CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Forgotten (C&C)
The Forgotten are human mutants that survive exposure to Tiberium. They are larger, stronger and some might have other abilities, than humans, but have several crystal growths over their bodies. Most of humanity avoids and shuns the Forgotten, partly due to the possibly of them spreading Tiberium poisoning to those who are not immune to Tiberium. The Forgotten, while immune to Tiberium poisoning also heal when exposed to Tiberium, making their home in the Tiberium fields the perfect location for them, and most just want to be left alone.
While many live nomadic or semi nomadic lives within the fields, there are some large settlements around abandoned NOD or GDI bases within large Tiberium fields. Most Forgotten are just ordinary people trying to survive in their nomadic lives, or in the few permanent settlements. Some are marauders that raid other Forgotten groups, but those are rare, mostly raiding outsiders that travel through Tiberium fields, or settlements and bases outside the fields for supplies and materials they can't find within the fields. Over the years the Forgotten had worked with, and been taken advantage of by both GDI and NOD, although many Forgotten are more willing to work with GDI than NOD as NOD had kidnapped, experimented and turned members into their cyborgs.
Forgotten, if one can win their trust, or purchase their services, make excellent guides and combatants within Tiberium filled areas, as they are immune and are healed by the substance that make their territories. In Coreline, Forgotten live in several Tiberium fields, and work to keep it within a certain size, preventing it from growing beyond their borders so they have a home that everyone else stays out of, after the defeat of NOD which they provided assistance. The largest Forgotten settlement on Coreline Earth is run by an Alternate Tratos that wasn't killed by NOD agents in Australia, built from the a combination of GDI and NOD buildings and salvaged vehicles from the battle. The settlement has 3 generation 3 Tiberium refineries with a large number of silos to hold the refined materials that they sell and trade for resources they can't get within the Tiberium field. Their harvesters concentrate around the edges of the field to keep it from growing further. They also strive to keep Tiberium mutated animals from wandering outside of the fields to the best of their abilities, and provide escort for scientists studying the mutated life, such as the Tiberium Razorbacks and Tiberium Cassowaries.
Outside of the Tiberium fields on Coreline Earth, some Forgotten can be found on other planets with Tiberium concentrations, or serving in some militaries as soldiers that work in hazardous areas, or research ships and stations studying Tiberium and its effects. To function outside of Tiberium fields without contaminating those around them with Tiberium radiation, with the use of containment suits, armour and environmental shielding. A group of 20 Forgotten scientists are working with the Federation of United Planets scientists in studying an uninhabited planet that has a small, but growing Tiberium presence.

Tiberium Mutant Template
Tiberium Mutants are people who have suffered Tiberium poisoning and survived, with growths of Tiberium crystals out of their body. Their body has adapted to survive and thrive within Tiberium affected areas. Most Tiberium mutants gain increased strength, robust health, some resistance to damage, and even some strange additional abilities, but they appearance is altered and the emit low levels of Tiberium poison radiation. Most Tiberium mutants are humans, although other races have been discovered, but are fewer in numbers.

Racial Traits:
Ability Modifiers:
+2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. Tiberium mutants are stronger and heartier than others of their race, but due to the Tiberium crystals, their not quite as agile or flexible, and their appearance is altered and are shunned by most people.
Size: Most mutants are medium size, but if another race of a different size suffers Tiberium poisoning and becomes a mutant, the mutant remains the same size.
Speed: Tiberium mutants base land speed is 30 feet, unless their base race is has different speed.
Tiberium Immunity: Tiberium mutants, after becoming a mutant, are immune to Tiberium poisoning, the radiation it produces, effects of Tiberium gas, and damage from weapons made of Tiberium. They can even see through Tiberium gas as if it wasn't there, although it does make anything within the field, or they view on the other side of a Tiberium gas cloud has a light green tint.
Tiberium Healing: Tiberium mutants are healed by Tiberium. While in a Tiberium field gain Fast Heal 2 and for 1d4+1 rounds afterwards, while in a cloud of Tiberium gas and breath it in, gain Fast Heal 5 for as long as they are in the cloud and 1 round afterwards. If attacked with a weapon made of Tiberium (stabbed by Tiberium crystal, or shot with a bullet made of Tiberium, etc), they don't suffer any damage, but are healed half the damage the attack would have done.
Resistance: Thanks to the growths of crystals on their bodies, Tiberium mutants gain Damage Resistance 1d4 (set at the time of creation) which can stack with other forms of Damage Reduction from classes. They also have +1 Natural Defense bonus to Defense.
Tiberium Poison: Tiberium mutants emit a low level of Tiberium poison and radiation equivalent to exposure to a Tiberium crystal on contact to anyone touching them or within 1 foot of them.
Reputation: Tiberium mutants are feared due to having been mutated by Tiberium and can poison those around them. Gain a +1 bonus to Reputation, and suffer -1 to Cha related skills interacting to those who are not Tiberium mutants.
Tiberium Abilities: Tiberium mutants sometimes develop unusual abilities due to their Tiberium poisoning and it modifying their DNA. Tiberium mutants have a 25% chance to develop a special ability, roll on table below.
ECL: +2 or +3 if has a Tiberium Ability.

Tiberium Ability
RollAbility
1Crystal Armour
2Launch Crystal Shard
3Grow Crystal
4Tiberium Gas
5Combat Frenzy
6Shard Burst
7Energy Blast
8Growth
9Chameleon
10Select 2 Abilities

Crystal Armour - The Tiberium Mutant has more crystal growths, providing improved protection against attacks. Gains +4 to Natural Defense, increase Damage Resistance by 1, gains Energy (Fire) Resistance 3 against lasers and light based weapons, but suffers -1 to Dex and -5 feet to speed. Sonic damage deals 50% more damage to the Tiberium mutant, and must have custom made clothing to fit them.
Launch Crystal Shard - The Tiberium Mutant has large growths of Tiberium crystals on their arm, or even the lower half of the arm replaced with a large cluster of crystals, completely replacing their hand, and are able to launch a shard of Tiberium crystal as a ranged attack, dealing 1d4 points of piercing damage, 20x2, with a range increment of 30 feet, out to 10 increments, plus deals Tiberium poisoning damage of Tiberium Crystal injury method. Able to fire up to 15 crystals, before regrowing at a rate of 1+ Con modifier crystals per hour, minimum of 1. If the whole hand is replaced by a cluster of crystals, the damage is 1d6 points of damage and has 20 crystals, regrowing at a rate of 1+ one-half (round down) Con modifier crystals per hour, minimum of 1.
Grow Crystal - The Tiberium mutant is able to grow the crystals on their body to make melee weapons or a form of defense. Can grow knife-like blades from back of hand dealing 1d4 piercing damage, 20x2 takes 1 round. Short sword-like growths from back of hand/wrist dealing 1d6 points of piercing or slashing damage, 19-20x2, takes 2 rounds. Large bludgeon growth on hand dealing 1d8 bludgeoning damage, 20x2, takes 3 rounds. Small but sharp spikes around the body takes 2 rounds, any unarmed strikes or anyone touching the mutant suffers 1 point of piercing damage, while grappling deals 1d4 points of damage, takes 2 rounds. Increased armour granting +2 Natural Defense takes 4 rounds. All crystal growths last for 1 + Con modifier hours or if dismissed by the mutant, which then crumbles to dust, and all damage has Tiberium Crystal injury poison. If the mutant suffers more than 20 points of sonic damage from a single attack, the crystal item formed shatters.
Tiberium Gas - The mutant can release a cloud of Tiberium gas as a full round action, filling a 10 foot radius burst around itself, cloud lasts for 5 minutes if there is no wind. Any creature in the cloud is immediately exposed to Tiberium gas and is suffering from Tiberium exposure. If the mutant moves out of the cloud, Tiberium gas lingers to it and for 1d4 rounds any creature within melee range of the mutant is exposed to Tiberium gas exposure. The mutant can release this cloud of Tiberium gas 1 + Con modifier times per day.
Combat Frenzy - The mutant can enter a combat frenzy by releasing a Tiberium altered version of adrenaline, as a free action on their turn. The mutant gains +6 to Strength, +4 Con, unarmed melee strikes deal 1d6 bludgeoning damage, and gain +20 ft to their speed. They suffer -4 to Defense, can't make use of ranged weapons and must make melee attacks, can't tell friend from foe, except won't attack any Tiberium mutant unless there is no other viable target within 100 feet, or they attack the Tiberium mutant. The frenzy lasts 2 + new Con Modifier rounds, usable Con modifier, minimum of once per day. After the frenzy, the mutant is exhausted.
Shard Burst - The mutant can release multiple shards of tiberium crystals in a burst around itself as a full round action, filling a 10 foot radius centered on itself, dealing 1d4 piercing damage plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. Targets can make a Reflex save DC 11 + Con Modifier for half damage. The fired shards that don't strike anything have a 50% chance of not shattering and can be collected, but are hazardous as they are Tiberium crystals, about 1 inch long, three quarters of an inch across. The mutant can use this ability 1 + Con modifier times per day.
Energy Blast - The mutant can release an energy beam from the crystals on its arm, or head (users choice at time of creature) as ranged touch attack, dealing half fire (laser) and half electricity damage, dealing 1d6 points of damage, 20x2, with a range increment of 20 feet. The mutant can fire the beam 15 times, before recharging 1 + Con modifier blasts per hour.
Growth - The mutant is able to trigger modified hormones and adrenaline to allow their body to grow in size to one size category larger as a move equivalent action, will gain a +4 bonus to Strength and Constitution plus increased hit points from increased Con plus 30 temporary hit points, depleted first, suffer a -2 penalty to Will and Defense, and gain 20 pound in weight. These bonuses and penalties last new Con modifier +2 rounds, after which the user will be exhausted and lose all bonuses, but still retain the penalties until rested.
Chameleon - The crystals on the mutant is able to blur and bend light around the mutant. As a standard action the mutant can blend in with their surroundings, gaining a +10 bonus to Hide if motionless, +5 if moving at 15 feet per round or slower. If moving at 20 feet or faster, gains a 10% miss chance as the mutant's outline is blurred.
 

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kronos182

Adventurer
Harpy
The Harpy are helicopters used by NOD during the second Tiberium War based on the AH-64 Apaches, only with a more aerodynamic, stealthy design, with improved engines for greater speed while being quieter than other helicopters with the same speed, turning it from a gunship into a scout unit. It is armed with a pair of chainguns instead of the one of the Apache, but lacks the ability to mount missiles, this making it good against infantry and lightly armoured vehicles, but lacks the missiles to take on tanks or bunkers. If not carrying the second crewmember to man the guns, Harpies could be used to extract VIPs or drop a single commando behind enemy lines.
When Kane returned, NOD built a large number which they used for harassing GDI and similar organizations, keeping them distracted from NOD's true goals, and even used a large number of them with explosives attached in a series of suicide strikes to disrupt supplies and communications before their main attacks.

Harpy Helicopter (PL5)
Crew: 1-2
Passengers: 0-1
Cargo: 50 lbs
Init: -1
Maneuver: +1
Top Speed: 400 (40)
Defense: 6
Hardness: 8
Hit Points: 36
Size: G
Purchase DC: 51
Restriction: Mil (+3)
Accessories: Military radio, mech class 1 equivalent sensors with 5 mile range (+2 Navigate, +2 Spot), Twin mini guns, laser designator, NBC protection (+4 saves with 5 hour air supply)
Notes: stealth design (sensors suffer -5 to checks), +5 Hide in low light/dark environment

WeaponDamageCriticalDamage TypeRange IncrementRate of FireMagazine
Twin Minigun6d2020Ballistic150 ftA2000 Linked
Portable Laser Designator------

Variants
While the Harpy fell out of use with NOD shortly after the Second Tiberium War, other groups collected those that remained, and some variants were developed. Some splinter groups of NOD used variant designs of the Harpy as they either couldn't produce newer models, or didn't work with their style of combat.

Harpy Mk2
The Harpy Mk2 is modified for improved stealth, removing the extra seat for the second crew or passenger, armour is a bit lighter to reduce weight as a Lazarus shield is installed for even greater stealth, although while on the vehicle must reduce in speed and can't use its weapons.
Make following changes to Harpy to make Harpy Mk2:
Reduce crew capacity to 1;
Reduce passenger capacity to 0;
Reduce Hardness to 5;
Add Lazarus Shield;
PDC +1

Lazarus Shield
This optical cloaking field renders the vehicle invisible to all visual sensors, granting a +40 to Hide when immobile, or +20 while moving. Even if detected, the Lazarus Shield still prevents the vehicle's exact position from being know, granting a 50% miss chance to all attacks. However those within 20 feet of the vehicle can see the distortion field a bit better and only have a 25% miss chance, if they notice the distortion field or the vehicle's presence. The Lazarus field can be activated and deactivated as a free action before and after an attack, as the field can not function while the weapons fire. The field can be maintained for a total of 6 hours before it needs a 1 hour cool down time. The 6 hours can be broken up, such as when weapons fire. If inactive for more than 1 hour between activations before the 6 hours are up, the 6 hours are reset.
If the vehicle suffers more than 50% damage, the Lazarus Shield will not activate until repaired. Can't fire weapons while Lazarus Shield is active.

Harpy Raptor
The Harpy Raptor is upgraded with slightly improved combat capabilities and sabotage as it is fitted with an EMP generator. It's armour is replaced with a nonferrous material that helps protect it from its EMP, making the Harpy Raptor excellent for sabotaging buildings and infrastructure and opening convoys and bases up for quick destruction from other forces.
Make the following changes to Harpy to make Harpy Raptor:
Increase HP to 40;
Replace Twin Chainguns with Twin Spitfire Lasers;
Add EMP Generator;
PDC +2

Spitfire Laser
The Spitfire laser is similar to mini-guns, only a laser, with a high rate of fire and can cover a larger area with an autofire attack. Instead of the normal 10x10 ft area, it affects a 20x20 ft area, Reflex save DC 16 for half damage, using 10 rounds of ammunition.
WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Twin Spitfire Laser6d1020Fire110 ftS/A1600

EMP Generator
The vehicle is fitted with an EMP generator, and fitted with systems to render it immune to EMP attacks. The EMP affects all electronics and objects within a 50 foot radius, shutting down everything, remaining nonfunctional until repaired (see d20 Modern Repair skill for details). Deals no damage to living creatures, however those with cybernetics take 1d4 points of electricity damage per cybernetic device (maximum 5d4) and must succeed a Fort save DC 15 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural one on its Fort save, each of its cybernetic devices takes 1d4 electrical damage.
Military vehicles, such as mecha, robots, starships, etc take 5d4 points of electrical damage. The Raider Buggy is immune to the EMP effects from itself and other NOD sources.
 
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kronos182

Adventurer
Bulbasaur
Bulbasaur is a small, quadruped Pokemon that has blue-green skin with darker green patches. The head has a short and blunt snout, wide mouth, red eyes and topped with ears. Its four legs are short and end in three sharp claws. Upon its back is a large green plant bulb, which provides it with energy through photosynthesis. From this bulb a pair of vine-like tentacles can be extended that it can use to manipulate objects, help it climb or attack predators and opponents. The Bulbasaur is a plant based creature, meaning that it requires at least 4 hours of sun light, and is immune to many poisons and affects that affect mammals, however it is vulnerable to herbicides and other diseases that affect plants. The Bulbasaur is able to evolve into Ivysaur, and some even to Venusaur.

Bulbasaur
Type: magical beast, Pokemon, Plant/Grass & Poison-subtype
Size: Small
CR: 1
Hit Points: 2d10, 17 hp
Mas: 12
Init: +1
Speed: 30 ft
Defense: 13 (+1 Dex +1 Natural +1 size)
BAB/Grp: +2
FS/Reach: 5 ft / 5 ft
Attacks: +3 melee tackle (1d4+1), +3 ranged melee Vine Whip (1d8+1 slashing, 10 ft)
Special Attacks: Growl, Poison Powder
Special Qualities: keen sight, Overgrow, Chlorophyll, Evolve
Allegiances:
Saves: Fort +6, Reflex +4, Will +1
Reputation:
Abilities: Str 13, Dex 12, Con 12, Int 6, Wis 10, Cha 10
Skills: Climb +3, Knowledge: Nature +3, Listen +3, Spot +3
Advancement: 7 (Small), 8+ HD Evolve

Combat
Bulbasaurs are generally gentle creatures, but when threatened will ram enemies if they are too close, otherwise will strike out with vines from the flower on their back, and use the Poison Powder to weaken and distract foes so they can escape.

Plant/Grass Subtype (Ex)
As a grass subtype, gains immunity to sleep, paralysis, stunning and mind-affecting affects like the plant subtype, immune to Leech Seed ability, suffer 50% more damage from fire, flying, ice, bug and poison types of abilities.

Poison Subtype (Ex)
As a poison subtype, gains immunity to being poisoned, suffers 50% more damage from ground, bug and psychic type abilities.

Keen Sight (Ex)
Bulbasaur's have darkvision 60 ft and low-light vision.

Overgrow (Ex)
When the pokemon's health is below 1/3 its maximum HP, it deals 50% more damage from all its grass type attacks and abilities.

Chlorophyll (Ex)
When the pokemon is in sunlight, it moves faster. Clear sunny days give the pokemon double speed, Init bonus and base Reflex bonus. Cloudy days only gives 50% bonus to speed, Init bonus and base Reflex bonus. Heavy overcast, night, or artificial light grants no bonus. These bonuses last as long as the pokemon is in the sun, and persist for 1d6 + Con modifier rounds after they leave the sun light.

Evolve
When the Bulbasaur becomes powerful, and large enough, it can evolve into Ivysaur. Evolving requires the Bulbasaur eat enough food equal to double its weight, a well lit location that it can be safe in with plenty of sunlight, and 6 hours as it shape changes into Ivysaur, gains an additional +2 hit points for how many HD it has at the time of evolving.

Tackle
The pokemon rushes forward and slams into the opponent, dealing 1d4/3 hit die + STR modifier.

Growl
The pokemon lets out a loud growl that it intimidates other pokemon and creatures, foes within 30 feet long cone in front of the pokemon must make a Will save DC 12 (11 + Con modifier) or suffer -1 to attack and damage rolls . This is a sonic attack, usable every 1d4 rounds.

Vine Whip (grass)
The pokemon extends a sharp vine to whip the opponent with, making a ranged touch attack dealing 1d6 /2 HD slashing damage, with a range of 5 ft / size category (5 ft for tiny, 10 ft for small, 15 ft medium, etc). Grass type pokemon increase die type to D8 instead of d6.

Poison Powder (Ex, Special Attack, grass)
As a standard action, the pokemon releases a cluster of poisonous spores that burst in a 30 ft radius above the pokemon. All within must make a Fort save DC 12 (11 + Con Modifier) or suffer 1 point of temporary Str damage and 1d4 points of damage, a successful save only suffers 1d4 points of damage. If the save was unsuccessful, takes continuing damage for 3 rounds unless makes a successful save. Usable 3 + Con modifier times per day.

Advancement
As the Bulbasaur gains hit die, it can gain additional abilities (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities), which it keeps upon evolving.
4 HD gains one of the following: Leech Seed, Sleep Powder, Take Down, Razor Leaf
6 HD gains one of the following: Sweet Scent, Growth
8 HD can swap ability including from the following: Worry Seed, Synthesis
10 HD can swap ability including from the following: Seed Bomb


Ivysaur
Ivysaur is a quadrupedal amphibian pokemon that has blue-green skin with darker pages, short rounded snout with wide mouth. On its back is a short brown trunk surrounded by leafy green fronds supports a large pink bud. It evolves from the Bulbasaur once it becomes powerful enough, and spends most of its time in the sun, which also gives it more power. Ivysaurs are typically found in plains and areas with lots of grasses and wide open areas with plenty of sunlight.

Ivysaur
Type: magical beast, Pokemon, Plant/Grass & Poison-subtype
Size: Small
CR: 5
Hit Points: 5d10+5, 45 hp
Mas: 12
Init: +2
Speed: 30 ft
Defense: 15 (+2 Dex +2 Natural +1 size)
BAB/Grp: +5 / +7
FS/Reach: 5 ft / 5 ft
Attacks: +7 melee tackle (2d4+2), +7 ranged melee Vine Whip (2d8+2 slashing, 10 ft)
Special Attacks: Growl, Leech Seed (2d6)
Special Qualities: keen sight, Overgrow, Chlorophyll, Evolve
Allegiances:
Saves: Fort +7, Reflex +6, Will +3
Reputation:
Abilities: Str 15, Dex 14, Con 12, Int 6, Wis 12, Cha 10
Skills: Climb +5, Knowledge: Nature +5, Listen +6, Spot +6
Feats:
Possessions:
Advancement: 8 (Small), 12+ HD Evolve

Combat
Ivysaur are generally gentle creatures, but when threatened will ram enemies if they are too close, otherwise will strike out with vines from the flower on their back, and use the Leech Seed when they suffer heavy damage.

Plant/Grass Subtype (Ex)
As a grass subtype, gains immunity to sleep, paralysis, stunning and mind-affecting affects like the plant subtype, immune to Leech Seed ability, suffer 50% more damage from fire, flying, ice, bug and poison types of abilities.

Poison Subtype (Ex)
As a poison subtype, gains immunity to being poisoned, suffers 50% more damage from ground, bug and psychic type abilities.

Keen Sight (Ex)
Bulbasaur's have darkvision 60 ft and low-light vision.

Overgrow (Ex)
When the pokemon's health is below 1/3 its maximum HP, it deals 50% more damage from all its grass type attacks and abilities.

Chlorophyll (Ex)
When the pokemon is in sunlight, it moves faster. Clear sunny days give the pokemon double speed, Init bonus and base Reflex bonus. Cloudy days only gives 50% bonus to speed, Init bonus and base Reflex bonus. Heavy overcast, night, or artificial light grants no bonus. These bonuses last as long as the pokemon is in the sun, and persist for 1d6 + Con modifier rounds after they leave the sun light.

Evolve
When the Ivysaur becomes powerful, and large enough, it can evolve into Venusaur. Evolving requires the Ivysaur eat enough food equal to double its weight, a well lit location that it can be safe in with plenty of sunlight, and 6 hours as it shape changes into Venusaur, gains an additional +2 hit points for how many HD it has at the time of evolving.

Tackle
The pokemon rushes forward and slams into the opponent, dealing 1d4/3 HD + STR modifier

Growl
The pokemon lets out a loud growl that it intimidates other pokemon and creatures, foes within 30 feet long cone in front of the pokemon must make a Will save DC 12 (11 + Con modifier) or suffer -1 to attack and damage rolls . This is a sonic attack, usable every 1d4 rounds.

Vine Whip (grass)
The pokemon extends a sharp vine to whip the opponent with, making a ranged touch attack dealing 1d6 / HD slashing damage, with a range of 5 ft / size category (5 ft for tiny, 10 ft for small, 15 ft medium, etc). Grass type pokemon increase die type to D8 instead of d6.

Leech Seed (Ex, Special attack, grass)
As a full round action, can launch a seed at a target within 80 ft making a ranged touch attack. On a successful hit, the seed implants into the target's skin, taking 1d4/Con modifier points of damage each turn for 1d4 turns. Half the damage dealt the attacker gains as HP, but can't go beyond their normal maximum hit points. Only one target can be targeted at a time. Grass type pokemon deal 1d6/Con modifier points of damage instead.

Advancement
As the Ivysaur gains hit die, it can gain additional abilities (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities), which it keeps upon evolving.
7 HD gains one of the following: Poison Powder, Sleep Powder, Take Down
9 HD gains one of the following: Razor Leaf, Sweet Scent
11 HD can swap ability including from the following: Growth, Double-Edge, Worry Seed
13 HD can swap ability including from the following: Synthesis, Solar Beam
 


kronos182

Adventurer
Llanowar Elf
Llanowar elves are reclusive in their forests, not taking kindly to uninvited visitors, and rarely ever give invitation for outsiders to visit their sacred treetop homes.
As the guardians of the Llanowar, the elves are trained to be tough, pernicious, watchful and careful. Working in turns, the border of the forest is guarded at all hours, and rarely are they alone, usually with reinforcements only moments away. These guardians are skilled with scimitars and trained in a few useful spells, with the ability to empower one per day for a killing strike.
While Llanowar punishments are strict for invaders and trespassers, it is possible to parley with the border guards for safe passage, especially in the case of dignitaries and ambassadors seeking official business, but such persons allowed will always have a minimum of two guards per visitor.
Even though Llanowar Elves may seem primitive, using ancient weapons and some magic, they are still dangerous, and some enclaves found on Coreline Earth and other planets, have even adopted biotechnology and genetic modifications to some warriors and trained animals and mounts.

Llanowar Elf Warrior
The typical Llanowar Elf Warrior is armed with a scimitar, light armour, trained in stealth to remain hidden until they strike and minor spellcasting. They patrol the forests vigilantly from trespassers, and are also used when the Llanowar Elves go to war.

Llanowar Elf Warrior
Type: humanoid, elf
Size: medium
CR: 3
Hit Points: 6d8 (27)
Mas: 11
Init: +2
Speed: 35 ft
Defense: 14, touch 12, flatfoot 12 (10 +2 Dex +2 leather armour)
BAB/Grp: +4 / +5
FS/Reach: 5 ft / 5 ft
Attacks: scimitar +5 melee (1d6+2 slashing) and scimitar +0 melee (1d6+2 slashing), or +7 ranged
Special Attacks:
Special Qualities: Innate spellcasting, spellcharge, darkvision 60 ft, call reinforcements*, elf traits
Allegiances: Llanowar Elves
Saves: Fort +2, Reflex +7, Will +3
Reputation: +1
Abilities: Str 12, Dex 14, Con 11, Int 11, Wis 13, Cha 10
Skills: Climb +4, Hide +4, Knowledge: Arcane Lore +2, Knowledge: Earth and Life Sciences +2, Move Silently +6, Search +3, Spot +4
Feats: Armour Proficiency (light), Archaic weapons proficiency
Possessions: leather armour, scimitar, rations
Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).

Combat
Llanowar Elf warriors are usually found patrolling the borders of their forests, hiding within the trees. Using the Alarm spell to notify them of trespassers and allowing them to sneak up on them. They will use acid arrow as a first strike then close within melee and use their ensnaring strike to immobilize and continue injuring opponents. If suffers 50% casualties if in a group of 3 or more, can call for reinforcements.

Innate Spellcasting
The elf's innate spellcasting ability is Wisdom (spell DC 11). Can cast the following spells, requiring no verbal or material components.
At will: alarm (4 hours), ensnaring strike
1/day: Acid arrow

Spellcharge
Once per 24 hours when the elf casts a spell, it can treat the spell as if it had the empowered metamagic feat, increasing numeric effects of the spell by 50%.

Call Reinforcements
While a Llanowar Elf warrior is within their forests or areas they control, they can call for reinforcements. Using a move equivalent action, can send a mental call to the nearest allies, calling 1d4 Llanowar Elf Warriors that arrive within 1d6 rounds.

Acid Arrow
2 evocation
Casting Time: 1 action
Range: 90 feet
Target: A target within range
Components: V S M (Powdered rhubarb leaf and an adder's stomach)
Duration: Instantaneous
Classes: Wizard
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Alarm
1st-level abjuration
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 ft radius emanation centered on a point in space.
Components: V, S, F/DF
Duration: 2 hours/level
Saving Throw: none
Spell Resistance: No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by the caster at the time of casting) does not set off the alarm. The caster decides at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts the caster so long as they remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 ft of the warded area can hear it clearly. Reduce distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard as far as 180 feet away. The sound lasts for 1 round and creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.

Ensnaring Strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Reflex saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has +4 bonus on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Llanowar Scout
The first line of defense against trespassers, Llanowar scouts are somehow even more distant and reclusive, often shunning the company of even other elves and scouts. Like envoys, every llanowar scout volunteered for the position they hold, choosing a life apart from their fellow elves. What drives them to this decision varies, from a naturally shy nature to a desire to hold even more tightly to the self-sustaining ideals of their ancestors.

Llanowar Scout
Type: humanoid, elf
Size: medium
CR: 3
Hit Points: 6d8 (30)
Mas: 15
Init: +3
Speed: 40 ft
Defense: 15, touch 13, flatfoot 12 (+3 Dex +2 leather armour)
BAB/Grp: +5 / +5
FS/Reach: 5 ft / 5 ft
Attacks: Longbow +7 ranged (1d8+3 piecing, 150 ft) and longbow +2 ranged (1d8+2 piercing, 150 ft), or Dagger +4 melee (1d4+1 piercing or slashing)
Special Attacks:
Special Qualities: Innate spellcasting, darkvision 60 ft, call reinforcements*, elf traits
Allegiances: Llanowar Elves
Saves: Fort +4, Reflex +6, Will +4
Reputation: +1
Abilities: Str 11, Dex 16, Con 15, Int 10, Wis 15, Cha 9
Skills: Climb +4, Hide +2, Jump +4, Search +3, Spot +4, Survival +5
Feats: Armour Proficiency (light), Archaic weapons proficiency
Possessions: leather armour, scimitar, rations
Organization: Single, pairs, squad (4).

Combat
Scouts prefer ranged combat, firing their bows multiple times from the treetops or hidden locations. If they need to remain hidden or retreat, they will cast fog cloud.

Innate Spellcasting
The elf's innate spellcasting ability is Wisdom (spell DC 12). Can cast the following spells, requiring no verbal or material components.
At will: alarm (4 hours), ensnaring strike
1/day: Acid arrow, fog cloud

Call Reinforcements
While a Llanowar Elf scout is within their forests or areas they control, they can call for reinforcements. Using a move equivalent action, can send a mental call to the nearest allies, calling 1d4 Llanowar Elf Warriors that arrive within 1d6+2 rounds.

Llanowar Envoy
Though the Llanowar elves rarely find themselves with the need to leave their forest home, even these reclusive elves have come to know the importance of maintaining relationships with their neighbors. Unfortunately, Llanowar elves aren't known for their friendliness, are hesitant to trust their intentions.
The Llanowar have specially trained envoys to handle these particular situations, and establish stronger neighborly relations. Taken from a small pool of volunteers, these elves undergo training beyond that given to all Llanowar elves in adolescence, taught skills of persuasion and magic befitting their position. And to help prepare them for any situation that might occur outside of their safe homes, the envoys spend much of their rigorous training mastering a magical skill that allows them to convert raw magical energy into any number of basic spells.

Llanowar Envoy
Type: humanoid, elf
Size: medium
CR: 4
Hit Points: 9d8 +18 (57)
Mas: 11
Init: +2
Speed: 35 ft
Defense: 14, touch 12, flatfoot 12 (10 +2 Dex +2 leather armour)
BAB/Grp: +6/+1 / +6
FS/Reach: 5 ft / 5 ft
Attacks: double blade +6 melee (1d8+2 slashing plus 1d4+2 slashing) and double blade +1 melee (1d8+2 slashing plus 1d4+2 slashing), or +8 ranged
Special Attacks:
Special Qualities: Innate spellcasting, spellcasting, darkvision 60 ft, call reinforcements*, elf traits, spell swap 2/day,
Allegiances: Llanowar Elves
Saves: Fort +7, Reflex +8, Will +6
Reputation: +2
Abilities: Str 11, Dex 15, Con 14, Int 10, Wis 16, Cha 16
Skills: Bluff +5, Concentration +4, Diplomacy +6, Gather Information +6, Search +3, Sense Motive +5, Spot +4, Survival +5
Feats: Armour Proficiency (light), Archaic weapons proficiency, Great Fortitude
Possessions: leather armour, scimitar, rations
Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).

Combat
Llanowar Elf envoys are not front line combatants, but are trained to defend themselves as diplomatic situations can breakdown quickly and become hostile. They are capable in melee combat, but will stay back to cast their spells to support their guards.

Innate Spellcasting
The elf's innate spellcasting ability is Wisdom (spell DC 14). Can cast the following spells, requiring no verbal or material components.
At will: alarm (6 hours), ensnaring strike
2/day: Acid arrow, fog cloud

Spellcasting
Cantrips/Lvl 0 (at will): mending, message, vicious mockery
Lvl 1 (4 slots): charm person, comprehend languages, dissonant whispers, heroism.
Lvl 2 (3 slots): invisibility, locate object, 1 spell
Lvl 3 (2 slots): dispel magic

Spell Swap 2/day
When the envoy casts a spell, it can use a free action to instead cast any other spell it knows of the same level of its choice.

Call Reinforcements
While a Llanowar Elf envoy is within their forests or areas they control, they can call for reinforcements. Using a move equivalent action, can send a mental call to the nearest allies, calling 1d4 Llanowar Elf Warriors that arrive within 1d6 rounds.
 

kronos182

Adventurer
Roverlisk

Roverlisks are a zerg strain based on domesticated dogs, typically large breeds like mastiffs. First created an experiment by a queen of the Kukulkan Brood on Char. While the brood was destroyed, the knowledge was retained within the Swarm, and if a zerg hatchery is brought samples of canine DNA, or essence, then they can create more.
Roverlisks are large mutated canines, larger than normal, about the size of large wolf or slightly larger, with spines sticking out of the back, a set of armoured claws sprouting from the shoulders for improved melee combat, four eyes on waving stalks, tusk-like fangs and the claws on the feet are greatly enlarged. They also have the capability to explode like infested terrans.

Roverlisk
CR 1;
Medium aberration [zerg];
Hit Dice: 2d8+14; hp 33; Mas 15; Init +6;
Speed: 50 ft, burrow 20 ft;
Defense 15, touch 12, flat-footed 13 (+2 Dex, +3 natural);
BAB: +2; Grap +4; Atk +3 melee (2d4+1, scythe); Full Atk +3 melee 2 scythe 2d4+1 ea and -2 melee bite 1d6+1;
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SQ: darkvision 60 ft., scent, trip, rupture, fast healing 1, zerg traits;
AL: cerebrate;
SV: Fort +2, Ref +2, Will +3; AP 0; Rep +0;
Ability Scores: Str 13, Dex 15, Con 15, Int 3, Wis 10, Cha 4.
Skills: Climb +2, Jump +5, Listen +5, Move Silently +4, Spot +4, Survival +3 (+7 when tracking by scent)
Feats: Improved Initiative.
Advancement: 4–5 HD (large).
Organization: Found in groups of 1, pairs or swarms as large as thousands.

Combat

In combat, roverlisks will stalk prey, even laying borrowed waiting for prey, then will pounce upon a target, striking with its scythe claws and biting. Once it's suffered more than half damage, it will use its Rupture ability on the largest concentration of opponents.

Species Traits
Bonus Feat:
Zerg gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Zerg heal 1 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Leaper (Ex): Roverlisks are excellent jumpers, gaining a +8 racial bonus to Jump checks, and are not restricted in the height or length they can jump by their size.
Pounce (Ex): If the zerg leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Skill Bonuses: Zerg gain a +2 species bonus on Climb and Survival checks.
Rupture (Ex): When the Roverlisk loses more than half its hit points, or upon its death, it starts a chemical reaction within the acid and chemical sacs in its body, causing a massive explosion of acid, killing itself and splashing all within 20 feet with acid, dealing 6d6 half acid and half slashing (bits of carapace and bone) damage, Reflex save DC 14 (12 base + Con modifier) for half damage. This can be done as part of a charge or regular attack, automatically triggered upon death.
Zerg Traits: A Zergling possesses the standard Zerg traits as defined elsewhere.
Roverlisk Advancement: Roverlisks are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives, although few survive their first or second combats. Roverlisks advanced to 3 hit dice gain a +2 increase to Strength, an increase of +20 feet to their base land speed, a burrow speed of +5 feet, and Damage Reduction 1/- functioning as per the same ability of the Tough character class. Roverlisks advanced to 4 hit dice gain the aforementioned benefits as well as a further +2 increase to Strength, an increase of Damage Reduction to 2/-, an increase of +2 to their natural armor, and an extraordinary special attack identical to Zergling Frenzy. The Zergling Frenzy special attack allows the Zerg to attack with either two scythes or a scythe and a bite with any standard attack and with any charge attack. The extra attack in that case does not count as secondary. Zergling Frenzy also allows the Zerg to attack one extra time with each claw during any full-attack action, with the same modifiers as normal for such primary and secondary attacks. Regardless, any time that Zergling Frenzy is used, the attacks made with that Zergling Frenzy all suffer a -2 penalty on the attack rolls. Roverlisks cannot be advanced to 3 hit dice unless they are within 10 miles of a Zerg lair or hive, and a spawning pool.

Mutations
A number of mutations are available to roverlisks only in addition to those common to the rest of the swarm.

Metabolic Boost
The zerg's metabolic rate is increased to give it a boost in speed and reflexes, granting +10 ft to all speeds and +2 to Reflex saves.

Adrenal Glands
The adrenal glands of the zerg is increased, giving the zerg +1 to attack rolls, and an extra attack during a full attack, which stacks with Zergling Frenzy.

Can benefit from the Hardened Carapace Mutation up to 3 times.
 

kronos182

Adventurer
Lurker
Lurkers are more arachnid in appearance than other Zerg strains, and are evolved from Hydralisks. These creatures are powerful anti-ground ambushers, and are one of the rare zerg strains that can attack while burrowed. When above ground, the lurker stands roughly twice as tall as a terran wearing CMC armour.
Lurkers serve as defense warriors for hive clusters, outlying colonies, supply line harassment and ambush attacks. To attack, lurkers emit waves of super-dense spikes against their enemies, with a full width of damage of 30 feet. However, they must actually burrow underground to release these subterranean attacks. The spines can even be directed downward into open spaces, provided the lurker is underground.

Lurker
CR 4;
Large aberration [zerg];
Hit Dice: 5d8+15; hp 36; Mas —; Init +6;
Speed: 20 ft, burrow 20 ft, climb 10 ft;
Defense 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size);
BAB: +2; Grap +10;
Attack: melee +0 bite 1d6+2;
Special Attack: Subterranean spines
FS: 10 ft. by 10 ft.; Reach 15 ft.;
SQ: darkvision 60 ft., fast healing 3, Damage Reduction 2, zerg traits, burrow;
AL: cerebrate;
SV: Fort +4, Ref +3 , Will +2; AP 0; Rep +0;
Ability Scores: Str 16, Dex 15, Con 17, Int 5, Wis 8, Cha 2.
Skills: Climb +6, Hide +4, Jump +4, Listen +1, Spot +3, Search +2, Swim +3, Survival +2, Tumble +4
Feats: Improved Initiative .
Advancement:
4–6 HD (Large).
Organization: Found in groups of 1, pairs or swarms as large as thousands.

Species Traits
Bonus Feat:
Lurker gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Lukers heal 3 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Burrow (Ex): As a move action, the lurker is able to burrow into the ground, completely covering itself and leaving virtually no trace of its presence. Once burrowed, it is immobile, has +15 to Hide checks. Sensors suffer -5 to Search and Spot checks. A Lurker can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible.
Tremor Sense 150 ft (Ex): The Lurker, while burrowed, can sense anything that is touching the ground within 150 feet of it.
Skill Bonuses: Lurkers gain a +2 species bonus on Spot and Survival checks.
Subterranean Spines: The Lurker sends a wave of spines through the ground in a line 10 feet wide and up to 100 feet long, and can reach up to 5 feet out of the ground. Any creatures, vehicles, structures or objects in the area must make a Reflex save DC 15, suffering 4d6+4 piercing damage on a failed save, half for a successful save. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness. However, the Lurker can only use these while burrowed.
Zerg Traits: A Lurker possesses the standard Zerg traits as defined elsewhere.
Lurker Advancement: Lurkers are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Lurkers that advance to 6 hit dice and beyond, gain an increase of +5 feet to the range of their subterranean spines and tremor sense every HD gained. Every two HD gained, the lurker's subterranean spines deal an extra 1d6+1 damage, Reflex save increases by 1, attacks ignore +1 point of Defense from armour/equipment and natural armour and ignore +1 point of DR/hardness (this includes the subterranean spines and bite), and Damage Reduction +1/- functioning as per the same ability of the Tough character class. Lurkers cannot be advanced to 6 hit dice or higher unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. They need only be within such range when actually advancing to those hit dice. The process of advancing lurkerin hit dice takes much time and resources from a Zerg lair or hive.

Mutations
A number of mutations are available to lurker only in addition to those common to the rest of the swarm. A Lurker Den and Evolution Pool are required.

Adaptive Talons
The lurker can burrow through any natural terrain, and even artificial ground like concrete. In natural terrain that isn't all stone, can burrow as a free action.

Seismic Spines
This mutation increases the range of the subterranean spines by 25 feet and increase the width by 5 feet, increasing the Reflex save DC by +1. Can be applied twice.

Range Attacks
The muscles that launch the spines and the lurker's spatial awareness are increased, granting the lurker +1 subterranean spine Reflex DC and +4 to damage. This mutation can be added up to 3 times.

Variant Strains
A number of variants of the lurkers exist, each with different abilities over the standard lurker.

Reticulant
This variant has an even more spider-like appearance, losing the ability to release subterranean spines, it releases webs to trap and entangle targets. Launching multiple webs over a building can cause it to cease functioning by rendering any parts that move inoperable, such as bunkers, missile turrets, sensor towers, etc.
Make the following changes to Lurker to create Reticulant:
Increase HP by +15;
Increase Dex to 20 (increasing Dex bonus to Defense by +3)
Remove subterranean spines;
Add Aerial Spines;
Add Web Shooter.

Aerial Spines
The Reticulant can multiple launch 30 cm armour piercing spines from their upper carapace plates, covered by flaps. The flaps fold back before the spines fire, requiring a ranged attack selecting a 5 ft area, dealing 2d12+6 to a 10 foot radius area, Reflex DC 16 for half damage, 150 ft. The Reticulant stores enough spines to use this ability 50+2d4 times at any given time, regenerating 2d4 uses every 30 minutes. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness.

Web Shooter
The Reticulant can fire a web that can entangle up to a huge sized target with a successful ranged touch attack with a range of 100 ft, a range increment of 20 ft. The web has an Escape DC 26, Break DC 28 and 20 Hit Points. Four webs are required to entangle a target of up to gargantuan size, and 8 for colossal up to 80 feet, with an additional 4 webs per additional 20 feet to cover an object , increase Escape and Break DCs by +1 per web up to a maximum of +10, and increase Hit Points by +5 per added web (no limit). When used against vehicles and buildings, reduces the range of weapons and sensors by 10% per web applied above the minimum required to entangle.
The web can be used to strap items to a surface, able to support up to 1500 lbs, plus 500 lbs per additional web to hold an object of up to large size. Alternatively, the wielder can use a web to cover an area, with each web covering a 20 foot by 20 foot area, with larger areas requiring additional webs fired. Large web sheets require more time to make, and the first web must have at least two anchor points.
The Reticulant has 30 uses available, regenerating 1 use per hour.

Reticulant Only Mutation

Acid Webs

The glands that generates the webs are modified to release an enzyme that acts as a potent acid once released, making anything that comes in contact with the webbing for up to 1 hour after the Reticulant releases the webbing, dealing 1d6 points of acid damage per round for 5 rounds of contact.
 

kronos182

Adventurer
Hunter Killer Hydralisk
Hunter Killers are a special hydralisk strain, an elite and infamous of hydralisk specialist strains. These hydralisks are bigger and far more powerful versions, and usually have a deep red colouring to their exoskeletons.

Hydralisk Hunter Killer strain
CR 8;
Large aberration [zerg];
Hit Dice: 8d8+50+6; hp 126; Mas —; Init +7;
Speed: 55 ft, burrow 45 ft, climb 30 ft;
Defense 18, touch 12, flat-footed 15 (+3 Dex, +9 natural, -1 size) +1 Dodge
BAB: +6/+1; Grap +19; Atk Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness) and Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness), or spine +12 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness); Full Atk Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness) and Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness), and bite +6 melee (2d6+9 ignore 3 points Defense/DR/Hardness), or spine +12 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness) and spine +7 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness);
Special Attack: Spine Burst, Leaping Maul
FS: 10 ft. by 10 ft.; Reach 15 ft.;
SQ: darkvision 60 ft., fast healing 3, Damage Reduction 5, zerg traits, bigger than average;
AL: cerebrate;
SV: Fort +6, Ref +5 , Will +5; AP 0; Rep +0;
Ability Scores: Str 21, Dex 17, Con 20, Int 4, Wis 8, Cha 2.
Skills: Climb +10, Hide +10, Jump +22, Listen +6, Spot +8, Search +7, Swim +7, Survival +6, Tumble +6
Feats: Improved Initiative , Dodge, Power Attack (factored into stats), Point Blank Shot, Precise Shot
Organization: Found in groups of 1, pairs or group of four

Species Traits
Bonus Feat:
Hydralisk gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Hydralisks heal 3 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Extended Reach (Ex): The Hydralisk's scythe claws have an extended reach out to 15 feet, but can still attack adjacent targets without problems.
Skill Bonuses: Hydralisks gain a +2 species bonus on Climb and Survival checks.
Spines: The hydralisk can launch 30 cm armour piercing spines from their upper carapace plates, covered by flaps. The flaps fold back before the spines fire, and the hydralisk's head is dipped before head. The hydralisk stores about 200 +3d20 at any given time, regenerating 2d6 spines every 30 minutes. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness.
Zerg Traits: A Hydralisk possesses the standard Zerg traits as defined elsewhere.
Bigger than Average: The Hunter Killer Hydralisk is larger than normal, and gains the benefits of being a Huge sized creature when it is advantageous to.
Spine Burst: The Hunter Killer can, as a full round attack, launch a burst of multiple spines, using up to spines, as a ranged attack at a single target, ranged attack at +10, dealing 6d12+23, within 250 ft incr out to 5 increments, 19-20x2, ignore 7 points DR/hardness. Living targets suffer 5 points of bleeding damage, that deals damage each round until treated.
Leaping Maul: As a full around attack, the Hunter Killer leaps at a single target within 50 ft, making a Jump check DC 25. On a successful check, the Hunter Killer lands on the target, dealing 3d6+6 bludgeoning damage, knocking the target prone if medium size or smaller, and can make 2 scythe attacks that deal an additional 1d8+2 damage each, and it can initiate a grapple as if it had the improved grapple feat, and if it successfully grapples, deals 2d6+6 bludgeoning damage, and each round it successfully maintains the grapple, as well as can make a free scythe attack against the grappled target.

Mutations
Missile Attacks x3

The muscles that launch the spines and the hydralisk's spatial awareness are increased, granting the hydralisk +1 to attack and +2 damage for spine attacks. This mutation can be added up to 3 times.
Muscular Augments x3
The muscles in the hydralisk are augmented increasing all of the hydralisk's speed by +5. This mutation can be added up to 3 times.
Grooved Spines x3
The spines of the hydralisk are modified for greater range, increasing the range increment of the spine attack by +50 ft. This mutation can be added up to 3 times.
Scything Claws x3
The scything claws of ground based zerg can be enhanced, increasing damage by +1. This mutation can be added 3 times.
Hardened Carapace x3
Ground based zerg can have their carapace enhanced, increasing Natural armour by +1 and adds +2 hit points. This can be added 3 times.
 

kronos182

Adventurer
Banshee
The Banshee is a thin, compact and fast, short crescent shaped aircraft produced by NOD, using advanced technologies from the Tacitus. It is fitted with plasma cannons, highly advanced weapons at the time they were produced, however they have limited ammunition supply. These weapons are aimed for anti-vehicle and structure attacks, and while highly accurate in this role, they are not suited for anti-aircraft attacks, requiring the Banshee to have a fighter escort. Besides its heavy armour for its size, the Banshee is quite fast, which allows it to avoid some attacks.

Banshee (PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: -1
Speed: 450 (45)
Defense: 8
Hardness: 15
Hit Points: 40
Size: Gargantuan
PDC: 53
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, plasma cannon x2.
Note: +1 to attack rolls attacking ground targets, suffers -2 to attack air targets, VTOL capable (vertical take-off and landing)

NameDamageCriticalDam TypeRange IncrRate of FireMagazine
Fire-linked Plasma Cannon 18d620Fire250 ftS/A15 shots

Banshee Mk2
The Mk2 Banshee is a heavier armed version, slightly larger with a thicker hull, making room for two additional plasma cannons with larger capacitors for a few additional shots, which can also be used to attack aircraft, although high speed craft are difficult to attack. The added weight, even with improved engines, make it slower than the Mk1 Banshee.

Banshee Mk 2 (PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 40 lbs
Init: -1
Maneuver: -2
Speed: 425 (43)
Defense: 8
Hardness: 15
Hit Points: 44
Size: Gargantuan
PDC: 54
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, plasma cannon x4.
Note: +1 to attack rolls attacking ground targets, suffers -2 to attack air targets, VTOL capable (vertical take-off and landing). Only 2 plasma canons can attack aircraft, but still suffer -2 to attack rolls.

NameDamageCriticalDam TypeRange IncrRate of FireMagazine
Fire-linked Plasma Cannon 18d620Fire250 ftS/A20 shots
4 Fire-linked Plasma Cannons24d620Fire250 ftS20 Shots

When using 4 plasma cannons at once, the rate of fire chances to Semi as the drain on the power systems is incredible, Please deals half damage to 15 foot radius around the target struck, Reflex save DC 15 to save for half damage of the half of total damage.

Fiery Banshee
This variant of the Banshee replaces the plasma cannons with a pair of lighter ones which allows for more shots, which can also easily be used against other aircraft, and it is also armed with a plasma bombardment system. This system fires multiple repaid fire shots below it, bathing a swath of area in plasma, allowing it to damage large areas without the need for physical ammunition.

Banshee Mk 2(PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 40 lbs
Init: -1
Maneuver: -2
Speed: 420 (40)
Defense: 8
Hardness: 15
Hit Points: 46
Size: Gargantuan
PDC: 54
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, plasma cannon x2, plasma bombardment system.
Note: +1 to attack rolls attacking ground targets.

Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Fire-linked Plasma Cannon

13d6

20

Fire

250 ft

S/A

20 shots

Plasma Bombardment System

12d6

Fire
250 ft

S

20 Shots



Plasma Bombardment System
The Fiery Banshee flies over a 250 long line, the gunner makes an attack roll to target a 50 foot wide 250 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 12d6 points of fire damage, Reflex save 20 for half damage. Usable 3 times before requiring recharging at a landing bay.
 

kronos182

Adventurer
Perry Class Escort
perry01.jpg

(image created by name in image)
The Perry class escort craft was built by the United Earth after the success of the NX class, and saw extensive use during the Earth/Romulan, protecting convoys and as picket ships in larger fleets. The ship has a hull that is very similar to the NX, except much smaller, five decks high. Behind the upper part of the hull is a bulge that is the shuttle bay for a single shuttlepod. Armed with six pulsed phase cannons, three on top and three on the underside, arrayed on each side and center forward, but no spatial or photonic torpedoes. Due to the positioning of the phasers, all arcs except directly behind the craft within 1000 ft can be attacked with up to two phase cannons, although the forward can have all six strike the same target, but reduces the rate of fire. The two warp nacelles are on narrow pylons angled down and out from the rear of the ship.

Perry Class (PL6)
Type: Light
Subtype: frigate/escort
Size: Colossal (-8)
Tactical Speed: 3500 ft
Defense: 11 (-8 size)
Flat-Footed Defense: 7
Autopilot Defense: 7
Hardness: 15
Hit Dice: 58d20 (1160 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Length: 412 ft
Weight: 40,000 tons
Targeting System Bonus: +3
Crew: 20 (expert +8)
Passenger Capacity: 3
Cargo Capacity: 100 tons
Grapple Modifier: +16
Base PDC: 57
Restriction: Mil +3

Attack:
Pulse Phased cannon -1 ranged 12d10 and Pulsed Phase cannon -6 ranged 12d10 against up to 2 different targets; or 2 firelinked pulse phased cannon -1 18d10 and 2 firelinked pulsed phased cannon -6 ranged 18d10 against up to 2 targets; or 6 firelinked pulse phased cannons 24d10 (all 6 firing forward)

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, shuttlepod bay (1 shuttlepod)
Engines: thrusters, ion engines, warp drive (max warp 5.6)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 6 phase cannons
Grappling Systems: grapplers x2

Perry Class mk2
The mk2 is an upgraded version of the original, boasting improved hull plating and adding a pair of disposable external photonic torpedo launchers to the underside of the hull, giving it a heavier strike capability. Additionally it has improved targeting systems.
Make the following changes to the Perry Class to turn it into a mk2:
Increase Hit Dice to 60d20 (1200 hp);
Replace targeting system with improved targeting system, increase attack bonus by +2;
Add two external photonic torpedo launchers with 10 torpedoes each;
Increase PDC to 58.

Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)

External Photonic Torpedo Launcher
These launchers function as normal photonic launchers, have 50 hit points each, hardness 15, but are -7 to strike as they are low profile and hug the hull. In the event of severe damage to the launchers, the gunner, co-pilot, pilot or captain can jettison one or both launchers as a free action. Each launcher holds 10 photonic torpedoes. Repair DC 21 to attach to ship and 5 hours to attach and calibrate. PDC 31

Photonic Torpedo
Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30
Restriction: Mil (+3)

Terran Perry Class
The Terran Perry is from the Mirror Universe, built by the Terran Empire as an attack craft, hunting down enemies of the Empire in hunting packs of 3 to 4 ships. Visually it looks very similar to the normal Perry, however it has heavier armour and more weapons, each weapon is a dual mount and mounts a pair of photonic torpedo launchers in the lower hull. Instead of recreational areas, the ship had expanded brigs, agony booths and expanded barracks for more troops.

Perry Class (PL6)
Type: Light
Subtype: frigate/light destroyer
Size: Colossal (-8)
Tactical Speed: 3500 ft
Defense: 11 (-8 size)
Flat-Footed Defense: 7
Autopilot Defense: 7
Hardness: 18
Hit Dice: 61d20 (1220 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Length: 412 ft
Weight: 42,000 tons
Targeting System Bonus: +3
Crew: 20 (expert +8)
Passenger Capacity: 3
Cargo Capacity: 100 tons
Grapple Modifier: +16
Base PDC: 58
Restriction: Mil +3

Attack:
2 Firelinked Pulse Phased cannon -1 ranged 18d10 and 2 firelinked Pulsed Phase cannon -6 ranged 18d10 against up to 2 different targets; or 4 firelinked pulse phased cannon -1 ranged 24d10 and 4 firelinked pulsed phased cannon -6 ranged 24d10 against up to 2 targets; or 12 firelinked pulse phased cannons 36d10 (all 6 firing forward); or 2 firelinked pulse phased cannon -1 ranged 18d20 and 2 firelinked photonic torpedoes -6 15d20

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, shuttlepod bay (1 shuttlepod), Emergency Tactics, Concentrate All Fire
Engines: thrusters, ion engines, warp drive (max warp 5.6)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 6 dual firelinked phase cannons, 2 photonic torpedo launchers (30 torpedoes each)
Grappling Systems: grapplers x2

Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)

Photonic Torpedo
Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30
Restriction: Mil (+3)

Emergency Tactics
The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.

Concentrate All Fire
As a full round attack, the weapons officer can fire all weapons at a single target, suffering -2 to attack roll, dealing 5d20 x10 points of damage, half fire, half energy, however the ship suffers -4 to Defense for the round.
 

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