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Homebrew Starcraft d20

DulothS

First Post
Special Rules:
Large Damage Weapons: Weapons and attacks, such as a missile launcher, the burst of a Guardian, the damage is converted from a flat number of dice to a single dice with a multiple. For example, a 15d10 anti-material missile becomes 1d10x15. While sneak attack damage and damage from special ammo types is added once, after multiplying, the effects of Weapon Specialization, Point Blank Shot, and critical hits, are applied before the multiple. Thus, Weapon Specialization: Missile Launcher adds +30 damage to an anti-material missile, and a Guardian with Weapon Specialization: Ranged natural attack does similarly. If a weapon's dice size is d6 or less, it becomes 2 dice + multiple, with any "odd" dice being seperated out. For example, a 11d6 dmg attack would deal 2d6x5, +1d6. A weapon must produce at least 3 dice, or 3 multiples for d6 or smaller weapons, to gain this effect.

Rage: Rage is the effect induced by "Stimpacks" instead of the standard Barbarian rage. This effect grants +4 Str, +4 Dex, and deals 1 dmg/round activated, and 1 Con damage after each 5 rounds of activation. While enraged, the character gains 1 additional attack/round at his highest BAB(Even on standard-action attack), and a -2 penalty to all attacks. Military power-armor has a limited number of injections of a chemical that induces this effect. Higher-level Berserkers gain the normal improvements, but to Str/Dex instead of Str/Con, and also gain them during power-armor-induced rages.

Skills:
All skills are class skills.
Drive (Drive all ground vehicles. Military/Foreign vehicles require training; -6 on checks till complete)
Pilot (As Drive, all air vehicles/naval vessels)
Craft(Electronic, Mechanical, Structural, Psionic, Biological)
Disable Device(Allows breaking electronic locks/security with eq)

DR/Weapons:
(Light): 1/2 Light DR, *1.5 Medium DR, *2 Heavy DR
(Medium): *1.5 Light DR, 1/2 Medium DR, *1.5 Heavy DR
(Heavy): *2 Light DR, *1.5 Medium DR, 1/2 Heavy DR
(Nil): DR is unmodified.


Terran Classes:

Soldier("Fighter")
4+ Int mod Skills
As the Fighter(Bonus feats at 1st/even levels). Has Power Armor Proficiency.

Rogue(Normal)
Gains proficiency in: All simple weapons, 2 Martial, and 1 Exotic of choice. Can take 2 more Martial instead of the Exotic. Has Light Power Armor proficiency.

Psyker(As Zerg class)
Light Power Armor Proficiency
Simple Weapons
One Exotic weapon of choice(Can choose a Protoss psionic weapon)
OR Two Martial Weapons

Berserker(Barbarian. Rage has special affects, see above.)

Hunter("Ranger")
Proficient in all martial and simple weapons, Light and Medium power armor. Abilities persist in Light and Medium, but not Heavy, Power Armor. Does not spellcasting abilities. Favored Enemy list gains the following:
Medium/Small Zerg(Zerglings, Drones, Scourges)
Large Zerg(Hydralisk, Defiler)
Huge/Gar Zerg(Others)
Col Zerg(All Zerg buildings + Overlord)
Terran Ground (Can deal critical hits)
Terran Spacecraft (Can deal critical hits)
Protoss Spacecraft(Can deal critical hits
Protoss
Protoss Ground(Can deal critical hits)
Xel`Naga(Cannot start with)
Xel`Naga Spacecraft(Cannot start with)

Combat Psyker
BAB: +3/4
HD: 1d8
Saves: Ref, Will good
Skills: 4+ Int mod
Light/Medium Armor Proficiency
Simple and Martial Weapons
One Exotic weapon of choice
Psyker Feats:
Gains a Psyker feat at 1st level and all levels divisble by four.
Combat Feats:
Gains a Combat feat at 2nd level, and all even levels doesn't gain a Psyker feat on. Combat Feats can be traded for +1d6 sneak attack dmg, a Ranger favored enemy, or 1/day Rage.
Power:
Gains half class level in Power + Cha modifier each level, round down. Gains no power at level 1 if Cha modifier 0 or negative.





Terran Equipment:

Melee Weapons:

Psi-Blade: The Psi-Blade is a protoss invention whose design has been copied and imitated by the Terrans. Any Psyker wielding it with the Psi Blast power can create a Psi Blade that deals 1d8 damage per Power spent, up to 3d8 Power. The blade will persist for 3 rounds each time it is initiated. As it deals Psi damage, its attacks are touch attacks which ignore armor, DR, and Hardness. When activated, all Protoss and sentient Zerg within 100ft. are instantly aware of the user's presence, but not his specefic location.

Chain-Blade: The Chain-Blade is a primitive, low-powered weapon typically used for clearing out trees and cutting up bodies for ease of disposal. It is quite effective, even deadly, used against a single enemy target, but it takes time to use, making it suicidal to use against massed enemies.
As a Standard action deals 1d8+ Str Mod damage and starts "Saw".
As a Full-round action deals 2d8+ Str Mod damage and starts "Saw".
A victim under the effects of "Saw" must make a Fortitude save, DC equal 10 + damage dealt, or be stunned by the pain and unable to act. Stunned enemies are automatically struck on the attacker's next action. The Chain-Blade deals 3d8 damage per round to a victim it has stunned the previous round, and takes 2 Con damage each round. A victim who recovers from the stun and escapes the "Saw" effect must make a Fort save DC 10 + 5 per round Sawed past the first, or lose an arm or for a non-human, a combat limb. Typically whichever arm is holding a weapon is lost, and the weapon is dropped, making the victim disarmed.

Shock-Blade: The Shock-Blade is a simple high-power capacitor build into a long steel blade. It deals 1d8 Piercing damage followed by a 1d10 damage Shock attack. The victim must make a fort save DC 17 or be stunned for 1d4 rounds when struck.





Power-Armor:

Light:
Light power-armor consists of a helmet with heavy plating over the chest and shoulders, with light carbon-fiber material over the arms, legs, and throat.
AC: +4, Max Dex mod: +7, Armor Check -1
DR: 2(Light)

Medium:
Medium power-armor consists of heavy plating over the torso and shoulders and lighter plating over the arms and legs. It contains some basic augmentations to strength and agility which are engineered to negate its bulk and weight.
AC: +8, Max Dex mod: +2, Armor Check -6, Speed 20ft.
DR: 4(Light)
Augment: Negates all but -2 of Armor Check penalty. +2 Augment bonus to melee attacks/dmg. x2 Lifting capacity. Speed penalty negated while powered.

Heavy:
Heavy power-armor consists of thick plating covering the entire body, especially thick over the torso and shoulders, lightest where articulation is needed at the arm joints. It comes in two standard varieties, each with some additional built-in gear.
AC: +8, Max Dex mod +0, Armor Check -8, Speed 10ft.
DR: 7(Light)
Augment: Negates All but -2 of Armor Check penalty. +2 Augment bonus to melee attacks/dmg. x2 Lifting capacity. Speed penalty negated while powered.
Built-in: Fire Resistance 15 OR +15 'Energy Capacity'


Standard Guns:
All weapons but the following are considered "Martial":
Gauss Cannon(Exotic)
Med-Tech Emitter(Exotic)
Fusion Cutter(Exotic)
Psi Emitter(Exotic)
Flamethrower(Exotic)
Stub-Gun(All)(Simple)
Combat Shotgun(Simple)
Revolver(Simple)

Gauss Cannon:
The Gauss Cannon is the arm-mounted weaponry of the Goliath Medium Assault Vehicle. While it fires the same projectiles as a rifle or pistol, its built-in systems project the rounds with greater force, and with a greater firing rate. This weapon can be carried by infantry, but must be Tripod-mounted in order to fire.
Dmg: 3d10
Range: 200ft.
Ammo: Box(200) Case(1,000)(Reload as full-round action, holds 1 case of 1,000)
Firing Modes:
Burst(3)(Default 3d10 attack)
Burst(9)(Three 3d10 attacks, +2/0/-2)
Sustaned(60)(Ref DC 22 negates)(4 adjacent 5x5x5 cubes, or 8 at 2d10 dmg)
Sustained(120)(Ref DC 22 negates)(8 adjacent 5x5x5 cubes, or 16 at 2d10 dmg)

Gauss Rifle:
The Gauss Rifle is the ideal weapon for taking down lightly armored opponents, and with sufficient sustained fire can bring down the heavier enemies. Its rounds are caseless and efficient in their use of weight and space, and it fires them quickly and effectively.
Dmg: 2d8
Range: 150ft.
Ammo: Box(200) Case(1,000)(Reload as standard action. Gun holds 1 Box of 200)
Firing Modes:
Burst(3)(+2/0/-2)
Sustained(20)(Ref DC 18 negates)(4 adjacent 5x5x5 cubes)

Gauss Pistol:
Standard side-arm of the UED, while smaller than a rifle this weapon is nonetheless capable of reasonable damage and rapid take-downs of lightly armored opponents. Slower firing and shorter ranged than the rifle, it uses the same rounds and has the same final damage capacity.
Dmg: 2d8
Range: 80ft.
Ammo: Box(200) Case(1000)(Reload as standard action. Gun holds 40)
Firing Modes:
Burst(2)(+1/-1)
Sustained(10)(Ref DC 16 negates)(2 adjacent 5x5x5 cubes)

Combat Shotgun:
The combat Shotgun is a far less common weapon than Gauss weapons, but sees alot of usage by veteran units and those on space-stations, where the low armor-penetrating ability of the shotgun is an advantage; the shots don't pierce the hull or windows.
Dmg: 3d10(Light)
Range: 20ft*
Ammo: Box(50) Case(250)(Reload as standard action, gun holds 10)
* For each 20ft. traveled, a Shotgun gains +2 to-hit and -2 to-damage. This is in place of the normal Range modifiers.
* Shotguns double the effects of Damage Reduction before applying it to damage dealt.
* Sawed-Off Shotguns gain +1 to-hit and -1 to-damage per 5ft. traveled. This is in place of the normal modifiers.

Stub-Pistol:
The Stub-Pistol is a simplistic weapon carried by terran civilians and security personel; police carry gauss weapons. Cheap and easy to make, the Stub-pistol is a simple, short-barreled, semi-automatic handgun. It lacks the penetration or range of the gauss pistol, but making ammunition for it is easier and cheaper than a gauss weapon.
Dmg: 2d6
Range: 50ft.
Ammo: Box(400) Case(2000)(Reload as standard action, gun holds 10)

Stub-SMG:
The SMG is not a very common weapon at all. Only a tiny number of security forces carry the SMG, and no other civilians are authorized to carry it. Criminals and gangs often possess this weapon. Nonetheless, its very simple and easy to operate, lacking even the electronic ammo display of Gauss weapons.
Dmg: 2d6
Range: 60ft.
Ammo: Box(400) Case(2000)(Reload as standard action, gun holds 40)
Firing Modes:
Burst(3)(+2/+0/-2)
Sustained(20)(Ref save DC 18 negates)(4 adjacent 5x5x5 cubes)

Revolver:
The revolver is an antique, primitive weapon which has been adjusted to fire modern rounds; not just any modern rounds, but high-powered, deadly ones, many of which are capable of piercing power armor even better than a Gauss weapon. Its slow firing rate makes it unpopular among most militaries, but some utilize it for its nice stopping power.
Dmg: 2d12
Range: 60ft.
Ammo: Cylinder(6) Box(60) Case(600) (Reload as full-round action, gun holds 6)

Canister Rifle:
The Canister Rifle is a strange weapon. Firing small fragmentation explosives at a range longer than a Gauss Rifle is capable of, it also has some "Special Purpose" shells that can be equipped. While effective as a Sniper weapon, its use against heavy armor is poor due to slow firing rate; however this is only to be expected, as the rifle was originally built to be used against human targets, especially an assassination tool against lightly armored enemy officers.
Dmg: 2d12(Light) (5ft. radius round impact point, piercing ref save 16)
Range: 200ft.
Ammo: Box(50) Case(250)(Reload as a Move action, gun holds 1)
LockDown Rounds: Disables most vehicles for 1d6+1 rounds. Single target.
Incendiary Round:6d10 Fire dmg, 10ft. radius ref save 18.
Stun Round: 1d6 Sonic dmg, Fort save DC 20 or be stunned 1d10 rounds. Single target.
Poison Round: 1d12 Piercing dmg, Fort save DC 20 vs. 2d6 Con dmg; Secondary damage Death.

Flame-thrower:
Standard "Melee" weapon of terran infantry, flame-throwers are ideal for taking down enemies in short range, with low-intensity, wide-angle bursts for taking out groups of fast targets, or thin precise bursts to melt through armored targets.
Dmg: 5d6(Cone) 5d10(Ray)
Range: 30ft(Cone) 20ft(Ray)
Ammo: Canister(150) (Refilled from larger tanks)
Cone: Fires a 30ft. long by 15ft. wide cone of flame, ref save DC 20 halves.
Ray: Ranged touch attack, precise line of fire melts through target.

Heavy Flamethrower:
A larger, bulkier flamethrower designed for equipping on vehicles, the Heavy flamethrower cannot be carried by infantry except as a simple piece of freight, and does not have Tripod mountings.
Dmg: 8d6(Cone) 8d10(Ray)
Range: 80ft(Cone) 60ft(Ray)
Ammo: Canister(500) (Refilled from larger tanks)
Cone: Fires a 80ft. long by 30ft. wide cone of flame, ref save DC 20 halves.
Ray: Ranged touch attack, precise line of fire melts through target.

Missile Launcher:
An efficient anti-armor weapon, the Missile Launcher uses a series of six tubes which are rotated and brought in line with the barrel. It caries a variety of warhead types, but is usually the best way to take down heavier Zerg targets.
Range: 250ft.
Ammo: Missiles(Up to 6 loaded at once, Move-action reload one, Full-round all)
Incendiary: 10d6 Fire dmg, 10ft. radius, Ref save DC 20 Halves
Concussion:(Light) 5d10 Sonic dmg, 20ft. radius, Fort save DC 20 Halves
Anti-Material:(Heavy) 15d10 Piercing dmg, single-target.
Smoke: 30ft. radius Smoke; Invisible to Power Armor visors.
Lockdown: Disables most vehicles for 1d8+1 rounds. Single target.
EMP: Drains Protoss Shields. Disables most vehicles for 1 round. 20ft. radius.

Med-Tech Emitter:
Wielded by field medics, this device is both a weapon and a powerfull tool for keeping allies alive and functioning.
Range: 10ft.(Heal/Restoration/Purge) 50ft(Blind/Active Purge)
Ammo: 15 Power(Regens at 1/minute)
Heal: Requiring a Heal check DC 10, this function restores 1 hp per point above the DC the medic rolled on the check, maximum of 10. In non-combat situations the medic can take 10. This function consumes 1 Power.
System Purge: Requiring a Heal check DC 15, this function kills off inimical organic structures on a victim. Effects like Plague and Ensnare dissolve instantly without further effect on the victim. This also stops pheremone-induced rages and removes the effect of a Stimpack. This function consumes 3 Power.
Restoration: Requiring a Heal check DC 15, this function restores 1d4 points of lost ability damage, any lost eyesight or problems, and removes effects such as bleeding wounds. Used on a target that has died within the past minute, with a DC 25 Heal check this power can revive the dead at 0 hps. This function consumes 3 Power. If a target has died more than 1 minute ago, it adds +1 to the check DC per minute. They lose 1 class level and take 1 Int damage when raised after 1 minute, and if its 10 minutes or more, Int is reduced to 3, and class levels, skills, and feats, are lost.
Blind: This function targets a creature's sensory emitters; whatever type they might be; and overloads them, causing temporary blindness. A fort save DC 20 negates the effect, and its duration is 1d4+1 hours. This function consumes 3 Power.
Active Purge: This function targets a creature capable of using "Biomass" functions like a Defiler or a Queen. The victim must make a Fortitude save, DC 20, or lose 2d6 points of Biomass, taking 3 damage for each point lost. Non-humans without Biomass abilities instead take 2d6 damage which ignores DR or armor if they fail the save. This function consumes 3 Power.

Handheld Psi Emitter:
This rare and unusual device is capable of over-riding the control fields of nearby Overlords and bending nearby non-sentient Zerg to its will. Only Cerebrates and other sentient Zerg can resist its effects, and even those are vulnerable to the larger variants. It may have other capabilities, but its true limits are unknown.
Range: 150ft.
Ammo: 15 Power(Regens at 1/minute)
Dominate: All Zerg within a 20ft. radius make a will save, DC 15, or fall under the Emitter's control. Nonsentient Zerg automatically fail. Nearby Cerebrates or Sentient Zerg can attempt to over-ride such control. Consumes 1 Power.
Pacify: All Zerg within range make a will save DC 15 or cease attacking and slowly approach the Emitter. The save's DC decreases by 1 with each increment, to DC 5 at a 1,500ft. range. Consumes 1 Power/minute.
Conflict: All Zerg within range become combative, attacking other Zerg or any other creature nearby. Sentient Zerg get a will save, DC 15 -1 per range increment away, to resist. Consumes 1 Power/minute.
Psi Blast: Emits a burst of psionic energy in a 20ft. radius. Protoss shields are disabled, all sentient creatures make a will save DC 15 or take 1d10 Wisdom damage. Consumes 2 Power.

Fusion Cutter/Engineer Toolkit:
This fusion cutter and its connected magnetic field generator are capable of projecting a particulate cloud of metal and, as its being projected, melt them and fuse them into existing material in shapes constrained by the magnetic field generator. This allows virtually instant repair and construction by a team of engineers who know what they are doing. With access to design plans, support structure, and raw materials, one or more engineers equipped with this device can build virtually anything.
Range: 10ft.
Ammo: 15 Power(Regens at 1/minute) (+ Raw Materials)
Repair: This function consumes 1 power, and requires a Craft roll appropriate to the device in question. For each point over 10 the Engineer rolls, 1 point is repaired, to a maximum of 10. The DC goes up by +10 if the repair is on a complex part such as an engine, a weapon's internal components, or similar. This consumes 1 pound of raw materials.
Construct: This function consumes 1 power. Each time its used, it takes 1 hour off of a normal Craft check's time. With a craft check like building a large building, this could normally be days or even weeks, but consistent use of this device can shorten it to hours and minutes.
Harvest/Cut: This function consumes 2 power, and requires a melee touch attack with a 10ft. reach. The fusion cutter digs into a victim or object, and the magnetic field generator sorts out valuable minerals and pulls them away as the cutter continues its work. Each round provides 20 pounds of raw material from a metal-rich ore, with less for less rich ores; its been found to provide 1 pound of material -while rending living flesh-. This process is a standard action and deals 4d10 damage.



Terran Vehicles:
Vehicles have some similarities and differences from creatures. They tend to be tougher even than Zerg of the same size, as well as faster and better armed. However, the Vehicle's firing skill is determined by its gunner, and it does not heal naturally. A vehicle adds its driver's Dexterity modifier to its AC. Critical hits will affect a vehicle, but the vehicle's DR is also multiplied on a critical hit; you cannot damage a vehicle on a critical hit if you could not damage it normally.

Vehicle Combat:
The pilot of a vehicle can use his full iterative attacks with vehicle weapons, move and make an attack as normal, or, unlike a walking creature, make a full-round movement and attack in the same round. Such attacks receive a -4 penalty. He can also make a move-equivalent action and fire in the same way, using his full iterative attacks as a standard action, with a -6 to-hit on all attacks. Persons on the ship other than the pilot can fire at their normal rate, with a -2 penalty due to their lack of control of where the firing platform moves. Immobile vehicles do not suffer this penalty.

Vulture
Size: Large (14 feet long, 8 feet tall)
Crew: 2(1 Pilot, 1 Gunner)
HPs: 60
AC: 14 (-1 Size, +6 Natural)
DR: 10(Medium)
Speed: 300ft.(Hover, Flight ceiling 30ft, Can Run)
Carry: 1,000 pounds
Equipment:
Missile Launcher(Typically equipped with Concussion and Anti-Material rounds)
Gauss Rifle(Front-mounted, fired by pilot.)
* Variants: The Vulture's Ball-mount turret can be easily removed and replaced with the following:
Gauss Cannon Turret(2 cases ammo)
Heavy Flamethrower Turret
* If fired in a cone as part of a move action, the Flamethrower can instead become a 60ft. wide "Path" of flame that parallels 50ft. of the Vulture's movement.


Goliath
Size: Huge (22 feet tall)
Crew: 1-3(Can support 2 gunners)
HPs: 150
AC: 18 (-2 Size, +10 Natural)
DR: 12(Medium)
Speed: 40ft.(Walk)
Carry: 2,000 pounds
Equipment:
(All weapons linked; can fire all weapons at same target as one attack, or alternate pairs or individual weapons with different attacks. All weapons use the same attack roll if made in one attack, -2 penalty.)
(2)Missile Launchers(Typically equipped with Incindiary and Anti-Material rounds)
(2)Gauss Cannons
* Variant: Additional missile launchers, heavy flamethrowers, and such can replace the Gauss cannons, or the base set of Missile launchers. 4 Gauss cannons is a fully possible configuration.


Siege Tank
Size: Huge (30 feet long, 12 feet tall)
Crew: 2-3
HPs: 300
AC: 26 (-2 Size, +18 Natural)
DR: 14(Heavy)
Speed: 60ft.(Treads)
Carry: 10,000 pounds
Equipment:
120mm Cannon: 300ft. Range increment, 10d10(Heavy), 10ft. radius(DC 18 half)
Gauss Rifle: Mounted on turret. Fired from outside tank. Provides 3/4 cover.
* Modular: The Siege tank can "Embed" or "Mobilize". This requires three full-round actions to do either. While embedded, it gains the following:
DR: +2, natural Armor: +2
Shockwave Cannon: 1,000ft. Range increment, 15d10(Heavy), 20ft. Radius(DC 20 half)
* It loses the normal 120mm cannon. The Shockwave can fire much further than the Siege Tank's gunners can spot, requiring outside targetting assistance outside the first range increment. The Shockwave utilizes the same 120mm shells, accelerated through a railgun firing platform.







Zerg Bodies:
Survival: All Zerg can survive in space, and take half damage from Cold and Sonic effects.
Senses: All Zerg can communicate telepathically, and sense living things within 30ft not blocked by metal.
Fast Healing: All Zerg have fast healing based on size:
Small(Scourge Only) 1/4 rounds
Medium: 1/3 rounds
Large/Huge: 1/2 rounds
Gargantuan: 1/round(Ultralisk)
Colossol: 2/round(Overlord)
Zerg HD:
1d10
BAB 1/1
Fort, Ref good
4+ skills/HD
Has no Int, Wis, or Cha score by default
Immune to mind-influencing effects.

Zerg Larvae: LA +0
A foot-long, black, segmented, caterpillar-like creature, this is a more advanced form of the larva that normally become Zerg eggs. This is the larval form of a Cerebrate, the smallest sentient zerg, and capable of taking over and inhabiting the body of any Zerg creature; or non-zerg with the appropriate metabolism(This unfortunately excludes humans and protoss who are yet to be infested).
Size: Tiny
Speed: 10ft (10ft. Climb, 20ft. Swim)
Str: 1d4+1(Do not roll with others)
Dex: +2
Con: -2
Int: +2
Wis: +2
Cha: +4
Zerg traits; vulnerable to mind-influencing effects.
Fast Healing 1/4 rounds.
Paralyzing Grip: As a melee touch attack against any creature with exposed skin, emits psionic jolts that paralyze the victim for 1d6 minutes. Fort save DC 1/2 HD + Cha mod reduces paralysis time to 1d6 rounds.
Possess: Can take possession of any Zerg body that is in contact with if the victim does nothing to stop it for 1 full minute. After this, the Larva adds 1/2 its hit-points to those of the "Host"; these hit-points represent the Larva's effort to keep the host alive and avoid damage, and are lost before the host's own. If the Host dies, the Larva detaches at 1/2 hit-points.

Infested(Suicidal):
The suicidal infested terran is a nonsentient beast driven by a simple desire to serve the swarm. Upon death, or when triggered, the suicidal explodes with enough force to break down a concrete wall. Calling them living missiles is an understatement to the psionic and biological forces that are formed from their destruction.
Size: Unmodified
Speed: +20ft
Str: +6
Dex: +2
Con: -2
Zerg Traits: The body acquires all normal Zerg traits.
Carapace: Acquires DR 1(Light) and natural Armor +3. (+2 DR and +2 Natural Armor per size above medium.)
Melee Attacks: Basic melee attacks improve by one dice type with the acquisition of claws/bladed teeth.
Suicide: Deals 10d10 Sonic/Acid, and 3d10 Psi damage in a 15ft. radius, ref save halves Sonic/Acid. Ignores hardness of structures/vehicles and damage reduction of creatures.
Size Modifiers: +2d10 Sonic/Acid damage per size category above Small. 3d10 for Tiny or smaller.
Mental Modifiers: +1d10 Psi damage per Cha mod pre-Infestation. +1 dmg per Psionic feat possessed.

Infested Terran(Sentient): +1 LA
The sentient infested is a lieutenant of the Swarm's armies. Bringing her unique human traits and knowledge with her, she is an asset to the swarm, while still compelled to obey its directives.
Size: Unmodified
Speed: +10ft
Str: +2
Dex: +2
Con: +2
Cha: +2
Zerg Traits: The body acquires all Zerg traits bar Mental immunity.
Awakened: The body acquires its HD in Power and a single Psionic feat that she meets the pre-requisites for.
Combat Limbs: The body acquires one of the following:
A heavy claw/claws, with 2d8 melee damage(Replaces normal melee)
An extra limb/tail, with 2d6 melee damage(-2 to-hit used in conjunction with melee)
4 additional limbs, with 1d6 melee damage(All deal 1/2 str damage, -4 to-hit)
Carapace: Acquires DR 1(Light) and natural armor +3.


Zergling: CR 2
The Zergling is a medium-sized hunter creature. Often imbued with burrowing or swift strike abilities, it is designed for swiftly moving in on and slashing apart an enemy, using either stealth or speed to cover the distance to its ranged foes. Able to slice through metal and armored enemies, its key disadvantage is its relative fragility.
HD: 3d10(21)
Str: 20
Dex: 16
Con: 14
Speed: 60
Melee Attacks: (5ft. Reach)Claws/Bite 2d8+5/1d8
Special Traits: Natural Armor +2, DR 1/Light
Ranged Attacks: Nil
(Melee: +4/+4/+0, OR, +8)


Drone: CR 1
The Drone is fat, slow, and weak, containing a wide variety of organs that have nothing to do with combat, its capable of ingesting and storing massive amounts of energy and material. Its feeble claws are supplemented with its ability to spit high-grade acid; which is primarily used to dissolve minerals for their return to the hive.
HD: 1d10(8)
Str: 12
Dex: 10
Con: 16
Speed: 30
Melee Attacks: Claws 1d6+1(5ft. Reach)
Special Traits: Natural Armor +1, DR 1/Light
Ranged Attacks: 4d6 Acid Spit 10ft. Range(20 Cache, recovers 1/minute)
(Melee: -2/-2 or +2)

Hydralisk: CR 4
A long, stealthy hunter, the Hydralisk is fast and deadly, using a reserve of acidic spines to pierce its armored enemies. Unfortunately its spines aren't quite as effective against light infantry, but in sufficient number they work just fine.
HD: 6d10(48)
Str: 20
Dex: 16
Con: 16
Speed: 40
Melee Attacks: Scythes(10ft. reach)/Bite(5ft. Reach) 2d6+5(x4 crit)/1d12+5
Special Traits: Natural Armor +3, DR 4/Medium
Ranged Attacks: Piercing Spine, Cloud Spine
Piercing Spine: 3d10 Acid(Heavy) 100ft. Range
Cloud Spine: 3d6 Acid(Light) 50ft. Range, 20ft. Radius
(60 Ammo cache, recovers 1/minute; Cloud spine uses 10)
(Melee: +6/+6/+2)
(Ranged: +8/+3)

Lurker: CR 6
A massive spider-like creature, only its head resembles what it was born as. Swiftly burrowing beneath the ground, the Lurker's long tail drives spikes upwards into the ground and trips and hacks apart enemies traveling the earth above its head, the ground providing it cover from enemy fire.
HD: 8d10(56)
Str: 18
Dex: 18
Con: 14
Speed: 40
Melee Attacks: Bite: 1d12+4(5ft. Reach)
Special Traits: Natural Armor +4, DR 6/Heavy; Burrowing Claws
Ranged Attacks: Ground Spikes; 100ft. Line, 3d10+4 Piercing dmg(Heavy)
(Melee: +11/+6)
(Ranged: Standard action attack)

Ultralisk: CR 15
A gargantuan monster with enourmous scythe-like claws, the Ultralisk is a powerhouse that all have learned to fear. A swift stroke of its deadly claws instantly rends apart lighter vehicles and infantry, and it can absorb more punishment than a medium terran tank. Nonetheless, aircraft can easily crush it if left alone.
HD: 20d10(300)
Str: 40
Dex: 10
Con: 30
Speed: 40
Melee Attacks: Sickle Blades 4d12+15 (2 attacks, or one "Sweep" hitting all in reach in a cone)(15ft. Reach)
Special Traits: Natural Armor +22, DR 10/Heavy
Ranged Attacks: Nil
(Melee: +27/+27; Plus Size mods))(+31/+26/+21/+16)

Mutalisk: CR 10
A Huge-sized flying monster, the Mutalisk flits above the battlefield, spitting acidic spores at its victims. Tough, fast, and deadly, it is feared by pilots everwhere and capable of dealing significant damage to infantry.
HD: 14d10(140)
Str: 18
Dex: 26
Con: 20
Speed: 200(Flight)
Melee Attacks: Rake 2d12+4(15ft. Reach)
Special Traits: Natural Armor +8, DR 6/Medium
Ranged Attacks: Acid Spores 6d10 Acid, 15t. line(Medium), 100ft. Range
(40 ammo cache, recovers 1/5 rounds)
(Ranged: +22/+17/+12)

Guardian: CR 15
This Huge flyer slowly hovers above the battlefield, gathering up and ejecting masses of acidic plasma that are devastating to small and heavily armored enemies alike. Fortunately for the enemy, it lacks the precision to target small, fast-moving air and ground units.
HD: 20d10(240)
Str: 10
Dex: 12
Con: 24
Speed: 100(Flight)
Melee Attacks: None
Special Traits: Natural Armor +15, DR 10/Heavy
Ranged Attacks: Acid/Plasma Burst 15d10, 5ft. Radius(Heavy), 300ft. Range
(30 ammo cache, recovers 1/minute)

Devourer: CR 15
Unleashing swatches of deadly spores that cling to and eat into the enemy, the Devourer's attack makes airspace deadly for enemy fighters and capital craft.
HD: 20d10(240)
Str: 10
Dex: 16
Con: 24
Speed: 150(Flight)
Melee Attacks: None
Special Traits: Natural Armor +12, DR 8/Heavy
Ranged Attacks: Acid Spores 10d10, 200ft. Cone(Heavy)
(10 ammo cache, recovers 1/minute)
(Deals 1d10 additional damage each subsequent round for 3 rounds)


Queen: CR 6
The Queen herself is very weak in combat, but her abilities to generate biological effects can make her a valuable asset to allied forces.
HD: 10d10(100)
Str: 14
Dex: 20
Con: 20
Speed: 200(Flight)
Melee Attacks: None
Special Traits: Natural Armor +8, DR 6/Medium
Ranged Attacks: None
Biologic Traits: +10 Biomass reserve, Broodling, Ensnare, Infest
Special Trait: "Parasite": Stores 6 Parasites, stealthed creatures that cling to a target and relay its senses to the Overmind, ranged touch attack with a 800ft. range to deploy, Spot check DC 25 to detect.
If possessed by a Larva with these traits, halves Biomass cost for their use.


Defiler: CR 4
The Defiler itself has only a very weak bite attack and is easily crushed by a lone marine; but its biological abilities make it devastating when combined with a strike force of allies.
HD: 6d10(48)
Str: 16
Dex: 10
Con: 16
Speed: 30
Melee Attacks: Bite 1d4+3
Special Traits: Natural Armor +3, DR 2/Light
Ranged Attacks: None
Biologic Traits: +10 Biomass reserve, Plague, Swarm
If possessed by a Larva with these traits, halves Biomass cost for their use.

Scourge: CR 3
The Scourge is a deadly and swift member of the Zerg swarm. Its suicide attacks leading a swarm of Scourges to rapidly slaughter enemy capital ships like the living torpedoes they are.
HD: 3d10(21)
Str: 10
Dex: 30
Con: 14
Speed: 300(Flight)
Melee Attacks: Suicide, 10d10 Acid/Fire, 20ft. Radius
Special Traits: Natural Armor +2, DR 1/Light
Ranged Attacks: Nil




Zerg Classes:
All Zerg classes gift the Larvae with a single Evolution feat at 1st level and each odd level. Lasher Zerg thus get a feat at every level.


Biologist:
The Biologist imparts into its host a mastery over genetic and biological functions, the ability to produce bizzare chemicals and effects.
HD: 1d8
BAB: +3/4
Saves: Fort, Will good
Skills: 4+ Int
Abilities:
Biologic feats at 1st level and each even level.
Each level gains class level + Cha modifier in Biomass.

Psyker:
The Psyker imparts into its host Psionic powers, and awakens powers which are already present for its own purposes.
HD: 1d6
BAB: +1/2
Saves: Will good
Skills: 4+ Int
Abilities:
Psionic Feats at 1st level and each even level.
Each level gains class level in Power + Cha modifier.

Lasher:
The Lasher is focused on pure brutal melee combat, and adapting its host towards such.
HD: 1d12
BAB: 1/1
Saves: Fort Good
Skills: 4 + Int
Abilities:
One of three Combat Styles:
Brute (Brute levels grant a Damage bonus equal class level when only one attack is made in a round, and can affect an area equal to their own space with said attack, ref save equal 5 + 1/2 the to-hit roll. Bonus feat at levels divisible by 4.)
Lasher (Gains a bonus attack at levels 1, 6, 12, 18. These are in addition to normal iterative attacks, and apply a -1 penalty for each bonus attack used to all attacks that round. The Lasher can use half of its normal attacks as a standard action at the end of a charge; thus at level 6, it can make a +5/+4 attack as a standard action. These bonuses stack with Rapid Shot if they are ranged. Attacks not granted by Lasher levels and BAB do not qualify for determining attacks at end of a charge.)
Standard(Bonus Fighter feat at each Even level)

Stalker:
The Stalker is focused on stealth and sneak attacks, focusing on its ability to blend with its surroundings and making each attack count.
HD: 1d8
BAB: +1/1
Saves: Ref good
Skills: 6 + Int
Abilities:
Sneak Attack damage at 1st and every Odd level.
Evasion at 2nd level
Improved Evasion at 6th level


Evolution Feats:
Evolution Feats are applied to any body the Larvae inhabits after 1 day of adaptation.

Oversight: (Pre-req: Wis 10+) This trait is possessed by the Larvae itself. THe Larvae can command up to its own HD in allied non-sentient Zerg within 50ft/HD. If they are targetted by a mind-controlling device, the Larvae can make the commanded Zerg's will saves for them, and it can attempt will saves to counter up to this many HD/round's control from a device such as a Psi disruptor. If another sentient zerg commands them, an opposed will save is made for each Zerg as they attempt to wrest control. This ability can be used at most 2/day, +1 per point of Wis modifier, and the maximum Zerg controlled remains the same; though a single command can be issued with each check, and zerg will obey it till its finished or countermanded.

Imbue Evolution: (Pre-req: At least 3 Evolution feats) The Zerg can imbue any nearby Zerg within 100ft. with two of its own Evolution feats with the standard Adaptation times, up to a max of 1 feat/2 HD. These Zerg will then retain these Evolution feats indefinitely. Cerebrates with this feat can imbue said feats on any Zerg under their control. This can be taken multiple times, increasing the number of Evolution feats imbued each time. Any number of Zerg can be so imbued.

Hardened Carapace: The body's natural armor gains a +1 bonus. Can be taken up to three times.

Thickened Carapace: The body's Damage Reduction improves by +1, or it gains DR 1/Light. Can be taken up to three times.

Articulated Carapace: Size modifiers for Move Silently checks are negated.

Honed Blades: One of the body's natural weapons does +1 damage and gains +1 to-hit. Can be taken up to three times for each weapon. Assigned when the body is possessed.

Redundant Organs: The Larva itself has expanded processing systems that can keep the body alive when it should be dead. +5 HPs to the Larva, +1 HP/level to the body.

Swift Regeneration: The body's Fast Healing improves to 1/round. Ultralisks improve to 2/round.

Swift Adaptation: (Pre-req: Swift Regeneration) The body adapts one Evolution Feat per minute after being possessed. The body still loses all benefits as soon as the Larva leaves.

Consumptive Rush: The body can sacrifice 1hp/level to gain an additional move-equivalent action in a round.

Improved COnsumptive Rush:(Pre-req: COnsumptive Rush) The body can sacrifice 2hp/level to gain an additional standard action in a round.

Burrowing Claws: (Pre-req: Honed Blades) The body can dig through dirt or rock at 1 foot/round. It can gain total concealment in 1 Round at Small or Smaller, 3 rounds at Medium, 5 rounds at large, 10 rounds at Huge or larger. It is a move-action to break from this form of cover.

Rapid Burrow:(Pre-req: Burrowing Claws) The body can acquire partial concealment as a move-action and total concealment as a full-round action of Medium or smaller, and takes 2 less rounds if Large or larger.

Metallic Burrow:(Pre-req: Burrowing Claws, Honed Blades 3) The body can burrow through metal surfaces at 1 foot/2 rounds.The hole left behind is only large enough for the creature itself or similar-sized creatures.

Leap Attack: (Pre-req: Jump 6+ ranks) Can only be used in bodies with a speed of at least 40. Make a Jump check as part of a charge attack, and add +2 damage per 5ft. moved in the jump. Lashers can only apply this to their first attack.

Swiftness(Pre-req: Consumptive Rush): Sacrifice 1 hp to gain +10ft. movement rate.

Improved Swiftness(Pre-req: Swiftness): Sacrifice 3 hps to gain +20ft. movement rate. COnstant +10ft. movement.

Body Slam: Gain a Slam attack based on creature's size. 1d6 dmg small, 1d8 medium, 1d10 large, 2d8 Huge, 2d10 Gargantuan. Only usefull for bodies that normally lack melee attacks or have very weak ones; cannot be used in addition to normal natural weapons.

Rapid Re-Arm: Bodies with an internal ammo cache that is replenished over time regain ammunition at twice the normal rate, and can acquire a single additional shot as a move-action by sacrificing 3 hp.

Internal Cache: Bodies with a limited ammo supply double their amount of stored ammunition.

Fearfull Screech: As a standard action, emit a scream that forces enemies within 100ft. to make a will save, DC 10 + 1/2 HD + Cha modifier, or be shaken for 1 hour. Enemies who fail by 10 will flee from combat. If a creature passes (or fails) a save from this effect he needs not make a save for 1 hour.

Damaging Screech: When a fearfull Screech is released, non-zerg within a radius take Sonic damage based on the body's size, up to 3/day. Choose whether the screech deals damage before using. If the listed radius is larger than 100ft, the Screech's will save radius expands appropriately. This damage only affects crystalline objects or living non-zerg. A creature or object subjected to multiple damaging Screech effects in an hour has the damage they take capped at the maximum damage of the highest-damage screech that hour.
Small: 1 dmg, 20ft. radius
Medium: 1d4 dmg, 100ft. radius
Large: 1d6 dmg, 200ft. radius
Huge: 1d8 dmg, 300ft. radius
Gargantuan: 1d10 dmg, 500ft. radius.



Biologic Feats:
When a Biologic feat allows a save, use 1/2 the creatures Biologist class level + its CHa modifier to set the save DC. Biomass normally recovers at 1/minute, and has a maximum usage at once equal your class level in Biologist + 1/2 your non-Biologist HD.

Swarm: Spend 1 Biomass to create a clouding swarm of insectoids in a 10ft. radius. They provide total concealment within that area. Each additional Biomass spent adds +5ft. radius, and spending 1 Biomass moves the swarm up to 100ft. THe Swarm starts surrounding the user. Zerg creatures automatically use the lowest Concealment miss chance from all allies within 100ft.

Ensnare: Spend 1 Biomass to create an ensnaring burst in a 5ft. radius. Creatures in the area are covered in a sticky, entangling webbing that slows movement. At default level, the webbing dissolves in 1 minute, and halves enemy movement rate, providing a -4 penalty to AC and movement-related checks. A ref save negates. Each +1 Biomass spent adds 5ft. to the radius or doubles the duration of the entanglement.

Plague: Spend 1 Biomass to create a bacteria burst in a 5ft. radius. Creatures in the area are covered in a vile, flesh and matter-eating plague that deals 1d6 acid damage. Ref save negates. Each +1 Biomass spent adds 1 round to the duration of the plague, and +2 Biomass adds +1d6 to the damage it deals each round.

Broodling: Spend 6 Biomass to spit an armor-piercing acid-covered packet of eggs at a target. This requires a ranged touch attack with a 100ft. increment. The eggs deal 2d6 damage/round for 3 rounds, and at the end of that time, "Burst" from the target's flesh, forming a single CR 1 Broodling. The Broodling receives a single automatic critical hit that ignores DR the round in which its born. (2d6/x2) Each 4 additional Biomass spent adds +1d6 to the damage/round and 1 additional spawned Broodling.

Consumption: Devour the flesh of living creatures to restore Biomass. Zerg provide 1 Biomass per 5 hps devoured, and non-Zerg provide 1 Biomass per 10 hps devoured. Make Bite or Claw attack rolls normally to determine amount of flesh eaten; a willing or helpless victim can suffer a coup de grace to maximize flesh consumed.

Rejuvenation: Spend 1 Biomass to restore 1d6 health to an allied Zerg. Each additional Biomass spent adds +1d6 health restored. Non-Zerg living creatures can be restored at +1d6 per 2 Biomass.

Berserk: Spend 1 Biomass to emit spores in a 5ft. radius that send nearby creatures into a Rage(+4 Str, -2 AC/Ref, +4 Con for 1d4+1 rounds)(Fort save negates). Each +1 Biomass spent adds 5ft. to the radius or +1 round to the Rage duration. For 2 additional Biomass the bonuses can become +6 Str and +6 Con, and for 4 additional Biomass it can become a debilitating rage, costing the victim 1d6 hp/round of the rage but in turn boosting their strength an additional +1 per round, cumulatively, till the victim falls unconscious; often dying after the Rage ceases; untill unconsciousness sets in, victims of said rage attack anything within melee range, enemies first if available, allies if they are the only ones left within reach, then moving on when no more are within range.

Spawn: Spend 5 Biomass to create a flesh-devouring egg-sac. This egg-sac, if placed in a mass of dead flesh which had at least 100hps in life, or helpless living flesh with at least 50 hps, will begin to grow, devouring the mass of flesh, over the course of 5 rounds, becoming a CR 1 Drone or a CR 2 Zergling(Biologist's Choice). For an additional +1 Biomass, a CR 3 Scourge can be created. For an additional +3 Biomass, a second Zergling, Scourge, or Drone can be created. These are newborn Drones and under the command of the creator unless a Cerebrate or Overlord is nearby.

Infect: Spend 4 Biomass to create a mass of infectious Zerg matter which, as a ranged touch attack with a 100ft. increment, can be placed on any unarmored victim. Armored victims must first be rendered helpless, then require a melee touch attack. Regardless of transmission method, the victim must make a Fort save each day or lose 1 point of Charisma. When CHarisma reaches zero, the victim falls into a comatose state, and the infection begins its transformation; at the end of 1 hour per Cha point, the victim awakens with the "Infested" template. Spend 2 additional Biomass to accelerate the process and create a "Suicidal Infested"; the saves for Cha reduction take only 1 minute between fort saves, and the arisen suicidal Infested awakens in 1 round/cha point. Spend 4 additional Biomass to coat the mass in an acidic outer layer that will allow it to pass through armored targets or vehicle hulls to reach the victim within.

Ability Focus: Choose a Biologic feat. You gain a +1 bonus to save DCs while using that feat or to ranged touch attacks to trigger it. If it has neither of these traits, you instead get 1 free Biomass towards its activation each time it is used. This feat can be taken up to twice for each Biologic feat.

Ability Specialization: Choose a Biologic feat. This ability adds +1 to each dice of damage it deals, or adds +1/2 onto its area of effect or range if it has no damage dealt.

Fast Biomass Recovery: Regain +1 Biomass each minute. Requires 5 Biologist Feats for each time taken.

Extra Biomass: Gain your HD in Biomass. Can only be taken once. As further levels are gained, bonus from this feat grows.



Psionic Feats:
When a Psionic feat allows a save, DC is 10 + 1/2 Psyker class level + 1/4th non-Psyker HD + Cha modifier. Power normally recovers at 1/minute, and has a maximum usage at once equal your class level in Psyker + 1/2 your non-Psyker HD.


Psi Blast: Spend 1 Power to generate a 1d6 damage Psi Blast as a ranged touch attack that ignores armor and damage reduction. Each +1 Power adds +1d6 damage. For an additional +1 Power, the impact is a Line effect 5ft. wide between the Psyker and the target, allowing a ref save for half damage.

MultiBlast:(Pre-req: Psi Blast) As a normal Psi Blast, but for +1 Power, an additional Psi Blast is generated that deals half as much damage as the first blast. Up to 5 additional Blasts can be generated.

Psi Storm: (Pre-req: Psi Blast) Spend 2 Power to generate a 1d6 damage Psi Storm that effects a 5ft. radius. It deals continuous damage this round and the next. Each +1 Power adds +1 round to the duration of the storm, or +5ft. to its radius, and each +2 Power adds +1d6 damage per round.

Psi Aura: (Pre-req: Psi Blast) Spend 1 Power to generate an aura of Psionic Energy around yourself with a 5ft. radius. The aura deals 1d6 Psi damage each round(ref save halves) or to any target struck with a melee weapon or unarmed attack. It costs 1 Power each minute to maintain the aura. +2 Power adds +1d6 damage to the aura, and +2 Power adds +5ft. to the radius.

Telepathy: Spend 1 Power to create a telepathic connection between you and any target you can perceive; this connection allows 2-way telepathic communication that ignores language barriers and persists for 1 hour for each Power spent. Spend 1 Power to sense out Sentient minds within 125ft; Each +1 Power doubles the sensory range. This effect lasts 1d4+1 rounds. Neither effect allows a save; victims are automatically detected or linked to. Victim's only detected via Telepathy have total concealment against ranged attacks if they cannot also be seen via normal vision or other senses.

Feedback: (Pre-req: Telepathy) Spend 1 Power to create a Psionic Feedback in a target. The target makes a will save or loses 1d4 Power and takes 3 damage per Power lost. Only Psionic victims are vulnerable to this power. Each +1 Power spent adds +1d4 Power damage and thus increases resulting physical harm.

Mind Control: (Pre-req: Feedback) Spend 2 Power to issue a single command to a victim you can perceive; this must be a short phrase such as "Run away" or "Kill yourself". The victim gets a will save, with a +4 bonus for an obviously suicidal order; if they fail, they attempt to carry out the order as if it were a natural thought for 1 minute. For each +1 Power, the duration improves by 1 minute, and while the duration is still in play, the Controlling Psyker can spend 1 Power to issue another order at any time. For an additional 10 Power when initiating Mind Control, each order lasts untill carried out or the victim passes a save, which it is allowed after one hour, one day, and then once each week. An additional save is allowed any time a suicidal order is issued.

Invisibility: (Pre-req: Illusion) Spend 2 Power to bend light around you, providing total concealment from visual senses, for 1 minute. Each minute another Power can be spent to continue the effect.

Illusion: Spend 1 Power to create a Small-sized, visual-only, illusion within 100ft. This illusion will persist for 1 minute acting at the Psyker's will, moving anywhere within the 100ft. radius instantly, though the Psyker can adjust its movement rate in accordance with its appearance. For each +1 Power, the size of the illusion can be increased, or an additional illusion can be created, or the illusion persists for +1 minute. For +2 Power, the radius within which it exists doubles, or it is auditory and tactile as well as visual. Tactile illusions dissipate the moment they are contacted by an enemy attack dealing at least 10 damage(+5 per size of the illusion), but persist under simple touch and weaker attacks.

Energy Block: Spend 1 Power to, as a Move-equivalent action, create a shield of energy that provides you cover from 1/2 the battlefield. This shield can be used as a readied action to deflect an attack. The Shield has 1 hardness and 10 Hps, and persists for 1 round. Each +1 Power adds +1 Hardness and +10 hps, or +1 Power can add +1 round to the duration.

Energy Shield: (Pre-req: Energy Block) Spend 1 Power to create a "Shield" aura about yourself or 1 other target. This aura lasts for 1 minute, and has 5 hps. Damage dealt to the target goes to the shields first, then to the damage reduction/hp of the victim. Each +1 Power spent adds +10HP to the Shields and +1 minute to the duration. For +1 additional power, the Shields regenerate 1 hp/round while their duration persists, up to the original total. +1 PP can add +10 minutes to the duration without increasing the HP.

Warp Space: (Pre-req: Psi Aura) Spend 3 power to "Merge" two locations till the end of your next turn's action, within 100ft. The locations are both a 10ft. radius, and while merged, creatures can move off or onto this merged area as if it were at either point; allowing effectively a 100ft. teleport by bending space. For each +1 power, the radius can expand by +5ft, or the range can double.

Break Time: (Pre-req: Warp Space): Spend 10 power to "Break" time in a given radius. This allows no saving throw, and those within the area are frozen in time for 1 minute. They cannot be harmed in any way, and any objects in the area are similarly frozen, appearing surrounded by soft blue transluscent crystal. The range is up to 100ft. away, and the radius is 5ft. Each +1 Power adds +100ft. to the range, +1 minute to the duration, or +5ft. to the radius.

Power Focus: Choose a Psionic Feat. This feat gains +1 to its Save DCs or to-hit rolls, or if it lacks either, 1 free Powertowards its activation each time its used. (Cannot reduce cost to 0 or less) Can be taken up to twice for each Psionic feat.

Power Specialization: Choose a Psionic Feat. This power adds +1 damage per dice, or +1/2 onto its range or area if it deals no damage.

Fast Power Recovery: Recover +1 Power each minute. Requires 5 Psionic feats for each time taken.

Extra Power: Gain your HD in Power. Can only be taken once. As further levels are gained, bonus from this feat grows.
 

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Arkhandus

First Post
Uhh...... Mind breaking that up into several posts in the thread, and giving some headers and definition? That's a lot to try looking through at once. And some of it (like the classes and whatnot) is pretty vague/unclear.

Also, you kinda need to mention, I think, what system you're assuming as the base. D20 Modern? Spycraft? Grim Tales? D&D 3.5? BESM d20/Anime and Mecha SRDs? Or whatever.

Aside: If you haven't read the Starcraft novels, I would recommend you do. They give a bit of insight into the setting and some of the dynamics. And Starcraft: Ghost: Nova is fairly informative on the way Ghosts and telepaths/telekinetics are handled in the Confederacy of Man or the Terran Dominion.



I've had my own two sets of Starcraft D20 rules sitting around partially-developed, based on D20 Modern/Future. My first attempt was a bit more complex, while my more recent second attempt just uses D20 Modern/Future as-is with some new feats, equipment, the alien races of Protoss and Zerg. The first attempt also uses different classes; 4 or 5 for Terrans that better fit particular roles than the D20 Modern basic classes, and a separate 3 classes for Protoss representing their castes (Khalai, the workers, scientists, and engineers; Templars, the career warriors; and Judicators, the leaders, administrators, priests, and lawmakers). I have several Zerg statted out but not all of them yet. At some point I'll finish my second attempt's material since it's simpler, then I'll go back to work on my first attempt's more customized effort.
 

DulothS

First Post
Its all simple add-ons to normal D&D, with the exception of the DR mechanic borrowed from Starcraft itself. The Sustained fire and burst-fire are relatively unique; Burst fire is a single attack roll, three attacks, similar to old-school Shuriken. Sustained fire is just a radius-effect targetted till your next action.

The whole "Damage per dice" thing for heavy weapons was added because, well, why would a heavy weapons trooper bother with weapon specialization or even proficiency if every time he shoots that incindiary rocket its just a flat 10-dice area effect that his 2 damage isn't going to matter on the slightest?

All of it is based on core Starcraft, with the sole exception of the "Cerebrate Larva" concept, something I made up in order to make it so that the various Zerg monsters were playable instead of only being NPC fodder. The only thing you can't really play as using this method are the huge ships and critters that aren't really on a scale for this.
 

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