Chuck's Wondrous Emporium of Wonders and Oddities

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Chuck's Wondrous Emporium of Wonders and Oddities

You stand outside what looks to be a large, but rundown warehouse. Windows are boarded up from the inside, many are broken, covered in dirt and grim. Many of the letters of the sign are damaged and barely hanging in place, although still can be made out. The front door is the only thing that seems to not belong, as it looks like someone had attempted to repaint it at least a few years go, so it isn't as badly chipped or worn away.
Opening the door reveals a short dark hallway, maybe 20 feet long. A door on the other end has light shining from under it. Going through the door reveals a vast room, brightly lit and filled with shelves of stuff. Just beyond the door you see a man approaching. Of average height but wearing coveralls, clean shaven and a bowler hat tilted slightly on his head, smiles brightly at you.
"Good day to you all!" He reaches out and takes your hand in a hearty handshake, "Welcome to Chuck's Wondrous Emporium of Wonders and Oddities! I'm Chuck, and I bet you," he lightly taps you on the shoulder, "that I've got what you're looking for! And if not, well I'll get it for you or I'll eat my hat!"
He reaches into a pocket and pulls out a pad of paper and a pencil, "Now.. what can I getcha folks today?" He says with a toothy grin while wiggling his eyebrows a bit as he gestures to the rows of merchandise filling the building.
As you look you can see everything from toasters to winter coats to ancient firearms to samples of the latest military hardware.



"Aaw.. I see you're eying the Hercules! It'll give you strength just like the ancient hero!" Chuck pats the exoskeleton on the arm affectionately.

Hercules Exoskeleton PL5/6
A metal framework with hydraulics, servos designed for a person to strap into to enhance their strength for labour and construction purposes mostly. Some people believe the Hercules is modeled after the power lifter from an old movie, and although it does bear some resemblance to it, it is far smaller, leaner, and lacks the heavy roll cage and clamps. The framework does fold around the user to provide some protection against falling material, and the hands fit into a set of gauntlets for increased grip, which also have some of the controls inside and outside of.
These devices provide minimal protection but increase the wearer’s Strength score. A wearer without the proper proficiency (Armor Proficiency [powered]) only receives half the listed Strength bonus.
The Mk 1 grants a Strength bonus of +2, the Mk 2 a Strength bonus of +4 and the Mk 3 a Strength bonus of +8. The weight before the slash is what it feels like to the wearer when powered, the second is the actual weight.






Armour:
Type:
Equip Bonus:
NonProf Bonus:
Str Bonus:
NonProf Str Bonus:
Max Dex:
Armour Penalty:
Speed:
Weight:
Purchase DC:
Restriction:
Hercules Mk 1
Powered
+3
+2
+2
+1
+1
-6
25 ft
30/60 lbs
20
Lic (+1)
Hercules Mk2
Powered
+3
+2
+4
+2
+2
-5
25 ft
20/50 lbs
25
Lic (+1)
Hercules Mk3
Powered
+3
+2
+8
+4
+3
-4
30 ft
10/40 lbs
30
Lic (+1)


"Oooh.. the Atlas! Combat version of the Hercules! She may not be new, but she'll get you through a fight, yes siree!"

Atlas Armour
Atlas power armour is an armoured version of the Hercules Exoskeleton. Offering better protection, radio system, night vision systems and it is also environmentally sealed with 3 hours of air. The Atlas also contains maneuvering thrusters which are primarily designed for zero gravity environments, but on an Earth-like planet, can negate the weight penalties of the suit for jumping, and provide sustained flight for 10 rounds at a speed of 60 ft (clumsy maneuverability). In a vacuum can maintain sustained flight with a speed of 30 ft for 3 hours. The thrusters can be used in water, providing a swim speed of 20 ft, up to a depth of 250 ft.
The Atlas uses the Hercules mk3 exoskeleton, however some of the bonus strength is negated in supporting the weight of the armour.

Armor:                           Atlas
Type:                             Powered
Equipment Bonus:         +9
Nonprof. Bonus:            +6
Str Bonus:                     +6
Noprof. Str Bonus:         +3
Max Dex:                       +1
Armor Penalty:              -6
Speed (30 ft.):               20 ft
Weight:                         10/100 lbs
Purchase DC:                35
Restriction:                    Mil (+3)


"Oh yes.. everyone needs one of these. Never know when you need to carry back an unconscious friend, or haul back some loot."

PROGRAMMABLE STRETCHER (PL 7)
Useful for emergency personnel and military medical teams, the programmable stretcher is an anti-grav device that can be programmed to move up to 2,000 ft., carrying a patient to safety, transporting gear, or otherwise leaving the emergency personnel free to focus on other  problems.The stretcher immediately shuts down and lowers to the ground if anything blocks its programmed path.
The programmable stretcher moves at an altitude of 3 ft. and a speed of 20 ft.The patient is completely protected by the stretcher (it’s a sealed design requiring four rounds to place a
patient inside or remove a patient) – hardness 10, 35 hit points, can carry up to 350 lbs.
Size: Medium.
Weight: 225 lb.
Purchase DC: 12.
Restriction: Licensed (+1).
PRE-FABRICATED MONITORING STATION (PL 7)
This device is not a piece of starship equipment but, rather, a small one-man building equipped
with sensor arrays, scanners, a life support system, and enough food and materials for one person to survive for one month without contact with the outside world. A pre-fabricated monitoring station requires 1,000 tons of cargo space in a starship, which includes both the building itself and a protective heat shield and rudimentary launch system.
When a temporary listening post is desired, on an asteroid or planet, a pre-fabricated monitoring
station (and a specialized crew man) is jettisoned, small maneuvering thrusters guiding the building
to the surface at which point the heat shield drops away and the building instantly shoots stability
spikes into the surface, securing the building in place.
The temporary shelters are quite expensive, costing almost as much as some small starships,
and they are not deployed lightly.
Comes with Class IV sensors, Drivesat Comm Array.
The building is made of neutronite and has a Hardness of 25 and 150 hit points.The only entrance
into the station is electronically locked (DC 40), and the entire station is shielded against electromagnetic and radioactive attacks and natural phenomena.
Minimum Ship Size: Colossal.
Purchase DC: 40.
Restriction: None.
Doctor_Pinzas_by_Parodiacomics.png

"Ah.. I see you eyeing those.. Want to be like Doc Ock, eh?" Chuck winks at you.

Y-WA02B
 The Yamaha Work Arms 02B is a harness with four robotic prehensile limbs used for construction and even scientific purposes. Each limb ends in in two pincher like claws for grasping. These flexible arms are quite strong and useful for picking up heavy objects. The arms can be used for combat, although not designed for it, they'd be better used for grappling than wielding weapons. The arms are controlled by a pair of control gloves and a minor AI to help direct the arms the best way possible for the task at hand. A pair of goggles with a built in HUD displays information about the arms, such as the microcameras in the ends of the limbs, power levels, strength level, and AI recommendations and system errors. The gloves also have feed back systems to aid in finer manipulation, incurring only a -1 penalty to skill checks requiring fine dexterous work.
The arms have a reach of 10 feet, a fixed Strength of 24. If two limbs plant themselves into the ground, the remaining two arms would have an effective Strength of 28 for moving heavier loads but the user will be fixed in place able only to turn 190 degrees side to side. The harness runs off standard power packs, like those used in military weapons. Each pack provides enough power for 5 hours of continuous work. If used for combat, each tentacle has a slam attack dealing 1d6+7, when two limbs are planted that changes to 1d6+9. However the user suffers a -4 penalty to attack using the limbs.
Weight: 26 lbs
PDC: 31
Portable Scrambler Shelter

"Oooh.. need something to hide when out hunting, eh? I think we got something just up y'er alley, friend!"

This is a portable folding shelter that can be erected in seconds, providing protection from the elements, limited protection, as well as concealment from electronic and infra-red/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘pod’ that looks like a spitoon. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 6 ft tall by 12 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
To compensate for the lack of visibility suffered by those inside the shelter, the central pod(now suspended from the center of the igloo’s ‘ceiling’) has an extendable fiber-optic periscope that allows the occupants to scan the surrounding terrain without blowing their cover.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 30 seconds.
Weight: 25 lbs
Has 20 hit points when deployed. The pod has 25 hit points, 3 hardness.
Bonuses:
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade, fire resistance 3.
*Minimal Radiation Shielding(not advised for long-term usage in 'hot zones'). +2 bonus to Fort saves against radiation poisoning, treat radiation damage as one catagory on a failed Fort save.
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations, granting a +6 to hide checks.
*Thermal and Electronic Insulation-Infrared, Thermographic, Radar, MAD and EM sensors suffer -4 penalty on search and computer use checks to read sensors.
*Extendable Fiber-optic Periscope
PDC: 31
Mobile Watch Towers

In an age of advanced electronic sensors and fey wards, the Mark One Eyeball still has a major role. In order to facilitate sentries in their duties, Danor Construction has created a series of portable and erectable watchtowers to allow guards some extra elevation. Mobile watchtowers are typically used for setting up security around temporary field camps and work sites, and for internal security. 
Two different types of mobile watchtower are currently available; a ‘cherry picker’ model (The Type 1) and the ‘accordian tube’ type (The Type 2). Both types are mounted on pylon-stablized trailers that can be towed behind a vehicle, locked in place, and elevated to their operational position. The former is based on an articulated armature with a cab-pod on the top. Electrical actuators crank the tower into an upright position; a geared gravity-powered safety brake system lowers the tower.
The second type is based on erectable conning towers originally designed for amphibious tanks, mounted on the cupolas. The system consists of a collapsible ribbed tube of high strength memory-plastics, with a watch-platform or armored cupola on the top. When fully extended for duty, the hollow tube’s internal ribbing acts both as structural reinforcement and as rungs for soldiers climbing up and down inside, allowing personnel to change station without having to lower the tower.
Both towers can be manned or used as mounts for remote sensors, as well as pintle-mount weapons and high-powered spotlights/floodlights(normal light/infrared). Both types have modest protection, enough to shrug off light to moderate weapons fire, but not sustained barrages (as any man at arms can tell you; ‘towers draw fire’ ). Both designs feature plasglas panels in the watchtower cabin, and basic air sealing (although soldiers assigned to watch-duty are advised to wear EBA). The wheeled trailer mounts feature retractable jacks to stabilize them and lift the wheels clear, and can also be fitted with drilling ground anchors or even laser-bore stabilization pylons to further anchor the towers into the ground. Portable generators/fuel cells can also be mounted in the trailer-base, or the towers can be hooked up to a central facility power grid. 

Weight: (Type One) 2 tons +2 ton trailer
(Type Two) 1.5 tons +2 ton trailer
Size: (Type One) 40 ft elevation
(Type Two) 30 ft elevation; 6 ft diameter
HP: Type One 20 HP, 2 hardness
(Type Two) 17, 3 hardness
Crew Capacity: (Type One) 3 person cab
(Type Two) 2-3 persons
Cost: (Type One) PDC 29
(Type Two) PDC 28

Minion-O-Matic (PL8 or supertech in PL6 or 7)

 

 

 

 

Chuck stops before a large contraction, "Maybe ye need some help with chores, or just want something to boss around. Well, the Minion-O-Matic will get the job done, yessirrie!"

 

 

Before you is a large device, a large glass tube on the right side, connected to a large base with a part that looks like about three fridges attached together with various hoses and cables connecting to the glass tube and to other parts of the device. One door on the metal casing has "Insert Genetic Sample Here", while a door next to it has "Insert Material Here" painted on them. There are is a small touch screen between the Genetic Sample door and the glass tube.

 

 

The Minion-O-Matic is a nearly idiot proof, fairly simple cloning chamber. A person needs to put a genetic sample into the sample chamber, such as a few pieces of hair, blood, some skin, or the like. Then put a suitable amount of organic, and/or inorganic material in the material chamber, then set up the basic parameters of the clone using the touch screen, then hit Start, and let the Minion-O-Matic do its thing and create a minion in about a week.
There is a catch with the Minion-O-Matic, as the clone isn't an exact duplicate of the original genetic sample, this was done as a means to prevent people from cloning themselves and having the clone thinking it was the original and start all kinds of law suits, or get around laws against cloning as the new creature isn't an exact clone. Also, there are some.. personality quirks that usually appear in minions. Usually these quirks are in the form of silly, comedic antics and shenanigans under default settings. Think the minions from the movie Despicable Me for some basic acts of shenanigans that one will find from a group of minions. Depending on the additions to the basic minion, different quirks will appear. Minions with animalistic additions may take on stereotypical quirks associated with such animals. Minions that are more combat oriented can develop quirks from collecting trophies of their kills, having to kill specific number of foes at a time, needing to waste an extra round of ammo in a dead body to make sure it's dead, to laughing like a little girl while shooting, possessively stroking their weapons and naming them, to playing music while attacking and doing actions to a soundtrack.

On default settings, the Minion-O-Matic will create a humanoid, about 75% the size of the original, with slightly different skin tone, facial and body structure will be similar but will be different from the original. The ability stats of the new creature will be 2 points lower, and start as a level 1 common npc. The screen will display how much material is needed to create the desired minion and a list of basic materials it needs, even sources of where to get them, and it'll do the rest to break down and separate unnecessary material. It takes about 2d4 days to create a medium sized minion.
Due to the fact that the materials needed can be found even in many households. Generally about 75% of the created minion's mass is required in materials.

 

 

With farther exploration of the settings and options of the Minion-O-Matic, the user can create some rather unique abilities in their minions, from bio-luminescence, increased mobility, various animal traits (moreaus) with genetic samples and parts mixed into the materials needed, and even imprinting various skills for task specific minions.

 

 

 

Object

 

Size

 

Weight

 

Purchase DC

 

Restriction

 

Minion-O-Matic

 

Huge

 

2 tons

 

42

 

-

 

Basic instructions for Minions:

Simple humanoid minion, using any of the Low-Level NPCs provided in the d20 Modern book starting at page 271. PDC 31 in materials. This includes the basic skills provided in the NPC stats, however the creation will be shorter than average humans unless programmed to be normal size.

 

 

All creations have a base PDC of 31, with all other additions added to this.

 

 

Example of a minion is a Werewolf with the Aquan gene therapy and a +4 bonus to Str would cost PDC (31 base + 19 template + 25 gene therapy + 17x4 ability score adjustment 4 times) 32

 

 

Adding new abilities to minions will cost additional materials which are added to the basic cost of the minion to be created. Basically follow rules for converting all the PDC to cash values, add all the PDCs together then convert back to PDC, rounding up, for final PDC of all necessary materials. Each additional ability added to the minion will increase the time necessary to the time necessary for the minion to be created

 

 

Adding Gene Therapy type templates to the minion is PDC X, where X is Fort DC + number of Fort saves needed divided by 5. So adding Aquan is PDC 25 (Fort DC 20 + 5 (25 saves divided by 5). Adding Healer would be PDC 35 (Fort DC 30 + 5 (25 saves divided by 5). Adding Gene Therapy templates increases the creation time by 1 day.

 

 

Basic Moreaus, as found on page 247 of d20 Modern manual cost PDC 27 for covert, 29 for modert, and 31 for overt moreaus. Creation time is increased by 1 day for each level of degree of moreau.

 

 

Adding Other Templates (can not use templates that are undead or construct in nature) have a PDC of 17 + template's CR adjustment. Increased time is 12 hours times template's CR adjustment. So if a minion was to get the werewolf template, the template would cost PDC 19 (17+ CR of +22), and take 1 extra day (12 x CR of +2).

 

 

Adding Special abilities or qualities.
Many abilities can be added to your minions.
+1 to one ability score PDC 17 plus 6 hours
Extraordinary Ability (Ex) PDC 22 plus 1 day
Supernatural Ability (Su) 25 plus 2 days
+1 Increased Natural Armour PDC 18 plus 1 day
Speed Increase PDC 12 for every 5 ft increase plus 12 hours
Extra limbs PDC 19 for an arm or leg plus 2 days
Tail PDC 21 plus 1 day 12 hours
Wings PDC 25 plus 2 days 6 hours

 

 

Some rather unique additions to minions have been seen from people tossing in different materials in the mix and unique combinations of options. A few unique additions are provided below.

 

 

Metal Natural Armour
Selecting the natural armour increase, while adding metal to the mix of materials used has allowed some minions to be enhanced. Only pure metals, no alloys create the metal natural armour. Alloyed metals can be added to the material chamber, but only the pure metal is extracted and used. The appearance of metal natural armour can be small metallic looking scales to metallic bone plating, similar to insect exoskeletons but not covering the whole body.

Lead will increase the minions weight by 75% and add +4 Natural armour, but decreases speed by 10 ft and decreases Dex by 2, but increase Str by 2, add 10 to HP. Also the minion can be used to block sensors from scanning anything it's holding or standing in front of (imposes a -10 to rolls to scan past the minion). Requires at least 20 lbs of lead. About PDC 21, adds 2 days.

Titanium adds +3 natural armour and DR 3 and fire resistance 3, increasing weight by 10%, add 15 to HP. Requires about 25 to 30 lbs of titanium. Requires 25 lbs of titanium, PDC 31, adding 3 days.

 

 

Chromium only add +1 to Natural armour, makes the minion immune to normal fire (fires, explosions and normal heat sources that cause fire damage), and resistant to lasers and plasma weapons. Immunity to normal fires, but gains fire resistance 10 to lasers and plasma weapons. At least 30 lbs are needed, increases minion's weight by 25%. PDC 29, adds 3 days.

 

 

Iron adds +5 natural armour, DR 4, increasing weight by 25%, decreases speed by 5 ft and Dex by 1, add 20 to HP. Any natural weapons that the minion possesses have their damage die increased by one type, so d4 to d6, d6 to d8, etc.  Requires at least 25 lbs of iron, PDC 25, adds 2 days 12 hours.

 

 

Nickel adds only +1 to natural armour, increases weight by 10%. Many people would consider nickel to make a poor armour choice, however when combined with other powers, nickel becomes quite useful. When combined with energy expulsion powers, increase damage by 1 die, and range by 25%. Also minion gains a +2 bonus against being disarmed or being bull rushed/overran while standing on a ferrous floor. Requires at least 25 lbs of nickel, PDC 22, adds 1 day 18 hours.

 

 

Copper adds only +1 to natural armour, increases weight by 10%, increases Dex by 2 and energy resistance electricity 5. Decrease Str by 2, and when combined with energy expulsion powers, increase damage by 2 die and range by 25%. If the energy type is electricity range increase is actually 50% and increase die type by 1, so d4 to d6, d6 to d8, etc. PDC is 23, requires at least 40 lbs of copper, adds 2 days.

 

 

Mercury doesn't create plating on the minion's body, instead gives it a metallic sheen.  Adds +2 to natural armour, increases Dex by 4, but reduce Str by 4, add 5 to HP, and gains immunity to poison, increase weight by 75%. 50 lbs of mercury is required, PDC 30, adding 4 days.

 

Spray-Metal PL7


Spray metal is a super epoxy with metal alloys in it that can be used to patch damage to armour, mechs, vehicles and buildings. For small (medium sized) objects can repair up to 4d6, and larger (large sized) objects up to 1d4 x 10 points of damage. Only 3 applications will work on an object, but will not fully repair the object (if the applications would bring the object's HP to max, make it one less than max), as it will still need to be brought in for repairs, although reduce repair DC by 2.
PDC 25

Animal Splices


 

 

Through gene manipulation and DNA splicing, the following alterations can be made to a subject. These alterations have a PDC of 33 and require a skilled doctor with proper facilities. Can also be made available at higher PLs as a temporary alteration in the form of an injectable retrovirus. If used in the Minion-O-Matic each is considered to be an Extraordinary ability and requires at least 5 lbs of matter from the related animal.

 

 

Available Splices
Below are some sample animal attributes that can serve as a basic list for both long-term and short-term DNA splicing.

 

 

Bat’s Echolocation: The character becomes able to use sound as a means of detecting nearby enemies. A character with this spliced attribute may use the Blindsight special quality at a range of 30 feet.

 

 

Bear’s Blood: The character’s blood becomes unusually thick and clots easily. Any character with this spliced attribute gains +4 equipment bonus to Fortitude saving throws made to stabilize.

 

 

Blood of the Reptile: The character may cool his blood at will, allowing him to bypass heat-sensing equipment and creatures with ease. A character with this special ability may not be detected by the heat given off by his body, either electronically or through means that rely on body heat.

 

 

Cheetah Speed: A character with this attribute possesses enhanced legs and muscles that allow him to propel himself quickly over short distances. As a full-round action, a character with this spliced attribute may move up to 530 feet this round in a straight line. The character can use this ability for a number of rounds equal to his Constitution modifier (minimum 1), after which the character becomes fatigued for 1d4 rounds.

 

 

Eel Charge: Characters with this spliced ability may give off a short electric discharge when coming into physical contact with others. Any character possessing this ability may deal 1d6 points of electrical damage by making a touch attack against the target; similarly, this ability may be used in conjunction with an unarmed melee attack to add this electrical damage to the attack’s normal damage. The character must then wait 1d4+1 rounds before the ability can be used again.

 

 

Eyes of the Eagle: The character’s sense of sight has been improved by strengthening his eyes to the level of the eagle’s. This character gains a +4 bonus on all Spot checks and may see up to twice as far as normal under clear conditions.

 

 

Feline Leap: A character with this spliced attribute may bend her spine like a cat’s to add spring to any leap. By making any Jump check as a full-round action, the character gains a +4 mutation bonus on that Jump check.

 

 

Fish Oil: The character with this spliced attribute secretes a thin, odorless oil that allows him to pass through the water with the grace and agility of a fish. This spliced attribute grants the character a +4 mutation bonus to all Swim checks.

 

 

Grip of the Gecko: The character possessing this spliced ability secretes a sticky substance at will that grants him extraordinary grip on even the smoothestof surfaces. This spliced attribute provides a +6 mutation bonus to all Climb checks and an additional +4 mutation bonuses to rolls made to resist disarm attempts.

 

 

Lizard’s Regeneration: The character with this genetic alteration can regenerate lost limbs at a slow pace. Any time this character loses an arm, leg, or other appendage, it regenerates slowly over the course of 3d8 days. The shortterm version of this genetic alteration fast healing 3 for a number of rounds equal to his Constitution score (minimum 0).

 

 

Mockingbird’s Song: A character with this spliced attribute has an enhanced voice box that can mimic the sounds created by other creatures and characters. This character gains a +4 mutation bonus on all Bluff checks made while mimicking sounds or voices.

 

 

Ox’s Strength: The character possessing this spliced attribute is gifted with stronger than normal muscles. The character gains a +4 mutation bonus to his or her Strength score.

 

 

Rhinoceros Hide: This character’s skin becomes thick and leathery, providing protection against many more damaging attacks. The character with this spliced attribute gains DR 2/—.

 

 

Scent of the Canine: With this spliced attribute, the character’s scent of smell is enhanced to the point where it rivals that of a bloodhound or German shepherd. The character gains the Scent special quality. See the description of the Scent special quality for more details on how this ability works.

 

 

Snakeskin: A character with this spliced attribute gains extraordinarily smooth skin and is able to slip out of bindings with ease. This ability grants a +4 mutation bonus to Escape Artist checks and a +4 mutation bonus to all attempts to break a grapple or a pin.

 

 

Sonar of the Whale: This character gains the ability to make use of sonar to determine the location of other creatures and objects while underwater. The character gains Blindsight up to a range of 200 feet while underwater.

 

 

Spider’s Reflexes: A character with this spliced attribute gains the preternatural ability to react to danger before it strikes. On any round where this character would normally not be able to act on the surprise round, he may spend one action point to gain a normal action that surprise round.

 

 

Stealth of the Fox: Any character possessing this DNA splicing gains the ability to move as silently as a fox on winter snow. The character gains a +4 mutation bonus to all Move Silently checks.

 

 

 

Splicing Effect

 

Fort Save    

 

Number of Successes

 

Bat’s Echolocation

 

20

 

25+1d4

 

Bear's Blood

 

15

 

 20 +1d8

 

Blood of the Reptile

 

15

 

20+1d6

 

Cheetah Speed

 

20

 

20+1d4

 

Eel Charge

 

20

 

20+1d8

 

Eyes of the Eagle

 

15

 

15+1d4

 

Feline Leap

 

20

 

20+1d4

 

Fish Oil

 

15

 

15+1d6

 

Grip of the Gecko

 

15

 

15+1d8

 

Lizard's Regeneration

 

15

 

20+1d8

 

Mockingbird's Song

 

15

 

25+1d4

 

Ox's Strength

 

20

 

15+1d8

 

Rhinoceros Hide

 

20

 

20+1d8

 

Scent of the Canine

 

15

 

20+1d6

 

Snakeskin

 

15

 

15+1d6

 

Sonar of the Whale

 

15

 

20+1d6

 

Spider's Reflexes

 

15

 

20+1d8

 

Stealth of the Fox

 

15

 

15+1d6

 

I like the Gene Splice thus posted and could be expanded a bit with a few others that I think are on my flashdrive... Cats Grace was to balance and acrobatics,  Cats Gaze was I think a darkvision type ability... could a pc take multiple splicing and what about say a temporary 24/48 hr splice for those who don't want the ability full time
The splicing I posted above was for use with the Minion-O-Matic. There are some "rules" in the d20 Future book starting on page 86 of chapter 5 Scientific Engineering.. but it doesn't list prices. Even for the temporary ones. 
What you could do is take the PDCs for abilities I have listed from the Minion-O-Matic, increase PDC by say... +4 for 12 or 24 hour use. Character is fatigued for a couple of rounds after it kicks in, as changes to one's body must be stressful and possibly painful. Increase PDC by +6 to +8 for 24 to 48 hour use. Of course these would be at least PL7 items, probably more PL8 or have them as super-tech for lower levels and increase PDC accordingly by the rules for purchasing higher PL items.
That's just off the top of my head 

Chuck leads you near some vehicles and you notice what looks like a military APC but with police lights mounted.
"Ye might be want to travel in style! This 'ere beaut will get ye were ya wanna go, and also stick it to tha man!"

 

Policer mk2

 

 

The Policer mk2 is the latest in APCs designed for police forces. Well armoured and armed, it can deliver a SWAT team or other tactical units quickly to a scene and also provide fire support and riot control with it's roof mounted turret. The weapon mount carries a multi-weapon system designed specifically for police and anti-riot purposes, carrying both lethal and non-lethal weaponry.
Requires a crew of 3, one driver, one gunner and a commander/communications officer. There is an armoured hatch above the driver and commander/communications officer positions, plus one behind the weapon turret in case the internal controls are damaged, the controls for manual use must be unlocked from within the vehicle near the hatch. A large door ramp lowers in the back for officers to load or disembark. Tough rugged design with armoured wheels allow for off-road travel, reduce penalties for driving off road by -4 or treat rough terrain as one category better. Takes half as much damage as normal from a vehicle ram attack. Comes with one Multiweapon system turret mounted on the roof. Also comes equipped with standard police lights mounted on the roof, siren, two retractable spot lights, thermal and night vision optics and basic targeting systems to allow the gunner to see in smoke and night conditions and laser sight targeting (has a range of 100 ft instead of standard 30 ft for the +1 bonus), GPS receiver, police scanner and computer system, three weapons for crew (usually pistols or other small PDW weapons), CB radio, patrol box, 5 first aid kits, 26 field rations, 4 fire extinguishers, 12 road flares, 4 tool kits, 12 sets of handcuffs, 2 trauma kits, several blankets, a weapon rack to hold rifles for passengers.
The Policer is three squares wide and four squares long, providing full cover to its occupants. If the weapon turret is manually used, the user has one-half cover.

 

 

Policer mk2 (PL6)
Crew: 3
Passengers: 10
Cargo: L (300 lbs)
Init: -2
Maneuver: -2
Top Speed: 85 (8)
Defense: 6
Hardness: 11
Hit Points: 52
Size: G
Purchase DC: 41
Restriction: Res (+2)

 

 

Weapons
Multiweapon system

 

 

 

Weapon

 

Damage

 

Critical

 

Damage
Type

 

Range
Increment

 

Rate of
Fire

 

Magazine

 

Size

 

Weight

 

Purchase
DC

 

Restriction

 

2 Fire-Linked Twin Thunder machineguns

 

3d10

 

20

 

Ballistic

 

100 ft

 

A

 

Linked (1000)

 

Huge

 

1500 lbs

 

40

 

Res (+2)

 

Mini Grenade Launcher

 

varies

 

varies

 

varies

 

100 ft

 

Semi

 

Linked (50)

 

-

 

-

 

-

 

-

 

Extended Ranged Tangler Gun

 

Special

 

-

 

-

 

70 ft

 

S, A

 

Linked (100)

 

-

 

-

 

-

 

-

 

2 Fire-Linked Laser Rifles with Stun Module

 

5d18 or special

 

20

 

Fire/stun

 

100 ft

 

S, A

 

100 box

 

-

 

-

 

-

 

-

 

 

The Multiweapon system is a large two triangular sectional barrelled weapon. Each "barrel" actually has three weapon barrels. On the right section, the bottom two barrels are two fire-linked twin thunder machine guns which are belt fed from an internal magazine, while the top barrel is a mini grenade launcher also belt fed. The left "barrel" has two fire-linked laser rifles which can also deal non-lethal damage and stun opponents (switching to non-lethal stun mode is a free action). When set to stun mode a hit target must make a Fort save DC 21 or be stunned for 1d4+2 rounds. Also the weapon deals non-lethal damage. If the non-lethal damage equals or exceeds the hit target's Constitution score, target must make a Fort save DC 18. A successful save leaves the target dazed for 1 round, while a failed roll knocks the target unconscious for 1d4+3 rounds. The top barrel is a Tangler Gun with extended range fed from a linked belt.
The whole system is Huge in size, weighing about 1500 lbs, and is controlled by a gunner inside the Policer mk2.

 

Healing Chalice (PL7)


With advances in nanite technology and medicines, Bio Life created the Healing Chalice, a modern miracle in medical technology many say. The healing chalice looks like a large metal goblet, thick stem and a shallow cavity. A couple of small gem like buttons are on the base. When water is poured into the cavity, then activated by pressing the power gem button, nanites hidden in the chalice begin converting the water into a viscous dark liquid, which takes approximately 2 minutes. The user then drinks this dark sludge, which tastes very similar to maple syrup.
In 1d4 rounds, the sludge goes to work, healing the user. The user gains the benefits from a medkit (removing dazed, stunned or fatigued conditions, and treats poisons), plus also heals 2d8 hit points. A person can only benefit from a healing chalice 4 times a day.


A healing chalice can only be used a maximum of 6 times a day. It gains power from ambient heat and light. The nanites will have to be replaced after about a year as they break down over time.
PDC for Healing Chalice: 30
Nanite Replacement: 13


 
Chuck leads you over several rows of glass enclosures, various mechanical devices are placed in these enclosures. You can see what looks like a type of UV sterilizing light constantly bathes the devices.

"Maybe y'er lookin' for a little something to boost y'erself with, eh? Something not as notic'ble as a scanner or a big ol' gun, hmm?" He taps besides his left eye and if you look close enough, you notice it's not quite natural looking..

Cybernetics, blending of man and machine. They can be used to heal the sick or maimed with replacement organs or limbs, or enhance what a person originally had, or implant tools so that one doesn't have to carry them in your hands.

Scientific Eyes (PL7/8)
 
The recipient's eyes are replaced with these enhanced cybernetic eyes.  These eyes combine microscopic optics, light amplification optics and telescopic systems. These eyes are popular with scientists and even military marksmen. 

Benefit: The recipient gains low light vision, a +3 circumstance bonus on Search checks as well as +2 circumstance bonus on Disable Device or Repair checks made in regard to small or finely detailed objects, +3 circumstance bonus to Spot checks, +10 feet to Spot and weapon ranges and +1 bonus to attack rolls with ranged weapons.
Type: Internal
Location: One head (eyes counts as a set)
Hardness/Hit Points: -/2 (per eye)
Base Purchase DC: 18
Restriction: None

Adrenaline Boost (PL6)

This small device, implanted into the user, and upon command, will force the body to produce and release a large dose of adrenaline into the body. After installation, the device will start to collect adrenaline from the body and store it. When activated it releases the collected adrenaline and also stimulates the necessary glands to get the body to produce even more adrenaline to keep the flow high during it's activation. After use, the implant slowly collects adrenaline again for future uses.
Benefit: When activated as a free action, the adrenaline boost implant grants the user +4 Strength, +2 to Reflex saves and 10 feet to their movement. The effects last for 1 minute (10 rounds), after which the user is fatigued for an hour. The implant can be used Con modifier +1 times per day (even if the user has a negative Con modifier, it can be used once).
Type: Internal
Location: Torso
Hardness/Hit Points: -/2
Base Purchase DC: 20
Restriction: Restricted (+2)



Hydraulic Lifters PL6/7

Designed for sheer lifting capacity, this cybernetic attachment increases the wearer’s ability to move or lift heavy objects. Several versions are available for different levels of lifting capacity.
Benefit: Hydraulic lifters increase the user's weight carrying capacity and grant a bonus to Strength checks. The mk1 grants +4 str checks and +20 lbs to carrying capacity; mk 2 grants +8 str checks and +40 lbs carrying capacity; mk 3 grants +12 to str checks and +60 lbs to carrying capacity. The strength bonus can also be used in grapple checks.
Type: Internal
Location: One each arm and torso
Hardness/Hit Points: -/5 (per location)
Base Purchase DC: 19 (mk 1), 27 (mk 2), 34 (mk 3)
Restriction: None


 
Doc is now an astonishing 21pages... and all looks nice so far... you wouldn't happen to be interested in a small auto-manufacturing weapons unit about the size of a car/SUV that when connected to a computer and requisite materials inserted and the proper schematics allows for almost any PL allowed weaponry...

I'll try to find the doc for it later
Doc is now an astonishing 21pages... and all looks nice so far... you wouldn't happen to be interested in a small auto-manufacturing weapons unit about the size of a car/SUV that when connected to a computer and requisite materials inserted and the proper schematics allows for almost any PL allowed weaponry...

I'll try to find the doc for it later



*Chuck taps his chin then tilts his bowler hat slightly as a wide grin spreads across his face,* "That ain't a bad idea, sonny! We can package d'em with the Minion-o-Matic! Build y'erself a army and arm 'em too!"
*Chuck guides you over to a series of displays showing an arrangement of various suits of armour.* "Mayb' ye need some more protection, hmm?"

I make use of the micro assist power armour rules that fatal_error had made up here as alternates from full power armour suits. And yes, if you so wish, Chuck's Wondrous Emporium can carry any of the equipment that fatal_error has in the Weapons, Armor, Powered Armor, Biotech and Nanotech  thread.


A.N.I.M.L. Fire Drake PA

A.N.I.M.L.'s first attempt at power armour is the Fire Drake. Although not a full blown power armour, instead making use of micro assist systems, which helps keep costs down, and learning curve also a minimum. The fire drake has a sleek and aggressive design, with helmet modeled after predatory lizards, or as some people say, like a dragon's head, with the user looking out the dragon's eyes and the snout protruding somewhat from the front and a few frills on the side about where the ears are angling back. It is fully sealed with an integrated air supply to fight against airborne dangers, and when seals, over pressures as part of its NBC protection. In keeping with its namesake, the fire breather comes with some plasma weaponry. The mouth of the dragon's helmet contains a plasma flamethrower. On the user's off arm, at the user's choice, a plasma weapon is mounted, and the gauntlets mount retractable high frequency claws on the fingers. The boots also contain retractable claws, but they are not powered and are used for aiding in climbing. The onboard power systems has enough power to keep the armour and weapons fully functional for 10 hours before needing to shut down to recharge.


A.N.I.M.L Fire Drake (PL6/7)
Type: Powered, Micro-Assist, Tactical
Equipment Bonus: +6
Nonprof. Bonus: +2
Strength Bonus: +2
Max Dex Bonus: +3
Armor Penalty: -4
Speed (30ft): 40ft
Weight: 35 lb.
Purchase DC: 25
Restriction: Mil (+3)
Accessories:
Heads Up Display (HUD), projected on visor with voice activation and attachable keypad. Nanobeacon that tracks the wearer’s position and maps it on the HUD as well as command center computers. HUD Sensor-link with a Motion Sensor. HUD Ammunition Tracker with primary weapon.  HUD Targeting system with primary weapon, environmentally sealed with helmet air filters to prevent gas attacks, NBC shielding, has one hour of oxygen stored, blackout goggles.


Integrated weapons plasma flamethrower, plasma blaster, HF claws
Bonuses: +1 to attack with primary weapon, 60 ft darkvision, +4 to Fort saves against radiation and airborne attacks, +4 to climb checks.

Weapons
Plasma flamethrower 3d10, fire, 5 ft wide 20 ft long line, Reflex DC 17, unlimited payload
Plasma blaster 3d8, 20 x2, fire, 50 ft, unlimited payload
HF claws x2 2d4, 20 x2, slashing, melee


 

Tracker LMV




The Tracker is a new LMV released for the advancing battlefield, aimed to replace the aging hummer as the main light vehicle available. Fairly well armoured for its size, fast, off road capable and with a universal mounting system for weapons on the roof, make the Tracker a fairly welcome addition and replacement. The turret can be manned manually through the roof hatch, or remotely controlled from inside the cabin, and readily accepts all common vehicle weapons found on the old hummers, and light secondary weapons from many APCs and any new weaponry coming out.
Features a V-Shaped hull for offering increased protection from IEDs and landmines, while the centrally inflated run-flat tires allow the Tracker to travel at least 30 miles at 30 mph even if two tires lose pressure. The vehicle can also take a 7.65 mm round straight to its engine oil/coolant/hydraulic systems and continue to drive for at least one mile. The Tak-4 suspension is coil sprung and fully independent, and offers 17 inches of travel.
The Tracker also features modern vehicle safety systems such as air bags, traction control, anti-lock brakes, adjustable pressure tires for various terrain, includes power outlets for charging personal portable electronic devices. Comes standard with GPS systems and satellite uplink, dash mounted display for mini computer for mission updates and communication systems. The Track is 3 squares wide, 3 squares long.

Tracker (PL5)
Crew: 1 plus 1 gunner
Passengers: up to 4
Cargo: 1100
Doors: Two side, 1 rear, 1 roof hatch
Init: -2
Maneuver: -2
Top Speed: 16 (160)
Defense: 11
Hardness: 10
Hit Points: 39
Size: Huge
Purchase DC: 37
Restriction: Mil (+3)Accessories: Duraplastic armour, wench with 200 ft rope with 5 tonne capacity, GPS, Turret remote control (suffer -2 to attack rolls when using turret remotely), multiband military radio, retractable spotlight, 6 flares, 5 days rations, 4 blankets, weapon rack for 4 rifles, 16 ammo clips, 4 pistols, military computer with encryption for communications and data uplink, satellite uplink, 4 first aid kits, basic toolkit, built in night vision system (90 ft), 5 ft periscope, digital binoculars, polarizing/auto tint windows (suffer no penalties for flash bang grenades), semi amphibious design, universal remote controlled turret mounting for infantry portable or light vehicle weapons, such as .50 cal machine guns, automatic grenade launchers, TOW missile launchers, etc.


Note: Suffers only half penalties for rough terrain due to the adjustable pressure tires and off road capabilities. On a failed save for explosive devices only suffers half damage, and on successful save suffers only 1/4 (round down) damage, due to hull shaping. Can ford up to 5 ft deep water, motoring along at about 8 mph along the surface.

Looks great especially the new vehicle and I am fleshing out the M.A.W. Factory or Mobile Auto-Works Factory which was an idea plot for a friends campaign

Remind me at about which PL does Nanotech come into being so I can properly place when said factory comes into being
Looks great especially the new vehicle and I am fleshing out the M.A.W. Factory or Mobile Auto-Works Factory which was an idea plot for a friends campaign

Remind me at about which PL does Nanotech come into being so I can properly place when said factory comes into being



Well, according to RAW, minor nanotech starts being used in PL 6, such as the self-repairing gadget for armour, so in PL7 the various nanite colonies that are in the book start becoming available, and really epic nanite stuff is definitely PL8.

But this is only if you follow RAW setting of PLs. When I design stuff, I only put a suggestive range, such as PL6/7 for instance. Depending on the campaign, some stuff may be available earlier. All depends on what you want.
So if you go by RAW, suggesting late PL7 to PL8 range.
Although, if you make it available in PL6 or 7, I'd suggest it not being able to manufacture things like power packs, unless they are unpowered, or special systems. PL8 version far more advanced and make more stuff.
Hell you can make it super tech like that villians made, like A.I.M from Marvel comics, or the like.
Just a suggestion. 
I'll tell you one thing, I find it easier to create weapons and mech, robots and equipment for them, than creating vehicles. There's no real rules for creating vehicles, which is why I like The RealOrion's work on generic vehicles. I start with a base vehicle from there, then start comparing it to a RAW equivalent or similar vehicle, then start pulling numbers out of my rear that seem reasonable.

I still have to try my hand at creating starships, but I'll probably use some rules that others have created as well. Although I'll probably post RAW compatable ones, or if I make extensive use of someone's rules, I refer to their work. 
You'll see that in several mechs I've made and the micro assist power armour so far. 
"Hey chuck, I'd lile to know if you have any prefab bases in stock(halo wars) pods( a craft designed for xeployment of said bases) elephants ( from halo 3 or halo wars preferably using the cannon size rather then tue small one form halo 3) also if I could I'd love a couple pelicans," the potential customer smiles his his purple hair staking strait up like something out of an anime. The mans olive drab t-shirt has the words life is cheap, so are guns written On it. " Oh yes my name is Derek."

I'd be helpful you could help me with these or tell me where to find them.
Get me a link that describes such things, and I'll see what I can throw together. At the moment I have a PL7 temporary listening post. You can scale it back to lower PLs by decreasing the armour mounted on it (reducing hardness and hitpoints) sensor system and comm unit. 
The temporary listening post is basically a small building with a door, sensor unit mounted on top, a decent comm unit for transmitting the data, a bedroom/cot, refresher unit (aka bathroom), storage for food stores and parts for minor repairs, power system, a rack for a rifle and maybe pistol and several power packs/ammo clips, and small entertainment system to keep the crew member from going completely insane from boredom.

I had an idea influenced from another game for a drop ship that carries modular containers which will can contain various things, from ammo/part caches to small defensive buildings or comm units. I'll have to redouble my efforts in fleshing it out. 
Thanks AnimeSniper. I actually did a little hunting through the forums, and there ARE some stats for a d20 Halo setting.. although some of the stats look a little underpowered or just off..  Can be found here

I'm attempting to make a drop ship using d20 future starship rules to see how it goes.
I found those after I posted but most of it was umm horrible. For instance the Elephants stats where wrong on a lot of lvls for instance no auto turret missing ceramic armor, coverage was missing from the stats. I Dout a Veachile big enough to hold a tank inside is only a gaurgatuane. Halo wiki is a great source of info also I'm tempted to post my hellbringer advanced class up. Note that the hellbringers are the flamethrower troops from halo wars. The class basically makes flamethrowers better and flashbangs harder to resit, anyway...
I will go through the stuff and see what i think is wrong and if you want we can post on another forum since the one I found is for saga stats... Animesniper can you start another word dock for halo stats....
Also I rembered another veichle that I'd like to see stats for a vulture...
Ty guys for your help.
halo.wikia.com/wiki/Pod
Haha found it this war I'm talking about it it even shows it building a base
Let me enlighten my previous post where I said slot of the stuff was poorly done. I was talking about the stuff I found on the D&D wiki.. Just checked that link you gave me lots of interesting stuff. I'll probably spend the next 2 days going through it and tell u my conclusion... So ignore any part of my irratic posts u want...
I found those after I posted but most of it was umm horrible. For instance the Elephants stats where wrong on a lot of lvls for instance no auto turret missing ceramic armor, coverage was missing from the stats. I Dout a Veachile big enough to hold a tank inside is only a gaurgatuane. Halo wiki is a great source of info also I'm tempted to post my hellbringer advanced class up. Note that the hellbringers are the flamethrower troops from halo wars. The class basically makes flamethrowers better and flashbangs harder to resit, anyway... I will go through the stuff and see what i think is wrong and if you want we can post on another forum since the one I found is for saga stats... Animesniper can you start another word dock for halo stats.... Also I rembered another veichle that I'd like to see stats for a vulture... Ty guys for your help.



Started a doc for Gunships and Variants with an included weapons table at the bottom...  give me a few days to work them out... I'll need to print out the gunship pages for cross consultation also


@Kira_Howler;  Do you feel the stats for the weapons on   www.dandwiki.com/wiki/Weapons_(Halo_Supplement)  are underpowered or what as I have access to my Military Vehicles book with its pages in the back of the book listing all sorts of autocannons, cannons, missiles, auto-GL, TOW launchers, and etcetera that I could consult for weapon stats... would probably be easier that way

EDIT: Just did a little eyeballing of the stats between the Wizards forum board and the DanDwiki page and noticed several discrepencies like the hp, cargo capacity, speed, and etcetera...  Maybe when I have time later on I can do a merger of the two... 
No worries @ animesniper The elephant is one of my favorite halo wars weapons I'll so a rewrite giving them ceramic armor as a starter as well as the automated defense turrets let's not forget they are mobile bases. Also I thought the shotgun dam being 3d10 was rather to much did you see my pod like those are war i was talking about. Hummmmm though I must admit that is a place to start with the elephant on the d&d wiki so I should have something later after i get some sleep. As for the creature specs I'm gonna rewrite tour hunter stats to the reach hunters cause that is what they where like in the books. Also the Spartan 3s didn't get the Bone grafting cause the spi armor was much lower impact Nd they had a Mental/ adreine ability thatch them keep fighting for a while even if they should be dead simIler to the deathless fenzy ability. Lol really didn't get a chance to go through all the vechiles I stopped to play halo wars, (laughs as he torments the noobs). Ya so also as for the Spartan training feat should be earned also I was thinking of a much neater way to do shields then a complex dr system. It's simple it's temp hit points the shields can absorb a certain amount of damage then fall leaving you vurnloe to enemy fire, also seeing as the reach armor was customizable y not turn those parts into armor peices

EDIT: Ok so ya im not a fan of the way you reprsent the scarab D&D wiki let me start by saying that there are actually 3 versions of the scarab out there. ok so the mk1 is the purly mechanical version from halo 2 it is very much hyjackible seeing as it needed a piolet. also it couldn't sustain continuos fire on it's  "cannon" which is actally just a smaller version of the excatation beam that is on covy ships. yes you heard me right the scarabs weapon is a glorified drill. this also explains why the Mk1 scarad is like it is. it wasn't a weapon at first it was just a means to excavate forerunner crap.
Now the Mk2 version is notible the combat version, and that is the one you stated you included the lekleo worms stating they are the piolet but that is incorrect. think of the mk2 scarab as a massive hunter the lekleo worms are inside the legs the body the tail. that being said i see no way of hyjacking a Mk2 for the simiple reason that if you do enough damage to kill the "poilet" then the scarab is little more then an immoble firing platform. pls note that the mk2 version is most likly cheaper and easier to produce then the Mk1 versions. (the other reason they switched is cause the mk2 looks cooler)
The Mk3 scarab AKA super scarab, is the last version this apeared incomplete in halo wars, though orignally it was planed to have this 6 legged weapon of doom mobile as such the stats will be for a completed version. compared to a normal the super scarab is larger and it's beam weapon is almost identical to a ship excavation beam, still constructed mostly form lekleo worms this mostrosity could burn through units (even the scurpion tank) like they where paper thrown into a fire. ok so this video shows the immoble version www.youtube.com/watch?v=Sdik79v0ma8 i will also work on the stats for the completed version.

other vehcles that are needed
wolverines
vampire
grizzlys (upgraded scorpion tanks they have twin 90mm cannons and can fire canister shells)
spirit (the u shaped covy drop ship)
cobras (long range gauss altillery)
fix phantom (carry weight is to low it can carry tanks in rember same with pelicans)
fix the scorpion's crew count and hardness ( the size is incorrect it's a garagtian)

OK so i was wrong it can only carry a warthog inside however it's 85 feet long, ok so that makes it 17 squares long and 8 squares wide, like i said massive. this is the hard top version so all oqupaints (unless on turrets) gain full cover while the door is closed and 9/10s while the door is open unless they are standing in the open door.
here are my redone stats ill admit most are the same for the elephant, but i corrected and added a few things
Elephant
Crew 1-4 (3 are for gun turrets)
passagers 12-16
cargo: 150,000lbs or 75 tons
int -4
maneuver -8
speed 30(8) with duel motor 60(16) upgrade pdc 18
defense: 8
hardness: 15 with ceramic armor 20 upgrade pdc 19
Hit points: 80
size collosal
PDC: 40 (+3) military

when this is bought is comes with 3 mounted Laag turrets, however the elephant can be upgraded to have an aurtomanted defense turret that attacks any nonfreindly (iff signal required). also the elephant has an area for a small command post, a medical bay, and engineering areas(all of these can be outfitted as the player sees fit). the elephant is big enough to hold 1 warthog or 6 mongoose inside and still have rooms for other amenity. it takes a full round to lock down an elephat at which time it's rear ramp can be lowered to launch the warthog or others. also you can upgrade the mounted turrets to be gauss though this ruins the AA purpose of the mounted guns.

ok there you go these are the stats i came up with, tell me what you think also i was looking through at the PDCs for the stuff posted on D&D wiki and it was messed up PDC 30 for a massive vehicle like an elephant pft not when a an abrems cost 47 (+3)
Automated defense turret (attached to the elephant)
PDCbased on targeting software package) +5 package dc 25,+10 package dc, +15 package dc 31
Damage: 6d8 (always fires in burst fire or autofire) ballistic
Ammo: 1500 round belt (purchase dc for 20mm rounds)
This 20mm link fired cannon sits on top of the elephant and can attack 360 degrees. The cannon attacks any enemies within 50ft of the elephant the package +10 package can attack 2 times per round, the + 15 package 3 times. If you have access to an AI that can use the system, the AI uses it's attack rolls for the automated defense turret. Warning: if you think your IFF is failing to register please wait till an ally shuts off the defense turret if not accidental death my result.
community.wizards.com/go/thread/view/758...
Ya so I started a forum. So any halo stuff we can post there. Sorry for messing up your thread chronos.
That being said Dictator Derek has to make an appearance at a fellow arms dealers place. If you want chronos once I copy over the new elephant stats I'll delete my posts.
An aircraft this time!

Seagull Transport




The Seagull is a troop transport which also has the added bonus of being able to make amphibious landings, combined with its VTOL systems allow it to land virtually anywhere. The Seagull is surprisingly quick and agile for its size, which allows it to evade enemy fire as it comes into a landing zone. Unfortunately its not very well armed with only a chin turret and a pair a concealed mini rocket launchers, and a gun in the passenger section that can be used when the door is open, that lowers from the roof. There are four ordinance pods under the primary wings and on top the lower wings. These can be used to carry extra cargo, launch drones, quick deploy small sea craft for troops onboard, or weapon pods like rockets. However with pods added this does reduce the seagull's speed and maneuverability slighly. The seagull can carry about 20 troops, or 10 power armour troops or a light vehicle, such as an armoured car or jeep plus a few troops. Some of the unique features of the seagull is the rotating engine designs, similar to the turbo prop Osprey, which allow it to fly like a helicopter or like a normal jet, but the engines also feature afterburners and multiple vectoring jets to increase manuverability and stability while hovering. This also allows pilots of seagulls to suddenly move sideways or up  or down slightly with a powerful thrust from the thrusters. The seagull also features a new form of alumisteel armour which blends in ceramic tiles, giving it a slight advantage over normal alumisteel hulls against laser weapons as they are being introduced. It also reduces the ability of laser guided weapons from locking on properly. In an emergency, the entire cockpit section can jettison and act as a lifeboat for the crew, with emergency beacon, 5 days rations, 5 flares, 3 blankets, space for a weapon and 3 clips per crew member, 3 first aid kits. The chin gun is designed to be reloaded while in flight, with the equipment to make the switching of drums quick. One extra drum is usually standard load for a seagull, although when heavy combat is expected, two or more drums might be carried. This also allows the seagull to carry different ammo drums for switching out relatively quickly depending on mission profile.
The seagull is 61 ft long with a 62 foot wing span (about 12 squares by 12 squars counting wing span), the large rear door opens down as a ramp, and takes only a move action to embark to disembark. With the doors open the passengers have three-quarter cover, except the person manning the gun, which gets only half cover.


Seagull (Late PL5/Early PL6)
Crew: 3 (Pilot, co-pilot/gunner, equipment/loadmaster/rear gunner)
Passengers: 20
Cargo: 7 tonnes
Init: -1
Maneuver: +2
Top Speed: 720 (72), VTOL/hover capable
Defense: 11 (10 -4 size +5 equipment)
Hardness: 10 (12 vs laser weapons)
Hit Points: 45
Size: Gargantuan
Purchase DC: 31
Restriction:
Accessories: 2 inflatable lifeboats, GPS, laser transceiver, radio transceiver, wench with 200 ft rope with 5 tonne capacity at the back door, military units will have military multiband radio, retractable search light, 10 days rations, 10 blankets, 10 flares, 5 first aid kits, 1 trauma kit, weapon rack to hold 1 rifle, side arm, 4 clips for each weapon, plus small storage unit for other gear above and below each seat (in passenger configuration), heavy weapon storage/rack for 4 heavy weapons or equipment, 5 emergency parachutes, cargo netting, GAU19/C-EX, 2 mini rocket launchers, tail gun, 4 ordinance racks (1 per wing)
Notes: Can hover, VTOL capable, make water landings and take-off.

Weapons
GAU19/C-EX
The GAU19/C-EX is a caseless, linkless extended barrel version of the older GAU19 gatling gun made by General Electrics. It's a three barrelled design to save on weight, and mounted in a turret with 180 degrees coverage mounted in the chin of the seagull. It can be reloaded in flight if extra rounds are carried in storage. The standard ammunition is ZX caseless .50 cal bmg rounds. The barrels are reinforced for any future development in weapons, such as plasma coated. Seagulls usually carry one extra drum with equipment to reload as a full round action.
Damage: 4d12+4
Critical: 20
Damage Type: Ballistic
Range Increment: 220 ft
Rate of Fire: A
Size: Huge
Ammo: 1500 rd drum
PDC: 26 Mil (+3)
Affects 20 x 20 area, Reflex DC 21
Note: If using the variant rule of .50 cal is anti-material weapon, then this weapon will ignore 2 points of Def from equipment, and ignores 5 points of Hardness/Dr, which does make this a nice devasting weapon for lightly armoured targets and shred through infantry with far greater ease.

Mini Rocket Launcher
Mounted in the wing roots of the upper wings is a pair of mini rocket launchers. These give the seagull some decent punch while keeping ordinance weight down. The rockets are in a rotating cassette so that different types of rockets can be carried and selected depending on mission profile. Standard load is a mix of fragmentation, explosive and HEAT rockets. The launcher has a small magnetic launch system to give the rockets a boost in launching, granting greater range than standard mini rockets have. The cassettes are easily replaceable with a crane through the top of the vehicle. The cassettes can also be ejected in an emergency if the weapon jams or is damaged to prevent the rest of the rockets from exploding inside the craft, or even set to detonate shortly after ejecting as an impromptu air burst bomb.
Damage: Varies by rocket
Critical: Varies by rocket
Damage Type: Varies by rocket
Range Increment: 275 ft
Rate of Fire: Semi
Size: Huge
Ammo: 10 round rotating cassette
PDC: 27 Mil (+3)
Notes: Rotating cassette allows variable ammunition to be loaded and easily select between which round as a free action.

Tail Gun
The tail gun is mounted in a retractable arm and has a defensive shield which helps protect the gunner. Can mount any infantry weapon or small crew service weapon such as a Twin Thunder, M2 .50 cal heavy machinegun, or other similarly sized weapons, up to huge size, with a large ammo bay mounted above the weapon. Can only be used when the rear door is open.
Use any infantry or light crew service weapon, with 500 rounds of ammo. Suffers only half penalties for autofire, burst fire or double tapping due to the gyro stabilizers in the arm.

Ordinance Racks
These racks can mount virtually any weapon that can be mounted on the pylons of any aircraft currently in production. Or they can carry other ordinance packages such as enhanced sensor systems such as EWAC, ECCM systems, UAVs and other drones, or small Large sized vehicles, such as bikes, personal water craft. Ordinances cause a -1 maneuverability penalty per pair.

Civilian models of the Seagull have the weapon systems removed and can carry an extra 2 tonnes of cargo, or carry an extra 10 passengers. 
Search and rescue models have enhanced sensors and extra search lights mounted in the place of the weapons. The wench in the back also has option of a quick attachment for a stretcher, carries fire suppression gear. Two ordinance pods contain large fire suppressor unites, able to cover a 20 x 20 ft area each on either side of the Seagull. 

Seagull Mk2

As new technology is made available, upgrades were made to the seagull. Advances in miniaturization, advances in propulsion, weapons and defenses have allowed for the seagull to keep up. The mk2 is farther upgraded with the ability to operate under water. This makes it even more attractive to naval search and rescue, or military naval operations, especially in insertion and extraction of special ops teams.

Make the following changes to upgrade the Seagull to mk2 specs
Increase passenger capacity to 22
Increase cargo capacity to 8.2 tonnes
Increase maneuverability to +3
Increase speed to 800 (80)
Increase hardness to 11, 15 vs lasers
Increase HP to 51
Double payload of all weapons if keeping them, or change GAU19/C-EX to a laser equivalent
Change Tail gun to laser equivalent with unlimited payload when tied into seagull power plant.
Fully amphibious design. The mk2 can completely seal up and operate under water to a maximum depth of 250 ft, move at a speed of 50 (5).
Gains NBC shielding.
Upgrade other equipment to PL standards.

DictatorTek M-644 Tactical caster armor AKA "strait jacket"
Pl7
Type: Tatictical (powered armor)
Equipment bonus: +6
Non prof: +3 (also looses spell compatability)
Max Dex: +4
Speed: 20
Weight: 55lbs
PDC: 20 (+3 mil), 10 for 20 uses of rune ink
Gear:
+2 str
+1 attack rolls
HUD
+1 computer use checks
Modem
Digital camera
Satellite uplink, and com gear
Spell battery ( can store up to 3, 3rd lvl spells)
Etching spots ( the m-664 has 6 spots for etchings)
Spell compatibility ( with the runes drawn on the wearers body, this armor allows a caster to cast spell without the normal penality of wearing heavy armor)
As noted above the person who dawns this armor must paint runes with a specal all over there body, this takes 10 min and must have help doing it. The runes can be tattoo-ed onto the caster, however doing so they are always visible unless you the person makes a disguise check dc 10, the price for the tattoos is dc 12. After the runes are placed on the person, the person dons the power armor normally taking 6 minutes.
This armor looks like a medevil suit of armor, however it is far more advanced. We at DictatorTek made this as stylish and functional as possible. The nickname of strait jacket was given to this armor because casters who are on the frontlines are considered crazy. The M-644 is typically used in conduction with the spell cannon, allowing a caster to take on a multitude of threats on the battlefield.
Remember if it's not DictatorTek, then your not killing enough enemys.
Interesting. You forgot to put in the armour check penalty.
So what are etching slots?
How does the armour, with the runes on the body, overcome the somatic (precise physical motions, such as hand motions) component of the spell? Would the user have to be mostly naked, or just have the runes uncovered, leaving the person in his underwear. Which if he had to abandon his armour in the field could make some interesting situations with a naked man running across the battlefield.
If a person isn't trained in power armour use, would they still be able to access the spells stored in the spell battery? 
Ok sry about that, armor check pen is 4. Ok the first part is the materials that compose the armor allow the energy to be transferred to the out side, basically the armor is considered your body, so you can preform the precise motions by simply moving the armor. That is also the purpose of the runes on the body to facilitate the transfer of energy. And as for the nudity question, in the anime I pulled this from they had to be naked, but your right that would be rather amusing to run across the battlefield naked. So I say they can wear undergarments but in the end it's dm choice.
Let me explain I've always perceived the cast failures chane contributed to, gauntlets and the like. I original designed this for a techno age I was playing.

Oh yes you asked about the spell battery, the answer is no, you don't need power armor proficiency to acess the spell battery.

Etchings, are etch schema from the magic of ebarron supplement book, I converted it to dcs and allow my players to place then on armor weapons mecha ect. Basically any hard surface. I posted the dc for them in the mecha thread... Those are the flat dc I can't post anything about them cause of the infringement clause. That being said they are very useful with the limented spells in urban arcana, so the etching slots says that it can hold more etchings due to materials then normal armor it's size. Did I miss anything and Im sry it's not an edit, ya know iPod and all.
Climbing Magnets PL5


A set of gloves and boots that have large magnets attached to them. Climbing magnets grant +4 equipment bonus to Climb checks. The character can also climb completely smooth vertical surfaces and ceilings that are made of metal with a Climb check DC 20. When wearing climbing magnets the character suffers a -2 penalty to all Computer Use, Disable Device, Drive, Craft, Demolitions, Forgery, Pilot, Repair and Treat Injury checks due to the limitations they place on the wearer's fine manipulation.
Size: Small
Weight: 4 lbs
PDC: 12

GMR Descent Pack PL6/7


These packs are designed to replace parachutes from previous ages. The packs are about half the size of parachutes and strap to the upper back, around the shoulders. When active, two small winglets deploy form the sides which are the GMR emitter surfaces. The user can control direction somewhat and rate of decent with a thumb joystick and descent finger lever on a control stick attached by a cable to the pack. The system is silent for a faint humming, which makes it an excellent insertion method for special forces. With some practice, a user can use the descent pack to aid in jumping, using the GMR fields to lighten the person and their load, making it easier to jump higher.
If using Tumble skill for parachute rules, grants a +2 equipment bonus to checks to determine if on course, or for landing in dangerous terrain. Can be used in assisting jumps, granting a  +4 equipment bonus to Jump checks. Also the distance required for a high jump is halved, and the user doesn't suffer double the DC without a running start.
Weight: 9.5 lbs
PDC: 28

Life Sciences


Life Sciences is a relatively new comer to the commercial market, although their work has been documented in many science papers and magazines for their work in genetics, pharmaceuticals and cutting edge in biotechnology, including cloning organs for replacements and for testing of new drugs and medicines. Recently, due to government cutbacks, Life Sciences had to find new ways to fund their research, and so they started making several of their older discoveries available on the market after extensive farther testing and market research. Although biotechnology devices are relatively new to the public consumer, some are fairly well known to special forces and several organizations like the CIA and FBI special taskforces. One of the advantages of Life Sciences' biotech equipment is many do not external power sources, and can run far longer than many conventional technological counterparts. Also they are almost completely impervious or very quickly recover from an EM pulse.
Life Sciences products are also favoured by many people who prefer more 'natural' tools, as their products are organic, and don't create waste that pollutes the planet any more than any other animal would. They have also made a tidy little profit from WWF in repopulating two endangered species of birds, and is looking into trying for a near extinction species of whale.



Chirp (PL6/7)
The chirp is a biotech communication device produced by Life Sciences. It looks like a large shrimp, with the main body curved around the ear, the tail rests against the jaw. There are two versions of the chirp available commercially and one version not available to civilians. A chirp is technically a cybernetic organism, with the cybernetic being a small socket that holds what is essentially a SIM card in commercial cell phones. Commercial SIM cards are interchangeable, raising its usefulness to the public. The chip is needed just for imprinting the chirp with the user's number and any other identification information onto the chirp's brain. It also stores any phone numbers from previous phones, or can be transferred to new phones or chirps if it dies.
A chirp is voice activated, or by touching it near the head to signal it when to answer or dial, then speak. When receiving a call it will announce the name of the caller.
To make the chirp appealing to users, it's very easy to use, just insert SIM card, touch head to notify it to activate, give command and it does so. It stores all information on its high capacity brain, storing hundreds of numbers, voice memos and can also be used to temporarily amplify the mic to pick up noises around the user that are difficult to hear normally.
Also maintanence of a chirp is very easy, a user can leave a chirp in the kitchen sink over night and it'll eat any germs, gunk or anything else, leaving behind a clean line where it crawled, which isn't very far. Chirps also feed off dirt and dead skin while being worn, so someone could wear one for several days straight without starving it. Being biological, chirps will continue to function even being hit by an EM pulse, and are highly resistant to diseases and viruses.

Commercial Chirp: Function as a standard cell phone or equivalent commercial communication device. As it's a living creature, it effectively runs nearly all the time, catching little naps between calls, while still able to receive them.
Bonus: By gently moving it's feelers in the direction a person wants while pressing the tail or commending the chirp to listen, it can amplify its audio capability to act as a directional mic with a range of 100 ft, picking up noises as quiet as a whisper, providing a +4 equipment bonus to listen checks. Acts as a normal cell phone holding 200 phone numbers, and up to 500 hours of audio data from memos to grocery lists.
Weight: -
Size: Diminutive
PDC: 12

Upgraded Commercial Chirp: This is the equivalent of a satellite phone chirp. It's slightly longer, with primary feelers that are a little under a foot long, which act as high powered antennas, allowing it to communicate with satellites or orbiting ships. Without a satellite relay, an upgraded chirp can reach the distance equivalent of the moon on the same hemisphere as the user. Bonus to listen checks when used in similar manner is +6 and has a range of 200 ft. Can contain 750 hours of audio recordings.
Weight: -
Size: Diminutive
PDC: 19

Military Chirp
The military version of the chirp looks like a slightly more armoured version of the upgraded commercial chirp. It functions just like a military radio, with built in auto encryption capabilities as the chirp has upgraded brain capacity, and satellite phone range. The ability to pick up noises farther out is only 200 ft, but the bonus is +8.
Nearly impervious to biological weapons, EM pulses and is undetectable by devices that detect listening devices, the military chirp is a favourite amongst many special forces or secret service agencies.
Weight: .6 lbs
Size: Diminutive
PDC: 25
  

Danger Avoidance System (PL6 Armour Gadget)
This system is added to armour, during construction, helping the wearer avoid dangers, such as grenades and explosions. Combined with sensors, when the computer detects a threat to the user, it helps move the wearer to avoid it by shunting short bursts of power to the servos, hydraulics, or artificial muscle fibres in the armour. There are also small deployable flaps designed to slow the user's decent in case he falls.
Can only be installed in medium, heavy, tactical and powered armours, granting a +4 bonus to Reflex saves and a +2 bonus to Tumble checks to reduce falling damage.
Restriction: Can not be installed in light or concealed armour.
Purchase DC Modifier: +2