Mental Mutation Drawback: Memory Loss
Something we all suffer from on occasion, but with this mutant, it is FAR worse.
Originally designed to be used in construction and repair, this heavy-duty welder was commonly used by many companies, and was considered to be the state of the art arc welder. And of course some creative individual decided it would make an excellent weapon!
The device requires two hands to hold. The power cells are contained in the handle of the device, and it has two long prong-like ‘barrels’ which normally could open and close in order to spot-weld, but have been changed so that they will instead fire the electrical charge.
The weapon has a very short range, and will not be effective past the listed range. After it strikes a target, the electrical discharge will then arc to a second target within 10 feet, albeit for less damage, but it is still effective. This arc will randomly strike any target, be it friend or foe. However, it will always arc towards anything carrying or wearing metal. The more the metal, the more likely the arc will strike them. When a critical strike is achieved, the arc will continue onto a third target (if available), for less damage still. Furthermore, if a successful critical hits, the target will suffer additional damage from electrical burns.
Dead Space Weapon and Armor Conversion Index
Schofield Tools Arc Welder (Heavy Weapon)
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
STAW Mk 1 |
6 |
5,300 |
2d8 E |
50 ft. |
Burn 1d4 and second arc 1d4 |
20 |
2 |
1 |
First arc 1d6, profession mechanic, unwieldy |
STAW Mk 2 |
10 |
17,850 |
3d8 E |
80 ft. |
Burn 1d4 and second arc 2d6 |
20 |
2 |
1 |
First arc 3d6, profession mechanic, unwieldy |
STAW Mk 3 |
14 |
72,500 |
4d10 E |
120 ft. |
Burn 2d4 and second arc 3d6 |
40 |
2 |
2 |
First arc 4d6, profession mechanic, unwieldy |
STAW Mk 4 |
18 |
375,000 |
6d12 E |
160 ft. |
Burn 3d4 and second arc 4d6 |
80 |
2 |
3 |
First arc 6d6, profession mechanic, unwieldy |
Assassin Arachnid Combatant CR 5 XP 1,600
Neutral large vermin
Init +10; Senses: Darkvision 60 ft.; Perception +11
Defense HP 70
EAC: 17; KAC: 19
Fort: +9; Ref: +7; Will: +4
Defensive Abilities: Chameleon exoskeleton, DR 5 / -, hardened survivor; Immunities: Poison, radiation
Offense
Speed: 60 feet
Melee: 2 claws +10 (1d10+8 S Crit bleed 1d6), or 1 bite +14 (1d6+8 P)
Space: 10 ft., Reach: 10 ft.
Offensive Abilities: Leaping strike
Statistics
Str +3; Dex +6; Con +0; Int -; Wis +0; Cha +0
Skills: Acrobatics +11, athletics +11, stealth +16 (+26)
Feats: Improved initiative, step up, step up and strike
Languages: None
Ecology
Environment: Any
Organization: Solitary
Special Abilities
Chameleon Exoskeleton (Ex): As a swift action, the creature can change its exoskeleton to match the background. This includes other arachnids that might be around it! This will last for exactly 1 minute, and the creature cannot use it for another full hour afterwards. While it is using this ability, it gains a +10 to its stealth check, even when moving.
Hardened Survivor (Ex): The assassin arachnid is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Leaping Strike (Ex): As a full round action, the creature can move up to four times its movement speed, and leap at a single target. At the same time it can leap up to 60 feet straight into the air while using ability. When it uses this ability, its claw attacks are at +14 to hit, and do 1d10+12 damage each and a critical strike knocks the target prone. The creature can do this once every three rounds.
DT Survey Charge Launcher (Heavy weapon)
Weapon |
Level |
Price |
Range |
Cap |
Usage |
Bulk |
Special |
DT Launcher 1 |
1 |
500 |
30 ft. |
2 |
1 |
1 |
Mine, profession (mechanic), unwieldy |
DT Launcher 2 |
5 |
3,250 |
60 ft. |
5 |
1 |
1 |
Mine, profession (mechanic), unwieldy |
DT Launcher 3 |
10 |
18,500 |
120 ft. |
8 |
1 |
2 |
Mine, profession (mechanic), unwieldy |
DT Launcher 4 |
15 |
115,000 |
240 ft. |
12 |
1 |
2 |
Mine, profession (mechanic), unwieldy |
DT Survey Charge Mine table (Grenades)
Javelin Type |
Level |
Price |
Effect |
Improved Cryonic |
5 |
X1.5 |
Cryonic grenades have their damage increased by +1 per dice. |
Improved Electrical |
5 |
X1.5 |
Shock grenades have their damage increased by +1 per dice. |
Improved Explosives |
5 |
X1.5 |
Fragmentation grenades have their damage increased by +1 per dice. |
Improved Incendiary |
5 |
X1.5 |
Incendiary grenades have their damage increased by +1 per dice. |
Heaven’s Radiance |
5 |
x2 |
Fused with magic, Flash grenades have their DC save increased by +2. The device is considered a magical. |
Siren’s Scream |
5 |
X2 |
Fused with magic, these sonic-based grenades have their damage increased by +1 per dice, and the DC save is increased by +2. The device is considered a magical. |
Abyssal |
15 |
X2 |
Fused with magic, these Cryonic grenades have their damage increased by +2 per dice. The device is considered a magical. |
Elemental |
15 |
X2 |
Fused with magic, these shock grenades have their damage increased by +2 per dice. The device is considered a magical. |
Hellfire |
15 |
X2 |
Fused with magic, these Incendiary grenades have their damage increased by +2 per dice. The device is considered a magical. |
Seeker Fragments |
15 |
X2 |
Fused with magic, these fragmentation grenades have their damage increased by +2 per dice. The device is considered a magical. |
Evolved Tank Arachnid Combatant CR 18 XP 153,600
Neutral Gargantuan vermin
Init +0; Senses: Darkvision 60 ft.; Perception +31
Defense HP 375
EAC: 32; KAC: 38
Fort: +21; Ref: +19; Will: +16
Defensive Abilities: DR 18 / -, hardened survivor; Immunities: Poison, radiation
Offense
Speed: 30 ft., burrow 30 ft.
Melee: 2 claws +28 (13d6+33 P), or bite +32 (13d4+33 P Crit swallow whole)
Space: 20 ft., Reach: 20 ft.
Offensive Abilities: Stream of fire, swallow whole, trample (13d8+33 B Crit knockdown)
Statistics
Str +19; Dex +0; Con +6; Int -; Wis +0; Cha +0
Skills: Athletics +31, survival +36
Languages: None
Ecology
Environment: Any
Organization: Solitary, pairs, or small groups (1d4+2)
Special Abilities
Hardened Survivor (Ex): The evolved tank arachnid is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Stream of Fire (Ex): The creature, as a full round action, can spray a stream of napalm-like chemical fire. The stream is 10 feet wide and can reach out to a maximum of 150 feet. Anyone caught in the stream area of effect is allowed a Ref save (DC 23) or take 8d12+18 flame damage. A successful save cuts the damage in half. To make matters worse, the flame will continue to burn for 1d3+1 rounds, unless the victim is able to somehow smother the flames (rolling in dirt, dousing in chemical fire-extinguishing foam, jumping into a river or large body of water). Also the napalm-like fire will remain on whatever terrain it coated when the arachnid used this ability and will last for 1d3+1 rounds before burning out. The Evolved Tank is able to use this ability once every second round.
Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Evolved Tank merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 23) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Tank due to the creature’s movement. The Evolved Tank can deal trample damage to a given target only once per round.
Timson Tools 711-MarkCL Rivet Gun (small arms)
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
TT 711 MCL |
7 |
9,250 |
1d10 P |
10 ft. |
Pinned |
20 |
1-3 |
L |
Burst fire, durable |
TT 815 MCL |
13 |
65,700 |
5d8 P |
20 ft. |
Pinned |
50 |
1-3 |
1 |
Burst fire, durable |
TT 900 MCL |
19 |
555,000 |
10d6 P |
25 ft. |
Pinned |
120 |
1-3 |
1 |
Burst fire, durable |
Rivet Ammunition Table (per rivet)
Javelin Type |
Level |
Price |
Effect |
Standard |
1 |
3 |
Standard ammunition for the Rivet Gun. It can be combined with Cryonic, explosive, incendiary, improved explosive, and arching. |
Shattering |
7 |
5 |
When a critical strike is achieved, remove pinned. Instead add 2d4 bleed damage. This increases to 4d4 for TT 815, and 6d4 for TT 900. Can be combined with standard, tungsten, titanium and Adamantium. |
Cryonic |
7 |
18 |
The Rivet is infused with chemical agents, making it extremely cold. As a result, the damage inflicted is half cold, half piercing. Can be combined with standard, tungsten, titanium and Adamantium. |
Explosive |
7 |
22 |
The rivet explodes upon striking the target. Damage is considered to be half piercing, half fire. Furthermore anything within 5 feet is allowed a reflex save. If the save fails, they take half damage. |
Incendiary |
7 |
18 |
The Rivet is infused with chemical agents, making it extremely hot. As a result, the damage inflicted is half cold, half piercing. Can be combined with standard, tungsten, titanium and Adamantium. |
Tungsten |
10 |
15 |
Increases the damage by +1 per dice. It can be combined with Cryonic, explosive, incendiary, improved explosive, and arching. |
Acidic |
10 |
30 |
The rivet explodes upon striking the target splashing acid. Damage is considered to be half piercing, half acid. Furthermore anything within 10 feet is allowed a reflex save. If the save fails, they take half damage. Can be combined with standard, tungsten, titanium and Adamantium. |
Improved Explosive |
10 |
30 |
The rivet explodes upon striking the target. Damage is considered to be half piercing, half fire. Furthermore anything within 10 feet is allowed a reflex save. If the save fails, they take half damage. Can be combined with standard, tungsten, titanium and Adamantium. |
Arching |
10 |
30 |
Each rivet contains a powerful electrical charge. Upon striking the target, the damage is considered to be half piercing, half electrical. Furthermore anything within 5 feet is allowed a reflex save. If the save fails, they take half damage. Can be combined with standard, tungsten, titanium and Adamantium. |
Titanium |
17 |
30 |
This type of rivet causes +2 per dice. It can be combined with Cryonic, explosive, incendiary, improved explosive, and arching. |
Adamantium |
20 |
100 |
This type of rivet causes +3 per dice. It can be combined with Cryonic, explosive, incendiary, improved explosive, and arching. |
Burst Fire
This is an optional rule which allows the shooter to fire a single ‘burst’ of rounds. The average burst is usually 3 rounds or charges (depending on the usage of the weapon in question) per pull of the trigger. Firing a burst incurs a penalty of -2 to hit, but the damage of the attack is increased by 25% (round down). This consumes the equivalent of 3 full shots (rounds or charges, so that if the weapon would use 4 rounds or charges for a single shot, using it on burst fire will now consume 12 charges). The burst will affect only a single target.
Infiltration Arachnid Expert CR 5 XP 2,400
Neutral medium vermin
Init +7; Senses: Darkvision 60 ft.; Perception +16
Defense HP 60
EAC: 17 (+20); KAC: 18 (+25) (Absorptive shell
Fort: +6 (+16); Ref: +4; Will: +8
Defensive Abilities: DR 5 / -, hardened survivor; Immunities: Poison, radiation
Offense
Speed: 40 ft.
Melee: 2 claws +8 (1d6+10 S Crit wound) or bite +12 (1d4+10 P) or two absorptive shell fists +12 (1d10+10 B)
Ranged: Hydrogen Aurora Cannon +10 (2d4+5 E&F Crit blind)
Offensive abilities: Strength Limitation bypass
Statistics
Str +5; Dex +3; Con +2; Int -3; Wis +0; Cha +0
Skills: Acrobatics +11, athletics +11, bluff +21, disguise +26, intimidate +11, stealth +16
Feats: Improved initiative
Other Abilities: Mimic, weapon and armor proficiency
Languages: Common
Ecology
Environment: Any
Organization: Solitary or small groups (1d4+2)
Special Abilities
Hardened Survivor (Ex): The Infiltration arachnid is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Mimic (Ex): The Infiltration arachnid has the ability to somewhat mimic a humanoid it has encountered. By ingesting part of the victim, the Infiltration arachnid is able to take on a few basic traits of the victim. It can morph its head to appear like that of the victim, and it can speak – or rather parrot – simple phrases in the victim’s own voice. As such the Infiltration arachnid gains a +10 to disguise and +5 to bluff when dealing with others, as long as its body is covered by powered armor. It is a full round action to consume flesh of the victim, and then 1d4 rounds for the creature to absorb the DNA so it can mimic it. The Infiltration arachnid can only use the genetic material of a single individual at one time, and it can retain the face of that victim indefinitely, although it can choose to revert to its regular features at any time. This is a full round action for the creature to do so.
Strength limitation bypass (Ex): Normally powered armor has a strength limitation, which states that even if the wearer is stronger than the strength provided by the armor, it is limited to the armors strength. This creature is able to bypass this and use its own natural strength instead.
Weapon and Armor proficiency (Ex): The arachnid has the uncanny ability to use any type of armor or weapon it encounters, and as such it does not need to have the appropriate proficiency in order to do so.
Archaeologist Environmental Suits (Light Armor)
Model |
Level |
Price |
EAC |
KAC |
Max Dex |
AC Penalty |
Speed Adjust |
Upgrade slots |
Bulk |
Apprentice Suit |
1 |
200 |
+2 |
+1 |
+6 |
-1 |
- |
0 |
L |
Novice Suit |
5 |
3,000 |
+7 |
+5 |
+6 |
-1 |
- |
1 |
L |
Journeyman Suit |
10 |
19,000 |
+15 |
+13 |
+6 |
- |
- |
2 |
L |
Instructor Suit |
15 |
105,000 |
+20 |
+18 |
+7 |
- |
- |
3 |
L |
Master Suit |
20 |
900,000 |
+25 |
+23 |
+8 |
- |
- |
4 |
L |
Guardian Arachnid Combatant CR 10 XP 9,600
Neutral large vermin
Init +3; Senses: Darkvision 60 ft.; Perception +19
Defense HP 165
EAC: 23; KAC: 28
Fort: +14 (+24); Ref: +12; Will: +9
Defensive Abilities: DR 10 / -, hardened survivor, savage defense; Immunities: Poison, radiation
Offense
Speed: 50 feet, burrow 20 feet
Melee: 2 claws +18 (2d12+20 S Crit Bleed 2d4 and wound), or bite +22 (2d8+20 P)
Space: 10 ft., Reach: 10 ft.
Offensive Abilities: Berserker
Statistics
Str +10; Dex +3; Con +3; Int -; Wis +0; Cha +0
Skills: Acrobatics +19, athletics +24, intimidate +19
Feats: penetrating attack, step up and strike
Languages: None
Ecology
Environment: Any
Organization: Pairs, or small groups (1d4+2)
Special Abilities
Berserker (Ex): As soon as the Guardian has sustained at least 50% of its hit points in damage, it will go into a berserker rage. During this rage, the arachnid will gain +2 to hit, the damage inflicted will increase by +2 per dice damage, and it will gain an additional 40 hit points, and it will be able to use all three melee attacks at the same time. Because it will attack so ferociously, its EAC and KAC are both reduced by 4 points. This berserker rage will last for 2d4+4 rounds, or until the Guardian is killed. Even if all enemies are destroyed, it will continue to attack anything nearby, including other arachnids – except Queens, overseers and Thinkers. Any of these Arachnids will be able to ‘turn off’ the berserker mode. Once the berserker mode ends, the temporary hit points will disappear. If this drops the arachnid below zero hit points, it will die on the beginning of the next round.
Hardened Survivor (Ex): The Guardian is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Savage Defense (Ex): The Guardian was specially bred to be able to defend against all manner of attacks. As such, when it is engaged in combat against targets that would normally not get an attack of opportunity due to a class feature or special ability, the Guardian ignores this and will still gain the attack of opportunity.
EarthGov ‘Seeker’ Sniper Rifle
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
Basic Seeker |
2 |
1,000 |
1d8 P |
70 ft. |
Wound |
4 |
1 |
1 |
Durable, guided, sniper (250 ft.), unwieldy |
EG Seeker |
7 |
6,000 |
2d8 P |
70 ft. |
Wound |
5 |
1 |
1 |
Durable, guided, sniper (250 ft.), unwieldy |
Patrol Seeker |
12 |
36,000 |
5d8 P |
70 ft. |
Wound |
7 |
1 |
1 |
Durable, guided, sniper (250 ft.), unwieldy |
Sharpshooter Seeker |
16 |
195,000 |
8d8 P |
80 ft. |
Severe wound |
10 |
1 |
1 |
Durable, guided, sniper (500 ft.), unwieldy |
Elite Seeker |
20 |
975,000 |
11d8 P |
80 ft. |
Severe wound |
12 |
1 |
1 |
Durable, guided, sniper (500 ft.), unwieldy durable |
Alternate types of Ammunition (per cartridge)
Ammunition |
Level |
Price |
Effect |
Standard |
1 |
3 |
Standard ammunition for the Seeker Rifle. |
Caseless |
3 |
x1.5 |
Caseless ammunition costs 1.5 times the cost of regular ammunition, but doubles the number of small arm, rifle, sniper and heavy rounds the weapon carries. This can be combined with any of the various types of ammunition listed below. |
Armor Piercing |
3 |
X3 |
The ammunition is jacketed or otherwise modified to penetrate armor, reducing the KAC of a target by 2. |
Tracer |
4 |
X2 |
If fired at the same target for two or more consecutive rounds, the attacker gains a +1 to hit. |
Incendiary |
5 |
X2.5 |
The weapon’s ammunition now inflicts fire damage equal to 50% of the damage. |
Cyro |
5 |
X2.5 |
The weapon’s ammunition now inflicts cold damage equal to 50% of the damage. |
Electrical |
5 |
X2.5 |
The weapon’s ammunition now inflicts electrical damage equal to 50% of the damage. |
Injection |
6 |
X3 |
The round is designed to carry a single dose of a poison, toxin, drug or other substance. The drawback is the weapon suffers -1 per dice damage (minimum of 1), but can deliver the dose. The DC save of the chemical is decreased by -2. |
Hollow Point |
7 |
x5 |
Damage of the bullet is increased by +1 per dice. |
Semi-Jacketed |
8 |
X6.5 |
These rounds have a better armor-piercing component than regular ammunition (-1 to targets KAC) and as the round expands inside the target, increases the damage by +1 per dice. |
Radioactive |
10 |
X7 or x12 |
The cartridge contains a hollow core filled with radioactive dust. Anyone struck by the round must save versus medium (x7 cost) radiation or high radiation (x12 cost). |
Firefly Arachnid Combatant CR 4 XP 1,200
Neutral Large vermin
Init +8; Senses: Darkvision 60 ft.; Perception +10
Defense HP 50
EAC: 16; KAC: 22
Fort: +8 (+18); Ref: +6; Will: +3
Defensive Abilities: DR 4 / -, hardened survivor; Immunities: electricity, fire, poison, radiation
Offense
Speed: 50 feet
Melee: Claw +12 (1d6+8 S Crit bleed 1d4) or bite +12 (1d4+8 P & F), or tail +12 (1d8+8 P Crit inject larva)
Space: 10 ft., Reach: 5 ft.
Offensive Abilities: Plasma Blast
Statistics
Str +4; Dex +4; Con +1; Int -; Wis +0; Cha +0
Skills: Acrobatics +15, athletics +10, stealth +15
Feats: Improved initiative
Other Abilities: Larval injection
Languages: None
Ecology
Environment: Any
Organization: Solitary, pairs, small groups (1d4+2), medium groups (3d4+3)
Special Abilities
Hardened Survivor (Ex): The firefly is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Larval Injection (Ex): Upon a critical strike with its tail, the firefly will inject 2d12 larva into the body of the victim. The target is allowed a Fort save (DC 13). This is similar to a disease, and it can be cured as such, but each day the victim is allowed another save. If it fails, the victim will suffer 1d4 points of permanent Constitution damage. The larva are destroyed if the victim is able to make 3 saves in a row, but each time the victim fails, the victim will have to begin again. When the victim’s Constitution reaches zero, it dies and the larva will burst free in 1d12 rounds after death. If the victim makes three saves in a row, then the lost Constitution will return as normal. If the larva escape, they will grow into full adult size in only 1d6+4 days.
Plasma Wave (Ex): Once every 3 rounds the Firefly is able to produce a wave of superheated plasma energy. It has a width of 15 feet and is 30 feet in length. This plasma wall will travel at 120 feet per round until it hits a barrier such as a wall or other obstacle. It will travel for 3 full rounds, after which it will dissipate into harmless vapors. This wall will inflict 2d6+4 points of Fire and Electrical damage, and anything caught in the wall is allowed a Ref save (DC 15) for half damage.
TT Telemetric Survey Tool (heavy weapon) Table
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Power Usage |
Bulk |
Special |
TTTST Ver. 1 |
1 |
275 |
1d6 P |
15 ft. |
Knock down |
4 |
1 |
3 |
1 |
Penetrating, unwieldy |
TTTST Ver. 2 |
5 |
3,000 |
2d6 P |
20 ft. |
Knock down |
6 |
1 |
3 |
1 |
Penetrating, unwieldy |
TTTST Ver. 3 |
10 |
17,000 |
3d10 P |
25 ft. |
Knock down |
8 |
1 |
3 |
1 |
Penetrating, unwieldy |
TTTST Ver. 4 |
15 |
120,000 |
5d12 P |
30 ft. |
Knock down |
10 |
1 |
3 |
1 |
Penetrating, unwieldy |
TTTST Ver. 5 |
20 |
600,000 |
9d12 P |
30 ft. |
Knock down |
14 |
1 |
3 |
1 |
Penetrating, unwieldy |
TT Telemetric Survey Tool Electrical Charge Table
Weapon |
Damage |
Range |
TTTST Ver. 1 |
1d4 E |
5 ft. |
TTTST Ver. 2 |
2d4 E |
10 ft. |
TTTST Ver. 3 |
3d4 E |
10 ft. |
TTTST Ver. 4 |
5d4 E |
15 ft. |
TTTST Ver. 5 |
9d4 E |
20 ft. |
Javelin Ammunition Table (per javelin)
Javelin Type |
Level |
Price |
Effect |
Standard |
1 |
3 |
Standard ammunition for the TTTST device. |
Splintering |
3 |
5 |
When a critical strike is achieved, remove knockdown. Instead add 1d4 bleed damage. This increases to 2d4 for Ver. 2 and 3, and 3d4 for ver. 4 and 5. Can be combined with standard and Adamantium. |
Light-weight Stabilizers |
4 |
7 |
Can be combined with Standard and Adamantium javelins. Increases the range of the weapon by 10 feet. |
Super-Conductive |
5 |
10 |
Increases the range of the electrical discharge by 5 feet and the DC save by +2. Can be combined with any other type of javelin. |
Explosive |
6 |
18 |
The javelin explodes upon triggering. Damage is considered to be half piercing, half fire instead of electrical. Can only be combined with Standard and Adamantium. |
Cryonic |
6 |
18 |
The javelin explodes upon triggering. Damage is considered to be half piercing, half cold instead of electrical. Can only be combined with Standard and Adamantium. |
Barbed |
7 |
6 |
DC to remove is increased by +2, can be combined with any type of ammunition by adding the cost |
Adamantium |
10 |
15 |
Increases the damage by +1 per dice |
Dispersal |
12 |
25 |
Instead of impaling and electrical damage, the javelin is shattered into dozens of pieces. The range does not change for the weapon, but instead turns it into a cone attack. The width of the cone is 10 feet and anything in the area is subject to damage. They are allowed a Ref save to avoid the damage. This can only be used with Standard and Adamantium ammunition. |
Ultraconductive coils |
13 |
30 |
This increases the electrical charge damage by +1 per dice. It can be combined with Superconductive, and is only available for Standard and Adamantium javelins. |
Heart Seeker |
15 |
35 |
A fusion, which increases the damage by +2 per dice and automatically adds the splintering effect. This is considered magical for damage reduction purposes. Cannot be combined with other types of ammunition. |
Rider Arachnid Expert CR 1/3 XP 135
Neutral tiny vermin
Init ++3; Senses: Darkvision 60 ft.; Perception +7
Defense HP 6
EAC: 13; KAC: 14
Fort: +2 (+12); Ref: +3; Will: +2
Defensive Abilities: Hardened survivor; Immunities: Poison, radiation
Offense
Speed: 5 ft.
Melee: bite +2 (1d4-2 P)
Space: 0 ft., Reach: 0 ft.
Statistics
Str -3; Dex +3; Con +1; Int -; Wis 0+; Cha +0
Skills: Acrobatics +3, athletics +7, stealth +7, survival +3
Other Abilities: Metamorph
Languages: None
Ecology
Environment: Any
Organization: Varies
Special Abilities
Hardened Survivor (Ex): The Scorpion is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Metamorph (Ex): Within a maximum of 60 minutes of the death of the host the rider was using, it will consume the corpse and grow into an identical version of the original host.
SWS Motorized Pulse Rifle (long arm)
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
SWS 1.0 |
3 |
1,000 |
1d6 P |
30 ft. |
Knockdown |
30 |
3 |
1 |
Burst Fire, Durable |
SWS 1.5 |
8 |
7,000 |
2d8 P |
60 ft. |
Knockdown |
60 |
3 |
1 |
Burst Fire, Durable |
SWS 2 |
13 |
50,000 |
4d8 P |
90 ft. |
Knockdown |
90 |
3 |
1 |
Burst Fire, Durable |
SWS 5 |
18 |
500,000 |
8d10 P |
90 ft. |
Knockdown |
120 |
3 |
1 |
Burst Fire, Durable |
Burst Fire
This is an optional rule which allows the shooter to fire a single ‘burst’ of rounds. The average burst is usually 3 rounds or charges (depending on the usage of the weapon in question) per pull of the trigger. Firing a burst incurs a penalty of -2 to hit, but the damage of the attack is increased by 25% (round down). This consumes the equivalent of 3 full shots (rounds or charges, so that if the weapon would use 4 rounds or charges for a single shot, using it on burst fire will now consume 12 charges). The burst will affect only a single target.
Alternate types of Ammunition
Ammunition |
Level |
Price |
Effect |
Standard |
1 |
90 |
This is the cost for a standard 30 round magazine for the pulse rifle. |
Caseless |
3 |
x1.5 |
Caseless ammunition costs 1.5 times the cost of regular ammunition, but doubles the number of small arm, rifle, sniper and heavy rounds the weapon carries. This can be combined with any of the various types of ammunition listed below. |
Armor Piercing |
3 |
X3 |
The ammunition is jacketed or otherwise modified to penetrate armor, reducing the KAC of a target by 2. |
Tracer |
4 |
X2 |
If fired at the same target for two or more consecutive rounds, the attacker gains a +1 to hit. |
Incendiary |
5 |
X2.5 |
The weapon’s ammunition now inflicts fire damage equal to 50% of the damage. |
Cyro |
5 |
X2.5 |
The weapon’s ammunition now inflicts cold damage equal to 50% of the damage. |
Electrical |
5 |
X2.5 |
The weapon’s ammunition now inflicts electrical damage equal to 50% of the damage. |
Injection |
6 |
X3 |
The round is designed to carry a single dose of a poison, toxin, drug or other substance. The drawback is the weapon suffers -1 per dice damage (minimum of 1), but can deliver the dose. The DC save of the chemical is decreased by -2. |
Hollow Point |
7 |
x5 |
Damage of the bullet is increased by +1 per dice. |
Semi-Jacketed |
8 |
X6.5 |
These rounds have a better armor-piercing component than regular ammunition (-1 to targets KAC) and as the round expands inside the target, increases the damage by +1 per dice. |
Radioactive |
10 |
X7 or x12 |
The cartridge contains a hollow core filled with radioactive dust. Anyone struck by the round must save versus medium (x7 cost) radiation or high radiation (x12 cost). |
Note that the above only pertains to weapons that use cartridges or bullets. The various types of ammunition are not limited to only the pulse rifle - these different types of ammunition can be used in small arms, long arms, sniper rifles and heavy weapons .
Burrower Arachnid Combatant CR 7 XP 3,200
Neutral huge vermin
Init -1; Senses: Darkvision 60 ft., Blindsense (vibration) 180 ft.; Perception +13
Defense HP 105
EAC: 19; KAC: 24
Fort: +11 (+21); Ref: +9; Will: +6
Defensive Abilities: DR 7 / -, Hardened survivor; Immunities: Poison, radiation
Offense
Speed: 40 feet
Melee: Bite +17 (2d12+17 P Crit swallow whole)
Space: 15 ft., Reach: 5 ft.
Offensive Abilities: Swallow whole; trample (3d10+17 B)
Statistics
Str +10; Dex -1; Con +3; Int -; Wis +0; Cha +0
Skills: Athletics +18, survival +13
Languages: None
Ecology
Environment: Any
Organization: Solitary
Special Abilities
Hardened Survivor (Ex): The Burrower is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Tank merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 15) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Tank due to the creature’s movement. The Tank can deal trample damage to a given target only once per round.
Security Suit Table (Heavy Armor)
Model |
Level |
Price |
EAC |
KAC |
Max Dex |
AC Penalty |
Speed Adjust |
Upgrade slots |
Bulk |
Recruit Security Suit |
1 |
375 |
+3 |
+4 |
+3 |
-2 |
-5 ft. |
1 |
1 |
Patrol Security Suit |
5 |
3,800 |
+9 |
+11 |
+3 |
-2 |
-5 ft. |
1 |
1 |
Riot Security Suit |
10 |
18,250 |
+15 |
+18 |
+4 |
-2 |
-5 ft. |
2 |
1 |
Advanced Security Suit |
15 |
75,000 |
+22 |
+24 |
+4 |
-3 |
-10 ft. |
3 |
2 |
Elite Security Suit |
20 |
975,000 |
+26 |
+30 |
+4 |
-3 |
-10 ft. |
4 |
3 |
Tactical Insert Plates
Insert Plate Type |
Level |
Price |
Slots |
Effect |
Standard Plate |
1 |
50 |
2 |
10 Hit Points |
Patrol Plate |
5 |
1,000 |
2 |
50 Hit points |
Heavy Duty Plate |
7 |
4,000 |
2 |
70 Hit Points |
Riot Plates |
12 |
30,000 |
2 |
100 Hit Points |
Scorpion Arachnid Combatant CR 16 XP 76,800
Neutral gargantuan vermin
Init -2; Senses: Darkvision 60 ft; Perception +28
Defense HP 300
EAC: 26; KAC: 35
Fort: +20 (+30); Ref: +18; Will: +14
Defensive Abilities: DR 16 / -, hardened survivor; Immunities: Piercing attacks, poison, radiation
Offense
Speed: 20 ft.
Melee: 2 claws +26 (6d10+31 S Crit severe wound) or 1 bite +30 (6d8+31 P Crit swallow whole)
Ranged: Plasma blast +27 (8d12+16 E&F Crit burn 3d12)
Space: 40 ft., Reach: 20 ft.
Offensive Abilities: Swallow whole, trample (6d6+31)
Statistics
Str +15; Dex -2; Con +10; Int -; Wis +0; Cha +0
Skills: Athletics +33, survival +28
Languages: None
Ecology
Environment: Any
Organization: Solitary, pairs, or small groups (1d4+2)
Special Abilities
Hardened Survivor (Ex): The Scorpion is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Tank merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 22) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Tank due to the creature’s movement. The Tank can deal trample damage to a given target only once per round.
RC-DS Remote Control Buzz Saw Disk Ripper
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Mag |
Usage |
Cap |
Bulk |
Special |
RCDS 1 |
2 |
500 |
1d6 S |
10 ft. |
Bleed 1d4 |
5 |
1 |
20 |
2 |
Professional (mechanic) |
RCDS 2 |
7 |
4,000 |
2d6 S |
15 ft. |
Bleed 1d6 |
7 |
1 |
20 |
2 |
Professional (mechanic) |
RCDS 3 |
12 |
23,000 |
3d8 S |
20 ft. |
Bleed 2d4 |
12 |
1 |
40 |
2 |
Professional (mechanic) |
RCDS 4 |
17 |
120,000 |
5d10 S |
30 ft. |
Bleed 2d6 and wound |
18 |
1 |
40 |
3 |
Professional (mechanic) |
RCDS 5 |
20 |
875,000 |
8d12 S |
40 ft. |
Bleed 3d6 and severe wound |
25 |
1 |
80 |
3 |
Professional (mechanic) |
Alternate Blades (price is indicated per blade)
Blade Type |
Level |
Price |
Effect |
Standard |
2 |
5 |
Standard Blade |
Diamond Composite Teeth |
5 |
9 |
The damage is increased by +1 per dice, and the wound DC save is increased by 2. |
Ripper Teeth |
5 |
9 |
+1 per dice damage, and bleed damage is increased by +1 per dice |
Plasma-Infused blades |
7 |
25 |
+1 per dice, and damage is now S and F. |
Eldritch-Infused blades |
12 |
40 |
+2 per dice damage and DC increased by 3, weapon is considered magical for bypassing resistance and DR. |
Molecular Edged blade |
17 |
75 |
+3 per dice damage, DC of wound is increased by +4, and Bleed damage is likewise increased by 50% (rounded to nearest) |
Chooser Arachnid Expert CR 2 XP 600
Neutral large vermin
Init +1; Senses: Darkvision 60 ft; Perception +12
Defense HP 23
EAC: 13; KAC: 14
Fort: +3 (+13); Ref: +1; Will: +5
Defensive Abilities: DR 2 / - , fear pheromones, hardened survivor; Immunities: Poison, radiation
Offense
Speed: 20 feet
Melee: Bite +8 (1d6+6 P) or claw +8 (1d4+6 S Crit bleed 1d3)
Space: 10 ft., Reach: 10 ft.
Statistics
Str +4; Dex +1; Con +2; Int -; Wis +0; Cha +0
Skills: athletics +12, life sciences +7, stealth +7, survival +12
Other Abilities: Enrage
Languages: None
Ecology
Environment: Any
Organization: Solitary, small group (1d4+1)
Special Abilities
Enrage (Ex): As a full action, the Chooser can release specialized pheromones. These will cause any Arachnids within a 100 ft. radius to become enraged. As such, they will gain a +2 to hit, +2 damage to all attacks, and suffer a -2 to AC. This ability will last for a full minute, even if the chooser is killed. This will not stack with the Pheromones of other choosers, however once the duration has run out, another chooser can release it as well, effectively increasing the duration. The Chooser can use this ability once every 24 hours.
Fear Pheromones (Ex): As a move action, the Chooser can release a powerful pheromone into the air around it. This has an area of effect of 30 feet and anything caught must make a Fort save (DC 13) or suffer the effects of the fear condition. This will last as long as the victim is in the area of effect, or once they are out of the area, for 2d4 rounds. The creature can use this at will.
Hardened Survivor (Ex): The Chooser is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Breeder Arachnid Expert CR 1 XP 400
Neutral large vermin
Init +1; Senses: Darkvision 60 ft.; Perception +10
Defense HP 17
EAC: 11; KAC: 12
Fort: +3 (+13); Ref: +1; Will: +4
Defensive Abilities: DR 1 / - hardened survivor; Immunities: Poison, radiation
Offense
Speed: 20 feet
Melee: 1 claw +6 (1d4+5 S Crit bleed 1d3)
Space: 10 ft., Reach: 10 ft.
Statistics
Str +4; Dex +1; Con +2; Int -; Wis +0; Cha +0
Skills: athletics +10, life sciences +5, stealth +5, survival +10
Other Abilities: Fast breed
Languages: None
Ecology
Environment: Any
Organization: small group (1d4+1), medium group (2d4+2), large group (3d8+6)
Special Abilities
Fast Breed (Ex): The creature can be given direct orders from a thinker to breed faster than it normally would. As such the creature can produce up to 48 eggs in a 24 hour period. This is hazardous to the breeder and is only undertaken during the most dire of circumstances. Any breeder forced into this role must make a fort save, DC based on how many eggs it must produce. 12 – no save required. 24 eggs, Fort DC 12; 36 eggs, Fort DC 16; 48 eggs, Fort DC 20. If the save fails, then the breeder dies from exhaustion.
Hardened Survivor (Ex): The Breeder is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Bleeder Combatant CR 7 XP 3,200
Neutral medium plant
Init +4; Senses: low light 60’ feet; Perception +19
Defense HP 105
EAC: 19; KAC: 21
Fort: +11; Ref: +9; Will: +6
Immunities: Acid, plant immunities
Offense
Speed: N/A
Melee: two pseudopods +13 (2d6+12 A&B Crit acid burn 2d4)
Offensive Abilities: Blood acid
Statistics
Str +5; Dex +4; Con +8; Int -3; Wis +0; Cha -3
Skills: Survival +14
Other Abilities: Blood consumption
Languages: None
Ecology
Environment: Any non-cold forest or jungle
Organization: Solitary
Special Abilities
Blood Acid (Ex): The plant is able to squirt a stream of thick fluid which looks and smells like blood, but is acidic in nature. This is a ranged cone attack, with a maximum range of 45 feet, and has an area of effect of 10 feet. It can use this ability once per round as a full round action, and any target in the area of effect is allowed a Reflex save (DC 15) for half damage. The acid it sprays will inflict 2d8+7 points of damage. Anyone foolish enough to touch the plant with a natural weapon or bare appendages will automatically suffer the damage, no saving throw allowed.
Blood Compulsion (Su): Any creature coming within 30 feet of the fungus must make a Will save (DC 15) or feel the compulsion to come up and touch the blood-like fluid dripping from the fungus. Each round the victim is allowed another saving throw to resist this compulsion, and if it succeeds, then it is allowed to act normally. Each round it fails, however, the victim will remain in full contact with the fungus, and as such will suffer the effects of the blood acid (above).
Puppeteer Arachnid Expert CR 4 XP 1,200
Neutral small vermin
Init +5; Senses: Blindsense (vibration) 120 feet; Perception +15
Defense HP 45
EAC: 16; KAC: 17
Fort: +3 (+13); Ref: +3; Will: +7
Defensive Abilities: Damage reduction 4 / -, hardened survivor; Immunities: Poison, radiation
Offense
Speed: 20 feet.
Melee: 2 claws +10 (1d4+4 P)
Space: 2.5 ft., Reach: 2.5 ft.
Statistics
Str +0; Dex +5; Con +1; Int +0; Wis +3; Cha +0
Skills: Acrobatics +10, athletics +10, bluff +15 (3), sense motive +15, stealth +15
Other Abilities: Fast latch, slow control
Languages: Telepathic communication
Ecology
Environment: Any
Organization: Solitary
Special Abilities
Fast Latch (Ex): With a successful grapple attack, the puppeteer is able to establish immediate control over the victim. See Slow control for more information.
Hardened Survivor (Ex): The Puppeteer is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Slow Control (Su): If the Puppeteer is able to successfully strike 3 rounds in a row with its claw attacks, the victim must make a will save (DC 15) or become enslaved by the arachnid and is under the arachnid’s control. It can make the victim do whatever it desires while it digs in deeper. Over the next 2 hours the arachnid will insert its tendrils deep into the victim’s nervous system and mind, and once it has completed its task, the victim is lost. The mind, the memories and everything that made the victim who they were has been absorbed by the creature. If the arachnid is removed before this happens, the victim must make a will save (DC 15) or permanently lose 1d3 points of wisdom score, but the victim will recover from the trauma. If more than two hours have passed before the creature is removed, then the victim’s mind has been absorbed and lost. The arachnid will use its memories and personality in order to make it appear as if everything is normal, but this often will lead to the arachnid making a successful bluff check. If it fails, then the victim’s former friends or comrads will figure out something is amiss. No matter what, once the arachnid has been removed once this stage has been met, the victim’s body survives the process but the mind and personality is gone.
Telepathic Communication (Ex): The Puppeteer is able to telepathically speak with any creature within its line of sight, with one exception – it has unlimited range when it comes to thinker bugs, which is always has an open and direct line of communication. This bypasses the need to be able to speak or understand any language. This can be used at will.
PFM Series Hydrazine Handheld Torch Flamethrower (small arms)
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
PFM 100 |
1 |
300 |
1d6 F |
15 ft. |
Burn 1d4 |
20 |
1 |
1 |
Professional (mechanic) |
PFM 200 |
5 |
3,000 |
2d6 F |
20 ft. |
Burn 1d6 |
20 |
1 |
1 |
Professional (mechanic) |
PFM 300 |
10 |
20,000 |
3d8 F |
30 ft. |
Burn 2d4 |
30 |
1 |
1 |
Professional (mechanic) |
PFM 400 |
15 |
110,000 |
6d8 F |
40 ft. |
Burn 2d6 |
40 |
1 |
1 |
Professional (mechanic) |
PFM 500 |
20 |
800,000 |
10d8 F |
60 ft. |
Burn 3d6 |
60 |
1 |
1 |
Professional (mechanic) |
Alternate Fuel Table (price is indicated per charge)
Fuel Type |
Level |
Price |
Effect |
Hydrazine |
1 |
5 |
Standard Fuel |
Compressed Fuel |
1 |
7 |
Increase the range by 50% (rounded to the nearest 5 foot increment) Can be combined with other types of fuel, just add the cost. |
Thermite-laced |
5 |
15 |
+1 per dice damage |
Plasmized Hydrazine |
5 |
25 |
+1 per dice and DC increased by 2 |
Hellfire Fusion Hydrazine |
10 |
50 |
+2 per dice damage and DC increased by 3 |
Ultra-Compressed |
10 |
35 |
As with compressed, but the range is doubled. Can be used with other types of fuel (except compressed), just add the additional cost. |
Engineering Suit Table
Model |
Level |
Price |
EAC |
KAC |
Max Dex |
AC Penalty |
Speed Adjust |
Upgrade slots |
Bulk |
Engineer Mk 1 |
1 |
200 |
+2 |
+4 |
+3 |
-2 |
-5 ft. |
2 |
1 |
Engineer Mk 2 |
5 |
3,000 |
+7 |
+10 |
+3 |
-2 |
-5 ft. |
2 |
1 |
Engineer Mk 3 |
8 |
8,700 |
+11 |
+15 |
+3 |
-3 |
-10 ft. |
3 |
2 |
Engineer Mk 4 |
13 |
54,000 |
+17 |
+22 |
+4 |
-3 |
-10 ft. |
4 |
2 |
Engineer Mk 5 |
17 |
210,000 |
+23 |
+27 |
+4 |
-3 |
-10 ft. |
4 |
3 |
Engineer Elite |
20 |
850,000 |
+26 |
+31 |
+5 |
-2 |
-5 ft. |
6 |
3 |
Faceless Expert CR 7 XP 3,200
Neutral medium Outsider (human, lawful)
Init +9; Senses: Blindsight 60 ft.; Perception +19
Defense HP 100
EAC: 24; KAC: 25 (Gold AbadarCorp travel suit)
Fort: +8; Ref: +6; Will: +10
Defensive Abilities: true conviction; Immunities: all sight-based attacks, all attacks which require the victim to breathe.
Offense
Speed: 30 feet
Melee: Incapacitator +14 (3d4+11 B)
Ranged: Advanced semi-auto pistol +16 (2d6+7 P)
Offensive Abilities: Utter certainty
Statistics
Str +4; Dex +5; Con +0; Int +2; Wis +0; Cha +0
Skills: Acrobatics +14 , athletics +14, intimidate +14, sense motive +19
Feats: improved initiative
Other Abilities: Call for backup
Languages: Common and one other
Ecology
Environment: Any
Organization: Solitary, partners (2) or patrols (3)
Special Abilities
Call for backup (Su): If a situation is dire enough, the Faceless can attempt to call for reinforcements. They have a 25% chance to summon an additional 1d3 Faceless, which will arrive in 1d6 rounds. This ability can be used once per day.
True Conviction (Su): The Faceless are so certain of the cause they are part of, that they can often ignore attacks that would otherwise kill them. As such, they are immune to the effects of critical hits – unless it is from a ranged attack which comes from at least 250 feet away, and if that is the case, they can be affected by the critical hit as per normal.
Utter Certainty (Su): Their belief in their abilities is so powerful that they can choose once every three rounds, to add +20 to a single melee or ranged attack roll.
Handheld Ore Cutter Line Gun Table – Heavy Weapon
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
IM 822 |
1 |
500 |
1d10 E&F |
60 ft. |
Wound |
20 |
2 |
1 |
Unwieldy professional (mechanic) |
IM 950 |
5 |
3,500 |
3d4 E&F |
100 ft. |
Wound |
40 |
2 |
2 |
Unwieldy professional (mechanic) |
IM 950 Ultra |
10 |
19,000 |
3d10 E&F |
140 ft. |
Wound |
40 |
2 |
3 |
Unwieldy professional (mechanic) |
IM 1000 |
15 |
115,000 |
6d10 E&F |
200 ft. |
Severe Wound |
80 |
2 |
3 |
Unwieldy professional (mechanic) |
IM 1200 Ultra |
20 |
720,000 |
10d10 E&F |
200 ft. |
Severe Wound |
80 |
2 |
3 |
Unwieldy professional (mechanic) |
Wound and Severe wound critical effect table
Roll |
Location |
Save |
Effect |
1-10 |
General |
- |
Double damage |
11 |
Eyes |
REF |
Blinded |
12-15 |
Arm |
REF |
Amputated – cannot use two handed weapons, and loses a natural claw attack (if any) |
16-19 |
Leg |
REF |
Amputated – loses a leg, - 10 to land speed, must make Acrobatics Roll (DC 20) every round or be knocked prone. |
20 |
Head |
REF |
Amputated – creature is instantly destroyed. |
Conveyor Arachnid Combatant CR 2 XP 600
Neutral medium vermin
Init +1; Senses: Darkvision 60 ft.; Perception +7
Defense HP 25
EAC: 13; KAC: 15
Fort: +6 (+16); Ref: +4; Will: +1
Defensive Abilities: Damage reduction 3 / -, hardened survivor; Immunities: Blunt damage, poison, radiation
Offense
Speed: 60 ft.
Melee: Bite +10 (1d6+8 P)
Statistics
Str +6; Dex +1; Con +0; Int -; Wis +0; Cha +0
Skills: Acrobatics +7, athletics +12
Other Abilities: Lifter
Languages: None
Ecology
Environment: Any
Organization: Based on the creature being transported.
Special Abilities
Hardened Survivor (Ex): The Conveyor is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Lifter (Ex): This type of arachnid is capable of transferring its speed to any creature it is carrying. The Conveyor gains the AC creature it is carrying, as they are completely hidden by the bulk of the creature.
Force Gun weapon conversion table – Small Arm
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
HGA Ver. 1 |
3 |
1,200 |
1d4 B |
15 ft. |
Knock-down |
40 |
2 |
L |
Unwieldy professional (mechanic) |
HGA Ver. 2 |
8 |
9,000 |
2d4 B |
20 ft. |
Knock-down DC +2 |
40 |
2 |
L |
Unwieldy professional (mechanic) |
HGA Ver. 2.5 |
13 |
43,000 |
4d6 B |
30 Ft. |
Knock-down DC +2 |
40 |
2 |
L |
Unwieldy professional (mechanic) |
HGA Ver. 4 |
18 |
355,000 |
8d6 B |
50 ft. |
Knock-down DC +4 |
80 |
2 |
L |
Unwieldy professional (mechanic) |
Dead Space Plasma weapon conversion table Small Arm
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
Plasma Cutter Mk 1 |
1 |
300 |
1d6 E&F |
30 ft. |
- |
20 |
1 |
L |
Penetrating, professional (mechanic) |
Plasma Cutter Mk 2 |
5 |
3,250 |
2d6 E&F |
50 ft. |
Wound (special) |
20 |
1 |
L |
Penetrating, professional (mechanic) |
Plasma Cutter Mk 3 |
10 |
22,000 |
2d10 E&F |
70 Ft. |
Wound (special) |
40 | 1 |
L |
Penetrating, professional (mechanic) |
Plasma Cutter Mk 4 |
15 |
142,000 |
3d12 E&F |
100 ft. |
Severe Wound (special) |
40 |
1 |
L |
Penetrating, professional (mechanic) |
Plasma Cutter Mk 5 |
20 |
750,000 |
8d10 E&F |
100 ft. |
Severe Wound (special) |
80 |
1 |
L |
Penetrating, professional (mechanic) |
Wound and Severe wound critical effect table
Roll |
Location |
Save |
Effect |
1-10 |
General |
- |
Double damage |
11 |
Eyes |
REF |
Blinded |
12-15 |
Arm |
REF |
Amputated – cannot use two handed weapons, and loses a natural claw attack (if any) |
16-19 |
Leg |
REF |
Amputated – loses a leg, - 10 to land speed, must make Acrobatics Roll (DC 20) every round or be knocked prone. |
20 |
Head |
REF |
Amputated – creature is instantly destroyed. |
Stegosaurus, augmented Combatant CR 8 XP 4,800
Neutral huge animal (technological)
Init +0; Senses: Darkvision 60 ft., low-light vision; Perception +16
Defense HP 125
EAC: 24; KAC: 20
Fort: +12; Ref: +12; Will: +7
Defensive Abilities: Energy absorption, energy reflection
Offense
Speed: 30 feet.
Melee: Bite +19 (3d4+18 B), or two stomps +15 (2d8+18 B Crit knockdown), or tail slash (2d10+18 P Crit bleed 2d4 and knockdown)
Ranged: Tail Spike +16 (Range increments 50 ft., 2d8+8)
Space: 15 ft., Reach: 15 ft.
Offensive Abilities: Energy infusion, trample 2d10+18
Statistics
Str +10; Dex +0; Con +2; Int -3; Wis +0; Cha +0
Skills: Athletics +21, intimidate +16
Languages: None
Ecology
Environment: Any warm
Organization: Solitary, pair or herd (4d4)
Special Abilities
Energy Absorption (Ex): Thanks to the massive paddle-like spines on the back of this creature, it is able to absorb 50 points of energy damage for fire, cold, sonic, electrical and acid. Once this total has been absorbed, the panels shatter and must be replaced by the Vesk handlers.
Energy Infusion (Ex): Once every 3 rounds the creature can choose to take any energy damage it has absorbed and transfer it into a tail spike attack. The creature is then allowed to make a ranged attack and if the attack succeeds it will inflict 2d8+8+energy infused. The creature can infuse only half the damage it has absorbed into the attack, to a maximum of 20 points of bonus damage.
Energy Reflection (Ex): Every time the Stegosaurus is struck by an energy attack, there is a flat 20% chance that the attack will be reflected in a random direction. Note that once the specific type of energy panel has been destroyed (see Energy Absorption), the Stegosaurus will no longer be able to reflect this type of energy.
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 16) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Dino due to the creature’s movement. The Augmented dino can deal trample damage to a given target only once per round.
Acid-Spewer Arachnid Combatant CR 3 XP 800
Neutral medium vermin
Init +2; Senses: Darkvision 60 ft.; Perception +8
Defense HP 40
EAC: 14; KAC: 16
Fort: +7 (+17); Ref: +5; Will: +2
Defensive Abilities: Damage reduction 3 / -, hardened survivor; Immunities: Acid, Poison, radiation
Weakness: Acid explosion
Offense
Speed: 40 ft.
Melee: 2 claws +7 (1d6+7 S), or one bite (1d4+7 A & P, crit acid burn 1d4 for 1d3 rounds)
Ranged: Acid spit +11 (1d8+3 Acid Crit 1d6 for 1d3 rounds)
Offensive Abilities: Acid stream
Statistics
Str +4; Dex +2; Con +1; Int -; Wis +0; Cha +0
Skills: Athletics +13, stealth +8
Feats: Improved initiative
Languages: None
Ecology
Environment: Any
Organization: Solitary, patrols (1d4+2), or fire support squads (2d4+4),
Special Abilities
Acid explosion (Ex): If the Acid Spewer is killed by piercing or slashing attacks, it will explode. A spray of acid will cover anything within a 20 foot radius, causing 2d6+3 points of acid damage. Anything in the area of effect is allowed a Ref save (DC 12) for half damage.
Acid Stream (Ex): Once every 3 rounds the Acid Spewer can shoot a cone of acid. This cone has a 30 foot range and is 10 feet wide. Anything caught in the cone is allowed a Ref save (DC 12) or suffer 2d6+3 acid damage. A successful save reduces the damage by half.
Hardened Survivor (Ex): The Acid-spewer is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Allosaurus, augmented Combatant CR 10 XP 9,600
Neutral huge animal (technological)
Init +0; Senses: Darkvision 60 ft., low-light vision; Perception +19
Defense HP 165
EAC: 23; KAC: 25
Fort: +14; Ref: +14; Will: +9
Defensive Abilities: Electrified skin; Immunities: Electricity
Offense
Speed: 50 ft.
Melee: Bite +22 (2d10+20 P Crit swallow whole), or two claws +18 (4d4+20 S) or stomp +22 (2d12+20 B Crit knockdown), or tail slap +22 (3d6+20 Crit knockdown)
Ranged: Electrical ball +22 (3d12+10 E Crit burst 30 ft. radius)
Space: 15 ft., Reach: 15 ft.
Offensive Abilities: Trample 2d12+20
Statistics
Str +10; Dex +0; Con +6; Int -3; Wis +0; Cha +0
Skills: Athletics +24, intimidate +19
Languages: None
Ecology
Environment: Any warm
Organization: Solitary or small squad (1d3+1)
Special Abilities
Electrical Ball (Ex): The Allosaurus has been augmented with a electrical ball breath. Once every second round, it can make a ranged attack at any target up to 200 feet away and fire a 2 foot wide ball of pure electrical energy. Typically this ball hits only one target, but in the case of a critical hit, the ball will expand to encompass anyone within 30 feet of the initial target, inflicting 3d10+10 damage to all in the area, but double damage to the initial target.
Electrified Skin (Ex): The Allosaurus’s flesh has been altered with a mesh of wires, which transmit a constant flow of electricity through its body. As a result, anyone touching the creature must immediately make a Fort save (DC 17) or suffer 3d6 electrical damage and is stunned for 1 round. A successful save reduces the damage by half and there is no stun effect. This does not stack with the creature’s normal attacks, except its tail and stomp.
Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 17) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Dino due to the creature’s movement. The Augmented dino can deal trample damage to a given target only once per round.
Plasma Arachnid Combatant CR 20 XP 307,200
Neutral Gargantuan Vermin
Init +0; Senses: Darkvision 60 ft.; Perception +34
Defense HP 500
EAC: 35; KAC: 37
Fort: +23 (+33); Ref: +21; Will: +17
Defensive Abilities: Damage reduction 20 / -, energy resistance 20, hardened survivor; Immunities: Poison, radiation
Weakness: Piercing and explosion vulnerability
Offense
Speed: 10 feet.
Melee: Two stomps +30 (6d12+40 B Crit knockdown)
Ranged: Plasma blast +31 (5d12+20 E&F)
Space: 40 ft., Reach: 20 ft.
Offensive Abilities: Plasma blast
Statistics
Str +20; Dex +0; Con +7; Int -; Wis +0; Cha +0
Skills: Intimidate +39, survival +34
Languages: None
Ecology
Environment: Any
Organization: solitary, small groups (1d3+1) or small artillery platoons (2d6+1)
Special Abilities
Hardened Survivor (Ex): The Plasma is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Piercing and explosion vulnerability (Ex): Due to the massive buildup of explosive energy contained inside this arachnid, any single piercing or explosive attack which inflicts 50 points or more in a single attack will force the creature to make a Fort Save DC 35 or immediately explode. This explosion has a radius of 350 feet and anything inside the radius (including other Plasma Arachnids) must likewise make a Reflex save (DC 35) or be killed outright. This will cause other Plasma Arachnids to possibly explode as well, causing a chain reaction! Even if those inside the area of effect make the save, they will still take 20d6+20 points of F & E damage.
Plasma Blast (Ex): Once every 5 rounds the Plasma Arachnid is able to generate a sufficient charge of plasma energy and launch it into space. This causes 5d12 damage to starships and has a long range. It can also fire this blast off at any ground targets within 3000 feet, but never close enough that it would endanger itself. Anything caught in the blast radius (see piercing and explosion vulnerability) are subject to the same save and damage.
Defensive Structural Reinforcement
Type: Physical
Frequency: Uncommon
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Triceratops, augmented Type CR 10 XP 9,600
Neutral large animal (technological)
Init +0; Senses: Darkvision 60 ft., low-light vision; Perception +19
Defense HP 195
EAC: 23 (26); KAC: 25 (28)
Fort: +14; Ref: +14; Will: +9
Defensive Abilities: Armored front
Offense
Speed: 30 feet.
Melee: Head butt +22 (3d6+20 B Crit knockdown), or Bite +22 (2d8+20 P), or two stomps (2d10+20 B)
Ranged: Triple horn cannon +18 (3d6+10)
Space: 15 ft., Reach: 15 ft.
Offensive Abilities: Horn cannon, trample
Statistics
Str +10; Dex +0; Con +6; Int +-3 Wis +; Cha +
Skills: Athletics +24, intimidate +19
Languages: None
Ecology
Environment: Any warm
Organization: Solitary, small herd (1d3+1), medium herd (2d6+3)
Special Abilities
Armored Front (Ex): The crest of this particular dinosaur has been augmented with metallic composites, making it exceedingly strong and damage resistant from the front. Whenever the creature is being attacked head on, it gains a +3 to both its EAC and KAC. Furthermore, attacks from the front gain the creature a DR of 15 / -.
Horn Cannon (Ex): The Vesk, in all their wisdom (or just in their twisted imagination), have modified the trio of horns possessed by the creature so that it can fire a three-round volley at enemy targets. This ranged attack has an increment of 60 feet, and has an ammo capacity of 90 rounds. One round is used per horn, per attack.
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Triceratops merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 17) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling creature due to the creature’s movement. The Triceratops can deal trample damage to a given target only once per round.
Vulnerability (drawback)
Type: Physical, plant
Frequency: Common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Vulnerability Table
Roll |
Condition |
Effect |
1 |
Attractor |
The mutant’s body tends to attract a certain type of attack the way a magnet attracts metal. Roll on the overall vulnerability chart below to determine the type of attack the mutant is vulnerable to. Anytime the mutant comes under attack, the attacker gains two plus the power score modifier as a bonus to hit the mutant. |
2-3 |
Damage Multiplier |
The mutant takes additional damage, based upon the type of attack. See the following charts to first determine the type of damage, and then the multiplier. |
4 |
Decreased Resistance |
The mutant is more likely to fail saving throws. The mutant automatically gains one plus the power score modifier penalty to any saving throw. |
5 |
Frailty |
The mutant takes additional damage from a particular type of attack. The mutant automatically suffers one plus the power score modifier per dice. For example, a mutant with frailty (laser) has a power score modifier of +2 and is struck by laser taking 5d6 damage. The mutant automatically sustains 5d6+15 damage as a result. |
6 |
Weakened Cerebellum |
The mutant is especially vulnerable to mental attacks and as such takes additional damage. Use the damage multiplier table below to see how much damage the mutant sustains. |
Overall Vulnerability table
Roll |
Attack Type |
1 |
Cold |
2 |
Energy |
3 |
Kinetic |
4 |
Laser |
5 |
Poison |
6 |
Radiation |
7 |
Slashing / Piercing |
8 |
Sonic |
9 |
Thermal |
10 |
Toxic |
11 |
Kinetic |
12 |
Choose one type |
Damage Multiplier Table
Power Score |
Additional Damage |
01-12 |
150% |
13-14 |
200% (double) |
15-16 |
250% |
17-18 |
300% (triple) |
19-20 |
350% |
21+ |
400% (quadruple) |
Death Hibernation
Type: Plant
Frequency: Rare
Power Score: Yes
Range: Personal
Duration: See description
AI Recognition: None
Damage: None
Uses: Constant
Death Hibernation table
Roll |
Type of Damage |
1 |
Cold |
2 |
Thermal |
3 |
Light (laser) |
4 |
Electrical |
5 |
Radiation |
6 |
Sonic |
8 |
Blunt |
9 |
Slashing / piercing |
10 |
Poison |
11 |
Psionic |
12 |
Roll twice on this table, ignoring this result. |
Memory Loss (drawback)
Type: Mental
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant