Starfinder: Advanced Engineering Agility Suit

Starfinder: Advanced Engineering Agility Suit

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A light-weight version of the standard Engineering Suit.

Introduced nearly at the same time as the new T-800 Infiltrator Terminators, the M-27 became the standard weapon used by Skynet’s forces on the battlefield.

Based on theoretical designs that were discovered by the AI known as Skynet, the Westinghouse M-27 Phased Plasma Pulse Rifle went through a large number of changes and modifications before at long last the final model was put into production.  It is a plasma-based weapon, which can burn through most types of armor. The bullpup configuration allows for a larger magazine capacity (taking two 80 charge power cells at a time), and the weapon is quite heavy and difficult for most human’s to wield, although this is not an issue for the Skynet forces.

The weapon was designed to send heavy firepower downrange, and each pull of the trigger would send a burst of intense purple, which could blow a human-body apart. Few could survive the wounds inflicted by these weapons. Often the weapon would cause combustible materials to burst into flame, which could spell the doom of the hapless soul who happened to be struck by a glancing blow.

Skynet Terminator, Hunter Killer and Weapons Index

Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.

Westinghouse M-27 Phased Plasma Pulse Rifle (Longarm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

M-27 20 Watt Rifle

1

1000

1d8 E&F

75 ft.

Burn 1d6

80 (2 40 charge batteries)

4

2

Automatic, burst fire, unwieldy

M-27 40 Watt Rifle

5

8,000

2d10 E&F

75 ft.

Burn 2d6

160

4

2

Automatic, burst fire, unwieldy  

M-27 60 Watt Rifle

10

35,000

3d12 E&F

75 Ft.

Burn 3d6

160

4

2

Automatic, burst fire, unwieldy

M-27 80 Watt Rifle

15

180,000

5d12 E&F

125 ft.

Burn 5d6

160

4

2

Automatic, burst fire, unwieldy

M-27 100 Watt Rifle

20

1,000,000

10d12 E&F

150 ft.

Burn 10d6

160

4

2

Automatic, burst fire, unwieldy

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.

T-800 Terminator Combatant CR 5 XP 1,600

Neutral medium construct

Init +3; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +11

 

Defense                                                             HP 70

EAC: 17; KAC: 20 (or by armor type)

Fort: +7; Ref: +5; Will: +2

Defensive Abilities: Hyper-alloy combat chassis; Immunities: construct, unliving

 

Offense

Speed: 30 ft.

Melee: Two punches +7 (1d6+12 B, crit knockdown) or by weapon type

Ranged: Two shots +10 (by weapon type +7 damage) or by weapon type

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Detailed anatomy files

 

Statistics

Str +5; Dex +3; Con -; Int +2; Wis +0; Cha +0

Skills: Athletics +16, disguise +21, intimidate +11, piloting +11

Feats: Cleave, deadly aim, strike back

Other Abilities: Infiltrator, will not stop

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, small hunting packs (1d3+1), medium packs (2d4+3), large hunting packs (3d6+10)

 

Special Abilities

Detailed anatomy files (Ex): The Terminator has detailed files of humanoid anatomy. As a result, it automatically gains a damage bonus equal to half the Terminators CR rating (rounded down). Also anytime the Terminator gains a critical hit, any DC save increases by +2.

Hyper-Alloy combat chassis (Ex): The skeletal structure of the terminator is constructed of a special alloy, making it very strong and resistant to damage. As a result, the terminator gains a DR / - equal to its CR against all physical attacks. Futher more, the terminator gains a +2 to all Fort saves.

Infiltrator (Ex): The exterior of the T-800 is living tissue. It can be healed using medicine, and appears completely human. As a result, the Terminator gains a +10 to disguise checks when attempting to infiltrate. As the Terminator takes damage, the flesh will suffer. Once the terminator has taken 50 points of damage, the flesh has been utterly eliminated. As long as at least one hit point of flesh remains, it can heal naturally through medicine or 5 points per 24 hour period; otherwise it can be regrown at a Skynet facility. Obviously if the flesh is destroyed or heavily damaged, the true nature of the Terminator is quite obvious.  For every 10 points of ‘flesh’ damage the terminator has suffered, it gains a -2 to the disguise check to pass as human.

Will not stop (Ex): When the terminator reaches zero hit points, it automatically ‘heals’ 20 points of damage on its next turn. This allows the terminator to continue to fight, although this can only be used once. After the additional hit points have been lost, the Terminator is destroyed.

 

Groa the Seer

Named Characters (Allegiances: Brigands, Men, Trolls, Nomads)

Rank: Elite (2)

Race and Type: Human Unarmored Seidr Mage

Description: Groa is a young but powerful Seidr Mage. She lives apart from men and gets along passably with Trolls, but will work for any of them if the pay is right or she is desperate. Groa can use Foretelling before a battle begins, possibly winning an advantage for the encounter.

Move: 8”/Charge 1d6+6         Defense: 14     Health: 2

Attacks

• Magic Skill: +2

• Lightning (see “Spell Descriptions”): +2 to hit up to 8”/+0 to hit up to 16,” OK 16

 

Special

• Seidr Tradition Ability: Foretelling (see “Spell Descriptions”): Before a battle commences, Groa can attempt to foretell things that might occur during it.

• Spells (see “Spell Descriptions”): Lightning, Cloak of Feathers.

SCAF Shotgun

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

SCAF 1

7

7,500

2d10

30 ft.

Knockdown

8

1-3

2

Analog, breach, burst fire, line, penetrating, unwieldy

SCAF 1

14

77,500

5d10

40 ft.

Knockdown

16

1-3

2

Analog, breach, burst fire, line, penetrating, unwieldy

SCAF 1

20

800,000

8d10

50 ft.

Knockdown

32

1-3

2

Analog, breach, burst fire, line, penetrating, unwieldy

Alternate Shotgun Ammunition

Ammunition

Level

Price

Effect

Standard

1

3

The cost for a single round of ammunition.

Bean-Bag

1

x.5

This replaces the standard ammunition. Damage becomes non-lethal, and is Blunt instead of piercing. Cannot be used with caseless.

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.

Solid Slug

3

X7

Instead of the standard pellet ammunition, the shell contains a solid slug. This increases the damage by +1 per dice, as well as increases the knockdown DC +2. Finally when used for breaching or other similar effects, the weapon is considered to be 5 levels higher. 

Dragons-breath

5

X2.5

The weapon’s ammunition now inflicts fire damage equal to 50% of the damage.

Arctic-gale

5

X2.5

The weapon’s ammunition now inflicts cold damage equal to 50% of the damage.

Thor’s Hammer

5

X2.5

The weapon’s ammunition now inflicts electrical damage equal to 50% of the damage.

Flechette

7

X4

Instead of a solid slug or pellets, the shell is filled with flechettes. This increases the range of the weapon by +10 ft. The flechettes can be coated with a toxin, but the DC is at a -2. When used against unarmored targets, the weapon does +1 per dice damage, but against armored targets with DR, the DR is increased by 50%.

Radioactive

10

X7 or x12

The cartridge contains a solid slug, which is filled with radioactive dust. It can only be combined with solid slug rounds. Anyone struck by the round must save versus medium (x7 cost) radiation or high radiation (x12 cost).

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.

Zealot Armor (light armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Zealot Armor, Awakened-class

4

6, 500

+4

+6

+6

-

-

1

L

Zealot Armor, Believer-class

9

20,000

+10

+12

+6

-

-

2

L

Zealot Armor, Disciple-class

14

100,000

+16

+18

+7

-

-

3

L

Zealot Armor, Preacher-class

19

750,000

+22

+24

+8

-

-

4

L

 

Zealot Armor Bonus

Model

EAC

KAC

Save

To hit

Damage

Zealot Armor, Awakened-class

+1

+1

+1

+0

+0

Zealot Armor, Believer-class

+2

+2

+2

+1

+1d4

Zealot Witness Armor, Disciple-class

+3

+3

+3

+2

+2d4

Zealot Armor, Preacher-class

+4

+4

+4

+3

+3d4

 

Infected Dissolver (Heavy Weapon)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

IP Weak

4

4,500

1d8 A & C or F

35 ft.

See des-cription 1d6

10 x3

3

2

Professional (engineer), unwieldly, wide line

IP Moderate

9

25,500

4d10 A & C or F

45 ft.

See des-cription 2d6

10 x3

3

2

Professional (engineer), unwieldly, wide line

IP Powerful

13

75,000

7d10 A & C or F

65 ft.

See des-cription 3d6

20 x3

3

2

Professional (engineer), unwieldly, wide line

IP Ultimate

18

555,000

10d10 A & C or F

90 ft.

See des-cription 4d6

30 x3

3

2

Professional (engineer), unwieldly, wide line

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.

Acid Ammunition Table

Ammunition

Level

Price

Effect

Standard Acid

1

5

A standard acid, typically made from hydrochloric acid. Can be combined with Sticky acid.

Weak Acid

1

X.5

Not as strong as the usual acid, the weapon inflicts -1 per dice damage (minimum of 1 point per dice). Can be combined with Sticky acid.

Molecular Acid

5

X15

A stronger chemical compound increases the damage of the acid by +1 per dice. Can be combined with Sticky acid.

Flesh-Eater

5

X3

The acid only works against organic-based targets, and as such inflicts an additional +1 per dice damage. When used against constructs or non-organic targets, the weapon only inflicts piercing damage. This also adds magical to the weapon when dealing with damage reduction or energy resistance. Can be combined with Sticky acid.

Metal-Melter

5

X3

The acid only works against non-organic-based targets, and as such inflicts an additional +1 per dice damage. When used against organic targets, the weapon only inflicts piercing damage. This also adds magical to the weapon when dealing with damage reduction or energy resistance. Can be combined with Sticky acid.

Fogging Acid

7

X10

The acid has an additional chemical compound, which causes it to spread in a small cloud. After impact, the acid will spread out over a 5 foot radius. Anything caught in the radius will take damage equal to the Acid Burn damage from a critical hit. This acid will dissipate in one round. Can be combined with any type of acid except sticky.

Sticky Acid

10

X15

The acid has an added compound, allowing it to ‘stick’ as it burns. The DC save from the acid on a critical strike is increased by +2, and it does damage over 2 rounds instead of a single round (no piercing damage, but roll for normal acid damage on the next round). Can be combined with all types of acid.

Black Dragon Acid

15

X30

A magically enhanced acid, based on the same chemical concoction used by the mythical Black Dragon. This acid is considered to be magical, and increases the damage by +2 per dice. Can be combined with Sticky acid.

 

Cold Ammunition Table

Ammunition

Level

Price

Effect

Standard Chemical

1

5

The chemicals are the standard mixture for the weapon and give no additional bonus.

Substandard

1

x.5

Not as strong as the normal chemicals, the weapon inflicts -1 per dice damage (minimum of 1 point per dice).

Strengthened Mixture

5

X15

A stronger chemical compound increases the damage by +1 per dice.

Crystallizer

5

X3

The chemical mixture is exceedingly effective against metals and compounds. Any creature with the construct type or subtype automatically takes +1 per dice damage. It is not as effective against organic materials, and does -1 per dice (minimum of 1 point).

Breaching

5

X5

The cold is designed to cause materials to become brittle and easier to break. The weapon gains the breaching property.

Fogging

7

X10

The chemical compound is designed to spread in a small cloud. After impact, the chemical mixture will spread out over a 5 foot radius. Anything caught in the radius is allowed a Fort save or become staggered.

Absolute Zero

15

X30

The chemical compound is fused with magic. The cold is considered to be magical, and it increases the damage the weapon inflicts by +2 per dice.

 

Witness Security Armor (heavy armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Witness Armor, Deacon-class

1

4,500

+3

+4

+3

-2

-5 ft.

1

2

Witness Armor, Priest-class

5

25,000

+9

+11

+3

-2

-5 ft.

1

2

Witness Armor, Bishop-class

10

115,000

+15

+18

+4

-2

-5 ft.

2

2

Witness Armor, Cardinal-class

15

875,000

+22

+24

+4

-3

-10 ft.

3

3

Witness Armor, Pope-class

20

1,250,000

+26

+30

+4

-3

-10 ft.

4

3

 

Witness Security Armor bonus

Model

EAC

KAC

Save

To hit

Damage

Witness Armor, Deacon-class

+2

+2

+2

+1

+1

Witness Armor, Priest-class

+3

+3

+2

+2

+1d4

Witness Armor, Bishop-class

+4

+4

+3

+3

+2d4

Witness Armor, Cardinal-class

+4

+4

+3

+4

+3d4

Witness Armor, Pope-class

+5

+6

+4

+5

+4d4

 

Evangelizer AL Assault Rifle (longarm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Evangelizer AL -1

2

2,250

1d6 P

60 ft.

-

30

1-3

1

Burst fire, holy,

Evangelizer AL -2

6

7,000

2d6 P

60 ft.

-

30

1-3

1

Burst fire, holy,

Evangelizer AL -3

11

28,500

3d8 P

60 ft.

-

30

1-3

1

Burst fire, holy,

Evangelizer AL -4

16

128,000

5d10 P

80 ft.

-

50

1-3

2

Burst fire, holy,

Evangelizer AL -5

20

780,000

8d12

80 ft.

-

50

1-3

2

Burst fire, holy,

 

Under-barrel Shotgun

Weapon

Damage

Range

Critical

Cap

Usage

Evangelizer AL -1

1d4 P

15 ft.

Knockdown

4

1

Evangelizer AL -2

1d6 P

25 ft.

Knockdown

7

1

Evangelizer AL -3

2d6 P

25 ft.

Knockdown

12

1

Evangelizer AL -4

5d6 P

35 ft.

Knockdown

18

1

Evangelizer AL -5

8d6 P

50 ft.

Knockdown

24

1

 

Alternate Shotgun Ammunition

Ammunition

Level

Price

Effect

Standard

1

3

The cost for a single round of ammunition.

Bean-Bag

1

x.5

This replaces the standard ammunition. Damage becomes non-lethal, and is Blunt instead of piercing. Cannot be used with caseless.

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.

Solid Slug

3

X7

Instead of the standard pellet ammunition, the shell contains a solid slug. This increases the damage by +1 per dice, as well as increases the knockdown DC +2. Finally when used for breaching or other similar effects, the weapon is considered to be 5 levels higher.  

Dragons-breath

5

X2.5

The weapon’s ammunition now inflicts fire damage equal to 50% of the damage.

Arctic-gale

5

X2.5

The weapon’s ammunition now inflicts cold damage equal to 50% of the damage.

Thor’s Hammer

5

X2.5

The weapon’s ammunition now inflicts electrical damage equal to 50% of the damage.

Flechette

7

X4

Instead of a solid slug or pellets, the shell is filled with flechettes. This increases the range of the weapon by +10 ft. The flechettes can be coated with a toxin, but the DC is at a -2. When used against unarmored targets, the weapon does +1 per dice damage, but against armored targets with DR, the DR is increased by 50%.

Radioactive

10

X7 or x12

The cartridge contains a solid slug, which is filled with radioactive dust. It can only be combined with solid slug rounds. Anyone struck by the round must save versus medium (x7 cost) radiation or high radiation (x12 cost).

Alternate types of Ammunition

Ammunition

Level

Price

Effect

Standard

1

3

The cost for a single round of ammunition.

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. Unfortunately due to the reduced amount of chemical it can carry, the DC save is decreased by -2.

Hollow Point

7

x5

Damage of the bullet is increased by +1 per dice, however, when encountering armor that has a physical DR (B, P or S), the DR is doubled!

Semi-Jacketed

8

X6.5

These rounds are designed to be more effective against armour, while increasing the damage once the round penetrates. Instead of physical DR (B, P or S), being doubled, it is increased by 50% (round up) 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).

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.

Obsidian Class Engineering Armor (heavy armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Obsidian Engineering Mk 1

1

225

+2

+3

+2

-3

-10 ft.

2

2

Obsidian Engineering Mk 2

5

2,750

+7

+8

+2

-3

-10 ft.

2

2

Obsidian Engineering Mk 3

10

15,500

+15

+16

+3

-3

-10 ft.

3

2

Obsidian Engineering Mk 4

15

85,500

+20

+21

+3

-3

-10 ft.

3

2

Obsidian Engineering Mk 5

20

825,000

+25

+26

+3

-3

-10 ft.

3

2

 

EG Series SMG (Small arm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

EG 300 SMG

3

5,200

1d6 P

40 ft.

-

30

1-5

1

Automatic, burst fire, quick reload

EG 500 SMG

9

16,750

2d6 P

60 ft.

-

40

1-5

1

Automatic, burst fire, quick reload

EG 700 SMG

15

100,000

5d6 P

60 ft.

-

50

1-5

1

Automatic, burst fire, quick reload

EG 900 SMG

20

775,000

8d6 P

75 ft.

-

60

1-5

1

Automatic, burst fire, quick reload

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

3

The cost for a single round of ammunition.

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. Unfortunately due to the reduced amount of chemical it can carry, the DC save is decreased by -2.

Hollow Point

7

x5

Damage of the bullet is increased by +1 per dice, however, when encountering armor that has a physical DR (B, P or S), the DR is doubled!

Semi-Jacketed

8

X6.5

These rounds are designed to be more effective against armour, while increasing the damage once the round penetrates. Instead of physical DR (B, P or S), being doubled, it is increased by 50% (round up) 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).

 

Miner Reinforcement Amour (Heavy  armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Miner, Rock-Hopper Class

3

1,500

+6

+9

+2

-2

-10 ft.

2

3

Miner, Prospector Class

8

10,500

+10

+13

+4

-2

-10 ft.

2

3

Miner, Geologists Class

13

51,000

+19

+22

+4

-2

-5 ft.

4

3

Miner, Motherload Class

18

385,000

+25

+28

+5

-2

-5 ft.

5

3

 

Kendra Divet Auto-pistol (small arm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Kendra Divet AP Mk 1

2

800

1d8 P

40 ft.

-

9

1-3

L

Automatic, burst fire, penetrating, quick reload

Kendra Divet AP Mk 2

7

6,000

2d8 P

40 ft.

-

16

1-3

L

Automatic, burst fire, penetrating, quick reload

Kendra Divet AP Mk 3

12

37,000

3d10

60 ft.

-

22

1-3

L

Automatic, burst fire, penetrating, quick reload

Kendra Divet AP Mk 4

17

217,000

4d12

60 ft.

-

32

1-3

L

Automatic, burst fire, penetrating, quick reload

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

3

The cost for a single round of ammunition.

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. Unfortunately due to the reduced amount of chemical it can carry, the DC save is decreased by -2.

Hollow Point

7

x5

Damage of the bullet is increased by +1 per dice, however, when encountering armor that has a physical DR (B, P or S), the DR is doubled!

Semi-Jacketed

8

X6.5

These rounds are designed to be more effective against armour, while increasing the damage once the round penetrates. Instead of physical DR (B, P or S), being doubled, it is increased by 50% (round up) 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).

 

Scorpion Class Engineering Armor (Heavy armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Scorpion Androctonus Class

4

3,000

+7

+10

+1

-4

-10 ft.

1

3

Scorpion Tityus Class

9

18,000

+15

+18

+1

-4

-10 ft.

3

3

Scorpion Leiurus Class

14

82,000

+20

+23

+2

-3

-10 ft.

5

3

Scorpion Hottentotta Class

19

675,000

+25

+28

+2

-3

-10 ft.

7

3

 

V101-Core Extractor (heavy weapon)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

V101 CE

10

27,500

6d8 E&F

50 ft.

Burn 2d8

40

10

3

Breach, profession (miner), unwieldy, wide line

V201 CE

20

850,000

14d10 E&F

100 ft.

Burn 6d8

80

10

3

Breach, profession (miner), unwieldy, wide line

 

Frostbite monofilament chainsaw (advanced melee weapon two-handed)

Name

Level

Price

Damage

Critical

Bulk

Special

FBMF 01

2

1,200

1d8 S & 1 C

Wound or bleed 1d3

2

Breach, penetrating, powered (20, usage 1), profession (engineer, miner) , sunder, unwieldy

FBMF 02

6

5,000

1d10 S & 1d4 C

Wound or bleed 1d6

2

Breach, integrated, penetrating, powered (20, usage 1), profession (engineer, miner) , sunder, unwieldy

FBMF 03

10

20,000

2d10 S & 1d6 C

Wound or bleed 1d10

2

Breach, integrated, penetrating, powered (40, usage 2), profession (engineer, miner) , sunder, unwieldy

FBMF 04

14

75,000

3d12 S & 2d6 C

Severe wound or bleed 2d10

3

Breach, integrated, penetrating, powered (80, usage 2), profession (engineer, miner) , sunder, unwieldy

FBMF 05

18

275,000

6d12 S & 3d8 C

Severe wound or bleed 4d10

3

Breach, integrated, penetrating, powered (100, usage 2), profession (engineer, miner) , sunder, unwieldy

 

Advanced Soldiers Armor (heavy armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

EDF ASR Recruit

2

1,700

+5

+5

+3

-2

-5 ft.

1

2

EDF ASR Non-Com

6

5,900

+11

+11

+3

-2

-5 ft.

2

2

EDF ASR Ensign

11

27,000

+17

+17

+4

-2

-5 ft.

3

2

EDF ASR Commander

15

150,000

+22

+22

+4

-2

-5 ft.

4

2

EDF ASR Elite

19

675,000

+27

+27

+5

-2

-5 ft.

6

2

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

 

Tactical Insert Plates are crafted from light-weight composites and ceramics. They are exceedingly effective against kinetic-based attacks. The plates will absorb the listed amount of hit-point damage before shattering and being rendered useless. It requires 1 minute (on average) to replace the damaged and destroyed plates in any suit equipped.

Remington EL1 El Rapido (longarm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

EL 1 Rapido

2

1,000

1d6 P & 1d2 E

80 ft.

-

20

1

1

Automatic, burst fire, line, powered (20 usage 1)

EL 3 Rapido

6

4,000

2d6 P & 1d4 E

80 ft.

-

40

1

1

Automatic, burst fire, line, powered (40 usage 1)

EL 5 Rapido

11

27,000

3d8 P & 2d4 E

100 ft.

Arc 1d4

40

2

1

Automatic, burst fire, line, powered (40 usage 1)

EL 7 Rapido

16

125,000

6d8 P & 2d6 E

120 ft.

Arc 2d4

40

2

1

Automatic, burst fire, line, powered (40 usage 1)

EL 9 Rapido

20

700,000

10d8 P & 3d6 E

120 ft.

Arc 5d4

80

2

2

Automatic, burst fire, line, powered (80 usage 2)

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

3

The cost for a single round of ammunition.

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. Unfortunately due to the reduced amount of chemical it can carry, the DC save is decreased by -2.

Hollow Point

7

x5

Damage of the bullet is increased by +1 per dice, however, when encountering armor that has a physical DR (B, P or S), the DR is doubled!

Semi-Jacketed

8

X6.5

These rounds are designed to be more effective against armour, while increasing the damage once the round penetrates. Instead of physical DR (B, P or S), being doubled, it is increased by 50% (round up) 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).

 

Demon’s Claw Combatant CR 3 XP 800

Neutral medium plant

Init +1; Senses: Low-light vision 60 ft.; Perception +8

 

Defense                                                             HP 40

EAC: 14; KAC: 16

Fort: +7; Ref: +5; Will: +2

Defensive Abilities:; Immunities: Plant immunities

 

Offense

Speed: N/A

Melee: Claw +11 (1d6+5 S Crit DC+2)

Space: 5 ft., Reach: 10 ft.

Offensive Abilities: Digestive enzymes

 

Statistics

Str +2; Dex +2; Con +4; Int -; Wis +0; Cha +0

Skills: stealth +13, survival +8

Other Abilities: Attraction scent

Languages: None

 

Ecology

Environment: Any tropical forest or jungle.

Organization: Solitary or medium groups (3d4)

 

Special Abilities

Attraction scent (Ex): The fungus then waves lazily in the air, producing pheromones that smell like cooked meat or decaying flesh in order to attract prey. This has a radius of five hundred feet and will affect any creature with a sense of smell, and always smelling like its favorite meat, be it cooked or decayed. A will (DC 12) is required to ignore the scent and not travel towards it. If the save succeeds, the target is immune to the scent for 24 hours.

Digestive Enzymes (Ex): Once a target is within 10 feet, it will lash out slash with the tentacle-like fingers. The ‘hand’ if it successfully strikes, releases a powerful digestive enzyme. A Ref save (DC 12) is required to avoid this coming into contact with the Enzyme. If the save fails, the target will, on the next round, begin to suffer 1d4+3 points of acid damage. This will continue to burn the target until it is washed away (any liquid will do, including water).

 

Flukemen Combatant CR 8 XP 4,800

Neutral medium monstrous humanoid

Init +4; Senses: Darkvision 120 ft.; Perception +16

 

Defense                                                             HP 125

EAC: 20; KAC: 22

Fort: +10; Ref: +12; Will: +9

Defensive Abilities: Regeneration; Immunities: Disease, poison, radiation

Weakness: Vulnerability to Acid and fire

 

Offense

Speed: 30 feet, swim 90 feet.

Melee: Bite +20 (3d4+12 P Crit DC +2), or two claws +16 (1d8+12 S Crit filth fever disease DC +2)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Larval Infestation

 

Statistics

Str +4; Dex +4; Con +2; Int +0; Wis +2; Cha +0

Skills: Athletics +21, stealth +16, survival +16 one random skill 1d4+1 ranks.

Other Abilities: Disease carrier, host link

Languages: Telepathic communication

 

Ecology

Environment: Any sewer or area that is contaminated with filth.

Organization: Solitary, small groups (1d4+1)

 

Special Abilities

Disease carrier (Ex): From living in the filth of the sewers and other such locations, anyone that suffers a bite or claw from one of these carriers needs to make a Fort save (DC 16) or come down with the Filth fever disease (page 418 core rule book). A new save is required every time this creature successfully strikes in combat.

Host Link (Su): An unintentional side effect of the creature’s horrible birth is they develop a telepathic bond with their host parent. This has a range of up to 5 miles, and although the host cannot sense the spawn, the spawn knows instantly where the host is located. This is always active, and if the spawn so desires, it can communicate telepathically with the host. Also, the spawn typically gains a few skill ranks in a random skill, which could include a profession. This must coincide with the host, and they gain 1d4+1 ranks in that skill, although it can never exceed the hosts original skill rank level.

Larval Infestation (Ex): In combat, the creature will typically attempt to bite a target in order to spread the creature’s offspring. If it does so, the target must make a Fort save (DC 16) or become infested with 1d6 of the creature’s larvae.  Those that fail find that they have a terrible taste in their mouths, as well as a sore throat and have difficulty swallowing. This will last for 1d4 days. When the final day arrives, the larvae will then eject itself from the host’s mouth, tearing its way up through the throat, causing 6d6 damage. This is direct hit point damage and will not affect the victim’s stamina! If the host survives they heal normally, but more often than not the host is killed as the larvae expels itself from their body. The immature larvae have only 6 hit points and a AC of 7, but move at astonishing speeds (double the regular movement rates) and will head to any cover they can find, doing their best to escape. They have only 48 hours to find water (the filthier, the better). If they are incapable of finding water, they shrivel up and die.

Regeneration (Ex): The creature is able to regenerate from any damage it sustains, except for acid or fire. It automatically regenerates 1 hit point per round, and can regenerate from death as a result. The only way to kill it permanently is to burn the remains with acid or fire.

Telepathic Communication (Ex): This monstrous humanoid is able to telepathically speak with any creature within its line of sight. This bypasses the need to be able to speak or understand any language. This can be used at will.

Vulnerability (Ex): The creatures suffer an additional +2 to any DC involving acid or fire, and cannot regenerate this type of damage. It has to heal naturally, typically over a period of days.

 

SH-B1 Plasma Saw (advanced melee weapon two handed)

Name

Level

Price

Damage

Critical

Bulk

Special

SH-B1 Plasma Saw

6

4,000

1d10 E&S

Wound

2

Penetrating, powered (capacity 40, usage 5), profession (engineer, miner), sunder, unwieldy

SH-B5 Plasma Saw

12

40,000

3d10 E&S

Severe wound

2

Breach, penetrating, powered (capacity 80, usage 5), profession (engineer, miner) , sunder, unwieldy

SH-B7 Plasma Saw

18

400,000

7d10 E&S

Severe wound

2

Breach, penetrating, powered (capacity 100, usage 5), profession (engineer, miner) , sunder, unwieldy

 

Rust monster, Evolved Combatant CR 5 XP 1,200

Neutral medium aberration

Init +5; Senses: Darkvision 120 ft., sense substance 500 ft.; Perception +11

 

Defense                                                             HP 70

EAC: varies; KAC: varies

Fort: +7; Ref: +7; Will: +6

Defensive Abilities: Specialized resistances; Immunities: Cold, radiation, vacuum.

 

Offense

Speed: 40 ft.

Melee: Two tentacles +10 (1d6+8 B)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Destroy substance

 

Statistics

Str +3; Dex +5; Con +3; Int -3; Wis +0; Cha +0

Skills: athletics +16, survival +11

Other Abilities: Free traveller, hibernation

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, pair, small group (1d4+2), search and destroy pack (2d6+4)

 

Special Abilities

Destroy substance (Ex): Depending on the species, the evolved rust monster can affect different types of compounds. Nearly all armor, weapons and equipment often employ varying compounds, such as plastics, polymers, metals, ceramics and the like. As such, when the creature attacks, it will attempt to touch an item. If the attack roll succeeds, the tentacle will cause the item to corrode and often fall apart. The item is allowed a Ref save (using the wielder’s save) against DC 17. If it fails, the item is destroyed. If the technological item in question has many different components and different substances, if the save fails, use the following chart to see what happens. Note the damage effects are cumulative, so it would not take long to destroy an item.

 

Destroy Substance Table

Roll

Effect

1

Minuscule damage – item works normally. Takes 1 point of damage.

2-4

Minor damage – If a ranged weapon, suffer a -2 to hit and -1 per dice damage. Armor loses -2 to both AC types, other technological item will malfunction 20% of the time. Loses 25% of its total hit points.

5-7

Major damage – If a ranged weapon, suffer a -4 to hit and -2 per dice damage. Armor loses -4 to both AC types, other technological item will malfunction 50% of the time. Loses 50% of its total hit points.

8-9

Catastrophic damage If a ranged weapon, suffer a -6 to hit and inflicts only half the normal damage. Armor loses -6 to both AC types, other technological item will malfunction 80% of the time. Loses 75% of its total hit points.

10

Destroyed. Time to get some new toys.

 

Free Traveller (Ex): All members of this species possess the ability to cling to any surface, giving them normal movement rate, and are able to use tiny puffs of internal gases to move freely in space. This allows them normal movement while in vacuum.

Hibernation (Ex): The creatures can enter a state of hibernation, which is very useful when they are in the depths of space. They can remain this way indefinitely, which can theoretically allow them to travel interstellar space, but it would take millennium to travel even to the nearest star system. This is very useful for the creatures as they travel from asteroid belt to asteroid belt or wait (after being seeded) for a hapless ship to ‘bump’ into.

Sense Substance (Ex): The creature is able to sense the substance it uses as food up to 500 feet from its location.

Specialized Resistance (Ex): Thanks to the specific type of material the creature can destroy and incorporate into its body, the various sub-species have additional resistances. See the sub-species chart for the type of resistances it possesses.

 

Sub-species Table

Sub-Species

EAC

KAC

Specialized Resistance

Color

Iron

16

23

DR 10 / Slash or Pierce

Red

Alloys

18

21

DR 10 / Slash or Pierce, Energy Resistance 5 / all

Grey

Ceramic

17

19

Electrical resistance 10

Marbled typically grey / white

Plastic / Rubber

19

16

Acid resistance 10

Bluish black

Polycarbonates

18

18

Fire resistance 10

Silver

Ultra-dense Material

20

26

DR 15 / -

Black

 

Advanced Engineering Agility Suit (light armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

AEA Suit Mk 1

2

500

+1

+2

+4

-

-

2

L

AEA Suit Mk 2

7

5,900

+7

+9

+5

-

-

3

L

AEA Suit Mk 3

12

32,500

+12

+14

+6

-

-

4

1

AEA Suit Mk 4

17

225,000

+20

+22

+7

-

-

5

1

AEA Suit Mk 5

20

800,000

+22

+24

+8

-

-

6

1

 

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