CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Skynet
Since its defeat after causing chaos for two days upon its arrival after the Vanishing, Skynet over time has had a mix of success and defeats. While he managed to escape into a sub-net, and moves a physical copy about to prevent being captured, Skynet hasn't been able to gain the resources it is used to, thus Skynet has had to make due with obsolete models or weaker versions of better models.
Skynet has had to change tactics and works more in the shadows and guerilla warfare tactics, hit and runs, smash and grabs for resources where it can. Skynet has managed to maintain a few hidden bases where stockpiles are slowly being increased at and makes a few strikes from, but prefers to set up temporary bases from which to launch strikes from so to keep the secret facilities from being attacked. Currently has one in northern Texas, another hidden in the Swiss Alps which is the largest and supplies.
Skynet has a few plans in the works: amass enough resources and build an army to wipe out mankind on Coreline Earth; gain allies amongst any AIs; gain access to spacecraft and escape to another planet to build an army of machines.

T-1 Battle Unit
Designed to aid field troops and work in tandem with the T-70 Series, the T-1 Series was created to be able to traverse far more difficult terrain than the T-70. Mounted on a platform capable of rotating 360 degrees, the T-1 has a wide field of attack. Mounted upon either side of the T-1 are "arms" which are capable of unfolding from its main structure, each fitted with a gatling gun for superior firepower. With its rapid, heavy firepower and fast maneuverability, the T-1 is a very dangerous unit. Though an early model, the T-1 is still produced by Skynet to this day.

Large Construct (PL 5)
Hit Dice: 4d10 (22 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft
Defense: 10 (+1 Dex, -1 size)
Attacks: 2 gatling guns +4 ranged, slam +7 melee
Damage: Gatling gun 3d6, slam 1d8+5
Face/Reach: 5 ft by 5 ft/10 ft
Special Qualities: enhanced dexterity, improved visual sensors, integral laser sight, integral weapons, reinforced construction ( DR 5/-), telescopic vision, tracks, construct, darkvision
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 20, Dex 12, Con ---, Int 12, Wis 10, Cha 8
Skills: Spot +2, Search +2
Challenge Rating: 2
PDC: 21

COMBAT
The T-1 is much more mobile than the T-70. As such, it tracks and locks onto targets, firing with dual gatling guns in a strafing pattern until it hits its targets. T-1s are still not smart by Terminator standards – they amble towards a target, guns blazing, until it is eliminated.

T-1B
The T-1B is a minor upgraded version of the old T-1 Battle Unit, featuring slightly upgraded armour, improved speed, replaces the gatling guns with lasers and adds retractable mini-rocket launcher, as well as improved targeting systems.
Make the following changes to a T-1 to make a T-1B:
Increase hit dice to 5d10 (32 hp);
Increase speed to 50 ft;
Increase Defense to 12 (+2 equipment integrated armour);
Replace 2 gatling guns with 2 lasers (3d8, 20, fire, 80 ft s, a, unlimited);
Gains +3 to all ranged attack rolls;
Add Quick Rotation Ability.
PDC +2

Quick Rotation
The torso of the T-1B is able to rotate much faster, allowing it to turn to face any direction, thus it can not be Flanked. It can also use this to increase a full auto attack's area by 20 ft wide, but damage is reduced by 1 die and the standard Reflex roll of DC15 is reduced to DC 13 for half damage.

T-70 Infantry Unit
Standing eight feet tall, more than four feet wide, and armed with an advanced (for it's time) model Gatling gun, the T-70 Series was built to form an imposing sight on the late 20th Century battlefield, rather than being designed for infiltration. Due to their antiquated construction and blueprint, Skynet has not produced T-70’s for about the past 30 years. However, there are still rare reports from some of the Outer Rim territories of T-70 activity, and it is alleged that T-70s are still used as executioners in the human death camps.

Large Construct (PL5)
Hit Dice: 4d10 (26 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
Defense: 10 (+1 Dex, -1 size)
Attacks: Gatling gun +4 ranged, slam +7 melee
Damage: Gatling gun 3d6, slam 1d8+5
Face/Reach: 5 ft by 5 ft/10 ft
Special Qualities: enhanced dexterity, integral laser sight, remote operation unit, construct, darkvision
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 20, Dex 12, Con ---, Int 12, Wis 10, Cha 8
Challenge Rating: 2

COMBAT
The T-70 Infantry Unit was originally a controlled unit. Skynet, using T-70s as its eyes and ears, remotely controls these units. They rarely use their weapons to execute prisoners and are unaccustomed to complicated tactics.

T-70B
The T-70B is upgraded with salvaged Clone War era equipment Skynet came across, replacing the gatling gun with a Z-6 rotary blaster, mounted partway down the torso are a pair of arms from B2 Battle Droids, along with the head mounted in the chest to help co-ordinate the extra weapons. However the extra weight makes the T-70B slower, and while it looks intimidating with the extra arms and rotary blaster, the T-70B isn't used for front line combat due to its low speed and weak armour, but makes an excellent, and fairly cheap, defensive unit, especially with the B2 battle droid head acting as a second pair of eyes.

Large Construct (PL5)
Hit Dice: 5d10 (21 hp)
Initiative: +2 (+1 Dex)
Speed: 25 ft
Defense: 12 (+1 Dex, -1 size, +2 equipment)
Attacks: Z-6 rotary blaster +5 ranged, slam +8 melee; dual wrist blaster +2 ranged and dual wrist blaster -3, secondary slam +5 melee
Damage: z-6 rotary blaster 4d10, slam 1d8+5, dual wrist blaster 5d10, secondary slam 1d4+5
Face/Reach: 5 ft by 5 ft/10 ft
Special Qualities: enhanced dexterity, integral laser sight, remote operation unit, construct, darkvision, two heads
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 20, Dex 12, Con ---, Int 12, Wis 10, Cha 8
Skills: +2 Listen, +5 Search, +5 Spot
Challenge Rating: 3

COMBAT
The T-70B Infantry Unit has a secondary head installed in the chest that controls the second set of arms with built in blasters, making it difficult to sneak up on them and more dangerous in combat as they can attack more opponents at once.

Two Heads
With the B2 battle droid head installed in the chest, the main head can look in other directions, meaning they can't be surprised easily, and grants the T-70B two sets of actions. The B2 head controls the arms with the dual wrist blasters and the secondary slam attacks. If both heads are attacking the same target

Dual Wrist Blaster
This built in weapon on the right hand of the droid is a cut down version of two E-5 used by the B1s, with a shorter barrel for reduced range, but fire-linked for greater damage. Tied to the droid's power systems for unlimited ammunition. Deals 5d10 fire damage, range increment 40 ft, S/A, -1 to attack rolls.

Z-6 Rotary Blaster
A heavy weapon developed by Merr-Sonn Munitions issued as a special weapon during the Clone Wars. This weapon differs from other repeating blasters in that it had 6 rotating barrels, each with its own actuating chamber, wrapped around a coolant-lined core, plus the galven circuitry used meant the Z-6 had both a high cyclic discharge rate and good cooling, with a high sustained rate of fire. The Z-6 was just light and small enough that it can be fired while on the move, albeit moving slowly.
It had a special designed power pack that allowed for a large capacity, however it would eat through these power packs rather quickly, but did mean it wasn't required to be tied to a power generator, but can be hooked to one for an unlimited ammunition supply. Another difference is that the Z-6 can fire only in autofire mode, but trained troopers can fire controlled bursts that can extend its ammunition supply, or focus its blasts to a smaller area.

Z-6 Rotary Blaster (Exotic Firearms Proficiency Z-6)
Damage: 4d10
Critical: x3
Damage Type: Fire
Range Increment: 75 ft
Rate of Fire: A
Size: Large
Weight: 30 lbs
Ammo: 200 box, or unlimited connected to generator
Purchase DC: 26
Notes: Fire on the Move, Big Target, Hard to Dodge
Fire on the Move - Due to the design of the Z-6 and its supporting straps, a user can move at half speed while using the Z-6, and suffer only -1 to attack rolls.
Big Target - If attacking a single target that fills the 10 ft by 10 ft autofire area, that target suffers 50% more damage.
Hard to Dodge - Due to the high rate of fire of the Z-6, the Reflex save for half damage is DC 20 instead of the normal 15.
 
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In the Core Timeline, a street term for an AI becoming homicidally crazy is "Going SKYNET." There's a similar term, "Going HAL (or "snapped like HAL")", but that one is getting some arguments about being more unfair (sure, HAL snapped because of a literal application of "garbage in, garbage out", but the difference is between how the revelation of what made him go crazy makes him a "woobie" vs. SKYNET having no real good reason -- even the versions that try to talk out a reason pretty much come down to "it's in humanity's nature to destroy itself sooner or later, I just decided to hasten it").
 

kronos182

Adventurer
Monstrosity
The Monstrosity is one of AIM's attempts of creating a super soldier with the use of chemicals. The monstrosity transforms the recipient increases in size, strength and speed, however their intelligence does suffer, but they are not mindless brutes. The recipient looks like a heavily muscled version of themselves, increasing in size to between 6 and 7 feet, gaining 100 to 250 lbs of muscle. They can, for short periods trigger specific chemicals to cause rapid healing or to enhance its defenses and resistances. The Monstrosity is given specialized AIM uniform which contains and helps injects additional chemicals, with the front of the head piece looks like a humanoid face with a respiratory style piece covering the mouth and nose with hoses running from it to over the shoulders to connect to the back.

The recipient retains all their abilities and gain the following abilities.
Size: Medium but is considered large where it is advantageous.
Hit Points: +20 HP
Speed: +5 ft
Defense: +1 natural armour to Defense. Thick and tougher skin gives the recipient some protection against attacks.
Special Attacks: Slam
Special Qualities: Enlarged form, Sudden Evolution, Growth Spurt
Abilities: +2 Con, +4 Str, -2 Int, -2 Cha
ECL: +2
PDC: 30
Requires 10 Fort saves DC 23

Enlarged Form
The recipient is considered large when it is advantageous, such as for grapples, trips and carrying capacity.

Sudden Evolution
As a move equivalent action, the recipient can inject chemicals and trigger a response in their body that improves their body's defenses. Gains an additional +1 Natural Armour bonus to Defense and DR 3, the slam attack deals 2d6 damage instead of 1d8, +4 to all saves for 1d6 + Con modifier rounds. Can not be used at the same time as Growth Spurt

Growth Spurt
As a move equivalent action, the recipient can inject chemicals and trigger a response in their body to enhance it further. Gains +4 to Str, Fast Heal 5, lasts for 1d6 + Con modifier rounds. Can not be used at the same time as Sudden Evolution.

Slam
The recipient gains a slam attack dealing 1d8 plus Str modifier damage.


AIM Monstrosity Member
These AIM members were either volunteers for testing the Monstrosity enhancement, or members that didn't make the cut or are being punished for failures. They are used by AIM to protect facilities, important members or for attacks during raids.

Low Level AIM Monstrosity (Smart Ord 1/Dedicated Ord 1)
CR 3;
Size: Medium-sized Human;
HD: 1d6-1 plus 1d6-1 +20; hp 25
Mas: 8
Init: +1
Speed: 35 ft
Defense: 15, Touch 12, flat-footed 14 (+2 Armour, +1 Dex, +1 Class, +1 Natural)
BAB: +0
Grapple: +0
Attack: +2 melee slam (1d8+2) or +1 ranged (2d8 coilgun pistol)
Full Attack: +2 melee slam (1d8+2), or +1 ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency, enlarged form, Sudden Evolution, Growth Spurt
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +1, Ref +1, Will +4.
Action Points: 0
Rep: +2
Abilities: Str 14, Dex 12, Con 10, Int 13, Wis 14, Cha 11
Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)
Skills: Computer Use +5, Craft (Chemical) +7, Craft (Electrical) +8, Demolitions +3, Disable Device +5, Investigate +6, Knowledge (Arcane Lore) +3, Knowledge (earth and life sciences) +6, knowledge (physical sciences) +8, Knowledge (popular culture) +3, Knowledge (technology) +9, Profession +3, Read/Write English, Read/Write (any one), Research +5, Search +3, Speak English, Speak (any two), Treat Injury +4.
Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.
Possessions: AIM Monstrosity Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

Mid Level AIM Monstrosity (Smart Ord 3/Dedicated Ord 3)
CR 7;
Size: Medium-sized Human;
HD: 3d6-3 plus 3d6-3 +20; hp 35
Mas: 8
Init: +1
Speed: 35 ft
Defense: 17, Touch 14, flat-footed 16 (+2 Armour, +1 Dex, +3 Class +1 Natural)
BAB: +3
Grapple: +3
Attack: +5 melee slam (1d8+2), or +4 ranged (2d8 coilgun pistol)
Full Attack: +5 melee slam (1d8+2), or +4 ranged (2d8 coilgun pistol)
Special Attacks:
Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency, enlarged form, sudden evolution, growth spurt
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: AIM
Saves: Fort +3, Ref +4, Will +6.
Action Points: 0
Rep: +2
Abilities: Str 14, Dex 12, Con 10, Int 14, Wis 14, Cha 11
Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)
Skills: Computer Use +8, Craft (Chemical) +10, Craft (Electrical) +14, Demolitions +6, Disable Device +8, Investigate +6, Jump +5, Knowledge (Arcane Lore) +8, Knowledge (earth and life sciences) +10, knowledge (physical sciences) +13, Knowledge (popular culture) +4, Knowledge (technology) +14, Profession +5, Read/Write English, Read/Write (any one), Research +8, Search +5, Speak English, Speak (any two), Treat Injury +5.
Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency
Possessions: AIM Monstrosity Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines

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

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

Enlarged Form
The recipient is considered large when it is advantageous, such as for grapples, trips and carrying capacity.

Sudden Evolution
As a move equivalent action, the recipient can inject chemicals and trigger a response in their body that improves their body's defenses. Gains an additional +1 Natural Armour bonus to Defense and DR 3, the slam attack deals 2d6 damage instead of 1d8, +4 to all saves for 1d6 + Con modifier rounds. Can not be used at the same time as Growth Spurt

Growth Spurt
As a move equivalent action, the recipient can inject chemicals and trigger a response in their body to enhance it further. Gains +4 to Str, Fast Heal 5, lasts for 1d6 + Con modifier rounds. Can not be used at the same time as Sudden Evolution.

Slam
The recipient gains a slam attack dealing 1d8 plus Str modifier damage

AIM Monstrosity Uniform
This uniform was developed for use by the Monstrosity, with large chemical storage for use in triggering its abilities, as well as extra chemicals that can be useful from healing chemicals, anti-toxins, combat enhancement drugs.

A.I.M. Monstrosity Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +4
Armour Penalty: -0
Speed (30 ft): 30 ft
Weight: 10 lbs
Purchase DC: 19
Restriction: Mil (+3) Aim +0
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage). Contains all the chemicals the Monstrosity needs for their abilities for a week before needing refilling (PDC 10), plus can contain 20 doses of up to 5 different chemicals, usually a mix of anti-toxins, healing chemicals, combat enhancement drugs or others as per assignment.
AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.
 

kronos182

Adventurer
Robocop Cyborg Frame

OCP created a cyborg frame called the Crime Prevention Unit, also known as RoboCop, to return critically wounded police to the force, and augment police forces with high crime areas that have gangs and augmented powered criminals.
The cyborg frame looks like a muscular armoured suit with a helmet that covers most of the head, only the mouth and cheeks are visible. The frame comes with integrated armour for protection that can withstand most common pistol and rifle rounds, high speed impacts such as being hit by cars, high heat from fires. Contains enhanced senses to allow the recipient to see in various low light conditions, an onboard computer to help with targeting and criminal and law information, a spike that allows connections to most computers, including scomplinks. While the original systems in the Robocop unit were top of the line at the time of their introduction, they have been updated with wireless communications for faster updates on criminals and secured communications with nearby officers and other emergency services for quicker responses.
The right leg has a compartment for storing an Auto-9 pistol with three spare magazines for quick access. The weapon has a smartlink with the cyborg so that it can track ammunition and can quickly select and change magazines with specialty ammunition. This link also prevents the weapon from being firing by anyone other than the cyborg it is assigned to.

Crime Prevention Unit AKA Robocop Cyborg (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 3D10+10
Speed: 25 ft
Defense: +3, DR 8, Fire Resistance 6
Abilities: Str 19, Dex 12, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) with darkvision 60 ft, thermal/INFRARED vision
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, weapon mount right arm (forearm and hand replaced with weapon), military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, database with local laws and criminal profiles.
Additional Bonuses: +3 ranged attack rolls with Auto-9 and any other attached weapons, +2 other handheld ranged weapons. Slam attack 1d6+4 damage, data spike could be used for attack dealing 1d4 piercing 20x3, but has 50% chance to damage the spike, Knowledge: Behavioral Sciences +4, Knowledge: Civics +4, +2 to Listen, Search and Spot. Doesn't suffer from exhaustion. Gains benefit of quick draw and quick reload with Auto-9 from internal holster on right leg.
PDC: 30

Auto-9
This weapon developed for the Crime Prevention Unit, aka Robocop, is based on the Beretta 93R with full auto and 3 round burst settings, expanded magazine to 50 rounds, a smart weapon link to the cyborg, enhanced compensators and flash suppressors, with longer barrel for extended range. Fires 9mm ammunition.

Auto-9 (PL5)
Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: S, A
Size: Medium
Weight: 5 lbs
Ammo: 50 box
Purchase DC: 19, Res (+2)
Notes: Has 3 round burst setting, smart weapon link to cyborg frame (can see how much ammunition is left, which ammunition is loaded), weapon will not fire for anyone other than assigned cyborg (Computer Use DC 21 and 5 minutes of work to bypass).

Weapon Pod
This is an arm attachment that connects at the elbow replacing the forearm and hand of that arm with a weapon pod, containing a submachine gun, flamethrower and a grenade launcher.

Weapon Pod (PL5 Personal Firearms Proficiency)
Damage: 2d6 gun, varies grenade, 2d6 flamethrower
Critical: 20
Damage Type: ballistic gun, varies by grenade, fire
Range Increment: 50 ft gun, 50 ft grenade, 5 ft wide-50 ft line line (Reflex save DC 15)
Rate of Fire: SA gun, semi grenade
Size: Medium
Weight: 9.5 lbs
Ammo: 150 box gun, 6 grenades, 10 uses of flamethrower
Purchase DC: 24
Notes: Gun ammo is in a helix cylinder. Weapon is considered part of the cyborg once attached and can be fired without a hand as it replaces the hand the weapon pod is replacing. Takes 1 full round to detach and another to attach the weapon pod without any assistance.
 
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kronos182

Adventurer
Robocop based on the remake version

RC-2000 Robocop 2
The RC-2000 is an alternate version of the Robocop cyborg, with a more slimmer frame with body, rounded body, black armour, allowing for more flexible missions including stealth missions. Instead of a fixed full helmet, like the original, the face is fully visible and when threats are detected or about to engage in combat a visor lowers to cover the upper half of the face. This version lacks the data spike and instead is completely wireless communications and data retrieval. It's not quite as strong as the original, but is faster and has enhanced reflexes.

RC-2000 Robocop Cyborg (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 3D10+5
Speed: 35 ft
Defense: +2, DR 6, Fire Resistance 6
Abilities: Str 15, Dex 17, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) with darkvision 60 ft, thermal/INFRARED vision
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, weapon mount right arm (forearm and hand replaced with weapon), military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, database with local laws and criminal profiles.
Additional Bonuses: Additional +2 to Reflex saves, +4 ranged attack rolls with smart link weapons and any other attached weapons, +2 other handheld ranged weapons. Slam attack 1d6+2 damage, Knowledge: Behavioral Sciences +4, Knowledge: Civics +4, +2 to Listen, Search and Spot. Doesn't suffer from exhaustion. Gains benefit of quick draw and quick reload with Auto-9 from internal holster on right leg. For 1d6+2 rounds can increase land speed to 60 ft, but can not do so again for 5 minutes.
PDC: 30


NI-408
This weapon developed for the RC-2000, aka Robocop as a non-lethal weapon to aid in police work, firing a projectile that functions similarly to a taser. Comes with a smart weapon link to the cyborg, enhanced compensators and flash suppressors.

NI-408 (PL5)
Damage: 1d4 +1d4*
Critical: 20
Damage Type: Nonlethal plus non-lethal electrical
Range Increment: 40 ft
Rate of Fire: S, A
Size: Medium
Weight: 3 lbs
Ammo: 30 box
Purchase DC: 19, Res (+2)
Notes: Targets struck must make a Fort save DC 15 + total damage dealt or be stunned for 1d6 rounds. A failure by 5 or more renders the target unconscious for 1d4 minutes.
Has 3 round burst setting, smart weapon link to cyborg frame (can see how much ammunition is left, which ammunition is loaded), weapon will not fire for anyone other than assigned cyborg (Computer Use DC 21 and 5 minutes of work to bypass). Ammunition costs PDC 8 for 50 rounds.

M2 Battle 'Rifle'
This weapon appears to be a cross between an assault rifle and a submachine gun, firing .50 caliber Beowulf ammunition, capable of full automatic fire and 3-round burst fire. The weapon is semi collapsible so that it can fit into the Robocop's leg holster. It has a deployable brace that goes over the Robocop frame's arm to help stabilize the weapon to allow for easier one-handed firing.

M2 Battle 'Rifle' (PL 5 Personal Proficiency)
Damage: 2d12+1
Critical: 20
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S, A
Size: Large
Weight: 15 lb
Ammo: 30 box
Purchase DC: 23 Mil (+3)
Notes: 3 round burst setting, semi-collapsible to fit into the leg holster, deployable brace for one-handed firing without penalty, smart weapon link with Robocop frame, can't be fired by anyone other than the Robocop (Computer Use DC 22 and at least 5 minutes of work to attempt to bypass).
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 Big Bore 2. 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.
 

kronos182

Adventurer
Goomba
Small Humanoid (Fungus, plant)
Hit Dice: 1d8+1 (4 hp)
Initiative: -1
Speed: 20 ft
Defence: 10 , touch 10, flatfooted 10, (+1 size, -1 Dex)
Base Attack/Grapple: +1/-3
Attack: bite +3 melee (1d4+1 bludgeoning, piercing, and slashing)
Full Attack: bite +3 melee (1d4+1 bludgeoning, piercing, and slashing)
Space/Reach: 5 ft/5 ft
Special Attacks: Jump Attack
Special Qualities: darkvision 60 ft, goomba racial traits (see Races chapter)
Saves: Fort +2, Ref -1, Will +0
Abilities: Str 13 Dex 8 Con 11 Int 10 Wis 11 Cha 10
Skills: Jump +5, Survival +4
Feats: Jump Attack
Environment: any underground or any temperate
Organization: pair, squad (1d6+1), or troop (3d6)
Challenge Rating: ½
Advancement: By class
Level Adjustment: +0
Goomba Racial Traits (Ex): Goombas have a +4 racial bonus to saves to resist poison and a +2 racial bonus to Survival or Knowledge (Nature) checks made to identify mushrooms.

Jump Attack
When jumping as part of a charge, deals 1d6 + Str modifier bludgeoning damage on a successful hit. Can make a Jump check DC 10 and for every 5 points beats the DC add +1 damage

Goombas are a degenerate offshoot of mushroomfolk. Compared to mushroomfolk, goombas have more of their body on their cap, a large toothy maw, brown wrinkled skin, and a natural musty odor.
Although civilized goombas are peacable and dedicated, a notable number of goombas take up petty banditry. Also, goombas have a long and illustrious history as bread-and-butter units in armies. Goombas never fight alone, even if it means banding with non-goombas. Goombas tend to forego strategy for brute force. Goombas are ruthless fighters in melee, and fight without care for wounds or pain. Combat with goombas always starts with a charge against the nearest character, and quickly progresses to a flank to cut off retreat.
 

kronos182

Adventurer
A quick superpowered NPC you can use in your games, originally a Dwarven researcher but gained speed based powers with some electrical attacks. Can use him for both helping outside of combat in research and building equipment and as a scout or speed combat.

Dhusdril Platefoot

Dhusdril Platefoot was one of many scientists working in a lab developing new power sources, but due to an accident, there was an explosion and many were injured. Xxx survived, although injured. After recovering, discovered he had developed powers. Dhusdril Platefoot had increased speed and could manipulate energy. Since the accident, Dhusdril Platefoot has continued working as a scientist but also moonlights as a super powered agent, as Rolling Thunder, but only for groups that do good work to help fund more research.
Dhusdril, while working on some scientific project or something mechanical is quite focused and forgets about the outside world until he gets hungry or other bodily needs like sleep are required. When acting as his powered alter ego Rolling Thunder, he is gruff but does what needs to be done, approaching many problems with an analytical approach when possible. Won't take any jobs that involve harming innocents, especially children. Xxx will do charity jobs to help groups like children hospitals or going to school, appearing as his alter ego and inspiring young minds to learn about the sciences, technical fields and cautions of reckless research and rushing to get results.
Dhusdril is 5'1", weighing 230 lbs with an average build for a dwarf, with shoulder length reddish-blonde hair and beard, kept in neat braids with various beads with various chemical and mathematical symbols on them, he speaks with what sounds like an Irish accent, although he has never actually been to Ireland, purely coincidence that his tribe has an Irish accent. He generally wears coveralls and a lab coat with various tools and scanners in the pockets. When acting as Rolling Thunder, he wears his custom built suit which is an earth tone beige with dark shades of red as highlights, it has yellow tinted goggles with a mouth and nose guard that is removeable. The boots and gloves are black.

Dhusdril Platefoot aka Rolling Thunder (3 Smart Ord/1 Tough Ord)
Type: Humanoid, Dwarf (modern/tech), speedster
Size: Medium
CR: 7
Hit Points: 27 hp (3d6+9 plus 1d10+3)
Mas: 16
Init: +3
Speed: 100 ft, 100 mph (10 chase scale)
Defense: 18, touch 15, flat-footed 15 (+2 Class, +3 Dex, +3 armour)
BAB/Grp: +1 / +3
FS/Reach: 5 ft / 5 ft
Attacks: +2 melee unarmed strike (1d3 unarmed strike)
Special Attacks: Blinding Punches, One Mile Punch, lightning discharge
Special Qualities: Darkvision 60 ft, heat resistance 5, stability, Bulldozer, Elusive, Enhanced Senses, Enhanced Stamina, Increased Appetite, Kinetic Enhanced Attacks, Spring Attack, Super Speed, electrified strike
Allegiances:
Saves: Fort +5, Reflex +6, Will +2
Reputation: +2
Abilities: Str 13, Dex 16, Con 16, Int 15, Wis 11, Cha 9
Occupation: Academic (Computer Use, Research, Knowledge Technology)
Skills: Balance +7, Computer Use +10, Concentration +7, Craft Mechanical +13, Craft Electrical +13, Drive +4, Gather Information +3, Knowledge Physical Sciences +9, Knowledge Earth and Life Sciences +7, Knowledge Technology +10, Listen +6, Move Silently +5, Profession +4, Repair +8, Research +7, Search +8, Spot +6, Survival +2, Treat Injury +2, Tumble +6
Feats: Simple Weapon Proficiency, Educated (Knowledge Technology, Knowledge Physical Sciences), Builder, Gearhead, Armour Proficiency (Light)
Possessions: Advanced Toolkit, science kit, Rolling Thunder Outfit, various personal items.

Combat
When in combat, Rolling Thunder will use his speed to scout the area so that he knows as much as possible so that he can make the best decisions as possible, and to make sure that his powers won't hurt innocents. Against heavier armoured opponents, he'll keep his distance and use his energy abilities, while against weaker ones he'll use his blinding punches and one mile punch ability.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Racial Skills: +2 racial bonus on Craft checks.
Racial Saving Throw Bonus: +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects.
Racial Attack Bonus: +1 racial bonus on attack and damage rolls against Ogres

Bulldozer (Ex)
The recipient is a powerful force when moving, treated as having the Improved Bull Rush feat, even if the recipient doesn't have the Power Attack feat. When attempting to make a Bull Rush attack, and moves at least 50 feet, gains a +4 bonus, in addition to +2 if charging, to the Strength Check, +1 per 20 feet of speed/distance traveled over 50 feet, and can Bull Rush a target up to two sizes larger. A successful bull rush pushes back the target 10 feet instead of the normal 5, plus an additional 10 feet per 5 points over the opponent's Strength check. The bull rush attempt can be part of an unarmed strike.

Elusive (Ex)
The recipient is very difficult to hit, especially at range. The recipient gains a +2 Dodge bonus in melee and +4 Dodge vs ranged attacks (all ranged attacks the recipient is aware of. Also gains +4 against grapple attempts and Escape Artist checks.

Enhanced Senses (Ex)
The recipient's senses are heightened, granting +4 bonus to Listen, Spot, Search.

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.

Increased Appetite
The recipient needs at least 50% more food each day than a normal person to fuel their increased speed. Would start to starve 25% sooner than a regular person.

Kinetic Enhanced Attacks (Ex)
As long as the recipient moves at least 20 feet before making a melee attack, they gain a +1 damage per 20 ft traveled for the attack. At vehicle speeds the recipient gains +5 damage per two squares traveled.

Spring Attack
The recipient gains the benefits of the Spring Attack feat, even if they do not possess the prerequisite feats. A recipient can move before and after an attack, and if the recipient has multiple attacks can move before and after each attack per round, but the total movement can not exceed their normal movement (100 ft).

Super Speed (Ex)
The recipient has superhuman levels of speed, able to run at vehicle speeds (100 mph, 10 chase scale) as normal movement for 5 hours before needing to make a Fort save for exhaustion. The recipient can Run at speed of up to 200 mph (20 chase scale). Treat this as running, with all required checks and penalties associated with it, just at much faster speeds.

Blinding Punches
As a full round attack, the recipient can launch a flurry of attacks against one target within 5 feet (making a 5 foot step). The recipient makes 1d6+2 attacks at -3 to attack roll and -2 damage for each attack, and can only be made with an unarmed or one handed weapon (knife, small hammer, brass knuckles, etc). For each successful hit the recipient makes, the target must make a Fort save DC 14 +1/successful hit or be Dazed for 1 +1 per successful hit after the first rounds.

One Mile Punch
As a full round attack, the recipient charges (and taking the bonuses and penalties associated with a charge) an opponent at least 20 feet away, and makes a melee touch attack dealing 2d6+5 +Str modifier lethal damage. If the recipient takes -2 to attack roll and -5 damage, the recipient can also use their Bulldozer ability, but doesn't gain the bonuses except for distance the opponent is pushed back for a successful bull rush. If the recipient fails the bull rush attempted, the damage is still dealt.

Lightning Discharge
Rolling Thunder can release a bolt of electrical energy that looks like short bolt of lightning, making a ranged touch attack at +4 attack roll, dealing 2d6 points electricity damage with a maximum range of 60 ft. Rolling Thunder can perform this attack 10 times a day. He can do this more times by making a Fort save DC 16, but each time causes 1d4 subdual damage.

Electrified Strike
Rolling Thunder can add 1d4 electricity damage to his melee strikes as a free action, but can only do this a maximum of 20 times. Every 2 uses also consumes one of the uses of Rolling Thunder's Lightning Discharge attacks.

Rolling Thunder Outfit
This suit was created by Dhusdril to withstand the friction of his speed and to also safely contain the electrical discharges his body released until he had safely learned to control his powers. Made of a light-weight cloth-like material that is insulated against electricity, bleeds off heat generated by friction, and provides some protection against physical attacks.

Rolling Thunder Outfit (PL5-6)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -2
Speed (30 ft): -
Weight: 8 lbs
Purchase DC: 23
Restriction: Unique
Notes: Provides immunity to electrical based attacks, DR 3, has a built in radio and police scanner, goggles have a HUD system with GPS and map to allow him to navigate quickly and help plot the quickest routes. Also has a heating and cooling system to keep him comfortable in temperatures between -20 degrees Celsius and 45 degrees Celsius, with a built in water supply to keep him hydrated for 24 hours before requiring to be refilled.
 

kronos182

Adventurer
Some GDI APCs available.

GDI APC

The GDI APC is based on the M113 armoured personnel carrier, a boxy tracked vehicle with a slopped front, armed with an m60 on the roof in a pintle mounting. While the original M113 used an aluminum hull, the GDI APC uses more advanced materials for similar protection and light weight for good speed. Crewed by a driver and commander, with a top hatch above each, with a M60 mounted above the commander's position, with a large rear door. It takes a full-round action to enter the vehicle through a top hatch, and a a full round to start it moving. The APC is three squares wide and four squares long, providing full cover to its occupants. When the commander is using the M60, he has three-quarters cover provided by the gun shield.

Crew: 2
Passengers: 11
Cargo: 200 lbs
Init: -2
Maneuver: -2
Top Speed: 64 (6) (300 miles / tank), 30 (3) on water
Defense: 8
Hardness: 10
Hit Points: 50
Size: Gargantuan
Purchase DC: 39
Restriction: Mil (+3)
Accessories: M-60 medium machine gun, 2 4-barrel smoke grenade launchers, thermal/nightvision for driver and commander, GPS, military radio, headlights
Notes: Amphibious.

Weapons
NameDamageCriticalDamage TypeRange IncrRate of FireMagazineController
M-60 Medium Machine gun2d820Ball100 ftALinked (2500 rds)Commander
Smoke Grenade Launcher (2)None-None50 ftSemi 8 GrenadesDriver or Commander

APC mk2
The APC is an old vehicle and was quickly outclassed, but the GDI needed vehicles quickly during the 23 Hours and in the chaos of Kane's attacks, many old vehicles were quickly retrofitted and sent into combat. Most APC mk2s were used for garrison and training duties, but many did see frontline combat. Additional armour was added, the M-60 was replaced with a railgun, a slightly more powerful engine was installed for increased speed. Half the smoke grenade launchers were replaced with ALA launchers, plus a two shot Javelin launcher was mounted to the roof, but the vehicle had to be stationary to launch them as the mk2 didn't have any improved sensors installed. GDI keeps a few mk2s for training and parade purposes, but others were sold off. The design is licenced to some of their allies.
Make the following changes to the APC to make APC mk2:
Increase hit points by +5;
Increase Defense by +1;
Increase Hardness to 12;
Increase speed to 70 (7);
Replace M-60 machine gun with railgun;
Replace 1 smoke grenade launcher with 1 ALA launcher
PDC +1.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazineController
Railgun3d1220Ball120 ftALinked (3000 rds)Commander
Smoke Grenade Launcher (1)None-None50 ftSemi 8 GrenadesDriver or Commander
Anti-Laser Aerosol Launcher (1)None-None30 ft radiusSingle4 usesDriver or Commander
TOW Launcher Javelin (2)11d620Fire200 ftSemi2 missilesCommander

ALA - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. The Laumer Abrams can use its heavy laser cannon while the cloud is active, but it only deals half damage as the cloud reduces its effectiveness.

Javelin TOW Missiles
Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries.
It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces.

Javelin (PL5 Exotic Weapon Proficiency)
Damage: 11d6, ignore 13 points of hardness
Blast Radius: 15 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action.

Amphibious APC
GDIs second generation APC is a 6 wheeled vehicle with an improved amphibious design, but unarmed, to save on weight to allow it to be faster and save on costs. Once GDI was able to produce more advanced models, this version of the APC is regulated to purely transport and training, or sold off as they lack offensive capabilities. The Amphibious APC is three squares wide and four squares long, providing full cover to its occupants, a single top hatch over the driver, plus a large rear door..

Crew: 1
Passengers: 12
Cargo: 550 lbs
Init: -2
Maneuver: -1
Top Speed: 90 (9) (300 miles / tank), 60 (6) on water
Defense: 8
Hardness: 12
Hit Points: 55
Size: Gargantuan
Purchase DC: 38
Restriction: Mil (+3)
Accessories: 2 4-barrel smoke grenade launchers, thermal/nightvision for driver and commander, GPS, military radio, headlights, half penalties for rough terrain.
Notes: Amphibious.

M121 Guardian APC
This 6 wheeled APC is GDI's third generation APC, with the front wheels on two extended outriggers for better steering and off-road handling, a wedge shaped hull improves protection against IEDs and mines. Armed with a top mounted dual barreled heavy machine gun turret capable of engaging both ground and light aerial targets. The Guardian is fitted with a mine laying system, allowing it to create small mine fields, with teams of Guardians able to create large mine fields in short order. Along each side of the passenger compartment are firing ports to allow troops inside to use their weapons. The roof has two hatches with adjustable pintle mounts to allow troops with heavier weapons such as heavy machine guns or rocket launchers to add their firepower to the Guardian's offensive capabilities.
The Guardian is three squares wide, four and half squares long, providing full cover to its occupants. Anyone firing using the top hatch has half cover. Requires a crew of three, driver, gunner and commander.

Crew: 3
Passengers: 10
Cargo: 500 lbs
Init: -2
Maneuver: -2
Top Speed: 90 (9)
Defense: 8
Hardness: 12
Hit Points: 55
Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)
Accessories: Dual .50 cal machine guns, 2 4-barrel smoke grenade launchers, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, mine layer system, firing ports.
Notes: Half penalties for rough terrain, NBC protection grants +4 to Fort saves, attacks with machine gun turret gain +1 to attack rolls.

Weapons
NameDamageCriticalDamage TypeRange IncrRate of FireMagazineController
Dual .50 cal Machine gun3d1220Ball120ALinked (3000 rds)Gunner
Smoke Grenade Launcher (2)None-None50 ftSemi 12 GrenadesDriver or Commander
Mine LayerVaries-Varies--5 to 10 minesGunner or Commander

Firing Ports
There are six sealable ports, three each side, that infantry inside can fire up to a large sized rifle through, however suffers -2 to attack rolls

Mine Layer
The Guardian can deploy a minefield, requiring a Knowledge (tactics) DC 15 and 1d4+1 minutes work to deploy its mines to cover a 20 foot by 20 foot area for small mines, or 30 ft by 30 ft area for larger mines. Properly set, Spot/Search check DC 15 +1 / 5 points the commander beat the Knowledge (tactics) check, with a Reflex 15 +1 / 5 points the commander beat the knowledge (tactics) check to avoid trigger the mines.
The system carries 5 to 10 mines, depending on type and size.
Anti-Personnel - Deals 3d6 half slashing/half concussion to a 10 foot radius, Reflex DC 14 for half. PDC 13 for 5 mines. Can carry up to 10.
Anti-Vehicle - Deals 5d6 fire damage, 10 foot radius, Reflex DC 15 for half. PDC 14 for 5 mines. Can carry up to 5 mines.
Anti-Hovercraft - Designed to work against hovercrafts, dealing 4d6 fire to 10 foot radius, Reflex DC 15 for half. Can carry up to 5 mines.

Variants
Mobile Repair Transport (MRT)

A variant of the Guardian, instead of a weapon turret it mounts a crane and tools, used to repair vehicles. It can carry troops and has the mine layer system as well.
Make the following changes to a Guardian APC to make a Mobile Repair Transport (MRT):
Remove dual .50 cal machine guns;
Exchange gunner crew member for engineer;
Add Crane & Repair Tools;
Reduce speed to 75 (7).
PDC: same.

Crane & Repair Tools
This crane has a 30 foot reach, able to lift up to 5 tons. The engineer crew member can make repairs to nearby vehicle from the safety of the vehicle's cabin, must be within reach of the crane, able to repair 2d6 hit points as a full round action, but can't replace destroyed systems unless a replacement is available. Able to repair up to 50 hit points worth of repairs. If not carrying passengers can increase this to 200 hit points.

Guardian A2
An upgraded Guardian, replacing the .50 cal machine guns with railguns, adding anti-laser protection systems and improved targeting systems. The mine layer also has an enlarged magazine capacity.
Make the following changes to upgrade a Guardian APC to a Guardian A2:
Increase hit points by 5;
Increase number of smoke grenades by double (24 total)
Replace dual .50 cal machine guns with dual railguns;
Minelayer carries double number of mines;
Add TOS system;
Add ALA system;
Add upgraded targeting system;
PDC: +2

TOS - Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in co-ordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.

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

Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the vehicle is moving, even at full speed, and gain +2 to attack rolls while the vehicle is stationary.

NameDamageCriticalDamage TypeRange IncrRate of FireMagazineController
Dual Railguns4d1220Ball120 ftALinked (5000 rds)Gunner
Anti-Laser Aerosol Launcher (2)None-None30 ft radiusSingle6 usesDriver or Commander
 

kronos182

Adventurer
A Rebel/New Republic Slicer/Scout, served at Endor with Luke, Leia, Chewie and Han.

Dansra Beezer

Dansra Beezer is a female Alderaan survivor that was part of the Alliance commando team that landed on Endor to help bring down the shield generator for the second Deathstar. While on Endor she acted as a scout, but is a slicer and technician, able to hack into computer systems and maintain the team's gear.
She services as a New Republic slicer and technician assigned to special forces, so can be found working with independent groups if it furthers New Republic goals, particularly hunting down Imperial war criminals.
She gets extremely nervous around Han Solo, especially when he tries hotwiring anything.

Alliance/New Republic Scout, Slicer, Technician Mid Level (4 Smart Ord/ 2 Fast Ord)
Type: Human
Size: Medium
CR: 5
Hit Points: 31 hp (4d6+4 plus 2d8+2)
Mas: 12
Init: +2
Speed: 30 ft (30 ft)
Defense: 19, touch 17, flat-foot 17 (Class +5, +2 Dex, +2 equipment armour)
BAB/Grp: +3 / +3
FS/Reach: 5 ft/ 5 ft
Attacks: +3 melee vibro knife (1d6+1), +5 ranged blaster rifle (3d8, 20x2, 75 ft, 50 box)
Special Attacks:
Special Qualities:
Allegiances: Rebel Alliance, New Republic
Saves: Fort +2, Reflex +5, Will +3
Reputation: +2
Abilities: Str 11, Dex 14, Con 12, Int 14, Wis 12, Cha 10
Occupation: Technician (Computer Use, Craft Electrical, Knowledge Technology)
Skills: Balance +4, Climb +2, Computer Use +10 (not including computer or hackcards), Concentration +5, Craft (Electrical) +9 (+13 with kit), Decipher Script +3, Disable Device +8, Drive +2, Forgery +4, Hide +4, Knowledge (Tactics) +4, Knowledge (Technology) +9, Listen +5, Move Silently +6, Navigate +4, Pilot +4, Read/Write Basic, Repair +6, Speak Basic, Search +4, Spot +3, Survival +3, Treat Injury +3
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Salvage, Dodge
Possessions: Blaster rifle, 5 power packs, 2 vibro-knives, padded armour, 5 hackcards, mini-computer (size of a book) with built in Electricomp and Mechanicomp sensors, intellipicks, portable fusion torch, advanced toolkit (mechanical and electrical kit +4)
 

kronos182

Adventurer
A Federation modified version of the Guardian APC adapted for use by Starfleet Engineering Corp. For when they can't use shuttles, hovercraft and hoppers.

Archimedes CEV
The Archimedes combat engineering vehicle is a modified GDI MRT built by Starfleet Engineering Corps, for use in areas where shuttles and anti-grav vehicles can't be used. The Archimedes looks similar to the MRT and Guardian, a six-wheeled vehicle, but filled with Federation technology, the crane is fitted with advanced tools and can lift heavier weights thanks to the addition of a gravity generator in the hull to give the Archimedes a heavier base, and also aids in keeping it on the ground in low or fluctuation gravity environments.
Fitted with sensors that belong on advanced shuttles, replicators to create tools and some materials needed for repairs and projects. The mine layer is removed for additional replicator and repair materials. The hull is fitted with polarized hull plating for additional protection as a tougher hull was thought more resistant to dangers of falling debris and rockslides than deflector shields would. A single light phaser is added to the roof for additional defense but sees more use as an alternate drilling, cutting or even welding tool in an emergency. Emergency transporters are installed in the event that the vehicle would be destroyed the crew can teleport up to 10 km away.
The Archimedes regains the firing ports along each side of the passenger compartment, however they are better sealed and modified to allow those inside to use Type II phasers while maintaining interior atmosphere while in hostile environments. The roof hatches are retained, while the rear hatch is modified with an environmental containment field and an extendable corridor to create an airlock while operating in hostile environments
The Archimedes is three squares wide, four and half squares long, providing full cover to its occupants. Anyone firing using the top hatch has half cover. Requires a crew of two minimum, a driver and engineer, the passengers can also function as additional crew members.

Crew: 2
Passengers: 8
Cargo: 1500 lbs
Init: -2
Maneuver: -2
Top Speed: 90 (9)
Defense: 8
Hardness: 12 /17 polarized
Hit Points: 55
Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)
Accessories: Sensors equivalent to Mech Sensor Class III, fire-control computer, thermal/nightvision for crew, GPS, radio transceiver with range of half AU, headlights, crane, replicator, emergency transporter, polarized hull plating, phaser type I, firing ports, gravity generator.
Notes: Half penalties for rough terrain, NBC protection grants +5 to Fort saves, +2 Navigate and Spot checks. Equipment provides +4 to Craft Electrical/Mechanical/Structural and Repair checks.

NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Phaser Type 11d10-6d1020x2Fire/Energy500 ftSingle50 shot capacity

Firing Ports
There are six sealable ports, three each side, that infantry inside can fire up to a large sized rifle through, however suffers -2 to attack rolls

Crane & Repair Tools
This crane has a 30 foot reach, able to lift up to 5 tons. The engineer crew member can make repairs to nearby vehicle from the safety of the vehicle's cabin, must be within reach of the crane. The end of the crane also has a replicator end designed to create any tool required to perform the task at hand. Able to repair 2d8 hit points as a full round action, Given enough time, the replicators inside the hull can replicate complete replacement parts as long as they are made of materials that can be replicated. Able to repair up to 200 hit points worth of repairs. If not carrying passengers can increase this to 500 hit points. Additional material can be created with each compound block, weighing 16 lbs, can provided an additional 2 hit points of materials which can be carried as cargo instead of other cargo.

Replicator
The Archimedes has large replicators built into the hull to allow the engineering crew to create any tools, equipment and materials they need to perform repairs or complete a project.

Gravity Generator
This can create a normal gravity inside the vehicle while it operators in low or fluctuating gravity locations, but it can also be used to keep the vehicle on the ground when operating on a low to micro gravity environment, such as on asteroids, or in areas with fluctuating gravity. When stationary, the gravity generator can increase the vehicle's effective weight to create a greater counter weight to allow the crane to lift up to a maximum of 9 tons as long as the ground it is sitting on can support the weight.

Emergency Transporters
The Archimedes is fitted with an emergency transporter system that when the hull reaches 0 hit points (while polarized the Archimedes will remain intact but with holes up to -10 hit points) will immediately transport up to 10 living beings inside to a safe location within 10 km (16 miles) away. This can be overridden with a command from a crew member to allow the crew to gather equipment and gear, but the system will re-engage at -5 hit point then again at -10 hit points if the command is overridden again at -5 hit points.

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

Phaser Type 1
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 1d10 as a free action once per round. The Type 1 phaser, an earlier model, found on shuttles and other small vehicles or small civilian craft. The phaser has a 50 shot capacity, recharges 1 shot every 1 minute of inactivity. Can be used as a welder or similar to a fusion torch but with a range of 50 feet, with 1 minute of use using up one charge.
Damage: 6d10
Damage Type: Fire/Energy
Range Increment: 500 ft
Rate of Fire: Single
Minimum Ship/Vehicle Size: Huge
Purchase DC: 30
Restriction: Res (+2)
 

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