CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Several Leonin NPCs for use in games.

Abuna Acolyte
Abuna Acolytes are apprentice Abunas, clerics and healers of the Leonin. They are able to heal the wounded and repair equipment, they also learn how to become spiritual healers and leaders.

Leonin Abuna Acolyte
CR 1;
Medium Humanoid
Hit Dice: 2d8+4; hp 16;
Mass: 15;
Init: +1;
Speed: 40 ft;
Defense 13, touch 13, flat-footed 12;
BAB: +1; Grap +2; Atk +2 melee spear (1d8+1), or +2 melee claw (1d4+1);
Full Atk +2 melee spear (1d8+1) or +2 melee claw (1d4+1);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Healing Touch, Mending Touch
SQ: Keen Smell, Leonin traits,
AL: Tribe;
SV: Fort +3, Ref +2 , Will +4; AP 0; Rep +0;
Ability Scores: Str 13, Dex 13, Con 15, Int 11, Wis 12, Cha 10.
Skills: Balance +3, Climb +2, Knowledge (earth & life sciences) +2, Knowledge: Theology & Religion +2, Listen +4, Repair +2, Read/Write Leonin, Read/Write English (or regional area), Search +2, Spot +3, Treat Injury +4
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear)
Advancement:
Organization: Found in groups of 1, 2, or 3 with an Abuna
Equipment: 2 Spears, sack with 3 days rations, healing herbs, tools, few personal items, robes.
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.

Healing Touch (Sp)
The Abuna Acolyte can place their hand on a living being as a full round action, channeling divine magical energy into the wounded, able to heal 1d4+1 hp. Able to do this 5 times (3 + Con modifier) times per day).

Mending Touch (Sp)
The Abuna Acolyte can use their divine magic to repair equipment. As a full round action, touching the target item, can repair 2 hit points. This can be combined with the Repair check to double the amount of hit points repaired. Usable 3 (1 + Con modifier) times per day.

Armoured Guardian
Armoured Guardians are protectors that use magical energy to protect themselves and others from magical attacks.

Leonin Armoured Guardian
CR 4;
Medium Humanoid
Hit Dice: 5d8+10; hp 39;
Mass: 15;
Init: +1;
Speed: 30 ft;
Defense 15, touch 10, flat-footed 15
BAB: +3; Grap +6; Atk +6 melee spear (1d8+3) or +6 melee scimitar (1d6+3), or +6 melee claw (1d4+3), or +3 ranged crossbow (1d10, 40 ft);
Full Atk +6 melee spear (1d8+3) or +6 melee scimitar (1d6+3) or +6 melee claw (1d4+3), or +3 ranged crossbow (1d10, 40 ft);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Protection, Magic Shroud
SQ: Keen Smell, Leonin traits
AL: Tribe;
SV: Fort +3, Ref +1 , Will +5; AP 0; Rep +0;
Ability Scores: Str 16, Dex 11, Con 15, Int 11, Wis 12, Cha 8.
Skills: Balance +4, Climb +5, Intimidate +4, Knowledge (earth & life sciences) +2, Listen +6, Move Silently +4, Read/Write Leonin, Read/Write English (or regional area), Search +3, Spot +5
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear, Sword)
Advancement:
Organization: Found in groups of 1, 2, or 3, usually with important member of Leonin society, such as Abuna, chiefs, etc.
Equipment: 2 Spears, scimitar, sack with 3 days rations, few personal items, breast plate 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.

Protection (Sp)
The Armoured Guardian can draw upon magical energy to grant an ally protection against attacks and magic. As a full round action, can select one ally within 15 feet, granting them a +2 Deflection bonus to Defense and +2 to Magic resistance and saves against magical effects. If the target has no magical resistance, has magic resistance 12. This lasts for 5 rounds, usable 3 (2 + Wis modifier) times per day.

Magic Shroud (Sp)
The Armoured Guardian can draw upon magical energy to protect themselves from magic and spell-like abilities. As a full round action, grains +4 Deflection to Defense, +3 saves against magical effects and Magic resistance 13, lasts for 3 rounds. Usable 3 (2 + Wis modifier) times per day.


Hero of the Pride
Leonin Fight for neither god nor polis; their loyalty is to their pride. Heroes of the Pride are powerful warriors, they exhibit great combat skills and leadership, being the champions of the Pride. They inspire their fellow warriors and lead from the front, charging into danger. They are usually equipped with the best equipment the tribe can provide, with a magical scimitar as their primary weapon after they charge into battle with their spears.
Tribes in rural areas may equip their heroes with magical vibro blades, and grenade launchers with magical ammunition if any are available.

Leonin Hero of the Pride
CR 6;
Medium Humanoid
Hit Dice: 7d8+21; hp 126;
Mass: 16;
Init: +1;
Speed: 30 ft;
Defense 17, touch 11, flat-footed 16
BAB: +5; Grap +8; Atk +8 melee spear (1d8+3) or +9 melee scimitar +1 (1d6+4 +1d6 fire), or +8 melee claw (1d4+3), or +6 ranged crossbow (1d10, 40 ft);
Full Atk +8 melee spear (1d8+3) or +9 melee scimitar (1d6+4 + 1d6 fire) or +8 melee claw (1d4+3), or +6 ranged crossbow (1d10, 40 ft);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Shared Might,
SQ: Keen Smell, Leonin traits, Strength of the Pride
AL: Tribe;
SV: Fort +8, Ref +3 , Will +2; AP 0; Rep +0;
Ability Scores: Str 16, Dex 12, Con 16, Int 11, Wis 10, Cha 10.
Skills: Balance +4, Climb +5, Intimidate +4, Knowledge (earth & life sciences) +2, Listen +6, Move Silently +4, Read/Write Leonin, Read/Write English (or regional area), Search +3, Spot +5
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear, Sword)
Advancement:
Organization: Found in groups of 1, 2, or 3, usually with important member of Leonin society, such as Abuna, chiefs, etc.
Equipment: 4 Spears, Magic scimitar, sack with 3 days rations, few personal items, breast plate armour, crossbow, 30 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.

Shared Might (Sp)
Whenever an ally uses a spell or spell-like ability on the Hero of the Pride, the Hero of the Pride can share some of that magical power with their allies. For each spell or spell-like ability used by an ally on the Hero of the Pride, all allies and the Hero of the Pride, gain +1 to attack rolls and +1 to melee damage for 2 rounds.

Strength of the Pride (Ex)
The Hero of the Pride can draw upon their loyalty to their Pride, able to gain strength and speed. As a move equivalent action, the Hero of the Pride gains +4 Strength, +20 ft speed, melee damage increased by +3 (this is factoring in +2 to Strength), but suffers -2 to Defense and Reflex saves. This lasts for 4 (1 + Con modifier) rounds, usable 5 (2 + Con modifier) times per day. After each use, the Hero of the Pride is exhausted.
 

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kronos182

Adventurer
Beetlejuice Sandworm

In the deserts of the underworld, or the Neitherworld, live large black and white, or grey and deep purple, striped worms that feed on the dead, ghosts and spirits. Inside the large tooth filled mouths is a smaller head with sharp fangs, which it uses to bite its targets, while the outer jaws are used to hold those its biting in an attempt to swallow. The worm travels underground in the sand, but is equally capable of traveling above ground. These creatures are feared by the undead as when they are eaten by a sandworm, the undead, spirit or ghost is forever destroyed.

Beetlejuice Sandworm
Type: undead monstrosity/beast
Size: huge (-2)
CR: 8
Hit Points: 9d12,
Mas: -
Init: +4
Speed: burrow 60 ft, 30 ft on ground
Defense: 18 (-2 size +10 natural)
BAB/Grp: +4/ +17 grapple
FS/Reach: 15 ft x 15 ft / 10 ft
Attacks: bite +11 melee (2d6+9) or tail slap +11 melee (2d6+9)
Special Attacks: Swallow Whole
Special Qualities: Darkvision 60 ft, tremorsense 60 ft, immunities, improved grab, outer jaws, ghostly touch, unlife.
Allegiances:
Saves: Fort +3, Reflex +3, Will +6
Reputation: +2
Abilities: Str 28 (+9), Dex 10 (+0), Con -, Int 6 (-2), Wis 10 (+0), Cha 5 (-3)
Skills: Hide +0 (+10 under ground), Listen +7, Search +6, Spot +6
Feats: Improved Initiative, Power Attack, multiattack

Combat
Sandworms roam the vast deserts of the underworld in search of undead. They lead combat with a bite from their inner mouths, using their outer jaws to maintain holds and shred that which enters their mouths. They burst out of the sand and will bite and smash with their powerful tails. They typically use power attack feat with their tail slaps against allies of any target they are currently biting, changing the attack to +7 melee dealing 2d6+13 damage. They prefer attacking undead as it is their primary source of food, but will attack anything moving.

Immunities
Immune to poison, sleep, paralysis, stunning, disease, necromantic effects, mind-affecting affects, and bleeding effects (damage by blood loss such as the bleeding ability). Not subject to energy drain, or effects of massive damage.
Unlike other undead, Sandworms are subject to critical hits, ability damage and ability drain, and effects that require a Fort save that aren't included in the immunities listed above.

Ghostly Touch (Su)
The sandworm is able to touch and damage incorporeal creatures as if they were solid.

Outer Jaws (Ex)
After making a successful bite attack, the sandworm can make an immediate attack with it's outer jaws making a touch melee attack with +9 attack bonus, dealing 2d8+9 damage. If the sandworm makes a successful grapple, it also deals outer jaw damage in addition to normal bite damage each round.
After swallowing a target, the sandworm can retract it's inner head, which removes its bite attack, but grants a +6 to grapple checks to prevent a target from escaping from its gullet.

Improved Grab (Ex)
To use this ability, the sandworm must hit an opponent at least one size category smaller than itself with its bite attack. If it gets hold, it automatically deals bite damage each round the hold is maintained, and it can swallow in the next round.

Swallow Whole (Ex)
If the Sandworm begins its turn with an opponent two or more size category smaller than itself in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the sandworm, the opponent takes bludgeoning damage equal to the sandworm's tail slap attack plus 1d6 points of acid damage per round from its gullet. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the sandworm's maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack the inside using claws or a small or tiny slashing weapon. Dealing at least 20 points of damage to the gullet (Defense 25) in this way creates an opening large enough to permit escape. Once a single creature escapes, muscular action closes the hole, thus another swallowed creature must cut its way out. A huge sandworm can hold 2 medium sized, 8 small, 32 tiny or 128 diminutive or smaller opponents.

Unlife (Su)
As the sandworm is undead, it doesn't heal normally. Spells such as Inflict Wounds and other spells that deal necromantic damage heal the sandworm, while Cure Wounds deals damage. Once every 1d4+2 rounds, the sandworm can heal 2d4 hit points, and if it also eats at least 50 lbs of a recently killed creature can heal 1d4 hit points. If the sandworm eats an undead creature, it heals 3d6+3 hit points and gains +10 ft to speed and +5 to damage.
 

kronos182

Adventurer
A couple variant types of Spice Melange.

Graboid Melange
This form of Spice is derived from genetically modified Graboids spliced with Dune Sandworms to produce Spice Melange, typically found as a small block, or cube, about the size of a sugar cube, and can be broken down and mixed into food, but dilutes its effects. It has a darker brown colour with an Earthy smell rather than cinnamon smell like Spice Melange. When consumed, it can awaken dormant parts of the human mind and encourage expanded sensory perceptions, like Spice Melange, but weaker, but lacks the ability to awaken latent mental abilities, but does expand physical senses, granting a limited version of tremorsense. Graboid Melange is quite addictive, and users must make Will save once daily DC 10 +1 per 2 doses taken, or feel withdrawal and need their next dose of Spice. Withdrawal causes shakes and sluggish mind, -2 to Dex related skills and checks and Intelligence based checks. Graboid Melange lacks the life extending properties, and can't be used to create Navigators.
1 dose grants the consumer +2 to Sense Motive, Listen, Spot and Search checks, and while standing still, can concentrate as a full round action gaining Tremorsense 30 ft, with a Concentration check DC 15, and increase range by +5 ft for every 5 points the DC is beaten. A single dose lasts for 4 hours. If additional doses are taken daily, the bonus to Sense Motive, Listen, Spot and Search are reduced by 1 for every 2 doses.
Weight: 1 oz
PDC: 18 for 5 doses.
Restriction: Res (+2)

Ghost Melange
This form of Spice is derived from sandworms of the Beetlejuice Verse to create a grey version that smells of mildew. When consumed, Ghost Melange creates a link with the Negative and Astral planes, allowing the user to see, hear and talk with invisible ghosts, spirits and undead within a 60 foot radius. If the user takes at least 5 doses, the user is able interact with incorporeal beings, including with worn gear and small melee weapons. Ghost Melange is quite addictive, and users must make Will save once daily DC 10 +1 per 2 doses taken, or feel withdrawal and need their next dose of Spice. Withdrawal causes shakes and affects the user's health, suffering -2 to Con.
1 dose grants the consumer the ability to touch and see invisible creatures within 60 foot radius, and speak with the dead, ghosts and other spirits. A single dose lasts for 4 hours, and afterwards the user suffers -1 to Fort saves and any Con related checks for 4 hours. If at least 5 doses are used at once, the user is able to physically interact with incorporeal creatures, including with small melee weapons for 2 hours, but afterwards suffers -2 to Fort saves, Con related skills and takes 5 points of damage.
Weight: 1 oz
PDC: 21 for 5 doses.
Restriction: Rare (+4)
 

kronos182

Adventurer
Couple more Leonin NPCs from MtG

Leonin Abuna
Abunas are clerics of Leonin Prides, potent magic users who heal the Pride and their equipment. They can also protect the Pride's weapons, armour and other equipment from spells that would destroy them. They are also familiar with spells that can destroy enemy equipment.

Leonin Abuna
CR 4;
Medium Humanoid
Hit Dice: 5d8+10; hp 36;
Mass: 15;
Init: +1;
Speed: 40 ft;
Defense 13, touch 13, flat-footed 12;
BAB: +5; Grap +6; Atk +6 melee spear (1d8+1), or +6 melee claw (1d4+1);
Full Atk +6 melee spear (1d8+1) or +6 melee claw (1d4+1);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Healing Touch, Mending Touch, Hexproof, Disruptive Blast
SQ: Keen Smell, Leonin traits, spell casting
AL: Tribe;
SV: Fort +3, Ref +5 , Will +6; AP 0; Rep +0;
Ability Scores: Str 13, Dex 13, Con 15, Int 11, Wis 14, Cha 10.
Skills: Balance +5, Climb +2, Concentration +6, Craft Pharmaceutical +3, Craft Mechanical +3, Knowledge (earth & life sciences) +4, Knowledge: Theology & Religion +4, Listen +5, Repair +4, Read/Write Leonin, Read/Write English (or regional area), Search +3, Spot +4, Treat Injury +6
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear), Focused
Advancement:
Organization: Found in individually or 2, or with 1d4+1 Acolytes.
Equipment: 2 Spears, sack with 3 days rations, healing herbs, tools, few personal items, robes.
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.

Healing Touch (Sp)
The Abuna can place their hand on a living being as a full round action, channeling divine magical energy into the wounded, able to heal 3d4+3 hp. Able to do this 5 times (3 + Con modifier) times per day).

Mending Touch (Sp)
The Abuna can use their divine magic to repair equipment. As a full round action, touching the target item, can repair 4 hit points. This can be combined with the Repair check to double the amount of hit points repaired. Usable 3 (1 + Con modifier) times per day.

Hexproof (Sp)
The Abuna can channel their divine magic into objects, protecting them from magical effects. As a full round action, touching an object, grants the object +5 to saves and Spell Resistance 15, affecting an object up to large size, for 5 rounds. Able to do this 3 (1 + Con modifier) times per day.

Disruptive Blast (Sp)
The Abuna can release a blast of magical energy as a ranged attack, dealing 1d6+3 points of non-specific energy, dealing double damage to objects, equipment, double damage on a critical roll of 20. Makes a ranged touch attack, with a ranged increment of 50 ft, out to 5 increments Usable once every 1d4 rounds.

Spell Casting (Sp)
The Abuna can cast the following spells: Level 0 - Create Water 2/day @ lvl 3, Resistance 2 per day; Level 1 - Shield of Faith 2/day, Magic Weapon 2/day; Level 2 - Silence 1/day, Aid 1/day.


Leonin Battlemage
Battlemages are Leonin magic users that use their powers to strengthen the rest of the Pride. They are sensitive to magic being cast by other Leonin magic users that they are able to act faster, which in turns allows them to cast more spells.

Leonin Battlemage
CR 4;
Medium Humanoid
Hit Dice: 5d8+5; hp 31;
Mass: 13;
Init: +1;
Speed: 40 ft;
Defense 13, touch 13, flat-footed 12;
BAB: +5; Grap +6; Atk +6 melee spear (1d8+1), or +6 melee claw (1d4+1);
Full Atk +6 melee spear (1d8+1) or +6 melee claw (1d4+1);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, magic blast, Strengthen the Pride
SQ: Keen Smell, Leonin traits, spell casting, Magical Reflexes
AL: Tribe;
SV: Fort +3, Ref +5 , Will +6; AP 0; Rep +0;
Ability Scores: Str 13, Dex 13, Con 13, Int 11, Wis 12, Cha 14.
Skills: Balance +5, Climb +3, Concentration +7, Craft Pharmaceutical +6, Craft Mechanical +6, Knowledge (earth & life sciences) +6, Listen +5, Read/Write Leonin, Read/Write English (or regional area), Search +4, Spot +4
Feats: Simple Weapons Proficiency, Archaic Weapon (Spear), Focused, 1
Advancement:
Organization: Found individually, pairs, or with 1d4+2 other Leonins of any type.
Equipment: 2 Spears, sack with 3 days rations, healing herbs, tools, few personal items, robes.
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.

Strengthen the Pride (Sp)
As a full round action, the Battlemage can channel their magical energy into nearby allies within 20 ft radius, granting them +1 to attack rolls, saves and +1 Deflection bonus to Defense for 3 rounds. Usable 3 (1 + Cha modifier) times per day.

Magic Blast (Sp)
The Battlemage can release a blast of magical energy as a ranged attack, dealing 2d4+3 points of non-specific energy, double damage on a critical roll of 20. Makes a ranged touch attack, with a ranged increment of 50 ft, out to 5 increments Usable once every 1d4 rounds.

Magical Reflexes (Sp)
If another Leonin casts a spell within 30 ft of the Battlemage, the Battlemage gains a bonus standard action. Can only gain a maximum of 2 bonus standard actions per round.

Spell Casting (Sp)
The Battlemage can cast the following spells: Level 0 - Resistance 2/day, Daze 2/day; Level 1 - Mage Armour 2/day, Magic Weapon 2/day; Level 2 - Resist Energy 1/day, Protection from Arrows/Bullets 1/2.
 

kronos182

Adventurer
Some Wakanda tech for when you have games near or involving Wakanda, or can smuggle some out of the country, or they come to collect.
Some inspired from MCU, others from games.

Sonic Spear
A spear made of vibranium with a powerful sonic weapon built into the spear point. As it is made from vibranium, the weapon isn't detectable by normal metal detectors, and the spear point can pierce most known materials, making it a formidable weapon.

Sonic Spear (PL6 Exotic Weapon Proficiency)
Damage: 1d10 / 3d6
Critical: 19-20x2 / 20
Damage Type: Piercing / Sonic
Range Increment: Melee / 80 ft
Rate of Fire: - / S
Size: Large
Weight: 10.2 lbs
Ammo: 30 internal
Purchase DC: 24 Mil (+3) Wakanda +1
Accessories: Integrated sonic weapon
Notes: Melee strikes ignore 8 points of hardness/DR and 5 points of Defense from equipment. Target struck by sonic blast must make Fort save DC 15 or be knocked back 5 feet. Undetectable by normal metal detectors. Internal power source recharges 1 shot ever 2 rounds, or 2 shots on a critical strike with the spear.


Vibranium Power Fist
An armoured gauntlet powered by vibranium power core. It releases a sonic burst upon striking a target for enhanced damage, and has a mode that can release a large burst of sonic energy through the ground to tear it up, knocking those nearby to the ground. The Power Fist also emits an energy field that can absorb kinetic energy and reflect part of it back at the source within a short distance.

Vibranium Power Fist (PL6, Simple Weapons Proficiency, Unarmed)
Damage: 1d4 + 1d6
Critical: 20x2
Damage Type: Bludgeoning + sonic
Size: small
Weight: 4 lbs
Purchase DC: 29 Rare (+5), Wakanda Military (+3)
Notes: Shockwave, Feedback Field
Shockwave - As a full round action, the wielder can charge the emitters and strike the ground, releasing a burst of powerful sonic energy, tearing up the ground. All within 20 foot radius must make a Reflex save DC 16 or be knocked prone and the ground is torn up and considered rough terrain.
Feedback Field - The Power Fist emits a field, up to 1 hour at a time with a 30 minute cool down up to 5 times per day, that grants DR 5 against kinetic attacks (slashing, piercing, bludgeoning, unarmed strikes, ballistic, explosives). If the source of the damage is within 15 feet, the source suffers half damage the wielder suffered.


Wakandan Mace
The Wakandan Mace is a vibranium stick with a weight at one end, based on ancient weapons. The weight and handle are designed in a particular way that allows it to absorb loud sounds nearby which it can release when it strikes a target. It comes with a special sound absorbent case that blocks the mace from absorbing sound when it's not in use.

Wakandan Mace (PL5, Simple Weapon Proficiency)
Damage: 1d8+1
Critical: 20x3
Damage Type: bludgeoning
Size: Medium
Weight: 3 lbs
Purchase DC: 28, Rare, Wakanda Military +3
Notes: Masterwork +1 to attack and damage, Making Waves
Making Waves - When a sonic attack is used within 30 ft of the wielder, the Wakandan Mace gains 1 point of damage for each 5 points of damage the attack would deal. Loud sounds also add to this, each gun shot (must be projectile), missile or rocket fired within 30 ft also grants 1 point of damage. Loud continuous noises such as large trucks, jet thrusters on armour or vehicles, jet engines grant 2 points of damage for the round before an attack is made. The bonus damage can be held for up to 3 rounds before it must be released with an attack with the mace. If no attack is made, the club releases a burst of bludgeoning damage in a 5 ft radius dealing all the damage stored, must make 2 Reflex saves DC 15 first for half damage, then to avoid being knocked prone.


Subsonic Sound Gun
This rifle releases focused sonic waves from a large cone-like emitter. This weapon is an older weapon developed by Wakanda and is one of the few items they export for sales and trade with other countries and forces. It has a few different fire modes, the standard short burst of energy, a wide area cone for multiple targets, and a heavy, but short ranged blast that is capable of shattering armour as it causes a harmonic resonance.

Subsonic Sound Gun (PL 6, Personal Firearms Proficiency)
Damage: 3d6
Critical: 20 x2
Damage Type: sonic
Range Increment: 75 ft
Rate of Fire: S
Size: Large
Weight: 10.7 lbs
Ammo: 50 box
Purchase DC: 24 Res to Mil +2 to +3
Notes: multiple fire modes, switch between standard, cone and heavy attack as a free action but only once per round, all targets hit by any mode suffer off-balance.
Cone - Deals 2d6 to a 50 foot long, 25 foot wide cone, Reflex save DC 15 for half damage, uses 2 rounds.
Heavy - Deals 5d6, critical 20x3, range 30 ft, ignores 5 points of hardness, on a critical hit premenantly reduces hardness of item by 1. If a critical hit destroys the item, it explodes dealing half damage of the attack to a 10 foot radius, Reflex DC 13 for half damage, uses 5 rounds.

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
Orion Interceptors
Orion Interceptors were fast, moderately-armed starship used by the Orion Syndicate during the 22nd century, used as quick raiders and defense of Syndicate operations. The interceptor had a long, narrow hull, with rear mounted swept wings and beak-like forward section, that gave it a hawk-like appearance. The ships are armed with a single disruptor blaster mounted under the nose, have shields for defense. They are equipped with transporters, which were used to abduct people from other ships, teleporting them into cells to later be sold as slaves.

Orion Interceptor (PL6)
Type: Ultralight
Subtype: Raider
Size: Colossal (-8)
Tactical Speed: 5000 ft
Defense: 7 (-8 size +2 Dex +3 class)
Flat-Footed Defense: 4
Autopilot Defense: 6
Hardness: 15
Hit Dice: 10d20 (200 hp) shields 250 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 70 ft
Weight: 100 tons
Targeting System Bonus: +3
Crew: 3 plus 5 security/soldiers (trained +4)
Passenger Capacity: 9 (prisoners)
Cargo Capacity: 3 tons
Grapple Modifier: +16
Base PDC: 41
Restriction: Res (+2)

Attack:
1 Disruptor Blaster Type 1 -3 ranged 7d12 (4000 ft, energy/fire, s)

Attack of Opportunity:

Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, improved thrust x2, Shield Dependent, transporter, prisoner cells.
Engines: thrusters, ion engines, warp drive (max warp 5)
Armour: ditanium
Defense Systems: shields, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, subspace array
Weapons: 1 Disruptor Blaster Type 1
Grappling Systems: None

Disruptor Blaster Type 1
Disruptor blasters are early disruptor based weapons, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 4d12 lower power or 7d12 full power shots.
Damage: 7d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4000 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Mil (+3)
Note: -1 to attack

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

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

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.

Variants
Grazer
This variant of the Orion Interceptor replaces the disruptor blaster with a pair of fire-linked ion cannons, used for disabling transports, shuttles and fighters.
Make the following changes to Orion Interceptor to Grazer:
Remove disruptor blaster type 1;
Add 2 fire-linked ion cannons (9d6 ion damage);
PDC: +1

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: 6d6
Critical: 20x2
Damage Type: Energy (Electricity)
Range Increment: 3000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Military (+3)

Striker
The striker variant of the Orion Interceptor strips out the warp drive and a pair of concussion missile launchers are added, providing the craft with heavier strike capabilities.
Make the following changes to Orion Interceptor to make a Striker:
Remove Warp Drive;
Add 2 fire-linked concussion missile launchers (10 missiles each);
PDC: +0

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.


Orion Brigand Cruiser
The Brigand class cruiser are fielded by the Orion Syndicate in the late 2300s and early 2400s, and is one of the heaviest ships in their fleet. A curved arrowhead like forward sections followed with a slightly narrower middle section with a larger rear section. The warp nacelles are mounted in pods just below the centerline of the ship about midway along the ship. Armed with two disruptor cannons capable of forward fire only, four disruptor arrays with two mounted on the dorsal side with two underneath to provide best coverage, with two photon torpedoes divided with one forward and rear. The torpedo launchers, while normally only capable of firing single torpedoes, the forward launcher is capable of firing several torpedoes in a short burst of several torpedoes, occasionally, at a single target.
The Brigand cruiser is also designed to quickly divert extra power to its engines, giving it a boost in speed for quick getaways, or for intercepting targets, but this also reduces weapons power and available for short periods of time. The shuttle bay typically carries 4 shuttles or similar sized craft, and 3 interceptors. A stealth screen helps the Brigand get close and also help it get away if necessary.

Orion Brigand Cruiser (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3500
Defense: 7 (-8 size +2 Dex +3 Class)
Flat-Footed Defense: 5
Autopilot Defense: 6
Hardness: 25
Hit Dice: 150d20 (3000 hp), 3750 hp shields
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 843 ft
Weight: 243,000 tons
Targeting System Bonus: +3
Crew: 83 (trained +4)
Passenger Capacity: 50 (troops), 100 prisoners
Cargo Capacity: 15,000 tons
Grapple Modifier: +16
Base PDC: 56
Restriction: Mil +3

Attack:
Disruptor cannon Type 3 -4 ranged 14d12 (21d12 firelinked, front arc only), and Disruptor Array Type 2 --8 ranged 11d12 (turret); or
Disruptor cannon Type 3 -4 ranged 14d12 (21d12 firelinked, front arc only), and Photon Torpedo --8 ranged 12d20; or
Disruptor Array Type 2 --3 ranged 11d12 (turret) and Disruptor Array Type 2 --8 ranged 11d12 (turret)

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, Swiss Army Tech, shuttle bay, Torpedo High Yield, Emergency Power to Engines, transporters
Engines: thrusters, ion engines, warp drive (max warp 8.5)
Armour: ditanium
Defense Systems: shields, autopilot, stealth screen (sensors -10, 50% mines can't detect, half concealment 20% miss chance)
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: Disruptor cannon x2, disruptor array x4, photon torpedo launchers x2 (typically 75 torpedoes per launcher at ready, another 50 +2d20 in storage, takes 2 min to reload)
Grappling Systems: tractor beam

Torpedo High Yield
The weapons officer can fire multiple torpedoes at once as a full round action against a single target, doubling the number of torpedoes several times up to a maximum of 8 torpedoes. Suffers -1 per doubling of torpedoes, increasing damage by 75% (rounding down) of one torpedo. Example 2 torpedoes suffers -2 to attack, dealing 21d20 damage.

Emergency Power to Engines
As a move equivalent action, the engineer can transfer power from emergency systems and a little from weapons to the engines. The ship gains +1500 ft to speed, but energy weapons deal 2 less die of damage and can only fire once per round. This lasts for 5 rounds, after which the weapons still suffer -2 die of damage for 2 more rounds. Can not use again for 5 rounds as emergency batteries recharge. Outside of combat, can boost Warp Speed to Warp 9 for 30 minutes, but then has to drop to Warp 6 for an hour before can attempt to go any faster.

Disruptor Cannon Type 3
Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 3 eskews rapid fire and multiple power levels for some damage improvement and range, switching between 7d12 and 14d12 full power shots.
Damage: 14d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Semi, Automatic
Minimum Ship Size: Gargantuan
Purchase DC: 42
Restriction: Mil (+3)
Note: -1 to attack

Disruptor Array Type 2
Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 11d12 full power shots.
Damage: 11d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4000 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 43
Restriction: Mil (+3)

Duranium (PL6)
Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft.
Hardness: 25
Tactical Speed Penalty -500 ft (-1 squar)
Weight: One-tenth the weight of the starship (rounded down)
Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.

Photon Torpedo
Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)

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

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

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.

Variants

Pillager

The Pillager is a variant of the Brigand cruiser, reducing cargo to nearly nothing, and the shuttle bay down to a single shuttle, and increasing the number of photon torpedo launchers, turning it into a torpedo cruiser. The Orion Syndicate uses these during mercenary work where survivors and salvage aren't necessary, as well as protecting their home world and major colonies and other facilities. Pillagers are able to unleash massive amounts of torpedoes at once that a single one is a significant threat to whole squadrons of starships, watching one fire full spread from all 9 forward launchers is like watching a sun going nova. The additional 8 launchers are divided 4 a side along the centerline of the forward section, giving it an incredible destructive capability.
Make the following changes to a Brigand to create a Pillager:
Reduce cargo to 3,000 tons;
Reduce shuttle capacity to 1 shuttle, no interceptors can be carried;
Increase photon torpedo launcher count to 10, each with 100 torpedoes at the ready, another 75 each in storage;
Each of the 9 forward launchers are capable of Torpedo High Yield attack, and can be fire linked in groups of 2, 4, and 8;
Full Spread attack option;
PDC +3.
Primary attacks would be Photon torpedo -3 ranged 12d20 (18d20 firelinked, or 24d20 4 firelinked), and Photon Torpedo --8 ranged 12d20 (18d20 firelinked, or 24d20 4 firelinked).

Full Spread
As part of a full round attack, the weapons officer can target up to 9 targets, suffering -1 to attack roll per target above 2, and each can be the target of a Torpedo High Yield attack, with it's attack penalties stacking. Each target can not be more than 5000 ft from another target, and all must be in the forward half of the ship's facing arc. Up to 2 launchers can target the same target, counting as a fire-link, increasing damage by 50%.


Highwayman
This variant of the Brigand fitted with technology from the Star Wars Universe. While it still mounts the base weapons of the Brigand, it also carries a number of laser turrets for a point defense system, several ion cannons are fitted to assist in disabling craft without causing damage, as well as pair of concussion missile launchers for anti-fighter defense. The Highwayman is fitted with a mid grade hyperdrive to allow it to escape from areas where warp drives don't function, but hyperdrives still work.
The Orion Syndicate only has a few of these ships, but a few are appearing in mercenary groups that have access to all the necessary technologies.
Make the following changes to a Brigand to create a Highwayman:
Reduce cargo by 50%;
Add point defense system, 3d12x10 fire damage, +3 attack, 20% chance to destroy missiles and torpedoes;
Add 4 fire-linked (in set of 2) concussion missile launchers (50 missiles each);
Add 2 light capital ion cannon turrets;
Add Hyperdrive x5;
PDC: +4


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.

Light Capital Ion Cannon
Light capital ion cannons are a type of energy weapon used to disable a target for capture mounted on capital ships. 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 2 rounds. 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

Light Capital Ion Cannon (PL6)
Damage: 12d6, deals 25% more damage to shields
Critical: 20x2
Damage Type: Energy (Electricity)
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 39
Restriction: Military (+3)

expanding a little on Lord Zack's idea a while back...

Five for Beytan V

Beytan V is a Federation mining world, not far from the Solar System. Unfortunately with the state of interstellar affairs on Coreline many worlds, security is at a premium. Beytan V was considered vulnerable at the best of times and now with recent conflicts Starfleet is spread thin. Beytan V has been threatened by Orion pirates, which are secretly backed by the Zann Consortium who are seeking to increase their influence in the Vulcan by taking control of the worlds's mineral resources. So the foreman, Brian Vanderberg, has sought out independent security to help protect the colony. Unfortunately the pirates, with weapons imported from the GFFA prove to be difficult to fend off.

Depending on what the players have available, or what resources they can call upon, the Orions may send 1 to 1d4+1 Orion Interceptors with a single Orion Corvette.
They must disable, or destroy the corvette before it can reach orbit (takes about 15 rounds of combat unless it is rushing to 10), where it will beam down troops, then the PCs must either keep fighting what forces are still in space, or head to the planet to engage ground forces.
If the players have a light capital ship and fighters (or equivalent craft), can have number of interceptors increase, or replaced with more corvettes and a Brigand replace the corvette. Must disable the Brigand before it reaches orbit in 20 rounds before it begins beaming troops to the ground.

If the players have access to multiple capital ships, either they own themselves, or NPC assistance, can have 1d4 brigands (of various types) with 1d4+2 or 2d4+1 corvettes and and 2d6 interceptors, GM disgression.

If the capital ship reaches orbit and beams down troops, 2d6 to 3d20+10, depending on ship and how many, can beam troops to the ground which will begin to attack any defensive positions and move to secure the mines and prepare shipments for beaming up.

If the PCs can set up a beaming scattering field, or other means of preventing teleportation to the planet, the Orions will send the corvette (if that is the capital ship) into the atmosphere to land, or launch shuttles each carrying up to 12 soldiers plus 2 crew members, which will need to be destroyed before landing, or engage the ground forces.

Ground forces will typically be armed with light disruptors or Imperial (Star Wars) blasters, and shuttles may include older Imperial shuttles such as Lambda class.

As a reward, the PCs may collect salvage from the Orion ships, could be paid with 1 ton per 2 level (average of group) of dilithium crystals (refined or raw).
 
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kronos182

Adventurer
MSJ-04 Fanton

The MSJ-04 Fantom was the main mobile suit used by the Human Reform League, a heavily armoured, tall mobile suit that was powered by a fossil fuel generator. It is technically headless, with a protruding part out of the upper chest that houses the cockpit, with a 155mm smooth bore cannon underneath as a main weapon. It has a shield mounted on one arm and a heavy melee weapon in the other. The heavy armour made it quite resistant to attacks, but it was slow, weighing at 135 tons. Large ducts and a protruding exhaust pipe on the back are noticeable characteristics that it is powered by fossil fuels, such as gasoline or diesel with modifications. The fuel generator makes it easy to power, but does limit its range as fuel must be available.

MSJ-04 Fanton
Size: Gargantuan (56.75 Ft) (-4)
Bonus Hit Points: 350
Superstructure: E-Carbon
Hardness: 22
Armour: E-Carbon
Bonus to Defense: +2 (+6 armour -4 size) /+8 (+6 armour +6 shield -4 size)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +20
Dexterity Penalty: -4
Speed: 30 ft
Purchase DC:

Slots
Helmet Helmet
Visor Class II Sensors
Cranium Oracle Targeting System (+2)
Back
Left Arm Bastion Shield
Left Hand 1
Right Arm 1
Right Hand Carbon Spear
Back Cockpit
Torso 155 mm cannon
Left Leg 2 magazines
Right Leg 2 magazines
Boots
Comm System

Standard Package Features:
Bonuses: -2 attack, darkvision 60 ft, +2 Navigate & Spot, fire and acid resistance 15.
Weapons: 155 mm cannon -4 ranged, 10d12*, 20, ball, 150 ft, single, 6 rds;
Carbon Spear +1 melee, 8d8, piercing, 19-20x3, or 6d10, slashing, 20x2
Slam +5 melee 2d8+5 blud, 20, 15 ft reach

Fossil Fuel Powered
The Fanton is powered by fossil fuels, able to operate for 6 hours non combat operations, or up to 1.5 hours in combat.

E-Carbon Armour
E-Carbon Armour is made from an allotrope of carbon, making it highly resistant to both temperature changes and corrosion compared to existing metallic materials.
Grants the mech acid resistance 15 and fire resistance 15 (not against lasers and similar energy weapons with fire damage type except plasma weapons).
Equipment Bonus: +6
Armour Penalty: -4
Speed Penalty: -5 ft
PDC: 12 + one-half the mecha's base PDC.

E-Carbon Superstructure
Light weight allotrope of carbon, highly resistant to temperature changes and corrosion.
Hardness: 22
PDC: +6
 
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kronos182

Adventurer
Orca Carryall
The Orca Carryall is a heavy transport version that can move almost any vehicle about the battlefield, including the Mammoth tanks and walkers. It has four large and powerful articulated jets that provide lift and flight, with a large claw on a cable on the underside to lift the vehicle up to the carryall, and a series of adjustable clamps line the underside to secure the vehicle for transport.
The Orca Carryall is 120 feet (24 squares) long, 50 feet (10 squares wide), the crew has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another two full rounds to start the craft. Able to hover and land while carrying vehicles under 20 ft tall.

Orca Carryall (PL 5-6, VTOL Aircraft)
Crew: 3
Passenger: 0
Cargo: 1 vehicle (up to Mammoth Mk2 or slightly larger craft)
Init: -2
Maneuver: -1
Speed: 300 (30)
Defense: 4
Hardness: 5
Hit Points: 100
Size: Colossal
PDC: 42
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, clamps, claw.
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5).

Clamps
The clamps secure the attached vehicle once it is against its underside. It takes 2 full rounds to adjust and lock the clamps on the vehicle. It takes a move equivalent action to release the carried vehicle.

Claw
The claw is both mechanical and has magnetic ends to help clamp onto a vehicle, has 100 ft reach to allow the craft to hover and pickup a vehicle, requiring a touch attack to latch onto the vehicle. Takes 1 round to raise a vehicle up 25 ft. Cable has hardness 10 and 40 hit points, Defense 16, but is still difficult to strike as it can be hard to see in the right conditions.


Korhal Orca Carryall
This version of the Carryall is built within the Terran Dominion or using their technology, with light neosteel armour, the claw and cable is replaced with heavy and multiple extraction field generators to allow it to lift the vehicles.

Korhal Orca Carryall (PL 6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 1 vehicle (up to Mammoth Mk2 or slightly larger vehicle)
Init: -2
Maneuver: -1
Speed: 350 (30)
Defense: 4
Hardness: 15
Hit Points: 110
Size: Colossal
PDC: 42
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, clamps, claw.
Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5).

Clamps
The clamps secure the attached vehicle once it is against its underside. It takes 2 full rounds to adjust and lock the clamps on the vehicle. It takes a move equivalent action to release the carried vehicle.

Extraction Field
Extraction fields are devices that uses technology similar to gravity accelerators, that allow equipped ships to lift objects to the ship while it is still airborne. However this requires the ship to remain motionless, as well as those caught in the beam. This limits its use for quick dustoffs. The beam has a range of 90 feet, can lift an object of gargantuan size at a rate of 30 feet as a move action, or 60 ft as a standard action. Larger objects and vehicles take longer, moving 30 ft as a full round action.

Options
Regenerative Bio-Steel

The ship's hull is replaced with a regenerative bio-steel that slowly repairs damage over time using internal nanobots. The ship can repair 1d6 hit points per round as long as the ship is above 50 hit points.
PDC: 65
Res: Mil +4

Vanadium Plating
Additional armour plating made of Vanadium. Adds +1 to ship's Defense from armour, plus grants bonus hit points equal to 10% of the ship, but slows the ship by 250 ft. Can be added a total of 4 time with all bonuses and penalties stacking.
PDC: 41
Res: Mil +4
 

kronos182

Adventurer
Mutant Growth Hormone

Mutant Growth Hormone, or MGH, is a drug made from hormones and tissues made from mutants, or other beings that have had significant changes to their genetic make up. Upon taking this drug, either a tablet or an injection, the recipient gains powers based on the source of that drug, such as Banshee MGH grants the ability to release a damaging sonic scream. Other sources can grant other powers such as enhanced healing, flight, etc.
If a mutant or other super powered being that had their genetic make altered that takes MGH will have their own powers greatly enhanced, regardless of the source of the MGH and it's powers.
MGH lasts for 5 hours, afterwards the recipient suffers -2 Con penalty, reduce speed by half, -2 to attack rolls and all skills, and are exhausted until they rest for 8 hours.
If a Mutant, or other being with modified genetic makeup, takes the drug, any mutant powers they have are enhanced. Abilities with variable results (for example attacks that deal damage such as 1d6) are doubled (a claw attack that normally deals 1d6 now deals 2d6); fixed value abilities, such as speed, Ability score modifiers, other bonuses, are tripled (a mutant ability that grants flight of 20 ft is increased to 60, or grants a Fort save bonus of +2 is now +6). Once the drug's duration expires, the mutant suffers -4 Con, -2 Dex and -2 Str penalties, speed reduced to half, suffer -4 to all attacks and skills and exhausted until they rest for 8 hours.
It is possible to take a second dose before resting, however the duration of the second dose is only 4 hours and the penalties are doubled. Taking a third dose only provides the effects for 30 minutes and the penalties are tripled, and requires 16 hours of rest to recover.
MGH is quite addictive, after each use, the recipient must make a Will save DC 15 +1 per each use after the first use, or become addicted. Once addicted, the user must have at least one dose a day or suffer the effects of the penalties after a single dose. An addicted user can attempt to kick the addiction, but requires a Fort save DC 20 made once a day for 5 days. 5 successful saves in a row and the person has kicked the addition, but if they use MGH again, the Will save to prevent addiction is the same as when they last used MGH +5.
Weight: 1 dose is 12 oz.
PDC: 30
Res: Illegal +5

Examples of MGH
Dazzler
This MGH is derived from a mutant named Dazzler with the ability to convert sound into light. Create dazzling flashes, even low powered lasers. The recipient gains sonic resistance 5, and a sound pool of 10 + Con modifier. Loud sounds such as more than 15 people talking, 1d4+2 people talking loudly or yelling, large vehicle or industrial equipment running within 30 feet grant +1 sound pool points per round. Sound created by gun fire, melee combat of at least 5 people, aircraft engines within 30 feet grant +2 sound points per round. Sonic attacks within 30 feet grant +1 sound pool points per die of damage. Recipient can't have more than triple their Con in sound pool points stored, and any excess dissipates at a rate of 2 points per round.
The recipient can use the points to create several effects:
Create Light - for 1 point per round can create a light source that fills a 20 ft radius like a standard lantern, as a move equivalent action, lasts for 1 +Con modifier rounds, minimum 1 round.
Blinding Flash - for 2 points the recipient and create a bright blinding affecting a 10 foot radius, forcing all but the recipient to make a Reflex save DC 10 + recipient's Con modifier, or be dazed for 2 rounds. Can be used as a standard action, or as an attack of opportunity.
Laser - for 6 points the recipient can create a concentrated beam of light like a laser, dealing 2d6 points of fire damage, 20x2 critical, 40 ft range increment, as part of an attack action. Can increase damage by +1 die for +3 points.
Distort - for 4 points, as a standard action, the recipient can distort the air round them by refracting light, gaining the benefits of the Blur spell for 3 rounds, +1 round per +2 addition points. Gains one-half concealment (20% miss chance).
Protection - for 8 points the recipient gains some protection from light based attacks for 5 rounds +1 round per +3 points. The recipient gains +5 bonus against any light based attacks that might blind or daze them, such as daze spell, flash bangs, etc. Against light based attacks, such as lasers, gains resistance 5.

Burn MGH
This MGH is derived from mutants with pyrokinesis abilities. The user can engulf themselves in flames for 5 + Con modifier rounds at a time before requiring a 10 round cool down period. While engulfed in flames, gains a +2 Deflection bonus to Defense, immune to fire attacks (doesn't include laser or light based attacks that deal fire damage), and takes half damage from cold damage attacks. The recipient can launch, as an attack, a ball of fire dealing 1d6 fire damage, 20x2, 30 ft range increment, at any time, but while engulfed in flames, this fire ball deals 3d6 fire damage with a range of 60 ft.
Recipients who use Burn have a 25% chance that the source of the Burn MGH will grant them fly speed 60, average maneuverability, while engulfed.

Feral
This MGH is derived from mutants with animal traits, or those displaying more primitive qualities, granting enhanced physical abilities, but slightly reduced mental abilities. While under the influence of Feral, The recipient gains enhanced strength, senses, stamina, agility, speed and healing, as well as resistance to psionic abilities, gaining a +4 to all saves against psionic attacks or abilities. However the recipient also suffers -2 to Int and Cha, suffers -5 to any complex skills, although can use craft skills but only to make simple items. They see things as more simplistic, and more prone to flight or fight responses in a situation, such as when surprised would instinctively either flee quickly, or lash out violently initially.

Enhanced Strength (Ex) +2 Str
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.

Enhanced Senses (Ex)
The recipient's senses are heightened, granting +4 bonus to Listen, Spot, Search, gains the benefits of the Blind-Fight feat, plus has Blindsight 10 feet as long as the recipient only has 50% of their body covered by clothing.

Enhanced Stamina (Ex)
The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points.

Enhanced Agility (Ex) +2 Dex
The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check.

Enhanced Speed (Ex)
The recipient moves faster, +10 ft to land speed, reflected above, plus the recipient runs at 8 times speed instead of normal 4 times (approximately 14 mph for average human).

Enhanced Healing (Ex)
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.
 

kronos182

Adventurer
Commissars
"The fires through which we pass in this life are but the light of the Emperor's forge. Our triumphs and tragedies are the heat by which we are tempered into weapons fit for his service."
-Commissar Captain Jourian Al'Eutar, Gunmetallicus 41st.

Commissars come from a subdivision of the Departmento Munitorum, the Officio Prefectus, are political officers tasked with keeping the troops of the Imperial Guard on mission and under intense discipline even in the face of some of the most terrifying threats in the Galaxy. They fight alongside the regiment's regular officers and take control when morale is flagging or the men are not fighting with sufficient zeal. In such situations a Commissar can take over command from a regular officer and summarily execute any man who tries to flee, or fails in their duties. Most troops fear and loath Commissars, and they are usually the first officers against the wall when a regiment mutinies.
As important members of the Imperium, they are highly respected, and feared, and have access to various items and sometimes even relics. Most are equipped with armour incorporated into their uniforms, armed with bolt pistols and a power fist or chain sword. Some higher ranking Commissars may carry relics or other advanced and ancient items or weapons.

Commissars
CR: 7
Size: Medium
Type: Human
Hit Dice: 8d8+8, HP 50
Mass: 12
Init: +1
Speed: 30 ft
Defense: 20, touch 17, flat-footed 19 (+1 Dex +6 class +3 armoured uniform)
Base Attack Bonus: +6/+1
Grapple: +8
Attack: +9 melee chainsword (2d8+2), or +7 ranged bolt pistol (2d12+4 + 2d6)
Full Attack: +9 melee chainsword (2d8+2) and +4 melee chainsword (2d8+2), or +7 ranged bolt pistol (2d12+4 + 2d6) and +2 ranged bolt pistol (2d12+4 + 2d6)
Special Attack: Duty or Death!
Special Qualities: Forward For The Emperor!, There is No Fear But Me!
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Imperium of Man, Emperor of Mankind
Saves: Fort +5, Ref +3, Will +5
Rep: +4
Abilities: Str 15, Dex 12, Con 12, Int 12, Wis 10, Cha 14
Skills: Climb +3*, Concentration +5, Drive +6, Intimidate +8, Jump +1*, Listen +3, Profession +6, Read/Write English, Search +2, Speak English, Spot +5, Swim +2*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency
Possessions: bolt pistol, 4 magazines, armoured uniform (equivalent of flak jacket), masterwork +1 chainsword, various gear and personal possessions. May be assigned other weapons as weapon specialist.

Duty or Death!
If the Commissar finds any member of the Imperial Guard, of any rank, failing their duty, or showing signs of cowardice, the Commissar can execute them on the spot. Makes an attack roll at -5 but the attack is guaranteed critical with the critical modifier increased by one. Example a Commissar with a bolt pistol normally deals double damage on a critical, with this attack deals triple damage.

Forward For The Emperor!
The Commissar can lead Imperial Guardsmen in combat. When Imperial Guardsmen use For the Emperor!, they can use the Commissar's attack bonus to make their attacks with, including gaining a bonus attack when using a full attack action.

There Is No Fear But Me!
The Commissar, as a full round action, can inspire through a rousing speech, or through fear and threats, others into fighting harder, and resist the evils of the Warp and Chaos. Commissar must make a Charisma check DC 13, and lasts 1 + Cha modifer rounds, and can affect up to 50 guardsmen per Cha modifier (100 for average Commissar). Inspired (or terrified) allies gains +1 to resist fear and mind affecting effects, +2 to attack rolls.


Bolt Pistol (PL6 Personal Firearms Proficiency)
Damage: 2d12+4 + 2d6
Critical: 20
Damage Type: ballistic + fire
Range Increment: 60 ft
Rate of Fire: S
Size: Medium
Weight: 9 lb
Ammo: 30 box
Purchase DC: 25 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Pistol suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Bolt Pistol. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Ammunition: Box of 50 .75 Bolts rounds has a PDC 12.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it, useful for looking around corners. Using scopes without looking through the scope only provides half bonuses.
 

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