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<blockquote data-quote="kronos182" data-source="post: 7996446" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">A.I.M. (Advanced Ideas Mechanics)</span></strong></p><p>A.I.M. Is a privately funded think tank organized of a group of brilliant scientists whose sole dedication is to acquire and develop power through technological means, to use this power to overthrow the governments of the world. They develop and supply arms and technology to radicals and subversive organizations in order to foster a violent technological revolution of society while making a profit.</p><p>Started back during World War II as a part of Hydra, although developed into a separate group, and even created a public company that allowed them to generate more funds legally.</p><p>A.I.M. has made advancements in various fields, from materials, cybernetics, biological engineering, energy weapons and even medical research, but primarily weapons or how to weaponize any technology in development.</p><p>A.I.M. members wear yellow uniforms with helmets that resemble those worn by workers in bio-hazards and radiation filled areas, however they look more like bee-keeper outfits, and usually referred to as bee-keepers and A.IM. bases sometimes called hives.</p><p>A.I.M. Has multiple bases around the world, even a small stealth base in orbit, but their primary base is A.I.M. Island, an island located in the Caribbean Sea, heavily fortified and equipped with technology that can nullify most attacks, particularly any technological based attack. The U.S. had launched an attack against A.I.M. Island, but all launched missiles against the island were either neutralized or vaporized before getting within 5 miles, and their attempt to land troops was also met with failure.</p><p></p><p>On Coreline, A.I.M. continues to develop technology and weapons, selling them to terrorist groups, fanatics and anyone else that can pay, including some government groups. Although Hydra and A.I.M. are not directly affiliated with each other, A.I.M. does supply Hydra with some of their tech. Most law enforcement, military and governments ban all A.I.M. technology, and try to stop any A.I.M. activity within their borders, but have an unspoken truce with A.I.M., we'll leave you alone, if you leave us alone, any noticeable illegal activity within our borders will be dealt with. A.I.M. merely compensated with improved stealth tech for any teams they send aboard.</p><p></p><p><strong><span style="font-size: 22px">AIM Member</span></strong></p><p>Members of AIM are researchers, dedicated to advancing technology and the sciences for the sake of science, and to advance the group's goal of the acquisition of power and overthrow all governments by technological means. These members, when not in the lab researching and building, act as the basic soldiers for AIM. While they may not be very good at fighting themselves, their advanced weapons and technology make them a threat.</p><p></p><p><strong>Low Level AIM Member (Smart Ord 1/Dedicated Ord 1)</strong></p><p>CR 1;</p><p>Size: Medium-sized Human;</p><p>HD: 1d6-1 plus 1d6-1; hp 5</p><p>Mas: 8</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 13, Touch 12, flat-footed 12 (+1 Armour, +1 Dex, +1 Class, )</p><p>BAB: +0</p><p>Grapple: +0</p><p>Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol)</p><p>Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol)</p><p>Special Attacks:</p><p>Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: AIM</p><p>Saves: Fort +0, Ref +1, Will +4.</p><p>Action Points: 0</p><p>Rep: +2</p><p>Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13</p><p>Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)</p><p>Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Disable Device +6, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +3, Speak English, Speak (any two), Treat Injury +4.</p><p>Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.</p><p>Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines</p><p></p><p><strong>Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3)</strong></p><p>CR 5;</p><p>Size: Medium-sized Human;</p><p>HD: 3d6-3 plus 3d6-3; hp 15</p><p>Mas: 8</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 15, Touch 14, flat-footed 14 (+1 Armour, +1 Dex, +3 Class)</p><p>BAB: +3</p><p>Grapple: +3</p><p>Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol)</p><p>Full Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol)</p><p>Special Attacks:</p><p>Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: AIM</p><p>Saves: Fort +2, Ref +4, Will +6.</p><p>Action Points: 0</p><p>Rep: +2</p><p>Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13</p><p>Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)</p><p>Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Disable Device +9, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +5, Speak English, Speak (any two), Treat Injury +5.</p><p>Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency</p><p>Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines</p><p></p><p><strong>Scientific Improvisation</strong></p><p>AIM members may specialize in difference fields, but all have some familiarity in multiple fields and can improvise solutions and tools quickly. The AIM member can spend a full round action by combining common objects with a Craft check that corresponds to the function desired. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. However this item is single use, or lasts for a number of rounds equals to the AIM member's level then breaks and the parts are useless.</p><p></p><p><strong>Experimental Weapon Proficiency</strong></p><p>AIM creates a large array of experimental devices and weapons, some are put into mass production for AIM members, and some are one offs. The AIM member is proficient in any mass produced AIM weapons, and up to 1 + Int modifier weapons the AIM member has built themselves. If the AIM member has maxed out their number of weapons they have built, they can replace one by spending 1 full minute studying the weapon in detail, undisturbed to replace one weapon they have developed and were proficient with.</p><p></p><p><strong><span style="font-size: 22px">AIM Researcher</span></strong></p><p>The Researcher specializes in medicines and chemicals to enhance to hinder biological systems. Their helmets are a little more streamlined, with a green-yellow opaque faceplate, two tubes go from the helmet to a collar piece which contains air tanks. A backpack with compressed space technology is usually carried to allow them to carry a large array of chemicals, poisons, toxins and medicines</p><p>Make the following changes to AIM Member to create AIM Researcher:</p><p>Change Knowledge (Arcane Lore) with Craft (Pharmaceutical);</p><p>Change Builder with Medical Expert (+2 Craft (Pharmaceutical) and Treat Injury);</p><p>Add Surgery Drone to equipment;</p><p>Add Researcher Helmet to equipment;</p><p>Add Spatial Backpack to equipment;</p><p>Add Wounding Shot special attack.</p><p></p><p><strong>Wounding Shot</strong></p><p>With the Researcher's knowledge in biology, they can make their attack deal increased damage and caused increased pain to reduce the target's combat capabilities. Against a living target with a discernable biology, the Researcher can, as a full round attack, taking -4 to attack roll and with a successful Knowledge: Earth and Life Sciences DC 19, can add +1d4 damage plus an additional +1d4 damage for every 5 points over the DC and suffers -1 to attack, Defense, skills. If the weapon deals piercing, slashing or ballistic damage, the target, if living (doesn't affect undead or those that lack a circulatory system), must also make a Fort save or suffering 1 point of bleeding damage for 1d4 rounds.</p><p></p><p><strong><span style="font-size: 22px">AIM Director</span></strong></p><p>The AIM Director is an expert at leading teams of scientists, with abilities to use his science to keep his team alive and attacking. Directors wear slightly heavier armour, equipped with Spatial Backpacks fitted with a shield generator, and two phased pistols.</p><p></p><p><strong>Low Level AIM Director (Smart Ord 1/Dedicated Ord 1/Charismatic Ord 1)</strong></p><p>CR 1;</p><p>Size: Medium-sized Human;</p><p>HD: 1d6-1 plus 1d6-1 plus 1d6-1; hp 7</p><p>Mas: 8</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 14, Touch 12, flat-footed 13 (+2 Armour, +1 Dex, +1 Class)</p><p>BAB: +0</p><p>Grapple: +0</p><p>Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol)</p><p>Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol)</p><p>Special Attacks:</p><p>Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: AIM</p><p>Saves: Fort +1, Ref +2, Will +4.</p><p>Action Points: 0</p><p>Rep: +4</p><p>Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13</p><p>Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)</p><p>Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Diplomacy +4, Disable Device +6, Gather Information +4, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +4, Speak English, Speak (any two), Treat Injury +4.</p><p>Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.</p><p>Possessions: AIM Director Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines</p><p></p><p><strong>Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3/Charismatic 2)</strong></p><p>CR 6;</p><p>Size: Medium-sized Human;</p><p>HD: 3d6-3 plus 3d6-3 plus 2d6-2; hp 19</p><p>Mas: 8</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 17, Touch 15, flat-footed 16 (+2 Armour, +1 Dex, +4 Class)</p><p>BAB: +4</p><p>Grapple: +4</p><p>Attack: +4 melee (1d3 nonlethal), or +5 ranged (2d4 phased pistol)</p><p>Full Attack: +4 melee (1d3 nonlethal), or +5 ranged (2d4 phased pistol)</p><p>Special Attacks: IED</p><p>Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: AIM</p><p>Saves: Fort +3, Ref +6, Will +6.</p><p>Action Points: 0</p><p>Rep: +4</p><p>Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13</p><p>Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)</p><p>Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Diplomacy +6, Disable Device +9, Gather Information +6, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +7, Speak English, Speak (any two), Treat Injury +5.</p><p>Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency</p><p>Possessions: AIM Director Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, 2 phased pistols, 4 magazines</p><p></p><p><strong>IED</strong></p><p>The Director can make an Improvised Explosive Device, or IED, as a standard action, with a Craft: Electronic check DC 21 out of anything with an electrical system, but it only deals 2d6 with a blast radius of 10 feet, Reflex save DC 14 for half damage.</p><p></p><p><strong><span style="font-size: 22px">Equipment</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">AIM Uniform</span></strong></p><p>AIM uniforms varies with rank and position, but all are yellow, and the most common resembling a hazmat suit with a helmet similar to a bee-keeper's outfit.</p><p>A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply.</p><p></p><p><strong>A.I.M. Light Armour (PL 5, Light Armour Proficiency)</strong></p><p>Type: Light</p><p>Equipment Bonus: +1</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: 0</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +5</p><p>Armour Penalty: -0</p><p>Speed (30 ft): 30 ft</p><p>Weight: 5 lbs</p><p>Purchase DC: 18</p><p>Restriction: Mil (+3) Aim +0</p><p>Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage). AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.</p><p></p><p><strong><span style="font-size: 18px">AIM Coilgun Rifle</span></strong></p><p>The AIM coilgun rifle using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 30 each. The coilgun rifle fires marble sized projectiles at high velocity.</p><p>Damage: 2d8</p><p>Critical: 20x2</p><p>Damage Type: ballistic</p><p>Range Increment: 150 ft</p><p>Rate of Fire: S, A</p><p>Ammo: 90 box</p><p>PDC: 19</p><p>Restriction: AIM, +4 Illegal</p><p>Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round.</p><p></p><p><strong><span style="font-size: 18px">AIM Coilgun Pistol</span></strong></p><p>The AIM coilgun pistol using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 15 each. The coilgun pistol fires marble sized projectiles at high velocity.</p><p>Damage: 2d8</p><p>Critical: 20x2</p><p>Damage Type: ballistic</p><p>Range Increment: 75 ft</p><p>Rate of Fire: S, A</p><p>Ammo: 45 box</p><p>PDC: 17</p><p>Restriction: AIM, +4 Illegal</p><p>Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round.</p><p></p><p><strong>Ammunition</strong></p><p>Standard - A marble sized projectile that is magnetic to allow coilguns to fire it, designed to deform upon impact to impart as much damage as possible, dealing 2d8 ballistic damage. PDC 5 for 50.</p><p>Anti-Personnel - This projectile breaks apart in fragments inside the target, causing significant wounds. Deals 1d8 ballistic damage plus 2d4 slashing, target must make a Fort save DC 14 or take 1 point of bleeding damage each round for 1d4 rounds. Treat Injury DC 15 to stop. PDC 11 for 50.</p><p>Anti-Armour - These projectiles contain a small shaped explosive, deals 2d6 ballistic and ignores 5 points of hardness/DR. PDC 12 for 50.</p><p>Explosive - This marble sized projectile is filled with a thermobaric chemical that is released upon striking a target or surface, dealing 3d6 fire damage to a 10 foot radius spherical area, Reflex save DC 14 for half damage. PDC 13 for 50.</p><p>EMP - Mini EMP generators in a marble projectile that affects only the target struck. All non-shielded, non-military electronic devices will shut down for 1d6+1 rounds. Military and shielded devices must make a Fort save DC 15, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 rounds, plus suffer 1d4 electrical damage. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). PDC 17 for 50.</p><p>Cryo Round - These rounds are filled with a compound that upon contact with air reduce the temperature in a very small area very quickly. They deal 1d8 ballistic and 2d4 cold damage, plus the target must make a Fort save DC 15 or suffer -2 to attack, skills, Defense and half speed for 1d4+1 rounds. A successful save the target only stuffers -1 to attack, skills, Defense for 1 round. PDC 17 for 50.</p><p></p><p><span style="font-size: 18px"><strong>Researcher Helmet</strong></span></p><p>This helmet replaces the normal AIM Uniform helmet, includes a HUD system that links wirelessly to a computer and the Surgery Drone. The collar of the helmet contains air tanks that provides 2 hours of air. The collar also contains space for five doses of any liquid chemical that the Researcher can use on him/herself as a free action.</p><p></p><p><strong><span style="font-size: 18px">Surgery Drone</span></strong></p><p>This small robot has a rectangular shaped frame, with a curved back, two gimbled anti-grav units on the underside. It is only 1.5 feet long and 6 inches wide, with 5 hit points, Defense 14, fly (perfect) 40 ft, maximum altitude of 300 feet, able to operate for 1 hour before requiring recharging in a special dock mounted in the Spatial Backpack. It is fitted with a healing beam. The healing beam uses energy that stimulates a living organisms natural healing abilities. As a full round action, with a range of 5 feet, the beam can heal 1d4+1 hit points in a living target as a ranged touch attack roll with a 2 bonus. The Surgery Drone is controlled via the HUD in the Researcher Helmet by voice commands (a single command as a free action once per round, additional commands are move equivalent), such as move 30 feet to left, heal target designated Bob, etc.</p><p>Weight: 5 lbs</p><p>PDC: 20</p><p></p><p><strong><span style="font-size: 18px">Spatial Backpack</span></strong></p><p>This backpack made of impact resistant plastics, has a dock on the top for the Surgery drone as well as a built in power supply to power the backpack and recharge the Surgery Drone, a laptop and similar devices. The backpack has an opening that is about 1 foot in diameter, and inside looks like it is only 1.5 feet wide by 1 foot long and 2 feet deep, but in reality the inside is made of compressed space, able to hold up to 300 lbs of items, as long as they are not more than 1 foot in diameter, but can be much longer. The weight of any item inside the Spatial Backpack is not felt by the wearer.</p><p>Weight: 10 lbs</p><p>PDC: 21</p><p>Restriction: 0 AIM, +4 illegal</p><p></p><p><strong><span style="font-size: 18px">AIM Phased Pistol</span></strong></p><p>The AIM Phased pistol using exotic particles to strike a target. However these particles phase in and out of space, and deal low damage initially as only some particles in the discharge strike the target as they are in phase, others are out of phase. A short time later, more particles phase back into space.</p><p>Damage: 2d4*</p><p>Critical: 20x2</p><p>Damage Type: Energy</p><p>Range Increment: 45 ft</p><p>Rate of Fire: S, A</p><p>Ammo: 25 box</p><p>PDC: 23</p><p>Restriction: AIM, +4 Illegal</p><p>Notes: Due to exotic particles out of phase bypasses most shields ignores all Hardness/DR. For next 1d4 rounds, deals 2d4 energy damage, target can make Fort save DC 21 to reduce damage by half for each round of additional damage, but not the initial damage.</p><p></p><p><strong><span style="font-size: 18px">AIM Director Uniform</span></strong></p><p>The Director uniform is similar to the standard AIM uniform except instead of a rectangular visor, the visor has slightly larger areas directly in front of the eyes which contain enhanced optics.</p><p>A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials, shoulder pads, half bracers, shin guards are added which contain an energy deflection field. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply. Connects to a modified Spatial Backpack with a built in shield generator that projects a shield over a larger area than normal.</p><p></p><p><strong>A.I.M. Director Armour (PL 5, Light Armour Proficiency)</strong></p><p>Type: Light</p><p>Equipment Bonus: +2</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: 0</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +5</p><p>Armour Penalty: -0</p><p>Speed (30 ft): 30 ft</p><p>Weight: 6 lbs + 12 backpack</p><p>Purchase DC: 21</p><p>Restriction: Mil (+3) Aim +0</p><p>Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), gains +2 Defense against energy weapons, spatial backpack (1.5 foot radius opening, appears to be 1.5 feet wide, 1.5 feet long, 3 feet deep, holds 200 lbs), shield. AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.Shield - Projects a protective energy field around the user and a 20 foot radius. The shield can absorb 50 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.</p><p></p><p><strong><span style="font-size: 18px">A.I.M. ARC Armiger</span></strong></p><p>The A.I.M. ARC Armiger is an A.I.M. modified and upgraded version Roxxon's Armiger that they stole the plans for, and mixed in some stolen Stark Tech. While the ARC Armiger looks similar to the original Armiger, it has noticeable differences, the first being it is yellow in colour, has a more rounded design instead of the originals hard angles, with a crude, but functional ARC reactor powering the whole thing, providing ample power for its energy weapons. The 90mm cannon is replaced with a chain gun style laser for rapid fire, plus it can also fire a powerful single beam for heavy anti-armour purposes, now housed in an armoured raised casing on the left side. The TOW missiles are replaced with a retractable variable fire mini-missile launcher, while the CIWS system is upgraded for improved accuracy and replaced with rapid-fire energy weapons, similar to lasers. Additionally the ARC Armiger is fitted with a gas venting system instead of the smoke grenades, able to store up to 3 different chemicals, typically including smoke that includes IR/thermo blocking properties, CS gas or other crowd dispersing gas, and sometime some other airborne agent, from poisons to mutigenic gas or some other weaponized aerosol they are testing. Additionally, the ARC Armiger is capable of movement underwater, and its weapons work even under water, if at reduced range. If used underwater, the mini-missiles can be swapped for mini-torpedoes instead. Additionally the ARC Armiger is fitted with Project PROTEAN technology, stolen from Stark Industries. Project PROTEAN is technology designed to repair or modify technology it was designed for, in this case, weapons. This makes destroying an ARC Armiger difficult as it repairs itself.</p><p>Crewed by 2, driver and gunner/commander. It has two top hatches, one for the driver and gunner. Takes a full-round action to enter the tank, and another full-round action to start it moving. The ARC Armiger is three squares wide, six squares long (22.02 ft long for the hull, 27 ft counting the barrel of the cannon, 12 ft wide and 8 ft high for the body, weighing 42 tons), able to lower itself down to a height of 7 feet, while moving usually 12 feet high, and can raise up to 16 feet, but can't move while this high, provides full cover to its occupants.</p><p></p><p>Crew: 2</p><p>Passengers: 0</p><p>Cargo: 300 lbs</p><p>Init: -2</p><p>Maneuver: -3</p><p>Top Speed: 60 (6), 40 (4) on surface or under water</p><p>Defense: 6</p><p>Hardness: 20</p><p>Hit Points: 68</p><p>Size: Gargantuan</p><p>Purchase DC: 55</p><p>Restriction: Illegal (+4) AIM Res (+2)</p><p>Accessories: variable laser cannon, mini-missile launcher, CIWS point defense system, gas venting system, APS, fire-control computer, thermal/nightvision for driver, gunner, GPS, military radio, headlights, Project PROTEAN system, 20 hours air</p><p>Notes: +2 attack with weapons, NBC protection grants +4 to Fort saves. 25% chance to destroy any missile or RPG fired at the vehicle, +6 Fort save vs EMP weapons</p><p></p><p><strong>APS (Active Protection System)</strong></p><p>Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.</p><p></p><p><strong>AIM CIWS Point Defense System</strong></p><p>Using advanced AI tracking combined with rapid fire weapons, based on the CIWS on naval ships, the CIWS Point defense system serves two functions: targets all incoming missiles and rpgs, and allows the vehicle to make attacks of opportunity against other vehicles or low flying aircraft or drones. It can not be fired manually by the crew, or make normal attacks.</p><p>Destroy Missiles/RPGS: The system has a 25% chance to destroy any incoming missile, rocket or rpg. A destroyed missile, rocket or rpg deals no damage to the vehicle.</p><p>Make Attacks of Opportunity: The system threats the space the vehicle occupies as well 100 ft area around it. When making an attack of opportunity, the system rolls 1d20 plus any targeting bonuses, if the result is greater than target's defense, deals 4d8 fire damage.</p><p>The system can attack something as small as a medium sized creature (programmed for humanoids), up to larger vehicles such as other tanks, or low flying aircraft, such as helicopters or drones. System has +2 attack bonus.</p><p></p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Crit</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Variable Laser Cannon (Pulse)</td><td>6d8</td><td>20x2</td><td>fire</td><td>200 ft</td><td>S, A</td><td>50 shot capacitor</td></tr><tr><td>Variable Laser Cannon (Beam)</td><td>8d10</td><td>20x3</td><td>fire</td><td>75 ft</td><td>Single</td><td>Uses 5 shots</td></tr><tr><td>Mini-Missile Launcher</td><td>varies</td><td>20</td><td>varies</td><td>200 ft</td><td>Semi</td><td>80 Missiles</td></tr></table><p></p><p><strong>Variable Laser Cannon</strong></p><p>This weapon is a multiple barreled laser, capable of firing a single shot or a barrage of full automatic fire (pulse mode), or a powerful, but short ranged, armour melting blast (beam mode). The beam mode uses up a lot of power, but ignores 10 points of hardness plus each successful strike reduces the target's hardness/DR by 2 points with each successful strike, permanently. On a critical strike it reduces the target's hardness by 5. The capacitor replenishes shots at a rate of 1 shot every 1d4 rounds if not fired.</p><p></p><p><strong>Mini-Missile Launcher</strong></p><p>This mini-missile launcher can fire single, or multiple missiles at once at a target, in volleys of 1, 2, 4 or 8 missiles. Each doubling increases damage and blast radius (if the missile has one), by 50%, and increases any Reflex save DC by +1.</p><p>Any mini-missile can be loaded, by typically HE, AP or Fragmentation are loaded. For underwater missions, mini-torpedoes can be loaded. (Mini-Torpedoes are similar to missiles but work under water, fire based missiles will have damage reduced by 1 die, but have blast radius increased by 25%. All area affect missiles will have Reflex save DC increased by +1, if sonic based damage and blast radius is increased by 50% and Reflex save increased by +2).</p><p></p><p><strong>Project PROTEAN System</strong></p><p>Using stolen Project PROTEAN technology, the ARC Armiger can repair damage it has suffered. As long as the ARC Armiger has 5 hit points or more, it can repair itself at a rate of 5 hit points per round.</p><p></p><p></p><p><strong><span style="font-size: 18px">EMP</span></strong></p><p>AIM has developed a man portable, and potent EMP device, about the size of a soccer ball, able to knock out technology within an area, allowing them to disable security and defense systems, or even knock out technologically enhanced super heroes.</p><p>Once activated, it will go off the next round, or with a delay of up to 1 minute (10 rounds), affecting a 50 ft area. All non-shielded, non-military electronic devices will shut down and require repairs. Military and shielded devices must make a Fort save DC 18, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 minutes, plus suffer 1d4 electrical damage for every size category over medium. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). After the device is activated, it burns itself out, making it useless.</p><p>Weight: 6 lbs</p><p>PDC: 25</p><p>Res: Illegal (+4) AIM Res (+2)</p><p></p><p><strong><span style="font-size: 18px">Exoskeletal Battletank</span></strong></p><p>The Exoskeletal Battletank Mk1 is AIM's standard battle armour, which Hydra based their Mk2 power armour off of. Its yellow armour is curved to help deflect projectiles and coated in energy resistant material to protect against energy discharges from many super powered foes. The left shoulder has a retractable grenade launcher that has a divided ammo bin to allow up to 4 different types of grenades to be loaded, while the right shoulder has a retractable coilgun rifle. Instead of repulsor weapons in the hands, variable power particle beam weapons are fitted, although they are slower to fire than the repulsors, the varying power levels are more versatile.</p><p>A more powerful power core is fitted in the Exoskeletal battletank than those sold to Hydra, with the ability to enhance its weapons with the force of attacks the armour takes, however as the armour takes damage and increases the power of its weapons, it runs the risk of overload. To compensate for battlefield damage, the battletank armour is fitted with a nanite repair system, allowing for quick, although limited repairs.</p><p></p><p><strong>AIM Exoskeletal Battletank Armour</strong></p><p>Size Modifier: +0</p><p>Equipment Slots: 6</p><p>Hit Points: 55</p><p>Base Speed: 30 ft.</p><p>Height: 7.7 ft.</p><p>Weight: 340 lb</p><p>Fighting Space: 5 ft. by 5 ft.</p><p>Reach: 5 ft.</p><p>Defense Bonus: +6</p><p>Hardness: 17</p><p>Max Dex Bonus: +2</p><p>Armour Check Penalty: -8</p><p>Purchase DC: 40</p><p>Restriction: Illegal (+4), AIM +2</p><p>Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 40 grenades, can be divided into 4 different types, 10 each), coilgun (300 rounds). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity, psychic shielding.</p><p></p><p>Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.</p><p>Its reach is 5 feet, and its base speed is 25 feet.</p><p>Base Purchase DC: 37.</p><p>Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit</p><p>Boots: 1 slot.</p><p>Helmet: Cockpit.</p><p>Left arm: Particle Beam Cannon.</p><p>Right arm: Particle Beam Cannon.</p><p>Shoulder: Power Core</p><p>Torso: Cockpit</p><p></p><p><strong>Particle Beam Cannon</strong></p><p>These heavy particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 2d12 to 5d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12 and 5d12 points of damage, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use.</p><p>Damage: variable</p><p>Critical: 20x3</p><p>Damage Type: non-specific energy</p><p>Range Increment: 70 ft</p><p>Rate of Fire: Single</p><p>Ammo: 30 charges</p><p>Notes: Suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.</p><p></p><p><strong>Power Core</strong></p><p>The Exoskeletal battletank Armour is powered by a high energy source that is based on technology acquired from Stark Industries. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, AIM scientists were partly successful. Every 5 points of damage the power armour takes, the next particle beam cannon or coilgun attack gains +2 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +20 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.</p><p></p><p><strong>Coilgun Rifle</strong></p><p>Mounted on the right shoulder is a retractable coilgun rilfe, using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine for the weapon can be divided into 3 different types of up to 100 rounds each.</p><p>Damage: 2d8</p><p>Critical: 20x2</p><p>Damage Type: ballistic</p><p>Range Increment: 150 ft</p><p>Rate of Fire: S, A</p><p>Ammo: 300 Internal</p><p></p><p><strong>Grenade launcher</strong></p><p>Mounted on the left shoulder is a retractable grenade launcher that can switch between up to 3 different types of grenades. Typically loaded are fragmentation, explosive and smoke grenades.</p><p>Damage: varies by grenade</p><p>Critical: -</p><p>Damage Type: varies by grenade</p><p>Range Increment: 60 ft</p><p>Rate of Fire: Semi</p><p>Ammo: 40 internal, divided into 4 groups of 10, which can be all the same, or 3 different types.</p><p>Switching grenade types is a free action.</p><p></p><p><strong>Nanite Repair</strong></p><p>The armour is fitted with a nanite repair system, which looks like it vents steam, however it is a small cloud of nanites that quickly move to repair the armour and the user in case of injury. As a full round action, where the user can not do anything other than move at most 15 feet, vents a cloud of nanites that can repair damage to the armour and the user, priority of repaired damage goes to the armour first, then extra goes to the user, of 1d8+2 hit points. Also any charges the power core might have stored are reduced by 1 each time the Nanite Repair system is used. The system has enough material to repair up to 50 hit points. Replenishing the nanites costs PDC 14 (AIM only) for 10 hit points.</p><p></p><p><strong>Psychic Shielding</strong></p><p>The armour is lined with material that helps reduce the effects of psychic probes or attacks. Psionic abilities that allow a save the user is +2 to save, while the armour has DR 10 in addition to its normal hardness against psionic abilities that cause damage (the ability itself, not an ability that can cause damage from other sources, such as telekinesis used to hurl an object that damages the armour).</p><p></p><p><strong><span style="font-size: 18px">AIM Shield Generator</span></strong></p><p>AIM has multiple designs for defensive energy shielding, including personal shielding, for vehicles and buildings.</p><p></p><p><strong>Personal Shield</strong></p><p>The Personal Shield is a device that projects a protective energy field around the user in a oblong shape about a foot around the wearer from a device mounted on the wearer's waist. The shield can absorb 30 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.</p><p>Weight: 9 lbs</p><p>PDC: 22 AIM only, Illegal (+4)</p><p></p><p><strong>Vehicle Shield</strong></p><p>This shield is tied into the power source of the vehicle, giving it greater power. A few different levels of shields exist, depending on the vehicle size. The shield can absorb a certain amount of damage before it is depleted, based on size of the vehicle it is mounted on, with an Energy Resistance of 10 (any type of energy damage except acid). The shield can regenerate 5 hit points every 5 rounds. The device has enough power to run for 20 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.</p><p>Size Medium 75 hit points, Large 100 hit points, Huge 150 hit points, Gargantuan 200 hit points, Colossal 275 hit points.</p><p>Weight: 20 +10 lbs / size over medium</p><p>PDC: Medium 23, Large 24, Huge 26, Gargantuan 28, Colossal 30, AIM +3 Mil, +5 Classified</p><p></p><p><strong><span style="font-size: 18px">AIM Particle Rifle</span></strong></p><p>These heavy personal particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 1d12 to 4d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use.</p><p>Damage: variable</p><p>Critical: 20x3</p><p>Damage Type: non-specific energy</p><p>Range Increment: 50 ft</p><p>Rate of Fire: Single</p><p>Ammo: 30 box</p><p>Notes: Suffers -1 to attack rolls.</p><p>PDC: 19, Illegal, AIM +3 Mil</p><p></p><p><strong><span style="font-size: 18px">AIM Power Backpack</span></strong></p><p>This yellow and black squared backpack is a potent source of energy. Many AIM members use it to power weapons and as a portable power source for their many experiments.</p><p>The pack has enough power to power anything from weapons to a small office building or a gargantuan sized mech for a week. When used to power energy weapons, by an armoured cable, the weapon has an ammo capacity of unlimited.</p><p>Weight: 14 lbs</p><p>PDC: 17 Illegal, AIM Unrestricted</p></blockquote><p></p>
[QUOTE="kronos182, post: 7996446, member: 6668634"] [B][SIZE=7]A.I.M. (Advanced Ideas Mechanics)[/SIZE][/B] A.I.M. Is a privately funded think tank organized of a group of brilliant scientists whose sole dedication is to acquire and develop power through technological means, to use this power to overthrow the governments of the world. They develop and supply arms and technology to radicals and subversive organizations in order to foster a violent technological revolution of society while making a profit. Started back during World War II as a part of Hydra, although developed into a separate group, and even created a public company that allowed them to generate more funds legally. A.I.M. has made advancements in various fields, from materials, cybernetics, biological engineering, energy weapons and even medical research, but primarily weapons or how to weaponize any technology in development. A.I.M. members wear yellow uniforms with helmets that resemble those worn by workers in bio-hazards and radiation filled areas, however they look more like bee-keeper outfits, and usually referred to as bee-keepers and A.IM. bases sometimes called hives. A.I.M. Has multiple bases around the world, even a small stealth base in orbit, but their primary base is A.I.M. Island, an island located in the Caribbean Sea, heavily fortified and equipped with technology that can nullify most attacks, particularly any technological based attack. The U.S. had launched an attack against A.I.M. Island, but all launched missiles against the island were either neutralized or vaporized before getting within 5 miles, and their attempt to land troops was also met with failure. On Coreline, A.I.M. continues to develop technology and weapons, selling them to terrorist groups, fanatics and anyone else that can pay, including some government groups. Although Hydra and A.I.M. are not directly affiliated with each other, A.I.M. does supply Hydra with some of their tech. Most law enforcement, military and governments ban all A.I.M. technology, and try to stop any A.I.M. activity within their borders, but have an unspoken truce with A.I.M., we'll leave you alone, if you leave us alone, any noticeable illegal activity within our borders will be dealt with. A.I.M. merely compensated with improved stealth tech for any teams they send aboard. [B][SIZE=6]AIM Member[/SIZE][/B] Members of AIM are researchers, dedicated to advancing technology and the sciences for the sake of science, and to advance the group's goal of the acquisition of power and overthrow all governments by technological means. These members, when not in the lab researching and building, act as the basic soldiers for AIM. While they may not be very good at fighting themselves, their advanced weapons and technology make them a threat. [B]Low Level AIM Member (Smart Ord 1/Dedicated Ord 1)[/B] CR 1; Size: Medium-sized Human; HD: 1d6-1 plus 1d6-1; hp 5 Mas: 8 Init: +1 Speed: 30 ft Defense: 13, Touch 12, flat-footed 12 (+1 Armour, +1 Dex, +1 Class, ) BAB: +0 Grapple: +0 Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol) Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol) Special Attacks: Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency FS: 5 ft by 5 ft Reach: 5 ft Allegiance: AIM Saves: Fort +0, Ref +1, Will +4. Action Points: 0 Rep: +2 Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13 Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research) Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Disable Device +6, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +3, Speak English, Speak (any two), Treat Injury +4. Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency. Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines [B]Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3)[/B] CR 5; Size: Medium-sized Human; HD: 3d6-3 plus 3d6-3; hp 15 Mas: 8 Init: +1 Speed: 30 ft Defense: 15, Touch 14, flat-footed 14 (+1 Armour, +1 Dex, +3 Class) BAB: +3 Grapple: +3 Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol) Full Attack: +3 melee (1d3 nonlethal), or +4 ranged (2d8 coilgun pistol) Special Attacks: Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency FS: 5 ft by 5 ft Reach: 5 ft Allegiance: AIM Saves: Fort +2, Ref +4, Will +6. Action Points: 0 Rep: +2 Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13 Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research) Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Disable Device +9, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +5, Speak English, Speak (any two), Treat Injury +5. Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency Possessions: AIM Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines [B]Scientific Improvisation[/B] AIM members may specialize in difference fields, but all have some familiarity in multiple fields and can improvise solutions and tools quickly. The AIM member can spend a full round action by combining common objects with a Craft check that corresponds to the function desired. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. However this item is single use, or lasts for a number of rounds equals to the AIM member's level then breaks and the parts are useless. [B]Experimental Weapon Proficiency[/B] AIM creates a large array of experimental devices and weapons, some are put into mass production for AIM members, and some are one offs. The AIM member is proficient in any mass produced AIM weapons, and up to 1 + Int modifier weapons the AIM member has built themselves. If the AIM member has maxed out their number of weapons they have built, they can replace one by spending 1 full minute studying the weapon in detail, undisturbed to replace one weapon they have developed and were proficient with. [B][SIZE=6]AIM Researcher[/SIZE][/B] The Researcher specializes in medicines and chemicals to enhance to hinder biological systems. Their helmets are a little more streamlined, with a green-yellow opaque faceplate, two tubes go from the helmet to a collar piece which contains air tanks. A backpack with compressed space technology is usually carried to allow them to carry a large array of chemicals, poisons, toxins and medicines Make the following changes to AIM Member to create AIM Researcher: Change Knowledge (Arcane Lore) with Craft (Pharmaceutical); Change Builder with Medical Expert (+2 Craft (Pharmaceutical) and Treat Injury); Add Surgery Drone to equipment; Add Researcher Helmet to equipment; Add Spatial Backpack to equipment; Add Wounding Shot special attack. [B]Wounding Shot[/B] With the Researcher's knowledge in biology, they can make their attack deal increased damage and caused increased pain to reduce the target's combat capabilities. Against a living target with a discernable biology, the Researcher can, as a full round attack, taking -4 to attack roll and with a successful Knowledge: Earth and Life Sciences DC 19, can add +1d4 damage plus an additional +1d4 damage for every 5 points over the DC and suffers -1 to attack, Defense, skills. If the weapon deals piercing, slashing or ballistic damage, the target, if living (doesn't affect undead or those that lack a circulatory system), must also make a Fort save or suffering 1 point of bleeding damage for 1d4 rounds. [B][SIZE=6]AIM Director[/SIZE][/B] The AIM Director is an expert at leading teams of scientists, with abilities to use his science to keep his team alive and attacking. Directors wear slightly heavier armour, equipped with Spatial Backpacks fitted with a shield generator, and two phased pistols. [B]Low Level AIM Director (Smart Ord 1/Dedicated Ord 1/Charismatic Ord 1)[/B] CR 1; Size: Medium-sized Human; HD: 1d6-1 plus 1d6-1 plus 1d6-1; hp 7 Mas: 8 Init: +1 Speed: 30 ft Defense: 14, Touch 12, flat-footed 13 (+2 Armour, +1 Dex, +1 Class) BAB: +0 Grapple: +0 Attack: +0 melee (1d3 nonlethal), or +1 ranged (2d8 coilgun pistol) Full Attack: + melee (1d3 nonlethal), or + ranged (2d8 coilgun pistol) Special Attacks: Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency FS: 5 ft by 5 ft Reach: 5 ft Allegiance: AIM Saves: Fort +1, Ref +2, Will +4. Action Points: 0 Rep: +4 Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13 Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research) Skills: Computer Use +6, Craft (Chemical) +8, Craft (Electrical) +9, Demolitions +4, Diplomacy +4, Disable Device +6, Gather Information +4, Investigate +7, Knowledge (Arcane Lore) +4, Knowledge (earth and life sciences) +7, knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write (any one), Research +6, Search +4, Speak English, Speak (any two), Treat Injury +4. Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency. Possessions: AIM Director Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines [B]Mid Level AIM Member (Smart Ord 3/Dedicated Ord 3/Charismatic 2)[/B] CR 6; Size: Medium-sized Human; HD: 3d6-3 plus 3d6-3 plus 2d6-2; hp 19 Mas: 8 Init: +1 Speed: 30 ft Defense: 17, Touch 15, flat-footed 16 (+2 Armour, +1 Dex, +4 Class) BAB: +4 Grapple: +4 Attack: +4 melee (1d3 nonlethal), or +5 ranged (2d4 phased pistol) Full Attack: +4 melee (1d3 nonlethal), or +5 ranged (2d4 phased pistol) Special Attacks: IED Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency FS: 5 ft by 5 ft Reach: 5 ft Allegiance: AIM Saves: Fort +3, Ref +6, Will +6. Action Points: 0 Rep: +4 Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13 Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research) Skills: Computer Use +9, Craft (Chemical) +11, Craft (Electrical) +15, Demolitions +7, Diplomacy +6, Disable Device +9, Gather Information +6, Investigate +12, Knowledge (Arcane Lore) +9, Knowledge (earth and life sciences) +11, knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write (any one), Research +9, Search +7, Speak English, Speak (any two), Treat Injury +5. Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency Possessions: AIM Director Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, 2 phased pistols, 4 magazines [B]IED[/B] The Director can make an Improvised Explosive Device, or IED, as a standard action, with a Craft: Electronic check DC 21 out of anything with an electrical system, but it only deals 2d6 with a blast radius of 10 feet, Reflex save DC 14 for half damage. [B][SIZE=6]Equipment[/SIZE] [SIZE=5]AIM Uniform[/SIZE][/B] AIM uniforms varies with rank and position, but all are yellow, and the most common resembling a hazmat suit with a helmet similar to a bee-keeper's outfit. A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply. [B]A.I.M. Light Armour (PL 5, Light Armour Proficiency)[/B] Type: Light Equipment Bonus: +1 Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +5 Armour Penalty: -0 Speed (30 ft): 30 ft Weight: 5 lbs Purchase DC: 18 Restriction: Mil (+3) Aim +0 Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage). AIM members do not require proficiency as the suit is similar to their hazmat and safety suits. [B][SIZE=5]AIM Coilgun Rifle[/SIZE][/B] The AIM coilgun rifle using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 30 each. The coilgun rifle fires marble sized projectiles at high velocity. Damage: 2d8 Critical: 20x2 Damage Type: ballistic Range Increment: 150 ft Rate of Fire: S, A Ammo: 90 box PDC: 19 Restriction: AIM, +4 Illegal Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round. [B][SIZE=5]AIM Coilgun Pistol[/SIZE][/B] The AIM coilgun pistol using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine is mounted on the top of the weapon can be divided into three different sections of 15 each. The coilgun pistol fires marble sized projectiles at high velocity. Damage: 2d8 Critical: 20x2 Damage Type: ballistic Range Increment: 75 ft Rate of Fire: S, A Ammo: 45 box PDC: 17 Restriction: AIM, +4 Illegal Notes: Weapon automatically detects if a split or singular magazine is loaded, switching between rounds is a free action once per round. [B]Ammunition[/B] Standard - A marble sized projectile that is magnetic to allow coilguns to fire it, designed to deform upon impact to impart as much damage as possible, dealing 2d8 ballistic damage. PDC 5 for 50. Anti-Personnel - This projectile breaks apart in fragments inside the target, causing significant wounds. Deals 1d8 ballistic damage plus 2d4 slashing, target must make a Fort save DC 14 or take 1 point of bleeding damage each round for 1d4 rounds. Treat Injury DC 15 to stop. PDC 11 for 50. Anti-Armour - These projectiles contain a small shaped explosive, deals 2d6 ballistic and ignores 5 points of hardness/DR. PDC 12 for 50. Explosive - This marble sized projectile is filled with a thermobaric chemical that is released upon striking a target or surface, dealing 3d6 fire damage to a 10 foot radius spherical area, Reflex save DC 14 for half damage. PDC 13 for 50. EMP - Mini EMP generators in a marble projectile that affects only the target struck. All non-shielded, non-military electronic devices will shut down for 1d6+1 rounds. Military and shielded devices must make a Fort save DC 15, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 rounds, plus suffer 1d4 electrical damage. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). PDC 17 for 50. Cryo Round - These rounds are filled with a compound that upon contact with air reduce the temperature in a very small area very quickly. They deal 1d8 ballistic and 2d4 cold damage, plus the target must make a Fort save DC 15 or suffer -2 to attack, skills, Defense and half speed for 1d4+1 rounds. A successful save the target only stuffers -1 to attack, skills, Defense for 1 round. PDC 17 for 50. [SIZE=5][B]Researcher Helmet[/B][/SIZE] This helmet replaces the normal AIM Uniform helmet, includes a HUD system that links wirelessly to a computer and the Surgery Drone. The collar of the helmet contains air tanks that provides 2 hours of air. The collar also contains space for five doses of any liquid chemical that the Researcher can use on him/herself as a free action. [B][SIZE=5]Surgery Drone[/SIZE][/B] This small robot has a rectangular shaped frame, with a curved back, two gimbled anti-grav units on the underside. It is only 1.5 feet long and 6 inches wide, with 5 hit points, Defense 14, fly (perfect) 40 ft, maximum altitude of 300 feet, able to operate for 1 hour before requiring recharging in a special dock mounted in the Spatial Backpack. It is fitted with a healing beam. The healing beam uses energy that stimulates a living organisms natural healing abilities. As a full round action, with a range of 5 feet, the beam can heal 1d4+1 hit points in a living target as a ranged touch attack roll with a 2 bonus. The Surgery Drone is controlled via the HUD in the Researcher Helmet by voice commands (a single command as a free action once per round, additional commands are move equivalent), such as move 30 feet to left, heal target designated Bob, etc. Weight: 5 lbs PDC: 20 [B][SIZE=5]Spatial Backpack[/SIZE][/B] This backpack made of impact resistant plastics, has a dock on the top for the Surgery drone as well as a built in power supply to power the backpack and recharge the Surgery Drone, a laptop and similar devices. The backpack has an opening that is about 1 foot in diameter, and inside looks like it is only 1.5 feet wide by 1 foot long and 2 feet deep, but in reality the inside is made of compressed space, able to hold up to 300 lbs of items, as long as they are not more than 1 foot in diameter, but can be much longer. The weight of any item inside the Spatial Backpack is not felt by the wearer. Weight: 10 lbs PDC: 21 Restriction: 0 AIM, +4 illegal [B][SIZE=5]AIM Phased Pistol[/SIZE][/B] The AIM Phased pistol using exotic particles to strike a target. However these particles phase in and out of space, and deal low damage initially as only some particles in the discharge strike the target as they are in phase, others are out of phase. A short time later, more particles phase back into space. Damage: 2d4* Critical: 20x2 Damage Type: Energy Range Increment: 45 ft Rate of Fire: S, A Ammo: 25 box PDC: 23 Restriction: AIM, +4 Illegal Notes: Due to exotic particles out of phase bypasses most shields ignores all Hardness/DR. For next 1d4 rounds, deals 2d4 energy damage, target can make Fort save DC 21 to reduce damage by half for each round of additional damage, but not the initial damage. [B][SIZE=5]AIM Director Uniform[/SIZE][/B] The Director uniform is similar to the standard AIM uniform except instead of a rectangular visor, the visor has slightly larger areas directly in front of the eyes which contain enhanced optics. A basic jump suit made with ballistic fibers, combined with radiation and energy resistant materials, shoulder pads, half bracers, shin guards are added which contain an energy deflection field. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with air filters and a connector for attaching an air supply. Connects to a modified Spatial Backpack with a built in shield generator that projects a shield over a larger area than normal. [B]A.I.M. Director Armour (PL 5, Light Armour Proficiency)[/B] Type: Light Equipment Bonus: +2 Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +5 Armour Penalty: -0 Speed (30 ft): 30 ft Weight: 6 lbs + 12 backpack Purchase DC: 21 Restriction: Mil (+3) Aim +0 Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), gains +2 Defense against energy weapons, spatial backpack (1.5 foot radius opening, appears to be 1.5 feet wide, 1.5 feet long, 3 feet deep, holds 200 lbs), shield. AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.Shield - Projects a protective energy field around the user and a 20 foot radius. The shield can absorb 50 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes. [B][SIZE=5]A.I.M. ARC Armiger[/SIZE][/B] The A.I.M. ARC Armiger is an A.I.M. modified and upgraded version Roxxon's Armiger that they stole the plans for, and mixed in some stolen Stark Tech. While the ARC Armiger looks similar to the original Armiger, it has noticeable differences, the first being it is yellow in colour, has a more rounded design instead of the originals hard angles, with a crude, but functional ARC reactor powering the whole thing, providing ample power for its energy weapons. The 90mm cannon is replaced with a chain gun style laser for rapid fire, plus it can also fire a powerful single beam for heavy anti-armour purposes, now housed in an armoured raised casing on the left side. The TOW missiles are replaced with a retractable variable fire mini-missile launcher, while the CIWS system is upgraded for improved accuracy and replaced with rapid-fire energy weapons, similar to lasers. Additionally the ARC Armiger is fitted with a gas venting system instead of the smoke grenades, able to store up to 3 different chemicals, typically including smoke that includes IR/thermo blocking properties, CS gas or other crowd dispersing gas, and sometime some other airborne agent, from poisons to mutigenic gas or some other weaponized aerosol they are testing. Additionally, the ARC Armiger is capable of movement underwater, and its weapons work even under water, if at reduced range. If used underwater, the mini-missiles can be swapped for mini-torpedoes instead. Additionally the ARC Armiger is fitted with Project PROTEAN technology, stolen from Stark Industries. Project PROTEAN is technology designed to repair or modify technology it was designed for, in this case, weapons. This makes destroying an ARC Armiger difficult as it repairs itself. Crewed by 2, driver and gunner/commander. It has two top hatches, one for the driver and gunner. Takes a full-round action to enter the tank, and another full-round action to start it moving. The ARC Armiger is three squares wide, six squares long (22.02 ft long for the hull, 27 ft counting the barrel of the cannon, 12 ft wide and 8 ft high for the body, weighing 42 tons), able to lower itself down to a height of 7 feet, while moving usually 12 feet high, and can raise up to 16 feet, but can't move while this high, provides full cover to its occupants. Crew: 2 Passengers: 0 Cargo: 300 lbs Init: -2 Maneuver: -3 Top Speed: 60 (6), 40 (4) on surface or under water Defense: 6 Hardness: 20 Hit Points: 68 Size: Gargantuan Purchase DC: 55 Restriction: Illegal (+4) AIM Res (+2) Accessories: variable laser cannon, mini-missile launcher, CIWS point defense system, gas venting system, APS, fire-control computer, thermal/nightvision for driver, gunner, GPS, military radio, headlights, Project PROTEAN system, 20 hours air Notes: +2 attack with weapons, NBC protection grants +4 to Fort saves. 25% chance to destroy any missile or RPG fired at the vehicle, +6 Fort save vs EMP weapons [B]APS (Active Protection System)[/B] Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle. [B]AIM CIWS Point Defense System[/B] Using advanced AI tracking combined with rapid fire weapons, based on the CIWS on naval ships, the CIWS Point defense system serves two functions: targets all incoming missiles and rpgs, and allows the vehicle to make attacks of opportunity against other vehicles or low flying aircraft or drones. It can not be fired manually by the crew, or make normal attacks. Destroy Missiles/RPGS: The system has a 25% chance to destroy any incoming missile, rocket or rpg. A destroyed missile, rocket or rpg deals no damage to the vehicle. Make Attacks of Opportunity: The system threats the space the vehicle occupies as well 100 ft area around it. When making an attack of opportunity, the system rolls 1d20 plus any targeting bonuses, if the result is greater than target's defense, deals 4d8 fire damage. The system can attack something as small as a medium sized creature (programmed for humanoids), up to larger vehicles such as other tanks, or low flying aircraft, such as helicopters or drones. System has +2 attack bonus. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Variable Laser Cannon (Pulse)[/TD] [TD]6d8[/TD] [TD]20x2[/TD] [TD]fire[/TD] [TD]200 ft[/TD] [TD]S, A[/TD] [TD]50 shot capacitor[/TD] [/TR] [TR] [TD]Variable Laser Cannon (Beam)[/TD] [TD]8d10[/TD] [TD]20x3[/TD] [TD]fire[/TD] [TD]75 ft[/TD] [TD]Single[/TD] [TD]Uses 5 shots[/TD] [/TR] [TR] [TD]Mini-Missile Launcher[/TD] [TD]varies[/TD] [TD]20[/TD] [TD]varies[/TD] [TD]200 ft[/TD] [TD]Semi[/TD] [TD]80 Missiles[/TD] [/TR] [/TABLE] [B]Variable Laser Cannon[/B] This weapon is a multiple barreled laser, capable of firing a single shot or a barrage of full automatic fire (pulse mode), or a powerful, but short ranged, armour melting blast (beam mode). The beam mode uses up a lot of power, but ignores 10 points of hardness plus each successful strike reduces the target's hardness/DR by 2 points with each successful strike, permanently. On a critical strike it reduces the target's hardness by 5. The capacitor replenishes shots at a rate of 1 shot every 1d4 rounds if not fired. [B]Mini-Missile Launcher[/B] This mini-missile launcher can fire single, or multiple missiles at once at a target, in volleys of 1, 2, 4 or 8 missiles. Each doubling increases damage and blast radius (if the missile has one), by 50%, and increases any Reflex save DC by +1. Any mini-missile can be loaded, by typically HE, AP or Fragmentation are loaded. For underwater missions, mini-torpedoes can be loaded. (Mini-Torpedoes are similar to missiles but work under water, fire based missiles will have damage reduced by 1 die, but have blast radius increased by 25%. All area affect missiles will have Reflex save DC increased by +1, if sonic based damage and blast radius is increased by 50% and Reflex save increased by +2). [B]Project PROTEAN System[/B] Using stolen Project PROTEAN technology, the ARC Armiger can repair damage it has suffered. As long as the ARC Armiger has 5 hit points or more, it can repair itself at a rate of 5 hit points per round. [B][SIZE=5]EMP[/SIZE][/B] AIM has developed a man portable, and potent EMP device, about the size of a soccer ball, able to knock out technology within an area, allowing them to disable security and defense systems, or even knock out technologically enhanced super heroes. Once activated, it will go off the next round, or with a delay of up to 1 minute (10 rounds), affecting a 50 ft area. All non-shielded, non-military electronic devices will shut down and require repairs. Military and shielded devices must make a Fort save DC 18, but they get a +4 to save. A failed save the device is temporarily shut down for 1d4+1 minutes, plus suffer 1d4 electrical damage for every size category over medium. Robots, mechs and cybernetics are also affected. A successful save will only shut the device down for 1 round. In the case of robots, cybernetics, heavy military vehicles and mechs, they are paralyzed for 1 round and the next round function at 50% capacity (speed reduced by half, bonuses only half, damage is half, etc). After the device is activated, it burns itself out, making it useless. Weight: 6 lbs PDC: 25 Res: Illegal (+4) AIM Res (+2) [B][SIZE=5]Exoskeletal Battletank[/SIZE][/B] The Exoskeletal Battletank Mk1 is AIM's standard battle armour, which Hydra based their Mk2 power armour off of. Its yellow armour is curved to help deflect projectiles and coated in energy resistant material to protect against energy discharges from many super powered foes. The left shoulder has a retractable grenade launcher that has a divided ammo bin to allow up to 4 different types of grenades to be loaded, while the right shoulder has a retractable coilgun rifle. Instead of repulsor weapons in the hands, variable power particle beam weapons are fitted, although they are slower to fire than the repulsors, the varying power levels are more versatile. A more powerful power core is fitted in the Exoskeletal battletank than those sold to Hydra, with the ability to enhance its weapons with the force of attacks the armour takes, however as the armour takes damage and increases the power of its weapons, it runs the risk of overload. To compensate for battlefield damage, the battletank armour is fitted with a nanite repair system, allowing for quick, although limited repairs. [B]AIM Exoskeletal Battletank Armour[/B] Size Modifier: +0 Equipment Slots: 6 Hit Points: 55 Base Speed: 30 ft. Height: 7.7 ft. Weight: 340 lb Fighting Space: 5 ft. by 5 ft. Reach: 5 ft. Defense Bonus: +6 Hardness: 17 Max Dex Bonus: +2 Armour Check Penalty: -8 Purchase DC: 40 Restriction: Illegal (+4), AIM +2 Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 40 grenades, can be divided into 4 different types, 10 each), coilgun (300 rounds). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity, psychic shielding. Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage. Its reach is 5 feet, and its base speed is 25 feet. Base Purchase DC: 37. Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit Boots: 1 slot. Helmet: Cockpit. Left arm: Particle Beam Cannon. Right arm: Particle Beam Cannon. Shoulder: Power Core Torso: Cockpit [B]Particle Beam Cannon[/B] These heavy particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 2d12 to 5d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12 and 5d12 points of damage, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use. Damage: variable Critical: 20x3 Damage Type: non-specific energy Range Increment: 70 ft Rate of Fire: Single Ammo: 30 charges Notes: Suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity. [B]Power Core[/B] The Exoskeletal battletank Armour is powered by a high energy source that is based on technology acquired from Stark Industries. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, AIM scientists were partly successful. Every 5 points of damage the power armour takes, the next particle beam cannon or coilgun attack gains +2 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +20 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage. [B]Coilgun Rifle[/B] Mounted on the right shoulder is a retractable coilgun rilfe, using magnetic forces to launch metal projectiles at incredible speeds without needing propellant, allowing for increased ammunition supply. Specialty rounds can be used if wrapped in a magnetic material sleeve, allowing for specialty rounds that normally can't be fired from a chemical projectile weapon. The magazine for the weapon can be divided into 3 different types of up to 100 rounds each. Damage: 2d8 Critical: 20x2 Damage Type: ballistic Range Increment: 150 ft Rate of Fire: S, A Ammo: 300 Internal [B]Grenade launcher[/B] Mounted on the left shoulder is a retractable grenade launcher that can switch between up to 3 different types of grenades. Typically loaded are fragmentation, explosive and smoke grenades. Damage: varies by grenade Critical: - Damage Type: varies by grenade Range Increment: 60 ft Rate of Fire: Semi Ammo: 40 internal, divided into 4 groups of 10, which can be all the same, or 3 different types. Switching grenade types is a free action. [B]Nanite Repair[/B] The armour is fitted with a nanite repair system, which looks like it vents steam, however it is a small cloud of nanites that quickly move to repair the armour and the user in case of injury. As a full round action, where the user can not do anything other than move at most 15 feet, vents a cloud of nanites that can repair damage to the armour and the user, priority of repaired damage goes to the armour first, then extra goes to the user, of 1d8+2 hit points. Also any charges the power core might have stored are reduced by 1 each time the Nanite Repair system is used. The system has enough material to repair up to 50 hit points. Replenishing the nanites costs PDC 14 (AIM only) for 10 hit points. [B]Psychic Shielding[/B] The armour is lined with material that helps reduce the effects of psychic probes or attacks. Psionic abilities that allow a save the user is +2 to save, while the armour has DR 10 in addition to its normal hardness against psionic abilities that cause damage (the ability itself, not an ability that can cause damage from other sources, such as telekinesis used to hurl an object that damages the armour). [B][SIZE=5]AIM Shield Generator[/SIZE][/B] AIM has multiple designs for defensive energy shielding, including personal shielding, for vehicles and buildings. [B]Personal Shield[/B] The Personal Shield is a device that projects a protective energy field around the user in a oblong shape about a foot around the wearer from a device mounted on the wearer's waist. The shield can absorb 30 points of damage before it is depleted, with an Energy Resistance of 5 (any type of energy damage except acid). The shield can regenerate 1 hit point every 5 rounds. The device has enough power to run for 10 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes. Weight: 9 lbs PDC: 22 AIM only, Illegal (+4) [B]Vehicle Shield[/B] This shield is tied into the power source of the vehicle, giving it greater power. A few different levels of shields exist, depending on the vehicle size. The shield can absorb a certain amount of damage before it is depleted, based on size of the vehicle it is mounted on, with an Energy Resistance of 10 (any type of energy damage except acid). The shield can regenerate 5 hit points every 5 rounds. The device has enough power to run for 20 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes. Size Medium 75 hit points, Large 100 hit points, Huge 150 hit points, Gargantuan 200 hit points, Colossal 275 hit points. Weight: 20 +10 lbs / size over medium PDC: Medium 23, Large 24, Huge 26, Gargantuan 28, Colossal 30, AIM +3 Mil, +5 Classified [B][SIZE=5]AIM Particle Rifle[/SIZE][/B] These heavy personal particle weapons have variable energy output levels, allowing them to have reduced lethality, or armour cracking blasts, or as a potent cutting torch that can cut through most materials, including heat resistant and laser proof materials. Able to scale damage from 1d12 to 4d12 damage, or a stun version that deals 1d10 nonlethal damage plus target must make Fort save DC 15 or be stunned. At 4d12, the target must make a Reflex save DC 15 or suffer 1d6 points of fire damage for the next 1d4 rounds. Can be used as a cutting torch with a range of 5 ft, ignores 20 points of hardness, but only deals 1d10 damage if used as a weapon, using 1 charge per 5 rounds of use. Damage: variable Critical: 20x3 Damage Type: non-specific energy Range Increment: 50 ft Rate of Fire: Single Ammo: 30 box Notes: Suffers -1 to attack rolls. PDC: 19, Illegal, AIM +3 Mil [B][SIZE=5]AIM Power Backpack[/SIZE][/B] This yellow and black squared backpack is a potent source of energy. Many AIM members use it to power weapons and as a portable power source for their many experiments. The pack has enough power to power anything from weapons to a small office building or a gargantuan sized mech for a week. When used to power energy weapons, by an armoured cable, the weapon has an ammo capacity of unlimited. Weight: 14 lbs PDC: 17 Illegal, AIM Unrestricted [/QUOTE]
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