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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8572145" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Sectoid</span></strong></p><p>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.</p><p>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.</p><p></p><p><strong>Sectoid</strong></p><p>Type: humanoid (alien)</p><p>Size: medium</p><p>CR: 1/2</p><p>Hit Points: 1d8; 6 hp</p><p>Mas: 10</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 11, touch 11, flat-footed 10 (+1 Dex)</p><p>BAB/Grp: +0 /-1</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: +1 ranged plasma pistol (2d10, 40 ft, 100 box)</p><p>Special Qualities: Mind Merge</p><p>Allegiances: Sectoid</p><p>Saves: Fort +1, Reflex +1, Will +4</p><p>Reputation: +1</p><p>Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 12</p><p>Skills: Computer Use +2, Concentration +3, Knowledge Technology +3, Listen +2, Search +3, Spot +3</p><p>Possessions: Plasma pistol, 3 stun grenades</p><p>Organization: pairs, squads (6 to 12), platoons (25 to 40)</p><p></p><p><strong>Mind Merge</strong></p><p>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.</p><p></p><p></p><p><strong><span style="font-size: 26px">Sectoid Commander</span></strong></p><p>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.</p><p></p><p><strong>Sectoid Commander</strong></p><p>Type: humanoid (alien)</p><p>Size: medium</p><p>CR: 1/2</p><p>Hit Points: 3d8; 18 hp</p><p>Mas: 10</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 11, touch 11, flat-footed 10 (+1 Dex)</p><p>BAB/Grp: +2 /+1</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: +3 ranged plasma pistol (2d10, 40 ft, 100 box)</p><p>Special Attack: Mindfray, Mind Control, Psi Panic</p><p>Special Qualities: Greater Mind Merge</p><p>Allegiances: Sectoid</p><p>Saves: Fort +1, Reflex +2, Will +5</p><p>Reputation: +2</p><p>Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 16</p><p>Skills: Autohypnosis +5, Computer Use +2, Concentration +5, Knowledge Technology +3, Listen +2, Search +3, Spot +3</p><p>Possessions: Plasma pistol, 3 stun grenades, 3 alien grenades</p><p>Organization: 1, pairs, squad (1 commander +6-12 sectoid), platoon (1d4+1 commanders +25-40 sectoids)</p><p></p><p><strong>Greater Mind Merge</strong></p><p>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.</p><p></p><p><strong>Mind Control</strong></p><p>The Sectoid Commander can make use of the Domination Psionic ability (d20 Modern page 366), 4 times per day.</p><p></p><p><strong>MindFray</strong></p><p>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.</p><p></p><p><strong>Psi Panic</strong></p><p>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.</p><p></p><p><strong>Alien Grenade</strong></p><p>Similar to frag grenades, dealing 6d6 slashing damage, can be thrown 15 ft, Reflex save DC 16, 25 ft burst radius.</p><p></p><p></p><p><strong><span style="font-size: 26px">Sectoid Drone</span></strong></p><p>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.</p><p></p><p><strong>Sectoid Drone</strong></p><p>Type: construct</p><p>Size: small</p><p>CR: 1/2</p><p>Hit Points: 1/2d10+5; 10 hp</p><p>Mas: -</p><p>Init: +1</p><p>Speed: 50 ft fly (good, can hover)</p><p>Defense: 12, touch 12, flat-footed 10 (+1 Dex +1 Dodge)</p><p>BAB/Grp: +0 /-4</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: +1 ranged blaster (1d4, 40 ft, unlimited)</p><p>Special Attack: Overload, Repair</p><p>Special Qualities: construct traits</p><p>Allegiances: Sectoid</p><p>Saves: Fort +0, Reflex +1, Will +0</p><p>Reputation: +1</p><p>Abilities: Str 11, Dex 12, Con -, Int -, Wis 10, Cha 1</p><p>Skills: Computer Use +6, Disable Device +4, Repair +10</p><p>Feats: Gearhead</p><p>Organization: 1 per 4 robotic units.</p><p></p><p><strong>Overload</strong></p><p>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.</p><p></p><p><strong>Repair</strong></p><p>The drone makes a ranged touch attack, with a range of 5 feet, and can repair any mechanical device 2d4 hit points</p><p></p><p></p><p><strong><span style="font-size: 26px">Cyberdisc</span></strong></p><p>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.</p><p></p><p><strong>Cyberdisc</strong></p><p>Type: construct</p><p>Size: large (-1)</p><p>CR: 5</p><p>Hit Points: 6d10+20, hp 55</p><p>Mas:</p><p>Init: +5</p><p>Speed: 30 ft land, 40 ft fly (good)</p><p>Defense: 22 (-1 size +5 Dex +8 equipment) / 24 disc form (-1 size +5 Dex +8 equipment +2 dodge) , touch 14, flat footed 17</p><p>BAB/Grp: +4/+13</p><p>FS/Reach: 10 ft / 5 ft</p><p>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)</p><p>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)</p><p>Special Attack: Death Blossom</p><p>Special Qualities: DR 10, transform</p><p>Allegiances: Sectoid</p><p>Saves: Fort +2, Reflex +7, Will +3</p><p>Reputation: +2</p><p>Abilities: Str 11, Dex 20, Con -, Int 10, Wis 12, Cha 5</p><p>Skills: Hide -4, Listen +11, Search +4, Spot +13</p><p>Feats: Exotic Firearms proficiency (grenade launchers), personal firearms proficiency</p><p></p><p><strong>Transform</strong></p><p>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.</p><p>While in disc mode, the Cyberdisc gains a +2 Dodge bonus against a single target within 100 ft.</p><p></p><p><strong>Death Blossom</strong></p><p>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.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8572145, member: 6668634"] [B][SIZE=7]Sectoid[/SIZE][/B] 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. [B]Sectoid[/B] 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) [B]Mind Merge[/B] 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. [B][SIZE=7]Sectoid Commander[/SIZE][/B] 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. [B]Sectoid Commander[/B] 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) [B]Greater Mind Merge[/B] 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. [B]Mind Control[/B] The Sectoid Commander can make use of the Domination Psionic ability (d20 Modern page 366), 4 times per day. [B]MindFray[/B] 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. [B]Psi Panic[/B] 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. [B]Alien Grenade[/B] Similar to frag grenades, dealing 6d6 slashing damage, can be thrown 15 ft, Reflex save DC 16, 25 ft burst radius. [B][SIZE=7]Sectoid Drone[/SIZE][/B] 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. [B]Sectoid Drone[/B] 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. [B]Overload[/B] 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. [B]Repair[/B] The drone makes a ranged touch attack, with a range of 5 feet, and can repair any mechanical device 2d4 hit points [B][SIZE=7]Cyberdisc[/SIZE][/B] 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. [B]Cyberdisc[/B] 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 [B]Transform[/B] 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. [B]Death Blossom[/B] 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. [/QUOTE]
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