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CORELINE (D20 Modern/D20 BESM Setting).

Doc_Pippin

Explorer
Just thinking of weapons for the nonhumanoid one.. the items on the arms.. suggestion is blasters the tube part, then modular weapon pods are the big rectangular parts.

The AT-SE looks nice. how many of what weapons it has.. a big cannon on top.. two heavy weapons in chin, then at least 2 twin light blasters on.. not on cheeks but neck? little hard to tell.. and i think two hanging on back underside..?

Alternatively, they could be slug throwers as the under-barrel part resembles a helical box magazine
 

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kronos182

Adventurer
Some more AT-ST variants.

AT-TT
The All-Terrain Tactical-Transport, or AT-TT, is a heavily modified AT-ST, featuring a set of arms mounted to the sides of the command pod. While this allows it to mount additional weapons and tactical flexibility, it does make it slower and heavier than a standard AT-ST, limiting how many can be carried by certain ships. While armed with the standard AT-ST weapons, with the concussion grenade launcher and twin light blasters mounted on the outside of the shoulders, the arms are fitted with a number of additional weapons, including a mass driver and four shot concussion missile launcher. It stands 29.7 feet and about 15 feet wide at the hips but the shoulders add another 15 feet to the total width, 3 squares wide (6 squares counting shoulders) and 3 squares long. The Empire has only fielded a few of these for elite units as they are expensive and require additional training, plus the additional maintenance required on these can limit their deployment.

Crew: 2
Passengers: 0
Cargo: 350 lbs
Init: +0
Maneuver: 0
Top Speed: 80 ft character scale, 80 (80) vehicle scale on flat terrain
Defense: 8
Hardness: 15
Hit Points: 89
Size: Huge (-2)
Purchase DC: 46
Restriction: Rare (+5)
Accessories: Military radio, headlights, first aid kit, chin mounted twin blaster cannons, twin light blaster cannons, concussion grenade launcher, weapon pod (2), sensors equivalent to mech mk III sensors, weapon link to HUD
Notes: Rough Terrain Design, Trample, Hanger Queen
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Trample - The AT-TT can trample any vehicles or creatures up to 2 sizes smaller than it who's squares it moves through. The targets can make a Reflex save DC 15 for half damage.
Hanger Queen - Due to the complex systems, increase Repair DC by +5 and repair times by 25%.
WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Chin Twin Blaster Cannons6d1020x2Fire175 ftSUnlimited
Twi Light Blasters4d1020x2Fire100 ftS, AUnlimited
Concussion Grenade Launcher4d6+1-Energy65 ftS20 Grenades
Trample1d620x2BludgeoningMelee

Concussion Grenades
Concussion grenades are small hand held, or launchable warheads based on the concussion missiles, only smaller, dealing 4d6+1 damage to a 20 foot burst radius, Reflex save DC 15 for half damage. PDC 15 for box of 5.

Weapon Pod
The arms of the AT-TT end in weapon pods, each mounting a mass driver firing a projectile over great distances and a three shot concussion missile launcher in the ammunition bin under the barrel of the mass driver, and a concussion rifle for additional anti-personnel work.
Weapon Pod (2)DamageCriticalDamage TypeRange IncrRate of FireMagazine
Mass Drivervaries-varies200 ftSingle20 rounds ea
Concussion Missile Launcher10d1019-20x2Energy4000 ftSemi3 missiles ea
Concussion Rifle4d620x2Sonic50 ftSemiUnlimited

Mass Driver
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 Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: x2
Damage Type: Sonic
Range Increment: 50 ft
Rate of Fire: S
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.

AT-TR
The All-Terrain Tactical-Ranger, or AT-TR, is a modified AT-TT designed for surgical strikes and stealth missiles deep behind enemy lines, assigned to elite units. While armed with the standard AT-ST weapons, with the concussion grenade launcher and twin light blasters mounted on the outside of the shoulders, the arms are fitted with a number of additional weapons and tools. The AT-TR also mounts a number of stealth systems, including a holographic cloak that allows it to be rendered invisible or to disguise itself as other objects, as well as jamming systems. The feet are fitted with padding and systems to reduce its noise. It stands 29.7 feet and about 15 feet wide at the hips but the shoulders add another 15 feet to the total width, 3 squares wide (6 squares counting shoulders) and 3 squares long. The Empire has only fielded a few of these for elite units as they are expensive and require additional training, plus the additional maintenance required on these can limit their deployment.

Crew: 2
Passengers: 1
Cargo: 150 lbs
Init: +0
Maneuver: 0
Top Speed: 80 ft character scale, 80 (80) vehicle scale on flat terrain
Defense: 8
Hardness: 15
Hit Points: 85
Size: Huge (-2)
Purchase DC: 47
Restriction: Rare (+5)
Accessories: Military radio, headlights, first aid kit, chin mounted twin blaster cannons, twin light blaster cannons, concussion grenade launcher, arm pod (2), sensors equivalent to mech mk III sensors, weapon link to HUD, has enigma sensor suite, holographic cloak.
Notes: Rough Terrain Design, Trample, Hanger Queen
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Trample - The AT-TT can trample any vehicles or creatures up to 2 sizes smaller than it who's squares it moves through. The targets can make a Reflex save DC 15 for half damage.
Hanger Queen - Due to the complex systems, increase Repair DC by +5 and repair times by 25%.
WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Chin Twin Blaster Cannons6d1020x2Fire175 ftSUnlimited
Twin Light Blasters4d1020x2Fire100 ftS, AUnlimited
Concussion Grenade Launcher4d6+1-Energy65 ftS20 grenades
Trample1d620x2BludgeoningMelee

Concussion Grenades
Concussion grenades are small hand held, or launchable warheads based on the concussion missiles, only smaller, dealing 4d6+1 damage to a 20 foot burst radius, Reflex save DC 15 for half damage. PDC 15 for box of 5.

Holographic Cloak
The AT-TR is fitted with a holographic cloaking system, allowing it to disguise itself as another object. The system is most effective while the AT-TR is immobile, although it can disguise itself as another vehicle of similar size, or slightly larger. The system can also make the AT-TR appear invisible, however the system has troubles keeping the vehicle invisible while it is in motion.
While immobile and the system is active, disguising as another object of similar size, gains a +15 to Hide or Disguise checks. If in motion while disguising as another vehicle, only gains a +10 bonus to Disguise checks as the noise generator doesn't always make the correct noises for the correct vehicle 100% accurate. System can operate for 1 hour before needing a 20 minute reset. Alternatively, the system can be used to make the AT-TR appear invisible, while immobile, grants a +20 to Hide checks, or only +10 when moving at less than 50 feet per round, any faster and the system only blurs the shape of the AT-TR giving it a 10% miss chance. This way of using the system is more energy intensive and can only be used for a maximum of 15 minutes before needing to shut down for an hour.

Jammers
The AT-TR is fitted with active jammers that foul targeting systems, but when active, the jamming can be detected, if not pinpointed by sensors. While active, guided missiles and targeting systems suffer -2 to attack rolls within 3 miles of the AT-TR.

Arm Pod
The pods on the ends of the arms are fitted with a UV laser cannon for anti-vehicle sniper work, below which the large pod carries the systems for the jamming and holographic cloak as well as a set of retractable arms with hands, a rapid fire projectile launcher and a concussion rifle. The hands are fitted on retractable arms, appearing a skeletal, with a reach of up to 20 feet but only have a Strength of 20 and are only slightly larger than a normal humanoid's, allowing them to pick up and manipulate regular items, but at -2 to any rolls when using the hands.
Arm Pod (2)DamageCriticalDamage TypeRange IncrRate of FireMagazine
UV Laser Cannon4d1020x2Fire200 ftSingleUnlimited
Projectile Weapon3d1020x2Ballistic150 ftS, A3000 rds
Concussion Rifle4d620x2Sonic50 ftSUnlimited

UV Laser Cannon
The UV laser cannon fires a barely visible bolt, mostly in the UV spectrum, but a barely visible 'blur' in the air can be seen when it is fired, making it an excellent sniper weapon. Due to its design, normal anti-laser defenses are half as effective unless they specify UV lasers, and ignore 5 points of hardness/DR.

Concussion Rifle (PL6 Personal Firearms Proficiency)
Damage: 4d6
Critical: x2
Damage Type: Sonic
Range Increment: 50 ft
Rate of Fire: S
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.

AT-ME
The All Terrain Mecha Enforcer, or AT-ME, is a Galactic Empire experiment in using technology they acquired, in this case, mobile suit technology. While they were not able to make exact copies, and some of the technology is beyond them, they have made a functional unit, although lacking in performance compared to other mobile suits, but an added surprise against anyone familiar with normal Galactic Empire tactics. Although it has a humanoid form, it has a slightly bent over posture, and instead of a human-like head, it mounts the command pod of an AT-ST but has controls upgraded to make use of the new limbs, but are not as fine tuned as they'd like. The AT-MT retains the weapons of the command pod, the twin blaster cannons, twin light blasters and concussion grenade launcher, plus has a large handheld rotating laser cannon, a missile launcher that is stored over the shoulder flips up when needed, plus a shield for added defense. The pilot controls movement and the arms and any hand held weapon, while the gunner controls sensors, the concussion grenade launcher, twin light blasters and the concussion missile launcher. Either can control the twin blaster cannons, typically the pilot when not using the rotating lasers, or the gunner while the pilot is busy with movement or using the rotating laser cannon.

AT-ME
Size: Gargantuan (63 Ft) (-4)
Bonus Hit Points: 200
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy Armour
Bonus to Defense: +4 (+8 armour -4 size) /+10 (+8 armour +6 shield -4 size)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +18
Dexterity Penalty: -3
Speed: 30 ft, 50 (5) vehicle scale
Purchase DC: 46

Slots
Helmet Command Pod
Visor Class III Sensors, Command Pod
Cranium Command Pod
Back Improved Deep Space Thrusters
Left Arm Shield
Left Hand 1 (holding Gatling Laser Cannon)
Right Arm Gatling Laser Cannon
Right Hand Gatling Laser Cannon
Shoulder (left) Concussion Missile Launcher
Shoulder (right) (optional) 4 Concussion Missiles
Back Holder for Gatling Laser Cannon
Torso and Belt
Left Leg 1
Right Leg 1
Boots
Comm System

Standard Package Features:
Bonuses: -2 attack, darkvision 90 ft, +2 Navigate & Spot
Weapons: Pilot - Gatling Laser Cannon -2 ranged 7d10, 20, fire, 125 ft, A, unlimited; or
Twin Chin Blaser Cannons -2 ranged 6d10, 20, fire, 175 ft, s, unlimited; or
Slam +5 melee 2d8+19 blud, 20, 15 ft reach
Gunner - Twin light blasters -2 ranged 4d10, 20, fire, 100 ft; or
Concussion Grenade Launcher -2 range 4d6+1, -, energy, 65 ft, S, 20 grenades; or
Concussion Missile Launcher -2 ranged (+0 vs aircraft), 10d10, 19-20x2, energy, 4000 ft, 4 missiles.

Command Pod
This is the command pod from an AT-ST, with full sensors, weapons and seating for both crew members. The controls for the pilot has been modified to allow the pilot to pilot the AT-ME like a normal mech. It includes the twin blaster cannons, twin light blasters and concussion grenade launcher.

Concussion Missile Launcher
For heavy attacks outside of the range of the rotating laser cannon, or for attacking aircraft, the AT-ME carries a concussion missile launcher that rests over the back but flips up when in use over the shoulder. Takes the gunner a move action to ready the missile launcher, and a move action to retract it. Has 4 shot capacity. Each slot dedicated to ammunition holds 4 missiles, taking 1 full round to reload.

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.

Gatling Laser Cannon
This multi-barreled laser cannon unleashes a hail of laser blasts built for anti-armour purposes, although it has good power, it has short range for a laser cannon. Only fires in autofire mode, dealing 7d10 damage to a 20 ft by 20 foot area, Reflex save DC 19 for half damage, plus ignores 8 points of hardness to any target hit. It can be used by 1 hand by the AT-ME, but suffers a further -2 to attack rolls. The Gatling Laser Cannon has conditionally unlimited ammunition, but has a 100 shot capacitor, each time fired, uses 10 shots. Recharges at a rate of 1 shot every round.

Shield
The AT-ME carries a shield mounted on its left arm, unlike normal when left hand is being used to help hold the rotating laser cannon, the shield still provides its full bonus against any targets attacking from its front as the shield is mounted on gyros that help keep it positioned to help protect the AT-ME.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 6 + one-quarter the mech's base purchace DC
Restriction: Mil (+3)
 

kronos182

Adventurer
Quick, mass produced version of the baby Yoda mech. I may put together a few different versions with variant equipment, armour, etc. Probably a true Mandalorian version with Beskar armour. I need to stat up Beskar at some point as well.

Yomech Mk1 aka Mandalorian Cradle
This small mech was designed to allow small statured creatures to be more effective on the battlefield by giving them a means of wielding heavier weapons and armour. Developed on a design from a possible alternate timeline where The Mandalorian created a battle suit for The Child to keep him safe and aid in his own protection. It has a rounded body, with a hatch on top which is the cockpit for small beings to sit, has two long-thin, but strong arms based on combat droids, with two reverse jointed legs that while it has a slow bouncing walk, is actually fairly quick in that it can spring into motion quickly and also allows it to make impressive leaps. The left arm is fitted with a rotating triple barreled blaster, a four tube rocket launcher is attached to the back and raises over one shoulder before firing. The right hand is free to use any normal sized weapons, or used in melee combat.

Yomech Mk1 (PL6)
Size: Medium
Bonus Hit Points: 40
Superstructure: Duralloy
Hardness: 15
Armour: Alumisteel
Bonus to Defense: +5
Armour Penalty: -6
Reach: 5 ft
Strength Bonus: +4
Dexterity Penalty: -1
Speed: 25 ft
Purchase DC: 37 Res-Mil (+2 to +3)

Slots
Torso: Cockpit
Left arm: Triple Barrel Blaster
Right arm: 1 slot.
Shoulder: 4-Tube Rocket Launcher
Belt: Class II Sensor System
Belt: Oracle Targeting System Mk1
Comm System

Standard Package Features: Only Tiny to Small sized creatures can pilot the Yomech, with Tiny requiring mech operation feat or armour: powered proficiency, and small requiring armour: powered proficiency.
Bonuses: +2 Navigate and Spot, +4 Jump, +1 attack rolls.
Weapons: Triple Blaster +1 ranged 3d8+2, 20, fire, 150 ft, S/A Unlimited; or
4-Tube Rocket Launcher +1 range varies, -, varies, 200 ft, S, 8 rockets; or
Slam +2 melee 1d4+2, bludgeoning

Triple Blaster
This triple barreled blaster rotates the three barrels quickly to give a rapid fire capability while keeping the barrels cooler, it trades heavy damage for greater range and improved targeting while on autofire. Autofire attacks suffer half penalties to a minimum of -1 to attack rolls. Reflex save DC 16 for half damage.

4-Tube Rocket Launcher
This is a fairly standard rocket launcher, with four launch tubes each holding 2 rockets each, typically uses fragmentation or explosive rockets. Can use commonly found rockets (similar to LAWs.
Most typically are Explosive (6d6, fire, 30 ft radius, Reflex DC 15 for half), Fragmentation (5d6, slashing, 30 ft radius, Reflex save DC 15 for half).
 


kronos182

Adventurer
Bacta
Bacta is a thick, gelatinous substance with seemingly magical healing properties, able to help the body regrow tissue, including nerves, skin and muscles, with reduced or no scarring. It is a mixture of kavam and alazhi bacteria combined with amboria fluid. Bacta can be administered several ways, immersion within a bacta tank, the most common and effective method, patches which only affect the area under the patch and around it, are most common in medkits and are easier to transport, direct injection, or a salve.
Bacta is effective on nearly all lifeforms, with very few suffering from any ill effects, with a few people having allergic reactions, thus making bacta a universal healing agent found anywhere.

Bacta Patches
These patches, placed upon an injury stop bleeding, heals 1d4 hp and while worn during rest increases natural healing by 50%, reduces scaring by half. Only effective for 12 hours. Takes a move action to apply a bacta patch.
Weight: 5 oz.
PDC: 9 for pack of 5 patches.

Bacta Salve
This salve is an antibiotic healing remedy, smeared onto burns and wounds on the skin. It is a web, stringy, goopy jelly-like substance that has a vile chemical smell found in tubes or jars. Applied as a full round action heals 1d6 hp, promotes 25% faster natural healing when resting for at least 6 hours, then its effects wear off.
Weight: Tube 10 oz with 5 applications, jar 30 oz with 15 applications.
PDC: 8 for 3 tubes, 12 for 3 jars.

Bacta Tank
This 8 foot tall tank is designed to hold standard sized humanoid, completely submerged in bacta, allowing every part of them to be affected. While submerged, the creature is fitted with a breathing apparatus so they can breath, and the tank has several monitoring devices to allow an attending doctor to monitor the subject's bodily functions and can administer additional medicines as needed, or adjust the temperature. While submerged, the subject gains Fast Heal 5, if affected by any diseases or poisons, can make a new Fort save at +5 every minute until they make a successful save and are cured. Ability damage, including damage from poisons and diseases, heals at a rate of 1 point every hour submerged. Broken bones are healed, but missing limbs and organs can't be regrown.
Weight: 500 lbs for tank and attached monitoring equipment, bacta adds another 300 lbs, plus weight of subject. The tank needs to be flushed and the bacta filtered after each use, taking about 1 hour, and can be used on 10 patients before needing to be completely replaced with fresh bacta.
PDC: 25 for tank, 15 to refill the tank of bacta.
 

Doc_Pippin

Explorer
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A Bacta Suit I guess is like a Bacta Tank, only that you can move around with it... with a lot of caution. It only provides an extremely meager amount of cushioning (mostly in case you fall over, not attacks). Because it lacks face covering, I guess it's meant as a kind of "portable Bacta Tank" and only to be used if there aren't head injuries.
 

kronos182

Adventurer
A Bacta Suit I guess is like a Bacta Tank, only that you can move around with it... with a lot of caution. It only provides an extremely meager amount of cushioning (mostly in case you fall over, not attacks). Because it lacks face covering, I guess it's meant as a kind of "portable Bacta Tank" and only to be used if there aren't head injuries.

I just haven't gotten to that one yet.
 

Doc_Pippin

Explorer
A Bacta Suit I guess is like a Bacta Tank, only that you can move around with it... with a lot of caution. It only provides an extremely meager amount of cushioning (mostly in case you fall over, not attacks). Because it lacks face covering, I guess it's meant as a kind of "portable Bacta Tank" and only to be used if there aren't head injuries.

It would also work great against bludgeoning attempts and it would use/waste less Bacta than a traditional tank
 



Doc_Pippin

Explorer
If I had to guess, the design has enough sturdiness for a degree of rough stuff happening while attending a patient (GM call on what, of course).

Exactly, plus the durability of materials are much much higher in the SW universe, for all we know its a super thin layer of dura-plastic and is all but impenetrable to normal bludgeoning attacks, like a baseball bat would just be stopped by the fluid padding. The portable briefcase sized control and Bacta filter thing means it was built to be mobile if needed to I would guess it is hardier than it looks. I think it would be great for high speed impacts or falls kind of like a Zorb as well as protecting a patient from self harm via flailing etc. when they wake up in an unfamiliar location. The only thing that would likely ruin it is a slashing or piercing attack draining the cushioning Bacta padding, after which the suit would only serve to be a hindrance. Also movement speed would be limited by carrying capacity because even with reduced Bacta in use it would still be pretty heavy.
 

kronos182

Adventurer
Mid Level TIE Pilot
These TIE pilots have survived multiple battles, making them far more skilled than other TIE pilots, usually leading squadrons or moved to elite squadrons and given the chance to pilot more advanced craft such as the TIE Interceptors, Strikers, or even TIE Advanced and Defenders.

TIE Pilot Mid Level (Ordinary Fast 3/Dedicated 3)
Type: Human
Size: Medium
CR: 6
Hit Points: 33 hp (3d8+6 plus 3d6+6)
Mas: 13
Init: +2
Speed: 30 ft (30 ft)
Defense: 19 (Class +6, +3 Dex, +3 equipment armour)
BAB/Grp: +4 / +6
FS/Reach: 5 ft/ 5 ft
Attacks: +6 melee unarmed strike (1d3+1 nonlethal), +7 ranged blaster pistol (3d8, 20x2, fire, 40 ft, 50 box)
Special Attacks: Co-Ordinate Attack
Special Qualities: Co-Ordinate Defense, Formation Flying
Allegiances: Galactic Empire
Saves: Fort +3, Reflex +6, Will +3
Reputation: +2
Abilities: Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Occupation: Military (Knowledge Tactics, Pilot)
Skills: Balance +4, Computer Use +4, Drive +4, Knowledge Tactics +6, Jump +2, Listen +5, Hide +5, Move Silently +5, Navigate +3, Pilot +10, Profession (Soldier) +4, Read/write Common, Search +4, Spot +5, Survival +4, Tumble +4
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Starship Operation (Ultralight), Starship Gunnery, Starship Dodge, Starship Strafe
Talents:
Possessions: TIE Pilot Armour, Blaster Pistol, 3 power packs, comlink (military radio),
Action Points:

Combat
TIE Pilots are trained in basic combat tactics for when they are caught outside their fighters, but they shine when in their craft. Trained to work in groups making their attacks even more effective.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the TIE Pilot is part of a wing made up of other TIE Pilots, each TIE pilot successfully using the Aid Other action to increase the wing commander's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the pilots training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is TIE pilot training help to co-ordinate their attacks, but also for their defense. Instead of the normal +1 cover bonus to the wing commander's Defense, adds the normal +1 plus an additional +1 per 2 wingman in the wing.

Formation Flying
Due to their extensive training in flying in groups and co-ordinating their movements, allowing them to move in large groups. TIE pilots can create a wing of up to 8 TIE fighters of the same type. However for each craft above the standard four increases any Pilot checks DC's for maneuvers by +1.


Stormtrooper Mid Level
These stormtroopers have survived many battles and become squad leaders or move on to elite squads, some even eventually moving to command positions or joining the Deathtrooper corps.

Stormtrooper Mid Level (4 Tough Ord/ 2 Strong)
Type: Human
Size: Medium
CR: 5
Hit Points: 43 hp (4d10+4 plus 2d8+2)
Mas: 12
Init: +6
Speed: 20 ft (30 ft)
Defense: 23 (Class +5, +2 Dex, +6 equipment armour)
BAB/Grp: +5 / +7
FS/Reach: 5 ft/ 5 ft
Attacks: +7 ranged E-11 blaster rifle (3d10, 20x2, fire, 60 ft), or +7 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers
Allegiances: Galactic Empire
Saves: Fort +5, Reflex +4, Will +2
Reputation: +1
Abilities: Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 10
Occupation: Military (Knowledge Tactics, Survival)
Skills: Balance +4, Climb +4, Computer Use +2, Concentration +4, Demolitions +2Intimidate +4, Knowledge (Tactics) +5, Listen +2, Move Silently +4, Read/Write Basic, Speak Basic, Search +5, Spot +5, Survival +7
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Medium Armour Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Improved Initiative
Talents:
Possessions: E-11 blaster, Stormtrooper armour, 1d4 thermal detonators, grapple tag and 50 ft line, 3 power packs

Combat
In combat, Stormtroopers are shoot first and ask questions later type unless ordered to use stun, they will use lethal force always. Groups of stormtroopers can be particularly deadly as they put up a wall of blaster fire.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other.

Wall of Stormtroopers
Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5.

Scout Trooper
Scout troopers, also known as biker scouts, are specially trained stormtroopers, used in a range of missions mostly involved in reconnaissance and sniper work. They were also trained in melee combat and crowd control as they were at times the first on the scene. To aid the scout troopers in getting around for their patrols and reconnaissance work, they were usually assigned 614-AvA speeder bikes, then later the newer 74-Z speeder bikes.

Scout Trooper Low Level (1 Tough Ord/ 1 Fast Ord)
Type: Human
Size: Medium
CR: 2
Hit Points: 15 hp (1d10+1 plus 1d8+1)
Mas: 12
Init: +2
Speed: 30 ft (30 ft)
Defense: 20 (Class +4, +2 Dex, +4 equipment armour)
BAB/Grp: +0 / +2
FS/Reach: 5 ft/ 5 ft
Attacks: +2 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +2 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use
Allegiances: Galactic Empire
Saves: Fort +2, Reflex +3, Will +0
Reputation: +1
Abilities: Str 13, Dex 14, Con 12, Int 12, Wis 10, Cha 10
Occupation: Military (Knowledge Tactics, Survival)
Skills: Balance +3, Climb +3, Concentration +3, Drive +4, Intimidate +2, Knowledge (Tactics) +3, Listen +2, Move Silently +4, Navigate +2, Read/Write Basic, Speak Basic, Search +2, Spot +2, Survival +2
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency
Talents:
Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars. Alternate weapon E-11s Sniper rifle.

Scout Trooper Mid Level (2 Tough Ord/ 4 Fast Ord)
Type: Human
Size: Medium
CR: 6
Hit Points: 38 hp (2d10+2 plus 4d8+4)
Mas: 12
Init: +2
Speed: 30 ft (30 ft)
Defense: 23 (Class +7, +2 Dex, +4 equipment armour)
BAB/Grp: +4 / +6
FS/Reach: 5 ft/ 5 ft
Attacks: +6 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +6 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use
Allegiances: Galactic Empire
Saves: Fort +4, Reflex +4, Will +1
Reputation: +2
Abilities: Str 13, Dex 15, Con 12, Int 12, Wis 10, Cha 10
Occupation: Military (Knowledge Tactics, Survival)
Skills: Balance +3, Climb +5, Concentration +5, Drive +6, Intimidate +2, Knowledge (Tactics) +5, Listen +4, Move Silently +4, Navigate +4, Read/Write Basic, Speak Basic, Search +4, Spot +6, Survival +6, Swim +3
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Athletic, Surface Vehicle Operation (speeder bike), Far Shot
Talents:
Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars, speeder bike. Alternate weapon E-11s Sniper rifle.

Combat
The scout troopers are stormtroopers that are discovered to have an aptitude for sniper work, reconnaissance and able to work alone or small groups. Usually found individually or in pairs, they use their speeder bikes to move about quickly. If they have time to prepare, they will find a good spot to act as a sniper and support other stormtroopers.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other.

Wall of Stormtroopers
Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5.

Cover Use
The scout trooper is trained to use cover and concealment to their best advantage while lying in wait for a target. As a full round action, they can secure him or herself better than normal. So long as the scout trooper does not move, the scout trooper will now gain cover or concealment, as appropriate, one step better than normal. For example, if the trooper has positioned around a corner, they would normally gain one-half cover. By spending a full round action positioning properly, the scout trooper will now gain three-quarters cover. Note that this can effectively place the scout trooper in total cover while still able to fire, if he/she uses nine-tenths cover.

Equipment

EC-17 Hold-Out Blaster

This blaster is standard issue hold-out blaster pistol assigned to scout troopers. The compact designed features a built-in targeting scope. A pressure-sensitive grip is located on the weapons left side made it easier to fire while wearing gloves.

EC-17 Hold Out Blaster (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: small
Weight: 2.5 lbs
Ammo: 50 box
Purchase DC: 18 Mil (+3)
Notes: Can be fired even with heavy gloves.

E-11s Sniper Rifle

The E-11s is a sniper rifle version of the E-11 built by BlasTech Industries, using the frame and internal systems of the successful E-11, but the frame is modified with a larger stock and a long barrel for greater range and accuracy.

E-11s Sniper Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d10
Critical: X3
Damage Type: Fire
Range Increment: 130ft.
Rate of Fire: Single
Weight: 9.5 lbs.
Magazine: 100 Box.
Size: Large
Purchase DC: 23
Restriction: Mil (+3)
This weapon came from the factory with a scope, and HUD targeting link. However, the HUD program is incompatible with most systems on the market, and requires a DC 30 computer use check to align it properly

Scout Trooper Scout Armour (Medium)
Type: Tactical
Equip. Bonus: +4
Nonprof. Bonus: +2
Max Dex Bonus: +5
Armor Penalty: -3
Speed (30 ft): 30 ft.
Weight: 21 lb.
Purchase DC: 20
Restriction: Mil (+3)
A lighter variety of stormtrooper armor are the scout armors. These lighter suits allow for increased movement and are used by the snipers and scouts of the Empire. Some suits have camo patterns painted on them, providing a +6 bonus to Hide checks in the environment the camo is designed for.
 

kronos182

Adventurer
614-AvA Speeder Bike
The 614-AvA speeder bike, also known as the Lothal Speeder Bike, manufactured by Aratech Repulsor Company is a small, fast, lightweight speeder designed as a portable scout vehicle that can be packed into a larger vehicle. It is more akin to a swoop than a full-fledge speeder as it consisted of little more than a combination repulsor drive-thurster pack, control pod, a set of variable geometry control surfaces mounted on a pair of stout frame rails. The rails are telescopic, allowing the bike to collapse to roughly a third of its full size with no tools. With the push of a button, the rails retract and control surfaces fold to collapse it into a roughly 4 foot square for easier transportation. A pair of blasters are fitted under the forward control surfaces.
The 614-AvA is 15 feet long (3 squares) and 3.5 feet wide (1 square),

Crew: 1
Passengers: 1
Cargo: 30 lbs
Init: +0
Maneuver: +2
Top Speed: 410 (41)
Defense: 10
Hardness: 8
Hit Points: 18
Size: Huge
Purchase DC: 25
Restriction: Mil (+3)
Accessories: Fold System
Fold System - With a push of a button, the bike retracts as a full round action, filling only a 5 foot by 2.5 foot area. Pushing the button again the bike will expand to its full size as a full round action.

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Twin Blasters4d1020Fire90 ftS, AUnlimited

74-Z Speeder
The 74-Z Speeder is the standard speeder bike used by the Galactic Empire roughly around the time of the destruction of the first Deathstar. The bike is designed for speed and maneuverability, and unfortunately isn't as well reinforced as other military bikes. A pair of tiny ion turbines provide thrust, and a surprisingly intelligent fly-by-wire system controlled the forward-mounted steering vanes and mid-mounted maneuver control unit to keep the bike upright and on the level. The 74-Z is controlled by a set of handlebars and rear-set foot pegs with foot-controlled yaw and pitch controls. While the instrument panel is rudimentary at best, with indicators for heat, boost, coolant and turbine pressure, the onboard simple optical sensors, and comlink can link to the scout trooper's helmet HUD. The 74-Z also came with a close range comlink jammer to prevent communications of rebel insurgents. For weapons, the 74-Z is fitted with a light blaster cannon fitted under the body below the rails that connect the control vanes.

Crew: 1
Passengers: 1
Cargo: 25 lbs
Init: +1
Maneuver: +2
Top Speed: 545 (54)
Defense: 10
Hardness: 6
Hit Points: 20
Size: Huge
Purchase DC: 26
Restriction: Mil (+3)
Accessories: HUD uplink, military radio/comlink, comlink jammer (500 ft radius),
Fold System - With a push of a button, the bike retracts as a full round action, filling only a 5 foot by 2.5 foot area. Pushing the button again the bike will expand to its full size as a full round action.

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Blaster Cannon4d1020Fire110 ftS, AUnlimited
 

kronos182

Adventurer
Corporal Drelosyn, Scout Trooper
Corporal Drelosyn is a scout trooper from Coruscant, where he honed his piloting skills by racing swoops in the underworld. He isn't as good as a sniper, but few other scout troopers can match his skills on a speeder bike, making him a deadly opponent while controlling one.

Scout Trooper Mid Level (2 Tough Ord/ 3 Fast Ord)
Type: Human
Size: Medium
CR: 5
Hit Points: 33 hp (2d10+2 plus 3d8+3)
Mas: 12
Init: +2
Speed: 30 ft (30 ft)
Defense: 23 (Class +7, +3 Dex, +4 equipment armour)
BAB/Grp: +4 / +6
FS/Reach: 5 ft/ 5 ft
Attacks: +7 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +5 melee unarmed (1d3+1 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use
Allegiances: Galactic Empire
Saves: Fort +4, Reflex +5, Will +1
Reputation: +2
Abilities: Str 11, Dex 17, Con 12, Int 12, Wis 10, Cha 9
Occupation: Military (Knowledge Tactics, Survival)
Skills: Balance +4, Climb +4, Concentration +4, Drive +9, Knowledge (Tactics) +5, Listen +4, Move Silently +5, Navigate +4, Read/Write Basic, Speak Basic, Search +4, Spot +6, Survival +3, Swim +2
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Athletic, Surface Vehicle Operation (speeder bike), Drive-By Attack
Talents:
Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars, speeder bike. Alternate weapon E-11s Sniper rifle.

Combat
Drelosyn is a typical scout trooper except for his skills with a speeder bike, which lands him assignments as first responder and interception of insurgents. He is a deadly vehicle combatant, making him a bane against any infantry that he hunts down.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other.

Wall of Stormtroopers
Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5.

Cover Use
The scout trooper is trained to use cover and concealment to their best advantage while lying in wait for a target. As a full round action, they can secure him or herself better than normal. So long as the scout trooper does not move, the scout trooper will now gain cover or concealment, as appropriate, one step better than normal. For example, if the trooper has positioned around a corner, they would normally gain one-half cover. By spending a full round action positioning properly, the scout trooper will now gain three-quarters cover. Note that this can effectively place the scout trooper in total cover while still able to fire, if he/she uses nine-tenths cover.

Vehicle Combatant
Drelosyn is quite skilled at using the weapons of the vehicle he is piloting, particularly speeders. While driving a vehicle, gains +1 to attack rolls with a single onboard weapon. While piloting a speeder, gain +2 to attack rolls with one on board weapon, deals 1 extra die of damage on the first attack that round with the weapon and gains a +1 bonus to Dodge. Drelosyn can only gain the bonus to attack roll and damage with one selected weapon, He can change the weapon selected at the beginning of his next turn.

Speeder Bike Expert
While driving a speeder bike or swoop, Drelosyn gains +1 to Initiative and the vehicle gains +1 maneuver and with a Pilot check DC 19 can increase speed by 25% for 1d4+1 rounds but suffers -2 to Drive checks to perform maneuvers and tricks.


EC-17 Hold-Out Blaster
This blaster is standard issue hold-out blaster pistol assigned to scout troopers. The compact designed features a built-in targeting scope. A pressure-sensitive grip is located on the weapons left side made it easier to fire while wearing gloves.

Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: small
Weight: 2.5 lbs
Ammo: 50 box
Purchase DC: 18 Mil (+3)
Notes: Can be fired even with heavy gloves.

Scout Trooper Scout Armour (Medium)
Type: Tactical
Equip. Bonus: +4
Nonprof. Bonus: +2
Max Dex Bonus: +5
Armor Penalty: -3
Speed (30 ft): 30 ft.
Weight: 21 lb.
Purchase DC: 20
Restriction: Mil (+3)
A lighter variety of stormtrooper armor are the scout armors. These lighter suits allow for increased movement and are used by the snipers and scouts of the Empire. Some suits have camo patterns painted on them, providing a +6 bonus to Hide checks in the environment the camo is designed for.

Edit: updated Vehicle Combatant with a little bonus damage with the first attack, and the bonus only affects 1 weapon for the round, but can switch weapons if the vehicle has more than one weapon the next round.
 
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kronos182

Adventurer
Here's another Tetsu Fiend to throw against your PCs

Tetsu Hi No Kawa
The Hi No Kawa, or Iron Fire River appears as an armoured centaur wearing samurai-like armour, but instead of human skin on the upper body and hair on the horse part are covered in red scaly skin. The face is slightly elongated with the mouth is filled with needle-like teeth, but the fiend usually has a stern determined expression. Two large, thick, sharp curved horns jut from its forehead. Instead of a tail made of hair, the tail is made five long rat-like tails that end in bone clubs with spikes sticking out. The Tetsu Hi No Kawa excel at charging into combat, impaling them on their lances and crushing them beneath their hooves. After their initial charge, they will circle around infantry and slash with their swords. When they can't charge into melee combat they will use their bows.


Tetsu Hi No Kawa Fiend
Size: Large
Type: Outsider
CR: 7
Hit Dice: 8d8+24; 63 HP
Mas: 16
Init: +1
Speed: 50 ft
Defense: 21, touch 11, flat-footed 20 (+1 Dex, -1 Size, +8 Natural, +3 light samurai armour)
BAB: +8/+3
Grapple: +15
Attack: lance +15 melee (2d6+7 plus 1d6 fire, 20x3) or tachi +15 melee (2d8+7 plus 1d6 fire, 20x2), or long bow +8 ranged (1d8+5)
Full Attack: lance +15/+10 melee (2d6+5 plus 1d6 fire, 20x3) and hooves +8 (1d6+3) or
tachi +15/+10 melee (2d8+7 plus 1d6 fire, 20x2) and hooves +8 (1d6+3) or
Long bow +8/+3 ranged (1d8+5)
FS: 10 ft by 5 ft
Reach: 5 ft, 10 ft with lance
Special Attack: Fiery Charge
Special Qualities: Damage reduction 15/ballistic, darkvision 60 ft, fire resistance 20, immunities, Cavalry Charge, wounding weapon;
Alignment: evil, law
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 20, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Balance +6, Escape Artist +4, Hide +4, Intimidate +10, Jump +9, Knowledge (arcane lore) +4, Knowledge (behavioral science) +4, Knowledge (Tactics) +6, Listen +11, Move Silently +5, Read/Write Abyssal, Japanese, English, Search +9, Speak Abyssal, Japanese, English, Spot +11 Survival +7
Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (tetsu hi no kawa tachi), Weapon Focus (tetsu hi no kawa lance), Power Attack
Possessions: Light Samurai armour, masterwork (+1) composite long bow (Str +5), 50 arrows.
Advancement: By character class.

Combat
The Tetsu Hi No Kawa lives for combat, charging in with its lance then switching to its tachi once in close. It will use its Fiery Charge typically in the first round of combat if it can, and if facing particularly powerful foes, or those of holy types will rush out of melee combat and use its Fiery Charge again once its recharged.

Damage Reduction 15/Ballistic (Ex): A Tetsu Hi No Kawa ignores the first 15 points of damage by any non-ballistic weapon.
Fire Resistance 20 (Ex): A Tetsu Hi No Kawa ignores the first 20 points of damage from any attack that deals fire damage.
Immunities (Ex): A tetsu hi no kawa is immune to slashing weapons.
Cavalry Charge (Ex): A tetsu hi no kawa is considered to be mounted for determining the effects of a charge attack with lances. Gains +4 to attack rolls while charging with a lance and does not take penalty to its Defense as a result of its charge.
Tetsu Hi No Kawa Tachi (Su): The sword wielded by the Tetsu Hi No Kawa is an extension of the fiend itself, counts as a magical +2 weapon, aligned with evil and deals an additional 1d6 points of fire damage. If the fiend is disarmed, the sword disappears immediately and returns to the fiend's hand the next round.
Tetsu Hi No Kawa Lance (Su): The lance wielded by the Tetsu Hi No Kawa is an extension of the fiend itself, counts as a magical +2 weapon, aligned with evil and deals an additional 1d6 fire damage, and on a critical hit deals 2d6 fire damage. If the fiend is disarmed or lets go of the lance, it reappears in a holder or its hand if so desired the next round.
Wounding Weapon (Su): weapons wielded by the Tetsu Hi No Kawa can inflict terrible wounds that bleed profusely. In addition to the normal damage the weapon deals, the target takes 1 point of damage that round and each subsequent round from bleeding. Multiple wounds from a wounding weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). A successful Treat Injury check (DC 15) or the application of any cure spell stops the bleeding. The weapon does not retain this ability out of the fiend's hands, although any wounds it has inflicted continue to bleed.
Fiery Charge (Su): Once every 1d6 rounds usable only 4 times per day, the Tetsu Hi No Kawa can engulf itself in unholy flames and make a powerful charge attack as a full round action. This attack can be made against a single target within 150 feet, suffers -3 to attack rolls (after bonuses from Cavalry Charge) and the attack is considered a critical on a natural roll of 19 or 20 and deals x4 damage instead of the weapon's normal critical modifier, deals weapon damage plus an additional 5d6 fire and unholy damage (half fire, half unholy damage, which is doubled against celestials and good or holy creatures). The 5d6 fire/unholy damage is not multiplied on a critical hit. From the point where the Tetsu Hi No Kawa starts from to where it ends its Fiery Charge, a line of fire, that is 10 feet high, is left for 1d4+1 rounds that deals 2d6 fire before they are extinguished. The flames can only be put out by being smothered completely or holy water is used.
 

kronos182

Adventurer
Maggia
The Maggia is an international crime syndicate that originated in southern Europe but has expended throughout Europe and the Americas. Their primary activities revolve around loan-sharking, illegal gambling, narcotics, protection rackets and prostitution.
The Maggia is consisted of many 'families', which are all independent of each other, with each controlling a different territory. While they don't cooperate much less coordinate with each other, they normally agree not to interfere with each other, although some families have alliances with others, or control groups of families.


Maggia Bodyguard
The Maggia bodyguard are some of the more visible members of the Maggia, protecting important members, homes and businesses. They are often seen wearing suits and hats, with the more well off families providing expensive suits with concealed armour built into the suits. They are armed with weapons that are modelled after the infamous tommy guns to give them a 'classic gangster' look.

Maggia Bodyguard Low-Level (Tough Ord 1/Strong Ord 1)
CR: 1
Size: Medium
Type: Human
Hit Points: 1d10+2 plus 1d8+2, 14 HP
Mass: 15
Init: +1
Speed: 30 ft
Defense: 16, touch 13, flat-footed 15 (+1 Dex +2 class +3 undercover vest)
Base Attack Bonus: +1
Grapple: +3
Attack: +3 melee rifle butt (1d6+2 bludgeon), or +2 ranged Maggia Tommy Gun Special (2d10 ballistic)
Full Attack: +3 melee rifle butt (1d6+2 bludgeon), or +2 ranged Maggia Tommy Gun Special (2d10 ballistic)
Special Attack:
Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +4, Ref +1, Will +0
Rep: +1
Abilities: Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +2*, Concentration +4, Drive +5, Intimidate +5, Knowledge (current events) +2, Listen +1, Profession +1, Read/Write English, Read/Write Italian, Search +1, Speak English, Speak Italian, Spot +3, Swim +1*
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possession: Maggia Tommy Gun Special, 5 magazines or 2 drums of ammunition, Suit (functions as under cover vest), various gear and personal possessions.

Maggia Bodyguard Mid-Level (Tough Ord 3/Strong Ord 3)
CR: 5
Size: Medium
Type: Human
Hit Dice: 3d10+6 plus 3d8+6, HP 45
Mass: 15
Init: +1
Speed: 30 ft
Defense: 18, touch 15, flat-footed 17 (+1 Dex +4 class +3 undercover vest)
Base Attack Bonus: +5
Grapple: +7
Attack: +7 melee rifle butt (1d6+2 bludgeon), or +6 ranged Maggia Tommy Gun Special (2d10 ballistic)
Full Attack: +7 melee rifle butt (1d6+2 bludgeon), or +6 ranged Maggia Tommy Gun Special (2d10 ballistic)
Special Attack:
Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside, Fish In A Barrel
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +6, Ref +3, Will +2
Rep: +2
Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +5, Drive +8, Intimidate +6, Jump +1*, Knowledge (current events) +3, Listen +3, Profession +5, Read/Write English, Read/Write Italian, Search +2, Speak English, Speak Italian, Spot +7, Swim +2*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency
Possessions: Maggia Tommy Gun Special, 5 magazines or 2 drums of ammunition, Suit (functions as under cover vest), various gear and personal possessions. Can be assigned specialty ammunition.

Bodyguard
Once per turn, the Maggia Bodyguard can pick a friendly within 10 feet of him and apply half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself.

Hair Trigger
Maggia Bodyguards are charged with protecting important members, and thus must react quickly. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll.
Fish in a barrel - burst fire, extra damage against stunned targets

Take 'em Outside
When the bodyguard makes a melee strike against a target, the target must make a Fort save DC 10 + damage dealt or be Dizzy. On a successful critical hit, the target is Stunned on a failed save, or Dizzy on a successful save.

Fish In A Barrel
When the Maggia Bodyguard makes a successful ranged attack against a Stunned target, they deal double damage.

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.

Maggia Tommy Gun Special
This weapon is modelled after the old Tommy Gun, using 7.62mm ammunition with a either a standard 40 round box, or 140 round drum.

Maggia Tommy Gun Special (PL5 Personal Firearms Proficiency)
Damage: 2d10
Critical: 20
Damage Type: ballistic
Range Increment: 60 ft
Rate of Fire: S, A
Size: Medium
Weight: 13 lb
Ammo: 30 box or 120 drum
Purchase DC: 19 Res (+2)
Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb.

Maggia Hitman
Hitman are enforcers and also higher level bodyguards assigned to top family members, special VIPs, or leading groups of bodyguards. They are also used when the families wants to make a show of force.

Maggia Hitman Mid-Level (Tough Ord 4/Strong Ord 4)
CR: 7
Size: Medium
Type: Human
Hit Dice: 4d10+8 plus 4d8+8, HP 60
Mass: 15
Init: +1
Speed: 30 ft
Defense: 20, touch 17, flat-footed 19 (+1 Dex +6 class +3 undercover vest)
Base Attack Bonus: +7
Grapple: +9
Attack: +9 melee rifle butt (1d6+2 bludgeon), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic)
Full Attack: +9 melee rifle butt (1d6+2 bludgeon), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic)
Special Attack: Outta My Way
Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside, Fish In A Barrel
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +6, Ref +3, Will +2
Rep: +3
Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +5, Drive +8, Intimidate +8, Jump +2*, Knowledge (current events) +4, Listen +4, Profession +5, Read/Write English, Read/Write Italian, Search +4, Speak English, Speak Italian, Spot +7, Swim +2*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency, Combat Reflexes, Burst Fire
Possessions: Maggia Tommy Gun Special, 5 magazines or 2 drums of ammunition, Suit (functions as under cover vest), various gear and personal possessions. Can be assigned specialty ammunition.

Bodyguard
Once per turn, the Maggia Hitman can pick a friendly within 10 feet of him and apply half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself.

Hair Trigger
Maggia Hitmen are charged with protecting important members, and thus must react quickly. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll.
Fish in a barrel - burst fire, extra damage against stunned targets

Take 'em Outside
When the hitman makes a melee strike against a target, the target must make a Fort save DC 10 + damage dealt or be Dizzy. On a successful critical hit, the target is Stunned on a failed save, or Dizzy on a successful save.

Fish In A Barrel
When the Maggia hitman makes a successful ranged attack against a Stunned target, they deal double damage.

Outta My Way
As a full round melee attack, typically using the butt of the rifle, the hitman can Stun a target for 1d4+1 rounds, making a melee attack at -2, dealing damage, plus the target must make a Fort save DC 13 + damage dealt. On a successful save the target is only dizzy for 1d4 rounds.

Maggia Tommy Gun Special mk2
This is an upgraded version of the Maggia Tommy Gun Special, using larger .50cal ammunition, greater manufacturing making it more accurate, with magnetic assist to give it better range and a little more power.

Maggia Tommy Gun Special mk2 (PL5 Personal Firearms Proficiency)
Damage: 2d12+2
Critical: 20
Damage Type: ballistic
Range Increment: 80 ft
Rate of Fire: S, A
Size: Medium
Weight: 13 lb
Ammo: 25 box or 110 drum
Purchase DC: 20 Mil (+3)
Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb. +1 to attack rolls.
 

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