weapons, some are put into mass production for AIM members, and some are one offs. The AIM member is proficient in any mass produced AIM weapons, and up to 1 + Int modifier weapons the AIM member has built themselves. If the AIM member has maxed out their number of weapons they have built, they can replace one by spending 1 full minute studying the weapon in detail, undisturbed to replace one weapon they have developed and were proficient with.

AIM Researcher
The Researcher specializes in medicines and chemicals to enhance to hinder biological systems. Their helmets are a little more streamlined, with a green-yellow opaque faceplate, two tubes go from the helmet to a collar piece which contains air tanks. A backpack with compressed space technology is usually carried to allow them to carry a large array of chemicals, poisons, toxins and medicines
Make the following changes to AIM Member to create AIM Researcher:
Change Knowledge (Arcane Lore) with Craft (Pharmaceutical);
Change Builder with Medical Expert (+2 Craft (Pharmaceutical) and Treat Injury);
Add Surgery Drone to equipment;
Add Researcher Helmet to equipment;
Add Spatial Backpack to equipment;
Add Wounding Shot special attack.

Wounding Shot
With the Researcher's knowledge in biology, they can make their attack deal increased damage and caused increased pain to reduce the target's combat capabilities. Against a living target with a discernable biology, the Researcher can, as a full round attack, taking -4 to attack roll and with a successful Knowledge: Earth and Life Sciences DC 19, can add +1d4 damage plus an additional +1d4 damage for every 5 points over the DC and suffers -1 to attack, Defense, skills. If the weapon deals piercing, slashing or ballistic damage, the target, if living (doesn't affect undead or those that lack a circulatory system), must also make a Fort save or suffering 1 point of bleeding damage for 1d4 rounds.

Researcher Helmet
This helmet replaces the normal AIM Uniform helmet, includes a HUD system that links wirelessly to a computer and the Surgery Drone. The collar of the helmet contains air tanks that provides 2 hours of air. The collar also contains space for five doses of any liquid chemical that the Researcher can use on him/herself as a free action.

Surgery Drone
This small robot has a rectangular shaped frame, with a curved back, two gimbled anti-grav units on the underside. It is only 1.5 feet long and 6 inches wide, with 5 hit points, Defense 14, fly (perfect) 40 ft, maximum altitude of 300 feet, able to operate for 1 hour before requiring recharging in a special dock mounted in the Spatial Backpack. It is fitted with a healing beam. The healing beam uses energy that stimulates a living organisms natural healing abilities. As a full round action, with a range of 5 feet, the beam can heal 1d4+1 hit points in a living target as a ranged touch attack roll with a 2 bonus. The Surgery Drone is controlled via the HUD in the Researcher Helmet by voice commands (a single command as a free action once per round, additional commands are move equivalent), such as move 30 feet to left, heal target designated Bob, etc.
Weight: 5 lbs
PDC: 20

Equipment
A.I.M. has developed a large amount of experimental and advanced technology, below is a sampling of some.

Spatial Backpack
This backpack made of impact resistant plastics, has a dock on the top for the Surgery drone as well as a built in power supply to power the backpack and recharge the Surgery Drone, a laptop and similar devices. The backpack has an opening that is about 1 foot in diameter, and inside looks like it is only 1.5 feet wide by 1 foot long and 2 feet deep, but in reality the inside is made of compressed space, able to hold up to 300 lbs of items, as long as they are not more than 1 foot in diameter, but can be much longer. The weight of any item inside the Spatial Backpack is not felt by the wearer.
Weight: 10 lbs
PDC: 21
Restriction: 0 AIM, +4 illegal


AIM Uniform
AIM uniforms varies with rank and position, but all are yellow, and the most common resembling a hazmat suit with a helmet similar to a bee-keeper's outfit.
A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply.

A.I.M. Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +1
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -0
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 18
Restriction: Mil (+3) Aim +0
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage). AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.

A.I.M. ARC Armiger
The A.I.M. ARC Armiger is an A.I.M. modified and upgraded version Roxxon's Armiger that they stole the plans for, and mixed in some stolen Stark Tech. While the ARC Armiger looks similar to the original Armiger, it has noticeable differences, the first being it is yellow in colour, has a more rounded design instead of the originals hard angles, with a crude, but functional ARC reactor powering the whole thing, providing ample power for its energy weapons. The 90mm cannon is replaced with a chain gun style laser for rapid fire, plus it can also fire a powerful single beam for heavy anti-armour purposes, now housed in an armoured raised casing on the left side. The TOW missiles are replaced with a retractable variable fire mini-missile launcher, while the CIWS system is upgraded for improved accuracy and replaced with rapid-fire energy weapons, similar to lasers. Additionally the ARC Armiger is fitted with a gas venting system instead of the smoke grenades, able to store up to 3 different chemicals, typically including smoke that includes IR/thermo blocking properties, CS gas or other crowd dispersing gas, and sometime some other airborne agent, from poisons to mutigenic gas or some other weaponized aerosol they are testing. Additionally, the ARC Armiger is capable of movement underwater, and its weapons work even under water, if at reduced range. If used underwater, the mini-missiles can be swapped for mini-torpedoes instead. Additionally the ARC Armiger is fitted with Project PROTEAN technology, stolen from Stark Industries. Project PROTEAN is technology designed to repair or modify technology it was designed for, in this case, weapons. This makes destroying an ARC Armiger difficult as it repairs itself.
Crewed by 2, driver and gunner/commander. It has two top hatches, one for the driver and gunner. Takes a full-round action to enter the tank, and another full-round action to start it moving. The ARC Armiger is three squares wide, six squares long (22.02 ft long for the hull, 27 ft counting the barrel of the cannon, 12 ft wide and 8 ft high for the body, weighing 42 tons), able to lower itself down to a height of 7 feet, while moving usually 12 feet high, and can raise up to 16 feet, but can't move while this high, provides full cover to its occupants.

Crew: 2
Passengers: 0
Cargo: 300 lbs
Init: -2
Maneuver: -3
Top Speed: 60 (6), 40 (4) on surface or under water
Defense: 6
Hardness: 20
Hit Points: 68
Size: Gargantuan
Purchase DC: 55
Restriction: Illegal (+4) AIM Res (+2)
Accessories: variable laser cannon, mini-missile launcher, CIWS point defense system, gas venting system, APS, fire-control computer, thermal/nightvision for driver, gunner, GPS, military radio, headlights, Project PROTEAN system, 20 hours air
Notes: +2 attack with weapons, NBC protection grants +4 to Fort saves. 25% chance to destroy any missile or RPG fired at the vehicle, +6 Fort save vs EMP weapons

APS (Active Protection System)
Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.

AIM CIWS Point Defense System
Using advanced AI tracking combined with rapid fire weapons, based on the CIWS on naval ships, the CIWS Point defense system serves two functions: targets all incoming missiles and rpgs, and allows the vehicle to make attacks of opportunity against other vehicles or low flying aircraft or drones. It can not be fired manually by the crew, or make normal attacks.
Destroy Missiles/RPGS: The system has a 25% chance to destroy any incoming missile, rocket or rpg. A destroyed missile, rocket or rpg deals no damage to the vehicle.
Make Attacks of Opportunity: The system threats the space the vehicle occupies as well 100 ft area around it. When making an attack of opportunity, the system rolls 1d20 plus any targeting bonuses, if the result is greater than target's defense, deals 4d8 fire damage.
The system can attack something as small as a medium sized creature (programmed for humanoids), up to larger vehicles such as other tanks, or low flying aircraft, such as helicopters or drones. System has +2 attack bonus.

Weapons
Name: Variable Laser Cannon (Pulse)
Damage: 6d8
Crit: 20x2
Damage Type: fire
Range Incr: 200 ft
Rate of Fire: S, A
Magazine: 50 shot capacitor

Name: Variable Laser Cannon (Beam)
Damage: 8d10
Crit: 20x3
Damage Type: fire
Range Incr: 75 ft
Rate of Fire: Single
Magazine: Uses 5 shots

Name: Mini-Missile Launcher
Damage: varies
Crit: 20
Damage Type: varies
Range Incr: 200 ft
Rate of Fire: Semi
Magazine: 80 Missiles

Variable Laser Cannon
This weapon is a multiple barreled laser, capable of firing a single shot or a barrage of full automatic fire (pulse mode), or a powerful, but short ranged, armour melting blast (beam mode). The beam mode uses up a lot of power, but ignores 10 points of hardness plus each successful strike reduces the target's hardness/DR by 2 points with each successful strike, permanently. On a critical strike it reduces the target's hardness by 5. The capacitor replenishes shots at a rate of 1 shot every 1d4 rounds if not fired.

Mini-Missile Launcher
This mini-missile launcher can fire single, or multiple missiles at once at a target, in volleys of 1, 2, 4 or 8 missiles. Each doubling increases damage and blast radius (if the missile has one), by 50%, and increases any Reflex save DC by +1.
Any mini-missile can be loaded, by typically HE, AP or Fragmentation are loaded. For underwater missions, mini-torpedoes can be loaded. (Mini-Torpedoes are similar to missiles but work under water, fire based missiles will have damage reduced by 1 die, but have blast radius increased by 25%. All area affect missiles will have Reflex save DC increased by +1, if sonic based damage and blast radius is increased by 50% and Reflex save increased by +2).

Project PROTEAN System
Using stolen Project PROTEAN technology, the ARC Armiger can repair damage it has suffered. As long as the ARC Armiger has 5 hit points or more, it can repair itself at a rate of 5 hit points per round.

EMP
AIM has developed a man portable, and potent EMP device, about the size of a soccer ball, able to knock out technology within an area, allowing them to disable security and defense systems, or even knock out technologically enhanced super heroes.
Once activated, it will go off the next round, or with a delay of up to 1 minute (10 rounds), affecting a 50 ft area. All non-shielded, non-military electronic devices will shut down and require repairs. Military and shielded devices must make a Fort save DC 18, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 minutes, plus suffer 1d4 electrical damage for every size category over medium. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). After the device is activated, it burns itself out, making it useless.
Weight: 6 lbs
PDC: 25
Res: Illegal (+4) AIM Res (+2)

Exoskeletal Battletank
The Exoskeletal Battletank Mk1 is AIM's standard battle armour, which Hydra based their Mk2 power armour off of. Its yellow armour is curved to help deflect projectiles and coated in energy resistant material to protect against energy discharges from many super powered foes. The left shoulder has a retractable grenade launcher that has a divided ammo bin to allow up to 4 different types of grenades to be loaded, while the right shoulder has a retractable coilgun rifle. Instead of repulsor weapons in the hands, variable power particle beam weapons are fitted, although they are slower to fire than the repulsors, the varying power levels are more versatile.
A more powerful power core is fitted in the Exoskeletal battletank than those sold to Hydra, with the ability to enhance its weapons with the force of attacks the armour takes, however as the armour takes damage and increases the power of its weapons, it runs the risk of overload. To compensate for battlefield damage, the battletank armour is fitted with a nanite repair system, allowing for quick, although limited repairs.

AIM Exoskeletal Battletank Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 55
Base Speed: 30 ft.
Height: 7.7 ft.
Weight: 340 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +6
Hardness: 17
Max Dex Bonus: +2
Armour Check Penalty: -8
Purchase DC: 40
Restriction: Illegal (+4), AIM +2
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 40 grenades, can be divided into 4 different types, 10 each), coilgun (300 rounds). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity, psychic shielding.

Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.
Its reach is 5 feet, and its base speed is 25 feet.
Base Purchase DC: 37.
Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit
Boots: 1 slot.
Helmet: Cockpit.
Left arm: Particle Beam Cannon.
Right arm: Particle Beam Cannon.
Shoulder: Power Core
Torso: Cockpit

Particle Beam Cannon
These heavy particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 2d12 to 5d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12 and 5d12 points of damage, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use.
Damage: variable
Critical: 20x3
Damage Type: non-specific energy
Range Increment: 70 ft
Rate of Fire: Single
Ammo: 30 charges
Notes: Suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.

Power Core
The Exoskeletal battletank Armour is powered by a high energy source that is based on technology acquired from Stark Industries. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, AIM scientists were partly successful. Every 5 points of damage the power armour takes, the next particle beam cannon or coilgun attack gains +2 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +20 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.

Coilgun Rifle
Mounted on the right shoulder is a retractable coilgun rilfe, using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine for the weapon can be divided into 3 different types of up to 100 rounds each.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 150 ft
Rate of Fire: S, A
Ammo: 300 Internal

Grenade launcher
Mounted on the left shoulder is a retractable grenade launcher that can switch between up to 3 different types of grenades. Typically loaded are fragmentation, explosive and smoke grenades.
Damage: varies by grenade
Critical: -
Damage Type: varies by grenade
Range Increment: 60 ft
Rate of Fire: Semi
Ammo: 40 internal, divided into 4 groups of 10, which can be all the same, or 3 different types.
Switching grenade types is a free action.

Nanite Repair
The armour is fitted with a nanite repair system, which looks like it vents steam, however it is a small cloud of nanites that quickly move to repair the armour and the user in case of injury. As a full round action, where the user can not do anything other than move at most 15 feet, vents a cloud of nanites that can repair damage to the armour and the user, priority of repaired damage goes to the armour first, then extra goes to the user, of 1d8+2 hit points. Also any charges the power core might have stored are reduced by 1 each time the Nanite Repair system is used. The system has enough material to repair up to 50 hit points. Replenishing the nanites costs PDC 14 (AIM only) for 10 hit points.

Psychic Shielding
The armour is lined with material that helps reduce the effects of psychic probes or attacks. Psionic abilities that allow a save the user is +2 to save, while the armour has DR 10 in addition to its normal hardness against psionic abilities that cause damage (the ability itself, not an ability that can cause damage from other sources, such as telekinesis used to hurl an object that damages the armour).

AIM Shield Generator
AIM has multiple designs for defensive energy shielding, including personal shielding, for vehicles and buildings.

Personal Shield
The Personal Shield is a device that projects a protective energy field around the user in a oblong shape about a foot around the wearer from a device mounted on the wearer's waist. The shield can absorb 30 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.
Weight: 9 lbs
PDC: 22 AIM only, Illegal (+4)

Vehicle Shield
This shield is tied into the power source of the vehicle, giving it greater power. A few different levels of shields exist, depending on the vehicle size. The shield can absorb a certain amount of damage before it is depleted, based on size of the vehicle it is mounted on, with an Energy Resistance of 10 (any type of energy damage except acid). The shield can regenerate 5 hit points every 5 rounds. The device has enough power to run for 20 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.
Size Medium 75 hit points, Large 100 hit points, Huge 150 hit points, Gargantuan 200 hit points, Colossal 275 hit points.
Weight: 20 +10 lbs / size over medium
PDC: Medium 23, Large 24, Huge 26, Gargantuan 28, Colossal 30, AIM +3 Mil, +5 Classified

AIM Particle Rifle
These heavy personal particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 1d12 to 4d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use.
Damage: variable
Critical: 20x3
Damage Type: non-specific energy
Range Increment: 50 ft
Rate of Fire: Single
Ammo: 30 box
Notes: Suffers -1 to attack rolls.
PDC: 19, Illegal, AIM +3 Mil

AIM Power Backpack
This yellow and black squared backpack is a potent source of energy. Many AIM members use it to power weapons and as a portable power source for their many experiments.
The pack has enough power to power anything from weapons to a small office building or a gargantuan sized mech for a week. When used to power energy weapons, by an armoured cable, the weapon has an ammo capacity of unlimited.
Weight: 14 lbs
PDC: 17 Illegal, AIM Unrestricted

AIM Coilgun Rifle
The AIM coilgun rifle using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 30 each. The coilgun rifle fires marble sized projectiles at high velocity.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 150 ft
Rate of Fire: S, A
Ammo: 90 box
PDC: 19
Restriction: AIM, +4 Illegal
Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round.

AIM Coilgun Pistol
The AIM coilgun pistol using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 15 each. The coilgun pistol fires marble sized projectiles at high velocity.
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 75 ft
Rate of Fire: S, A
Ammo: 45 box
PDC: 17
Restriction: AIM, +4 Illegal
Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round.

Ammunition
Standard - A marble sized projectile that is magnetic to allow coilguns to fire it, designed to deform upon impact to impart as much damage as possible, dealing 2d8 ballistic damage. PDC 5 for 50.
Anti-Personnel - This projectile breaks apart in fragments inside the target, causing significant wounds. Deals 1d8 ballistic damage plus 2d4 slashing, target must make a Fort save DC 14 or take 1 point of bleeding damage each round for 1d4 rounds. Treat Injury DC 15 to stop. PDC 11 for 50.
Anti-Armour - These projectiles contain a small shaped explosive, deals 2d6 ballistic and ignores 5 points of hardness/DR. PDC 12 for 50.
Explosive - This marble sized projectile is filled with a thermobaric chemical that is released upon striking a target or surface, dealing 3d6 fire damage to a 10 foot radius spherical area, Reflex save DC 14 for half damage. PDC 13 for 50.
EMP - Mini EMP generators in a marble projectile that affects only the target struck. All non-shielded, non-military electronic devices will shut down for 1d6+1 rounds. Military and shielded devices must make a Fort save DC 15, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 rounds, plus suffer 1d4 electrical damage. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). PDC 17 for 50.
Cryo Round - These rounds are filled with a compound that upon contact with air reduce the temperature in a very small area very quickly. They deal 1d8 ballistic and 2d4 cold damage, plus the target must make a Fort save DC 15 or suffer -2 to attack, skills, Defense and half speed for 1d4+1 rounds. A successful save the target only stuffers -1 to attack, skills, Defense for 1 round. PDC 17 for 50.

Cybernetics
AIM built cybernetics are typically cutting or even beyond cutting edge and will have more than one function. These cybernetic devices will have their basic function plus at least 1 additional feature, such as a prosthetic limb will have built in weapons and tool, or thrusters (for legs), and will be 10% faster, stronger or deal +1/die of damage (if a weapon). Cybernetic eyes will typically have at least two major enhancements and/or a built in weapon, while internal organs can serve two purposes and grant a +25% increase in bonuses.
PDC: +2, AIM, Illegal (+4)
 

kronos182

Adventurer
Avengers Alliance Weapons

Single-Shot Thumper
This large smooth-bore shotgun fires three 12 gauge rounds at once for potent damage, but extremely short ranged. The barrel is lined with a material that creates a spark as the pellets fire through the barrel, potentially dazing a target.

Single-Shot Thumper (PL5 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Ballistic
Range Increment: 25 ft
Rate of Fire: Single
Size: Large
Weight: 13 lbs
Ammo: 1 (uses 3 12ga rounds at once)
Purchase DC: 16 Res (+2)
Notes: +1 to attack within first range increment, maximum range 5 range increments. Targets struck, or near misses (missed only by up to 2 points) must make Reflex save DC 14 or be Dizzy for 1 round. Takes 1 full round to reload unless a speed loader is used.

Assault Shotgun
This shotgun is based on the Franchi PA3 pump-action shotgun with a folding stock, only modified to fire without the pump action and semi-automatic firing. It has a hair trigger, with a chance of allowing for an immediate free attack, and its attacks can weaken a target.

Assault Shotgun (PL5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: Semi
Size: Large
Weight: 7.5 lbs
Ammo: 7 int
Purchase DC: 17 Lic (+1)
Notes: Folding stock, when folded grants a +2 circumstance bonus on Sleight of Hand checks made to conceal the weapon. Targets struck must make a Fort save DC 14 or be Weakened. On a natural attack roll of 17, 18, 19 or 20, the wielder can make an immediate free attack at the same target, or one within 5 feet of the previous target at -5 to attack roll.

Phosphorus Pang
This grenade launcher has a large drum holding 10 40mm grenades, with a forward handle to help maintain stable aiming. The barrel is lined with a special materials that coat the grenades as they travel through the barrel that adds additional fuel for explosive type grenades.

Phosphorus Pang (PL5 Exotic Firearms Proficiency (Grenade Launchers))
Damage: varies
Critical: varies
Damage Type: varies
Range Increment: 75 ft
Rate of Fire: Semi
Size: Large
Weight: 12.5 lbs
Ammo: 10 cylinder
Purchase DC: 17 Mil
Notes: Adds +1/die fire damage to attacks. Explosive, white phosphorus and similar grenades gain +2/die fire damage and the DC for teaching on fire is increased to Reflex DC 17.

Tesla SP-Arc
This energy weapon almost looks like a toy pistol, with two curved prongs at the front of the weapon instead of a barrel. It fires a long bolt of electricity that can cause targets to get dizzy or even stun them.

Tesla SP-Arc (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20x2
Damage Type: Electricity
Range Increment: 30 ft
Rate of Fire: Semi
Size: Medium
Weight: 4.5 lbs
Ammo: 50 box
Purchase DC: PDC 20 Res (+2)
Notes: Targets struck must make a Fort save DC 14 or become Dizzy. Has stun setting Fort DC 15 stunned for 1d4 rounds.

P.E.W. Zealous
The Zealous is a laser pistol that has a sleek and curved appearance, with part of the frame hanging over the back of the handle, which provides some protection to the hand, and a section that curves down from under the barrel to the bottom of the handle. The power pack feeds into the top of the weapon under the overhang at the back of the weapon. The Zealous can cause dizzying strikes and has increased chance of dealing a critical strike.

P.E.W. Zealous (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 19-20x2
Damage Type: Fire
Range Increment: 35 ft
Rate of Fire: Semi
Size: Medium
Weight: 4 lbs
Ammo: 50 box
Purchase DC: 18 Res (+2)
Notes: Targets struck must make Fort save DC 14 or be Dizzy for 1 round.

P.E.W. Stoic
The Stoic is a curved, sleek chromed laser rifle, with a guard structure that extends back from the top and bottom of the handle to help protect the user's hand. The power pack is fed into the top of the weapon. The Stoic fires in a unique wavelength that leaves residual particles on the target for a short period of time, which can increase damage from following shots from the Stoic.

P.E.W. Stoic (PL6-7 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S, A
Size: Large
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 21 Mil (+3)
Notes: Laser Particle Focus,
Laser Particle Focus - A target struck has residual particles left on it for 1d4 rounds before dissipating. If the user with a Stoic strikes the same target before the particles dissipate, they gain +1d8 damage on the next attack, and increase the duration of the particles by another 1d4 rounds.

Pyro Technique
This weapon is a flamethrower, but instead of using large fuel tanks, it uses a power pack to convert drawn atmospheric gases into a low level form of plasma.

Pyro Technique (PL6)
Damage: 4d6
Critical: -
Damage Type: Fire
Range Increment: -
Rate of Fire: 1
Size: Large
Weight: 17 lbs
Ammo: 20 box
Purchase DC: 19 Mil (+3)
Notes: Fires a 5 foot wide, 50 foot long line, Reflex DC 15 for half damage, Reflex DC 17 to prevent catching on fire instead of normal DC 15.

P.E.W. Eradicator
The Eradicator is a heavy pistol, shaped similarly to the Zealous, only with a thicker frame and a large, long barrel coming out where the main body and lower frame join. The weapon can disorient targets struck, but it's also know for its armour piercing properties. While it looks vaguely similar to the Zealous, it is not a laser, and instead is closer to a particle beam weapon instead.

Name (PL5 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20x2
Damage Type: Energy
Range Increment: 25 ft
Rate of Fire: Single
Size: Medium
Weight: 6 lbs
Ammo: 40 box
Purchase DC: 23 Mil (+3)
Notes: Ignores 3 DR/Hardness, bypasses shields, targets struck must make Fort save DC 14 or be Dizzy for 1 round.

Bolt-Action 4 Bore
This bolt-action rifle is a modified Erma SR 100 sniper rifle that fires .50 caliber rounds for a heavier punch and improved accuracy, but suffers from a lot of recoil. The scope is of highest quality to aid in its accuracy, but lacks iron sights and the scope must be used.

Bolt-Action 4 Bore (PL5 Personal Firearms Proficiency)
Damage: 2d12
Critical: 18-20x2
Damage Type: Ballistic
Range Increment: 120 ft
Rate of Fire: Single
Size: Large
Weight: 19 lbs
Ammo: 5 int
Purchase DC: 20 Mil (+3)
Notes: Mastercraft +1 to attack rolls, has improved critical gadget (can't add again), takes full round to reload.

The Perforator
The Perforator is a modified H&K MP7 PDW, removing the forward folding handle, shortened the barrel and area forward of the handle. The back is extended slightly with modification to lock the new magazine design. Instead of just going into the handle, the magazine slides up into the handle, but also curves back and up to connect to the underside of the rear section, greatly increasing magazine size. It has also been modified to increase a chance of a critical hit.

The Perforator (PL5 Personal Firearms Proficiency)
Damage: 2d6
Critical: 19-20x2
Damage Type: Ballistic
Range Increment: 55 ft
Rate of Fire: S, A
Size: Medium
Weight: 5.2 lbs
Ammo: 100 box
Purchase DC: 22 Res (+2)
Notes: Mastercraft +1 to attack rolls, improved critical range gadget (can't be added again), uses 4.6mm ammunition.

B&F Icebrand
This weapon is physically similar to the Pryo Technique, however instead of turning drawn atmospheric gases into a form of plasma, the Icebrand instead chills the gases and releases a blast of extreme cold.

B&F Icebrand (PL6)
Damage: 4d6 cold
Critical: -
Damage Type: Cold
Range Increment: -
Rate of Fire: 1
Size: Large
Weight: 17 lbs
Ammo: 20 box
Purchase DC: 19 Mil (+3)
Notes: Fires a 5 foot wide, 50 foot long line. Reflex save DC 15 for half damage, Chilled.
Chilled - Targets struck must make a Fort save DC 14 or become chilled, suffering from the extreme cold, suffering -2 to Dexterity, speed reduced by 5 feet, skills requiring fine motor control suffer -1 to rolls for 1d4 rounds.

Capacitive Impeder
This weapon is very similar to the Tesla SP-Arc, using the same frame, however it functions slightly differently. It fires a line of electricity to the target and leaves a residual ion charge. This charge attracts other electrical discharges towards the target dealing additional damage.

Capacitive Impeder (PL6-7 Personal Firearms Proficiency)
Damage: 4d6
Critical: 20x2
Damage Type: Electricity
Range Increment: 40 ft
Rate of Fire: Semi
Size: Medium
Weight: 5.6 lbs
Ammo: 40 box
Purchase DC: 21 Mil (+3)
Notes: Static charge.
Static Charge - The target struck has residual ionization from the weapon's strike, and any electrical based attacks within 30 feet of the affected target will chain a bolt of electricity to the target dealing 1d4 electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed. Each successful attack causes Static Charge to trigger, dealing its damage, plus extend the duration by 1 round.

Subsonic Sound Gun
This heavy energy rifle, with a dish-like emitter at the end, unleashes powerful sonic blasts, which can disorient targets. While armed, the weapon can send seismic feedback against nearby attackers when the wielder is attacked, and also helps reduce damage the wielder would take from sonic attacks.

Subsonic Sound Gun (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x3
Damage Type: Sonic
Range Increment: 50 ft
Rate of Fire: Semi
Size: Large
Weight: 20 lbs
Ammo: 50 box
Purchase DC: 22 Mil (+3)
Notes: Disoriented, Seismic Feedback, Sonic Protection.
Disoriented - The target must make a Fort save DC 15, and be able to hear or sense vibrations (creatures with tremor sensor, or sensitive to sound vibrations suffer -2 penalty to the save), or suffer being Dizzy and Off-Balanced for 1 round.
Seismic Feedback - While the weapon is armed, if the wielder is attacked by an attack within 30 feet, the weapon sends out a sonic pulse against the target for 1d6 sonic damage, who can attempt a Reflex save DC 19 for half damage.
Sonic Protection - Using 5 charges from the power pack, the wielder gains Sonic Resistance 10 for 5 rounds, activating this is a move equivalent action.



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

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

kronos182

Adventurer
Some Battlestar Galactica goodness.
Written by Talos/Waylan Wolf on the old Wizards of the Coast forum, tweaked by me.

Colonial "Viper Mk I" space superiority fighter
The first of the space superiority fighters developed by the Colonial forces, with a long narrow hull with a set of three engines mounted at the back, two downward wings mounted on the sides and an upright tail atop the third engine. To help evade targets, and to aid in fighter interception, the Viper is fitted with an afterburner. The cockpit is mounted directly in front of the engine block. Armed with a pair of 30mm mass acceleration cannons gives it good attack capabilities against fighters. They normally lack missiles but can be modified to mount up to four missiles externally under the wings and body.

Viper Mk1 (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 29 feet
Weight: 39,000 lb.
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 3,000 ft. (6 sq.) / 4000 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 6d20 (120 hp)
Initiative Modifier:
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 38
Restriction: Military (+3)

Attack:
2 fire-linked modified rail cannons -2 ranged (6d12/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Ejector Seat
Engines: Fusion torch engine, thrusters, Hydrogen Injectors
Armor: Alloy Plating
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class I sensor array, targeting system
Communications: Radio transceiver
Weapons: 2 fire-linked 30mm MAC cannons (range incr. 3,000 ft.)
Grappling Systems: None

Colonial "Viper Mk II" space superiority fighter
The Mk2 is an upgraded version of the Mk1 with improved sensors, weapons, engines and avionics for improved control and maneuverability. The Mk2 is also designed to allow for quick modifications to allow the additions of missiles under the wings and body, up to 6 missiles can be fitted.

Viper Mk II (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 25 feet
Weight: 39,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 5,250 ft. (11 sq.) / 6,250 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +1
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 44
Restriction: Military (+3)

Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, RCS Mk1
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.)
Grappling Systems: None

Colonial "Viper Mk III" space superiority fighter
The Mk3 is an upgraded version of the Mk2, while no major improvements in overall performance, it has a slightly redesigned hull that is a little larger, narrower intakes, reduced fairings, etc. The major upgrade is the inclusion of an internal missile launcher for 6 missiles, plus it can mount another four under the wings under the wings with minor modifications.

Viper Mk III (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 25 feet
Weight: 39,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 5,250 ft. (11 sq.) / 6,250 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +1
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 45
Restriction: Military (+3)

Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20); or
CHE missile -2 ranged (6d12/19-20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, RCS Mk1
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.), CHE missile launcher (6 missiles)
Grappling Systems: None

Colonial "Viper Mk VII" space superiority fighter
The latest version of the Viper, slightly larger with a more needle-like design, fitted with three newer weapons and improved sensors. The weapons were upgraded from railguns to needlers, plus the new hull design allows up to a total of 8 missiles that can be carried under the wings and body with minor modifications. While not faster than the Mk2, it has improved RCS

Viper Mk VII (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 32.5 feet
Weight: 39,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 5,250 ft. (11 sq.) / 6,250 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 9d20 (180 hp)
Initiative Modifier: +2
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 46
Restriction: Military (+3)

Attack: 3 fire-linked-battery needlers -1 ranged (12d12/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engines, Ejector Seat, RCS Mk2, +2 Pilot checks
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 3 fire-linked-battery needlers (range incr. 4,000 ft.)
Grappling Systems: None

Colonial "Blackbird" stealth fighter
The Blackbird is a prototype stealth fighter produced by Galen Tyrol aboard the battlestar Galactica. The Blackbird mounts only two engines on either side of the hull on very short wings, slightly angled downward, no tail, with the cockpit mounted even further back than on other Vipers, and has a more angular hull design, with carbon composite armour to give it stealth capabilities. It lacks weapons, although can be fitted with missiles, it is built for maneuverability and speed, making it one of the fastest Vipers produced to date. The Blackbird can be fitted with a small FTL drive similar to the Raptors with a few modifications.

Blackbird (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 32.5 feet
Weight: 36,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 6000 ft. (12 sq.) / 7,000 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 2
Hit Dice: 9d20 (180 hp)
Initiative Modifier: +2
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus:
Grapple Modifier: +8
Base Purchase DC: 46
Restriction: Military (+3)

Attack:

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engines, Ejector Seat, RCS Mk2, +2 Pilot checks, Improved Thrust
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Carbon Composite
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class III sensor array
Communications: Laser transceiver, radio transceiver
Weapons:
Grappling Systems: None

Eqiupment

TWIN ENGINE SYSTEM (PL 6)

During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.
A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.
This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.
Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: See text.
Purchase DC: 15.

Improved Thrust
Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.
NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)
Restrictions: Starship engines only.
Purchase DC: +2.

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

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

Carbon Composite (PL5)
Based on low-observability/stealth materials design carbon composite armour is an early form of stealth armour for PL5 ship designs. The material makes the ship difficult to detect at long range with conventional radar and MAD sensors. Opposing units trying to detect a ship with carbon composite superstructure take a -5 penalty on their computer use checks if they are using Class I or II sensor suites. Class III and higher are unaffected.
Hardness: 2
Speed Bonus: +250 ft
Base Purchase Modifier: 10 + one-half base purchase DC of the starship.

30mm MAC
This is the Colonial's first attempt at a railgun, using the common 30mm rounds in a modified cannon that uses magnetic acceleration to propel the projectile down the barrel.
30mm MAC (PL5-6)
Damage: 4d12
Critical: 20
Damage Type: Ballistic
Range Increment: 3000 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 23
Restriction: Mil (+3)
 

kronos182

Adventurer
T-Series Tactical Droid
The T-Series tactical droids, also known as T-1s, were a model of tactical droid produced by Baktoid Combat Automata during the later years of the Old Republic. They were used extensively by the Confederacy of Independent Systems during the Clone Wars, aiding in the coordination of their military and as advisors. The droids are ruthlessly intelligent, but they steer clear of the front lines, preferring to direct from the safety of a well protected bunker or from the rear lines and are not afraid of abandoning their superiors to guarantee their own safety.
Standing at just over 6 feet tall, with narrow arms and legs, with a boxy and angular body and head, with their incredible intelligence and combat tactics and strategy database, they would command large number of troops and ships with incredible precision, but lacked imagination and could be confused and have problems dealing with unexpected situations.

T-1 Series Tactical Droid (PL6)
CR: 2
Size: Med (6.3 ft)
Hit Points: 1d10+10; 15 hp
Init: -1
Speed: 30 ft
Defense: 9 (-1 Dex)
Hardness:
BAB/Grp: 0/+0
Attack: +0 melee 1d3 lethal
FS/Reach: 5 ft/5 ft
Special Attacks: Coordinate, Tactical Plan, Tactical Retreat, Coordinate Fire, Precision Strike
Special Qualities: Shared Information
Saves: Fort + 0, Reflex -1 , Will +2
Abilities: Str 10, Dex 8, Con , Int 14, Wis 14, Cha 6
Skills: Computer Use +6, Decipher Script +2, Diplomacy +0, Gather Information +2, Knowledge Behaviour Sciences +4, Knowledge Current Events +4, Knowledge Tactics +6, Knowledge Technology +4, Listen +2, Navigate +4, Research +4, Search +2, Spot +2
Feats:

Frame: biomorph
Locomotion: legs (pair)
Manipulators: 2 hands
Armour:
Superstructure:
Sensors: Class II
Skill Software: (Computer Use, Gather Information, Knowledge: Tactics, Research +4), (Diplomacy, Knowledge: Behaviour Sciences, Knowledge: Current Events, Knowledge Technology, Navigate, Research +2)
Feat Software:
Accessories: AV transmitter, vocalizer, skill progit x4 (+4), skill progit x6 (+2), E-5 Blaster, typically 2 power packs
PDC: 26

Combat
T-1's don't engage in direct combat, instead leading other troops into combat from the safety of a bunker, command ship or other fortified location with powerful communications and sensors so they are in constant contact with their troops and have up to the second data of the battle.

Coordinate - The T-1 uses a slightly modified from the normal talent D20 Modern page 31. The T-1 has an effective Cha of 12 (+1 to rolls) for purposes for rolls, DC 10 +1/25 droids or droid ships to coordinate, with range of 200 ft on a planet or within the same star system with a clear communications line and view of the battle fields, able to coordinate up to 200 droids, lasting for a total of 1d4+1 rounds providing a +1 to attack rolls. Jamming imposes the jammer's penalty to sensors check the T-1 must make. If not coordinating droids, but living beings instead, affects only half as many for 1 round less to a minimum of 1 round.

Tactical Plan - The T-1 uses a modified version of the Smart Hero Plan talent (see d20 Modern pg 27). Prior to combat, requiring at least 1 hour of work, the T-1 develops a plan for the engagement, making an Intelligence check DC 10 with a total bonus of +4 (+2 for Int and +2 for programming), with the result providing a bonus to the T-1's allies (up to 200). A successful Knowledge: Tactics check DC 18 adds +2 to the Intelligence check. This bonus to the T-1's allies attack rolls lasts for the first 4 rounds, after that time the bonus is reduced by 1 point, to a minimum of +0, for each additional round the situation continues. When coordinating beings that are not droids, such as living creatures, provides the bonus for half as many living beings for 1 round less to a minimum of 1 round.
Check ResultBonus
9 or Lower+0 (check failed)
10-14+1
15-24+2
25 or higher+3

Tactical Retreat - The T-1 can order a tactical retreat, ensuring the most amount of assets survive to fight another day. As a full round action, making a Knowledge: Tactics check DC 20, and must be in communications with its allies, up to 200 droids, can grant the T-1 allies a +1 bonus to Dodge and a 25% increase to speed as long the allies are leaving the combat zone, even if they are fighting defensively, for 2 rounds. When ordering a tactical retreat for non droids, only lasts for 1 round and the bonus to speed is only 10%.

Shared Information - As long as an allied unit is within communications with the T-1, if one of the units is aware of an enemy or hazard, all within communications with the T-1 are aware of that enemy or hazard, meaning none are caught flat-footed or surprised, or aware of traps or cloaked enemies or objects if one ally has detected them.

Coordinate Fire - The T-1 can focus on a smaller group to improve their combat effectiveness. Using Aid Other action but the DC is 16 and the T-1 makes a Knowledge: Tactics roll instead of an attack roll like normal, as long as in communication with a group of up to 20 droids, or 10 non droids, for that round while attacking the same target, they attack as one, their attacks are treated as a single fire-linked attack using the damage of the lowest powerful weapon, at +4 to attack roll.

Precision Strike - Using the Aid Other action, but the DC is 20 and making a Knowledge: Tactics roll instead of attack roll like normal, the T-1 can coordinate a group of 20 droids, or 10 non droids against the same target allowing them to have a higher chance to making a critical strike. These designated allies have their next attack's, made within 1 round, critical threat range increased by 1. For example, if they are using blasters with a critical of 20x2, have a critical of 19-20x2 for their next attack.
 

kronos182

Adventurer
Droidekas
Droidekas, or destroyer droids as they're also known as, are a type of battle droid with an insectile design, with three legs, two arms that end in dual repeating blasters, and very insect looking 'face'. They are designed to roll into a ball to allow them to move quickly about the battlefield, but once they unroll, they are quite slow, but a built in force field provides incredible protection. This forcefield is on the level of a small starfighter, making them nearly impervious to many handheld weapons, combined with their repeating weapons made them incredibly deadly to infantry if they don't have heavy weapons available.
Droidekas are produced by the Colicoids on Colla IV, with many being used by the Trade Federation and Confederation of Independent Systems during the Clone Wars. They are not as wide spread outside of those groups due to the cost of each droid, but many did fall into the hands of pirates, mercenaries and other groups. On Coreline, they are used by those who have the money.

Droidekas P-Series (PL 6-7)
CR: 3
Size: Med (7.1 ft)
Hit Points: 3d10+10; 35 hp, shield 80 hp
Init: +2
Speed: 20 ft, 100 ft wheel mode/130 (13) chase/vehicle scale
Defense: 17 (+5 armour, +2 Dex)
Hardness: 5
BAB/Grp: +2/+2
Attack: +4 ranged Dual Repeating Blaster (5d10), or +2 melee (1d3 lethal)
Full attack: +4 ranged Dual Repeating Blaster (5d10) and +2 ranged Dual Repeating Blaster (5d10)
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:
Saves: Fort + 0, Reflex +2 , Will -1
Abilities: Str 10, Dex 14, Con , Int 8, Wis 8, Cha 6
Skills: Listen +2, Spot +2, Search +1
Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack

Frame: biomorph
Locomotion: legs (tripod)
Manipulators: none
Armour: Alumisteel
Superstructure: Light Alumisteel
Sensors: Class II*
Skill Software: Listen +2, Spot +2, Search +2
Feat Software: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack
Accessories: feat progit (personal firearms proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Laser Cannon)), AV transmitter, vocalizer, skill progit x3 (+2), dual repeating blaster x2, integrated alumisteel armour, shield generator, wheel mode
PDC: 31

Combat
Droidekas are potent anti-infantry units, fitted with dual repeating blasters and a potent shield generator to defend itself. They are usually used as a heavy support unit for B1 and B2 droids, either singularly or in small groups of 2 to 6, spreading out so they can cover large areas when they use their strafe attacks

Dual Repeating Blaster
Instead of hands, the Droideka has two repeating blasters that can lay down a heavy barrage of fire. Tied to the droid's power systems for unlimited ammunition. Deals 5d10 fire damage, range increment 80 ft, S, A.

Force Field Generator
The droideka is fitted with a powerful shield generator, as well as a potent power supply to feed it. The shield has 80 hit points and regenerates at a rate of 10 hp per round. Personal weapons such as pistols and rifles, on a critical strike don't bypass shields as normal, instead deal all damage to the shield. The shield can deploy as a free action only while not in wheel mode. The shield can remain active for 5 minutes before requiring at least 2 minutes cool down. If the shield is depleted before this time, takes 2 rounds to come back online at 20 hit points.

Wheel Mode
The droideka can, as a part of its move action, curl into a ball, or uncurl and stand up on its three legs. While in wheel mode, can move about at 100 ft or at 135 (13) at vehicle scale, with a +2 to Dodge, but it can not attack with any weapons nor does the shield work while curled up. If it happens to ram anything, deals 2d4 bludgeoning damage.

Class II* Sensors
While the droideka is fitted with a Class I sensor system, it has a modified version in that it doesn't use photoreceptors, or cameras, to see, instead using non-visual composite radiation sensors, seeing heat signatures and in ultraviolent ranges, which negates any attacks that use bright lights or flashing lights. Against visual attacks the droideka gains a +2 to their saves, also effects that create concealment, such as smoke, fog, etc have no effect on the droideka. Also the droideka gains Darkvision 100 ft.

Variants
A few variants of the droideka have been produced, from minor weapon and equipment upgrades to significant changes.

Droideka W-Series
The W-Series droideka are an upgraded successor to the original P-Series droideka, with higher yield blasters and improved targeting systems.
Make the following changes to droideka to make a W-Series:
Duel Repeating Blasters gain +2 damage;
Add Improved Targeting System (+1 attack rolls);
Add +2 hit points;
PDC: +1

Droideka Q-Series
The Q-Series droideka are an upgraded successor to the original P and the W-Series droideka, with higher yield blasters and improved targeting systems.
Make the following changes to droideka to make a W-Series:
Duel Repeating Blasters gain +5 damage;
Add Improved Targeting System (+1 attack rolls);
Add +5 hit points;
PDC: +2

Sniper Droideka
The Sniper Droideka mounts a single sniper blaster rifle on its central body, that folds when in wheel mode. The arms are fitted with shields to help protect it in case the shield is breached, and also protects it while in wheel mode.
Make the following changes to a droideka P, W or Q-series to make a Sniper Droideka:
Remove both Dual Repeating Blasters;
Add Sniper Blaster;
Add Arm Shields;
Increase speed to 120 ft/150 (15) vehicle scale;
Add improved targeting system (+1 to attack rolls);
Increase skills to Listen +4, Spot +4, Search +4;
PDC: +2

Droideka Sentinel
The droideka sentinel is an advanced version of the droideka that saw improvements in armour, weapons and the shield was upgraded.
Make the following changes to droideka W, P or Q-Series to make Droideka Sentinel
Increase hit dice by +1 (+5 hit points from hit die)
Increase Base Attack bonus to +3 (ranged attack +5)
Dueling Repeating Blasters gain +5 damage;
Change armour to Duralloy (+8 equipment bonus to Defense for total of 20);
Reduce Speed to 15 ft;
Add improved targeting system (+1 attack rolls, total +6 ranged, +4 melee)
Change Force Field Generator for Improved Force Field Generator;
PDC: +5

Droideka Oppressor
The droideka oppressor was developed late in the Clone Wars that it never saw actual use during the war. It is fitted with laser cannons to make it an armour hunter, able to move quickly into a position to give it a clear view to ambush vehicles, fire then curl up and move to another location to attack from.
Make the following changes to a Droideka P, W or Q-Series to make a Droideka Oppressor:
Replace both dual repeating blasters with 2 laser cannons;
Add improved targeting system (+1 attack rolls);
When in wheel mode, speed is increased to 120 ft/ 150 (15) vehicle scale;
Add Exotic Weapon Proficiency (Laser Cannon) progit
PDC: +4

Droideka Mk2
The Droideka Mk2 is a version developed by Baktoid Combat Automata developed in the last few weeks of the Clone Wars, but never deployed, then discovered by the Zann Consortium and built in limited numbers. It is bigger, although not taller, than the original, with a much bulker body, fitted with four legs instead of three for a more stable platform, with an added laser cannon where the head of the original Droideka used to be, plus the addition of 2 ion cannons for attacking and disabling vehicles. The Mk2 is slower than the original Droidekas, but are better armoured and armed for great flexibility.

Droidekas Mk2 (PL 6-7)
CR: 5
Size: Med (7.1 ft)
Hit Points: 5d10+10; 45 hp, shield 80 hp
Init: +2
Speed: 15 ft, 80 ft wheel mode/110 (11) chase/vehicle scale
Defense: 20 (+8 armour, +2 Dex)
Hardness: 5
BAB/Grp: +3/+3
Attack: +5 ranged Laser Cannon (6d8, ignores 5 points hardness), or +5 Dual Repeating Blaster (5d10), or +3 melee (1d3 lethal)
Full attack: +5 ranged Dual Repeating Blaster 5d10 and +3 ranged Dual Repeating Blaster 5d10; or +5 ranged Ion Cannon (6d6 ion) and +3 Laser Cannon (6d8, ignores 5 points of hardness) and +3 Dual Repeating Blaster (5d10)
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:
Saves: Fort + 0, Reflex +2 , Will -1
Abilities: Str 10, Dex 14, Con , Int 8, Wis 8, Cha 6
Skills: Listen +2, Spot +2, Search +1
Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Laser Cannon)

Frame: biomorph
Locomotion: legs (tripod)
Manipulators: none
Armour: Alumisteel
Superstructure: Light Alumisteel
Sensors: Class II*
Skill Software: Listen +2, Spot +2, Search +2
Feat Software: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack
Accessories: feat progit (personal firearms proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Laser Cannon)), AV transmitter, vocalizer, skill progit x3 (+2), dual repeating blaster x2, laser cannon, dual ion cannon, integrated duralloy armour, shield generator, wheel mode
PDC: 34

Combat
The Droideka Mk2s are even more deadly than the originals, able to engage both infantry and vehicles. Against infantry it will typically race in, preferably to a location that can also provide some additional protection or gives it the best vantage point and unleash its two dual repeating blasters. Against vehicles, it'll find an ambush point then fire its ion cannon to slow a target or disable it, and use its laser cannon to finish it off. Against slower artillery, it'll sit outside it's range, then race in once the target started firing or is reloading, then uncurl and unleash its ion and laser too close for the artillery to be used against it.

Dual Repeating Blaster
Instead of hands, the Droideka has two repeating blasters that can lay down a heavy barrage of fire. Tied to the droid's power systems for unlimited ammunition. Deals 5d10 fire damage, range increment 80 ft, S, A.

Force Field Generator
The droideka is fitted with a powerful shield generator, as well as a potent power supply to feed it. The shield has 80 hit points and regenerates at a rate of 10 hp per round. Personal weapons such as pistols and rifles, on a critical strike don't bypass shields as normal, instead deal all damage to the shield. The shield can deploy as a free action only while not in wheel mode. The shield can remain active for 5 minutes before requiring at least 2 minutes cool down. If the shield is depleted before this time, takes 2 rounds to come back online at 20 hit points.

Wheel Mode
The droideka can, as a part of its move action, curl into a ball, or uncurl and stand up on its three legs. While in wheel mode, can move about at 100 ft or at 135 (13) at vehicle scale, with a +2 to Dodge, but it can not attack with any weapons nor does the shield work while curled up. If it happens to ram anything, deals 2d4 bludgeoning damage.

Class II* Sensors
While the droideka is fitted with a Class I sensor system, it has a modified version in that it doesn't use photoreceptors, or cameras, to see, instead using non-visual composite radiation sensors, seeing heat signatures and in ultraviolent ranges, which negates any attacks that use bright lights or flashing lights. Against visual attacks the droideka gains a +2 to their saves, also effects that create concealment, such as smoke, fog, etc have no effect on the droideka. Also the droideka gains Darkvision 100 ft.

New Equipment/Feats

Multiattack

The recipient is adept at using all its natural weapons at once.
Prerequisite: 2 or more weapons.
Benefit: The recipient's secondary attacks with natural weapons only take a -2 penalty.
Normal: Without this feat, the recipient's secondary natural attacks take a -5 penalty.

Laser Cannon
Damage: 6d8, ignores 5 points of hardness
Critical: X3
Damage Type: Fire
Range Increment: 70 ft.
Rate of Fire: Single
Magazine: Unlimited

Improved Force Field Generator
The droideka Sentinel is fitted with a powerful shield generator, as well as a potent power supply to feed it. The shield has 85 hit points and regenerates at a rate of 10 hp per round. Personal weapons such as pistols and rifles, on a critical strike don't bypass shields as normal, instead deal all damage to the shield. The shield can deploy as a free action only while not in wheel mode. The shield can remain active for 5 minutes before requiring at least 2 minutes cool down. If the shield is depleted before this time, takes 2 rounds to come back online at 20 hit points.
The shield can switch between Ray and Particle shields, making it more resistant to a particular type of attack, as a move equivalent action once per round. When set to Ray shields, gains resistance to energy weapons 15 (fire, generic energy, electricity). When set to Particle shields, had DR 15 against ballistic, concussion, piercing, slashing and bludgeoning weapons.

Ion Cannon
Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance

Ion Cannon (PL6)
Damage: 4d6
Critical: 20x2
Damage Type: Energy (Electricity)
Range Increment: 75 ft
Rate of Fire: Single
Purchase DC: 23
Restriction: Military (+3)

Arm Shields
These are armour plated shields fitted to the arms of the droid, which it can move to help protect itself, when in Wheel Mode grants +2 Shield bonus to Defense, when not in Wheel Mode grants +6 (+3 for each shield, in case one arm is disabled or destroyed) Shield bonus to Defense.
 

kronos182

Adventurer
Couple more Droideka variants, specializing in fighting Jedi. One is a modification of the original series, and one from the Mk2.

Anti-Jedi Droideka Mk1
While the droideka is a formidable opponent against Jedi with its force field to protect it and its rapid fire blasters, some thought that was not enough to stop Jedi, or Jedi-like targets. This variant has one repeating blaster removed from each arm and replaced with a rapid fire flechette launcher. The flechettes, being physical projectile, can't be deflected by a lightsaber, and specialty rounds can be used, making it an idea weapon to use against Jedi who are used to deflecting an energy blast back at their opponents. The flechette launcher not only can fire quickly, but can also release a burst to cover a large area, making it harder to dodge.
Make the following changes to Droideka P, W and Q-Series to make Anti-Jedi Droideka Mk1:
Increase hit points by +5;
Change Dual Repeating Blasters to Single Repeating blasters (reduce damage for each to 3d10);
Add Flechette Launcher to each arm, 100 rounds each;
PDC: +2

Flechette Launcher
The Flechette Launcher fires a bundle of razor-sharp aerofoils that spread over a small area after they leave the barrel. While the darts themselves are not overly powerful, they cause more damage through blood loss and nerve and muscle damage than internal injuries. With average damage and rapid fire capabilities, they have short range. The launcher has a special firing mode that unleashes a large amount of flechettes to cover a large area.
Damage: 2d8
Critical: 20x2
Damage Type: Piercing, Slashing
Range Increment: 80 ft
Rate of Fire: S, A
Notes: +1 attack rolls within first range increment, half damage past second range increment, Blast.
Blast - Instead of making an autofire attack, the flechette launcher can unleash a blast of multiple flechettes filling a 50 foot long, 25 foot wide cone, dealing 2d8 piercing, slashing damage Reflex save DC 20 for half damage, uses 20 rounds per use.

Jedi Hunter Droideka
The Jedi Hunter is a Droideka Mk2 that has been modified for use against anti-Jedi work, but also works well against other enhanced mobility targets. The laser cannon is replaced with a combination net launcher and flamethrower, while the ion cannons are replaced with a pair of fire-linked flechette launchers. The droid's arms are also fitted retractable buzzsaws that are energized so they can resist lightsaber strikes and engage in melee combat. When the droid is wheel mode, the saws can be deployed, along with a series of spikes along the main body that allow it to strike targets as it rolls past and add to ram attacks.

Jedi Hunter Droideka (PL 6-7)
CR: 6
Size: Med (7.1 ft)
Hit Points: 6d10+10; 52 hp, shield 80 hp
Init: +2
Speed: 15 ft, 80 ft wheel mode/110 (11) chase/vehicle scale
Defense: 20 (+8 armour, +2 Dex)
Hardness: 6
BAB/Grp: +4/+4
Attack: +6 ranged fire-linked flechette launcher (3d8), or +6 ranged Dual Repeating Blaster (5d10), or +4 melee Buzzsaw (2d6, slashing)
Full attack: +6 ranged fire-linked flechette launcher (3d8) and +4 ranged Dual Repeating Blaster (5d10); or +6 ranged net launcher (special) and +4 ranged fire-linked (3d8) and +3 Dual Repeating Blaster (5d10); or +4 melee Buzzsaw (2d6, slashing) and +2 melee Buzzsaw (2d6, slashing)
FS/Reach: 5 ft/5 ft
Special Attacks: Net Launcher, Blast
Special Qualities: Energized
Saves: Fort + 0, Reflex +2 , Will -1
Abilities: Str 10, Dex 14, Con , Int 8, Wis 8, Cha 6
Skills: Listen +2, Spot +2, Search +1
Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Laser Cannon)

Frame: biomorph
Locomotion: legs (tripod)
Manipulators: none
Armour: Alumisteel
Superstructure: Durasteel
Sensors: Class II*
Skill Software: Listen +4, Spot +4, Search +4
Feat Software: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (buzzsaw)
Accessories: feat progit (personal firearms proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Buzzsaw), AV transmitter, vocalizer, skill progit x3 (+4), dual repeating blaster x2, net launcher, fire-linked flechette launchers, buzzsaw x2, integrated duralloy armour, shield generator, wheel mode
PDC: 36

Combat
The Jedi Hunter Droidekas are even more deadly than the originals, fitted with multiple weapons designed to combat the jedi. The droid will typically use its flamethrower and Blast feature of the flechette launcher to cause the target to be off balanced, use the net launcher to restrain the target and blast away with the flechette launchers and blasters. The droid will also race into combat, using its buzzsaws in wheel mode to cut down targets as it races by.

Dual Repeating Blaster
Instead of hands, the Droideka has two repeating blasters that can lay down a heavy barrage of fire. Tied to the droid's power systems for unlimited ammunition. Deals 5d10 fire damage, range increment 80 ft, S, A.

Force Field Generator
The droideka is fitted with a powerful shield generator, as well as a potent power supply to feed it. The shield has 80 hit points and regenerates at a rate of 10 hp per round. Personal weapons such as pistols and rifles, on a critical strike don't bypass shields as normal, instead deal all damage to the shield. The shield can deploy as a free action only while not in wheel mode. The shield can remain active for 5 minutes before requiring at least 2 minutes cool down. If the shield is depleted before this time, takes 2 rounds to come back online at 20 hit points.
The droid can not use its force field when it engages in melee to use its buzzsaws. It will use its energize ability to defend itself while in melee.

Wheel Mode
The droideka can, as a part of its move action, curl into a ball, or uncurl and stand up on its three legs. While in wheel mode, can move about at 100 ft or at 135 (13) at vehicle scale, with a +2 to Dodge, but it can not attack with any weapons nor does the shield work while curled up. If it happens to ram anything, deals 2d4 bludgeoning damage.

Class II* Sensors
While the droideka is fitted with a Class I sensor system, it has a modified version in that it doesn't use photoreceptors, or cameras, to see, instead using non-visual composite radiation sensors, seeing heat signatures and in ultraviolent ranges, which negates any attacks that use bright lights or flashing lights. Against visual attacks the droideka gains a +2 to their saves, also effects that create concealment, such as smoke, fog, etc have no effect on the droideka. Also the droideka gains Darkvision 100 ft.

Flamethrower
The flamethrower shoots a 5 foot wide, 30 foot long line of flame that deals 3d6 points of fire damage, Reflex save DC 15 for half damage. Flammable objects that take damage from a flamethrower catches on fire taking 1d6 points of fire dame each subsequent round until the flames are extinguished. Has enough fuel for 20 shots.

Net Launcher
The net launcher fires a canister that breaks open shortly before reaching the target and releases a net to trap a target. A ranged touch attack is required, and hit targets are entangled, who suffer -2 attack penaties and -4 penalty on effective Dexterity, move at half speed and can't run or charge, requiring an Escape Artist check DC 22 as a full round action to escape. The net has 9 hit points and can be burst with a Strength check DC 26, also a full round action.
Damage: *
Critical: -
Damage Type: -
Range Incr: 30 ft
Rate of Fire: 1
Magazine: 10 internal
Notes: Only effective out to 5 range increments.

Flechette Launcher
The Flechette Launcher fires a bundle of razor-sharp aerofoils that spread over a small area after they leave the barrel. While the darts themselves are not overly powerful, they cause more damage through blood loss and nerve and muscle damage than internal injuries. With average damage and rapid fire capabilities, they have short range. The launcher has a special firing mode that unleashes a large amount of flechettes to cover a large area.
Damage: 2d8
Critical: 20x2
Damage Type: Piercing, Slashing
Range Increment: 80 ft
Rate of Fire: S, A
Notes: +1 attack rolls within first range increment, half damage past second range increment, Blast.
Blast - Instead of making an autofire attack, the flechette launcher can unleash a blast of multiple flechettes filling a 50 foot long, 25 foot wide cone, dealing 2d8 piercing, slashing damage Reflex save DC 20 for half damage, uses 20 rounds per use.

Buzzsaw
The arms of the droid are fitted with potent buzzsaws that it can use to engage in melee combat. When in wheel mode, the buzzsaws are exposed just enough to be used to strike targets as it speeds by. It can make a touch attack wheel mode at -2, dealing 2d6 +2 per 20 ft of movement it moves slashing damage.

Energized
The Jedi Hunter can energize the buzzsaws and parts of its armour for short periods, making it resistant to the weapon of choice of the Jedi, the lightsaber. When activated, as a free action, lightsaber attacks deal half damage. Also unarmed attacks or melee attacks with small weapons, such as daggers, suffer 1d6 electrical damage from the energized field around the droid. The droid can remain energized for 10 minutes before requiring a 1 minute cool down.
 

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