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.
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
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?
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 t
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.
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 movin
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
Climbing Magnets PL5A 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 wi
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
GMR Descent Pack PL6/7These 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 ar
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
Life SciencesLife 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 cloni
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
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 t
Distortion Field (PL6 Armour Gadget) This device, when added to armour, creates a field around the user that distorts vision and sensors. Although it doesn't hide the user from being noticed, it does make it harder to pinpoint and to be targeted. Visually, the user's outline appears blurred, shifting and wavering. This distortion grants the user concealment (20% miss chance), lasting up to 5 minutes at a time before needing a 1 hour recharge. Restriction: Restricted (+2) Purchase DC Modifier: +3
A back pack version is available, but not quite as efficient. Grants concealment (20% miss chance), but lasts only 2 minutes, but takes only 30 minutes to recharge. Weight: 6 lbs Restriction: Restricted (+2) Purchase DC: 20
Distortion Field (PL6 Armour Gadget) This device, when added to armour, creates a field around the user that distorts vision and sensors. Although it doesn't hide the user from being noticed, it does make it harder to pinpoint and to be targeted. Vis
Free Breather (PL6) The free breather is another biotech creation of Life Sciences, used by people who do a lot of physical activities, such as life guards, fire fighters, rescue workers. This worm like organism is about a foot long, and stretches in width to fill the breathing passage of the host. The organism is hollow and clings to the walls of the nasal passage and throat; air passes through it. It allows the user to breathe more effectively and enhances the olfactory senses. The host can exert himself longer than normal. The only downside to the free breather is gases affect the host far more than normal.
Bonuses: The free breather allows the host to take in more air than normal, allowing the host to hold their breathe twice as long as normal. The host gains the benefits of the Endurance feat, except for the ability to sleep in medium or light armour without being fatigued. The host gains the scent ability. The host however, suffers a -4 penalty to Fort saves against gases and airborne toxins and poisons. Weight: 1 lbs Size: Fine PDC: 16
Free Breather (PL6) The free breather is another biotech creation of Life Sciences, used by people who do a lot of physical activities, such as life guards, fire fighters, rescue workers. This worm like organism is about a foot long, and stretches in
To aid business men with busy schedules or soldiers out in the battle field, Hilton, of the Hilton Hotel franchise, dedicated a large amount of funds to create a device that would allow people to get a full night's sleep without require as much sleep. They originally proposed this idea to the military as a means of allowing soldiers to require a smaller down time while at front line bases. Hilton Hotels also offer the use of sleep regulator units in their hotels, at a lower rate than a normal room, but these sleeper rooms also have less features than a standard room. Hotels near airports and transfer stations usually have several for when passengers must wait several hours between transfer, or for pilots of aircraft.
A sleep regulator unit is a sealable coffin-like bed, which allows its recipient to regulate how long he will sleep for, and under what circumstances he will awaken. Benefit: Because a sleep regulator can stimulate immediate deep sleep, the user requires only half as much rest or sleep as normal to negate the effects of fatigue and exhaustion. The user can also sleep in light or medium armour without suffering the fatigued condition when using a sleep regulator unit. Additionally, the sleep regulator can be programmed to awaken the recipient at a predetermined time, or under a predetermined set of circumstances. Size: Large Weight: 350 lbs Base Purchase DC: 20. Restriction: None.
Sleep Regulator Unit (PL 6)To aid business men with busy schedules or soldiers out in the battle field, Hilton, of the Hilton Hotel franchise, dedicated a large amount of funds to create a device that would allow people to get a full night's sleep wi
The Jeb is a light infantry-support tank design, able to perform in varied terrain. The Jeb is straightforward, with a simple, modular design that allows for fast and dirty repairs and modifications with whatever materials/equipment are available. A simple, basic, tread-borne chassis with a provision for a light turret, the Jeb could be powered by a variety of low-cost power plants, including flex-fuel internal combustion or electric power cells. Large battery bays hold rechargeable batteries for the electrical systems and energy weapons. Seating is tight, but not uncomfortable, and the tank features a basic environmental system for protection in contaminated environs. Less Than A Buck offers this cheap, light tank mostly to mercenaries and other groups that need some armoured fire power. A poor man's tank, many in government armies laugh at a group that fields Jebs, until they find themselves out numbered and surrounded. The Jeb has a large hatch on the main body for the driver and commander, and a hatch on the turret for the gunner. Takes a full round to enter or leave through a hatch. Takes a full round to start the tank moving. The Jeb is 2 squares wide and 3 squares long.
Jeb Light Tank (Early PL6 tread tank) Crew: 3 (Driver, gunner, commander) Passengers: None Cargo: 50 lbs inside (small locker for weapons and rations, survival gear), can tow up to 5.5 tonnes. Init: -2 Maneuver: -2 Top Speed: 65 (6) mph Defense: 9 Hardness: 10 Hit Points: 21 Size: Large Purchase DC: 37 Restriction: Mil (+3) Notes/Accessories: Can ford ditches 8 feet wide, radio, two headlights, 1 spotlight on a pivot mount that is manually or controlled from within, air filtration system (+4 bonus to crew against airborne toxins and poisons), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 2 survival kits with 1 three man tent. The Repair checks to fix or modify a Jeb are reduced by 3, and PDC for replacement parts are reduced by 1. An electric powered Jeb will have its speed increased to 70 mph (7), but loses the ability to recharge the main weapon.
The Jeb is armed with a light laser cannon which is powered by a dedicated battery that can be charged from the main engine over time. A flex-fuel engine can recharge the battery at a rate of 1 shot every minute of light driving (under 30 mph, or sitting and idling). Has a 50 round battery. Coaxially mounted to the laser cannon is a .50 cal machinegun used for lighter targets. Mounted on the hull on a mini ball turret is a laser rifle. The laser rifle can be easily swapped out for other weapons that are available, such as light machinegun or similar weapon. Energy weapons have a battery that is basically 4 power packs linked together. Weapons that require physical ammunition, such as a 7.62mm machinegun will have enough room for 250 rounds. The hull mounted weapon is controlled by the commander or the driver. Box rocket launcher is mounted on the side of the turret. This launcher can hold 8 rockets, usually armed with LAW rockets, or fragmentation rockets, controlled by gunner or commander. Usually holds 4 LAW (same as m72A3 LAW rocket launcher) and 4 fragmentation rockets (8d6 slashing to a 30 ft radius, Reflex save DC 18 for half).
Weapon
Damage
Critical
Damage Type
Range Increment
Rate of Fire
Magazine
Size
Weight
Purchase DC
Restriction
Light Laser Cannon
5d8
20
Fire
200 ft
Semi
50 battery
-
-
-
-
Coaxial 50 cal Machinegun
2d12
20
Ballistic
100 ft
S, A
Linked (1000)
-
-
-
-
Hull-Mount Laser
Special
-
-
70 ft
S, A
200 (battery)
-
-
-
-
Box Rocket Launcher
varies
-
varies
150 ft
S
8 box
-
-
-
-
LTB Jeb Light TankThe Jeb is a light infantry-support tank design, able to perform in varied terrain. The Jeb is straightforward, with a simple, modular design that allows for fast and dirty repairs and modifications with whatever materials/equipment
In d20 Future Tech, shields were introduced. Shields provide 20 hp per HD of starship with a maximum of one quarter of the ship's HD. Each shield except for the Deflector Shields at PL9 only protect against one type of weapon, kinetic weapons or energy. The same for fields only provide a penalty to attacking weapons of a specific type except for the Solid Defense Field.
Enhanced Shields Enhanced shields provide some of the benefits of fields combined with shields. Although overall weaker than full shields or fields, enhanced shields are used on ships that have limited space for defensive systems.
Enhanced Magnetic Shields (Late PL7) Enhanced magnetic shields provide 15 hp per HD of the ship (one quarter rounding down). Absorbs damage from missiles and ballistic weapons. Missiles and weapons that deal ballistic damage fired at the ship suffer a -2 to attack roll. Mines can be equipped with enhanced magnetic shield. Purchase DC: 17 + one half base purchase DC of the ship. Res: Res (+2)
Enhanced Particle Shields (Late PL8) Enhanced particle shields provide 15 hp per HD of the ship (one quarter rounding down). Absorbs damage from weapons that deal concussion, electricity, fire, or nonspecific energy damage. Such weapons suffer a -2 to attack rolls. Mines can be equipped with enhanced magnetic shields. Purchase DC: 22 + one half base purchase DC of the ship. Res: Res (+2)
Enhanced Deflector Shield (Late PL9) Enhanced deflector shields provide 15 hp per HD of the ship (one quarter rounding down). Absorbs damage from any type of weapon. Weapons suffer -2 to attack rolls. Purchase DC: 24 + one half base purchase DC of the ship. Res: Res (+2)
Advanced Shields Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship. For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD. Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD. PDC: Shield type has PDC increased by +5. Res: Mil (+3)
Redundant Shield Generator. A redundant shield generator is a backup shield generator that kicks in the round after the primary shields are depleted. Redundant generators take up a defense system slot just like any other system and must be of the same type as already installed. PDC: Cost of shield system to be installed +5. Res: Mil (+3)
ShieldsIn d20 Future Tech, shields were introduced. Shields provide 20 hp per HD of starship with a maximum of one quarter of the ship's HD. Each shield except for the Deflector Shields at PL9 only protect against one type of weapon, kinetic weapons
At this rate, and when I start posting actual starships, I'm going to need to make a thread just for starship material..
New Defensive System
Shield Energy Sink System
Shield energy sink system are designed with a special 'self-sacrifice' capacity in the event that shields should take too much damage and overload, acting like a circuit breaker. In the event the ship's shields take catastrophic damage and failing, the energy sink system absorbs the damage and burns out. The burnt out capacitor-fuse is ejected and allows the shield to continue as normal.
This system functions in two conditions. The first is if the ship is subjected to a critical hit, which normally bypasses shields, it has a 50% chance of the shields absorbing the damage instead. The second condition is if the shields would suffer a massive amount of damage, equal to the number of HD the ship has, the system will negate the damage equal to the number of HD it has. If a ship has 200 HD and suffers 215 points of damage, the system will engage and negate 200 points of damage. This makes the energy sink system only attractive on larger ships, especially since the capacitor-fuse takes up a fair bit of space, and several are mounted on a ship in the system. One capacitor is used when either condition is met. They do not do both. If a critical hit would do 300 points of damage, one capacitor-fuse would blow attempting to absorb the critical hit to the shield (makes the 50% chance), then a second one would blow if the ship had less than 300 HD. Ships are equipped with 10 capacitor-fuses. Minimum ship type is upper range of Light (destroyer) or mediumweight ships. Up to two shield energy sink systems can be installed on a ship, each one taking up 1 available defensive system. PDC: 15 + one half ship base Purchase DC of the ship for the system. Capacitor-fuses have a PDC of 25 each. Res: Mil (+3)
At this rate, and when I start posting actual starships, I'm going to need to make a thread just for starship material..New Defensive SystemShield Energy Sink SystemShield energy sink system are designed with a special 'self-sacrifice' capacity in th
This is something I made for the Halo thread that Kira Howler started. Can be dropped by any aircraft designed to air drop other cargo of similar or larger sizes.
Deployable Bunker
The deployable bunker is an experiment in rapid deployment structures to give soldiers a higher survival rate while defending strategic locations in the field. A packed up bunker looks like a rounded cornered can, about 32 feet long, 15 feet wide and 12 feet high, with the outer shell looking like a large jigsaw puzzle. There are docking clamps on the top for a pelican to attach to, and the bottom has a couple of retro and maneuvering thrusters for when air dropped from a high altitude. After it lands, a soldier must enter in a code to deploy the bunker. This can be done manually on a concealed key pad, or by their radio, similar to the supply drop canisters. The bunker then deploys, raising the roof by 6 feet, expanding the sides out another 10 feet, revealing the armoured door and windows. The raised roof is a covered platform from which soldiers can stand on and rests their weapons on the walls. At one end is a cylinder tube which can raise up another 20 feet which has several sensors and a ladder with a covered crow's nest like spot for spotters or snipers. The platform has several mounts for heavier weapons which can slide along the entire perimeter on a rail. Allow soldiers to shift their weapon to a better firing position. The inside contains several bunks for soldiers to rest on, a small table, a water tank and storage unit with rations for 10 soldiers to eat for 5 days plus room for any fresh supplies. There is also several weapons lockers, which come stocked with 10 rifles, 10 pistols, 2 sniper rifles, 4 shotguns with about 20 reloads each, 2 heavy machineguns such as the AIE-486H heavy machine gun with 10,000 rounds each, two rocket launchers with 5 reloads, and 50 grenades. Plus storage for more ammunition. The heavy machineguns will have to be carried up to the platform and mounted to be used effectively. There is also a communications suite and surveillance system, tied into the sensors in the tower and several cameras and motion sensors built around the bunker. It is also designed so that if any soldiers have cameras on their helmets, the feed can be sent to the bunker, which can relay it to any other command centers or orbiting ships. This allows a commander to see what is going on from the soldiers' point of view. The system also can send information to the soldiers, such as mission maps, updates to objects, anything else one would need to send or receive. Has thermal-optics, passive night vision, video cameras with telescopic zoom up to 500x (can pinpoint a rabbit at 6 miles). There are two armoured doors, which one can be blocked by an armoured shutter to ease in defending the bunker. There are 6 windows, two on the long sides, one on either side of the doors, and one on the short ends. The windows are bullet proof, plus have armoured shutters which have a sealable gun port. Has 75 hp and hardness 15, fully deployed has the following dimensions: 42 feet long, 25 feet wide, 18 feet high. Add another 20 feet to height when tower is raised. Sensors adds a +4 equipment bonus to Search, Spot and Listen checks within 100 ft, and penalties to Search and Spot checks made while using the surveillance system are half. Weight: 33 tons PDC: 32
This is something I made for the Halo thread that Kira Howler started.Can be dropped by any aircraft designed to air drop other cargo of similar or larger sizes.Deployable Bunker The deployable bunker is an experiment in rapid deployment structures t
The rabbit is a fast scout micro-assisted power armour released by A.N.I.M.L. It is lightly armoured to keep weight down to allow for higher speeds and manoeuvrability, with enhanced sensors to gather intelligence. Unlike most power armour, the rabbit has the greatest power assist systems built into the legs for greater speed, stability and manoeuvrability, especially in rough terrain just like its namesake. Although lightly armoured, the rabbit does have several defensive measures, coupled with its high speed make it a difficult target to hit. The armour looks kind of like a man sized rabbit. The legs are reinforced and the boots are wider and slightly longer than normal for greater stability, with four toes to provide better grip. The helmet has two short rabbit like ears on the top which enhance the range of the sensors. The face plate is opaque one way armoured transparent aluminum, which is able to lift up to allow the user to see with his own eyes. Some users have been known to paint various designs on the face plate, including skulls to smiley faces.
A.N.I.M.L. Rabbit Armour (PL6 Armour Proficiency (Powered)) Type: Powered, Light Micro-assit Equipment Bonus: +3 Nonprof. Bonus: +1 Strength Bonus: +2 Max Dex Bonus: +3 Armor Penalty: -2 Speed (30ft): 50 Weight: 20 lb Purchase DC: 27 Restriction: Mil (+3) Accessories: Heads Up Display (HUD), Nanobeacon, 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, danger avoidance system, distortion field, integrated blackout goggles, wrist-comp tied to HUD and sensors, satellite datalink, GPS, military radio, audio/visual and sensor recorders, large capacity data storage. Has utility webbing for holding weapons and other equipment, stealth design. Notes: Batteries provide 14 hours of continuous use before needing recharging. Has 1 hour oxygen supply, provides +4 bonus to Fort saves against airborne toxins and radiation, +5 equipment bonus to Jump checks, which are not limited to user's height. Reduce range penalties for Spot, Search and Listen checks by half, motion sensor range is doubled to 200 ft. Grants +4 equipment bonus to Reflex saves and +2 to Tumble checks. Distortion fields provides 20% miss chance when activated, darkvision 120 ft. All data recorded by the sensors, radio, cameras are recorded up to 120 hours. Provides +4 bonus to Hide and Move Silently checks, reduces thermal signature to that of background temperatures, rendering nearly invisible to thermal sensors (suffer -5 penalty).
A.N.I.M.L. Rabbit Power ArmourThe rabbit is a fast scout micro-assisted power armour released by A.N.I.M.L. It is lightly armoured to keep weight down to allow for higher speeds and manoeuvrability, with enhanced sensors to gather intelligence. Unlik
Ok, so I was trolling around the D&D wiki and I found, a weapon from monster hunter one of my favorite games. So I rebuilt it tell me what you think.
Gunlance Exotic Two-Handed Melee Damage: 1d8 piercing Or slashing Critical: ×3 Range Increment:- Weight: 18 lbs Gp: 450
This is a reach weapon, and is a light lance for purposes of weapon focus and specialization feats.
Shelling: normally done on a successful melee attack as a free action (or as the rest of the attacks in a full attack action, ammo allowing ) a base gunlance has a revolver section that hold 4 shells ( reloading is a full round action) there are upgrades for gunlaces listed below. The damage and element is based on the shell.
Dragon's breath: This is an ace in the hole for a gunlancer, using dragons breath is a full round action and provokes an attack of opportunity. If hit the gunlancer must make a concentration check dc equal to the damage done, failing the concentration check does not use up your dragons breath it just means you fail to finish firing it. Inside the gunlance is a specially tuned dragonshard, this dragonshard is tuned to a particular element. After dragons breath is used the gunlance must cool for 1d4+1 rounds. The element of the dragonshard is chosen at creatation of the gunlance, the dragonshards can be changed out with a successful craft arms dc 20. The prices are below of alternate Dragon shards. Dragons breath is a 20ft cone reflex 15+ gunlancers Dex. For half. Attuned dragonshards Flame dragonshard: 80gp (4d6 fire) Icy dragonshard: 80gp ( 4d6 cold) Acidic dragonshard: 80gp (4d6 acid) Shocking dragonshard: 80gp (4d6 elec) Loud dragonshard: 80gp (4d6 sonic) Force dragonshard: 250gp (4d6 force) Light Dragonshard: 100gp (4d6 positive energy [ can't heal]) dark dragonshard: 100gp (4d6 negitive energy [can't be used to heal undead])
Advanced attuned dragonshard Burning dragonshard: 800gp (4d8 fire, burns for 1d6 for 1d4 rounds) Freezing dragonshard: 800gp (4d8 ice, slows enemy as spell for 1d4 rounds) Corrosive dragonshard: 800gp (4d8 acid, 1d8 acid damage for 1d4 rounds) Lightening dragonshard: 800gp (4d8 electric, paralyze for 1 round) Thundering dragonshard: 800gp (4d8 sonic, deafened) Force dragonshard: 800gp (4d8 force) Holy dragonshard: 1200gp (4d8 positive energy [can't be uses to heal] 2d6 nonlethal damage for 1d4 rounds) Unholy dragonshard: 1200gp (4d8 negative energy [can't be uses to heal undead] every time the target gets injured it deals an additional 3 damage for 1d4 rounds)
Low caliber shells (craft with alchemy dc 15) Fire shell: 5g each (1d10 fire) Ice shell: 5g each (1d10 ice) Acid shell: 5g each (1d10 acid) Electric shell: 5g each (1d10 elec) Sonic shell: 5g each (1d10 sonic) Slashing shell: 5g each (1d10 slashing) Ranged shell: 5g each (1d10 pierce, 15ft range Inc) Bludgeoning shell: 5g (1d10 bludgeoning) Light shell: 10g (1d10 positive energy [can't be uses to heal]) dark shell: 10g (1d10 negative energy [can't be used to heal undead])
High caliber shells (craft alchemy 20) Blazing shell: 10g each (2d6 fire) Frost shell: 10g each (2d6 ice) Corrosive shell: 10g each (2d6 acid) Shock shell: 10g each (2d6 electric) Thundering shell: 10g each (2d6 sonic) Shrapnel shell: 10g each (2d6 slash) Long range shell: 10g each (2d6 pierce, 30ft rang inc) Beanbag shell: 10g each (2d6 bludgeoning) Holy shell: 20g (2d6 positive energy [can't be uses to heal]) Unholy shell: 20g (2d6 negative energy [can't be used to heal undead])
Gunlance upgrades, adding an upgrade requires a craft armorcrafting dc 20 Sharp blade: increases the threat range by 1 (15g) 6 shot revolver cylinder: (20g) increases weight by 1 lb 8 shot revolver cylinder: (40g) increases weight by 2 lb
Ok, so I was trolling around the D&D wiki and I found, a weapon from monster hunter one of my favorite games. So I rebuilt it tell me what you think.GunlanceExotic Two-Handed MeleeDamage: 1d8 piercing Or slashingCritical: ×3Range Increment:-Weig
Is firing the gun part a ranged attack? or something that can be done in melee for some added damage? If it is ranged, what's the range increment? Should take a bit of a penalty to attack as well I think perhaps.
Is firing the gun part a ranged attack? or something that can be done in melee for some added damage? If it is ranged, what's the range increment? Should take a bit of a penalty to attack as well I think perhaps.
Only one type of shell is ranged and the increment is listed with the shell. Shelling or attacking with the base lance is an attack action, how if you make a successful melee attack you can make a shelling attack, as a standard or part of a gull attack action without rolling to hit, because the barrel is flush against the target. What kind of attack penalty and y?
Only one type of shell is ranged and the increment is listed with the shell. Shelling or attacking with the base lance is an attack action, how if you make a successful melee attack you can make a shelling attack, as a standard or part of a gull atta
Only one type of shell is ranged and the increment is listed with the shell. Shelling or attacking with the base lance is an attack action, how if you make a successful melee attack you can make a shelling attack, as a standard or part of a gull attack action without rolling to hit, because the barrel is flush against the target. What kind of attack penalty and y?
A penalty for ranged attacks as a lance isn't exactly well designed for aiming to shoot something that isn't impaled by it. So the ranged one should probably suffer a -1 or -2 to attack.
A penalty for ranged attacks as a lance isn't exactly well designed for aiming to shoot something that isn't impaled by it. So the ranged one should probably suffer a -1 or -2 to attack.
Here is the wiki link it has this and it explains a lil better from the games perspective, but I agree on taking a ranged penalty dispute some gunlancer being more made for it
monsterhunter.wikia.com/wiki/GunlanceHere is the wiki link it has this and it explains a lil better from the games perspective, but I agree on taking a ranged penalty dispute some gunlancer being more made for it
When the oil shortage crisis was really starting to sink in with people, some companies looked for alternate sources. Life Sciences in its infancy was one of those companies, and went for a more biological method of creating more oil. They genetically altered various forms of bacteria that would break down various bio matter and leave behind usable oil. They were successful about a decade before non petrol forms of energy were available enmass. This did not deter Life Sciences as they could sell the oil for other industries that still used oil, such as plastics. These bacteria, stored in a tank with a feed hopper, connected to a computer and processing machine, connected to another empty storage tank, by a series of tubes and cables, break down bio matter, such as waste, wood chips, other organic matter, live or dead plant matter, and through a process similar to fermenting, like yeast, turn it into oil.
Bio matter is fed into the hopper, which is eaten by the bacteria. Their excrement is fed through tubes through the computer and processing unit for filtration, and finally is deposited in the empty tank. The tanks are about 500 gallons each, with the bacteria tank holding about 30 pounds of the bacteria. The bacteria can convert 500 gallons worth of bio matter into about 495 gallons of oil in about twelve hours. The bacteria live for about a year, then need to be replaced. The computer and processing unit can be programmed to alter the bacteria to allow for different fuels and liquids to be processed to a point. It can create almost any petrol based fluid, from gasoline, diesel to aviation grade fuels and even fuel for flamethrowers. The unit takes up about the size of two 500 gallon tanks plus another square 20 feet for the computer and processing unit plus cabling and hoses. Unit plus 1 years worth of bacteria costs PDC 41. Refill of bacteria PDC 21. To alter the fluid produced requires a Computer Use DC 15 followed by a Knowledge: Earth and Life Sciences DC 21. The greater the complexity of the new fluid to be produced, increases the time to produce equal amounts as oil. For example, gasoline would take about 14 hours, while aviation fuel takes about 20 hours.
Other storage tanks, means to transport bio matter and the produced fuel are up to the user to provide at their expense.
Fuel Bacteria When the oil shortage crisis was really starting to sink in with people, some companies looked for alternate sources. Life Sciences in its infancy was one of those companies, and went for a more biological method of creating more oi
The Braja is a fast insertion, aerial transport designed to get a team of Special Forces troops in or out of a combat zone as quickly and stealthily as possible. The Braja is equipped with a variety of electronic countermeasures and painted with a sensor reflective coating to reduce its electronic profile. The primary advantage of a Braja is its side access doors and rappel harnesses, enabling a Special Forces team to deploy without the Braja ever landing. The Braja has two flight modes: fixed-wing and fl ex-wing. In fixed-wing mode the craft is very fast, with speeds akin to a jetfighter. In flex-wing mode the craft is much slower, but can hover in place or land on any fl at space at least the size of the Braja. Switching modes requires a full-round action, but can only be accomplished if the vehicle is moving no faster than 200 squares. The B7 Braja has a crew of 2 – a pilot and a gunner – and can carry up to 12 fully armed troops and their gear. It has a single crew hatch in the cockpit for use by crewmembers, a rear access ramp, and a side access door on either side of the fuselage. Each of the side doors is fitted with rappel harnesses for use by the passengers.
The B7 is 9 squares wide (including wings in fixed-wing mode; fuselage is 3 squares wide) and 12 squares long. It provides three-quarters cover to crew and passengers (one-quarter cover to passengers if the side doors are open). The B7 is painted with sensor absorbent materials, as described under stealth technology. It is armed with a twin thunder machine gun operated by the gunner.
B7 Braja (PL6) Crew: 2 Passengers: 12 Cargo: 2000 lb Init: --4/-3 Maneuver: -4/-2 Top Speed: 1600/250 (160/25) Defense: 6 Hardness: 5 Hit Points: 46 Size: Gargantuan Purchase DC: 50 Restriction: Mil (+3) Accessories: multiband military radio, sensor absorbent material, rappel harness, GPS, laser transceiver, radio transceiver, 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, twin thunder machinegun. Notes: The number before the slash is fixed wing, the number after is flex wing mode.
B7 BRAJA ASSAULT TRANSPORT (PL6)The Braja is a fast insertion, aerial transport designed to get a team of Special Forces troops in or out of a combat zone as quickly and stealthily as possible. The Braja is equipped with a variety of electronic count
LTB Light Recon Vehicle (An unarmed version with lowered suspension pictured)
As Less Than a Buck expands their catalog, they keep surprising people with their choices. Their second military vehicle is a slightly remodeled version of the Dodge concept vehicle the ZEO (Zero Emission Operation) car. Remodeled with a heavier suspension system, larger tires more commonly found on jeeps and light armour plating, but still using an electric engine, although using a more common design instead of the original design's. One of the unique features of the LTB version is on the driver side, running just inside of the headlight, is a modular weapons tray. A fully adjustable harness and power connectors and ammunition bay, a person can put in any infantry level weapon from a laser or plasma rifle to a twin thunder machinegun, with about 5 minutes of adjusting and connecting proper parts to the ammunition feeds and to the trigger. The weapon can be controlled by the driver or the front seat passenger. There is also a mount on the roof above the rear seats for another infantry weapon or even a small rocket or grenade launcher, similar to those mounted on the old Humvees. These mounts are actually designed so that they can be quickly released in the case of the vehicle being disabled, but the crew and passengers are ok.
LTB Recon Vehicle (PL6) Crew: 1 (two passengers could use either of the weapons if they are mounted) Passengers: 3 Cargo: 250 lbs Init: -1 Maneuver: +1 Top Speed: 140 (14) Defense: 8 Hardness: 8 Hit Points: 33 Size: Large Purchase DC: 30 (not counting weapons) Restriction: Res (+2) Accessories: Off-road suspension, fixed front weapon harness, roof pintle weapon mount, high powered multiband radio, electric engine with easy plug-in attachment, GPS Notes: Main weapon mount requires only 5 minutes of work with a Repair DC 10 to install the weapon, and two rounds to remove it. The roof mount weapon can be removed or attached as a full round action. Only suffers half penalties for rough terrain to Drive checks. Getting in and out of the rear seats takes a full round as the vehicle is a two door coupe design. Weapon harness and ammo bays will hold enough ammunition for 500 rounds of bullets or four power packs can be placed and wired up similar to the setup in the Jeb light tank. The roof mount can support 200 rounds unless one of the rear seats is devoted to ammunition in which case another 300 rounds in a belt can be used, or magazines. Battery is good for 8 hours of constant driving before needing to be recharged, which takes about 3 hours.
LTB Light Recon Vehicle (An unarmed version with lowered suspension pictured)As Less Than a Buck expands their catalog, they keep surprising people with their choices. Their second military vehicle is a slightly remodeled version of the Dodge concept
The Northrop ISP-1A, or Infantry Sensory Pack, is a backpack sensor unit with built in GMR unit for making jumps or for parachuting out of aircraft. Basically a GMR descent pack mated with a scaled down version of a mech's Class III sensor system, but also includes short range LADAR, mini RADAR, chemical vapour scanner, MAD (magnetic anomaly detector), EM, IR, thermal, motion detectors, and night vision up to 90 feet, parabolic microphone and seismic sensors by inserting a wired ground probe or attach a ground contact plate. The range of other sensors are up to half a mile. Also included is a basic EW suite, which is mostly a basic radio jammer with a 1 mile range. The power system provides enough power to keep the system running at full power for up to 5 days. It has a link up to any helmet with a HUD display, or comes with a visor with built in HUD. The ISP-1A can also be used to recharge power packs for weapons with a recharger port, but each recharge reduces the power available by 12 hours. The unit looks like a large backpack, with a high impact resistant plastic polymer case, two small deployable stub wings for the GMR unit, and two sensor units on 5 foot extendable booms, which allows the sensors to see around debris, obstacles or cover. An armoured cable connects the unit to the user's helmet or the visor if they lack a helmet. Also comes with a headjack adaptor to allow connection to those with cybernetic eyes or full conversion cyborgs to enhance their sensor capacity. The onboard computer can store up to 10 days worth of data. Provides darkvision 90 feet, blindsight 60 feet when motion detectors and other sensors are engaged, usually in complete darkness and vision obscuring clouds such as extremely thick smoke that also blocks thermal sensors. The seismic sensors provide tremor sense out to a range of 2000 feet, when the user isn't moving. Provides +1 bonus to Listen, Navigate, Search and Spot checks. When not moving, or moving at 10 feet or less, and using active sensors with a successful Computer Use check (DC 15), make scans as one would with a Class III mech sensor, also identify specific scents, and gain a +4 bonus to Listen, Search and Spot checks. Can be used exactly like a GMR descent pack, but with only half the bonuses to Jump and Tumble checks. The unit is about 60 lbs, has 15 hit points and 6 hardness. PDC: 31
Northrop ISP-1AThe Northrop ISP-1A, or Infantry Sensory Pack, is a backpack sensor unit with built in GMR unit for making jumps or for parachuting out of aircraft. Basically a GMR descent pack mated with a scaled down version of a mech's Class III se
The Northrop IBP-2C, or Infantry Battle Pack, is a backpack unit with built in GMR unit for making jumps or for parachuting out of aircraft, with two small weapon turrets built on top instead of the sensor booms. The unit looks like a large backpack, with a high impact resistant plastic polymer case, two small ball turrets mounted on top, which have full 360 degree horizontal and 160 degree vertical arcs. An armoured cable connects the unit to the user's helmet or the visor if they lack a helmet. Also comes with a headjack adaptor to allow connection to those with cybernetic eyes or full conversion cyborgs. The turrets contain light lasers, which operate on two modes, slaved or watchdog. In slave mode, the turrets follow the user's head and eye movements, and fire either by voice, or other firing stud. In watchdog mode, the user inputs any friendly user IFFs, and other identifying markers, and the system uses its own sensors, and those the user might have built into their armour, or cybernetic bodies, and will attack any unfriendly target within range. The system can also be used to intercept some weapons fire, such as grenades, rockets and missiles, although one should not depend on this method of defense only against such weapons. The system has enough power to keep it running for 4 days, as well as recharging the lasers the whole time. Can be used exactly like a GMR descent pack, but with only half the bonuses to Jump and Tumble checks. Has two light lasers, each dealing 2d4 fire damage, with a range increment of 40 feet, with 50 rounds each, semi and full automatic fire. They recharge at a rate of 1 round every 6 rounds of not firing. In slave mode, they can fire in tandem or linked, dealing a total of 3d4 points of damaged together. In watchdog mode, the system has a base attack bonus of +5, can fire anytime (considered attacks of opportunity, with 3 such attacks each round). The sensor provide the weapon with 60 foot darkvision, +6 bonus to Listen, Search and Spot checks, has motion sensors with 200 foot range, IR and Thermal sensors. The system will notify the user of potential hostiles within 100 feet, and will automatically attack hostiles within 50 feet. In intercept mode, the system makes an attack roll, which must equal or exceed the attacker's attack roll, then deal at least 3 points of damage to the target. The unit is about 54 lbs, has 15 hit points and hardness 6. PDC: 33
Northrop IBP-2CThe Northrop IBP-2C, or Infantry Battle Pack, is a backpack unit with built in GMR unit for making jumps or for parachuting out of aircraft, with two small weapon turrets built on top instead of the sensor booms. The unit looks like a
Less Than A Buck's third military vehicle is a medium tank that is a redesign of the old M4 Sherman tank of WWII fame. It shares many of the same systems as the Jeb to ease in logistics and costs, just on a larger scale. It features heavier armour and armament, but is slower than the smaller Jeb. Shermans are usually armed with an 80 mm cannon, larger than the original 76 mm, and equipped with an autoloader to aid in speeding up loading between shots. Otherwise the Sherman shares many similar armaments with the Jeb, coaxial .50 cal machinegun, light weapon mounted on the front hull in a ball turret, and can mount two box rocket launchers on the sides of the main turret. However the Sherman is a bit more modular in the main turret, allowing it to removed easier and replaced with different weapons, including the Jeb's laser cannon, or even some mech weapons, with a few modifications. The Sherman is either electrically powered, or uses the same flex-fuel system as the Jeb, but with a 25% increase in fuel capacity. The Sherman is 4 squares long, 3 squares wide, with a hatch above the driver and commander and one in the turret. Takes a full round to enter or exit through any of the hatches. Takes two rounds to get the tank moving from a cold start.
Sherman 2 Medium Tank (Early PL6 tread tank) Crew: 3 (Driver, gunner, commander) Passengers: None Cargo: 50 lbs inside (small locker for weapons and rations, survival gear), can tow up to 6 tonnes. Init: -2 Maneuver: -2 Top Speed: 50 (5) mph Defense: 9 Hardness: 13 Hit Points: 25 Size: Huge Purchase DC: 39 Restriction: Mil (+3)
Notes/Accessories: Can ford ditches 8 feet wide, radio, two headlights, 2 spotlight on a pivot mount that is manually or controlled from within, air filtration system (+4 bonus to crew against airborne toxins and poisons), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 2 survival kits with 1 three man tent. The Repair checks to fix or modify a Sherman 2 are reduced by 3, and PDC for replacement parts are reduced by 1. An electric powered Sherman will have its speed increased to 60 mph (6). The Sherman is armed with a 80 mm cannon, has a 30 rounds. Coaxially mounted to the 80 mm cannon is a .50 cal machinegun used for lighter targets. Mounted on the hull on a mini ball turret is a laser rifle. The laser rifle can be easily swapped out for other weapons that are available, such as light machinegun or similar weapon. Energy weapons have a battery that is basically 4 power packs linked together. Weapons that require physical ammunition, such as a 7.62mm machinegun will have enough room for 250 rounds. The hull mounted weapon is controlled by the commander or the driver. Box rocket launchers are mounted on the sides of the turret. These launchers can hold 8 rockets, usually armed with LAW rockets, or fragmentation rockets, controlled by gunner or commander. Usually holds 4 LAW (same as m72A3 LAW rocket launcher) and 4 fragmentation rockets (8d6 slashing to a 30 ft radius, Reflex save DC 18 for half).
Weapon
Damage
Critical
Damage
Type
Range
Increment
Rate of
Fire
Magazine
Size
Weight
Purchase
DC
Restriction
80 mm Cannon
8d12
20
Ballistic
200 ft
Single
30 box
-
-
-
-
Coaxial 50 cal Machinegun
2d12
20
Ballistic
100 ft
S, A
Linked (1000)
-
-
-
-
Hull-Mount Laser
Special
-
-
70 ft
S, A
200 (battery)
-
-
-
-
Box Rocket Launcher
varies
-
varies
150 ft
S
8 box
-
-
-
-
Alternate weapon loads for the main turret include the Jeb light laser cannon with a 50 round battery, but an electrically powered Sherman loses the ability to recharge the battery. A laser cannon can be mounted instead. 7d6, 20, fire, 175 feet, semi, 30 battery. The coaxial weapon or the hull weapon can be changed to a flamethrower with a 50 shot capacity, dealing 3d6 fire. The hull mounted version would have a 50 foot long cone, 25 feet wide, with a Reflex save DC 16 for half. The coaxial version would have a 10 foot wide, 100 foot long line of fire with a Reflex save DC 17 for half. A 30 mm coil gun can be installed instead, but only on a flex-fuel version, and can not travel more than 30 mph (3 squares) to charge the capacitor. 5d12, 19-20x2, ballistic, 300 feet, single, 60 box. Capacitor is only good for 20 shots before needing to recharge, takes 3 rounds to recharge 5 shots. PDC 25, PDC 11 for 10 rounds.
Options: *A pintle mounted infantry rifle can be mounted on the hatch and controlled by the gunner in the turret, but not remotely, only manually. It would have about 100 rounds of ammunition or two power packs available. PDC 5+ weapon installed. *Flamer Defense: This is an anti-infantry defense system, which installs four nozzles around the tank that spit out a fan of fire to keep shaped charge carrying troops away from the tank. When activated, as a swift action by any of the crew, a 15 foot thick circle of fire surrounds the tank, dealing 2d6 points of fire damage with a Reflex save DC 19 for half. The system has enough fuel for 15 bursts. PDC 20
LTB Sherman 2 Medium TankLess Than A Buck's third military vehicle is a medium tank that is a redesign of the old M4 Sherman tank of WWII fame. It shares many of the same systems as the Jeb to ease in logistics and costs, just on a larger scale. It f
I don't condone the use of drugs, but this is a game, so enjoy.
Drug
Type
Save DC
Initial Effect
Secondary Effect and Duration
Addiction
Overdose
Withdrawal
PDC
Rest
Craft DC
Time
Addle
Inhaled
15
+1 to Will saves
+2 to Will saves, 1 hour
15
4, DC 16
-1d3 Int
9
Ill (+4)
18
4 hr
Crimson
Injected
12
+1 to attack rolls
+2 attack rolls, 1 hour
19
3, DC 18
-1d2 Con
12
Mil (+3)
25
4 hr
Deadman
Injected
15
+5 HP
+10 HP, 4 hours
15
3, DC 18
-1 Con
12
Ill (+4)
24
7 hr
Nix
Inhaled
20
DR 2
DR 5, stacks with all others, 1 hour
20
3, DC 19
-3 permanent hit points
15
Mil (+3)
24
15 hr
Zippers
Ingested
18
+10 ft to speed
+20 ft to speed, 2 hours
18
3, DC 18
-1d4 Int
12
Ill (+4)
26
11 hr
Secondary effects only take affect if the person fails or voluntarily forgoes the save after the initial effects take place, and supersede the initial effects. Secondary effects also take place 1d4 rounds after the initial effect. Addiction column is the save needed to prevent becoming addicted to the drug. When a person is addicted they suffer withdrawal effects if they do not get at least one dose within a 24 hour period. Multiple doses only increases the duration by half. Overdose column is how many does a person can take within a 24 hour period before needing to make an Overdose check. This Fortitude check is made against the DC listed and is increased by 2 for every dose beyond the safe level taken each day. When a person fails the overdose check, they suffer the Withdrawal effects.
Addle: The street kid's drug of choice, Addle is cheap, easy to use, and its breather can be hidden in a pocket or belt pack easily. Each use makes a character bolder, more confident, and extremely sure of himself. This is how the user perceives the effect. Others see an Addle user as clumsy, indecisive, and difficult to understand- hence the name. The side effects are much more pronounced on Addle users who try to break their addiction or take too much at once.
Crimson: Called Crimson because of its side effect of opening all the capillaries in the human eye (causing it to turn completely red while the dose is in effect), this drug heightens aggression and improves the co-ordination of the user at a severe drain on this physical reserves. Overdoses and withdrawal can be fatal as the drug seeps into the tissues of the body and can erode it from the inside out if a slight dose is not maintained at all times. Crimson is very addictive, with most users becoming hooked after one dose.
Deadman: This drug gets its name from the numb sensation that overcomes its users, leading them to feel like they are the walking dead. Entire street gangs exist in some areas, hooked on Deadman and acting like zombies whenever they are riding their drug's intense high. People on Deadman usually have a hard time stringing together a coherent sentence, but their increased endurance and resiliency usually means they are not doing a lot of talking in the first place.
Nix: A deadly drug that makes Deadman feel like one's foot falling asleep, Nix causes the user to lose all connection to the sensations of his or her body. Once on Nix, a character can shrug off minor damage with no apparent effect because he literally cannot feel the blow. This is not the same of not getting injured, and a person on Nix and be operating apparently normally with large wounds on his body, but the drug pushes the user into acts of massive stamina for as long as it lasts. Medical attention is highly recommended after the dosage wears off.
Zippers: This drug is a running athlete's dream. It increases the speed at which a character can move by making it impossible for the user to feel fatigue in his lower extremities and enhancing his neural processing slightly. Zippers cannot increase the movement speed of a character with one or more cybernetic legs, as they depend on a musculature to be effective.
Drugs I don't condone the use of drugs, but this is a game, so enjoy. Drug Type Save DC Initial Effect Secondary Effect and Duration Addiction Overdose Withdrawal PDC Rest Craft DC Time Addle Inhaled 15 +1 to Will saves +2 to
Graviton Refractive Hull (PL 8) Starships with this modification have had the hulls of their vessels treated to emit a low powered graviton scattering field making it more difficult for starships with any type of tractor beam to lock on to them. Starships or star bases with this modification can make a Pilot check (DC 20) to avoid being effected by the tractor beam. If the roll fails, the starship or star base is affected as normal by the tractor beam. Purchase DC: 5 + one-eighth the base purchase DC of the starship Restriction: None
COMBAT WINGS (PL 6) These advanced wings are structurally reinforced, enabling each wing to carry one additional beam, projectile, or missile weapon over the starship’s standard limit (see the future SRD). The standard design for a starship includes only two wings, though some unusual configurations sport four wings. The exact cost – and number of extra weapons the ship can carry – of this special system depends entirely on the ship’s design. Maximum Ship Size: Gargantuan. Purchase DC: 10 + one-quarter the base purchase DC of the starship (two wing designs); 18 + one-quarter the base purchase DC of the starship (four wing designs). Restriction: Military (+3)
TWIN ENGINE SYSTEM (PL 6) During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology,designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship. A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate. This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design.If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide. Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft. Minimum Ship Size: Gargantuan. Tactical Speed Bonus: See text. Purchase DC: 15.
Few starship items..Defensive SystemGraviton Refractive Hull (PL 8)Starships with this modification have had the hulls of their vessels treated to emit a low powered graviton scattering field making it more difficult for starships with any type of tr
This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV systems suffer a –5 penalty. Purchase DC: 6 + one-half the base purchase DC of the starship. Restriction: Military (+3).
PROXIMITY SENSORS (PL 6)
This specialized sensor system monitors the space surrounding the starship and, if an object enters the immediate area, sets of an alarm that instantly notifies the pilot and crew of the potential hazard. A starship equipped with proximity sensors may withdraw or jump to cruising speed– if the pilot makes a successful Pilot check (DC 15 + the opposing pilot’s number of ranks in Pilot) – without provoking an attack of opportunity (see Provoking an Attack of Opportunity in the starship section of the future SRD). Other actions that may provoke an attack of opportunity are unaffected by proximity sensors. Purchase DC: 22 (Huge), 27 (Gargantuan), 32 (Colossal). Restriction: Restricted (+2).
MAGRAM (PL 7)
This Gravity Age weapon is an electromagnetic beam projector that is used during starship ram actions (see Move Actions in the starship section of the future SRD). Triggered the instant the weapon impacts with another item (MagRams are mounted in the forward section of a starship), the MagRam increases the die multiplier of the damage caused to the opposing starship to x12 while reducing the die multiplier of the damage caused to the MagRam-equipped starship to x6. Example: A gargantuan starship equipped with a MagRam rams a colossal starship. The rammed starship suffers 6d6x12 damage while the MagRam equipped starship suffers 6d6x6 damage.
If two MagRams are involved in the same collision they cancel each other out and the starships suffer standard damage from the collision (as detailed under Move Actions in the starship section of the future SRD). Damage: Special, see text. Critical: –. Damage Type: Special, see text. Range Increment: –. Rate of Fire: See text Minimum Ship Size: Gargantuan. Purchase DC: 30. Restriction: Military (+3).
IMPROVED MANEUVERING FOILS (PL 6)
These computer-assisted wings, each equipped with a small thruster that ties into the ship’s engines, provide the starship with a greater degree of maneuverability. This device grants the pilot a +4 equipment bonus on all Pilot checks. Minimum Ship Size: Huge. Purchase DC: 15 + one-quarter the base purchase DC of the starship. Restriction: Licensed (+1).
Auxiliary Engine
The engine features secondary, backup components that effectively make it its own backup drive system. In any instance that the engine is disabled it automatically comes back online, as a free action, in 1d4-1 rounds (minimum of 1). A starship may be equipped with this gadget multiple times, each time increasing the total number of times that the engine can be reactivated after it would normally be damaged or destroyed by 1. For each auxiliary engine gadget a starship engine is equipped with the DC to repairs is increased by +2. Restrictions: Starship engines only. Purchase DC: +2.
Improved Thrust
Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed. NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.) Restrictions: Starship engines only. Purchase DC: +2.
Accuracy Enhancement A combination of calibrated mechanical systems, advanced targeting software, and overall superior engineering combine to increase the weapon’s accuracy. This gadget grants the modified weapon a +2 equipment bonus to attack rolls. Restrictions: Starship non-missile weapons only. Purchase DC: +3.
HEAVY-LOAD BODY (PL 6)
Not so much a “system” as a basic body configuration option, the heavy-load body must be selected when a starship is first created. The heavy-load body actually comes in two versions, a cargo option or a combat option, that must be selected during starship creation. A starship may not use this “device” twice. Cargo Option: Increase the starship’s cargo load by 50%.The starship is otherwise unaffected. Combat Option: Increase the total number of allowed defense systems by one and the total number of allowed weapons by two. The starship is otherwise unaffected. Purchase DC: Increase the starship’s base purchase DC by 10 (this is done before any other systems are installed; this change affects the cost of any other systems that are based on the ship’s base purchase DC). Restriction: Cargo – Licensed (+1), Combat – Military (+3).
This military-constructed armor blends neutronite and cerametal into overlapping sheets. The two materials are bonded together at the molecular level and reinforced with vanadium struts that are run crosswise through the individual armor plates. Hardness: 50 Tactical Speed Penalty: -500 ft. (-1 sq.) Weight: One-quarter the weight of the starship (rounded down). Purchase DC: 20 + one-half the base purchase DC of the starship. Restriction: Military (+3)
Starship equipmentADVANCED SENSOR JAMMER (PL 7)This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship
The High Speed Ship-to-Ship Missile is the culmination of years of research. The missile casing is hardened and due to its higher velocity can penetrate a ship’s plating partially prior to detonating its warhead, thus causing greater damage than a conventional missile that detonates on the exterior of a ship’s hull. The missile itself is rather small having been developed with the intent of being delivered by a single man fighter.
Damage: 8d12, Critical: (19-20) Damage Type: Ballistic Range Increment: - Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 27 Restriction: Mil (+3)
Class IIISR Sensor (PL 6)
As per the Class III sensor array, but can see through a decoy drone’s false electromagnetic (but not thermal) signature. This sensor package is highly classified and thus is restricted to military purchases. The system itself is removed from the fighter after each mission and kept under tight security. Purchase DC: 35 Restriction: (Mil +3)
Mantis Strike Particle Beam (PL 7)
The Mantis strike particle beam is experimental particle beam weapons that were taken from a top secret civilian research station first installed on the test ship Black Mantis. Christened the “Mantis Strike” by the Black Mantis’ crew, these beams feature an advanced charging system that allows the beams to be recharged more quickly and thus to be fired in semiautomatic mode, a fact taken full advantage of by the Black Mantis’ crew.
Name: Mantis Strike (experimental particle beam) Weapon Damage: 12d8 (54) Critical: 20 Damage Type: Energy Range Increment: 4,000 ft. Rate of Fire: Semi-Automatic Minimum Ship Size: Gargantuan Purchase DC: 41 Restriction: Illegal (+4)
Cobra Air-to-Air Missile (PL 5)
A light air-to-air missile similar to sidewinders and ARAAMs produced in late PL5. Name: Cobra (air-to-air missile) Weapon Damage: 4d12 (26) Critical: 19-20 Damage Type: Ballistic Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 21 Restriction: Mil (+3)
HSSSM-12 (PL 6)The High Speed Ship-to-Ship Missile is the culmination of years of research. The missile casing is hardened and due to its higher velocity can penetrate a ship’s plating partially prior to detonating its warhead, thus causing gre
Since there hasn't been much water based stuff, here's something.
Guppy The guppy is the next generation of deep sea exploration and salvage suit, or atmospheric diving suit. Although still fairly bulky, it is less so than previous versions and can tolerate similar or better depths. Because the suit maintains the pressure of one atmosphere, preventing the need for decompression and eliminating decompression sickness and nitrogen narcosis. The suit can tolerate depths of up to 4000 feet and has an onboard air supply of 50 hours. The suit also has built with a primitive version of later cybernetic gills, which can allow the user to extend the air supply by 10 more hours, however many users complain of the slight charcoal taste of the air when the gills are in use. Also installed is a mini sonar system to help warn against potential predators and aids in looking for deep sea wreckage. A magnetic anomaly detector is also installed, as are two head mounted and one arm mounted lights. Also mounted is a propulsion unit which aids in the user's movement and for ascending and descending. It has mountings and hook ups to its HUD for additional sensors and equipment. Each arm also has mounts for tools such as large clamps for grabbing large debris. Comes standard with retractable metal saw, cutters, an underwater torch for welding and cutting. Standard HUD is suit status displaying integrity, power supply, air supply, compass, communications, MAD and sonar readings, depth, time and also includes a voice recorder for recording notes. It also includes a blackbox in the event of an accident. The suit also includes a self sealing mechanism similar to fuel tanks on aircraft in the event of shark attack. If the suit suffers significant damage to seriously compromise its integrity and the user's health, an emergency floatation system engages as well as the propulsion system and the computer takes over and forces the suit to ascend as quickly as possible, using the sonar and MAD to avoid things like rock outcroppings and other large hazards in the way to the surface. The suit will also increase the internal pressure to help keep water from rushing in and drowning the user.
Guppy (PL6) Type: ADS (Technically heavy but can be used with minimal training through diving courses) Hit Points: 20 Hardness: 3 Equipment Bonus: +2 Nonprof. Bonus: +1 Str Bonus: Fixed 18 Nonprof Str Bonus: Fixed 18 Max Dex: 0 Armour Penalty: -3 Speed (30 ft): 20 ft, swim 40 with propulsion unit Weight: 615 lb Purchase DC: 32 Restriction: None Notes: MAD and sonar provide a +2 bonus to Spot and Search checks for metal objects, has Piercing resistance 10 (meant to aid against bite attacks from sharks and other sea predators. This is in addition to the 3 points of hardness), 50 hour air supply plus 10 hours using gills for a total of 60 hours, swim speed 40 ft, back and arm mountings for tools and sensors. Metal saw, cutters, tether cutter, underwater torch/welder, and fixed powered Strength 18. Survives depths of up to 4000 feet, emergency computer override programmed to ascend to the surface if the user/suit suffers more than 10 points of damage.
Since there hasn't been much water based stuff, here's something.Guppy The guppy is the next generation of deep sea exploration and salvage suit, or atmospheric diving suit. Although still fairly bulky, it is less so than previous versions and can to
Sea Dog The Sea Dog is an amphibious armour meant for special forces and other forces that specialize in amphibious combat, or perform water landings regularly. This armour is fully sealed and as streamlined as possible while still offering excellent protection. It features retractable flippers and fins on the legs and arms to aid in swimming, plus a light propulsion unit is mounted on the back along with the 5 hour air supply. The armour has neutral buoyancy, so if a person stops swimming, they'll float where they are, without ascending or descending. Has emergency floatation device installed as well, which automatically engages if the user is unconscious while in the water. Usually comes in dark colours and blues to aid in blending in with the water.
Sea Dog (PL6) Type: Tactical, Amphibious Equipment Bonus: +5 Nonprof. Bonus: +2 Max Dex: +3 Armour Penalty: -4 Speed (30 ft): 30 ft, swim 30 ft Weight: 40 lbs Purchase DC: 27 Restriction: Res (+2) Notes: Propulsion unit provides swim speed of 30 feet, retractable flippers and fins grant +4 equipment bonus to Swim checks, 5 hour life support, two head mounted lights, HUD and weapons link, military radio, nanobeacon.
Military water equipment...Sea Dog The Sea Dog is an amphibious armour meant for special forces and other forces that specialize in amphibious combat, or perform water landings regularly. This armour is fully sealed and as streamlined as possible whi
The induction transformer, or “leech”, appears to be a small electronic device, no larger than a cigarette pack, with a small digital readout, numerous buttons, and ports for numerous kinds of plugs of all types. An attached cord of durable rubber, with a jack on one end, can be uncoiled from a slender compartment on one side. The induction transformer, when jacked into any form of generator or industrial-sized storage capacitor that will permit it, draws off some of the machine’s power to re-charge a smaller, depleted power battery also hooked to it. Assuming the source-generator is currently in operation (or, in the case of a power storage unit, charges are still left in it), the transformer will recharge any power cell, pack, clip, beltpack, or backpack at a rate of one charge per 30 minutes. If the transformer’s hook-ups are detached at any time, the charge is lost from both source and destination. A transformer itself requires no power. Size: Tiny Weight: 0.5 lb PDC: 9
Cybertool (PL6/7)
This is a type of device used by professional and hobbyist craftsmen and mechanics who aren’t too proud to employ not only the best tools, but also a little AI support in using them.
The cybertool is a pod-like device, worn on the forearm. It can extend a pair of multi-jointed hands that can work on anything in the vicinity of the wearer’s own hand. Along with built-in cutting blades, a miniature “penlight,” and the ability to act as a power drill/screwdriver with a variety of heads, cybertools have micromanipulation capability and carry miniature cameras so that the controlling AI can see what they’re doing. Images are frequently passed on to display glasses, or uplink to cybernetic HUD uplinks, so that the wearer can monitor operations. Normally, the wearer tells the AI what to do verbally, but someone with a cyberjack, or a wearable interface and VR gloves or suit, can receive tactile feedback and learn to operate the micromanipulators directly, in effect acquiring miniature hands. Alternatively, a skilled wearer and a well-trained AI can become a very effective team, each performing part of a task in close coordination with minimal verbal interplay. Functions as a both a electrical and mechanical tool kits, granting a +1 bonus to Repair checks. Can also be used in disabling devices and mechanical and electronic locks negating penalties for not having proper tools but not granting any bonuses in Disable Device checks. Size: Tiny Weight: 1.5 lbs. PDC: 17
Universal Induction Transformer (PL5)The induction transformer, or “leech”, appears to be a small electronic device, no larger than a cigarette pack, with a small digital readout, numerous buttons, and ports for numerous kinds of plugs of
DiveTorp This device looks like a short old style torpedo with handle bars. It contains a hydrojet and allows the user to move about faster than if he was swimming. Fairly simple and robust devices, a couple of hours of training is all one needs to use one. Military models are available, which usually are slightly faster or maneuverable and some are even armed.
Name
Crew
Passengers
Cargo
Init
Man.
Top Speed
Defense
Hardness
Hit Points
Size
PDC
Res
Civilian DiveTorp
1
2
500 lb
-2
+0
15 (1)
10
2
10
Med
20
Lic (+1)
Military Divetorp
1
2
300 lb
-2
+1
20 (2)
10
5
12
Med
22
Mil (+3)
Armed Divetorp
1
0
200 lb
-2
+1
20 (2)
10
5
12
Med
23
Mil (+3)
Civilian Divetorps have retractable handles to allow a person to hold onto on each side and ride beside the user, or a cargo pallet can be attached to the bottom that can hold up to 500 lbs. This cargo pallet can also be turned into a type of stretcher to carry an unconscious or wounded person or two. However carrying additional people or cargo imposes a -2 penalty to maneuverability.
Military Divetorps are upgraded versions of the civilian ones, made of tougher materials and slightly faster engines. Also when moving at half top speed, they run much quieter than civilian models, reducing penalties by half for Moving Silently when moving at half speed. Also their design increases checks made to detect them by sonar by +1 DC. Carrying cargo or passengers impose a -2 penalty to maneuverability.
Armed military divetorps lack the additional handles of other divetorps, and carry less cargo, but are usually armed. Weapons depends on what PL they are created in. PL5 models usually are armed with a harpoon gun carrying 10 harpoons. More advanced models (late PL5/early PL6) might be armed with a machinegun type weapon that is designed for underwater use that uses supercavitating bullets, usually has a payload of about 50 to 100 rounds depending on caliber size. PL6 models might be armed with an underwater modified laser (usually blue-green frequency laser) and/or mini torpedoes with a payload of 10 mini torpedoes. Higher PLs might have different weapons. Armed military divetorps also have the same bonuses and penalties for Move Silently checks and DC increase against sonars. They also suffer a -2 penalty to maneuver when carrying cargo.
DiveTorp This device looks like a short old style torpedo with handle bars. It contains a hydrojet and allows the user to move about faster than if he was swimming. Fairly simple and robust devices, a couple of hours of training is all one needs to u
The synthhare is a symbiotic creature created by Life Sciences. It resembles a mass of hair-like fibers and thicker tendrils that attach to the back of the head, neck and upper spine using hundreds of little tendrils that dig into the skin and attach to the user's nervous system. The symbiote has a latent camouflage ability, much like a chameleon, changing its colour to that of the host's natural hair colour. Synthhare feeds off small amount of blood from its host, but also occasionally catches small flying insects that fly nearby within reach of its tendrils. It makes a very effective insect repellent, or protection rather, as it will catch and eat such pests. The thick mass of symbiote tissue is drapped down the host's back providing some padding and protection to the host. The tendrils also serve as a form of motion detection, and can extend to deliver an attack in melee attack, aiding in protecting the host, especially from attackers coming in from behind or sides. The synthhare also provides some mental reinforcement to its host, with some of its tendrils connected to the host's nervous system, partially shielding the host from malign mental presences or other effects that attack the mind. some of the downsides of the synthhare symbiote is the necessity of the host to cultivate the appearance of having very long hair, can not cut or trim it for disguise purposes. Also makes fitting helmets can be a problem, and the tendency of the tendrils to sometimes emerge and move on their own, giving the impression of the host's big hairdo writhering and wriggling on its own. Although with some force of will, can keep the symbiote still when necessary.
Host Type: Humanoids, monstrous humanoids. Location: Back of the head, neck and upper spine. Size: Small Weight: 5 lbs Hit Points: An unattached synthhare has 6 hit points. Average Life Span: 50 years Attaching: The synthhare is simple to attach, placing it against the back of the head and neck. It takes about 5 minutes for it to dig its tendrils into the host. During this time the host is considered immobile and will be fatigued for 1d4 hours afterwards as their body adjusts to the symbiote and the new sensory input from it. Benefits: Host gains the benefit of a motion detector. Able to detect movement up to 50 feet away, even through walls. The synthhare also makes it so the host can no longer be flanked or surprised, so retains Dex modifier to Defense and isn't considered flatfooted as long as awake. Also while asleep, the synthhare allows the host to make 'Spot' checks due to the motion detection ability to anyone trying to sneak up on the host. Tendrils: The synthhare has 8 tendrils that can extend up to 12 feet, dealing 1d4 points of bludgeoning damage. It usually only makes 4 attacks at +2 melee. The other 4 tendrils are usually used in defense, granting a +2 Deflection bonus to Defense. The synthhare grants the host a +2 bonus to Will saves against any mental effect, including fear, intimidation, hypnosis and illusions. PDC: 31
Synthhare The synthhare is a symbiotic creature created by Life Sciences. It resembles a mass of hair-like fibers and thicker tendrils that attach to the back of the head, neck and upper spine using hundreds of little tendrils that dig into the skin
This helmet was designed for use in Spec and Black Ops or for those who regularly do scouting and recon type work. The helmet is a sophisticated piece of equipment, with many built in features. The full face helmet comes with an air filter, a 10 minute supply of air in a small tank, about the size of a battery, on the back of the neck. The eye pieces are polarized against bright lights and flares, telescopic and macro lenses as well as night vision capable. A HUD is also included to allow for wireless connection to any smart weapons or armour with data links. A built in radio allows communication with encryption protocols for military forces. The helmet is well insulated against loud sounds, and also the user can speak in a whisper and it wouldn't be heard by anyone, even if they were standing right beside the user. When the user speaks at a normal level, the speaker will engage, and can even act as a megaphone. Also included is a voice distorter, altering the user's voice so that others cannot recognize the voice, while still being quite understandable. A built in translator can store up to 10 languages and automatically engages when one of the 10 are heard. The user can turn the autospeak feature off so that when they speak, it isn't translated through the speaker.
Benefits: Grants a +1 bonus to Fort saves against airborne toxins, poisons and diseases, 10 minute air supply, sealing completely. Can be connected to an external air supply. User is immune to effects that would blind the user, such as from a flash bang or other bright lights. Has built in binoculars, night vision goggles with 60 foot darkvision, macro lens for viewing fine details. +2 bonus against loud sounds that would deafen the user. HUD for communications and links to weapons and armour, military radio, megaphone and a 10 language programmable translator, as well as a voice distorter that grants a +2 equipment bonus to Bluff checks when speaking. PDC: 19 Res (+2)
Recon Helmet (PL5/6) This helmet was designed for use in Spec and Black Ops or for those who regularly do scouting and recon type work. The helmet is a sophisticated piece of equipment, with many built in features. The full face helmet comes with a
Crystal Works Crystal Works is an old company, specializing in optics, lenses and of course crystals, producing some of the best equipment available. Crystal works started by growing crystals in orbital facilities for use in lenses and research in crystalline computer memory systems. With years of success and expanding into other fields, they eventually started mining crystals found on other planets or asteroids. With the discovery of one particular system, which had crystals of various types and sizes. One of the major discoveries from this system, besides the unusual amount of crystals, was the fact that many of the crystals had an extremely high piezoelectric properties. This allowed Crystal Works to create even more devices including power generators that were far cheaper and cleaner than conventional ones. Crystal Works has taken advantage of these high piezoelectric crystals, and created new ones of their own design, to expand into power generation and energy weapons. Their other products are still top of the line and highly sought after, even with their higher price tags. Although they do produce some fairly cheap, but well made energy weapons.
Crystal Works Scopes
CS1 The CS1 is Crystal Works standard scope, which is comparable to some of the top of the line military scopes. Boasting superior range and clarity over others. It is an electro-optical crystalline lens scope, increasing the range increment for a weapon by double (multiply by 2). Grants darkvision while looking through the scope, plus also includes a range finder, digital compass and wind direction and speed indicators. Weight: 3.4 lb PDC: 20 (Mil +3)
CS2 aka Super Scope The CS2, or super scope is every marksman's dream scope. With superior range and magnifying capability, a sniper can make out the individual freckles on a child to a range of 5 miles, although the darkvision capability only has a range of about 3 miles. Range increments are increased by two-and a half times (multiply by 2.5), includes range finder, compass, wind direction and speed indicator. Also included is a gyro stabilizer, built in computer to aid in wind compensation, gravity, and recoil, if mated to a projectile weapon. A master work scope, granting a +1 bonus to attacks. The compensators reduce any penalties from environmental factors, such as heavy gravity planets, incredibly strong winds, and mild earthquakes up to 2.3 rating. Weight 5 lb PDC: 24 (Mil +3)
Crystal Works Crystal Works is an old company, specializing in optics, lenses and of course crystals, producing some of the best equipment available. Crystal works started by growing crystals in orbital facilities for use in lenses and research in cr
CAS1 The CAS1, or Crystal Augment Suit is a set of armour which is designed to protect, and also augment the user's abilities. The suit is a set of full body armour including a helmet, designed in a sleek manner with no sharp edges, and a slight glossy finish to the plastic like surface. Along the outside of the arms and legs, and a bar over each shoulder is a panel which lights up when certain features are activated. What makes the suit so revolutionary, and expensive, is the crystals that are embedded in the entire suit, as well as the crystalline battery. Using the piezoelectric properties, as well as energy storage, refraction and distribution of energy of various types of crystals, the CAS1 is able to use various types of energy, kinetic and from weapons' blasts, to power its features. The crystal battery is used to store energy, which is created when the user moves, as the embedded crystals flex and create an electrical charge. This energy is used to power the sensors, as well as the two built in ranged weapons, a laser and an electric blaster which also has a stun setting, the electric discharge for melee strikes as well as a defensive field. When the suit is struck by an energy attack, such as a laser, or plasma blast, that energy is converted into kinetic energy, which is shunted to the suit's servos, giving the user added strength and burst in speed for a short time. The CAS1 has basic sensors, light amplification, night vision, HUD, military radio with programmable encryption protocols, and programmable IFF system, and simple targeting system. Also built into the helmet is an air filter and an attachment for an external air supply. Mounted on the right arm is a laser, and the left mounts the electric blaster. Both hands are reinforced and include electric nodes which discharge on impact. The defensive field, when activated, is only noticeable by a slight electric hum and the light panels softly glow a light blue. When a projectile or energy blast would strike the user, a bolt of electricity strikes it in an attempt to deflect, dissipate, or destroy it. The field also aids in dissipating area effect attacks, such as grenades. Creatures that come within melee range while the field is active will also be struck by bolts of electricity, as long as the field is activated. Unfortunately the field uses up a fair bit of power, and the light panels briefly flash a brighter blue when the field discharges. When the suit is struck by an energy blast, the panels briefly flash red, as the energy is absorbed and shunted to the servos. Due to the nature of the crystals embedded in the skin of the armour, it is immune to lasers of any kind, and offers some additional protection against other energy types. Although the suit will absorb the energy of an attack, and protect the user against some of the damage, it won't save them from the full force of weapons like plasma rifles or particle beam weapons, only lessen them. While the defense field is activated, the suit's ability to absorb energy is negated as the electrical discharge prevents the suit from absorbing the energy. These suits were not built for stealth, as the light panels and when the defensive field is activated make for a rather flashy spectacle on the battle field.
CAS1 (PL6 Medium Armour Proficiency) Type: Medium Tactical Equipment Bonus: +4 Nonprof. Bonus: +2 Str Bonus: see note Nonprof Str Bonus: see note Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft also see note Weight: 22 lb Purchase DC: 35 Restriction: Mil and rare (+4) Notes: Battery has 60 charges. When the user moves 10 feet, 1 charge is recharged. Each discharge of the weapons, either the laser, electric blaster or the melee discharge uses one charge. Defensive Field: The defensive field uses 3 charges per round of activation. The user can use any of the weapons built into the suit while it is activated, and can recharge the battery by moving. The field provides a +4 Deflection bonus to Defense and a +3 bonus to Reflex saves against energy area attacks. The field also provides a DR3 to attacks that still strike the user as the electrical bolts have dissipated or somewhat deflected or burned away part of the projectile or energy blast. The bolts will ignore lasers and electrical attacks as the user is immune to them. Laser Immunity: The suit is immune to laser weapons of any type, from standard to UV, blue-green frequency, x-ray and HI lasers. The energy absorbing ability still works against lasers, the user takes no damage. Electricity Immunity: The suit is immune to electrical based attacks. The energy absorbing ability works with electricity, the user takes no damage. Energy Resistence: The suit has a blanket energy resistance 5 which works for fire, unspecific energy and weapons like plasma, ion, particle beam weapons, etc. Energy Absorbing: The suit provides +2 Strength and +10 feet to speed when the suit absorbs 10 points of damage for 1 round. So if the user would suffer 20 points of damage (damage rolled, energy resistance and immunity isn't taken into account for this), the user would get +2 Strength and +10 feet to speed for 2 rounds. Built in Weapon: Laser Rifle: standard laser rifle built into the right arm, 3d8 fire, 20, 60 ft range incr, S/A, uses 1 charge per shot. Electric blaster: 4d4 electricitity, 20, 60 ft range incr, S/A, 1 charge per shot, stun setting Fort Save 14, stunned for 1d4+1 rounds. Melee Discharge: Reinforced gloves act as set of brass knuckles that deal lethal damage on unarmed strike, also add +2d4 electrical damage to melee strike, uses 1 charge. Integrated equipment: Air filter (+4 Fort save), helmet mounted light, military radio, HUD, hook up for external air supply, IFF system (outlines friendly targets with broadcasting IFFs in a blue outline, broadcasting enemies in red), darkvision 90 feet, low-light vision, suit diagnostic system (notifies when airborne toxins detected, and if filter is insufficient, external air supply level if attached, battery level, notifies when energy absorbing system is powered and for how long).
CAS1 The CAS1, or Crystal Augment Suit is a set of armour which is designed to protect, and also augment the user's abilities. The suit is a set of full body armour including a helmet, designed in a sleek manner with no sharp edges, and a slight glos
On a shelf you notice what looks like an old fashioned doorknob floating in a display case. "Maybe ye need a quiet way in a place, eh? Tis 'ere beaut will get ye in." Chuck says with a wink.
Doorknob This item looks like an old fashioned doorknob, although a bit heavier than it should be. When placed against a wall, a door is created that can be opened upon turning the knob. Although not a fast process, it is quiet, allowing for a stealthy entry into an area without resulting to using explosives to blowing a hole in the wall. The door looks like exactly like the wall it is placed against, except for a noticeable thin black line showing its outline plus the knob sticking out of the wall. The door is created by a set of nanites that are released when the end of the doorknob is placed against a wall. It takes about 1d6+1 rounds for the nanites to do their work and create a door about 6 feet tall and 3 and a half feet wide in any material up to 2 inches thick. Thicker walls require 1 extra round per inch of thickness beyond 2 inches. Once the door is formed, a green light flashes on the knob, which can then be turned to open the door. If the knob is left on the newly created door, the door will stay for up to 4 hours, with a small pull tab on the other side where the knob is, even if the door is closed. Once the door is open, the knob can be removed and left open for up to 4 rounds before it automatically closes and the nanites repair the outline of the door back into the wall, sealing it again. The doorknob can be used only 4 times a day before needing to be recharged, which replenishes its nanite supply, which get used up each time its used. Recharging takes 6 hours. Doorknobs are extremely rare items as virtually all governments ban them, as any one with one can easily steal almost anything that can fit through a door. Weight: 2 lbs. PDC: 39 Restriction: Illegal (+5)
On a shelf you notice what looks like an old fashioned doorknob floating in a display case. "Maybe ye need a quiet way in a place, eh? Tis 'ere beaut will get ye in." Chuck says with a wink.Doorknob This item looks like an old fashioned doorknob, alt
CWPG1 With Crystal Works' advanced uses of piezoelectric systems, it was no wonder they created a small, easy to transport power generator. The whole system is only about the size of a duffle in a well insulated and tough plastic casing. A hand crank is on one side with a universal power connection on the opposite. When the hand crank is turned, it strikes against a crystal inside the casing which creates electrical power which is transferred into a battery. Power can then be drawn from the battery to power anything up to about an average size house for about 6 hours with 5 minutes of cranking. A warning buzzer and light starts when the battery gets down to 10 minutes of power. It provides about the same amount of power as PL5 gas powered generator of about 3 times its size. Game Notes: Easily powers a 3 bedroom home for about 6 hours, or can be used to charge several power packs or even an electric vehicle. For weapons that require a stationary power source, it can provide a constant flow of power of one shot per round at best, or use GM discretion. Weight: 10 lbs. PDC: 12
CWPG1 With Crystal Works' advanced uses of piezoelectric systems, it was no wonder they created a small, easy to transport power generator. The whole system is only about the size of a duffle in a well insulated and tough plastic casing. A hand crank
Climbsuit The climbsuit is a special form of armour that assists the wearer in climbing, especially when traveling along smooth modern materials. The suit consists of knee and elbow pads plus gloves covered in SureGrip, a substance designed to stick to smooth surfaces. It also includes a high-impact helmet and kevlar plates and equipment harness. A character wearing a climbsuit gains a +3 equipment bonus to all Climb checks. It is also possible to climb a perfectly smooth, flat surface with a Climb check (DC 30). The suit makes falling much less likely-a character has to fail a Climb check by 10, rather than 5, to fall. The features of a climbsuit (the pieces covered in SureGrip) can be added to a set of nonpowered armour. Armour modified in this way provides only a +2 equipment bonus to Climb checks (instead of the normal +3), but otherwise functions as a normal climbsuit. Other functions of the modified armour remain unchanged. To make this modification, add the price of a climbsuit to all other costs involved in the modifications.
Climbsuit (Late PL5/Early PL6 Light Armour Proficiency) Type: Light Equipment Bonus: +1 Nonprof. Bonus: +1 Max Dex: +5 Armour Penalty: 0 Speed (30 ft): 30 ft Weight: 5.5 lbs Purchase DC: 19 Restriction: Notes: Provides +3 equipment bonus to Climb checks, which also require a failure by 10 to fall rather than 5.
Climbsuit The climbsuit is a special form of armour that assists the wearer in climbing, especially when traveling along smooth modern materials. The suit consists of knee and elbow pads plus gloves covered in SureGrip, a substance designed to stick
New LTB Sherman 2 Options To make the Sherman even more attractive to prospective buyers, LTB has released several turret or variant models of the Sherman.
Shredder Turret The shredder turret does away with the box rocket launchers and heavy weapon and mounts two 20 mm rapid fire cannons and two .50 cal machineguns underneath. The turret is longer and thicker than the original to accommodate the large ammo capacity. Shredders are used against large groups of infantry and lightly armoured vehicles such as APCs. 2 x 20mm cannons fire-linked 6d10, 19-20x2, ballistic, 150 ft, S/A, 100 rds ea, autofire DC 17 2 fire-linked .50 cal machineguns 3d10, 20x2, ballistic, 100 ft, s/a, 300 rds ea, autofire DC 17 Decrease speed by 5 mph due to extra weight PDC 24
Inferno The inferno variant Sherman is an electric only version, keeps the laser in the hull turret, replaces the main turret with a larger armoured one that contains the .50 cal machinegun but also a heavy flamethrower and fuel tank. The hull also contains a secondary fuel tank for the flamethrower. The inferno also carries the flamer defense option. Heavy Flamethrower 5d6 fire, 10 ft wide 75 long line, 20 bursts from turret tank, 15 from hull tank. Reduce speed by 10 mph PDC 22
Whirlwind The Whirlwind variant does away with a cannon and instead mounts a box style turret that contains four box rocket launchers on top that are able to tilt completely back to lay flush with the top of the turret. This allows the gunner to reload the launchers, allowing for several firings before it runs out of ammunition, depending on the types of rockets or missiles used. The standard whirlwind uses the same box launchers that are used on the sides of the Jeb and Sherman. The whirlwind could also instead mount four racks of MILAN or Javelin missiles in sets of 2. Using the standard box launchers the Whirlwind can carry 3 reloads for all four launchers. For the Javelin or MILAN missiles it can carry two reloads. Other types of missiles can be used, such as those mounted on mechs. For example the M-53 Firestar system can be mounted in a set of three with one reload available. Reduce speed by 15 mph PDC 26
Scout Variant The scout variant of the Sherman has the armour lightened to improve speed, the turret is replaced with a more streamlined version and mounts only a 20mm cannon, although it keeps the hull mounted laser turret. The turret also mounts a periscope that can rise up to 15 feet, several optic systems and communication antennas. The Scout variant is equipped with a long ranged communications, passive night vision and infrared cameras and enough computer storage to record all data recorded by the cameras and communications systems for up to 16 hours. The periscope contains all the same optic systems as the rest of the optics that dot the hull and turret. There is an extra space for communications recording and sensor systems, which is operated by the commander or the gunner. Since the optics view all about the scout sherman, it is actually difficult to sneak up on one, thus it can not be flanked unless the crew is extremely careless. 20mm cannon 4d10, 19-20x2, ballistic, 150 ft, s/a, 50 rds Speed is increased by 15 mph for both flex-fuel or electric versions. Reduce HP by 3 and hardness by 2. PDC 38
New LTB Sherman 2 Options To make the Sherman even more attractive to prospective buyers, LTB has released several turret or variant models of the Sherman. Shredder Turret The shredder turret does away with the box rocket launchers and heavy weapon
The Zenith Analyzer is a magical portable sensory unit. It looks like a large set of digital binoculars combined with night vision type gear. On the side is a set of buttons, with two D-pad joysticks, one on each side. Its basic functions as a set of digital binoculars, plus with the casting of darkvision with the press of a button, allows their use at night, usable up to a maximum of 5 hours per day. Also installed is a digital recorder that can record up to 5 hours of video or thousands of still pictures. An additional ability was added to make the zenith even more useful is the ability to cast arcane eye, for allowing remote viewing. The two D-pad joysticks are used to control the movement and direction of the remote eye, for up to 5 minutes of use at a time. The eye can used about 5 times a day, and drains the power pack of 2 minutes worth of power. The digital recorder can be used with the arcane eye, making it a great tool in scouting or for rescue operations. The zenith analyzer uses a smaller magical power pack which provides up to 10 hours of continuous power. Weight: 4 lbs PDC: 13
Small magical power packs, used in most portable devices such as flashlights, and tools has a PDC of 5 for 5 power packs.
Zenith Analyzer The Zenith Analyzer is a magical portable sensory unit. It looks like a large set of digital binoculars combined with night vision type gear. On the side is a set of buttons, with two D-pad joysticks, one on each side. Its basic func
Healing Chamber This room, or alcove, is large enough for a bed or gurney to fit in easily, designed to be part of a larger medical facility aboard a ship or in a hospital. The alcove contains medical diagnostic equipment and nanite factories built into the wall and ceiling. When a person is standing, or laying on a bed or gurney within the alcove, the diagnostic equipment, when activated, scans the person to determine their ailment, then program a swarm of nanites to aid in the healing process. For simple poisons or common diseases, the alcove cures them (if the Fort DC to resist the poison or disease is under 17 it cures the patient, if it is over, it allows another Fortitude save at +2), or aids in the patient in fighting it off. The nanites can also heal minor injuries, healing the patient of 1d8+3 points of damage. The nanites can also be used to identify greater wounds or diseases and poisons. In the case of greater injuries, the nanites will create a glowing area around the wound, which is colour coded to the severity and type of injury. The glowing from the nanites only lasts for about 4 hours before they breakdown and flush from the patient's body. In cases of diseases and uncommon poisons or infections, the alcove will provide as much relevant data, especially when tied into a medical database as part of a larger hospital or sickbay. These features grant a person attempting to heal or cure the patient a +4 bonus to Treat Injury checks. Note: The healing chamber can only be used on a person once in a 24 hour period. Size: Large, takes up about a 12 foot by 12 foot area, including walls for containing the nanite factories and diagnostic systems. Weight: 600 lbs PDC: 40
Healing Chamber This room, or alcove, is large enough for a bed or gurney to fit in easily, designed to be part of a larger medical facility aboard a ship or in a hospital. The alcove contains medical diagnostic equipment and nanite factories built i
Dispersion Field (PL Late 6/7) Distorts or cancels sensor readings and matter/energy transportation and communications into an area Dispersion fields is a generated field that covers an area, ionizing the area, that distorts and cancels sensor readings within the area, making it almost impossible to detect what is within except using one's own eyes. The field also has a scattering effect on teleportation (matter/energy transporters) and remote energy beaming technology to remotely power devices within or on the other side of the fields and most forms of communications. These fields require a large amount of power, and are fairly easy to detect themselves, but makes it difficult to tell what is going on within them. Many militaries use them to hide their true numbers or to jam communications, sensors and easy means of transportation if the enemy has teleportation technology. Class I and II sensors are unable to penetrate a Dispersion field, while Class III and higher suffer a -10 penalty to Computer Use checks. From what information that can be gathered is usually fuzzy, static filled and garbled, requiring an Intelligence check DC 18 to attempt to decipher if its sensor ghosts or not. Communications suffer -10 Computer Use checks to punch through the dispersion fields. Matter/Energy teleportation devices do not function within or through the dispersion fields, and any attempts to through manual overrides (most teleportation devices have a failsafe to prevent the use of the transporters when a dispersion field is detected), have a 10% chance after a Computer Use check DC 35 to not be scrambled, which can kill a person being teleported. Targeting systems offer only half their bonus to attack rolls. Dispersion Field generators come in various sizes, usually in the area they cover.
1 Mile Radius Unit This dispersion field generator is about 1 meter cubed (approx 9 cubic feet), weighing 250 lbs and requires an external power source. These units can only run for about 5 hours before needing a cool down period of about an hour. PDC 33 Res (+2). Requires power equivalent of 4 portable generators. 5 Mile Radius Unit This generator covers a 5 mile radius area, usually mounted on large trucks or trailers, taking up about 20 cubic meters (approx 540 cubic feet) of space, weighing 1200 lbs These units can run for 7 hours before requiring an hour cool down. PDC 39 Mil (+3). Requires power equivalent of 6 portable generators. 10 Mile Radius Unit This is the largest portable unit covering a 10 mile radius area, usually taking up a full 53 foot trailer, weighing about 3 tons. Can operator for 10 hours before requiring 1.5 hour cool down. PDC 42 Mil (+3). Requires a large power source, usually large trailer size, or 10 portable generators. 100 Mile Radius Unit The 100 mile radius generators are usually found on military bases or secret research facilities, including asteroid outposts. These units can be run for as long as there is power, but once shut down, they will require at least an hour cool down. Takes up about as much space as two 53 foot trailers, weighing 10 tons. PDC 44 Mil (+3). Requires a dedicated power source. Most facilities will have it tied into the main power grid as well as a separate dedicated power generator to prevent any brownouts or if main power is cut, the dedicated generator will provide at least several hours worth of power.
Larger units are available, but these are the most common. For larger facility based units, for every addition 50 miles over 100 increase PDC by +1. They also require large power sources to function.
Dispersion Field (PL Late 6/7) Distorts or cancels sensor readings and matter/energy transportation and communications into an area Dispersion fields is a generated field that covers an area, ionizing the area, that distorts and cancels sensor readin
The amphibious mobility system gadget gives a suit of powered armor two Sandshark Ion Water-Jets that unfold from a backpack like wings, giving the wearer of the suit a swim speed of 50 feet and a +12 bonus to all Swim checks. This gadget also gives the suit an aquatic environmental seal that functions to a depth of 1000 feet below sea level and an 8-hour air supply. If the amphibious mobile system is applied to a suit of powered armor, that already has an air supply and waterproofing, add the air to its built-in air supply. A suit of powered armor with this gadget weighs 15 pounds more with the gadget than without it. Restrictions: Powered armor only. Purchase DC Modifier: +4.
Highway Mobility System (PL 7)
Because many battles take place in cities or in the ruins of cities, a mobility system that gives soldiers an edge in urban environments is desirable. The highway mobility system gadget allows a suit of powered armour to hover several inches above the ground and move at double its land speed over smooth unbroken surfaces such as paved roads and relatively even terrain. A character in armour with this system installed can move at his full land speed over rough terrain. The main drawback of this system is that it is loud: it inflicts a –10 penalty on all Move Silently checks when active. When the system is deactivated, the wearer moves at his normal penalized speed. The system can be activated or deactivated as a free action. A suit of powered armor with this gadget weighs 10 pounds more with the gadget than without it. Restrictions: Advanced powered armor only. Purchase DC Modifier: +5.
Active Sensor Array (PL 7)
The active sensor array gadget constantly scans an area for movement and sound, and can track anomalies and feed data to the wearer. When this gadget is installed on conventional powered armour, it includes a heads-up display. When installed, this gadget gives the wearer low-light vision, a +2 bonus to Spot, Listen, and Search checks, and a +1 bonus to ranged attack rolls, includes a Geiger counter, and can detect the location and severity of a radiation source within 100 feet of the wearer. Restrictions: Powered armour only. Purchase DC Modifier: +4.
Powered Gun Turret (PL 7)
The powered gun turret armor gadget mounts a single firearm, chosen during purchase, on an automated turret that is permanently attached to the recipient powered armour. This mount is typically located on one of the shoulders or where a hip holster would be, and can fire at any location within the wearer’s line of sight. To use this mounted weapon, the wearer needs the proper proficiency (usually Personal Firearms Proficiency) and he can use any of his firearms-related feats in conjunction with the mounted weapon. A weapon of up to large size and a large ammo supply can be mounted. For ballistic weapons, up to 100 rounds in a belt system. Energy weapons can have up to 4 power packs tied together and linked to the weapon. When installed on powered armor, the turret must be activated as a move action, slaving the turret to the armour’s helmet and causing it to aim where the user looks. The user can then make an extra attack per turn with the mounted weapon at half his base attack bonus. When the powered gun turret is attached to a suit of powered armour with a cybernetic jack, the turret is controlled by the user’s mind through the headjack and weapon link between the powered armour and its wearer. The user can activate the turret as a free action, and can make an extra attack per round with it at his full base attack bonus with a -4 penalty. A person with a headjack and appropriate weapon uplink and a tailgunner can assign the tailgunner to control the powered turret with a -2 penalty instead of -4. The tailgunner will need to be reprogrammed with a Computer Use check DC 30 and 2 hours of work. A suit of powered armour with this gadget adds the weight of the weapon attached to the weight of the armour. Restrictions: Powered armour only. Purchase DC Modifier: Half the purchase DC of the firearm + 2 (this purchase DC includes the mounting of the weapon, but not the weapon itself).
Amphibious Mobility System (PL 7)The amphibious mobility system gadget gives a suit of powered armor two Sandshark Ion Water-Jets that unfold from a backpack like wings, giving the wearer of the suit a swim speed of 50 feet and a +12 bonus to all Swi
Aias (PL6) The Aias is an armoured land assault vehicle that is slowly replacing older Bradleys and other IFVs. It's similar to the US army's Stryker, as an 8x8 wheeled armoured vehicle with a 25mm cannon, and can reach speeds of 75 mph. The armour is a little unusual in that it uses a ceramic/aluminum/titanium composite armour which makes it impervious to magnetism, protecting it from mines that use magnetic forces to latch on and destroy it. This armour also gives it some added passive protection against electro-magnetic pulses. The suspension and fire suppression equipment allow it to fire while on the move. The aias is amphibious, but unlike other amphibious vehicles, it is not limited to non-surf bodies (oceans), propelled by two propellers mounted behind the rear wheels. The design allows it to operate in many environments, including the frozen north around the Arctic. The diesel engine and large tank gives the aias a range of 900 miles. The Aias requires a crew of three; driver, gunner and commander/comm officer. There is an armoured hatch above the commander/comm officer and in the turret. It comes armed with a 25mm cannon and a coaxial .50 cal machinegun in a turret mount, with a pintle-mounted laser rifle above the commander/comm officer position. There are two doors at the back for the troops to embark/disembark. Comes with thermo-imagers and night vision gear for all crew members to see with, laser rangefinder, enhanced suspension, self-recovery hydraulic winch with 200 ft of braided steel with a 15000 lbs dynamic pull, armoured self-sealing/inflating tires, military radio, encrypted burst transmitter/radio scrambler, combat computer with HUD, amphibious design, radiation and pressurized cabin, and 8 hour life support. Off road design reduces rough terrain checks by half, while the enhanced suspension and fire suppression systems allow the weapons to fire without penalties due to the vehicle moving. The laser rifle can be operated manually or by remote inside the cabin. In an emergency, the laser rifle can be detached with a Repair check DC 10 and about a minute of work, but will require a power pack as it's tied to a battery just inside the cabin. The aias takes 1 full round to start it moving. There are two ports on each side of the passenger section which they can use their personal weapons. These ports automatically seal if there are any airborne toxins, chemicals or radiation detected. The aias is two squares wide and four squares long, provides full cover to its occupants. The 25mm cannon and .50 cal machinegun are mounted in a full turret. The pintle-mounted laser rifle has a gun shield that provides the gunner, if he uses the weapon manually, with half cover, made of the same armour as the rest of the vehicle and bullet proof glass.
Crew: 3 Passengers: 6 Cargo: 250 lbs Init: -3 Maneuver: -3 Top Speed: 75 (7) / 10 (1) water Defense: 9 Hardness: 12 Hit Points: 50 Size: Gargantuan Purchase DC: 43 Restriction: Military (+3) Accessories: Amphibious design, military radio, self-recover hydraulic winch w/200 ft braided steel cable, laser rangefinder, NBC cabin, 8 hour life support, armoured self-sealing/inflating tires, off-road design, encrypted burst transmitter/radio scrambler, HUD, darkvision 200 ft, thermo vision 200 ft, periscope that can raise 10 ft, holsters with quick release for up to a medium sized weapon at each crew station (crew benefit quick draw feat while at station), weapon racks for 6 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers such as M72 LAWs, power pack recharger fits 2 power packs and recharges one in 2 hours, 8 smoke grenades split between two launchers (4 each), hazardous chemical and radiation sensors and GPS. Notes: Mounted weapons don't suffer penalties for the vehicle moving, including on rough terrain, armour composition prevents magnetics from latching onto the hull, or setting off mines that use magnetic sensors, +4 Fort save vs EMP weapons, ceramic/aluminum/titanium composite armour.
Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
Size
Weight
PDC
Res
25mm Cannon
4d12
20
ball
150 ft
A
Linked 700 rds
Huge
*
*
*
.50 cal Machinegun
2d12
20
ball
100 ft
A
Linked 1400 rds
large
*
*
*
Laser Rifle
3d8
20
fire
80 ft
S,A
500 box
large
12 lbs
*
*
New Equipment Ceramic/Aluminum/Titanium Composite Armour This composite armour is a predecessor to Alumisteel, and although not as strong, it's a bit lighter. The armour is not magnetic, which prevents any mines that use magnetic sensors to detect a target, or to latch on before detonating fail to do so. The armour also provides a small bonus against EMP weapons, +4 to saves against EMP weapons. Equipment Bonus: +4 Drive/Pilot Check Penalty: -3 Purchase DC: 15+ the vehicle's hardness.
Variants Aias-RC The RC, or reconnaissance variant, does away with the turret, and instead mounts more sensors and recording gear. For weapons it retains the pintle-mounted laser rifle and a .50 cal in a remote turret. The sensors are comparable to mech Class I sensor systems with motion sensors (200 ft range), enhanced darkvision (300 ft) and thermo vision (300 ft), Geiger counter with a range of 1 mile. It can coordinate tactical data with all allies within 2 miles (+2 Knowledge: Tactics tied with Aid Other, and +1 to Tactical Aid Soldier ability and all Field Officer abilities to aid allies). Also included is communication interception and decryption equipment (+2 Computer Use checks for intercepting communications and decoding). Still can transport 6 troops, increase speed to 80 mph (8), and range to 950 miles. PDC 42
Weapon
Damage
Crit
Damage Type
Range Incr
Rate of fire
Magazine
.50 cal Machinegun
2d12
20
ball
100 ft
A
Linked 1400 rds
Laser Rifle
3d7
20
fire
80 ft
S,A
500 box
Aias-MGS The MGS (mobile gun system) turns the aias into a light anti-armour vehicle. It does away with passenger capacity and the turret is reinforced to mount a 90mm cannon using XZ propellant to give it some extra punch for its size with an autoloader, with a coaxial mounted extended range corona microwave beam cannon. It still retains the pintle-mounted laser rifle. The battery for the extended range corona only holds enough power for 20 rounds, and recharges from the engine at a rate of 1 charge per 5 minutes of none use. PDC 44
Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
90mm Cannon
8d12
20
ball
150 ft
S
20 rds
ER Corona Microwave Beam
5d6
20
fire
50 ft
single
20 box
Laser Rifle
3d8
20
fire
80 ft
s,a
500 box
Aias-MEV The MEV (medical emergency vehicle) is an armoured ambulance for rescuing wounded soldiers and civilans. The weapons are removed, crew changed to 1 driver, 1 comm/medic and 1 medic and can carry up to 6 patients. The interior is redesigned to include all the medical equipment found in a standard ambulance, plus includes surgical kits, many fast-use med kits, dozens of neutrad chemical, antitox chemical, a universal communicator for communicating with patients who speak different languages, and dozens of violet rations. 6 stretchers and a powered ramp in the back of the vehicle. Speed is increased to 90 mph (9). PDC 39
Aias (PL6) The Aias is an armoured land assault vehicle that is slowly replacing older Bradleys and other IFVs. It's similar to the US army's Stryker, as an 8x8 wheeled armoured vehicle with a 25mm cannon, and can reach speeds of 75 mph. The armour i
ZZZ energy disruption Field pl7 This is a rather neat innovation for us to have made. This Feild cause a catastrophic feed back loop inside power generators, power cells like battery's and energy weapons. It takes 1 hour to build overload level if the items arnt being used. If being used it takes minutes or less. We lost a facility to this discovery, now we make Wave generators large enough to blanket planets. So cost may very, projectile weapons still function if there ignition source doesn't require an energy source. (this is yet another plot device weapon like the shadow system if you want to give your players this kind of stuff be my guest, cause this thing will ruin a game fast. Also the feed back isn't nesecarly noticeable so noticing this effect would require a knowledge check (dc 25))
Remember if it's not DictatorTek then your not killing enough enemys.
DictatorTek Manavore pl6 late PDC 36(+3) mil (+4 in some magic Rich areas manavores are illegal) This creature was designed by our cheif geneticist Nakeeta, this creature is designed to hint down and kill spell casters being able to track magic even disrupting spell. This monsters neatest feature is it can consume magic, even better magic seems drawn to them. We have sold alot of them to airport security there ability to smell magic has nabbed alot of magical smugglers.
You see a black skinned creature the size of a tiger, it's hungry emerald eyes boring into your soul. With a deafening you see bright blue runes ripple across it's skin. The creature's lips curl up into a wicked snarl it's purple gums filled with razor sharp teeth. The creature whips it's barbed in anticipation.
Manavore cr?? (never did figure it out I'd like to know what u think) Medium aberration Hot dice 10d8+40 (91) ac 17=10+3+4 (nateral) Str. 20, con. 18, Dex. 16, wis. 16, int. 6, cha. 1 Rex: 3+3 fort: 3+4 will: 7+3 base attack bonus: +7/+2 claw (12/8) 1d6+5, bite (12/8) 2d4+5, tail stinger (12/8) 1d8+5+poison Darkvision 60ft, move speed 40ft, aura scent, pounce
Tail stinger (ex): the manavore's tail stinger is barbed and requires a treat injury check dc 15 to remove without further injury if pulled out incorrectly you receive damage equal to the damage going in. The stinger has a sac containing poison, that keeps pumping while the stinger is in a creature the sac has enough poison for 10 rounds. A Manavore only has a max of 6 such stingers at any 1 time, and regenerates these stingers at a rate of 1 per day.
Poison (ex): fort save Dc 18 initial damage 1d6 str, secondary damage 1d4 Dex,1d4 con
Consume magic (ex): if a Manavore successfully attacks an enemy it can choose as a free action to consume any active spell or magic item ( potions, scrolls, tattoos are destroyed all others are suppressed for 1d6 hours). Consuming magic heals a Manavore 1d8 per spell lvl of the spell. As an immediate action a Manavore can consume any spell as long as it is the target, doing this heals the Manavore as stayed above.
Magic draw (ex): as long as a Manavore is within 100ft of a spell caster or the intended target the spell is drawn to the Manavore.
Disruption field (ex): a Field that is around a manavore it disturbs spellcasters at a subconscious level. Any spell caster in this Field must make a concentration check dc 18 or lose the spell they are tring to cast.
Aura scent (ex): manavore's can smell magic, they can track it and thi ability renders magical concealment pointless.
Manavore hide, can be fasioned into leather armor or jacket. Any armor made out of this is masterwork quality, this armor has a 5% chance of absorbing a spell causing no Ill affect on the wearer. Making an armor out of Manavore hide adds +10 to it's purchase dc.
DictatorTek new weapons announcement ZZZ energy disruption Field pl7This is a rather neat innovation for us to have made. This Feild cause a catastrophic feed back loop inside power generators, power cells like battery's and energy weapons. It takes
Prowler PRV The powler is a light patrol/reconnaissance vehicle meant for patrolling areas generally considered safe, or areas where combat is expected to be light to none. Not very well armoured or armed, it is quick and maneuverable, which makes it a good quick response or scout vehicle. The large tires and off-road suspension and small size allow it to go where many dedicated patrol vehicles can't, including inside some buildings with a large enough opening. Requires two crew members, a driver and a gunner, with the gunner exposed to the elements so armour is recommended. Onboard equipment is light, including four powerful headlights on the front, the inner two can switch to IR frequencies plus a search light mounted beside the gun in the turret, military radio, two cameras, one mounted on the roof in a turret to allow it to view in a 270 degree viewing area, and one mounted on the turret for the gunner to act as a gun camera. A simple HUD for the driver is linked to the roof top camera, GPS, instrument panel (standard vehicle instruments), radio, and memory storage unit for the cameras (storing up to 12 hours of high definition, multi-spectrum (IR, UV, thermal, and normal visual). The driver is full enclosed in the vehicle, while the gunner only has half cover. The turret in the back easily accommodates any large sized firearm such as an automatic rifle or a light huge weapon, such as .50 cal machinegun with enough space for 300 rounds. In panels on the side are some emergency equipment including 2 first aid kits, 1 two-man tent, 6 flares, 2 folding shovels, 6 days worth of rations. Two empty compartments on the back beside the gunner for the driver and gunner's backpacks, plus rack on the sides to hold two weapons up to rifle size. The prowler is available in two power plants, a flex-fuel engine and an electric engine. The flex-fuel version is a bit cheaper, and can run on almost any flammable liquid, from kerosene, gasoline, diesel, to aviation fuel, ethanol and even alcohol, making it very flexible, while the electric engine does have better range. The large off-road tires allow the Prowler to 'drive' on water, as long as the vehicle is moving, it can remain afloat and cross shallow rivers, ponds and lakes, with a speed of 20 mph. It is not recommended to try crossing bodies of water that are more than 20 feet deep. The electric engine model can operate for about 20 minutes while submerged before seals give out and won't operate.
Prowler PVR (PL5) Crew: 2 (driver and gunner) Passengers: 0 Cargo: 100 lbs (usually 2 backpacks fully loaded) Init: -1 Maneuver: 0 Top Speed: 140 mph (14) Defense: 9 Hardness: 6 Hit Points: 30 Size: Large Purchase DC: 27 (flex-fuel), 28 (electric) Restriction: Res +2 Accessories: HUD, 2 cameras, 4 headlights (2 normal, 2 IR), weapon turret with search light, GPS, 12 hour video/audio Hi-Def storage, emergency equipment (listed in description), off-road design. Notes: The weapon turret can support any 5.56 to .50 cal rifles with up to 300 rounds in belt, can accept laser or other similar sized weapons if available, gunner receives only 50% cover, off-road design suffers only half penalties for rough terrain, flex-fuel provides a range of 300 to 400 miles, depending on fuel (alcohol and kerosene for lower range, better fuels for greater range), electric engine provides a 500 mile range per charge (requires 1 hour to charge) (electric engine can operate completely submerged to a depth of 20 ft for about 20 minutes before leaks prevent operation).
Prowler PRV The powler is a light patrol/reconnaissance vehicle meant for patrolling areas generally considered safe, or areas where combat is expected to be light to none. Not very well armoured or armed, it is quick and maneuverable, which makes it
Jade Naga Jade naga is a template that is added to any humanoid. The creature, retains upper humanoid torso, but looses their hair and their skin transforms into green scales and legs are transformed into a thick snake-like body. Scale colouration ranges shades of green to brown to black, with highlights of green, red or yellow. The base creature retains all abilities except as noted here:
Size: Medium (The base creature's carrying capacity is increased to 1.5x normal.) Hit Dice: Increase to d10 or as base creature if hit dice is higher. Speed: Ground speed is increased by +10 feet and gains a swim speed equal to their normal movement rate. Reach: Same as base creature. Face: 10 feet Attacks: As base creature and gains a tail slap attack (1 + Strength modifier lethal damage and 2d6 subdual damage) as a natural secondary attack. A tail slap attack has a reach of 10 feet. Special Attacks: A jade naga retains all the attacks of the base creature except any that require the use of legs. A jade naga also gains the following special attacks. Poisoned Tail: small poisonous glands grown at the end of the jade naga's tail, allowing it to poison those it successfully inflicts at least one point of damage from a tail slap attack. Opponents damaged by a tail slap attack must make a Fortitude save (DC 10 + Con modifier) or become staggered for 1d4 rounds. Constrict: The jade naga can coil about and crush an opponent after successfully grappling his victim. Each round in which the jade naga remains grappled with his opponent he deals 3d6 + Strength modifier subdual damage to the target. Special Qualities: Immune to poison. Saves: As base creature. Abilities: +2 Strength Skills: +6 species bonus to Climb checks. ECL: +2 PDC: 34 Requires 6 Fort saves DC 25
Pale Centaur Pale centaur is a template that can be added to any humanoid creature. The base creature's lower body transforms into an alabaster coloured horse with cloven hooves and a leonine tail. The upper body grows in size to match. Fine but coarse white hair covers the creature's entire body.
Size: Large (the base creature's carrying capacity is increased to 3x normal). Hit Points: Gains half their character level times Constitution modifier in bonus hit points. For example, if the base creature is level 10 and has a Constitution modifier of +3, they gain 15 hit points (3 x 5). Speed: 50 feet. Reach: 5 feet. Face: 10 feet. Special Attacks: A pale centaur gains the following special attacks. Kick: The pale centaur may make a kick attack that deals 1d6 plus Strength modifier lethal damage. Trample: A pale centaur can trample an opponent of medium-size or smaller during a charge. This deals 2d6 + one and a half times Strength modifier. Abilities: +2 Strength, +4 Constitution. Skills: Gains a +2 species bonus to Balance checks, and -6 to Climb checks. Feats: Gains the Run feat. ECL: +2 PDC: 35 Requires 6 Fort saves DC 27
Antiagathic Therapy (PL 7)
Genetic treatments extend the character’s lifespan and slow aging. Benefit: The first time a character takes it adds 60 years to the character’s lifespan by extending the length of the character’s Adult, Middle Age and Old age categories by 20 years each. The character’s natural lifespan becomes a minimum of 80 years plus the lifespan bonus: 140 years. In a PL 8 campaign, characters may choose this attachment again. It adds an additional 120 years to the character’s lifespan (40 years to the Adult, Middle Age and Old categories), leading to a minimum total lifespan of 260 years. This enhancement may not be appropriate for all campaigns, or may work with adjustments to the lifespan added. Purchase DC: 30. Restriction: None (0) Fort Save: 6 at DC 20
Biochemical Sacs (PL 7/8)
Characters with this attachment can create a drug or poison within their own bodies. To deliver it to a patient, a character needs to have natural weaponry or a medical stinger. The character can use the chemical on him or herself without any other attachments, allowing it to pass directing into the rest of his or her body. Benefit: The character can synthesize one dose of antitox (PL 6), boost (PL 6), neutrad (PL 6), sporekill (PL 6), biocort (PL 7), or a poison that inflicts 1d10 points of Constitution damage immediately, and another 1d10 one minute later, unless the victim succeeds at a Fortitude saving throw at DC 20 (PL 6), once per day. The character chooses one of these chemicals when she receives the implant. This modification may be taken multiple times to increase the number of chemicals available or the number of doses per day. The chemical has no effect until it is delivered. The implant has a PL of one higher than the PL of the chemical it synthesizes. Base Purchase DC: 22 Restriction: Military (+3)
Some bio-enhancements/templatesJade Naga Jade naga is a template that is added to any humanoid. The creature, retains upper humanoid torso, but looses their hair and their skin transforms into green scales and legs are transformed into a thick snake
Taser shield (PL5) These riot shields are upgraded with built in potent stun guns for use in riots where high resistance is expected. Later versions have variable settings for use in species that have higher resistance than humans. The shield looks like a normal transparent plastic polymer shield, but with reinforcing metal running along the edges and down the center. The metal parts contain the studs for the stun gun. Where it straps to the arm is a handle for the user to maintain a firm grip and angling of the shield. The hand contains the safety for the stun guns and the power supply. The stun gun is discharged upon contact, usually in the form of a shield bash, or when engaged in melee combat. Taser Shield (PL5) Type: Shield Equipment Bonus: +3 Nonprof. Bonus: +1 Max Dex: - Armour Penalty: -1 Speed (30 ft): - Weight: 5 Purchase DC: 11 Restriction: Res (+2) Notes: Contains a stun gun, transparent. Stun gun 1d4, 20, electricity, melee, 10 charges. Fort save DC 15 or be paralyzed for 1d6 rounds.
Higher PL Versions PL6 Taser Shield: add variable charge, but does not become unstable after 3 rounds of priming, instead if starts to step down at the same rate it was primed. For each round primed, the Fort DC increases by +2 and increase rounds paralyzed by +1, has 50 charges. PDC 12 Res +2 PL7 Taser Shield: same as PL6 version, only damage is stepped up to d6 instead of d4, Fort DC is increased by +2. The stun gun can target one target up to 20 feet away as a ranged touch attack, but uses 2 charges. PDC 13 Res +2 PL8+ Taser Shield: Increase Fort DC by +2 for each PL of 8 and higher, increase die type by 1, add one extra die at PL8 and one for each PL above, increase the range by 10 feet for PL8 and above. PDC 13 +1/PL above 8.
Taser shield (PL5) These riot shields are upgraded with built in potent stun guns for use in riots where high resistance is expected. Later versions have variable settings for use in species that have higher resistance than humans. The shield looks l
DictatorTek PA-289MR "Spartan" modular powered armor system Pl7 (late) PDC: 28 (+3 military) Standard features: Modular systems: the "Spartan" powered armor has slots built into it, allowing it go be adapted to the ever changing battlefield. The modular system allow someone with a mechanical/electrical tool kit to alter the parts in the slots. It takes 2 hours to chage a single part, for each additional part you change at the same time as the first part it only adds 1 hour to the parts changing time To a max of 8 hours, the person doing the changes need not have repair or craft mechanical/electrical skills.
Polarized visor: the visor is polarized and gives the user a +5 on saves v flashbangs, bright lights, and light based spells ( if in a magic rich setting)
Miniature reactor: the reactor has enough power to power the suit indefinite and run all the gadgets on the suit unless noted in the parts description.
Fibro-muscles: this suit has some fibro-muscle built into the suit, grating the wearer a +2 to str.
Self-destruct system: this removes the safeties off the reactor in the suit, this process is DNA/verbal command, it takes 5 rounds to get to critical mass, the self destruct can be canceled with no problems on round 1-4, if not canceled the resulting explosions is 12d6 concussion, in a 30ft radius. The self destruct can also be set up as a dead mans trigger and will self destruct when the pilot dies. The explosion leaves behind a patch of severe Radation, as well the suit and the pilot being vaporized.
Slots: 2 head 3 chest 2 back 2 arms 1 visor 1 electronic warfare package 1 armor
HUD
Eva air supply: the suit has a built in 90 min air supply.
Coms systems: point to point laser com system (must have line of sight), military radio with encryption/decryption software
Modular armor plating: the armor plating on this powered armor, some of it can be. Removed to make the Suit lighter and more flexible depending on the pilots needs. It takes 2 hours to remove or add plating to change it from or to one of these modes. Heavy mode: dr 3/- AC +8 max Dex +1 armor pen-6 weight 120 lbs Medium mode: dr 2/- Ac +6 max Dex +3 armor pen-4 weight 80lbs Light mode: dr 1/- Ac +3 max Dex +6 armor pen -4 weight 40lbs
Parts for modular armor Explosive ordnance disposal armor: 1 armor slot, this armor modification is only affective in heavy armor mode, and provides a DR 20 v explosives damage. PDC 17 (+3 military)
Communications jammer: 1 electronic warfare package, jams all but point to point laser coms in a 100 ft radius. PDC 16 (+3 military)
Mesh attachment: 1 chest basically a mesh vest but is attached to the armor (see d20 modern core rule book for item rules) PDC 9
Sapper chest: 1 chest, holds 10 grenades drawing one is a fee action instead of a move action. PDC 9
Mana jammer: 1 electronic warfare package, creates a disruption feild around the armor (50ft), also targeted spells have a 25% chance of failing to affect the wearer of this armor. PDC 18 (+3 military)
Sensor package: 1 head, provides the wearer with the sensor of the users choice of 1 sensor (d20 future book) as well as the sensor link HUD software. You can pay to have this package include multiple sensors. PDC 20 ( +4 each additional sensor added)
Sheilds:1 back, this sheild generator provides a sheild that can absorb damage for the wearer of the armor. This sheild has 25 hp which counts as temporary hp (it stacks with all forms of temporary hp). This hp is damaged before the wearers health, if the sheild runs out of hp it takes 6 rounds to come back up, if the sheild is just damaged it only takes 4 rounds to come back up to full (this only happens if your not being activly attacked). Sheilds can't be running at the same time as active camouflage, however both can be installed. An emp shuts the sheild down for 1d6+1 rounds. PDC 25 (+3 military)
Sheild booster: 2 chest, this chest unit improves sheild Density and recharge time with this attached to the armor the shields hp is double (to 50). When the shields recharge time when just damaged the time is 2 rounds instead of 4, and the completely down recharge rate is 4 instead of 6. PDC 24 (+3 military)
hazardous environmental operations: 1 armor, designed to get the armor and the wearer through some of the worst battlefields filled with biological weapons, radiation and poisonous atmospheres. It provides a +4 save bonus versus inhaled diseases and poisons. Also reduces Radiation level by 2. Also provides energy resistance 10 acid. PDC 17 (+2 restricted)
Wrist bandoleer: 1 arm, (choose which arm) usally used for non-magazine fed sniper rifles or shotguns. The wrist bandoleer holds 12 rounds (this may be subject to size restraints like 20mm rounds are way to large for this, gm has final say). PDC 8
Locking gauntlets: 1 arm, you lock the gauntlets of your powered armor granting you a +4 in maintaining a grapple. Locking and unlocking the gauntlets is a free action. PDC 16
(I'd welcome input and new parts)
Remember if it's not DictatorTek, then your not killing enough enemys.
DictatorTek PA-289MR "Spartan" modular powered armor systemPl7 (late)PDC: 28 (+3 military)Standard features: Modular systems: the "Spartan" powered armor has slots built into it, allowing it go be adapted to the ever changing battlefield. The
Macro/binoculars/telescopic type enhancement (increases range at which Spot checks can be made before taking a penalty, normally -1/10 ft I think. Will have to double check books)
Nightvision
magnifying for work on small stuff, like demolitions or repair work
lamp to provide light if no nightvision selected, or to allow others in team to also see if they lack nightvision
other vision modes not covered by sensors in RAW or sensors, possibly cybernetic head/vision systems
camera?
helmet:
targeting systems
audio enhancement equipment
torso or back:
auto first aid/medic system. can carry x amount of y amount of medicines. like one for automatically stabilizing a dying character, or healing some hp, antitoxins, antibiotics, etc
powered turret/stabilizing arm for carrying particularly large/heavy weapons (if this is based on the halo armour, which I'm assuming it is, I know they don't have such, but having such does reduce penalties)
Electronic Warfare:
Anti-jammer/comm booster - enhanced comm system with greater bonus/DC against being decrypted by enemy and power to punch through enemy jamming, greater range when not being jammed
sat comm laser comm - like the line of sight comm system, but can reach orbit. user has to be motionless and have clear sky above them. comm system tied to sensors, and possibly any satellites in orbit or using predetermined/program orbital co-ordinates for laser comm to broadcast to orbiting ship or satellite for secured communications with command ship. takes about 1d6+1 rounds to set up, and a Computer Use check, but highly secured.
comm interception and decryption systems, bonus to intercept none line of sight laser comms and decrypt the enemy communications.
just a few off the top of my head
Vision enhancements for the visor slot: Macro/binoculars/telescopic type enhancement (increases range at which Spot checks can be made before taking a penalty, normally -1/10 ft I think. Will have to double check books) Nightvision magnifying for w
ManaTek Spell of the day app Pl5 PDC: varies (the app is free but the spells cost as much as a scroll) This smart phone app alows you to buy spells that you don't already know, once purchased they are added to your spell files. The spell is the dms choice, also there is a list of frequently bought spell comprised of 10 spells of first second and third lvl.
ManaTek secure spell file server PDC: 8/ month This allows a mage to back up her spell files on a manatek secure server, allowing you to recover them or download them to another device.
ManaTek is own and operated by DictatorTek.
ManaTek where technology and magic meet to make a better tomarrow.
ManaTek Spell of the day appPl5 PDC: varies (the app is free but the spells cost as much as a scroll)This smart phone app alows you to buy spells that you don't already know, once purchased they are added to your spell files. The spell is the dms cho
Paragon Corp. Paragon Corp is a company that deals with high tech systems, from weapons, armour, sensors and other technologies, and combines them into gadgets, suits and vehicles that resemble fictional ones, such as from comic books, movies and novels. They also have some biological enhancements available, but technological enhancements are more their specialty. Paragon caters more to mercenaries, private militias, adventurers, vigilantes and even criminals. Having a 'don't ask, don't tell' policy, along with also allowing a client to pay a premium fee to have no other clients using the same exact designs as theirs. Although Paragon has a loophole policy to allow them to circumvent this slightly, without breaching the promise to the paying clients. They simply redesign the technology or device, or use another method of getting similar effect. Although they never sell aesthetic designs to multiply clients if they pay the premium for exclusivity of the design. Paragon Corp is well known for some of its unique designs and use of technology to make what many would consider gimmicky devices, but many of these devices are well coveted by those wanting unique or easily disguised items. Paragon doesn't have any planetary facilities that anyone knows about. There are several ships that they use as mobile stores, where they can also assemble many products, except products that are on the scale of capital ships of larger than corvette classes.
Assault Bag PL5-7 Weight: 9 lb. PDC 20 (Illegal +4) This appears to be a stylish black leather unisex shoulder bag, and is designed to allow people to rapidly outfit themselves for action. The purse conceals a loaded compact submachine gun (less than 10 inches long, 17-round magazine, treat as a MAC Ingram M10 but with 30 ft range) that can be fired from within the bag (-2 to attack roll). The bag's strap slides out when its clasp is properly pressed, becoming a bandolier with two spare magazines and two grenades already attached. The rest of the bag, with just three swift hand movements, becomes a lightweight kevlar vest (use stats for undercover vest). The entire purse can be broken down and donned with a single full-round action.
Upgraded versions would use laser or plasma submachine (pistol versions with S, A rate of fire, pistol range), and different grenades can be loaded. The armour that later PLs would be that era's equivalent to the undercover vest, most likely reduced weight or lower armour check penalty.
Adventurer Mk1 The Adventurer mk1 is Paragon's 'basic' power armour sold for explorers, mercenaries, militias and adventurers. Paragon packed enough basic gear into these suits that the average explorer or adventurer has what they need although upgrading to a higher level suit is always better. Although only a micro-assist suit, it does keep cost and weight down, which is used for all the extras that is shoehorned under the armour plating. The suit looks like a slightly more boxy suit of full plate armour from medieval times, only updated with current technology and with the various pieces of equipment somewhat exposed from recessed ports. The visor is made of two parts, an armoured glass portion which has the HUD can slide up out of the way so the person can interact more personally. When combat is expected, an armoured panel slides down over the glass visor, completing the armoured knight look. Mounted on the right arm is a microtorch and a stun baton built into the knuckles, while a grappler tag with 100 ft of duracable mounted on the left arm. There is a grappler tag with 200 ft of duracable built into the back to allow for hands free ascent or descent, which will allow for the arm unit to be free to extend reach by another 300 ft or attaching to something else. Integrated climbing equipment is also built into the arms and legs. A soother pulse helps keep animals at bay, while a body function/health-alert system tied into an advanced medkit and 3 doses of antitox, neutrad and sporekill to aid the user in case of injury or poisoning. For adverse environments, the suit has a gas mask, environmental seal with 3 hours of air, and an aquaconverter for underwater operations along with the suit's neutral buoyancy design. External air tanks can be added to extend the air supply. The computer system has recorders that'll handle up to 7 days worth of data collection plus any information the user might download to the computer system. For other survival gear, a mesh vest with dozens of pockets and hooks for attaching gear, plus a left shoulder mounted flood light, digital binoculars and magnifying glass for distance or up close viewing. Mounted in each leg is an armoured compartment and one in the back to hold more sensitive cargo or gear. The legs have enhanced servos which do increase the user's speed, but also enhance the user's jumping ability.
Adventurer mk1 (PL6) Type: Micro-Assist Power armour Equipment Bonus: +3 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: +2 Max Dex: +4 Armour Penalty: -3 Speed (30 ft): 40 ft Weight: 150 lbs Purchase DC: 31 Restriction: None Accessories: HUD (tied to all sensors, computer and other equipment), nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69), integrated card computer with wireless connection, integrated advanced medkit, motion sensor, cellphone, professional radio, universal communicator, microtorch right arm, two grappler tags with duracable, 1 in left arm with 100 ft, one mounted in back with 200 ft, soother pulse, integrated stun baton on right hand (designed into knuckles), environmentally sealed (3 hours life support), aquaconverter, AV recorder, body function monitor/health-alert (monitors user's bodily functions and reports to command center, will also administer drugs as needed and medkit), autoinjector containing 3 doses of antitox, neutrad and sporekill each, mesh vest, integrated climbing gear, flash goggles, shoulder mounted search light (200 ft range), gas mask, digital binoculars, digital magnifier, three cargo containers (one on each leg (20 lbs small object each), one on lower back (up to medium object 30 lbs)), neutral buoyancy, external speakers and mics, enhanced leg servos. Notes: +2 climb, 60 ft darkvision, Spot checks suffer -1 at 30 ft instead of normal 10 ft, Str considered +2 for purposes of carrying capacity, sense motion 100 ft, +2 Fort against contaminated air before environmental seal kicks in, breathe underwater, enhanced leg servos provide +4 to jump checks (jumping height and distance not limited by character height) and double time before user needs to make Fort save for extended or forced marching. Also functions as a survival suit but has duration of 12 hours.
Paragon Corp. Paragon Corp is a company that deals with high tech systems, from weapons, armour, sensors and other technologies, and combines them into gadgets, suits and vehicles that resemble fictional ones, such as from comic books, movies and nov
Bruiser Bio Augmentation Paragon's first successful bio augmentation is the Bruiser, where the recipient is enhanced with greater strength, endurance and durability, allowing them to smash anything within reach and survive a great deal of punishment. The bruiser gains increased mass, muscle strength and unbreakable skin. The unbreakable skin is hardened and reinforced with an organic form of carbon nanotubes and thickened, making it extremely difficult to cut or break physically, however it doesn't provide any benefit against energy attacks. The added bulk does restrict some of the recipient's movement somewhat, but many consider it a good trade.
Bruiser Template The recipient retains all their abilities and gain the following abilities.
Size: Medium Hit Points: +20 HP Special Attacks: Slam 1d8 +Str Special Qualities: Enlarged form, unbreakable skin, enhanced healing, airborne toxin intolerance. Abilities: +6 Str, +4 Con, -2 Dex ECL: +2 PDC: 36 Requires 10 Fort saves DC 25
Enlarged Form The Bruiser gains increased mass from enlarged muscles, and denser skin tissue. The recipient is considered Large size for things such as tripping, grappling and opposed Str checks. Increase height by 8 inches, and weight by 30%.
Unbreakable Skin The recipient's skin becomes incredibly dense and difficult to break. This makes them immune to physical attacks, including slashing, piercing, ballistic and bludgeoning. However this does make it difficult to heal the recipient. Heal checks suffer -10 unless the healer can somehow get inside the recipient without breaking skin. Such means would be through nanites that enter through the recipient's mouth. Energy attacks deal normal damage to the recipient.
Enhanced Healing The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.
Airborne Toxin Intolerance Due to the increase in body mass and needed oxygen to feed it, recipient's lungs are enhanced, allowing him/her to take in the necessary air. Unfortunately, this also makes them more susceptible to airborne toxins, poisons and diseases, suffering a -4 penalty to Fort saves against airborne toxins.
Juggernaut Suit The juggernaut is based on the fictional character Juggernaut, an unstoppable force in motion. Using experimental technology designed for construction equipment, heavy armour and enhanced servos, the juggernaut is a heavy suit of power armour that is well armoured, survives significant damage, and above all, keeps moving, albeit not quickly. Making use of gravity anchors for stability and making the armour difficult to be lifted or knocked over, and an experimental inertial field generator is installed. The inertial field generator takes what inertia the suit generates and magnifies it, but also reduces the inertia of something attempting to strike the armour. The concept behind the inertia field generator was originally to increase the kinetic energy of a bulldozer by increasing the inertia without having to increase the weight, allowing it to move more weight for less power. The juggernaut uses this ability to keep moving through obstacles and barriers. The armour is fairly bulky and well reinforced, standing a good 8.5 feet, and is wide, with thick arms and legs. Paragon Corp has only produced a handful of these suits
Juggernaut Suit (PL7/8) Type: Powered Armour Equipment Bonus: +10 Nonprof. Bonus: +4 Str Bonus: +6 Nonprof Str Bonus: +3 Max Dex: 0 Armour Penalty: -6 Speed (30 ft): 20 ft Weight: 400 lbs Purchase DC: 56 Restriction: Illegal/Extremely Rare +6 Accessories: HUD projected on visor with voice activation and attached keyboard on left arm under armoured plate, GPS, motion sensors, military radio, environmentally sealed, 2 hour oxygen supply, air filters, EMP and NBC shielding, blackout goggles, cellular phone with signal jumper (DC +10 to trace signal), water container with internal access (holds 2 days worth of water), digital audio/video recorder, PDA style computer (tied to comm systems and other suit systems), digital binocular in visor, two armoured storage compartments can hold up to medium size object each, weighing no more than 30 lbs. All systems tied to HUD for display and diagnostics.
Notes: Acts as Large size for grapple checks and bull rushes adding +4 size bonus. Deals 2d6 damage on a bull rush or overrun. Plated fits deal 1d8 + Str bludgeoning slam, considered armed, suit grants DR 10. When making an unarmed melee attack or ramming against inanimate objects or vehicles, ignores 10 points of hardness/DR. Physical attacks against the suit are reduced by half as they pass through the inertia field. This includes melee weapons, ballistic weapons, rockets, missiles, grenades that deal concussive, slashing and explosives. Can smash through barriers as in a bull rush or over run attempt without stopping if ability to ignore hardness/DR is equal or greater than barriers, and has enough movement to continue moving, provided deals enough damage to overcome thickness of barrier. If barrier's hardness/DR is greater, or doesn't deal enough damage to break through, next round if the user strikes the barrier again, completely ignores any hardness/DR as barrier's integrity is already compromised. Suit does not count towards user's carrying capacity, can lift and drag 4 times carrying capacity and considered 1 size larger (total of 6 times normal carrying capacity), and heavy load is considered medium, medium considered light. Any time the user would need to make a Strength related check, such as grapple, bull rush, overrun or opposed Str check as well as melee attacks, and the user moves, add +2 for every 10 feet of speed to the check and any damage. So when charging at x2 speed, for a total of 40 ft, gains +8 to the check plus to any damage dealt.
Bruiser Bio Augmentation Paragon's first successful bio augmentation is the Bruiser, where the recipient is enhanced with greater strength, endurance and durability, allowing them to smash anything within reach and survive a great deal of punishment.
N.P.C. The N.P.C., or Non Perception Clothing, are favoured by those who wish to avoid notice while moving about in a crowd. N.P.C.s take the form of common, non distinctive clothing, such as cloaks, large coats, etc, but the material is a special cloth that has properties similar to a spray-on LCD screen, only it doesn't shine light, so it won't give away the user's position in the dark. Located in seams along the cuffs and collar are special audio devices. The LCD fabric is programmed to very subtly shift in patterns that is not consciously noticeable to most humanoid species. This, combined with specific ultra and infrasonic frequencies emitted by the audio devices tuned, all designed to frequencies and patterns which correspond to those used in inducing a mild form of hypnosis, which directs those around the wearer to not pay attention to the wearer, subtly shifting the wearer to their peripheral edges of their senses. Anyone viewing the wearer of N.P.C must make a Will save at DC 19 to even notice the wearer. Someone specifically looking for the wearer who make their save still suffers a -2 to Search and Spot checks if more than 20 feet away. A new Will save is required any time the wearer leaves someone's perception range (goes around a corner, disappears in a building then comes back out). Species with enhanced hearing gain a +1 to their Will save if they can hear into the ultrasonic range or infrasonic range, +2 for both. Species that are drastically different from near human (nonhumanoids, animals, undead, aberration, construct, elemental, dragon, fey, magical beast, ooze, outsider, vermin and plant) gain a +4 bonus to their Will saves. Weight: +4 lbs to type of clothing modelled after. Batteries last for 3 hours before needing to recharge. Retractable universal adaptor on a 4 foot cord from the left sleeve allows for recharging at most common power sources. PDC: 24 (Illegal +4)
Mind Trick The mind trick is an expansion of the N.P.C technology, but is two devices that work in conjunction. A special glove using the same material as the N.P.C.s, only more powerful, and an amulet like device that hugs against the user's neck, gently pressing against the windpipe and vocal cords. The user waves the gloved hand in front of themselves so that their target can see the palm, which flashes specific patterns and colours to help induce a hypnotic state, while the amulet emits subsonic, ultra and infrasonic frequencies as the user speaks a simple question or command, such as 'you never saw me', 'patrol over there', or 'unlock the door'. The command must be simple and in a language the target can understand, and the target will feel like the idea was their own. The user must be within 5 feet of the target for the system to be effective. For every foot over 5, the user gains a +1 to their Will save up to a maximum distance of 20 feet. The mini computer built into the glove can hold several settings for up to a dozen specific races, as not every race is quite as susceptible to the same patterns. The target must make a Will save DC 21, failure means they quite willingly comply with the command or suggestion, thinking it was their idea, or came from a trusted friend or commander. The command or suggestion lasts for 5 minutes, in which if the target is doing something that is out of character, or something that they should not be doing, they will stop and will be confused for another minute before going back to what they were doing. If the user is still around, they can attempt to reapply the command or suggestion, but the target gains a +2 bonus to any repeated commands or suggestions. There are similar restrictions on the races that the mind trick will not work on (same as the N.P.C.), and if the wrong setting is used one species, the target gains a +1 bonus to their Will save. Weight: 2 lbs total (0.5 amulet, 1.5 for glove) PDC: 29 (Illegal +4)
N.P.C. The N.P.C., or Non Perception Clothing, are favoured by those who wish to avoid notice while moving about in a crowd. N.P.C.s take the form of common, non distinctive clothing, such as cloaks, large coats, etc, but the material is a special cl
Paragon Corp Steel Armour This suit of power armour is loosely based upon the fictional armour made by a comic book hero. Although not particularly powerful, it is versatile and somewhat stylish. Later models have various upgrades or designed to fill a particular role. The basic model offers fairly good protection against most attacks, highly flexible to not impair movement, comes with a concealed flight system with thrusters in the boots and lower legs. The arms contain the primary weapons, which can also be used to aid in flight for higher speeds and maneuverability, but makes them unavailable for combat. The onboard computer is simple, but robust and easy to learn and control, allowing for quickly altering between weapons and flight, or other suit features. The suit has air filters and an onboard supply of 2 hours of air, targeting systems for its onboard weaponry, missile lock alert system, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors and several defensive systems including micro flares, heat resistant coating and a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hand. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The beam/pulse weapons in pulse mode have two other modes: the first being a plasma based flamethrower for an area attack; and the other aids in the suits ability to fly. While the these are not necessary for flight, they allow the suit to fly faster, and grants it higher maneuverability, but disables their use as a weapon while in this mode. Mounted over the right shoulder is a ballistic weapon that has an extending/retracting barrel that rotates to face over the shoulder or up parallel with the torso while in flight. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour.
Steel Armour (PL7) Type: Powered Armour Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (good maneuverability) Weight: 80 lb Purchase DC: 34 Restriction: Res (+2) Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, 2x beam/pulse weapons, micro flares (6 uses), ballistic shoulder weapon (equivalent to submachine gun), missile lock alert. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +1 attack with built-in weapons, opponent ballistic and ranged weapons suffer -4, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, -1 Computer Use checks, flares suffer -5 on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers or plasma weapons). Can not carry more than light load while in flight (not counting the weight of the armour).
Beam/Pulse Weapons Built into the palms are beam pulse weapons that can be used as a laser rifle (3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft, s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), none of the weapons can be used in flight.
Shoulder Ballistic Weapon This ballistic weapon that sits over the right shoulder which rotates to face over the shoulder, or points up to be parallel with the torso for use in flight. The barrel retracts when not in use. The weapon uses caseless ammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 80 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes.
Micro Flares These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead. Replacement micro flares have a PDC 10 for 6.
Paragon Corp Steel Armour This suit of power armour is loosely based upon the fictional armour made by a comic book hero. Although not particularly powerful, it is versatile and somewhat stylish. Later models have various upgrades or designed to fill
The Cobra power armour is built more for speed and maneuverability and infiltration than strength, enhancing the user's agility and speed. The helmet is modelled after a cobra's, with the featureless non-reflective faceplate surrounded by the jaws of the snake's head. From the sides of the helmet the cobra's hood can expand or retract from. When expanded, the hoods act as an aquaconverter, and also extend the range of the motion sensor by 50 feet. The hoods also act as an emergency floatation device in the event that the user is knocked unconscious and underwater. Along the right arm is a blade that runs along the forearm to allow for slashing motions. This blade can be extended forward and used like a normal blade for both slashing and piercing attacks. Mounted in the left arm is a laser and a retractable mono-filament whip. The right hand conceals a set of intellipicks. The upper "fangs" at the top of the helmet's faceplate contain aerosol sprayers for delivering toxins or other airborne substances, storing up to 2 different substances with 5 doses each (total of 10 doses). The cobra suit contains technology similar to silent suits, aiding in its stealth capabilities.
Cobra PA (PL 6/7) Type: Powered Micro-Assist, Tactical Equipment Bonus: +3 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: +1 Dex Bonus: +4 Max Dex: - Armour Penalty: -2 Speed (30 ft): 40 ft Weight: 30 lb Purchase DC: 27 Restriction: Mil (+3) Accessories: HUD, nanobeacon, HUD sensor link motion sensor, blackout goggles, aquaconverter, 2x aerosol dispenser, high frequency arm blade, mono-filament whip, laser pistol, intellipick, stealth design, military radio, unicom, air filters, emergency floatation device, danger avoidance system, distortion field, computer card w/wireless modem, one hour of oxygen. Notes: +2 Spot from HUD, motion sensor range expanded to 150 feet when hoods extended, +4 Reflex, +2 Tumble, 20% concealment (distortion field), +2 Fort vs airborne toxins and poisons, +5 Hide and Move Silently.
HF Arm Blade This is a high frequency sword that sits along the right forearm. It can be used while resting against the forearm with the cover retracting away from the blade to allow for its use while being grappled or entangled, or it can be extended past the hand to also allow for piercing strikes. 1d10, 19-20, slashing or piercing, can use Weapon Finesse feat.
Arm Laser Pistol Built into the left arm's forearm is a standard laser pistol with 50 charges, which recharges from the suit's power system at a rate of 1 charge every minute after 1 minute of inactivity.
Mono-filament Whip This is a 20 foot whip with a mono-filament end that allows it to make lethal slashing attacks. It can be used to make nonlethal attacks at a -2 attack. Deals 2d6, 20x3, 20 ft reach. Can be used to make ranged trip attacks or entangle a target and still do damage. If wrapped around a target, or object, can ignore 3 points of hardness as it slices into the object.
Aerosol Dispensers The fangs on the upper 'jaw' of the cobra head on the helmet are actually aerosol dispensers, able to spray any airborne gaseous substance, from knock out gas to inhaled poisons. Two different substances can be stored, with a total of 10 doses stored, with a range of 10 feet.
A.N.I.M.L. Cobra PA The Cobra power armour is built more for speed and maneuverability and infiltration than strength, enhancing the user's agility and speed. The helmet is modelled after a cobra's, with the featureless non-reflective faceplate surr
Inspired by barbaric tribes and fictional characters that get stronger when they get angry or injured, Paragon set out to create an enhancement that would create a primal force of nature. Unfortunately, as they attempted to create a near indestructible creature as it got stronger lead to many problems, including bone calcification, heart failure, and where the muscle mass became so dense to aid in protection, the subject was unable to move. The other problem was once combat was over, the subject wouldn't revert to their normal, more manageable state. The final cure to their problems was reducing the enhancement's defensive qualities and focus more on offensive through enlarging the adrenal gland, tweaking the flight or flight response and altering the body's cellular division instructions. The end result is the subject is slightly stronger than before, but has more fat storage, but well distributed around the body. When the subject is injured or subjected to any form of harm, such as poison, or with some mental training can will themselves, the subject's enhanced flight or flight response and adrenal glands will trigger mass release of adrenaline and cause the body to transform the stored fat into muscle, greatly increasing the strength of the user. Each time the subject is injured, they get stronger, and stronger. Unfortunately, Paragon couldn't increase the subject's healing abilities at the same time as they cancel out the trigger for the enhanced strength, in fact the subject's natural healing is slowed. Caution is advised that the subject have some kind of healing on hand if prolonged combat is excepted.
Hulk Template
The recipient retains all their abilities and gain the following abilities.
Size: Medium Hit Points: +30 HP Special Attacks: Slam, thunder clap Special Qualities: Hulk up, enlarged form, reduced healing, enormous appetite, enhanced power attack Abilities: +2 Con ECL: +3 PDC: 38 Requires 10 Fort saves DC 26
Hulk Up Upon taking any damage, even as little as 1 point, physically or to any ability, such as from a poison or toxin, the recipient's flight or flight and adrenal glands go into overdrive, causing the stored fat to be converted to muscle. From each source of damage in a round (autofire attacks or double taps are considered one source), the recipient will gain a +4 bonus to Strength and Constitution plus increased hit points from increased Con, suffer a -2 penalty to Will and Defense, and gain 20 pound in weight. These bonuses and penalties last new Con modifier +2 rounds, after which the user will be exhausted and lose all bonuses, but still retain the penalties until rested. Each time the user is injured after the initial hulk up, the duration is extended by 1 round and they gain the same bonuses and penalties ontop of what they already have, although the recipient's Defense can never go below 10. For example, if in round 1 the recipient is hit from one source, they gain +4 Str and +4 Con, -2 Will and -2 Def and 20 lb. In round 2 the recipient is hit from two sources, thus gaining an addition +8 Str, +8 Con, -4 Will, -4 Def and 40 lb for a total of +12 Str, +12 Con, -6 Will, -6 Def and 60 lb. If the recipient has been 'hulked up' for more than 6 rounds, when the hulk up ends, the recipient must make a Will save DC 15 or fall unconscious for 1d6 minutes +1 minute for every round past 6 rounds.
Enlarged Form When the recipient hulks up upon injury, the added muscle mass increases their size. The user is considered large when it is advantageous, such as for grapples, trips and carrying capacity. However, if the recipient hulks up four times, gaining 80 lb in weight, they become large sized, and would be considered huge sized for grapples and trips, etc. If the recipient hulks up a further 8 times, for a total of 12 times, they become huge sized, and considered gargantuan.
Reduced Healing The recipient heals half as much as normal when resting, healing only half their level in hit points for a night of rest. Abilities, chemicals or devices that heal hit points or grant fast healing, heal half as much with half the duration.
Enormous Appetite The recipient needs to eat twice as much as normal to fill the fat stores to use their hulk up ability. After using their hulk up ability, they need to eat a day's worth of food as it uses up a huge amount of energy. The recipient also suffers from starvation in half the time as a normal person would. So if a normal person would start to starve in 3 days, the recipient will start to starve in 1.5 days.
Enhanced Power Attack Whenever the recipient uses the Power Attack feat, they gain double the bonus to damage. Still can not subtract more than the recipient's base attack bonus.
Special Attacks All of the special attacks the recipient receives from this template are only available after the recipient hulks up.
Slam The recipient gains a slam attack based on their enlarged form size: Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
Thunder Clap After the recipient hulks up, they may make a thunder clap by slapping their hands together using their incredible strength to release a concussive force of air. The concussive force is released in a (number of hulk ups) x 5 feet radius that deals 4d6 points of concussive nonlethal damage. Also, objects must make an opposed Str check or be thrown back (number of hulk ups) x 5 feet, taking any damage if they strike anything (1d6 per 10 feet travelled), and knocked prone. A successful save means the target is only pushed back half the range, but not knocked prone.
Paragon Corp HulkInspired by barbaric tribes and fictional characters that get stronger when they get angry or injured, Paragon set out to create an enhancement that would create a primal force of nature. Unfortunately, as they attempted to create a
Hulk Bracer Paragon Corp designed a bracer that fits around the recipient of the Hulk enhancement, with expanding clasps so that it remains on the recipient's arm even as they increase in size. A series of buttons on the side activate any of its features. The first button activates a sharp needle that is designed to puncture the skin, causing a bit more damage than a normal syringe would, dealing 1 point of damage. This is used to trigger recipient's hulk up ability. The other buttons activate one of the three injectors for injecting chemicals into the user's bloodstream. Each injector can hold 2 doses of the same chemical, but all three injectors can be the same or all different chemicals. Hulk bracers usually come equipped with prolong (Future Tech pg 16), biocort (d20 Future pg 74) or rejuve (Future Tech pg 16) although both of these are very similar, and only bring the recipient's healing back to normal levels for a short period, and prolong (Future Tech pg 16). Other chemicals can be substituted or used. Many users will use two hulk bracers and load the second one with antitoxins and antibiotics and other chemicals such as energize, withstand or plastiflesh if available. Weight: 2 lb PDC: 21
Hulk Bracer Paragon Corp designed a bracer that fits around the recipient of the Hulk enhancement, with expanding clasps so that it remains on the recipient's arm even as they increase in size. A series of buttons on the side activate any of its feat
Manatek pl5 digital scrolls Tired of carrying around dozens Of bulky scrolls through hazardous combat zone? Well with our paitented software you can buy scrolls in digital format so you can carry as many scolls as you want. The puchase dc is the price +2, and can store as many as you like on a single device. But if the device is lost or destroyed the scrolls are lost.
Manatek where technology and magic meet for a better tomorrow.
Manatek pl5 digital scrollsTired of carrying around dozens Of bulky scrolls through hazardous combat zone? Well with our paitented software you can buy scrolls in digital format so you can carry as many scolls as you want. The puchase dc is the price
Manatek pl5 digital scrolls Tired of carrying around dozens Of bulky scrolls through hazardous combat zone? Well with our paitented software you can buy scrolls in digital format so you can carry as many scolls as you want. The puchase dc is the price +2, and can store as many as you like on a single device. But if the device is lost or destroyed the scrolls are lost. Manatek where technology and magic meet for a better tomorrow.
Don't take this as an attack of your idea, it's just kind of already been done in RAW. I think Urban Arcana deals with digitally stored spells. The mage can use PDAs, laptops or desktops to store their spell books, as can techno mage (which can only use spellfires so a digital only medium for their spells), archmage and artificer. The scribe scroll feat and improved scribe scroll (artificer) all specify that they can be stored digitally.
So the problem here, really, is how much space does a spell take up? If I recall correctly (I'll have to double check through my books), a spell generally takes up as many pages as it does levels. So a 7th level spell takes up 7 pages, or something like that. Now digitally, a single page of text takes up what... between 6 and 20 kb depending on file type (which program made it), formatting and any pictures would increase the page file size by the size of the picture, usually. So if we say a single page takes up say 15 kb, a 7th level spell only takes up a whooping 105 kb. Now.. when d20 Modern came out back in 2002 I think it was, most PDAs could store between 500 kb (for really damn cheap ones that were basically digital calenders, clocks, calculators) to about 20 mb on average. Even at 20 mb you can still hold a fair amount of spells, hell 1 mb could hold about 9 level 7 spells @ 105 kb each. And today, we've got CELLPHONES that hold GIGABYTES of information, sure between 1 and 8 gb for upper level. But tablets today are sitting in the 50 to 100 gb range. Laptops are in terabytes, and a desktop is the next step up if you pay enough to get that kind of drive space.
So.. how big is a spell level?
Now.. an item of technology and magic that would be interesting to see is a programmable wand. A technological version of a wand that you plug in a memory card that can hold x amount of spell levels that you can if you want divide between multiple spells or for one big powerful spell. For instance if it holds say 6 spell levels, can have Burning Hands (Lvl 1), Fireball (Lvl 3), Resist Energy: Fire (Lvl 2). The wand could have x amount of charges which each spell level uses up a charge per spell level. The wand could then be either rechargeable, or disposable, so when the charges are used up, it burns up, including the memory card, destroying it. This allows for quite a bit of flexibility in the device if you have several spell cards available. More powerful versions of a spell could be used instead of the minimum level. Like fireball requires a 5th level mage, so it deals 5d6, as a 3rd level spell. But let's bump it up to deal 6d6 damage which requires an additional spell level on the card, and thus an extra charge to cast.
Just an idea to think over. But again the main problem is: How much digital memory does a spell level take up? If using my numbers earlier in the post, in today's level of technology, you can hold probably MILLIONS of spells on a laptop, mind you that's not counting any other programs installed, or any programs that RUN spells. That's another question.. What do you use to read the spell? Can you write up a spell in notepad? Then just open notepad to read your spell from to memorize it?
What about a scroll version? Which Kira, from what I gathered of your post, is what you're trying to do, but how does it work? A specific program that displays the spell before it's erased? Do you need some sort of output device that casts the spell? (think display or some kind of emitter?) Kira, you have a good idea, but needs to be fleshed out. How does it work? Is there any required hardware? there should be a limit to how many a device can hold, especially limited by technology level or type of device.
Because as of right now, with my cellphone with 4 gb can in theory hold an insane amount of spells that I can cast from.
Don't take this as an attack of your idea, it's just kind of already been done in RAW.I think Urban Arcana deals with digitally stored spells. The mage can use PDAs, laptops or desktops to store their spell books, as can techno mage (which can only u
GEA101A2 Mantis Helmet The mantis helmet is an optional helmet that can be fitted with most forms of armour including ballistic, combat, and environmental, but not powered armour. The helmet looks like the head of a praying mantis, with large eyes that start on the front and angle back along the sides, two antenna on the top of the head, and a set of mandibles at the front. The large eyes are armoured and conceal cameras which feed directly to the HUD giving the user a full panoramic view of his surroundings. The antenna are motion detectors, chemical sensors and also sense air pressure and movement. The motion sensors don't have as much range as normal, but are more sensitive, and being tied into the cameras and HUD, when motion is detected, the camera pointing in the same direction as the motion will become more prominent in the user's field of vision, but not blocking it. The sensitivity of the motion sensors, combined with the air pressure and air movement sensors allow for the general detection of objects that are out of phase, allowing the user to have a general idea of size and location of a phased object, and invisible force fields or energy fields. The chemical sensors aren't as powerful as most handheld ones, but are quite useful. The mandibles are functional, allowing their use to cut wires, cables or use as an attack in melee combat when restrained or grappled. Behind the mandibles, with an armoured grill is an air filter to filter out airborne toxins and poisons. Below the mandibles GE has installed a small acid pellet shooter, similar to the GEW435B2, but with only a 10 round payload. Reloading takes about a minute, with the helmet removed. The helmet can be sealed when used with environmental armour to maintain internal atmosphere, but does not contain its own air supply. At the back of the helmet is the power supply which will power the helmet for about 8 hours of constant use. If combined with armour that has a power source (but not powered armour), the helmet can be tied into the suit's power system to recharge or augment its power supply. Also included is a smart weapon link for connecting to such weapons. Benefits: Spot checks with HUD and motion sensors +3 to Spot, motion sensor range is 50 feet, but can detect a moving phased object (user not denied Dex bonus to Def, but target still retains same concealment if invisible), +5 bonus to Search checks for chemicals, detect different air pressures and air movement (+2 Knowledge: Earth and Life Sciences related to weather and air, possibly detect invisible nonmoving objects or people by altered airflow around it), mandibles act as bolt and wire cutters, smart weapon link. Weapons: Mandible Bite 1d4 (+ 1/2 Str bonus), 20x2, melee, piercing. Acid Pellet Shooter: Identical to GEW435B2 only with a 10 round payload and range reduced to 10 ft increment out to 5 range increments maximum.
GEA101A2 Mantis Helmet The mantis helmet is an optional helmet that can be fitted with most forms of armour including ballistic, combat, and environmental, but not powered armour. The helmet looks like the head of a praying mantis, with large eyes th
LTB BMP-3A Having bought surplus BMP-2s and manufacturing rights to them, LTB went about updating the design somewhat to be more capable in today's battlefield. The 30mm cannon is available, but new ammunition types are available, or can be replaced with the same laser cannon that is available on the Jeb and Sherman 2, although it deals less damage, it has greater range. The 7.62 pintle mounted machinegun can be swapped out for a laser rifle, or retained. LTB has replaced the diesel engine with their flex-fuel engine, or their electric engine is available. A new feature added is the second armour layer they added. Thinning the original armour slightly to reduce weight, but adding a reinforced carbon-carbon heat refracting ceramic tiling, very similar to that used on the original space shuttle used by NASA, as a means to make the vehicle more resistant to laser weapons, and any experimental plasma weapons that might appear. Surprisingly, this idea worked quite well, however, it did make it more vulnerable to ballistic weapons since the normal armour had been lightened as a compromise. As an added bonus, the vehicle is practically immune to normal fires, allowing it to enter burning buildings or forests and not to worry about damage. The electric engine version does have a slight increase in passenger capacity as the fuel tanks are removed and less space is needed for batteries, however the vehicle is unable to recharge the laser cannon if equipped with one while using an electric motor. A crew of 3 is required, driver, gunner and a commander. Three top hatches located above each crew position, and a large door in the back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. The BMP-3A is three squares wide and four squares long, providing full cover to its occupants.
LTB BMP-3A Crew: 3 Passengers: 7 Cargo: 250 lb Init: -2 Maneuver: -2 Top Speed: 75 (70) Defense: 8 Hardness: 8, fire resistance 15 Hit Points: 53 Size: H Purchase DC: 37 Restriction: Mil
Accessories/Notes: Amphibious, radio, two headlights, 1 spotlight on a pivot mount that is manually or controlled from within, air filtration system (+4 bonus to crew against airborne toxins and poisons), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 8 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers such as M72 LAWs. The Repair checks to fix or modify a BMP-3A are reduced by 3, and PDC for replacement parts are reduced by 1. An electric powered BMP-3A will have its speed increased to 80 mph (8), but loses the ability to recharge the main weapon, and can carry 8 passengers. The BMP-3A is armed with the original 30mm cannon, or a light laser cannon which is powered by a dedicated battery that can be charged from the main engine over time. A flex-fuel engine can recharge the battery at a rate of 1 shot every minute of light driving (under 30 mph, or sitting and idling). Has a 50 round battery. Mounted on a pintle on the hatch on the turret is a 7.62mm machinegun with 200 rounds, or a laser rifle can be used.
Weapon
Damage
Critical
Damage
Type
Range
Increment
Rate of
Fire
Magazine
Size
Weight
Purchase
DC
Restriction
30mm Cannon (Optional)
4d12
20
Ballistic
150 ft
A
Linked
Huge
-
-
-
Light Laser Cannon (Optional)
5d8
20
Fire
200 ft
Semi
50 battery
-
-
-
-
7.62 mm Machinegun
2d10
20
Ballistic
80 ft
S, A
200 Linked
-
-
-
-
Options: Fire Engine The passenger section is removed and turned into a large water tank, with the turret mounting a water cannon instead. As the heat refracting tiling protects the BMP-3A from fires, crews have no fear of driving right into the thick of the fire to put it out. The water cannon has a range increment of 20 ft and has enough water for 30 shots, or 3 minutes of continuous fire. All other weapons are removed form this variant.
LTB BMP-3A Having bought surplus BMP-2s and manufacturing rights to them, LTB went about updating the design somewhat to be more capable in today's battlefield. The 30mm cannon is available, but new ammunition types are available, or can be replaced
New Equipment LTB Thermal Armour After the release of the BMP-3A and it's thermal armour, LTB has produced armour kits which can add a layer of the reinforced carbon-carbon heat refracting ceramic tiles to their other vehicles, including the Jeb, Recon and Sherman 2. However this does add additional weight to the vehicles, and the armour can be blasted away with ballistic weapons. The thermal armour gives the vehicle fire resistance 15, which works against lasers, plasma and normal fires, and 10 hit points. However, the vehicle suffers -10 mph (-1) speed, -1 initiative and maneuverability, and adds 50 lbs per size category over large. Also, every ballistic or bludgeoning attack reduces the fire resistance by 1, although the vehicles still have their normal armour so they still have some protection against other forms of attack. For example, a Jeb with thermal armour added has fire resistance 15, but if attacked three times by a .50 cal machinegun (three separate attacks, autofire, burst fire and double tap each count as one attack), the fire resistance would be reduced to 13. Weight: 50 lb. +50 lb./size category over large. PDC: 18 +1/size category over large Restriction: none.
New EquipmentLTB Thermal ArmourAfter the release of the BMP-3A and it's thermal armour, LTB has produced armour kits which can add a layer of the reinforced carbon-carbon heat refracting ceramic tiles to their other vehicles, including the Jeb, Recon
Well for one urban arcana spell level only goes to 5, secondly your judging by a Spellbook, your forgetting the packet energy needed to power the spell, I'm thinking each spell will take up 100mb x spell lvl + a number of megabytes equal to the amount the exp cost of the scroll. The program takes up 1gb, the software enables the transition of stored digital arcane (or divine) energy to actual spell energy. And do to the encryption software it will only run manatek digital scrolls. And the main purpose of this is that via 3G/4g connection or wi fi, you can order scrolls in the Feild, not something that was considered in raw. the requirements for this is any item that gets Internet acess.[ I think I'll make that wand btw, also I'm working on new future arcana spells. That wand was a spectacular idea, where you can download a certain amount of your spells per day, and it will store them in digital format thanks to manateks software]
Well for one urban arcana spell level only goes to 5, secondly your judging by a Spellbook, your forgetting the packet energy needed to power the spell, I'm thinking each spell will take up 100mb x spell lvl + a number of megabytes equal to the amoun
Well for one urban arcana spell level only goes to 5, secondly your judging by a Spellbook, your forgetting the packet energy needed to power the spell, I'm thinking each spell will take up 100mb x spell lvl + a number of megabytes equal to the amount the exp cost of the scroll. The program takes up 1gb, the software enables the transition of stored digital arcane (or divine) energy to actual spell energy. And do to the encryption software it will only run manatek digital scrolls. And the main purpose of this is that via 3G/4g connection or wi fi, you can order scrolls in the Feild, not something that was considered in raw. the requirements for this is any item that gets Internet acess.[ I think I'll make that wand btw, also I'm working on new future arcana spells. That wand was a spectacular idea, where you can download a certain amount of your spells per day, and it will store them in digital format thanks to manateks software]
Ok, now we're talkin.. File sizes, so a basic spell, say level 0 or 1 (0 would be considered level 1 for memory storage) would have a minimum file size of 100 mb + xp (off hand I don't remember the forumla for calculating xp for scrolls). Then we add the 1 gb for the program. So a phone could hold the program (1 gb), plus between 1 and 3 (assuming a 2 to 4 gb memory card). That's still a fair bit of spells, but we can also assume there are other apps they'll have, but this is information we need. How big the spells are.
I would limit how many spell levels can be put into the wands, since most wands only have one spell in them, so they could be like mini staves for ones with multiple spells. Then it's a matter of are they disposable (can't be recharged, would make them cheaper), or rechargable ones (more expensive). So it's like a gun that you can swap out different ammunition magazines, only in this case, spells, as long as you've got enough power in it. I would definitely make disposable ones (which also burn out the spell card in it at the time) for pl5/6, and pl7 would have rechargable ones.
Ok, now we're talkin.. File sizes, so a basic spell, say level 0 or 1 (0 would be considered level 1 for memory storage) would have a minimum file size of 100 mb + xp (off hand I don't remember the forumla for calculating xp for scrolls). Then we add
Portible Flash clonning vat pl6 late A small tank that fits in a backpack, it can grow an organ or limb in an hour. The vat holds enough nutrients to make 10 organs or limbs. A replacement jar of nutrients PDC 14 +2 and weighs 2lbs (10 uses). When used as part of surgery it decreases the recovery time by 4 hours even below the normal minimum of 6 hours, the new minimum is 2 hours. Its is much easier to recover with your own organs and blood. PDC 24 (+2) Weight: 15lbs
As for the wand I was thinking that it would hold a total spell lvl like 10 or 20, so they can put any spell they want in. It makes sense that it's not restricted to 1 spell if it's programible. So the apprentice wand holds 10 lvls of spells where as the grand master holds 50. Unless ur an artificer or technoMage you have to buy scrolls to load into it. It pulls up the spell by voice, also you could install voice recognition on it to protect it from others.
Portible Flash clonning vat pl6 lateA small tank that fits in a backpack, it can grow an organ or limb in an hour. The vat holds enough nutrients to make 10 organs or limbs. A replacement jar of nutrients PDC 14 +2 and weighs 2lbs (10 uses). When use
Portible Flash clonning vat pl6 late A small tank that fits in a backpack, it can grow an organ or limb in an hour. The vat holds enough nutrients to make 10 organs or limbs. A replacement jar of nutrients PDC 14 +2 and weighs 2lbs (10 uses). When used as part of surgery it decreases the recovery time by 4 hours even below the normal minimum of 6 hours, the new minimum is 2 hours. Its is much easier to recover with your own organs and blood. PDC 24 (+2) Weight: 15lbs As for the wand I was thinking that it would hold a total spell lvl like 10 or 20, so they can put any spell they want in. It makes sense that it's not restricted to 1 spell if it's programible. So the apprentice wand holds 10 lvls of spells where as the grand master holds 50. Unless ur an artificer or technoMage you have to buy scrolls to load into it. It pulls up the spell by voice, also you could install voice recognition on it to protect it from others.
I wouldn't allow too many spell levels, unless the higher level spells all use a larger amount of charges. Then a matter of how many charges are available. I like the portable flash cloning vat. Although carrying around something like that on your back isn't gonna be fun. How big is the unit? a foot tall with a 6 inch diameter? Can grow most organs in that, although not all bones, like a femur is a bit long to fit.
I wouldn't allow too many spell levels, unless the higher level spells all use a larger amount of charges. Then a matter of how many charges are available. I like the portable flash cloning vat. Although carrying around something like that on your ba
Chuck leads you to a clothing rack with a series of cloaks, he takes one and drapes it along his arm. "Look good while blasting yer foes!"
Cloaks
Polymeric Cloak (Late PL6/7) This cloak is made from common or more stylish clothes, with thin strips of polymeric armour, similar to that used in mech, vehicle and starship armour, only much thinner. Many diplomats and royalty purchase these cloaks as they provides some protection without encumbering them or having to wear a full suit of armour. The cloak is usually designed with a hood and covers the body down to below the knees and can be pulled closed around the wearer. The cloak provides a +1 armour bonus when pulled closed, or +1 shield bonus when open. If the user fights defensively with the cloak open, draping part of it over their arm, the user gains a +2 shield bonus instead. Weight: 10 lb. PDC: 16 Res: Restricted (+2)
Glide Cloak (PL6) This cloak has a harness that is strapped around the upper torso and shoulders. It appears as any common cloak and comes in a number of colours and is always made to be at least knee length. Along the outer edge, but on the inside of each side is a set of handles that make it easy to close or wave the side of the cloak. In the harness is a small battery and altimeter. There is a small recessed button on each handle and on the harness. When any one of these buttons is pressed, the battery sends a small electric charge into the fabric of the cloak, which is actually a metafabric, and it reshapes and stiffens to form a personal glider. The glider is fairly easy to use, with the handles in a position that is comfortable for most people, allowing for fairly easy change of direction. The altimeter is designed to automatically deploy the glider if the user falls more than 30 feet. To remove the chance of the glider deploying accidently when the user is in an aircraft, the altimeter is designed with a proximity sensor in the bottom of the cloak rim so when there's no floor below the user, the altimeter prepares to deploy the glider. Weight: 11 lb. PDC: 15 Restriction: None
Vanadium Cloak (PL6/7) The vanadium cloak is similar to the polymeric cloak, only it is designed for combat, usually coming in matte black or various camouflage colouring. The cloak also has sleeves which allow it to be worn more like a robe to provide more protection. It provides all the benefits of the polymeric cloak, but in addition, when it is closed around the user, such as when worn as a robe with the user's arms through the sleeves, it provides a +1 Reflex bonus against explosives or weapons that allow a Reflex save (blast, line or cone effects such as grenades or flamethrowers). The armour bonus to Defense stacks with any armour worn underneath. Also when worn closed, the cloak provides the user with the benefits of light fortification, with a 25% chance to of critical hits being turned into normal hits. Weight: 13 lb. PDC: 20 Restriction: Military (+3)
Deflect Cloak (PL6/7) This cloak with hood usually has a metallic look to its cloth. The cloth is impregnated with ceramic tiles and other reflective material, allowing it to reflect heat and energy. While worn, the user gains a +1 Deflection bonus to Defense against energy attacks (such as lasers, plasma, ion, fire, etc), but not acid, sonic or cold damage. Also built throughout the cloak is a cooling unit, which can help keep the wearer cool in hot environments, functioning like a survival suit when drawn closed for about 8 hours. When pulled close, with the hood up and pulled closed as well, and a control activated, the wearer gains fire resistance 5 (works against lasers, normal fire, plasma weapons) for 1 minute (10 rounds) (similar to Batman's cap in one of the original Batman movies), useable 5 times a day, but require a minute between uses. The batteries in the cloak will allow the cloak to function for about 4 days before requiring recharging, using a universal adaptor for most power outlets, taking about 2 hours to recharge fully. Weight: 7 lb. PDC: 18 Restriction: None
Chuck leads you to a clothing rack with a series of cloaks, he takes one and drapes it along his arm."Look good while blasting yer foes!"Cloaks Polymeric Cloak (Late PL6/7) This cloak is made from common or more stylish clothes, with thin strips of
Acid Juicer Bio Augmentation Paragon Corp created the acid juicer bio augmentation in an attempt to create something similar to the comic book 'speedsters'. Although they did get some of the results they were aiming for, they ended up getting a few unexpected side effects, and as such it is not a popular, although useful, augmentation. This bio augmentation jacks the recipient's metabolism and reaction time to superhuman levels. Muscles and joints are modified to deliver incredible amounts of power on demand, albeit mostly for movement; in particular the pelvic joints are modified for smooth, painless, and superhuman operation at levels that would tear unmodified beings apart. The blood chemistry is radically altered to where it no longer matches anything like the recipient's original blood chemistry, turning it into an extremely acidic and toxic mix. The benefits of this augmentation include mindboggling running speed, enhanced reflexes, increased healing abilities, carbon fiber laced bones, and enhanced immune system to fight off most diseases and pathogens, and surprisingly a built in chemical weapon. The recipient is virtually immune to things like arthritis, gout, and other maladies or conditions that affect the joints negatively. The main drawback to the bio augmentation is the recipient's blood is now poisonous to others of their own species, and they can not accept blood from donors, requiring specially synthesized blood for transfusions or organs. Another disadvantage is the blood is also acidic, making treating injuries can be hazardous to others attempting to affect aid, and normal medicines are toxic to the recipient. The recipient is also rendered sterile, their skin tends to have a leathery, weather-beaten look, and thick calluses on their feet, and require at least double the normal amount of food.
Acid Juicer Template The recipient retains all their abilities and gain the following abilities.
Size: Medium Hit Points: +5 HP Speed: +30 ft Special Attacks: acidic spit, charge Special Qualities: acidic blood, enhanced speed, enhanced reflexes, fast healing 2, enhanced lungs, enhanced immune system, acid resistance 5, increased metabolism Abilities: -2 Str, +4 Dex, -1 Cha ECL: +3 PDC: 39 Requires 10 Fort saves DC 29
Acidic Blood: The blood of the acid juicer is highly acidic and toxic. Anytime the recipient takes damage from any source except fire based or energy attacks, the acidic blood splashes in a 5 foot radius around the recipient, Reflex Save (DC 13 + Con modifier) to avoid, dealing 1d4 points of acid damage for 2 rounds.
Acid Resistance: Due to the acidic blood chemistry, the recipient's skin becomes highly resistant to acid, gaining acid resistance 5.
Acidic Spit: The recipient's spit is mildly acidic. The recipient can spit up to 20 ft away, as a ranged touch attack at the target's face, causing burning irritation and temporary blindness. Victim makes a Fort save (DC 14 + Con modifier), or be blinded and nauseated for 1d4+1 rounds. A successful save only stuns the target for 1 round.
Charge: Any time the recipient charges, they move at three times instead of double normal speed, gain a +4 to attack instead of the normal +2, but suffer -3 to Defense instead of the normal -2. If the recipient makes a melee attack at the end of the charge, they gain +1 damage for every 10 feet they travel. Alternatively, the recipient can charge past several opponents up to the maximum distance their tripled speed for a charge allows, making an attack roll against each opponent the recipient passes in a straight line at -5, without the attack bonus from charging, however taking a further -2 to Defense for a total of -5 to Defense.
Enhanced Immune System: The recipient's immune system is increased, granting +2 bonus to Fort saves against poisons, diseases and toxins.
Enhanced Reflexes: The neural connections in the brain and tendons are all enhanced for faster reaction time. The recipient gains +2 to Initiative and +4 to Reflex. As long as the recipient has moved at least 10 feet in a round, they gain a +1 Dodge bonus, which stacks with any other form of Dodge bonus. If the recipient takes the fighting defensively action, they gain a +3 Dodge bonus to Defense. So if the recipient moves 15 feet and fights defensively, they gain a total +4 Dodge bonus to Defense. The recipient also gains one extra attack of opportunity per round, even if they don't have the Combat Reflexes feat.
Enhanced Speed: The recipient's movement increases by 30 feet per round, and when running, moves at six times normal, instead of normal four. If the recipient is wearing heavy armour, they move at five times their speed instead of normal three. If the recipient makes a long jump, gains a +3 competence bonus on their check.
Enhanced Lungs: The recipient's lungs are modified for extracting, and holding large amounts of air, and more efficient oxygen processing in the blood. The recipient gains a +4 to the following saves: hourly swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold breath, Fortitude saves to resist suffocation or drowning. Can hold breath for 10 minutes before requiring to make a save. The benefits from the Endurance feat stack with these bonuses. The recipient also gains a +4 bonus to Fort saves against airborne toxins, poisons and diseases due to the enhanced filtering and greater efficiency of the lungs.
Fast Healing: As long as the recipient has positive hit points, he can heal 2 points of damage per round, except damage from fire based attacks, such as fire, lasers or plasma weapons. A Treat Injury check and a first aid kit, minimum is required to treat the burns before they can be healed.
Increased Metabolism: The recipient's metabolism is enhanced greatly to provide the energy required for the great speeds the recipient can move, requiring the recipient to eat double their normal daily amount of food, and any time they run or charge more than three times, the recipient will need to eat another full day's worth of food.
Acid Juicer Bio Augmentation Paragon Corp created the acid juicer bio augmentation in an attempt to create something similar to the comic book 'speedsters'. Although they did get some of the results they were aiming for, they ended up getting a few u
Advanced Communications Suitcase (PL5) This suitcase has all the equipment required to let you stay in touch anywhere in the world, or in orbit. This sophisticated system begins with a powerful personal computer with wireless modem, large harddrive, with built-in satellite phone with a hands-free ear piece, scanner and optional short-wave capability. The system can connect to satellites in orbit, although the radio can send and receive signals to any nearby orbiting bodies, such as a moon or ship. The system can send and receive text, emails, faxes, video and other data. Functions as an upgraded laptop with wireless modem and satellite modem, cell phone, camera for video transmissions, digital audio recorder and transmitter, printer, scanner, a professional walkie-talkie using a wireless ear piece with mic, similar to a blu-tooth device, portable satellite phone, and GPS receiver. Has a 48 hour power supply. The case weighs 15 lbs, medium size, has a standard lock, PDC 25.
Advanced Communications Suitcase (PL5) This suitcase has all the equipment required to let you stay in touch anywhere in the world, or in orbit. This sophisticated system begins with a powerful personal computer with wireless modem, large harddrive,
H.U.P.C. (PL5) As civil unrest in various countries increases, many police forces found they needed heavier armoured vehicles with large passenger capacity. But they also found they needed a vehicle that could blend in with civilian traffic especially for large sting operations or for expected riots, without tipping off the criminals that a large police force was present. New Flyer, makers of public transit buses, was contracted, and paired with several military vehicle companies to create the H.U.P.C, or heavy urban personnel carrier. The H.U.P.C. looks like the newer Xcelsior buses, only it is heavily modified. The frame is greatly reinforced, it's well armoured, most of the windows are removed, but false tinted bullet proof glass windows are installed to give the bus the illusion it is still a civilian passenger bus. The doors are modified and armoured so that when they open, armoured panels extend out to allow greater cover for exiting troops, especially when opened close to a building. These panels extend out 2 feet.
The windows that are still remaining have 6 (3 each side) concealed gunports for inside troops to fire through, and are made of bullet proof glass. The bumpers, especially the front one, are heavily reinforced to allow the H.U.P.C to smash through many barricades. The seats are designed with crash webbing, allowing the passengers who are seated, including driver and command unit staff, to suffer no damage when the H.U.P.C. rams something. The crash webbing also as a quick release system to allow troops to quick disengage the webbing and get to the door in a few seconds. Seating has been reduced from the normal 42 for the 40 foot model to 30 seated troops, with an additional 5 standing comfortably. The rear deck has a mobile command unit, providing communications for the troops. The suit has multiple cameras for receiving gun or helmet camera footage, multiband police and/or military radio, GPS, civilian radio jammer, radio encryption/decryption, wireless internet for connecting to police computer systems, satellite radio, large storage capacity of all audio/video recordings from helmet and gun cameras. The H.U.P.C. also mounts a HI-Def camera on a small turret on the roof to record all that goes on around it with a laser microphone, along with shotgun and parabolic mics. The command unit has room for 3 operators. Mounted on the roof, concealed where the electric motor would normally be, is a retractable manned turret for either a 7.62 mm or .50 cal machinegun that can hold up to 3000 rounds in a belt, with a grenade launcher that usually contains tear gas or smoke grenades with a 12 round capacity. To use the turret, someone inside the H.U.P.C pulls down a short ladder on the ceiling, which lowers a platform for him/her to stand on, which also activates the turret, raising it, allowing for full 360 degree rotation, and 120 degree vertical arc. Inside, at each seat has a rack and storage for one rifle, one pistol, 6 grenades, 4 magazines for each weapon and riot shield. There is a storage locker that holds additional ammunition and grenades, plus 4 racks for heavy machineguns, rocket launders or grenade launchers plus space for 3 reloads each. There is also 10 first aid kits, 5 emergency surgery kits, 3 collapsible stretchers, 2 days worth of rations for a full compliment, emergency flares, road side markers/pylons, several rolls of police caution tape, bolt cutters, portable battering ram, 2 10-man tents and 10 kinetic powered flashlights. As the H.U.P.C is designed to look like a civilian passenger bus, it still has the LED signs on the front, side and small rear ones, which it can use to display false transit bus information, or when at a scene, to caution people away. Two concealed turreted search lights and standard police flashing lights are on the roof, as well as siren and speakers.
H.U.P.C. (PL5) Crew: 5 (1 driver, 1 gunner, 3 mobile command unit staff) Passengers: 30 to 35 troops Cargo: up to 800 lbs of gear Init: -3 Maneuver: -3 Top Speed: 120 (12) Defense: 8 Hardness: 10 Hit Points: 50 Size: G Purchase DC: 41 Restriction: Res (+2) to Mil (+3) Accessories: concealed turret with machinegun (either 7.62mm or .50 cal) and grenade launcher, mobile police command unit, multiband police/military radio, GPS, police computer, wireless internet, satellite radio, 6 gunports, armoured doors, 2 search lights, Hi-Def camera, laser, shotgun and parabolic microphones, 10 first aid kits, 5 emergency surgery kits, 3 collapsible stretchers, 2 days rations for 40 people, 2 10-man tents, portable battering ram, bolt cutters, 10 kinetic powered flashlights, police lights and siren, reinforce design and bumpers Notes: Disguised to look like a civilian bus, granting a +5 bonus to Disguise (usually a DC 15) checks to pass as a civilian passenger bus, exiting troops gain a +2 Cover bonus to Defense when near the doors, reinforce bumper and design allows the H.U.P.C to suffer only 1/4 (one-quarter) from rams, and the Driver gains a +2 to Drive checks to maintain control after a ram or collision. Gunports allow 3 troops on each side (total of 6) to fire at targets outside with full cover (targets hill strike the H.U.P.C instead), the person manning the gun turret has three-quarters cover. Troops can embark or disembark the H.U.P.C as a move action, with two troops exiting at a time (one per door, two doors total).
Weapon
Damage
Critical
Damage Type
Range Incr
Rate of Fire
Magazine
7.62 Machinegun
2d10
20
Ballistic
100 ft
A
Linked
40mm Grenade Launcher
Varies by grenade
-
varies
110 ft
S
12 box
Optional M2HB (replace 7.62 machinegun
2d12
20
Ballistic
110 ft
A
Linked
H.U.A.V (PL5) The Heavy Urban Assault Vehicle, or H.U.A.V., is a modified version of the H.U.P.C., geared towards heavy assaults, such as captured armoured truck and light military vehicles. The H.U.A.V is further reinforced to support the turret that mounts the same 25mm cannon as the M2A2 Bradley on the roof at the rear and smaller turret that mounts twin .50 cal machine guns, as well as side weapon blisters for 7.62 machineguns. Both roof mounted turrets have a grenade launcher with a 12 round magazine, with multiple magazines available. The 25mm cannon turret has full 360 degree rotation, while the front turret can't fire in the rear 60 degree arc except for up in the sky above the rear turret. Sensors as well as computer programmed locks prevents the turret from firing when aimed in the direction as the other turret. The H.U.A.V does away with troop capacity, it has room for 5 troops, and command unit to make room for the supports of the turrets and ammunition for all the weapons it carries. Although the H.U.A.V. has many critics against its development, but few have complained about its results. Not many H.U.A.V.s have been produced, although about half produced has been used by the military for use in third world country cities or recently pacified cities for patrol purposes. The H.U.A.V. has thicker armour than the H.U.P.C, but is much slower, due to the added weight of the turrets and weapons, but it is fast enough to keep up with most APCs that it might be used against within a city. The H.U.A.V. does retain the reinforced design and bumpers to allow it to ram other vehicles or barricades while suffering little damage, along with the crash webbing for all crew and passengers.
H.U.A.V. (PL5)
Crew: 10 (1 driver, 1 commander, 1 main turret gunner, 1 secondary turret gunner, 6 side weapon blister gunners) Passengers: Up to 5 troops, although a little cramped Cargo: 50 lbs of gear Init: -3 Maneuver: -4 Top Speed: 70 (7) Defense: 8 Hardness: 12 Hit Points: 52 Size: G Purchase DC: 43 Restriction: Mil (+3) Accessories: multiband police/military radio, GPS, satellite radio, police computer, wireless internet, reinforced design and bumper, 2 day rations for 10 people, 2 five man tents, 2 roof mounted search lights, police lights (military models remove these for an extra search light), turret with 25mm cannon and grenade launcher, turret with twin fire-linked .50 cal machineguns and grenade launcher, 6 side mounted weapon blisters (3 each side), roof mounted smoke grenade launchers (12 tubes, 3 grenades each), 10 flares, 1 collapsible stretcher. Notes: Definitely noticeably not a civilian passenger bus, suffers only one-quarter damage from ramming or collisions.
Weapon
Damage
Critical
Damage Type
Range Incr
Rate of Fire
Magazine
25mm Cannon
4d12
20
Ballistic
150 ft
A
Linked
Twin .50 cal Machinegun
3d12
20
Ballistic
110 ft
A
Linked
40mm Grenade Launcher (2)
Varies by grenade
-
varies
110 ft
S
12 box ea
7.62 machine gun blister (6)
2d10
20
Ballistic
90 ft
S, A
Linked
H.U.P.C. (PL5) As civil unrest in various countries increases, many police forces found they needed heavier armoured vehicles with large passenger capacity. But they also found they needed a vehicle that could blend in with civilian traffic especial
Bradley Mk3 Rapid Attack Tank (PL6) The Bradley Mk3 tank is a relatively swift tracked vehicle with all the target acquisition gear and sensor systems needed to allow its activity in the field as a solitary attack craft with anti-infantry and vehicle capability. Its ability to fulfil this last role is limited due to the light nature of its weaponry, but with skilled crewmen, or by attacking en masse with other Bradleys using combined fire, it can be remarkably effective. As a vehicle hunter/killer, it can be especially lethal as its performance characteristics allow for rapid assaults and enemy engagement at long ranges. In the field, Bradley IIIs tend to lead assaults, firing from terrain cover whenever possible and infiltrating enemy lines to bring back formation data to the rest of its company. Bradleys are able to open fire with their main guns while in motion at their top speed to maximize their chances of survival and perform lightning strikes. Bradley Mk3s have a crew of 4, driver, sensor operator and two gunners. They are armed with a laser and 30mm cannons in the turret side by side, with two 12.7mm (.50 cal) machineguns on remote turrets on the sides of the body for anti-infantry purposes. Bradley Mk3s have a reduced passenger capacity compared to older Bradleys due to space being dedicated to weapons. The Bradley Mk3 can carry 5 troops. There are three top hatches, one over driver and sensor operator, and one in the turret, and a large door in the back for infantry soldiers to load or disembark. Takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. The Bradley Mk3 is three squares wide and four squares long. It provides full cover to its occupants. The Bradley Mk3 is amphibious, allowing it to travel through water or make amphibious landing and assaults launched from boats.
Bradley Mk3 (PL6) Crew: 4 Passengers: 5 Cargo: 200 lbs Init: -3 Maneuver: -3 Top Speed: 90 (9), 30 (3) water Defense: 6 Hardness: 16 Hit Points: 60 Size: Gargantuan Purchase DC: 46 Restriction: Mil (+3) Accessories: Two first aid kits, holster at each station for a PDW or sidearm and two magazines, nightvision 1000 ft, NBC seal, air filters, 8 hour air supply, wench with 100 ft of cable, emergency rations for 2 days for 4 people, 2 search lights that function both in visible light and infrared, infrared cameras, 30mm cannon and laser cannon in turret, 12.7mm machineguns in side weapons blisters. Notes: Darkvision 1000 ft, air filters and NBC provide +4 bonus to Fort saves to air borne toxins and radiation. If air is too polluted, poisoned or toxic, the computer system and sensors will automatically seal the vehicle and switch to the internal air supply. Able to travel on water, but no deeper than 100 ft. Targeting computer provides +4 to attack and compensates for movement penalties (gunners do not suffer any penalties from the tank moving).
Weapon
Damage
Critical
Damage Type
Range Increment
Rate of Fire
Magazine
30mm Cannon
4d12
20
Ballistic
150 ft
A
Linked
Laser Cannon
5d8
20
Fire
200 ft
S
50 shot battery
12.7mm machinegune (2)
2d12
20
Ballistic
110 ft
S, A
Linked
Bradley Mk3 Rapid Attack Tank (PL6) The Bradley Mk3 tank is a relatively swift tracked vehicle with all the target acquisition gear and sensor systems needed to allow its activity in the field as a solitary attack craft with anti-infantry and vehicle
Second-Gen Night Vision Goggles (PL5) Modern night vision goggles built to Special Forces specifications have all but eliminated the problems of older-model NVGs, namely monochrome vision and lack of depth perception. Colors are muted when viewed through these advanced NVGs, but can still be discerned, and the picture is much more like normal human vision. These goggles function identically to standard NVGs, but do not impose the –4 penalty on Spot or Search checks as older models do. Size: Small Weight: 2.5 lbs PDC: 20 Restriction: Restricted (+2)
Paragon Corp Magnetic Field Detector (PL6) A fedora with a visor field that drops down over the eyes and targets intense magnetic fields using heads up display technology. Used primarily to detect for mini railguns, fusion and plasma weapons and high energy weapons. Will not detect the lower energy hand weapons such as lasers or taser-like weapons, or chemical explosive weapons. Triggering devices on bombs and high energy laser scopes can also be detected and the presence of cybernetics. Comes also as a crusher, baseball cap, motorcycle helmet, mirror shades, police riot gear and can be adapted to other headgear at a minor additional cost. Benefit: Provides a +4 to Search and Spot checks to locate devices with strong magnetic fields, such as high energy generators, weapons (fusion, plasma, magnetic accelerator type weapons, but not lasers or electrical based weapons unless they use strong magnetic fields in their firing process) and high energy devices. Things like triggering devices for mines or bombs only gain a +1 bonus as they are more passive, use less energy and usually designed to not be detected. PDC: 14 Restriction: Res (+2)
Second-Gen Night Vision Goggles (PL5) Modern night vision goggles built to Special Forces specifications have all but eliminated the problems of older-model NVGs, namely monochrome vision and lack of depth perception. Colors are muted when viewed th
Thermacine Thermacine is a drug developed originally for workers in artic and extreme cold conditions, such as in orbital shipyards. Thermacine is an injectable biological anti-freeze drug that provides temporary protection from frostbite and the ravages of extremely low temperatures. It is not intended for long term protection; but can allow a person to work for brief periods in sub-artic conditions and survive exposure. As it becomes more wide spread and cheaper, thermacine is also included in survival kits install in escape pods of many starships. Each dose of termacine provides the user with cold resistance 5, immune to effects of cold exposure for 1d4+1 hours. If someone takes more than 4 consecutive doses in a day, the body starts to feel numb and lose sensation, suffering a -4 to all Dexterity based skills. After 6 consecutive doses, the user is also fatigued, while still suffering the -4 penalty to Dexterity skills, and can not distinguish the difference in hot and cold. This has led some people to burn themselves by touching burning hot pots. PDC: 14 per dose Craft DC: 29, 15 hours to make.
Thermacine Thermacine is a drug developed originally for workers in artic and extreme cold conditions, such as in orbital shipyards. Thermacine is an injectable biological anti-freeze drug that provides temporary protection from frostbite and the rav
The charge shield is an advancement in an ancient form of defense: shields. The charge shield looks like a small round shield with straps to hold it on one's arm and a handle to help direct and wield it. The handle has the activation button, as well as the power pack quick release. The charge shield runs on standard power packs. Once activated, the shield emits a faint energy field around the user of a colour depending on the type of energy it protects against. The field will absorb blasts from the type of energy it protects against, up to a certain amount, before it shuts down, protecting the user from all directions. The field can absorb up to 60 points of damage before it deactivates, requiring two hours to replenish. If the shield is deactivated by the user before the full amount of damage absorbed, the shield replenishes at a rate of 1 point every two minutes. The charge shield has one additional ability, after it has absorbed at least 15 points of damage. For every 15 points of damage (a small LED panel on the inside of the shield indicates the charge) the shield absorbs, it can release a bolt of energy of the same type (1d6) up to 30 feet away at a single target, with a -1 penalty to attack roll. The released energy replenishes 1d6 points of damage that it can absorb (rolled separate from the damage the discharge dealt). The colours the field and their corresponding energy types are: red for fire (plasma, lasers), green for acid, blue for electricity, purple for sonic, white for cold, and orange for force. Equipment Defense Bonus: +2 Equipment Nonprof Defense Bonus: +1 Weight: 10 lbs PDC: 29 Mil (+3)
Charge Shield (PL7/8 Shield Proficiency)The charge shield is an advancement in an ancient form of defense: shields. The charge shield looks like a small round shield with straps to hold it on one's arm and a handle to help direct and wield it. The ha
A.N.I.M.L. Fire Ant Helmet PL6 This helmet looks like the head of a fire ant, with large eyes, antenna and large mandibles on the front about where the user's jaw would be. The helmet is compatible with most armours, and can be used with environmental armour, provided it has an air supply, otherwise the helmet has filters granting a +2 bonus to Fortitude against airborne toxins, poisons and irritates. The eyes are polarized to protect the user against sudden bright lights such as from flash bang grenades, as well as a built in HUD that links to armour or smart link weapons. The helmet also includes a motion detector, but with a range of 50 feet, as well as night vision out to 60 feet and built in radio. The power supply is located at the back of the helmet, providing 12 hours of continuous use, but can be tied to a suit of armour's power supply. The mandibles on the front are functional, allowing the user to use them as a cutting tool or to make bite attacks. The mandibles also have a heat element in them, heating them greatly to deal extra damage. Benefits: Spot checks with HUD and motion sensors +2 to Spot, motion sensor range is 50 feet, +2 bonus to Search checks, mandibles act as bolt and wire cutters, smart weapon link, +2 Fort against airborne toxins, darkvision 60 feet. Weapons: Mandible Bite 1d4 (+ 1/2 Str bonus) +1d4 fire, 20x2, melee, piercing. PDC: 24 Mil (+3)
A.N.I.M.L. Fire Ant Helmet PL6 This helmet looks like the head of a fire ant, with large eyes, antenna and large mandibles on the front about where the user's jaw would be. The helmet is compatible with most armours, and can be used with environmenta
Steel Armour mk2 This is an upgraded version of Paragon Corp's Steel Armour power armour, featuring some improvements and refinements in the suit's manufacture and test bed for future specialist models. The suit has air filters and an onboard supply of 3 hours of air, targeting systems for its onboard weaponry, missile lock alert system, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors and several defensive systems including micro flares, heat resistant coating and a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hands. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The beam/pulse weapons in pulse mode have two other modes: the first being a plasma based flamethrower for an area attack; and the other aids in the suits ability to fly. While the these are not necessary for flight, they allow the suit to fly faster, and grants it higher maneuverability, but disables their use as a weapon while in this mode. Mounted over the right shoulder is a ballistic weapon that has an extending/retracting barrel that rotates to face over the shoulder or up parallel with the torso while in flight. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour.
Steel Armour Mk2 (PL7) Type: Powered Armour Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 35 ft, fly 40 ft (average maneuverability) / 75 ft (good maneuverability) Weight: 76 lb Purchase DC: 34 Restriction: Res (+2) Accessories: 3 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, 2x beam/pulse weapons, micro flares (8 uses), ballistic shoulder weapon (equivalent to submachine gun), missile lock alert. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, opponent ballistic and ranged weapons suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 3 hours air, +1 Computer Use checks, flares suffer -4 on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers or plasma weapons). Can not carry more than light load while in flight (not counting the weight of the armour).
Beam/Pulse Weapons Built into the palms are beam pulse weapons that can be used as a laser rifle (3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), none of the weapons can be used in flight. In the mk2 the beam/pulse weapons have slightly improved range over the mk1s due to improvements in emitters and magnet fields, which allows the mk2 to have slightly faster flight speed when the weapons are used in flight mode.
Shoulder Ballistic Weapon This ballistic weapon that sits over the right shoulder which rotates to face over the shoulder, or points up to be parallel with the torso for use in flight. The barrel retracts when not in use. The weapon uses caseless ammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 90 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. This version has a slightly larger ammunition capacity due to redesign and distribution of the rounds, but still takes special equipment to reload.
Micro Flares These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -4 to the roll. If successful, the missile targets the flare instead. These are the same flares used in the mk1 but has a better launch system to lower the penalty to the opposed attack roll. Replacement micro flares have a PDC 10 for 6.
Steel Armour mk3 The mk3 Steel Armour is a heavy assault version, boasting increased strength enhancement, heavier armour, more weaponry, but lacks the flight capability, which is replaced with a jet assisted power leap system. This system can be used in HALO jumps or other airborne deployments without the use of a parachute or similar device. The design of the mk3 is bulkier and heavier than the mk1 or 2, with more overlapping pieces and curves to provide more deflection against ballistic weaponry. The beam/pulse weapon system has been upgraded for more power, but lacks the range of the mk1 or 2. The ballistic weapon on the shoulder is replaced with a heavier weapon, and two lighter ones are mounted on each arm. Mounted on the opposite shoulder is a mini-rocket system that retracts back when not in use. The magnetic field is augmented with a magnetic shield providing greater protection against ballistic weapons, and a weak particle field against energy weapons. The targeting systems are improved, and designed to aid users not trained in the use of the heavier ballistic weapon or the mini rocket launcher. The hands of the mk3 are large, designed for melee combat or smashing through obstacles, thus making it difficult to use normal sized weapons, needing to use larger sized weapons. The suit has air filters and an onboard supply of 2 hours of air, targeting systems for its onboard weaponry, missile lock alert system, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors and several defensive systems including micro flares, heat resistant coating and a magnetic field and particle field to help deflect ballistic and energy weaponry and one of the smallest magnetic shields available. Offensively the suit uses the smallest example of beam/pulse weapons built into the hands. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The beam/pulse weapons in pulse mode has only the plasmathrower as an extra mode due to the removal of the flight systems. Mounted over the right shoulder is a heavier ballistic weapon that has an extending/retracting barrel that rotates to face over the shoulder, while the left shoulder has a box style mini rocket launcher holding 8 rockets in 2 rows of four, with one reload available that takes less than a minute to refill. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour.
Steel Armour Mk3 (PL7) Type: Powered Armour Equipment Bonus: +7 Nonprof. Bonus: +3 Str Bonus: +4 Nonprof Str Bonus: +1 Max Dex: +2 Armour Penalty: -5 Speed (30 ft): 30 ft Weight: 250 lb Purchase DC: 36 Restriction: Res (+2) Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, particle field, magnetic shield, 2x beam/pulse weapons, 2x micro flare launcher (10 uses ea), ballistic shoulder weapon (15mm cannon, equivalent to 20mm), missile lock alert, mini rocket shoulder launcher. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +3 attack with built-in weapons, opponent ballistic and ranged weapons (missiles) suffer -4, opponent energy weapons suffer -2 to attack, +3 Spot (HUD), detect moving objects within 150 ft, 2 hours air, flares suffer -4 on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 10 (against normal fires, not lasers or plasma weapons). Magnetic shield provides 30 hit points against ballistic and missile weapons when active, can remain active for 5 minutes or until hit points are depleted. Once hit points depleted or activated for 5 minutes, requires 1 hour to recharge. -1 to Dex stills requiring fine manipulation, -1 to use any weapons designed for medium sized creatures. +5 to jumps, not limited by character's height, powered leap up to 50 feet. Due to the size of the suit, the user is considered to be Large when it is advantageous to the user, thus granting a +4 to grapple checks, -1 to Hide and Move Silently checks, but doesn't suffer the -1 to attack penalties.
Beam/Pulse Weapons Built into the palms are beam pulse weapons that can be used as a heavy laser rifle (4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a), or as a plasma flamethrower (3d10, 30 ft cone Reflex DC 17). These weapons have 60 charges, which replenishes at a rate of 1 charge for every minute of inactivity.
Shoulder Ballistic Weapon This ballistic weapon that sits over the right shoulder which rotates to face over the shoulder, it is a 15mm cannon, but with advancements in ballistic technology, it acts like a 20mm cannon. The barrel retracts when not in use. The weapon uses caseless ammunition in 15 mm (4d10, 20, ball, 120 ft, s/a, 20 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. 15mm rounds have a PDC 12 for 20 rounds.
Shoulder Mini Rocket Launcher Mounted on the left shoulder of the mk3 is a 2x5 box style mini missile launcher. The targeting software will allow a user without heavy weapon proficiency or exotic weapon proficiency: rocket launchers to have the non-proficiency penalty reduced by 1. The launcher can launch one missile at a single target, or launch up to 5 missiles at 5 separate targets, but they all must be within 100 feet of each other in the user's front arc. To target up to 5 targets, the user makes one attack roll at -3 with a cumulative -1 for each target past the first, for a total of -7 to target 5 targets. This attack roll is used against each target. Once the 10 rockets are launched, the launcher can be refilled with a single reload, but takes 2 rounds for the automatic system to reload the launcher. To reload the system completely, takes special equipment and about 10 minutes of work.
Micro Flares These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -4 to the roll. If successful, the missile targets the flare instead. These are the improved micro flare launchers first introduced on the mk2, but have a larger capacity, with 10 uses. Replacement micro flares have a PDC 10 for 6.
Magnetic Shield The mk3 has one of the smallest magnetic shields available. When activated, a move equivalent action, the shield provides 30 hit points against ballistic and missile weapons, which lasts for up to 5 minutes or until the hit points are depleted. A critical hit bypasses the shield and deals damage directly to the user. Once depleted or after 5 minutes of activation, the shield must recharge for 1 hour before it can be activated again.
Oversized Hands Due to the design of the mk 3, the hands are larger and reinforced, made for grabbing and smashing. The user suffers a -1 penalty to Dex related skills requiring fine manipulation, and also to use weapons designed for medium sized creatures, except in such cases as a great sword, as a two handed weapon would be considered a 1 handed weapon for the user in a mk3, suffer a -1 penalty. The user is considered armed and can make unarmed melee strikes with a slam dealing 1d8 plus Str modifier, ignore 2 points of hardness.
Jet Assisted Jumps The mk3 loses the flight capabilities, but has lower powered jets for making jet assisted leaps, or for use similar to a parachute. The jets can allow the mk3 to make a 50 foot long leap as a full round action, but the user can also fire weapons at any target along the path of the leap, gaining a +2 circumstance bonus due to having the higher ground, with a Jump DC of 25 to land properly. If the user changes direction during the leap (Balance check DC 15), the DC is increased to 30. Alternately, to cover more ground quickly, the user can make a series of powered jumps, that are lower, and slightly shorter, as a move equivalent action, granting the user a speed of 75 ft, for up to 5 rounds, but requires a Jump check DC 25 and a Balance check DC 20. Melee attacks made while making this type of movement gain a +1 bonus to attack rolls.
Paragon Corp Steel Armour mk2 and 3.Steel Armour mk2 This is an upgraded version of Paragon Corp's Steel Armour power armour, featuring some improvements and refinements in the suit's manufacture and test bed for future specialist models. The suit ha
Adventurer Mk2 The Adventurer mk2 is Paragon's upgraded version of the original Adventurer armour. Although only a micro-assist suit, it does keep cost and weight down, which is used for all the extras that is shoehorned under the armour plating. The suit looks like a slightly more boxy suit of full plate armour from medieval times, only updated with current technology and with the various pieces of equipment somewhat exposed from recessed ports. The visor is made of two parts, an armoured glass portion which has the HUD can slide up out of the way so the person can interact more personally. When combat is expected, an armoured panel slides down over the glass visor, completing the armoured knight look. Mounted on the right arm is a microtorch and a stun baton built into the knuckles, while a grappler tag with 100 ft of duracable mounted on the left arm. There is a grappler tag with 200 ft of duracable built into the back to allow for hands free ascent or descent, which will allow for the arm unit to be free to extend reach by another 300 ft or attaching to something else. Integrated climbing equipment is also built into the arms and legs. A soother pulse helps keep animals at bay, while a body function/health-alert system tied into an advanced medkit and 4 doses of antitox, neutrad and sporekill to aid the user in case of injury or poisoning. For adverse environments, the suit has a gas mask, environmental seal with 4 hours of air, and an aquaconverter for underwater operations along with the suit's neutral buoyancy design. External air tanks can be added to extend the air supply. The computer system has recorders that'll handle up to 7 days worth of data collection plus any information the user might download to the computer system. For other survival gear, a mesh vest with dozens of pockets and hooks for attaching gear, plus a left shoulder mounted flood light, digital binoculars and magnifying glass for distance or up close viewing. Mounted in each leg is an armoured compartment and one in the back to hold more sensitive cargo or gear. The legs have enhanced servos which do increase the user's speed, but also enhance the user's jumping ability. In addition to the original systems of the mk1, the mk2 also has a few built in weapons that was developed for the Steel Armour, giving the Adventurer mk2 far more versatility and survivability with the ability to defend itself. The left hand contains a beam/pulse weapon system, while the right arm has a retractable high frequency blade. Along the forearms, shins and along the spine several small blades can be deployed which can be used against grappling opponents and can also be used to slow one's decent if falling down a hill and further aid in climbing. The legs also contain enhanced motivators for jumping. The entire suit is also coated in a chemically inert substance which neutralizes any acidic or other corrosive materials, in the even of being swallowed by large creatures, or environments with highly acidic atmospheres. All the sensors have enhanced range over the mk1, and includes mini geocomp, electricomp and mechanicomp sensors, and a miniature toolkit (functions as a basic electrical and mechanical tool kits)
Adventurer mk2 (PL6) Type: Micro-Assist Power armour Equipment Bonus: +4 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: +2 Max Dex: +4 Armour Penalty: -3 Speed (30 ft): 40 ft Weight: 175 lbs Purchase DC: 32 Restriction: None Accessories: HUD (tied to all sensors, computer and other equipment), nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69), integrated card computer with wireless connection, integrated advanced medkit, motion sensor, cellphone, professional radio, universal communicator, microtorch right arm, two grappler tags with duracable, 1 in left arm with 100 ft, one mounted in back with 200 ft, soother pulse, integrated stun baton on right hand (designed into knuckles), environmentally sealed (4 hours life support), aquaconverter, AV recorder, body function monitor/health-alert (monitors user's bodily functions and reports to command center, will also administer drugs as needed and medkit), autoinjector containing 4 doses of antitox, neutrad and sporekill each, mesh vest, integrated climbing gear, flash goggles, shoulder mounted search light (200 ft range), gas mask, digital binoculars, digital magnifier, three cargo containers (one on each leg (20 lbs small object each), one on lower back (up to medium object 30 lbs)), neutral buoyancy, external speakers and mics, enhanced leg servos, deployable spikes, retractable high frequency sword right arm, beam/pulse weapon left hand, chemically inert coating, miniature geo-, electri-mechani-comp sensors, miniature toolkit (functions as basic electrical and mechanical tool kits mounted in both arms. Notes: +2 climb +3 with spikes deployed, 70 ft darkvision, Spot checks suffer -1 at 30 ft instead of normal 10 ft, Str considered +2 for purposes of carrying capacity, sense motion 125 ft, +2 Fort against contaminated air before environmental seal kicks in, breathe underwater, enhanced leg servos provide +6 to jump checks (jumping height and distance not limited by character height) and double time before user needs to make Fort save for extended or forced marching. Also functions as a survival suit but has duration of 24 hours, immunity to acid, +2 to Balance or Reflex checks to slow a fall when spikes deployed, when spikes deployed opponents grappling the user take 1d4 points of damage, +2 to Search for electrical or mechanical devices, +1 to Repair.
Beam/Pulse Weapon Built into the left palm is a beam pulse weapon that can be used as a laser rifle (3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft, s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). This weapon has 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity.
High Frequency Sword Mounted in the right arm is a retractable high frequency sword, 2d6, 20x2, slashing damage. Can be deployed as a move equivalent action, if the user has Quick Draw feat, as a free action.
Deployable Spikes Mounted on the forearms, shins and along the spine of the armour, there are a number of blades which can be used against opponents grappling the user, or as a means to aid in slowing down his/her decent if they happen to fall. The spikes deploy by voice command, or automatically as the sensors detect the suit being squeezed in a grapple.
Chemically Inert Coating The Adventurer mk2 is completely coated in a chemically inert coating which neutralizes corrosive substances, granting acid immunity to the user.
Adventurer Mk2 The Adventurer mk2 is Paragon's upgraded version of the original Adventurer armour. Although only a micro-assist suit, it does keep cost and weight down, which is used for all the extras that is shoehorned under the armour plating. The
Power Shield These shields are sturdy, light and function quite well on their own, but they have a protective field installed in them. This field, while primitive compared to magnetic or particle fields, and is partially based in gravimetrics, helps to deflect attacks. The field redirects and slows kinetic energy and inertia, so all physical attacks, including melee weapons, unarmed strikes, ballistic and other physical ammunition are affected by this field. A standard power pack provides enough power for about 2 hours of constant operation. Also, when used to make shield bash type attacks with the field activated, the field seems to add a bit of damage and can also push back an opponent struck.
Power Shield (Late PL6/7, Shield Proficiency) Type: Shield Equipment Bonus: +2 Nonprof. Bonus: +1 Armour Check Penalty: -1 Weight: 6 lbs Purchase DC: 15 Restriction: Res (+2) Notes: When activated, adds a +3 Deflection bonus to Defense against all physical attacks, ranged and melee. On a shield bash attack, adds +1d4 force damage, and opponent must make a Strength check DC 10+ wielder's Str modifier + total damage dealt in shield bash attack, or be thrown 10 feet back and knocked prone. A successful save, opponent is dazed for 1 round.
FRDE Armour Fanning Recoil Diminisher exoskeleton is a suit of medium armour, loosely based on the land warrior armour. Although the armour plating is lighter, making it more maneuverable, it is enhanced with a series of micro hydraulics and servos, making it similar to micro-assist armours, but not to the full extent as micro-assist power armours. The 'exoskeleton' is really a misnomer, as the FRDE doesn't have a true exoskeleton, and it doesn't provide any strength enhancements. What it does do is support some of it's own weight, reduce the felt recoil of automatic weapons, and reduce fatigue from marching or running long distances. Similar to the land warrior, the FRDE comes with built in communications, small computer for sending and receiving text messages, images, video, and link to scopes similar to the land warrior, and includes a small helmet mounted camera.
FRDE (PL5/6 Medium Armour) Type: Medium Equipment Bonus: +4 Nonprof. Bonus: +2 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft Weight: 8 lbs Purchase DC: 18 Restriction: Lic (+1) Notes: Includes military walkie talkie, text and image transmitting and receiving capabilities, weapon link to scopes, HUD. Built in camera in helmet with 10 hours of record time, small built-in computer. Penalties from double tap and automatic fire, including burst fire, are reduced by half. If the user possesses feats that reduce such penalties, halve the penalties after the feats. When the user runs, can run for Constitution score x2 before needing to make Constitution checks to keep running, and gains a +2 equipment bonus to these checks. Also a +2 equipment bonus to checks when force marching.
Shock Armour This suit of armour was originally designed for a mercenary company, which ended up being wiped out before picking up more than half a dozen of the suits. Not wanting to waste a decent suit of armour, the company produced a large amount of them and put them on the open market. The suit is designed to be imposing yet functional, with environmental seals and air supply. A detachable jet pack and advanced targeting system and sensors are included. The sensors include infrared, night vision, thermo-imager, targeting sight and telescopic optics up to 2 miles. There is also an air filtration and a small air supply built into the helmet to allow the wearer to ignore the effects of air toxins and gases. The filters allow the wearer to load tear gas and other riot control gases in the gas dispenser and be immune. Built into the armour are several weapon systems and a detachable jet pack. In the left arm is a gas dispenser and grenade launcher, and a stun baton is built into the left hand. The right arm contains a 9mm submachine gun and dart launcher. The hands are armoured and function as brass knuckles, allowing the wearer to deal lethal unarmed strikes, and considered armed.
Shock Armour (Late PL5/6) Type: Medium Equipment Bonus: +4 Nonprof. Bonus: +2 Max Dex: +3 Armour Penalty: -4 Speed (30 ft): 30 Weight: 20 lb without jet pack, 35 lb with jet pack. Purchase DC: 20 Restriction: Lic (+1) Notes: Darkvision 60 feet, thermo optics (see heat signatures), Spot check range penalties reduced by 1, +1 to attack with built in ranged weapons due to targeting systems, radio, HUD link with ammo counter for built-in weapons and sensors. Air filters grant +4 Fortitude against airborne toxins and gases, also a 1 hour air supply when the helmet is sealed in the event of poisonous gases. Detachable jet pack.
Weapons 9mm submachine gun (right arm) 2d6 20x2, ballistic, 40 ft, 30 rd box. Dart launcher (right arm) 1d2 + special1 20x2, piercing, 50 ft, 4 rd internal. 40mm grenade launcher (left arm) varies by grenade, 50 ft, 4 internal. Gas dispenser can contain up to two gases with 2 uses each, or 1 gas with 4 uses. Each use fills a 30 foot area surrounding the armour with the loaded gas in 1 round. Usually loaded with tear or other non lethal gas. Stun fist (left hand) 1d6 +special2 20x2, bludgeoning, melee.
Special1 - The darts can be loaded with anything from poisons, tranquilizers, organic acids or other substances. Special2 - Targets of the stun fist must succeed on a Fortitude save (DC 10 + damage dealt) or be stunned for 1d4 rounds.
Jet Pack - This is a slightly lighter version of the standard jet pack, weighing only 15 lbs and the speed is reduced to 50 feet (good maneuverability). The jet pack can be detached as a free action with a quick release. Reattaching the jetpack takes a full round action.
Power Shield These shields are sturdy, light and function quite well on their own, but they have a protective field installed in them. This field, while primitive compared to magnetic or particle fields, and is partially based in gravimetrics, helps
After reading through this thread again, I remembered the conversation I had with Kira_Howler about programmable wands. Well here's programmable wands for you to use.
Programmable Wands With magic becoming more prolific, but with many still not trained in its full use, some mages got together with engineers and began designing a way to make wands cheaper, allowing many, with the funds, to have magic available option. The wands themselves are usually metal, or extremely strong plastic, tubes about 6 or 8 inches in length. At one end is a fitting for three gemstones, usually a diamond, emerald and ruby, worth about PDC 11 to 13 each. Gold and silver wiring wraps around each gem and disappears into the tube's insides behind the fitting. On the top is a push button and a slide lock to prevent accidental pressing of the button from activating the wand. Behind the button is a small diamond set flush with the surface of the tube. At the other end is a flip cover to a memory card slot. The memory card requires enough memory for the spell, which is 100 mb per level of spell, plus 500 mb for miscellaneous files and programs for interfacing with the wand. The wands can only use spells of up to 3rd level. The wand contains 50 charges, and when activated, by pushing the button and aiming the wand at the target, the spell activates, using up 1 charge per spell level. The charges can be recharged by any mage by channelling spell energy into the wand, by the mage holding the wand, with thumb covering the diamond that is behind the trigger button. Each spell level channeled into the wand recharges that many charges. Switching out memory cards, provided the user has another one in an easily accessible pocket is a move equivalent action to remove and replace with a different card. Weight: 1.5 lbs PDC: 21 Craft: Use similar rules as crafting a wand, using same feats, such as Craft Wand or Craft Wonderous Item, able to cast at least level 2 spells, and expand 100 experience points, at least 3 ranks in Craft: Mechanical.
The spells that can be loaded onto a memory card can be any spell usually found in wands, usually offensive or defensive spells, and use of the Scribe Scroll feat to scribe the spell into a special program on a computer. Techno mages can do this as a class feature. All normal costs for scribing scrolls must be paid, just like scribing a normal scroll.
There are some versions of the programmable wand that can hold multiple spells instead of the normal one spell. These versions will have a small display, similar to an ipod, or other small digital music device, two buttons for scrolling up or down through the list of spells, and a select button. The memory card must be big enough to contain all of the spells to be uploaded. These wands can still only use spells of only up to 3rd level. Weight: 1.5 lbs PDC: 22 To craft the multi spell wands, is just like crafting a programmable wand, only also require 3 ranks in Craft: Electrical, and the expenditure of 200 experience points.
After reading through this thread again, I remembered the conversation I had with Kira_Howler about programmable wands. Well here's programmable wands for you to use.Programmable Wands With magic becoming more prolific, but with many still not traine
“Spider” Battle Harness As sales and use of bio-weapons increases, Life Sciences wanted a way to make them even more useful with a personal accessory. The spider harness looks similar to a large, well armoured spider body, only without a head and thorax, and 8 armoured legs. The harness holds up to six biolaser batteries, recharging one per hour by channeling light and heat absorbed through its photo- and thermosynthetic outer membrane. (The harness nourishes itself using the same process.) You gain a +2 natural armor bonus while wearing the spider from the set of eight articulated spines that extend from the enamel chassis and clasp you around the shoulders and ribs for additional support. The harness has the ability to bond, even temporarily, with the wearer. To make the bond, the wearer must open a small covering near the top, which releases a set of four thin tendrils. This tendrils dig into the user's neck, attaching to the nervous system. When bonded the user gains a +2 competence bonus on Balance and Climb checks and on Tumble checks that involve falling. The user must have an Exotic Weapon Proficiency (Spider Battle Harness) feat to attack without penalty with 4 of the spines; they have a 10-foot reach and may also be used against adjacent foes. The spines can also be used for defense in melee, deflecting attacks. The bond can be broken easily by willing it off (Concentration check DC 11). When bonded, the spines use the user's base attack bonus -4 for when the user makes attacks with them, or when set for defense, for up to 2 free attacks of opportunity that opponents might provoke. The spines can provide a +2 Deflection bonus to Defense against melee attacks, but can not be used to attack with. The two free attacks of opportunities do not count against this. Spines (4) 1d6, piercing, 20x2, 10 ft reach. Weight: 20 lbs PDC: 23 Lic (+1) Spider battle harness has a lifespan of about 30 years.
“Spider” Battle Harness As sales and use of bio-weapons increases, Life Sciences wanted a way to make them even more useful with a personal accessory. The spider harness looks similar to a large, well armoured spider body, only without a
Bladewolf A light fast strike anti-grav attack vehicle, the Bladewolf makes for excellent flanker and first strike against infantry and light armoured vehicles. The angled hull allows for deflection of debris and light arms, and the narrow profile allows it to make tight maneuvers, excellent for urban or dense forest terrain. It requires a crew of only 2, and being not much bigger than some civilian vehicles, allows the Bladewolf to go virtually anywhere, and be carried in a wide variety of transports. The anti-grav systems allows the Bladewolf to hover up to a maximum of 10 feet above the round in an Earth standard gravity. It will float up to 3 feet in up to 3.5G planets. With a speed of 250 mph, and armed with a 20mm rail autocannon and dual mini-missile launchers gives the Bladewolf it's excellent fast strike capabilities. The Bladewolf is only 15 feet long (3 squares) and 9.5 feet (2 squares) at it's widest point, with a total height of 8.3 feet, weighing 15 tons. The BladeWolf has an access hatch on each side to allow the crew to enter or leave, taking a full round either way.
BladeWolf LAFV (PL6/7) Crew: 2 Passengers: 0 Cargo: 50 lbs Init: -1 Maneuver: +1 Top Speed: 370 (37) Defense: 8 Hardness: 8 Hit Points: 40 Size: Huge Purchase DC: 45 Restriction: Mil (+3) Accessories: Military Radio, targeting computer, 20mm rail autocannon, 2 mini-missile launchers, 2 survival packs, thermo vision, IR sensors, environmental/NBC seal with 12 hours of air, 2 first aid kits, 2 days rations 12 smoke grenades Notes: Targeting computer grants +1 to attack, night vision 300 ft, +4 bonus to air borne toxins and radiation, can be sealed completely with 12 hours of air.
Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
Size
Weight
PDC
Res
20mm Rail Autocannon
4d12
20
ball
200 ft
A
Linked 2000 rds
Huge
*
*
*
2 Mini-Missile Launcher
varies
20
varies
275 ft
s
12 missiles ea
large
*
*
*
Bladewolf A light fast strike anti-grav attack vehicle, the Bladewolf makes for excellent flanker and first strike against infantry and light armoured vehicles. The angled hull allows for deflection of debris and light arms, and the narrow profile al
Ablative Heat Shield The Ablative Heat Shield is an eggshell shaped one piece ceramic that is cast whole around a soldier wearing Orbital Insertion Armour before he is dropped from the launch bay of a ship. Called a "white coffin" by Spaceborne units, the ablative heat shield is the key to orbital insertion, allowing troops to survive a free fall reentry. The shield is aerodynamic both to reduce friction and also to get soldiers through the atmosphere as quickly as possible. After the spaceborne troops clear the atmosphere, they simply burst out of the cracked and brittle ceramic shield, then free fall headfirst until above their target, after which they fire retro-thrusters to slow their fall.
Boarding Armour Boarding actions are frequently necessary in space combat. Capturing enemy leaders for interrogation, arrest of smugglers for trial and punishment, even capture of a ship so it may be added to a fleet are all potent tactical reasons why the boarding action has remained a vital strategy to space combat. This armour is sealed, containing an ALSS with a 12-hour air supply, a built-in magnetic grapple and magnetic boots allow soldiers to conduct lightning quick boarding actions. Boarding armour is micro-assist armour, but only provides a +2 bonus to strength.
Orbital Insertion Armour This recent innovation has changed the way combat is conducted. This armour, when combined with an Ablative Heat Shield allows troops to be dropped from orbit, reducing risk to valuable starship, which tend to maneuver like rocks in atmosphere. The retro-thrusters on the suit can only be fired once before needing to be rechanged, so this armour does not provide flight, only the means to conduct surprise raids. This armour contains an ALSS unit providing a 24-hour air supply, a built-in magnetic grapple, and magnetic boots.
Scout Armour Scout armour is a lighter form of orbital insertion armour. This armour provides less protection, but has much bigger batteries for the retro-thrusters, allowing flight speed of 60 feet per round for up to two hours of sustained flight time. Scout armour has built-in magnetic grapple, boots and ALSS just as orbital insertion armour does.
Vac Assault Vac Assault is the predecessor to Boarding Armour. A vac suit does not provide as much protection to the wearer, and it's ALSS unit will only allow the user to survive in vacuum for one hour. This armour comes with magnetic boots, but a separate magnetic grapple must be used.
Vac Infantry This is the earliest attempt at armour designed for boarding actions in space combat. It is very light, and only allows for 30 minutes survival in vacuum. This armour comes with magnetic boots, but a separate magnetic grapple must be used.
Medium Armour
Defense
Max Dex
Armour Penalty
Speed
Weight
PDC
Restriction
Vac Infantry
+3
+3
-4
20 ft
30 lbs
18
Mil (+3)
Heavy Armour
Vac Assault
+6
+0
-7
20 ft
40 lbs
20
Mil (+3)
Powered Armour
Boarding Armour
+7
+5
-3
20 ft
50 lbs
22
Mil (+3)
Orbital Armour
Scout Armour
+8
+5
-3
30 ft
20 lbs
18
Res (+2)
Orbital Insertion Armour
+10
+5
-3
30 ft
30 lbs
19
Mil (+3)
Ablative Heat Shield
-
-
-
0 ft
70 lbs
17
Mil (+3)
Magnetic Boots Magnetic boots are armoured boots that can be magnetized so that the wearer can remain on the floor of ships in the event of artificial gravity, or allow the user to walk on the outer hull of ships.
Magnetic Grapple Magnetic grapples are just like grappler tags, using only magnetic forces to attach to their target. Hand held units are rifle-like in design and usually have 150 feet of duracable.
ALSS The ALSS is the life support system for armours, usually containing enough air for 24 hours, with CO2 filtration and climate control to keep the user comfortable while inside their armour.
Ablative Heat Shield The Ablative Heat Shield is an eggshell shaped one piece ceramic that is cast whole around a soldier wearing Orbital Insertion Armour before he is dropped from the launch bay of a ship. Called a "white coffin" by Spaceborne units
Some Mutation/Biotech Modifications for those looking for a little flexibility with their mutations or biotech.
Climbing Claws Your claws are not only made for combat, but also aid in climbing. Prerequisite: Claws MP Cost: +1 Benefit: Your claws grant you a +2 bonus to Climb checks.
Rending Claws These claws are modified version of claws, designed for shredding flesh. Prerequisite: Claws MP Cost: +2 Benefit: Claws deal an extra +1 damage per size category (medium +1, large +2, etc.), and also cause horrible bleeding wounds. Each attack that deals damage causes 1 point of bleeding damage each round, until treated. This damage is cumulative, thus 2 attacks causes 2 points of damage each round.
Human Metal Detector You can alter the magnetic fields you use to create a protective barrier, to detect metallic objects near you that others would miss. Prerequisite: Force Barrier, Wis 13 MP Cost: +1 Benefit: You gain an automatic Spot check with a +1 bonus anytime a metallic object is within 60 feet of you. You may detect objects that are hidden or implanted in the body of another, even those you can not normally see.
Force Attack Instead of projecting an energy field for protection, you can instead firing small energy projectiles. Prerequisite: Force Barrier MP Cost: +2 Benefit: Instead of using the force barrier, you can fire energy projectiles. Each use per day of the force barrier provides 3 uses for attack, each dealing 2d4 points of force damage, with a range increment of 30 feet.
Cloak Field You can alter your force barrier to bend various forms of electomagnetic energy, and even light, around you to make you difficult to detect. Prerequisite: Force Barrier MP Cost +3 Benefit: Your force barrier can provide a +4 bonus to Hide as it bends light around you, making you appear more transparent or even invisible in low light conditions. It also diffuses your thermal signature to thermal imaging sensors. Other sensors also have difficulty detecting you. Each use uses one of your uses per day and lasts for 1 minute per point of Con modifier, and the force barrier does not provide any protective benefits while used in this manner.
Shattering Voice Your sonic attacks are set in frequencies which can damage objects. Prerequisite: Sonic attack MP Cost: +2 Benefit: Your sonic attacks ignore 3 points of hardness and can damage inanimate objects as the sonic waves are in frequencies that are harmonic with various materials, literally shaking them apart.
Ablative Armour (Flaw) Your exoskeleton or scaly armour breaks down after suffering major damage, although it does heal over time. Prerequisite: Exoskeleton, scaly armour or any other mutation that grants a Natural armour bonus. MP Cost: -2 Benefit: For every 20 points of damage you suffer, your Natural armour bonus provided by your mutation is reduced by 1. The armour bonus is healed at a rate of 1 for every 4 hours of rest or non-strenuous activity.
Some Mutation/Biotech Modifications for those looking for a little flexibility with their mutations or biotech. Climbing Claws Your claws are not only made for combat, but also aid in climbing. Prerequisite: Claws MP Cost: +1 Benefit: Your claws gra
A new take on armour. A way to create powered gauntlets, boots or pieces of armour that can be used on their own, or combined for better armour.
Combat Frames Combat frames are exoskeleton pieces of armour, or full suits of armour that enhances the user and provides protection. Combat frames can be used on individual arms, paired legs or the torso, or used in combinations.
Body Part Frames Each body part frame encloses one limb or torso in an armoured sleeve filled with sensors and force feedback devices. In addition to enhancing the wearer's strength (and nullifying its weight), a frame's casing provides some armour. Combat frames can deflect blows and shots, but intentional strikes to their joints or exposed elements allow them to be damaged. Therefore, while shots that are deflected due to its armour cause no damage, each frame can be attacked using the normal rules for attacking an object. When a combat frame is destroyed, it is no longer considered weightless for encumbrance purposes. Frames are purchased in standard sizes. They can not be transferred to another wearer with more than a 3" height difference or 20 lb. weight difference from the original user. After 8 hours of continuous use, any combat frame requires an hour to recharge.
Arm An arm frame includes the sleeve itself along with straps to brace any load across both shoulders. Benefit: The arm frame adds a +2 equipment bonus to Strength with using that arm, except when it comes to lifting and carrying loads. If the wearer also has a torso frame, the Strength bonus does apply to lifting and carrying loads. The user now has enough of a supporting exoskeleton to allow it. Two arm frames do not double the wearer's Strength bonus. The traits below apply to a single arm frame. Defense Bonus: +1 Armour Check: 0 Hardness/Hit Points: 5/10 Weight: 10 lbs Purchase DC: 20
Leg Leg frames are normally purchased in pairs. They include a supporting harness for the wearer's hips. Benefit: A pair of leg frames adds a +2 equipment bonus to Strength and 10 feet to his or her base movement. Single legs provide no advantage. Defense Bonus: +1; +2 for a pair. Armour Check Penalty: -2 for one or both legs. Hardness/Hit Points: 5/10 Weight: 15 lbs for each leg. Purchase DC: 22 each; 26 per pair.
Torso A torso frame includes a harness and servomotors that redistribute weight to the wearer's upper arms and upper legs. These bracing points connect the torso frame to the user's arms and leg frames. Benefit: A torso frame allows the wearer to bear loads as if he or she is one size category larger. In addition, if the wearer also wears arm and/or leg frames, he or she may add an additional +2 to Strength bonus provided by other frames. Defense Bonus: +3 Armour Check Penalty: -2 Hardness/Hit Points: 5/10 Weight: 20 lbs Purchase DC: 22
Combined Frames When worn together, combat frames combine their bonuses to Defense and Strength. They also combine armour check penalties. The following chart summarizes the combinations and bonuses.
Combined Frames
Defense Bonus
Strength Bonus
Armour Check Penalty
One Arm and Torso*
+3
+4
-2
One Arm and Both Legs*
+3
+4
-2
Both Arms and Torso
+4
+4
-2
Both Arms and Both Legs
+4
+4
-2
One Arm, Both Legs and Torso*
+5
+6
-4
Both Arms, Both Legs and Torso
+6
+6
-4
*Reduce the Strength by 2 when using the arm that isn't covered by a combat frame.
Integrated Combat Frames Characters may purchase integrated frames that includes both arms, both legs and the torso. The parts of an integrated frame are designed to work together. This adds an additional +2 bonus to the wearer's Defense compared to frames that are combined piecemeal. The frame can still be broken down into its component pieces.
Benefit: The wearer can carry loads as if he or she is one size category larger. His or her base movement increased by 10 feet. Defense Bonus: +8 Armour Check Penalty -4 Hardness/Hit Points: As per components Weight: 70 lbs Purchase DC: 32
Combat Frames can make use of many armour and some modified cybernetic gadgets.
Extra Armour This gadget adds an extra layer of armour to a combat frame. Add 1 point to the armour bonus of one body part frame. You may add no more than an additional +1 to an arm or leg frame or +2 to a torso frame. PDC Modifier: +2 per +1 armour bonus. Restriction: Combat frames only.
Speed: Added to two leg frames, this gadget increases the wearer's base speed by an additional 10 feet, for a total bonus of 20 feet to the user's movement. PDC Modifier: +4 Restriction: Must be bought once for each leg frame (the bonus speed does not increase any more than an additional 10 feet) or once for an integrated combat frame only.
Specific Frames
Gauntlet (Arm Frame) The Gauntlet is an oversized arm frame, granting enhanced melee capabilities, enhanced strength for the arm it is on, and has limited ranged capabilities. Benefit: +4 Strength to arm worn on, usually right arm, Deflection Field, Energy Bolts, Ranged Fist, Slam, Charged Slam. Defense Bonus: +1 arm, +2 Deflection from Deflection Field Armour Check Penalty: -1 Hardness/Hit Points: 5/11 Weight: 12 lbs Purchase DC: 26 Deflection Field: When activated, the Gauntlet produces an invisible field that surrounds the wearer to deflect projectiles and energy blasts, only effective against range attacks. When it deflects an attack, the field flashes green at the point of impact. The field is not available when using the energy bolts, ranged fist or charged slam. Energy Bolts: From a recessed port on the back of the hand, the Gauntlet can fire bolts of energy that deal 3d4 points of unspecific energy damage, 30 feet range increment, with a 60 shot capacity. The energy can recharge slowly, 1 shot every 5 minutes, or a power pack can be fitted into a slot on the underside of the forearm for 50 shots. Ranged Fist: Using a type of force field and tractor beam type technology, a green fist like field can extend from the Gauntlet, acting just like an oversized fist. This allows the user to manipulate things up to 50 feet away, however it lacks a lot of sensitivity, with a -5 penalty to all Dexterity checks. The fist has an effective Strength of 16, and can strike a target for 2d4 points of force damage. Slam: With the Gauntlet equipped arm, the user can make a slam attack dealing 1d8 points of damage plus Strength modifier. Charged Slam: The user can energize the surface of the Gauntlet for greater damage. Using one charge for the energy bolt, the user can deal an extra 3d4 points of energy damage.
Flame Foot (Paired Leg Frames) This pair of leg frames are tinted red, use more heat resistant ceramics in their construction. The Flame Foot grants the user resistance to fire, limited flight capability with the use of miniature plasma jets built into the legs, and can leave a trail of flames around the user that makes approaching him or her hazardous to all foes. Benefit: +2 equipment bonus to Strength and 10 feet to his or her base movement with both legs functioning, 60 ft flight, Fire resistance 5, Burn Defense Bonus: +1; +2 for a pair. Armour Check Penalty: -2 for one or both legs. Hardness/Hit Points: 5/12 Weight: 17 lbs for each leg. Purchase DC: 28 per pair. Flight: The plasma jets built into the bottom of the feet and legs allows the user to fly at a speed of 60 feet with poor maneuverability. There is enough power to provide up to 2 hours of flight time without shortening the standard 8 hour operation time of the leg frames. However, flight time can be extended by 10 minutes for every 30 minutes of operation time transferred to the plasma jets. Fire Resistance: The material of the leg frames protect them from the plasma jets, but the frame also projects a containment field around the user to help aid against fire attacks. This functions as long as the frame has power. Burn: As a special attack, the user can use the plasma jets to release a powerful burst of plasma that sets the surrounding ground, in a 10 foot radius centered on the user, on fire that burns for 1d4+1 rounds. Anyone other than the user of the Flame Foot, that steps within this burning area suffers 1d8+2 points of fire damage
A new take on armour. A way to create powered gauntlets, boots or pieces of armour that can be used on their own, or combined for better armour.Combat Frames Combat frames are exoskeleton pieces of armour, or full suits of armour that enhances the us
The Amplifier Helm is a lightly armoured helm, modeled after ancient Roman helms, with crystalline visor. It is a boon to any psionic person, enhancing the powers. This helmet is made from special and rare metals and crystals which resonate and amplify the parameters of the psionic powers a psionic manifests. The manifester charges the amplifier helm by storing five power points in it, which are consumed on a daily basis. As long as it is charged, the helm adds 2 to his manifester level for the purpose of calculating range, duration, damage and any other variables that are depended on manifester level. Weight: 1 lb PDC: 27 Restriction: Mil +2
Amplifier Helm (PL7)The Amplifier Helm is a lightly armoured helm, modeled after ancient Roman helms, with crystalline visor. It is a boon to any psionic person, enhancing the powers. This helmet is made from special and rare metals and crystals whic
Shark Fin Turbine (PL5-6) A water jet that straps to the back, like a jet pack. A large fin sticks out the top, like a dorsal fin when in a prone position allows for greater maneuverability with it's large control surface. Several small maneuver thrusters are positioned along the fin and the pack itself aid for even more maneuverability. Built into the fin is a mini sonar and an electromagnetic detector. The sensors and system diagnostic is accessed through a connection to a helmet's HUD. Speed, control surfaces and thrusters are controlled through a pair of hand controls, where the user uses a series of buttons and hand motions. The sonar gives the user the ability to detect ships and other objects and creatures within a 5 mile area, while the electromagnetic detector will determine the composition of the target once within 300 feet. The shark fin turbine has a stealth mode, reducing it's noise greatly such that it's as quiet as a shark slicing through the waters. But while in stealth mode, the sonar is in passive mode and only detects other objects out to 2 miles. Benefits: Grants swim speed at 100 ft, a +5 bonus to swim checks. Can detect objects in the water out to 5 miles, +2 to checks to determine composition of object once within 300 feet. The electromagnetic sensors will automatically determine if it's metallic or not. Requires armour or other equipment to allow the user to survive underwater. Weight: 20 lb. PDC: 23 Res: Res (+2)
Shark Fin Turbine (PL5-6) A water jet that straps to the back, like a jet pack. A large fin sticks out the top, like a dorsal fin when in a prone position allows for greater maneuverability with it's large control surface. Several small maneuver thru
The Bull is Iron Core's base model vehicle. The block body with slopped front, tread vehicle is simple troop transport. There are three access ports for troops to egress/digress, with a ramp in the back and a door on each side. The roof can open to allow two troops to fire out of. There are hatches over the driver and what would be the commander's positions, each with a pintle mounted weapon which can be controlled from inside or manually. The Bull uses an advanced flex-fuel power system that lets it use virtually any flammable liquid or gel, and with its highly efficient engine, it can go for quite a distance before requiring refueling, giving it a range of between 500 miles (for low grade alcohol) and 1200 miles (high grade gasoline or diesel type fuels). The it's also fully environmentally sealed, allowing it to function in any atmosphere or lack of one. The crew compartment can be sealed from the troop section. A fully amphibious design allows it to sail across rivers and lakes, although somewhat slowly, and can survive depths of up to 250 feet. The Bull isn't particularly fast, but it will survive long enough to get its troops to where they need to go. Another advantage of the Bull is it's the basis for several of Iron Core's line of vehicles, making logistics much easier and many parts can be easily swapped between models. The basic Bull can be retrofitted into one of the other models with available parts and time, but may not always be quite as good as the dedicated model. The Bull is four squares long, 3 squares wide, weighing 30 tons empty.
Bull (PL6) Crew: 1 or 2 Passengers: 10 Cargo: 250 lb tow 10 tons Init: -2 Maneuver: -2 Top Speed: 65 (6) / 30 (3) on water Defense: 8 Hardness: 20 Hit Points: 52 Size: Huge (-2 size) Purchase DC: 43 Restriction: Res (+2) Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 10 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers such as M72 LAWs.
Notes: The Repair checks to fix or modify a Bull are reduced by 5, and PDC for replacement parts are reduced by 1 Robust Design: The Bull has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank. Multi-Environmental: The Bull is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere. Weapons: Two weapons of any kind can be mounted on the pintles above the driver and commander hatches, usually laser rifles or ballistic rifles.
Quillback The Quillback is the first variant model based of the Bull frame. It sacrifices troop capacity, from 10 to 6, for a weapons turret which mounts rapid-fire weapons. The Quillback retains the rear and side access points, the pintle mounted weapons, but loses the roof hatch over the troop compartment as it is taken up by the turret. The Quillback is a compromise of a troop transport with heavier fire support, depending on the weapon load in the turret. The turret is modular allowing for different weapons from laser cannons, light plasma cannons, multiple light caliber rapid-fire weapons, or one or two rapid-fire heavier ballistic weapons. In all other aspects, the Quillback is identical to the Bull, but weighs 31.5 tons from the added weight of the turret and a little extra armour.
Quillback (PL6) Crew: 2 or 3 (driver, gunner and commander) Passengers: 6 Cargo: 250 lb tow 6 tons Init: -2 Maneuver: -2 Top Speed: 60 (6) / 30 (3) on water Defense: 8 Hardness: 20 Hit Points: 54 Size: Huge (-2 size) Purchase DC: 45 Restriction: Res (+2) Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 6 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers such as M72 LAWs.
Notes: The Repair checks to fix or modify a Quillback are reduced by 5, and PDC for replacement parts are reduced by 1 Robust Design: The Quillback has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank. Multi-Environmental: The Quillback is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere.
Weapons: If armed with an energy weapon, it is powered by a dedicated battery that can be charged from the main engine over time. The battery recharges at a rate of 1 shot every minute of light driving (under 30 mph, or sitting and idling). Has a 50 round battery. Same pintle weapon options as the Bull.
Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
Size
Weight
PDC
Res
Laser Cannon (Option 1)
6d8
20
fire
160 ft
s, a
50 batt
Huge
30
Light Plasma (Option 2)
5d10
20
fire
100 ft
single
50 batt
Huge
31
Twin 30mm Cannons (Option 3)
6d12
20
Ballistic
150 ft
a
Linked (500 rds ea)
Huge
30
Quad Twin Thunder (Option 4)
4d10
20
Ballistic
100 ft
a
Linked (1500 rds ea)
Huge
29
Quad Twin Thunder: The set up of the quad twin thunder allows for greater coverage for autofire attacks, making it an excellent option for anti-infantry purposes. Reflex save 17 instead of normal 15 for autofire, and covers a 20 ft by 20 ft area instead of the normal 10 ft by 10 ft area.
Bull The Bull is Iron Core's base model vehicle. The block body with slopped front, tread vehicle is simple troop transport. There are three access ports for troops to egress/digress, with a ramp in the back and a door on each side. The roof can ope
P.O.P. (Personally Optimized Provisions) Late PL5/Early PL6 P.O.P.s are the next step in ERM (Emergency Ration Meal) or other prepackaged meals for long term storage. P.O.P.s are a step up from trail rations, but below the smaller pill form violet rations, also a bit cheaper. Using a variety of foods and chemicals, these meals-in-a-bag come in a hundred different feats to offer solders or those who don't have the comfort of a fully stocked kitchen on the go. Though the pre-packaged meals look like horrible mush, their flavour and texture are next to gourmet in quality. Prior to eating, all a person needs to do is follow three steps. Step 1) Pull off the activation/safety strip that exposes the cheap, paper-thin IR power strip (similar to solar power strips on calculators, except it uses IR light from either the sun or that which most planets naturally emits to generate just enough electrical power for the bag's simplified computer, day or night). Step 2) Pass their ID cards (or equivalent form of electronic ID that includes medical records, such as Shepard chips, or 'dog tags' for those in the military) over a simple sensor and a disposable computer reads all the pertinent information it needs through a short-ranged wireless radio connection. Specifically it gathers the dietary nutritional recommendations the person's doctor made upon their last checkup. At that point, various quantities of prescribed vitamins & supplements are automatically added to the contents of the bag and the male is "personally optimized" for the hungry person. Step 3) Open bag and eat. With the addition of just an ounce of water, most of these can even self-heat to 100 degrees Fahrenheit (38 Celsius) via a thermal-chemical reaction in just a minute. However, the meals are perfectly edible cold if conditions demand the person to forego the optional fourth step of adding water. For convenience, each packet has a separate pouch that contains a wet-nap, salt, pepper. Each P.O.P. packs in 1,200 calories of yummy goodness and has a shelf life of 100 years. Size: Tiny Weight: 1 lb PDC: 4 for box of 15.
P.O.P. (Personally Optimized Provisions) Late PL5/Early PL6 P.O.P.s are the next step in ERM (Emergency Ration Meal) or other prepackaged meals for long term storage. P.O.P.s are a step up from trail rations, but below the smaller pill form violet ra
Just got done watching the Total Recall 2012 remake of the movie and saw the Eyeball, a non-explosive 40mm projectile that deploys x-cameras around the target room to give the force a view inside the room... working it out now for here
Just got done watching the Total Recall 2012 remake of the movie and saw the Eyeball, a non-explosive 40mm projectile that deploys x-cameras around the target room to give the force a view inside the room... working it out now for here
Just got done watching the Total Recall 2012 remake of the movie and saw the Eyeball, a non-explosive 40mm projectile that deploys x-cameras around the target room to give the force a view inside the room... working it out now for here
Steel Armour mk4 aka Mercury The mk4, or Mercury as it's also known, is the second specialist suit of the Steel Armour series, built more for speed than brute force like the mk3. Using lighter weight materials, but retaining the same protection of the mk2, allows for greater mobility and flexibility. The leg servos enhance the speed of the user greatly, and an added set of boosters in the back allow for even faster flight speeds. For offense, the mk4 has the same beam/pulse weapons of the mk2, which can also be used to aid in flight, a pair of retractable high frequency blades mounted on the arms and a pair of rapid fire ballistic weapons on the shoulders that rotate so they can be used in flight and while on the ground. For protection, the mk4 has a missile lock alert system, micro flares, magnetic and particle fields as well as the magnetic shield first deployed on the mk3. An enhanced danger avoidance system is also installed. The suit has air filters and an onboard supply of 3 hours of air, targeting systems for its onboard weaponry, missile lock alert system, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors. The suit also includes an autopilot and a body function monitor/health-alert.
Steel Armour mk4 (PL7) Type: Powered Armour Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +4 Armour Penalty: -2 Speed (30 ft): 40 ft, fly 75 ft (average maneuverability) / 100 ft (good maneuverability) Weight: 56 lb Purchase DC: 35 Restriction: Res (+2) Accessories: 3 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, particle field, magnetic shield, 2x beam/pulse weapons, micro flares (16 uses), 2x ballistic shoulder weapon (equivalent to submachine gun), missile lock alert, danger avoidance system, autopilot, body function monitor/health alert. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, opponent ballistic, energy ranged weapons and missiles suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 3 hours air, +2 Computer Use checks, flares suffer -4 on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers or plasma weapons). Can not carry more than light load while in flight (not counting the weight of the armour), jet boosted charge.
Beam/Pulse Weapons (x2) Built into the palms are beam pulse weapons that can be used as a laser rifle (3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), none of the weapons can be used in flight. In the mk4 the beam/pulse weapons have slightly improved range over the mk1s due to improvements in emitters and magnet fields, which allows the mk2 to have slightly faster flight speed when the weapons are used in flight mode.
Shoulder Ballistic Weapons (x2) These ballistic weapons that sit over the shoulders which rotates to face over the shoulders, or points up to be parallel with the torso for use in flight. The barrel retracts when not in use. The weapon uses caseless ammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 100 rds ea), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. This version has a slightly larger ammunition capacity due to redesign and distribution of the rounds, but still takes special equipment to reload. These can be fired independently or firelinked
High Frequency Blades (x2) Mounted in each arm, deploying from the back of the wrists, giving the mk4 melee attack capabilities. Each dealing 2d4 piercing or slashing, 19-20x2.
Micro Flares These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -4 to the roll. If successful, the missile targets the flare instead. These are the same flares used in the mk1 but has a better launch system to lower the penalty to the opposed attack roll. Replacement micro flares have a PDC 10 for 6.
Magnetic Shield The mk3 has one of the smallest magnetic shields available. When activated, a move equivalent action, the shield provides 30 hit points against ballistic and missile weapons, which lasts for up to 5 minutes or until the hit points are depleted. A critical hit bypasses the shield and deals damage directly to the user. Once depleted or after 5 minutes of activation, the shield must recharge for 1 hour before it can be activated again.
Jet Boosted Charge The user can make a jet boosted charge when making a charge attack, allowing the user to deal double damage, gaining an additional +2 to attack for a total of +4, but suffering an additional -1 to Defense for a total of -3 to Defense.
Danger Avoidance System This system aids the user in avoiding dangers, such as grenades and explosions, granting a +4 bonus to Reflex, +2 Tumble, reduce falling damage by 10 feet (1d6). If the user uses the Defense or Total Defense attack option, double the bonus to Defense.
Autopilot The mk4 features an autopilot system that the user can engage for long flights, or it can engage automatically in the even that the pilot is rendered unconscious, detected by the body function monitor, returning to a designated safe area. If one is not provided, using the onboard GPS and computer system, flies to the nearest hospital. It will transmit a message to the safe area, or hospital as to the user's condition and eta. Upon arrival, and sensors detect no threats, it will land safely near the first person it recognizes as help (hospital workers identifiable through onboard computer system recognizing uniforms, or preprogrammed person the user designates), and open to allow someone to remove the unconscious user.
Steel Armour mk4 aka Mercury The mk4, or Mercury as it's also known, is the second specialist suit of the Steel Armour series, built more for speed than brute force like the mk3. Using lighter weight materials, but retaining the same protection of th