CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Some more Mega Man stuff

Additional Mega Buster Weapon Chips

Black Hole Bomb

The weapon discharges a black orb that upon impact acts as a black hole, creating a huge gravitational force sucking in anything nearby, pulling everything within a 50 foot radius that weighs less than 500 lbs to the point of impact. Objects capable of grabbing can attempt a Reflex save DC 19 to attempt to grab something that is not fixed in place, then must make a Strength check DC 25 to stay holding on each round, suffering damage of the Buster as bludgeoning damage. Targets pulled to the point of impact are considered immobile. The effects lasts for 1d4+1 rounds. Uses 20 charges, PDC 30

Forte Vulcan
The Buster fires a homing missile that will follow a target. The missile deals Buster damage as fire damage, gains a +1 to attack roll, and if the attack missed, the missile will fly around to attack the target for enough 2 rounds making its own attack rolls at +5 each round. If it doesn't strike a target after 2 rounds, the missile self detonates. Has a range of 150 ft. Uses 10 charges, PDC 20.

Grab Buster
This modification drains energy from opponents' weapons and uses it to power nanites that heals the wielder. On a successful ranged attack roll, if the target has an energy weapon, must make a Reflex save DC 16 or the weapon's power pack/capacitors/charges are reduced by half 'damage' rolled (no damage actually dealt), and the wielder is healed by that much. Uses 15 charges, PDC 22.

Ice Wall
This modification allows the Buster to create a wall made of ice, measuring 10 feet tall, 30 feet wide 1 foot thick, which can be oriented any way, up to 50 feet away, even form it in the air. The wall has 20 hit points per 10x10 ft area, hardness 5. If the wall is created above a target, as it falls deals 1d6 bludgeoning damage per 10 ft above the target as it drops. The wall will begin to melt at a rate of 1 foot per hour in temperatures of 50 to 70 F (10 to 20 C), half the time for every 20 degrees above that, or indefinitely unless damaged, in freezing temperatures. Uses 20 charges per wall created. PDC 19.

Lightning Bolt
This chip allows the Buster to fire a yellow crackling ball of electricity to a selected spot, or target, and releases bolts of electricity affecting a 15 foot radius sphere area, dealing Buster damage as electricity, Reflex save DC 15 for half damage. Uses 20 charges, PDC 20.

Needle Cannon
This chip allows the Buster to create several needle-like projectiles which can allow for rapid-fire attacks. Each use of 5 charges creates 10 projectiles, which last for 1 minute before breaking down. The Needle Cannon can make single attacks or automatic fire attacks, and if there is not enough projectiles for an automatic attack, it will automatically use more charges to create more. If the Buster is changed to a different type of weapon, any remaining projectiles are wasted. Uses 5 charges for 10 projectiles, PDC 14.

Sonic Wave
This special weapon fires bolts of sonic energy, dealing base damage as sonic damage. Uses 2 charges per shot, PDC 14.

Thunder Claw
This special weapon fires a beam of energy that can also be used like a whip. In standard mode fires a 50 foot long, 5 foot wide line of electrical energy, dealing Buster base damage as electricity, Reflex save DC 16 for half damage, using 3 charges. Alternate mode deals half Buster base damage as electricity, with a 50 foot reach functions as a whip, and able to make ranged grapple attacks, or latch onto objects and allow the wielder to swing, uses 6 charges per 5 rounds of use in this mode. PDC 19.

Mega Man Armour
This set of armour is based on the robot Mega Man, made up of a skin tight blue body suit, with an open face helmet with retractable visor, armoured gauntlets and boots and belt protecting the groin area. The armoured areas are a darker blue. The body suit is made of a ballistic cloth reinforced with nano-composite titanium, the boots and groin hold power systems to power the suits limited systems which include radio and HUD when visor is lowered, basic temperature control and a limited air supply. The gauntlets are designed to allow easy connection to a Mega Buster weapon system and links its status with the suit's HUD, displaying what special weapon is operational, ammunition supply and other features. It also allows for voice commands to activate/deactivate the special weapon features.

Mega Man Armour mk1
The basic suit and one of the most common models.

Mega Man Armour mk1 (PL6+)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +6
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 29
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 3 hour air supply, link to Mega Buster, darkvision 60 ft.


Mega Man Armour mk2
An upgraded version of the armour that uses artificial muscles to increase the wearer's strength and speed. It has larger batteries to power the additional systems allowing it to function at full power for 24 hours before requiring recharging. This is also the first suit to be able to accept additional parts, swapping out helmets, gauntlets, adding armoured body pieces, with add additional functions and/or protection, other than adding/replacing helmet, gauntlets, boots and body armour, can accept 2 additional miscellaneous parts.

Mega Man Armour mk2 (PL6+)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +5
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 20 lbs
Purchase DC: 30
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 3 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible.


Mega Max Armour mk3 (PL6+)
This version of the armour trades light weight and flexibility for increased protection, with thicker material for the body suit and is the first to feature light armour around the torso for improved protection. Has all the same features as the mk2, other than adding/replacing helmet, gauntlets, boots and body armour, can accept 3 additional miscellaneous parts.

Mega Man Armour mk3 (PL6+)
Type: medium
Equipment Bonus: +5
Nonprof. Bonus: +1
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 25 lbs
Purchase DC: 31
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 4 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible.


X Series
This series of parts are blue and white with gold trim.
X Boots - These boots have small thrusters that can give the wearer a short burst of speed. When making a charge/bullrush attack, doubles the wearer's speed and adds +10 to melee damage. Usable 5 times before recharges, taking 1 hour to recharge 1 use. PDC 19
X Body - Has additional armour plating, shoulder guards, grants +1 to Defense, adds increased capacitors that reduces connected Mega Buster recharge rates by 1 round. PDC 19
X Arm - Reinforces the gauntlets, increasing unarmed damage by 1 die, making it lethal damage if not already. PDC 13
X Arm 2 - Adds a blaster that is based on the Mega Buster but does not have the Weapon Copy or Variable Charge systems (same damage, range, ammo, etc). PDC 19.
X Head - A stylized helmet, functions similar to regular helmet, but has an additional 30 minutes of air, can be used on its own and has 30 minutes of air. PDC 14.

X2 Series
This series of parts are white, blue with red with gold trim, with a spiked or angled edge design.
X2 Boots - The boots have small thrusters that can give the wearer a short burst of speed, and enhance jumps. When making a charge/bullrush attack, doubles the wearer speed and adds +10 to melee damage. Adds +2 to Jump checks and increases jump distance by 50%. Can perform a charge as part of a jump, DC 22, adding an additional +1 to attack rolls, -1 to Defense, and target struck must make a Reflex save DC 14 or be knocked prone. PDC 20
X2 Body - Adds additional armour plating and a layer that absorbs kinetic damage, converting it into energy. Grants +1 to Defense, increases armour check penalty by -2. For every 5 points of damage from slashing, piercing, bludgeoning, falling, crushing or ballistic, add 1 charge to a maximum of 6 charges. As a move equivalent action, the wearer can release this stored energy in a burst of concussive energy, striking all within 10 ft radius, dealing 1d6 concussive damage per charge used, Reflex save DC 15 for half damage. PDC 20. If all pieces are wear, Defense bonus increases by an additional +1.
X2 Helmet - Increases darkvision to 75 ft, adds x-ray vision to allow seeing through up to an 1 of most materials, half inch of most metals, lead blocks. Grants +2 to Spot and Search secret compartments, doors, etc. PDC 16.

Max Series
This series of parts are designed to be more streamlined.
Max Boots - These boots are fitted with additional artificial muscles to enhance the wearer's speed. Grants +10 ft to land speed. PDC 21
Max Body - This torso armour plating has a built in shield to it for additional protection. Grants +1 to Defense, shield grants DR 10 runs for 5 rounds before requiring a 5 round cool down.
Max Arm - These gauntlets have additional capacitors and relays that link to any attached Mega Busters that increase damage by 1 die type. PDC 23.
Max Arm 2 - Gauntlet is equipped with a beam sword, 2d8, 19-20x2, fire damage. PDC 20.
Max Head - Has built in GPS, inertia mapping system, and motion detector with a 75 foot radius.

Force Series
This series is heavier armoured with additional power systems.
Force Boots - These boots have thrusters that grant the wearer limited flight and hover capabilities. Can fly at a speed of 50 ft, maximum height of 100 ft for 10 rounds before requiring a 20 round cool down. Can hover a few inches above the ground, allowing silent movement, maximum speed 30 ft for up to 15 rounds. PDC 21.
Force Body - Grants +2 to Defense (if armour is light changes to medium), has energy resistance 10 against all energy types except acid and cold. PDC 22. If all the parts of this series are used, the bonus to Defense is increased by +3 instead of +2.
Force Arm - If equipped Mega Buster has Variable charge, when charging an attack, the weapon charges in half the time, but suffers -2 to attack rolls. PDC 23.
Force Arm 2 - One gauntlet is fitted with a plasma pistol with variable charge gadget, can't be used if Mega Buster fitted to same arm. PDC 23.
Force Head - Has programming to make linked Mega Busters more energy efficient. Linked Mega Busters have special weapon charges reduced by 1 to a minimum of 1 charge per use. PDC 23.

Power-Up Parts
These parts at fitted to the armour and add bonuses or other abilities to the armour.
Hyper Jump - Adds programming to the artificial muscles in the legs to grant +2 to Jump checks and increases jump distances by +5 feet. PDC 21
Energy Saver - Improves the efficiency of Mega Buster Special weapons, reducing the charges used by 1 to a minimum of 1. Can be combined with the bonus from the Force Head helmet. PDC 23.
Hyper Shot - The normal mode of attached Mega Busters is improved, allowing it to fire in automatic fire mode. PDC 12.
Speed Up - Adds programming to the artificial muscles in the legs to increase land speed by +5 ft. PDC 15
Barrier Extender - Any non physical shields produced by the armour or parts have their effects increased by 25%. PDC 20
D-Barrier - This is a force field, grants 50 bonus hit points which are depleted first. Lasts for 10 rounds or until depleted. On a critical hit damage bypasses the shield. Once depleted, requires 2 minutes to recharge. PDC 24.
Life-Recover - This device has nanites designed to heal the wearer. Has 10 charges, which recharges at a rate of 1 per hour. Each charge used heals the wearer 1d4 hit points. PDC 22
 

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kronos182

Adventurer
GTFr Chronos
The Chronos is a civilian designed transport, with heavy armour but slow speed, designed to carry cargo pods that can fit in the 180 foot space between the command and crew section at the front and the engineering and thruster section at the back, joined together along the bottom. It is armed with a single weapon turret mounted on the top of the rear engineering section. The forward section is angular, meant to help deflect weapons fire.

GTFr Chronos (PL6)
Type: Light
Subtype: Hauler
Size: Colossal (-8)
Tactical Speed: 2,500 ft
Defense: 7 (-8 size, +3 Pilot, +2 Dex)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 25
Hit Dice: 40d20 (800 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 538 ft
Weight: 2,100 tons
Targeting System Bonus: +3
Crew: 9
Passenger Capacity: 3
Cargo Capacity: 10 tons internally + cargo containers
Grapple Modifier: +16
Base PDC: 49
Restriction: Lic (+1)

Attack:
2 fire-linked rail cannon -3 ranged (9d12)

Attack of Opportunity:
None

Standard PL(6) Design Spec: cargo containers (any that fit 180 ft)
Engines: Fusion torch, thrusters
Armour: Alloy plating (reinforced)
Defense Systems: autopilot, damage control system (2d10)
Sensors: Class II sensor array, targeting system
Communications: laser transceiver, radio transceiver
Weapons: 2 fire-linked rail cannon (3000 ft) turret
Grappling Systems: None

GTFr Poseidon
The Poseidon is a fast transport designed to get important cargo about quickly as possible. The hull has an angular cylinder design, with two large engine pods mounted on either side at the rear, with two adjustable clamp arms that angle down from the joints between the hull and the engines. The Poseidon can accommodate a single cargo pod, up to 400 tons of cargo before losing speed.

GTFr Poseidon (PL6)

Type: Ultralight
Subtype: fast freighter
Size: Colossal (-8)
Tactical Speed: 4,000 ft
Defense: 7 (-8 size +3 Pilot +2 Dex)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 15
Hit Dice: 15d20 (300 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 220 ft
Weight: 350 tons
Targeting System Bonus: +3
Crew: 5
Passenger Capacity: 0
Cargo Capacity: 5 tons internally, 400 tons in single cargo pod
Grapple Modifier: +16
Base PDC: 53
Restriction: Mil (+3)

Attack:
2 fire-linked rail cannons -3 ranged (9d12) and
2 fire-linked rail cannons -8 ranged (9d12)

Attack of Opportunity:
None

Standard PL(6) Design Spec: cargo pod
Engines: helium 3 plasma, thrusters
Armour: polymeric (lightened)
Defense Systems: autopilot system, damage control system (1d10), radiation shielding
Sensors: Class III sensory, targeting system
Communications: laser transceiver, radio transceiver
Weapons: 2 fire-linked rail cannon turret x2 (3000 ft)
Grappling Systems: None

Note: If carrying a cargo pod that carries more weight than 400 tons, reduce speed by -500 ft per 100 tons of cargo over 400 tons until ship reaches a speed of 2,500 ft (maximum of 700 tons).

GTS Centaur
The GTS Centaur is a small support craft, designed to move in and out of battles to reload fighters and bombs with ammunition and missiles. It has an angular cockpit/forward section for the pilot and copilot, with a bulky vertical middle section with a docking port on top, with overpowered engines mounted at the rear. The Centaur will dock with another craft, the copilot will operate the automated reloading system, resupplying the ship it is attached to with ammunition and missiles.
Unfortunately, sometimes when these crafts are destroyed, especially with a full cargo load, they explode quite spectacularly.

GTS Centaur (PL6)
Type: Ultralight
Subtype: Resupply
Size: Colossal (-8)
Tactical Speed: 3,500 ft, +1500 ft afterburner
Defense: 7 (-8 size +3 Pilot +2 Dex)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus:
Length: 85 ft
Weight: 45 tons
Targeting System Bonus: 0
Crew: 2
Passenger Capacity: 0
Cargo Capacity: * (up to 50 missiles and enough ammunition for a single full reload)
Grapple Modifier: +16
Base PDC: 49
Restriction: Mil (+3)

Attack:

Attack of Opportunity:

Standard PL(6) Design Spec: docking clamp, auto-loader
Engines: helium 3 plasma, plasma, plasma injectors
Armour: polymeric
Defense Systems: auto-pilot, chaff launcher (10 bundles)
Sensors: Class II sensor array
Communications: laser transceiver, radio transceiver
Weapons: None
Grappling Systems: Grapplers

Auto-Loader
Once the Centaur has docked with an other ship, it can transfer its cargo in 5 rounds (20% per round).

Explosive Destruction
If the Centaur suffers a single hit, especially a critical hit, that would take it to -50 hit points, the ship explodes, dealing 1d6x10 damage to the square (500 ft area) it is in. For every 20% of its cargo, increase damage by 1d6 and increase blast radius by 500 ft if it has 40% or more of its cargo on board when it explodes.

Civilian models of the Centaur can quickly move medical and other supplies, carrying up to 25 tons of cargo, PDC 48 Lic (+1)
 

kronos182

Adventurer
Update to the Vulture droid starfighter plus a couple of NPC droids

Vulture Droid Starfighter
The Variable Geometry Self-Propelled Battle Droid mk1, also known as Vulture droids, are a droid starfighter, capable of going from starfighter flight configuration to a walking configuration. Originally used by the Trade Federation and later by the Confederacy of Independent Systems. It had a slight insectoid appearance, thanks to Xi Charrian design aesthetics, with a compact body, highly maneuverable and fast as it didn't have to worry about a living pilot passing out. Armed with several blasters and energy torpedoes. Early models had four blasters, with two on each wing, which would be concealed in normal flight, but revealed with the wings split for combat mode. However when in walker mode, the blasters would be unavailable. Later models were modified with an additional two blasters on the body so the droid could still use blasters while in walker configuration, and the energy torpedoes are changed for other missile types, but with limited ammunition.
When not in flight, the ship could transform into a walking weapons platform, with the wings splitting and rotating to form four legs, which can also latch onto surfaces in zero gravity, allowing them to cling to outer hulls of ships to deploy even faster. Vulture droids, while programmed with a multitude of combat maneuvers, they had average intelligence for droids. Vulture droids used solid fuel which only allowed for 35 minutes of operation

In Coreline the Vulture droid starfighter is used mainly by anyone with the credits, but mainly sold to the Imperial groups, remenents of the Confederacy of Independent Systems, or others that prefer droid soldiers over the living.

Vulture Droid Starfighter Mk1 (PL6-7)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 5000 ft space, 1300 atmosphere (130), 75 ft walking
Defense: 13 (10 base -2 size +3 class +2 dodge) +4 vs missiles
Flat-Footed Defense: 11 (10 base - 2 size +3 class)
Autopilot Defense:
Hardness: 15
Hit Dice: 5d20 (100 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier:
Gunner's Attack Bonus: +2
Length: 22.8 ft flight mode, 11.8 ft (22.5 ft tall) walker mode
Weight: 4,700 lbs
Targeting System Bonus: +1
Crew: 1 droid brain (trained +4)
Passenger Capacity: 0
Cargo Capacity: 0 lbs
Grapple Modifier:
Base PDC: 34
Restriction: Mil (+3)

Attack:
4 select fire-linked blasters +1 ranged 8d8 (2 blasters, or 10d8 for 4 blasters), 20, fire, 3000 ft, s/a; or
Energy torpedo +1 ranged 5d10,

Attack of Opportunity:

Bonuses:
Due to the small size and design, the vulture droid starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, droid pilot, transform, swarm tactics
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 4 fire select-linked blaster cannons, 2 energy torpedoes
Grappling Systems:

Agile
As long as the starfighter is moving (not stationary, so had moved the turn before and the current turn), the starfighter gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the starfighter, and not just one specific target the pilot designates.

Droid Pilot
The droid starfighter is controlled by a droid brain, allowing it to perform multiple actions at once. The droid brain can make two normal attacks, while making two normal moves, which can include two stunts at the same round.

Transform
The vulture droid can switch from flight mode to walking mode, allowing it to walk in areas where it can not fly, and back again. This transformation can be done as part of its move action once per round, allowing it to take off from walker mode and move about quickly. The mark 1 vulture droids can't use its blaster cannons while in walker mode, while later versions with additional blasters on the body can fire the body mounted weapons while in walker mode.

Swarm Tactics
Droid fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Vulture droid fighters can fit in a 500 ft square and make up a wing. Attacks are made as a fire-linked battery (battery rules for the first 4, fire-link the next four fighters in the wing) of the wing commander's attack, and all the additional fighters providing +1 Defense to the wing commander's defense. When attacking another wing of starships, the droid fighter wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the droid fighter wing gains +2 die of damage.

Blaster Cannons (PL6)
Lighter energy weapons to the common laser cannons, making them legal for use as defensive weapons on civilian ships.

Weapon Damage: 4d8
Critical: 20
Damage Type: fire
Range Increment: 3000 ft
Rate of Fire: Semi
Minimum Ship Size: Large
Purchase DC: 20
Restriction: Lic (+1)

Energy Torpedo
These torpedoes are a plasma-based weapon and upon impact released a burst of radiation that was designed to interfere with shields, but not very effective against armour or other forms of protection. These weapons are damaging to all types of energy shields, including particle, ray, deflector and others. However plasma based shields reduce their damage by half. Unlike other torpedoes, energy torpedoes draw power from the ship's power planet, giving it an unlimited ammunition supply, but they require a recharge between shots and have no guidance system.

Energy Torpedo (PL6-7)
Damage: 5d20
Critical: 20x4
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 24
Restriction: Mil (+3)
Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage. Unlimited ammunition as long as ship has power. -2 to attack rolls against ships moving at 4000 ft or faster.

Variants

Vulture Droid Starfighter mk2
This is an upgrade made to the Vulture droids during the Clone Wars. Two additional blasters were added to the body to allow it to use them while in walker mode.
Make the following changes:
Add 2 fire-linked Blaster (can fire independent of the other 4, or add +1 to attack rolls when linked to the other four while in flight mode);
Replace Energy Torpedoes with Concussion missiles (6 missiles) or other missiles of similar size;
Increase hit dice to 6d20 (120 hp);
PDC: +1

EWACs Vulture Droid starfighter
This version of the Vulture has a large flat dome mounted on top which is filled with jamming and communication systems. These ships are used to disrupt enemy targeting and communications systems, but are lightly armed, with only two blaster cannons and an ion torpedo launcher.
Make following changes to Vulture mk1:
Remove 2 blaster cannons;
Switch energy torpedoes with single ion torpedo launcher (3 torpedoes);
Add advanced sensor jammer (10 mile range);
Add Communication Jammer;
PDC: +2 (Mil +3)


ADVANCED SENSOR JAMMER (PL 7)
This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV
systems suffer a –5 penalty.
Purchase DC: 6 + one-half the base purchase DC of the starship.
Restriction: Military (+3).

Communication Jammer
This device jams communications except for specific frequencies programmed for allied units, within a 50 mile radius. Computer Use check DC 30 requires to make communications possible for enemies but has static. If the enemy has their own EWACs systems, reduce DC by 5.

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

Ion Torpedo (PL6)
Damage: 12d6
Critical: 20x3
Damage Type: Energy (Electricity)
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Military (+3)


M-4000 Tick
The M-4000 Tick is a Stargate built versions of the Vulture Droid starfighters. They are slightly heavier armoured than standard vultures, with the energy torpedo launchers removed, replaced with AIM-120 missiles internal and mountings for additional missiles on the wing struts, and mounts two railguns on the body, with slight bulges on the body around the railguns. Stargate Command uses these as force multipliers when they can't spare the manpower, especially against opponents that have numerical superiority. They also have several safety protocols hardwired in the droid brains and remote shutdown systems to prevent them from being turned against them or going rogue.
Make the following changes to vulture droid starfighter mk2:
Increase hit dice to 7d20 (140 hp);
Reduce speed to 4000 ft space, 1000 (100) atmosphere;
Increase hardness to 20;
Remove energy torpedo launchers;
Add 2 fire-linked railguns to body;
Add AIM-120 internal missile launcher (4 missiles) and mountings for an additional 4 missiles externally;
Add Kill Switch;
PDC: +2 (Mil +3)

Kill Switch
The Tick is equipped with a device that activates when an attempt to hack its droid brain is detected. If someone is trying to access the droid's programming without the proper equipment and systems, the droid can make a Computer Use check DC vs the hacker's DC at +10 to roll, and if it succeeds, the droid shuts down completely and is not able to be activated until proper equipment from Stargate Command to reactivate it. If the droid fails by 5 or less, it can attempt the save again the next round with an additional +2. Another failed check the droid can't attempt again.
Alternatively, any Stargate Command personnel of rank Lieutenant or above, or is assigned to coordinate the droids, can issue a command as long as they have communications with the droid to immediately deactivate, which could cause the droid to crash if in an atmosphere flying.


AIM-120 AMRAAM Missile
These air to air missiles are an alternate to missiles like the Sidewinder with longer range, where instead of using laser designators or heat seeking systems, the missile uses its own targeting system after receiving information from the launching ship. After the missile is fired, it uses its own targeting system to help track the target, making this one of the first fire-and-forget missiles. These missiles also have a passive guidance system that when a target is using a jamming system, the passive system takes over and homes in on the jamming system.
The Stargate Program uses these missiles, and slightly modified versions that allow them to be used in space with little lose in effectiveness.
The missile's guidance system provides a +2 to attack when the pilot makes the initial attack roll, and if the attack misses, the missile can attack again for 5 more rounds at +3 attack roll before it runs out of fuel and self detonates. If the target is using a jamming system, the jamming system is considered ineffective and the missile gains an additional +1 to attack roll as it homes in on the jamming system. Missile will not arm within less than 500 feet, and will only deal 3d6 ballistic damage to targets struck. When the missile hits a target, deals 19d6 points of damage to everything within 15 foot radius, Reflex DC 20 for half except target struck.

AIM-120 AMRAAM Missile (PL5)
Damage: 19d6
Critical: 20x2
Damage Type: Fire/Ballistic
Range Increment: 5 miles (atmosphere)/ 15,000 ft space
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.


DFS-327
A Vulture Droid starfighter mk1 programmed for battleship defense. It won't pursue enemy starfighters once repelled, but can disable vital systems on attacking capital ships.
In combat, DFS-327 keeps close to its assigned capital ship, attacking targets that attack the ship, breaking off if the targets move more than 6000 ft away from the assigned ship. It, and the wing it commands, prioritizes enemy targets within 2000 ft or less of the capital ship, attacking until the target is disabled or moves out beyond 6000 ft. DFS-327 will sacrifice other fighters in its wing to protect its assigned capital ship, sending them to intercept enemy attacks.
Uses stats of Vulture droid starfighter mk1 with the following changes:
Initiative +3 while within 5000 ft of assigned capital ship;
+3 attack rolls against any targets attacking assigned capital ship;
Critical attacks against same target assigned capital ship is attacking score on 19-20, x2;
While commanding a wing of other Vulture Droid starfighters (up to total of 8 fighters) and within 1000 ft of assigned capital ship, as an attack of opportunity, can order one of the wingmen fighters to intercept an attack against the assigned capital ship, granting the ship a +2 Shield bonus to Defense. If this bonus protects the capital ship, the damage is dealt to one of the droid fighters as if it was the target of the attack.
PDC: 35 Unique (+5)


DFS-311
This Vulture Droid starfighter had programming set more for defensive flying, protecting itself and increasing the defenses of other fighters in a wing it commands.
In combat, if there are more than 2 enemy targets, DFS-311 and its wing will fight Defensively while attacking any enemy fighters, then capital ships.
Uses the stats of a Vulture Droid starfigher mk2 with the following changes:
Class bonus to Defense increases to +4;
Defensive Fighting;
Defensive formation;
PDC: 35 Unique (+5)

Defensive Fighting
When DFS-311, and it's wing, Fight Defensively, only suffers a -3 to attack rolls and gains +3 dodge bonus to defense, instead of the normal -4 to attack rolls and +2 dodge bonus to Defense during the round it fights defensively. DFS-311 can fight defensively until it choses not to.

Defensive Formation
While leading a wing of Vulture droid starfighters, DFS-311 gains an additional +1 to Defense for every 3 wingmen in the wing.
 

kronos182

Adventurer
Hyena Class Droid Fighter/Bomber
The Hyena class droid fighter/bomber are droid starfighter built by Baktoid Armour Workshop, based on the Vulture Droid starfighter. Larger than the Vulture, with a wider body, the 'head' is off-centered on the central body with a secondary pod next to it which contains missiles and torpedoes. The Hyena is able to transform similar to the Vulture, although it sits lower to the ground, which allows easier access to its ordnance pods to ground units to reload it faster. In addition to the ordinance pod, and any additional warheads carried under the body, it has four light lasers on the wings, which transform into legs. While in walker mode, the lasers are not usable, but it can still fire any warheads it has.

Hyena Droid Fighter/Bomber (PL6-7)
Type: Ultralight
Subtype: Fighter/bomber
Size: Huge (-2)
Tactical Speed: 4500 ft space, 1100 atmosphere (110), 60 ft walking
Defense: 13 (10 base -2 size +3 class +1 dodge) +4 vs missiles
Flat-Footed Defense: 11 (10 base - 2 size +3 class)
Autopilot Defense:
Hardness: 15
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier:
Gunner's Attack Bonus: +2
Length: 40.9 ft wide, 11.8 ft (22.5 ft tall) walker mode
Weight: 9,600 lbs
Targeting System Bonus: +1
Crew: 1 droid brain (trained +4)
Passenger Capacity: 0
Cargo Capacity: 0 lbs
Grapple Modifier:
Base PDC: 36
Restriction: Mil (+3)

Attack:
4 select fire-linked blasters +1 ranged 8d8 (2 light lasers, or 10d8 for 4 lasers), 20, fire, 3500 ft, s/a; or
Warhead Launcher +1 ranged varies,

Attack of Opportunity:

Bonuses:
Due to the small size and design, the droid starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, droid pilot, transform, swarm tactics, bomber targeting, selective warheads, under wing ordnance, network calculations.
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 4 fire select-linked light laser cannons, 2 warhead launchers
Grappling Systems: None

Agile
As long as the starfighter is moving (not stationary, so had moved the turn before and the current turn), the starfighter gains a +1 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the starfighter, and not just one specific target the pilot designates.

Droid Pilot
The droid starfighter is controlled by a droid brain, allowing it to perform multiple actions at once. The droid brain can make two normal attacks, while making two normal moves, which can include two stunts at the same round.

Transform
The droid can switch from flight mode to walking mode, allowing it to walk in areas where it can not fly, and back again. This transformation can be done as part of its move action once per round, allowing it to take off from walker mode and move about quickly. The droid can't use its laser cannons while in walker mode.

Swarm Tactics
Droid fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Vulture droid fighters can fit in a 500 ft square and make up a wing. Attacks are made as a fire-linked battery (battery rules for the first 4, fire-link the next four fighters in the wing) of the wing commander's attack, and all the additional fighters providing +1 Defense to the wing commander's defense. When attacking another wing of starships, the droid fighter wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the droid fighter wing gains +2 die of damage.

Bomber Targeting
When the Hyena is targeting a starship of Light or larger type, or colossal sized vehicles or buildings on the ground, it's warhead launchers attacks gain a +2 to attack rolls (total of +3). It gains +2 to Pilot and any other checks required while making a bombing run.

Selective Warheads
The warhead launchers on the Hyena bomber are designed to carry up to two different types of ordnance. Each launcher can carry a total of 3 concussion missiles (6 total), 3 proton torpedoes (6 total), or 8 concussion missiles (16 missiles total), or 7 proton torpedoes (14 each). It can swap proton bombs at the rate of 1 proton torpedo to 1 proton bomb. During combat, it can switch freely between concussion missiles and proton torpedoes freely if it makes more than 1 attack per round with the warhead launchers.

Underwing Ordnance
The Hyena can carry additional concussion missiles, proton torpedoes or proton bombs on racks under the body. It can carry a total of 8 additional warheads or bombs, but suffers -2 to Pilot checks and reduce speed by -500 ft in space, -100 (-10) in atmosphere.

Network Calculations
Hyena droids can work together to make the best of their attacks when attacking larger targets. When multiple individual Hyena droids, or multiple wings of Hyenas (which function as one), attack the same target, each Hyena or wing of Hyenas that attacks the same target of Light type, or colossal sized ground target, each Hyena/wing of Hyenas after the first that successfully deals damage to the target gains a +1 to attack roll and critical roll increases by 1 for that round. If one misses the target, the bonus resets.

Light Laser
A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage.

Light Laser (PL6)
Damage: 4d8
Critical: 20
Damage Type: Fire
Range Increment: 3500 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 29
Restriction: Mil (+3)

Variants
M-4500 Dragonfly

The M-4500 Dragonfly is a Stargate Command/US Airforce built versions of the Hyena Droid starfighters. They are slightly heavier armoured than standard versions, with the warhead launchers removed, replaced with AIM-120 and Hellfire 2 missiles internal and external mountings for additional missiles on the wing struts, and mounts one railgun on the body, with slight bulges on the body around the railgun. Stargate Command and the US Airforce uses these as force multipliers when they can't spare the manpower, especially against opponents that have numerical superiority. They also have several safety protocols hardwired in the droid brains and remote shutdown systems to prevent them from being turned against them or going rogue. Unfortunately the Dragonfly is to large to send through a Stargate, thus they are either launched from ground bases, space stations or ships in orbit.
Make the following changes to Hyena droid fighter/bomber:
Increase hit dice to 9d20 (180 hp);
Reduce speed to 4000 ft space, 900 (90) atmosphere;
Increase hardness to 20;
Remove warhead launchers (2);
Add 1 railgun to body;
Add AIM-120 internal missile launcher (8 missiles);
Add Hellfire 2 internal missile launcher (8 missiles);
Add external missile mountings (6 AIM-120 or 4 Hellfire 2 missiles)
Add Kill Switch;
PDC: +2 (Mil +3)

Kill Switch
The Dragonfly is equipped with a device that activates when an attempt to hack its droid brain is detected. If someone is trying to access the droid's programming without the proper equipment and systems, the droid can make a Computer Use check DC vs the hacker's DC at +10 to roll, and if it succeeds, the droid shuts down completely and is not able to be activated until proper equipment from Stargate Command to reactivate it. If the droid fails by 5 or less, it can attempt the save again the next round with an additional +2. Another failed check the droid can't attempt again.
Alternatively, any Stargate Command personnel of rank Lieutenant or above, or is assigned to coordinate the droids, can issue a command as long as they have communications with the droid to immediately deactivate, which could cause the droid to crash if in an atmosphere flying.

AIM-120 AMRAAM Missile
These air to air missiles are an alternate to missiles like the Sidewinder with longer range, where instead of using laser designators or heat seeking systems, the missile uses its own targeting system after receiving information from the launching ship. After the missile is fired, it uses its own targeting system to help track the target, making this one of the first fire-and-forget missiles. These missiles also have a passive guidance system that when a target is using a jamming system, the passive system takes over and homes in on the jamming system.
The Stargate Program uses these missiles, and slightly modified versions that allow them to be used in space with little lose in effectiveness.
The missile's guidance system provides a +2 to attack when the pilot makes the initial attack roll, and if the attack misses, the missile can attack again for 5 more rounds at +3 attack roll before it runs out of fuel and self detonates. If the target is using a jamming system, the jamming system is considered ineffective and the missile gains an additional +1 to attack roll as it homes in on the jamming system. Missile will not arm within less than 500 feet, and will only deal 3d6 ballistic damage to targets struck. When the missile hits a target, deals 19d6 points of damage to everything within 15 foot radius, Reflex DC 20 for half except target struck.

AIM-120 AMRAAM Missile (PL5)
Damage: 19d6
Critical: 20x2
Damage Type: Fire/Ballistic
Range Increment: 5 miles (atmosphere)/ 15,000 ft space
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.

Hellfire 2 (Air-to-Surface Missile)
The hellfire 2 is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 18d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 21 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 20 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire 2 missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.
PDC: 23 Mil (+3)


Techno Union Bomber
These Hyena droid fighter/bombers are built by the Techno Union, a member of the Confederacy for Independent Systems, which boasts improved droid brains, sensors and other systems.
Make the following changes to Hyena droid fighter/bomber:
Increase Pilot bonus to Defense to +4;
Increase Pilot skill bonus to +5;
Increase Gunner attack to +3;
Change sensor system to Class III;
Reduce hardness to 13;
PDC: +1


DBS-404
This Hyena droid bomber was programmed for ground attack, making it quite effective against any ground vehicle or structure, has yellow paint job and slight modifications for improved atmospheric performance.
Uses the stats of the Hyena droid fighter/bomber with the following changes:
Additional +1 to Pilot checks while in atmosphere;
Gains +2 to attack rolls against any ground target;
Gains additional +1 Dodge bonus to Defense against attacks from ground vehicles or structures;
Against ground structures critical damage increased by 1 (x2 becomes x3).
PDC: 37 Unique (+5)
 
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kronos182

Adventurer
Some members of the Dominion..

Vorta
The Vorta are a humanoid species genetically-engineered by the Founders of the Dominion, who act as field commanders, administrators, scientists, diplomats and doctors. Vorta have pale skin, violet eyes and elongated ears that were completely joined to the rest of the head. Their genome were altered by the Founders to give them incredible hearing, but poor eye sight, and immune to most forms of poisons and venoms. They were also genetically altered to see the Founders as Gods, and most of the Vorta population are subservient to them, but some deviants exist. Most Vorta are created as clones from several existing templates, but they can breed normally, but is rarely done.
Thanks to the genetic modifications, most Vorta are found in roles of leaders, scientists, administrators and diplomate, and rarely deviate from such roles, even when not working for the Dominion.

Racial Traits:
Ability Modifiers:
+1 Intelligence, +1 Wisdom, +2 Charisma, -2 Strength. Vorta are intelligent and cunning, many are quite charming or skilled manipulators functioning as diplomats, leaders and administrators.
Medium: As Medium creatures, Vorta have no special bonuses or penalties due to their size.
Speed: Vorta base land speed is 30 feet.
Racial Skills: -2 Spot, +5 Listen. Vorta have poor eye sight but excellent hearing, close in range to an Earth canine.
Extreme Loyalty: Vorta are genetically engineered to be loyal to the Founders, seeing them as Gods. Any skills, checks or rolls related to their allegiances gain +2. Even deviants that break from the Dominion are still loyal to the Founders, in their own ways.
Genetic Training: Due to the genetic modifications, Vorta are skilled in the roles intended for them. All Vorta have +1 to Bluff, Sense Motive and Gather Information as they are trained to gather information to benefit the Dominion, and hide any secrets of the Founders. Pick one of the following roles: Diplomat +2 Bluff, +4 Diplomacy, +2 Gather Information, ; Leader +4 Knowledge: Tactics, +4 Gather Information; Scientist +2 to 2 Knowledge skills, +2 Computer Use , +2 any 1 Craft; Doctor +2 Craft: Pharmaceutical, +4 Treat Injury.
Clones: Virtually all Vorta are clones, with the memories of the previous clones integrated into the next clone. Vortas refer to their previous clones by their number or as 'my predecessor' and many will exhibit slight personality differences from previous clones, and 5% to be significantly different. There is a 5% chance a Vorta is not a clone and born through natural means. Only the Dominion has the technology to transfer memories from a previous clone to the next clone in the line. If the Vorta dies and member of the Dominion, if the body is returned to a Dominion facility within 1 week of death, and the head isn't destroyed, the next clone will have all the memories of the dead clone minus 1d10x2 hours prior to their death of memories.
Reputation: Vorta, being so well known for being servants of the Dominion +1 Reputation.
ECL: +1

Jem'Hadar
The Jem'Hadar are a genetically-engineered reptilian-like humanoid species used by the Dominion as their soldiers and enforcers. Thanks to the genetic modifications by the founders, Jem'Hadar are created in birthing chambers or hatcheries, reaching full maturity in three days, and all are male, with a genetic memory with basic knowledge of how to fight and believing that the Founders are Gods and show utter devotion to them, although some deviations have appeared and are less loyal than others.
Jem'Hadar require very little food as they are genetically engineered to be dependant on the drug ketracel-white for their nourishment. This also allows them to require very little sleep and don't fatigue easily, able to remain awake and fully alert and ready for combat at peak or near peak efficiency for 5 days, sometimes longer. Without ketracel-white, they go through withdrawl and their body beings to shutdown and they will die. Other modifications include enhanced eye sight, great strength, and the ability to "shroud" themselves, which functions as a biological form of cloaking.

Racial Traits:
Ability Modifiers:
+5 Strength, +2 Constitution. Jem'Hadar are strong and hearty, modified for strength and resilience.
Medium: As Medium creatures, Jem'Hadar have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height.
Speed: Jem'Hadar base land speed is 30 feet.
Racial Skills: +3 Spot and +1 Survival skills. Jem'Hadar are created with excellent eye sight and skills to survive.
Extreme Loyalty: Jem'Hadar are extremely loyal to the Dominion and especially the Founders, bred to consider them to be gods. Any skills, checks or rolls related to their allegiances gain +2.
Ketracel-White Dependency: Jem'Hadar are genetically dependent on Ketracel-White, if they don't have a regular supply the go through withdrawal symptoms and will die. Jem'Hadar require 20 oz a day. The first day without Ketracel-white the Jem'Hadar suffer -1 to all skills and attack rolls, and -1 to Defense. For each day they go without Ketracel-White after the first, suffer -1 to Strength and Con, when they reach Con score of 5, they must make a save vs original Con store or die. If they successfully save, must make a save vs original Con score until they die or reach 0 Con and die.
Fatigue Immunity: Jem'Hadar are immune to Fatigue status and are also immune to being stunned. They are also able to remain awake for 4+ Con Modifier days at peak efficiency before requiring 4 hours of rest.
Training: As a warrior race, and by genetic memory training, all Jem'Hadar are taught how to use a number of weapons, granting all Jem'Hadar Simple Weapons Proficiency, Personal Firearms Proficiency, and a number of Dominion weapons developed for the Jem'Hadar.
Shroud: All Jem'Hadar have the ability to "shroud" themselves, virtually turning invisible and incredibly difficult to detect with sensors. Takes 1 round to turn invisible, granting +15 to Hide checks, all visual, heat, energy and lifesigns sensors/detectors are at -15 to detect a shrouded Jem'Hadar. If the Jem'Hadar is suffering from withdrawal, they can not use their shroud ability. Note, this doesn't make them silent, thus they must train to move silently. The Jem'Hadar must drop the shroud in order to attack, which is a free action.
Reputation: Jem'Hadar are well known for being the soldiers of the Jem'Hadar, never giving up, always coming until ordered not to. +2 to Reputation. They also gain a +3 bonus to Intimidation checks.
ECL: +3

Jem'Hadar Soldier
Type: Humanoid
Size: Medium
CR: 4
Hit Points: 26 (4d8+8)
Mas: 15
Init: +1
Speed: 30 ft
Defense: (+1 Dex
FS/Reach: 5 ft / 5 ft
Attacks: +4 ranged (polaron rifle 3d10+1), or +8 melee (kar'takin 2d4 slashing or 1d8 piercing)
Special Qualities: Shroud, Fatigue immunity, Ketracel-white dependency, Gamma
Allegiances: Dominion, Founders
Saves: Fort +6, Reflex +2, Will +1
Reputation: +2
Abilities: Str 20, Dex 13, Con 15, Int 11, Wis 10, Cha 9
Skills: Demolitions +2, Hide +2 (+17 shroud), Knowledge: Tactics +2, Listen +3, Move Silently +3, Spot +3, Survival +3
Feats: Simple weapons proficiency, personal weapons proficiency, medium armour (Jem'Hadar armour)
Possessions: kar'takin, polaron pistol or rifle, Jem'Hadar armour, ketracel-white

Combat
Jem'Hadar are breed and created for combat, well trained in multiple forms of combat. They engage in ranged combat and close to melee. If they are able, they will draw their kar'takin immediately before engaging in melee, but if there is no time, they will strike with their rifle and fists.
If the mission requires stealth or they know they will be outnumbers, they will use their shroud ability to render themselves undetectable and hid in good locations for ambushes, create kill boxes. They will use their shroud to sneak up on opponents and use their kar'takin to silently kill if the mission requires, making them excellent assassins.
If their opponents have personal shielding, they will move into melee range and let their armour's ability to penetrate shielding to use their kar'takin.

Gamma
Most Jem'Hadar are from the Gamma Quadrant and are trained in combating races from the Gamma Quadrant. These Jem'Hadar gain a +1 to attack rolls, melee damage, Knowledge related checks and Search and Survival checks to track Gamma Quadrant races.

Ketracel-White Dependency
Jem'Hadar are genetically dependent on Ketracel-White, if they don't have a regular supply the go through withdrawal symptoms and will die. Jem'Hadar require 20 oz a day. The first day without Ketracel-white the Jem'Hadar suffer -1 to all skills and attack rolls, and -1 to Defense. For each day they go without Ketracel-White after the first, suffer -1 to Strength and Con, when they reach Con score of 5, they must make a save vs original Con store or die. If they successfully save, must make a save vs original Con score until they die or reach 0 Con and die.

Fatigue Immunity
Jem'Hadar are immune to Fatigue status and are also immune to being stunned. They are also able to remain awake for 4+ Con Modifier days at peak efficiency before requiring 4 hours of rest.

Shroud
All Jem'Hadar have the ability to "shroud" themselves, virtually turning invisible and incredibly difficult to detect with sensors. Takes 1 round to turn invisible, granting +15 to Hide checks, all visual, heat, energy and lifesigns sensors/detectors are at -15 to detect a shrouded Jem'Hadar. If the Jem'Hadar is suffering from withdrawal, they can not use their shroud ability. Note, this doesn't make them silent, thus they must train to move silently. The Jem'Hadar must drop the shroud in order to attack, which is a free action.


Phased Polaron Pistol, Jem'Hadar
These are the basic ranged weapon for the Jem'Hadar, used as backup weapons for the average soldier, and primary weapon while aboard starships when not in combat situations. These weapons have a stun setting, 1 lethal setting and a disintegration setting. The weapons are also designed with an anti-coagulant, so even hits that don't kill are still lethal over time.

Phased Polaron Pistol, Jem'Hadar (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x3
Damage Type: Energy/Fire
Range Increment: 50 ft
Rate of Fire: Semi
Size: Medium
Weight: 4 lbs
Ammo: 25 internal, 25 anti-coagulant
Purchase DC: 19 Res (+2), Dominion
Notes: Anti-Coagulant
Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a stun setting blast.
Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Anti-Coagulant - When used on the lethal setting, an anti-coagulant agent is released with the discharge. Target struck suffers continuous, cumulative from multiple strikes, 1 point of damage from bleeding, until target receives treatment, Treat Injury DC 20, or with the application of a coagulating agent, or magical healing. This stacks with multiple attacks and with the wounding magical weapon ability.

Phased Polaron Rifle, Jem'Hadar
These are the basic ranged rifle for the Jem'Hadar. These weapons have a stun setting, 1 lethal setting and a disintegration setting. The weapons are also designed with an anti-coagulant, so even hits that don't kill are still lethal over time.

Phased Polaron Rifle, Jem'Hadar (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 3d10+1
Critical: 20x3
Damage Type: Energy/Fire
Range Increment: 90 ft
Rate of Fire: Semi, Automatic
Size: Medium
Weight: 9 lbs
Ammo: 75 internal, 50 anti-coagulant
Purchase DC: 19 Res (+2), Dominion
Notes: Anti-Coagulant
Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a stun setting blast.
Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d10+5 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Anti-Coagulant - When used on the lethal setting, an anti-coagulant agent is released with the discharge. Target struck suffers continuous, cumulative from multiple strikes, 1 point of damage from bleeding, until target receives treatment, Treat Injury DC 20, or with the application of a coagulating agent, or magical healing. This stacks with multiple attacks and with the wounding magical weapon ability.


Kar'takin
A short polearm with a straight-edge blade with a stabbing point, favoured by the Jem'Hadar for hand-to-hand combat.

Kar'takin (PL 4 Exotic Weapon Proficiency, Jem'Hadar)
Damage: 2d4 / 1d8
Critical: x3 / 19-20 x2
Damage Type: Slashing / Piercing
Size: Medium
Weight: 7.5 lbs
Purchase DC: 15 (13 for Jem'Hadar)
Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding with both hands, gains the benefit of the Power Attack feat even if they don't have it but only with the slashing straight blade. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way.

Jem'Hadar Armour
This armour is worn by the Jem'Hadar, soldiers of the Dominion. The armour contains a spot to hold ketracel-white with a pump that connects a tube to the Jem'Hadar's neck to directly inject and pump the drug right into the Jem'Hadar. The armour is also equipped with a device that allows the wearer to penetrate personal shielding, allowing them to engage in melee combat with shielded foes.

Jem'Hadar Armour (PL 7)
Type: Medium
Equipment Bonus: +5
Nonprof. Bonus: +1
Max Dex: +3
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 24
Restriction: Illegal +5 (Dominion Military +3)
Notes: Ketracel-White pump, anti-personal shield
Ketracel-White Pump - This device pumps the drug from a 20 oz container that is placed in a special, padded holster on the chest, under an outer layer. It is designed to provide the correct amount of the drug throughout the day to prevent the Jem'Hadar wearer from suffering from withdrawal. It is designed that it can reduce the amount to stretch a Jem'Hadar's supply by 25% increments. At 75% the Jem'Hadar suffers the effect of first day withdrawal while under the effect of 75% rationing and 1 extra day before the other effects of withdrawal take effect once the supply runs out. At 50% the Jem'Hadar suffers double the penalties of first day of withdrawal while under 50% rationing, and after 5 days on 50% rationing suffers as if been without the drug for 2 days. If 50% rationing continues, begins to suffer additional days of withdrawal at a rate of 3 days of rationing equals 1 day without. At 25% rationing, the Jem'Hadar suffers each day of withdrawal at a rate of every 2 days.
Anti-Personal Shield Device - If the wearer is fighting against someone with a personal force field, this device emits an inverse field that allows the wearer to interact with the shielded foe. The wearer ignores the shield completely, but only within 5 feet of the shielded target, able to use melee weapons or unarmed strikes.

Jem'Hadar Variants

Starship Crew

These Jem'Hadar were trained to act as crew for starships, fighters or vehicles. Make the following changes/additions to the Jem'Hadar, with skills being replaced with the below:
Skills changes to: Remove Demolitions, add Pilot +3
Added feat Starship Operation (class of ship to be used on for ship pilots);
Typically equipped with Phased Polaron Pistol

Commander
Leaders of Jem'Hadar are referred to by numbers, the leader Jem'Hadar is the First, second in command is Second, and so on down in rank.
These Jem'Hadar are trained to be leaders of a group of soldiers. Make the following changes, with skills replacing the original as below:
+1 to attack;
Skills: Increase Listen +1, Search +1, Spot +1, Knowledge Tactics +2;
*Coordinate talent;
*Coordinate Talent the Jem'Hadar uses is slightly modified from the normal talent D20 Modern page 31. The Jem'Hadar commander unit has an effective Cha of 10 (+0 to rolls) for purposes for rolls, DC 10 +1/25 Jem'Hadar to coordinate, with range of 100 ft, able to coordinate up to 100 Jem'Hadar, lasting for a total of 1d4+1 rounds.

Alpha
Alpha Jem'Hadar are Jem'Hadar created and modified in the Alpha Quadrant. These Jem'Hadar gain a +1 to attack rolls, melee damage, Knowledge related checks and Search and Survival checks to track Alpha Quadrant races, but suffer -1 against Gamma Quadrant races. They also do not get along with Gammas, suffer -1 to rolls interacting with Gamma Jem'Hadars.

Anti-Droid
After the Dominion's exposure to the Galactic Empire, Rebels and New Republic forces, and seeing droids and cybernetic implants that appear quite lifelike, the Founders had their scientists went to work creating new Jem'Hadar. These Jem'Hadar are genetically altered to combat droids, androids and cyborgs. Their eyes are modified, giving them a form of x-ray and able to see EM fields generated by electronics of droids and cybernetics. They have special organs that can generate a powerful, but short ranged EMP to stun droids and shutdown cybernetics.
Make following changes to basic Jem'Hadar:
Gain X-ray vision;
EM Vision;
EM Pulse;
Droid Combat.

X-Ray Vision
As a free action, the Jem'Hadar can switch to their x-ray vision, able to see through objects up to 100 feet. Their vision can penetrate 5 inches of metal (except lead, which can not see through), and 8 inches of other materials, including concrete, wood, and plaster. Takes a free action to switch back to normal vision. While using X-ray vision, the Jem'Hadar's vision is reduced to the 100 foot long cone, everything outside is blurry, and suffer -1 to initiative.

EM Vision
As a free action, the Jem'Hadar can switch to their EM Vision, which allows them to detect electronic devices of all types, gaining a +4 to Search checks. This vision has a range of 100 feet, which gives the Jem'Hadar's vision a slight blue tint, and EM fields from electronic devices appear as various shades of blue, with stronger power sources darker shades. Beyond the 100 feet, vision is slightly blurred, but vision isn't limited like the X-ray vision. Switching back takes a free action.

EM Pulse
Through a special organ that generates electromagnetic energy, releases a pulse in a 15 foot burst radius, instantly shorting out all electronic devices. All affected devices remain non-functional until repaired. Deals no damage to living creatures. However, a creature with cybernetics attached suffers 1d4 points of electricity damage per cybernetic damage (to a maximum of 5d4) and must succeed a Fort save DC 16 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Fort save, each of its cybernetic devices take 1d4 points of electricity damage as well. The pulse deals 5d4 electricity damage to robots, mecha, androids and droids, and must make a Fort save DC 15 or be stunned for 1d4 rounds.
The Jem'Hadar can use this ability 3 + Con modifier times per day (typically 5).

Droid Combat
These Jem'Hadar are trained to fight droids, robots, androids, mecha and even counter targets with cybernetics. They gain +2 Knowledge: Technology, +2 to attack rolls and melee damage. If the Jem'Hadar studies such a target using either of their X-ray or EM vision for at least 2 rounds, for the next 3 rounds the critical threat range for their next attack is increased by one against that target.
 

kronos182

Adventurer
some X-Com stuff finally since it's been mentioned a bit lately.

X-Com Laser Rifle

"The laser assault rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 Rifle."

The X-Com laser rifle is comparable to most other laser rifles in damage, but being a 'first generation' weapon, it has horrible power consumption compared to other laser rifles, limiting its ammunition supply. It has a grey frame with several internal components showing that glow red while armed and glow brighter while in use. One unique feature of the X-Com laser rifle is the 'rifle suppression' mode. Typically the weapon fires a large single beam, but this mode, fires several smaller and weaker bolts covering an area.

X-Com Laser Rifle (PL5-6, personal firearms proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Fire
Range Increment: 75
Rate of Fire: S
Size: Large
Weight: 13 lbs
Ammo: 25 box (power pack)
Purchase DC: 19 Mil +3, 16 for X-Com members
Notes: Rifle Suppression mode, intimidating, Compact state
Rifle Suppression - As a free action once per turn user can switch to this mode. Once activated, the weapon fires multiple weaker bolts of laser energy that covers a 10 foot radius area dealing 2d8 damage, Reflex save DC 15 for half but suffers -3 to attack rolls. This mode is particularly useful when used to make attacks of opportunities triggered by enemies, as can target an area instead of a specific target, making it tactically useful to pin targets down while under cover, and other similar situations. Each firing uses up 2 charges from a power pack.
Intimidating - Grants +2 to Intimidation checks, particularly useful in dark and foggy/smoky conditions.
Compact State - when not in use/safety activated, the weapon reduces size to medium, no glowing parts visible, can switch between normal and compact state as a free action, can be combined with Intimidation check as if being drawn.

X-Com Scatter Laser
The Scatter Laser is X-Com's laser equivalent to the shotgun. It's large, has multiple emitters mounted in a curved front, multiple red glowing parts. It fires several smaller bolts at once, providing increased chance of hitting a target at close range.

X-Com Scatter Laser (PL5-6, personal firearms proficiency)

Damage: 3d8
Critical: 20x3
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: S
Size: Large
Weight: 16 lbs
Ammo: 25 box (power pack)
Purchase DC: 22 Mil +3, 17 for X-Com members
Notes: Intimidating, +2 attack within first range increment, -1 damage every increment past first. Mounted flashlight under barrel.
Intimidating - Grants +2 to Intimidation checks, particularly useful in dark and foggy/smoky conditions.


X-Com Light Plasma Rifle
This light plasma weapon has a light frame, incredibly accurate, but deals lower damage, but greater range than other plasma rifles. But typical of most X-Com weapons, has power energy efficiency. Has a grey frame with light green glowing parts.

X-Com Light Plasma Rifle (PL5-6 personal firearms proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: fire
Range Increment: 90 ft
Rate of Fire: S, A
Size: Medium
Weight: 6 lbs
Ammo: 30 box (power pack)
Purchase DC: 19 Mil +3, 17 X-Com members
Notes: Grants +5 to attack rolls in the first range increment, range penalties are -1 every two increments afterwards.

Ghost Grenade
This cylinder shaped grenade contains elerium-infused particles that, when diffused, can render anything covered in them invisible, although strong power sources and energy discharges will disrupt the effectiveness. When activated, as a standard action (or as an attack to throw and affect targets at a distance), affects a 10 foot radius area, granting a +15 to Hide checks against visual, INFRARED, ultraviolet and similar sensors, lasts for 1 minute. Powerful energy sources within 30 feet of a target under the effect of Ghost Grenades (unshielded power reactors designed to power large vehicles, mechs or buildings) reduce the effectiveness to only +7 while within 30 feet. Strong radioactive sources within 20 feet reduces effectiveness to +10, and increased sources reduce effectiveness by -2 for each step, and -2 for every 5 feet closer.
Energy weapons (lasers, plasma, ion, particle, etc, but not weapons that deal acid, cold or sonic damage) reduce the effectiveness by -1 per discharge, with an additional -1 per die of damage over 3 dice of damage, within 10 feet, or the affected target using the weapon themselves.
Range: thrown, 10 ft
Weight: 2 lbs
PDC: 18 per grenade.


Minigun
Contemporary minigun, a rotating 6 barreled weapon, usually mounted on vehicles or fixed positions. Must have a power source and ample supply to be used. Fires 7.62mm rounds. Mounted on MECs, tied into the MECs power source and can carry a large ammunition supply. Becomes part of the MEC for encumbrance, but can be dropped as a free action.

Minigun (PL5-6, heavy weapons or exotic weapons proficiency)
Damage: 4d10
Critical: 20x2
Damage Type: ballistic
Range Increment: 150 ft
Rate of Fire: A
Size: Huge
Weight: 50 lbs
Ammo: Linked 1000 rds (back mounted bin)
Purchase DC: 22 Mil +3, 17 for X-Com members


MEC Railgun
This high-powered, recoilless slugthrower fires projectiles at high speed. The weapon is heavy and power intensive, making it a good heavy weapon to mount on MECs. The projectile has decent armour penetration and long range, which allows it to also function as an impromptu sniper rifle.

MEC Railgun (PL5-6, heavy weapons or exotic weapons proficiency)
Damage: 7d6
Critical: 20x2
Damage Type: ballistic
Range Increment: 175 ft
Rate of Fire: Single
Size: Huge
Weight: 30 lbs
Ammo: 30 box
Purchase DC: 23 Mil +3, 18 for X-Com members
Notes: Ignores 5 points of DR/Hardness


MEC Particle Cannon
The name is actually a misnomer as it is a modified application of heavy plasma research to create a burst-style particle beam of ionized gas, which makes up plasma. It has good damage, armour penetration, but is short ranged.

MEC Particle Cannon (PL5-6 heavy or exotic weapon proficiency)
Damage: 5d10
Critical: 20x3
Damage Type: fire
Range Increment: 60 ft
Rate of Fire: S
Size: Huge
Weight: 35 lbs
Ammo: 30 box (capacitor linked to MEC)
Purchase DC: 24 Mil +3, 19 X-Com members
Notes: Ignores 8 points of DR/Hardness
 

kronos182

Adventurer
some additional X-Com stuff...

MEC Trooper
MEC troopers are cybernetically enhanced soldiers that fill several roles and can wear the MEC suits. Those with different roles will have specific abilities to help fulfill those roles, which can't be changed, and as they grow in rank, gain other cybernetic abilities. All MEC troopers receive a base set of cybernetics, which is part of the MEC Suite, which includes replacing the arms, legs, control links for the MEC Suit.

MEC Suite
Hit Points: +10 hp
Speed: 30
Defense: +1
Abilities: Str 16, Dex 15
Locomotion: Paired Legs
Manipulators: Hands
Cybernetics: legs, arms (each with hardness 5, 15 hp each), anti-shock implant, fortified skeleton (DR 4 outside MEC Suit)
Accessories: identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link,
PDC: 25, X-Com members 23.

Role Upgrades
MECs troopers can receive one upgrade based on the wearer's role/class, and can not be changed, which only works while they are wearing a MEC suit.

Assault
The MEC Trooper is expected to be up front in the fight, taking and dealing damage.
Shock-Absorbent Armour - Increase DR by +5 in MEC Suit

Heavy
Troopers are slower and wield heavy weapons and equipment
Body Shield - An energy field that helps deflects attacks. Against ranged attacks, gains +4 Deflection bonus to Defense and +4 Equipment bonus to Reflex saves against explosives. Can run for 10 rounds before requiring a 2 minute cool down.

Sniper
Troopers specializes in ranged combat, particularly snipers.
Platform Stability - A system that helps in aiming ranged attacks while not moving. As long as the MEC doesn't move the round before the attack, gains a +5 to attack roll and increase critical threat range by 1 (20 becomes 19-20) for the next ranged attack.

Support
Troopers that work in support roles.
Distortion Field - Similar to the Body Shield but affects the MEC and up to 5 allies within 30 feet, granting a +2 Deflection bonus to Defense for up to 5 rounds, with a 2 min cool down.

Rank
Those working for X-Com can gain some bonus abilities that can be assigned, or rewarded based on a minimum rank. MECS can only support up to 3 systems of this type. Adding, removing or changing systems requires Repair check DC 19 and 1 hour of work.

Sergeant
Vital-Point Targeting
- Adds +2 to attack rolls against humans and up to 5 other species programmed from detailed studies of their anatomy.
Damage Control - After taking damage for the first time in a round, all other attacks from the same source has damaged reduced by 2 for the rest of the round and 2 rounds after.

Lieutenant
Jetboot Module
- Adds jump boots that grants +5 to jumps, triples jumping height and length.
One for All - The wearer can position the MEC to grant +4 Cover bonus to Defense for up to two medium sized characters standing next to it from attacks it is facing. As soon as it engages in melee combat or moves, the cover bonus is removed.

Captain
Repair Servos
- Repairs damage to the MEC, per activation can automatically repair 1d4+1 HP. Has 5 uses.
Expanded Storage - Any tactical system that has limited uses, increases the space for such systems by 50%.

Colonel
Absorption Fields
- A potent force field installed, has 40 hit points depleted first, critical hits deal half damage to the shield and half to the MEC (or the wearer if the MEC's HP is depleted). Can operate for 5 rounds, then requires a 5 round cool down, at which point can be reactivated at full hit points.
Reactive Targeting Sensors - Allows the user to make an immediate attack of opportunity against the first enemy to attack them that round, as long as their weapon has ammunition.


MEC - Mechanized Exoskeletal Cybersuit
A MEC, or Mechanized Exoskeletal Cybersuit is a specialized combat rig utilized by MEC troopers of X-Com. These suits are well armoured, allowed the wearer to carry heavy weapons and have various additional weapons and abilities. While these suits may appear as small mechs, they are battlesuits, typically standing between 6.5 feet and just under 8 feet tall.
X-Com has several models available, each filling different tactical roles, and some can have specific upgrades based on the MEC Trooper's role and class.
MECs can be armed with a minigun, railgun or particle cannon, and each model has a choice of an additional tactical system depending on model.
Users of MECs require a number of cybernetic implants, the MEC suite, which connects the user to the MEC, making the machine and user virtually one. MECs have hit points which are depleted before the user's, and once depleted, the MEC only provides half the bonus to Defense (round down), no Strength bonus, any speed bonus is removed. Any equipment bonuses to attack rolls, skills and saves are negated. Sensor systems are also not available until repaired.

MEC-1 Warden
The Warden is a lighter MEC, with lighter armour but improved speed, standing 6.9 feet tall. It can have one additional tactical system from Kinetic Strike Module and Flamethrower. The hydraulics and other systems allow the armour to carry its own weight.

MEC-1 Warden (PL6)
Type: MEC, Powered Armour
Equipment Bonus: +7
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -2
Speed (30 ft): 40 ft
Weight: 200 lbs
Purchase DC: 25, 21 X-Com members
Restriction: Mil +3
Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 50 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 10 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance

Tactical Systems:
Kinetic Strike Module
- A powerful arm upgrade for the MEC allowing the wielder to pulverize nearby targets. Mounts to whichever arm the wielder wants, a powerful rapid hydraulic system that quickly causes the striking surface that covers part of the fist to move forward for increased power. Dealing 2d6 bludgeoning damage.

Flamethrower - Typical mech flamethrower

MEC-2 Sentinel
The Sentinel is similar to the Warden but has heavier armour, slightly slower, and the tactical system choices are more for support roles. Standing 7.2 feet tall, slightly larger and heavier than the Warden.

MEC-2 Sentinel (PL6)
Type: MEC, Powered Armour
Equipment Bonus: +8
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 250 lbs
Purchase DC: 26, 21 X-Com members
Restriction: Mil +3
Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 50 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 12 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance

Tactical Systems:
Grenade Launcher
- A grenade launcher mounted on one of the arms fed by a small drum. Makes use of standard grenade launcher grenades, similar to the M-79 and other contemporary grenade launchers, semi rate of fire, with 15 grenades.

Restorative Mist - Makes use of a number of airborne and short lived nanites that are released as a mist covering a 10 foot radius around the MEC, heals the wearer and those nearby for 2d4 HP. Only affects living and organic targets. Has 10 uses, PDC 13 to refill.

MEC-3 Paladin
The largest and heaviest armoured of the MECs, thick armour plating for the best protection available. Can only mount one tactical system which can be a proximity mine launcher or an EMP generator.

MEC-3 Paladin (PL6)
Type: MEC, Powered Armour
Equipment Bonus: +9
Nonprof. Bonus: +2
Str Bonus: +4
Nonprof Str Bonus: +0
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 30 ft
Weight: 300 lbs
Purchase DC: 27, 23 X-Com members
Restriction: Mil +3
Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 75 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 15 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance.

Tactical Systems:
Proximity Mine Launcher
- Can drop or launch a mine up to 50 feet away, carrying 5 mines. Each mine has a sensor to detect silently moving and hiding targets (infrared, motion, visual), with a detection range of 10 ft area, dealing 4d6 slashing damage to a 15 foot radius area, Reflex save DC 15 for half damage. Mine is active for up to 1 week before it melts and is rendered destroyed. Mines are PDC 12 each.

Electro Pulse - Releases an EMP covering a 30 foot radius around the MEC, which is insulated against its own pulse, hardened against EMPs gains a +5 save against enemy EMPs. Vehicles, robots, mechs and other electrical devices are effected by an EMP, are shut down until repaired. Military protected equipment stunned for 1 round, suffer 2d6 electrical damage. Usable once every 1d6 rounds.


Upgrades

Shaped Armour

This upgrade for MEC suits improves the angling and shape of the armour, increasing the Def bonus by +1.
PDC 20, Repair DC 21 and 2 hours of work.

Advanced Servomotors
Improves the servomotors of MEC Suits, increasing their speed. Granting +5 ft to land speed.
PDC 19 Repair DC 22 and 2 hours of work.

Jellied Elerium
MECs with a flamethrower is modified to use jellied elerium, dealing +1 die of damage, and the die type is increased (d6 increased to d8).
PDC 23 Repair DC 20 and 1.5 hours of work.

MEC Close Combat
This upgrade improves the damage for a MEC's Kinetic Strike Module. Increase damage to 3d6 + STR modifier.
PDC 22 Repair DC 20 and 3 hours of work.
 
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kronos182

Adventurer
X-Com armours

Archangel Armour
Archangel armour is a heavy suit of armour with a small propulsion system that allows limited flight capacities.

X-Com Archangel Armour (PL6)
Type: Heavy, tactical
Equipment Bonus: +8
Nonprof. Bonus: +3
Max Dex: +1
Armour Penalty: -6
Speed (30 ft): 20 ft, 40 ft (moderate, can hover) fly
Weight: 30 lbs
Purchase DC: 22, X-Com 21
Restriction: Mil +3
Notes: life support with 8 hour air supply, NBC protection +4 Fort save, Fire Resistance 5 (doesn't work against lasers, plasma and other weapons that deal fire damage but are not using fire, but does work against heat), flight system with 10 rounds of flight time, military radio, GPS, HUD.

Can be upgraded with Advanced Flight upgrade, which doubles flight time. PDC +1 New, or PDC 17 to apply after suit creation.

Titan Armour
The Titan armour is among the heaviest designs, enhancing soldier's protection from weapons fire. This armour blurs the line between armour and MEC suit.

X-Com Titan Armour (PL6)
Type: heavy, powered
Equipment Bonus: +11
Nonprof. Bonus: +3
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -7
Speed (30 ft): 20 ft
Weight: 80 lbs
Purchase DC: 22, X-Com 21
Restriction: Mil +3
Notes: wearer ignores the armours weight against their encumbrance, provides +15 bonus hit points (depleted first), DR 8, Fire resistance 5 (doesn't work against lasers, plasma and other weapons that deal fire damage but are not using fire, does work against heat), life support 10 hours, NBC +4 Fort save, GPS, military radio, HUD.


Ghost Armour
An advanced set of medium armour that is able to render the wearer invisible for short periods of time, while providing good protection.

X-Com Ghost Armour (PL6)
Type: medium
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 20 ft
Weight: 14 lbs
Purchase DC: 20, X-Com 19
Restriction: Mil +3
Notes: Ghost mode, military radio, GPS, life support 8 hours of air, NBC +4 Fort saves, Fire resistance 5 (does not work against lasers, plasma and other weapons that deal fire damage but is not fire, does work against heat), grapple tag launcher with 50 ft of duracable.
Ghost Mode - As a free action once per round, can activate the suit's ability to render the wearer invisible, granting +20 to Hide checks when immobile, +10 when moving. Works against infrad, ultra-violent and EM detection, lasts for 5 rounds, usable 4 times per 24 hour period.


Skeleton Suit
A medium set of armour offering good balance of protection and mobility. Includes a grappling tag and launcher.

X-Com Skeleton Suit (PL6)
Type: medium, tactical
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 25 ft
Weight: 15 lbs
Purchase DC: 16, X-Com 14
Restriction: Mil +3
Notes: grapple tag launcher and cable (3 tags with 50 ft of duracable each, can detach a cable as a free action)


Psi Armour
An advanced suit of armour that can enhance the wearer's psionic abilities and improve their defenses against psionic attacks. These suits only are assigned to soldiers with psionic abilities.

X-Com Psi Armour (PL7)
Type: medium
Equipment Bonus: +3
Nonprof. Bonus: +2
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 20 ft
Weight: 14 lbs
Purchase DC: 21, X-Com 19
Restriction: Rare +4
Notes: Psi Augmentation, Psi Defense
Psi Augmentation - When the wearer uses a psionic ability can select one of the following enhancements: 1 range is increased by 25% (round down); 2 abilities with random factors (requires rolls such as for damage) have die type increased (d4 becomes d6, etc), while fixed numbers are increased by 25% (round down); 3 duration increased by 25% (does not affect abilities with duration of instantaneous); 4 power point cost reduced by 2 (to a minimum of 1).
Psi Defense - The wearer gains +3 to saves against psionic abilities, and a +2 Defense against psionic attacks (not against attacks that use physical objects, such as telekinesis launching a rock at the wearer).
 

kronos182

Adventurer
Sectoid
Sectoids are small grey humanoids, large red eyes that glow, appear to have no nose or mouth, that are physically weak compared to humans, but are technologically advanced. Sectoids appear to be clones of a few members of their race, and genetically manipulate their DNA over the years. They have thin limbs, three fingers and opposable thumbs, no hair on their bodies. They do have the ability to 'Mind Merge' with another member of their race, which can increase the combat effectiveness.
Some may confuse the Sectoids with the Fraal, but they are different species, as the Sectoids don't have as large of heads, lack noticeable noses and mouths, and are slightly taller.

Sectoid
Type: humanoid (alien)
Size: medium
CR: 1/2
Hit Points: 1d8; 6 hp
Mas: 10
Init: +1
Speed: 30 ft
Defense: 11, touch 11, flat-footed 10 (+1 Dex)
BAB/Grp: +0 /-1
FS/Reach: 5 ft / 5 ft
Attacks: +1 ranged plasma pistol (2d10, 40 ft, 100 box)
Special Qualities: Mind Merge
Allegiances: Sectoid
Saves: Fort +1, Reflex +1, Will +4
Reputation: +1
Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 12
Skills: Computer Use +2, Concentration +3, Knowledge Technology +3, Listen +2, Search +3, Spot +3
Possessions: Plasma pistol, 3 stun grenades
Organization: pairs, squads (6 to 12), platoons (25 to 40)

Mind Merge
As a full round action, a Sectoid can target a friendly Sectoid within 50 feet and use this ability, to grant the targeted Sectoid +5 hit points, +2 to Will saves, increase critical threat range by 1 (20x2 becomes 19-20x2) for 2 rounds +1 round per round the Sectoid concentrates. The bonus hit points regenerate at a rate of 5 for every 2 rounds the Sectoid is concentrating.


Sectoid Commander
Sectoid Commanders are similar to the rest of their species, but have larger heads with thick veins, have slightly thicker bodies and have added psionic powers. They function as leaders of groups or as elite troops.

Sectoid Commander
Type: humanoid (alien)
Size: medium
CR: 1/2
Hit Points: 3d8; 18 hp
Mas: 10
Init: +1
Speed: 30 ft
Defense: 11, touch 11, flat-footed 10 (+1 Dex)
BAB/Grp: +2 /+1
FS/Reach: 5 ft / 5 ft
Attacks: +3 ranged plasma pistol (2d10, 40 ft, 100 box)
Special Attack: Mindfray, Mind Control, Psi Panic
Special Qualities: Greater Mind Merge
Allegiances: Sectoid
Saves: Fort +1, Reflex +2, Will +5
Reputation: +2
Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 16
Skills: Autohypnosis +5, Computer Use +2, Concentration +5, Knowledge Technology +3, Listen +2, Search +3, Spot +3
Possessions: Plasma pistol, 3 stun grenades, 3 alien grenades
Organization: 1, pairs, squad (1 commander +6-12 sectoid), platoon (1d4+1 commanders +25-40 sectoids)

Greater Mind Merge
As a full round action, a Sectoid Commander can affect all friendly Sectoid within 50 feet and use this ability, to grant the targeted Sectoids +5 hit points, +2 to Will saves, increase critical threat range by 1 (20x2 becomes 19-20x2) for 2 rounds +1 round per round the Sectoid concentrates. The bonus hit points regenerate at a rate of 5 for every 2 rounds the Sectoid is concentrating.

Mind Control
The Sectoid Commander can make use of the Domination Psionic ability (d20 Modern page 366), 4 times per day.

MindFray
As a ranged touch attack, the Sectoid Commander can target one enemy within 75 feet, suffering 1d6 points of damage (psionic/non specific energy), and the target must make a Will save DC 17, or suffer -3 to attack rolls, Will saves and -5 ft to speed. Lasts 2 rounds. Usable 10 times per day.

Psi Panic
This power is similar to the Cause Fear spell (d20 modern page 341), as a ranged touch attack, within 35 feet, cause a target to make a Will save DC 14, or the target becomes frightened. It suffers -2 morale penalty to attack rolls, damage rolls, and saving throws, and it flees, but if unable to flee it might fight. These affects last for 1d4 rounds, targets with 6 or more Hit Die are immune. Usable 5 times per day.

Alien Grenade
Similar to frag grenades, dealing 6d6 slashing damage, can be thrown 15 ft, Reflex save DC 16, 25 ft burst radius.


Sectoid Drone
These drones are small floating spherical robots, with four rectangular pods that stick out equilaterally around it's vertical axis which contain its tools. These are usually found with Cyberdiscs and Sectopods. These drones are used to repair other robotic units used by the Sectoids, staying just behind cover and darting about to repair any damaged units before darting out of the way again. They do have a small blaster for defense, but they don't pose much of a threat.

Sectoid Drone
Type: construct
Size: small
CR: 1/2
Hit Points: 1/2d10+5; 10 hp
Mas: -
Init: +1
Speed: 50 ft fly (good, can hover)
Defense: 12, touch 12, flat-footed 10 (+1 Dex +1 Dodge)
BAB/Grp: +0 /-4
FS/Reach: 5 ft / 5 ft
Attacks: +1 ranged blaster (1d4, 40 ft, unlimited)
Special Attack: Overload, Repair
Special Qualities: construct traits
Allegiances: Sectoid
Saves: Fort +0, Reflex +1, Will +0
Reputation: +1
Abilities: Str 11, Dex 12, Con -, Int -, Wis 10, Cha 1
Skills: Computer Use +6, Disable Device +4, Repair +10
Feats: Gearhead
Organization: 1 per 4 robotic units.

Overload
The drone can overload its power source, as a move equivalent action, destroying itself, dealing 4d6 damage, half slashing, half fire, to a 20 foot radius burst.

Repair
The drone makes a ranged touch attack, with a range of 5 feet, and can repair any mechanical device 2d4 hit points


Cyberdisc
These robots are combat units of the Sectoids, which have two configurations, one a horizontal flat saucer-like form that allows it to move about quickly, and a vertical version, which splits parts open, with four spider-like legs and two heavy weapons that extend for heavy attacks. The robot is about the size of an average car, are fairly well armoured, making them difficult to destroy. They are usually accompanied by a drone that helps keep it repaired and extending its combat survival.

Cyberdisc
Type: construct
Size: large (-1)
CR: 5
Hit Points: 6d10+20, hp 55
Mas:
Init: +5
Speed: 30 ft land, 40 ft fly (good)
Defense: 22 (-1 size +5 Dex +8 equipment) / 24 disc form (-1 size +5 Dex +8 equipment +2 dodge) , touch 14, flat footed 17
BAB/Grp: +4/+13
FS/Reach: 10 ft / 5 ft
Attacks: +8 ranged cyberdisc cannon (6d8 fire, 100 ft), or +8 ranged grenade launcher (6d6 fire/slashing, 25 ft radius, 75 ft, 40 grenades ea) (spider form)
Full Attack: +8 ranged cyberdisc cannon (6d8 fire) and +3 ranged grenade launcher (6d6 fire/slashing) (spider form); or +8 ranged linked grenade launchers (9d6 fire/slashing, 40 ft radius) (spider form)
Special Attack: Death Blossom
Special Qualities: DR 10, transform
Allegiances: Sectoid
Saves: Fort +2, Reflex +7, Will +3
Reputation: +2
Abilities: Str 11, Dex 20, Con -, Int 10, Wis 12, Cha 5
Skills: Hide -4, Listen +11, Search +4, Spot +13
Feats: Exotic Firearms proficiency (grenade launchers), personal firearms proficiency

Transform
As a free action once per round, the Cyberdisc can switch between its floating disc form to the spider-form (vertical disc with four highly articulated legs). Once in spider form, two grenade launchers extends from the front and are ready to be used. These weapons can not be used while in disc form.
While in disc mode, the Cyberdisc gains a +2 Dodge bonus against a single target within 100 ft.

Death Blossom
While in spider form, the Cyberdisc can release a pulse of energy that covers a 25 foot radius burst around itself that damages everything for 4d6 non-specific energy damage. Useable 1d6+1 rounds. Can not be used while in disc form.
 
Last edited:

kronos182

Adventurer
Battlestar Galactica

Colonial Shuttle
Shuttles are a type of small craft used by the Colonial Fleet and commercial companies for the transport of personnel and cargo. They are rectangular in shape, with two decks, with cargo deck on the bottom, a smaller deck on top for the crew and passengers. Large engine block at the rear gives it a respectable speed. The cargo section is about 24 feet wide, 10 feet tall, 60 feet long.

Colonial Shuttle Mk1
The Shuttle Mk1 was in service shortly before the first Cylon War, with its boxy, slopped sided design, with two large engine nacelles at the rear. It has a large cargo ramp at the front, with two smaller doors on the sides for personnel to board. A staircase and a small cargo elevator lead to the upper level. The upper level has the bridge and comfortable seating for the passengers, a galley for the attendants to prepare food for longer trips, and two bathrooms. Requires a crew of 6: pilot, co-pilot, navigator, flight engineer, and two attendants, and car carry 24 passengers comfortably. The shuttles were equipped with jump drives, can land and take off from a planet under its own power. The left side passenger also functions as an airlock with an extendable collar.

Type: Ultralight
Subtype: Shuttle
Size: Colossal (–8 size)
Length: 85 feet
Weight: 120,000 lb.
Crew: 6 (trained +4)
Passenger Capacity: 24
Cargo Capacity: 20,000 lb.
Tactical Speed: 2500 ft. (5 sq)
Defense: 7
Flat-footed Defense: 9
Autopilot Defense: 8
Hardness: 20
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: -
Targeting System Bonus: -
Grapple Modifier: +16
Base Purchase DC: 51
Restriction: Licenced (+1)

Attack: none

Attack of Opportunity: None

Standard PL 6 Design Specs: airlock left side port.
Engines: thrusters
Armor: Alloy plating
Defense Systems: autopilot system, damage control system (1d10)
Sensors: Class I sensor array
Communications: Laser transceiver, radio transceiver
Weapons: none
Grappling Systems: None

Colonial Shuttle Mk1 Military
The military version of the Mk1 is modified with additional armour, strips out the galley, and an easily be converted from a passenger/cargo to full passenger or full cargo versions in about 30 minutes with 4 people working.
Make the following changes to Colonial Shuttle Mk1 to Military version:
Add 2 hit die (19d20), hp 180;
Reduce crew to 4 (removes 2 attendants);
Passenger capacity increases to 30;
Add Chaff launcher with 8 bundles defense system;
Upgrade sensor to Class II;
PDC +1

Troop carrier versions have seating added to the main cargo section which increases passenger capacity to 100, a little cramped.
Cargo versions remove all passenger capacity and increase cargo capacity to 25,000 lbs.

Colonial Shuttle Mk2
The mark 2 has improvements in aerodynamics with a more curved design, the two large engine nacelles are replaced with four smaller, but more powerful engines. Instead of two personnel doors on the sides, larger doors that function as ramps are mounted instead to allow for faster loading/unloading, or more flexibility so that the ship doesn't have to land a specific facing to be able to unload. An airlock is mounted on the top with an extendable collar.

Type: Ultralight
Subtype: Shuttle
Size: Colossal (–8 size)
Length: 85 feet
Weight: 125,000 lb.
Crew: 6 (trained +4)
Passenger Capacity: 24
Cargo Capacity: 21,000 lb.
Tactical Speed: 3000 ft. (6 sq)
Defense: 7
Flat-footed Defense: 9
Autopilot Defense: 8
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: -
Targeting System Bonus: -
Grapple Modifier: +16
Base Purchase DC: 51
Restriction: Licenced (+1)

Attack: none

Attack of Opportunity: None

Standard PL 6 Design Specs: 3 ramps, top mounted airlock with extendable collar.
Engines: thrusters
Armor: Polymeric
Defense Systems: autopilot system, damage control system (1d10), Chaff launcher with 8 bundles
Sensors: Class II sensor array
Communications: Laser transceiver, radio transceiver
Weapons: none
Grappling Systems: None


Adventure Corp Colonial Shuttle
Adventure Corp has managed to get the plans for the Colonial Shuttle mk2 design, and have begun refitting them similar to their van line, making craft that are excellent for small groups to get around the galaxy. The basic Adventure Corp shuttle is very similar to the Colonial shuttle, with a few modifications, including the ramps on the sides instead of tilting down, are instead retractable and have doors that split open instead, with each having an extendable collar for docking. The upper deck is modified with an expanded galley that can store food for 10 people for 3 months, the passenger section is split up to include 3 rooms with a bunk bed in each to sleep 2 people at the same time. The two bathrooms are enlarged to include a sonic shower, with option to include a water shower.
Improved automation allows the ship to run with a crew of only 2. Adventure Corp offers 2 basic packages plus a number of other upgrades immediately available, but can add any other standard ship system upgrade the client requires, it takes time and funds to modify to the client's request.

Type: Ultralight
Subtype: Shuttle
Size: Colossal (–8 size)
Length: 85 feet
Weight: 129,000 lb.
Crew: 2 to 4
Passenger Capacity: 24
Cargo Capacity: 19,000 lb.
Tactical Speed: 3000 ft. (6 sq)
Defense: 7
Flat-footed Defense: 9
Autopilot Defense: 8
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: -
Targeting System Bonus: -
Grapple Modifier: +16
Base Purchase DC: 51
Restriction: Licenced (+1)

Attack: none

Attack of Opportunity: None

Standard PL 6 Design Specs: 3 ramps, sides and top mounted airlock with extendable collar.
Engines: thrusters
Armor: Polymeric
Defense Systems: autopilot system, damage control system (1d10), Chaff launcher with 8 bundles
Sensors: Class II sensor array
Communications: Laser transceiver, radio transceiver
Weapons: none
Grappling Systems: None

Mobile Lab Package
This fits the cargo section with all the equipment needed for laboratory work, including pharmaceutical work, studying samples. Fitted with 2 sealed labs, several non-sealed work stations, stored air, chemical storage, chemical fire suppression system, small incinerator for disposing dangerous materials or contaminated clothing or materials, decon chamber, tools and equipment any scientist needs while in the field. Equipment and onboard computers grants any Craft or Knowledge check related to science, chemicals and the like gain +5 equipment bonus. Enough space to carry 15000 lbs of chemicals, materials and samples all in protected areas. Labs are environmentally, chemically and nuclear sealed with 30 hours of oxygen separate from main life support system. PDC +2

Mobile Garage Package
This fits the shuttle with all the equipment one would find in a garage or repair bay, including welders, cutters, tools, two cranes that extend out of the side doors, lift in the floor any anything else one would need to make mechanical or electrical repairs on almost anything. Grants +5 equipment bonus to Repair, Craft Electrical, Mechanical checks. The two cranes are used to work on vehicles and equipment that are too big to fit inside the shuttle. The ramps are designed to act as platforms and extend horizontally to allow easier work outside. The cranes can support up to 20 tons. PDC +2.

FTL Options
Adventure Corp has a few options available beside the standard Colonial Jump Drive.

Star Wars Hyperdrive - Adventure Corp can install a hyperdrive with Navicomp, with 2 models of hyperdrives available: x2 and x1.5, and the Navicomp can store up to 5 coordinates. This replaces the jump drive installed. PDC 24 (x2), 25 (x1.5).
Babylon 5 Jump Gate access - While the ship is too small to power jump engines from the Babylon 5 universe, they can install the necessary systems that allow the ship to access most jump gates or jump points opened by an allied ship. This does not remove the jump drive. PDC 25.

Detachable Bridge
This modifies the ship so that the bridge section can detach and function as an escape pod. Once used, it can not be reattached to the ship. Has 50 hit points, speed 4500 ft, hardness 20, Large size, Def 9 (not counting pilot bonuses). Can land on a planet and designed to float in case of water landings. Has enough air for 10 days, emergency rations and water for 20 days for 5 people. Has enough fuel for 20 hours of flight but has no FTL system. Emergency beacon. Reduces cargo capacity by 2,000 lbs. PDC 30.
 

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