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Starfinder: Monarch Arachnid

queen-arachnid.jpg

The ultimate ruler of the Arachnid empire!

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

 

Horrible Adaptor Combatant  CR 9 XP 6,400

Neutral large plant

Init +7; Senses: Darkvision 120 ft.; Perception +17

 

Defense                                                             HP 145

EAC: 22; KAC: 24

Fort: +13; Ref: +11; Will: +8

Immunities: Fire

Weakness: Acid, cold

 

Offense

Speed: 60 ft.

Melee: Bite +21 (2d10+13 P Crit poison DC +2)

Ranged: Toxic spit +18 (No damage, but tailored toxin Crit Poison DC +2)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Tailored toxin, toxic spit

 

Statistics

Str +4; Dex +7; Con +3; Int -; Wis +0; Cha +0

Skills: Acrobatics +17, athletics +22 (+32), stealth +17

Feats: Step up, step up and strike

Other Abilities: Clinging

Languages: None

 

Ecology

Environment: Any tropical forest or jungle

Organization: Solitary, or small group (1d4+1)

 

Special Abilities

Clinging (Ex): The creature is able to move along any surface thanks to tiny tendrils covering its body. The creature gains a +10 to all climbing checks, and can move its full movement rate while climbing.

Tailored Toxin (Ex): After biting a target, as a full round action the plant is able to produce a tailored toxin specifically for that creature, which it can use on its next turn. This bypasses any natural immunities to poison the creature might otherwise enjoy! The bite is a Constitution based, and requires 2 successful saves to defeat! The DC for this tailored toxin is 16. Note that this toxin only works on one specific creature. If the plant bites another creature, it will not affect that target, although it can always take a full round and generate a new toxin to be used on the next creature.

Toxic Spit (Ex): After the plant has tasted the blood of another creature and generated the toxin, it can then use it as a ranged attack. The creature can then, as a full round action, spit a glob of this toxin at its intended target. If the attack hits, the glob does not inflict damage, but the target must immediately make a Fort save (DC 16) or suffer the effects of the tailored toxin. This spit has an effective range of 75 feet.

Vulnerabilities (Ex): The creature is susceptible to acid and cold-based attacks. As a result, any saves suffer a -2, and the creature takes an additional 50% damage from these types of attacks.

 

Broadbow Arc Cutter (Heavy Weapon)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Broadbow Arc Cutter Mark 1

7

6,200

2d8 E&F or 2d6 E

50 ft.

Burn 2d4 or arc 1d6

80

3 for plasma, 2 for electrical, or 5 for both

2

Line, unwieldy

Broadbow Arc Cutter Mark 2

14

32,500

5d8 E&F or 5d6 E

50 ft.

Burn 5d4 or arc 3d6

100

3 for plasma, 2 for electrical, or 5 for both

3

Line, unwieldy

Broadbow Arc Cutter Mark 3

20

225,500

10d8 E&F or 10d6 E

75 ft.

Burn 10d4 or arc 5d6

100

3 for plasma, 2 for electrical, or 5 for both

3

Line, unwieldy

 

Lotus Blossom CR 2 XP 600

Neutral tiny vermin

Init +6; Senses: Darkvision 60 ft.; Perception +12

 

Defense                                                             HP 12

EAC: 16; KAC: 17 (or by host)

Fort: +3; Ref: +1; Will: +4

Immunities: Acid

 

Offense

Speed: 20 ft. (or by host)

Melee: Bite +6 (1d4+2 P)

Space: 0 ft., Reach: 0 ft.

Offensive Abilities: Numbing bite

 

Statistics

Str +0; Dex +6; Con +0; Int -; Wis +0; Cha +0

Skills: Stealth +12, survival +7

Other Abilities: Infestation

Languages: None

 

Ecology

Environment: Any

Organization: Solitary

 

Special Abilities

Infestation (Ex): The parasite is ingested through food or water. As soon as he victim is exposed to the parasite, it is allowed Fort saving throw (DC 13). If it succeeds, the victim’s natural immune system destroys it. Any creature with immunity to disease is automatically immune to the parasite. If it fails however, the creature will burrow through the body, coming out at a random location and begin to convert the victim’s own flesh into a new nest. This will take 1d6 days, and during this period, the victim will not know anything is amiss, except that their natural healing rate will be halved (rounded down, so that it is possible the victim will not heal anything at all).

At the end of this period, the victim will notice a angry red lump somewhere on its body. The victim is then allowed a Will saving throw (DC 13). If it succeeds, the victim can cut out the lump or find a way to remove it. This will inflict 1d6 points of damage to the victim, but it will remove the parasite. Modern medical drugs (except those for killing disease or parasites) will have no effect on the parasite! Even drugs used to heal the victim will not help, as the parasite will simply flush it out of the body. If the saving throw fails, the victim will not do anything about the lump, and it will be very careful to keep it hidden from view. Over the next 1d6 days the lump will grow until it is the size of a grapefruit and at this time a series of holes will appear on the lump, spaced evenly around it. During this period, the parasite will have laid eggs in the lump and they will hatch, producing the parasitic worm. The lump will contain a minimum of 10 plus 4d4 holes. Each will contain a worm. The parasite will then force the victim to expose food, water-sources and even other creatures to the lump. This will always be done in secret to prevent the parasite from being discovered. Anyone exposed to the parasite will have to make a saving throw (see above). For each day the victim is controlled by the parasite, it will convert the victim’s own body into more worms. It can replenish its entire reserve of worms in one night by converting 1d4 points of Constitution. This will soon kill the victim (once their Constitution score drops to 0, they die), but will give the worm plenty of opportunity to spread itself throughout a community.

Numbing bite (Ex): The creature can use stealth to sneak up on a target and bite. The victim is allowed a Fort save (DC 13). If the save is successful, it feels the bite and can initiate combat. If it does not feel the bite, then the victim suffers an automatic infestation (see above).

 

Black and Decker Rock Saw (Advanced two-handed Melee Weapon)

Name

Level

Price

Damage

Critical

Bulk

Special

B&D Rock Saw Mk 1

3

1,200

1d6 P or 1d8 F&S

bleed 1d4 or wound

2

Breach, penetrating, powered (capacity 20, usage 2), profession (miner)

B&D Rock Saw Mk 2

8

9,250

3d6 P or 3d8 F&S

bleed 3d4 or wound

2

Breach, penetrating, powered (capacity 40, usage 2), profession (miner)

B&D Rock Saw Mk 3

13

50,500

6d6 P or 6d8 F&S

bleed 6d4 or severe wound

2

Breach, penetrating, powered (capacity 80, usage 2), profession (miner)

B&D Rock Saw Mk4

18

375,000

9d6 P or 9d8 F&S

bleed 9d4 or severe wound

2

Breach, penetrating, powered (capacity 100, usage 2), profession (miner)

 

Judas Mimicker Combatant CR 5 XP 1,600

Neutral medium vermin

Init +4; Senses: Darkvision 120 ft.; Perception +10

 

Defense                                                             HP 70

EAC: 17; KAC: 19

Fort: +9; Ref: +7; Will: +4

Immunities: Disease

 

Offense

Speed: 30 ft. Fly 120 ft. (average)

Melee: 1 bite +14 (1d6+8 P) or two claws +10 (1d4+8 S Crit bleed 1d4)

Space: 5 ft., Reach: 5 ft.

 

Statistics

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

Skills: Acrobatics +15, disguise +25, stealth +10

Feats: Cleave, step up.

Other Abilities: Knowledge consumption, metamorphic

Languages: Common, Judas (the creature’s native tongue)

 

Ecology

Environment: Any temperate, but mainly settlements, towns, and cities.

Organization: Solitary, pairs, small groups (1d6+2), medium groups (4d6+4), or hives (10d100+50)

 

Special Abilities

Knowledge Consumption (Su): After the creature has killed an intelligent being, it can choose to consume the victim’s brain. Doing so will allow the creature to gain a new skill possessed by the victim, such as piloting, computers, engineering or the like. The creature will gain half the ranks possessed by the victim (up to a maximum of +5).  It can do this only once, and can gain only a single skill from the consumption. Once it has gained the new skill, it is often sequestered away in the hive until its newly discovered skill is required.

Metamorphic (Su): The creature is able to perfectly mimic the physical appearance of any humanoid it has seen. The only drawback is that it has to be a humanoid, such as a human or elf. It cannot mimic the appearance of the shorter races, such as Ysoki, halflings or gnomes, or non-human races such as androids, Shirren or Vesk. This is a full round action for the creature to take the shape and appearance (including clothing) of another species. It will retain this shape indefinitely, although if it suffers hit point damage, it will automatically revert to its natural appearance. While using this ability, the creature gains a +15 circumstance bonus to disguise checks.

 

Hacker Suits (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Computer Skill Bonus

Upgrade slots

Bulk

Graduate Suit

2

1000

+3

+3

+6

-

-

+1

1

L

Novice Suit

7

7,000

+8

+8

+7

-

-

+2

2

L

Advanced Suit

12

37,000

+13

+13

+7

-

-

+3

3

L

Master Suit

17

300,000

+21

+21

+7

-

-

+4

4

L

 

Squifungi Spellcaster CR 2 XP 600

Neutral small plant

Init +4; Senses: low-light vision 60 ft.; Perception +12

 

Defense                                                             HP 21

EAC: 12; KAC: 13

Fort: +3; Ref: +1; Will: +5

Immunities: Plant immunities

 

Offense

Speed: N/A

Melee: One Bashing tentacle +6 (1d4+4 B Crit acid burn 1d6), or up to two bashing tentacles +3 (1d4+4 B Crit acid burn 1d6)

Space: 2.5 ft., Reach: 10 ft.

Offensive Abilities: Enzyme Stream

 

Statistics

Str +1; Dex +4; Con +; Int -; Wis +2; Cha +0

Skills: survival +12

Feats: Multi-weapon fighting

Other Abilities: Attraction Pheromones

Languages: None

 

Ecology

Environment: Any tropical (except desert)

Organization: Solitary or small group (1d4+1)

 

Special Abilities

Attraction Pheromones (Ex): The fungus produces pheromones that smell like cooked food, 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 food. Anyone smelling this must make a Will save (DC 14) or move towards the scent at their fastest movement speed. If they succeed, they are not compelled to do so, and once they succeed, they are immune to the effects of this ability for 24 hours.

Enzyme Stream (Ex): If getting slapped by the creature was not bad enough, once every three rounds, it can use a single tentacle to shoot a stream of acidic enzymes. This is a cone attack, 5 feet wide and stretches 15 feet. Anything in the cone must make a Ref save (DC 14) or be hit with the acid. This will inflict 1d8+2 acid damage attack. A successful save means no damage.

 

Codecow SMG (Small arms)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

CC Ver 1.0

2

300

1d4 P&A

30 ft.

Acid burn 1d4

25

1 or 5

L

Automatic, burst fire

CC Ver 2.0

7

6,200

2d4 P&A

50 ft.

Acid burn 1d6

25

1 or 5

L

Automatic, burst fire

CC Ver 3.0

12

32,500

3d6 P&A

50 ft.

Acid burn 2d6

50

1 or 5

L

Automatic, burst fire

CC Ver 4.0

17

225,500

4d10 P&A

75 ft.

Acid burn 3d6

50

1 or 5

L

Automatic, burst fire

CC Ver 5.0

20

680,000

6d10 P&A

75 ft.

Acid burn 4d6

75

1 or 5

L

Automatic, burst fire

 

 

Codecow 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.

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).

 

Screaming fungus Spellcaster CR 1 XP 400

Neutral small plant

Init +0; Senses: low-light vision 60 ft., Blindsense (vibration) 30 ft.; Perception +10

 

Defense                                                             HP 16

EAC: 12; KAC: 13

Fort: +1; Ref: +1; Will: +4

Immunities: Cold, plant

 

Offense

Speed: N/A

Melee: Tendrils +2 (1d6+1 Crit spoor infection)

Ranged: Shriek +4 (1d4+1 Crit deafened 1d4 hours)

Space: 2.5 ft., Reach: 30 ft.

Offensive Abilities: Stunning Scream

 

Statistics

Str +0; Dex +0; Con +7; Int -; Wis +0; Cha +0

Skills: Survival +5

Other Abilities: Spore infection

Languages: None

 

Ecology

Environment: Temperate forests, any tropical

Organization: Small patches (1d4), medium patches (2d4+4), large patches (4d6+6), infestations (10d10+10)

 

Special Abilities

Spore infection (Ex): Whenever the screaming fungus makes a critical hit with the tendrils, it will inject the victim with its spores. The victim is allowed a Fort save (DC 11). If it fails, nothing will happen for the first 48 hours, and then the victim will begin to sicken. Each day afterwards the victim will suffer 1d3 points of Constitution damage and this will continue for exactly five days. If the Victim’s Constitution ever drops below zero, they will die instantly, otherwise each day that passes, the fungus converts the victim’s body into spoors, which appear on the body as blue pimple-like protrusions. These will take 1d6 hours to ‘ripen’ at which time they will pop, filling a 10 foot area with spoors. They will only take root in dead plant matter, such as what can be found in tropical locations or forests. The victim can be cured by a cure disease spell or technology which destroys disease.

Stunning Scream (Su): Whenever something disturbs the ground within 30 feet of the fungus, bulbous form will suddenly open wide, looking for all intent to be a human mouth. As a standard action, It will then shriek, and anyone caught in the thirty-foot area of effect must Will save (DC 11) or become stunned. The creature can use this at will.

 

SWS Bullpup Configuration Assault Rifle (Longarm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

SWSBP 1

3

1,000

1d6 P

60 ft.

-

30

1 (5 rnd burst)

1

Automatic, burst fire, durable

SWSBP2

6

3,500

1d10 P

60 ft.

-

30

1 (5 rnd burst)

1

Automatic, burst fire, durable

SWSBP 3

9

11,000

2d8 P

80 ft.

-

50

1 (5 rnd burst)

1

Automatic, burst fire, durable

SWSBP 4

12

30,000

4d6 P

80 ft.

-

50

1 (5 rnd burst)

1

Automatic, 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

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).

 

EMP Arachnid Combatant CR 1 XP 400

Neutral small vermin

Init +6; Senses: Darkvision 60 ft., electrical sense 500 ft.; Perception +7

 

Defense                                                             HP 13

EAC: 18; KAC: 16

Fort: +5 (+15); Ref: +3; Will: +1

Defensive Abilities: DR 1 / -, hardened survivor; Immunities: Electricity, poison, radiation

 

Offense

Speed: 40 ft.

Melee: Bite +8 (1d4+2 P)

Space: 2.5 ft., Reach: 2.5 ft.

Offensive Abilities: EMP burst (2d4+1 E 20 ft. radius)

 

Statistics

Str +1; Dex +6; Con +0; Int -; Wis +0; Cha +0

Skills: Acrobatics +7, athletics +12, stealth +12

Other Abilities: Electrical sense

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, small groups (1d4+1), or Swarms (4d12+8)

 

Special Abilities

Electrical Sense (Ex): The creatures are automatically attracted to any power source within 500 feet of their location and will home in on such sources.

EMP Burst (Ex): As a standard action, these creatures can detonate once they are in range of any power source. The resulting explosion deals electrical damage out to a 20 ft. radius. A Ref save (DC 10) will avoid any damage. If the target has the evade feat or class feature, then they can also avoid taking any power loss. Any power-sources in this radius will automatically be drained, rendering it useless. This includes stored batteries and other such devices. Unlike true EMP bursts, this does not harm the electronics, just drains the electrical charges. The creature is killed in the process.

Hardened Survivor (Ex): The EMP 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.

 

Remington Bolas Game Hunter Rifle (Long arm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Battery

Usage

Bulk

Special

Rem Bolas 1

4

2,750

1d10 P / 1d6 E&B

50 ft. / 15 ft.

Knockdown

30 / 4

20

5

2

Automatic, burst fire, force, mine

Rem Bolas 2

8

11,000

2d10 P / 2d6 E&B

60 ft. / 20 ft.

Knockdown

30 / 6

20

5

2

Automatic, burst fire, force, mine

Rem Bolas 3

12

37,750

3d10 P / 3d6 E&B

70 Ft. / 25 ft.

Knockdown

40 / 8

40

5

2

Automatic, burst fire, force, mine

Rem Bolas 4

16

175,000

6d12 P / 6d8 E&B

80 ft. / 30 ft.

Knockdown

40 / 10

40

5

3

Automatic, burst fire, force, mine

Rem Bolas 5

20

925,000

10d12 P / 10d8 E&B

90 ft. / 40 ft.

Knockdown

60 / 12

80

5

3

Automatic, burst fire, force, mine

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 increased 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).

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 .

Alternate Bolas Ammunition Table

Ammunition

Level

Price

Effect

Standard

1

10

Standard Bola ammunition, 3 balls constructed of conductive metal which can reach out to 5 feet in mine mode. Damage is blunt and electrical.

Longer Threads

1

X2

Increases the range of the mine function to 10 feet.  Can be combined with all types of thread.

Non-Lethal Bolas

1

1.5

The weapon inflicts non-lethal damage, and in the case of a critical hit, the target must make a Fort save or become stunned for 1d4+1 round per level of the weapon.

Grappler Bolas

3

2

The weapon inflicts only non-lethal damage (no electrical damage) and wraps around the legs of the target. The target is allowed a Ref save. If it fails, the target cannot move (unless they use acrobatics, in which case they can only move at 25% of their normal speed, a failed roll means they fall prone). A critical hit with this type of bolas means automatic knockdown and no save is allowed.

Monofilament Threads

3

X2.5

The threads inflict slashing damage instead of blunt.  Critical damage is now bleed 1d3 and increases to 2d3 for model 2, 3d3 for model 3, 6d3 for model 4, and finally 10d3 for model 5.

Super Capacitor Threads

5

X3

The electrical damage is increased by +1 per dice.

Diamond Monofilament Threads

5

X3

The slashing damage is increased by +1 per dice. Can only be used with monofilament threads.

Arcing Bolas

8

X4

The electrical damage will arc once to the nearest target within 10 feet, causing only electrical damage. Can be combined with super capacitor threads.

Explosive Bolas

10

X5

The weapon does flame and blunt damage to a 15 foot range as it explodes. Target is allowed a Reflex save for half damage.

Napalm Bolas

10

X5

The weapon explodes, spreading a napalm-like chemical in a 15 foot radius. This will inflict fire damage only, and will continue to burn for 1d4 rounds. A reflex save allows the target to avoid the damage and the continuous burn damage as well.

 

This index contains all the conversions from Aliens, Predator, The Thing, and Prometheus

Aberrations

Infectious Metamorph (the Thing)
Xenomorph Ape
Xenomorph Arachnid
Xenomorph Bat
Xenomorph Boiler
Xenomorph Canine
Xenomorph Carrier
Xenomoprh Cobra
Xenomorph Crusher
Xenomorph Crustacean
Xenomorph Deacon
Xenomorph Dragon
Xenomorph Drone
Xenomorph Empress
Xenomorph Facehugger
Xenomorph Feline
Xenomorph Flying
Xenomorph Gator
Xenomorph Hybrid
Xenomorph King
Xenomorph Lurker
Xenomorph Mantis
Xenomorph Newborn
Xenomorph Neomorph
Xenomorph Praetorian Guard
Xenomorph Predalien
Xenomorph Queen
Xenomorph Queen Facehugger
Xenomorph Raven
Xenomorph Scorpion
Xenomorph Shark
Xenomorph Snake
Xenomorph Spitter
Xenomorph Trilobite
Xenomorph Tyrannosaurus Rex
Xenomorph Warrior

Animals

Hunter's Hound (From Predators)

Diseases

Xeno-metamorphosis DNA Infection

Races

Ancestral (Prometheus Engineers)
Hunter (Predator)
Implanted (Chestburster Infected)

Ships

UD-4L Cheyenne Dropship

Weapons and Armor

Weapon and Armor conversions from Aliens, Predator and Prometheus

This index contains all the conversions from Starship Troopers

Acid Spewer Arachnid
Assassin Arachnid
Breeder Arachnid
Burrower Arachnid
Chooser Arachnid
Cliff Crawler Arachnid
Conveyor Arachnid
EMP Arachnid
Evolved Tank Arachnid
Firefly Arachnid
Flyer Arachnid
Guardian Arachnid
Infiltration Arachnid
Monarch Arachnid
Overseer Arachnid
Plasma Arachnid
Puppeteer Arachnid
Rider Arachnid
Scorpion Arachnid
Shooter Arachnid
Spewer Arachnid
Swimmer Arachnid
Tank Arachnid
Thinker Arachnid
Warrior Arachnid
Webber Arachnid

Armor and Powered Armor

M1A Powered Armor Series
Stryker M1 Body Armor (Light Armor)
Stryker M2 Advanced Body Armor (Heavy Armor)

Melee Weapons

Benchmark Tactical Combat Knife
Wyman Arms Assault Combat Stave

Projectile Weapons

AAF Thrower 
Brunham TW Peacemaker Pistol
Morita TW Assault Rifle
Morita TW Heavy Assault Rifle

Robots

CHAS - Cybernetic humanoid assault system

The catch-all index for all my Dead Space conversions, including the weapons and armor.

Dead Space Necromorphs AKA Xeno Necros

Ambusher Xeno-necro
Attack Pod Xeno-necro
Blink Xeno-necro
Burster Xeno-necro
Carrier Xeno-necro
Contaminator Xeno-necro
Creeping Cranium Xeno-necro
Desecrator Xeno-necro

Gorgon Xeno-necro
Grower Xeno-necro
Hoard Xeno-necro
Intellect Xeno-necro
Jugger Xeno-necro
Pouncer Xeno-necro
Predator Xeno-necro
Protector Xeno-necro

Regurger Xeno-necro
Skulker Xeno-necro
Slicer Xeno-necro
Splitter Xeno-necro
Squirmer Xeno-necro
Thinner Xeno-necro
Tripled Xeno-necro
Twisted Xeno-necro
User Xeno-necro
Vomitter Xeno-necro

Armour

Advanced Agility Engineering Suits
Archaeologists Environmental Suits
Earthgov Flight Suits
EDF Advanced Soldier Armour
Engineering Suits
Hacker Suits
Miner Reinforced Armor
Obsidian Class Engineering Armor
Scorpion Class Engineering Suits
Security Suits
Witness Armor
Zealot Class Armor

Weapons

Energy

Broadbow Arc Cutter
Hand-held Graviton Accelerator
Hand-Held Ore Cutter Line Gun

Infected Purifier
PFM Series Hydrazine Handheld Torch Flamethrower
Plasma CutterSchofield Tools Arc Welder
Tesla Enervator Series Rifle
V101 Core Extractor

Melee

Black and Decker Rock Saw
Frostbite Monofilament Chainsaw
Gamble Industries Medical Cutter
SH-B1 Plasma Saw

Projectile

Codecow Submachine Gun
DT Survey Charge Launcher

EG Series SMG
Evangelizer AL Assault Rifle
Kendra Divet Auto-Pistol
RC-DS Remote Control Buzz Saw Disk Ripper
Remington Bolas Game Hunter Rifle
Remington EL1 El Rapido
SCAF Shotgun
Seeker Rifle
SWS Bullpup Configuration Assault Rifle
SWS Motorized Heavy Pulse Rifle
SWS Motorized Pulse Rifle
TT MarkCL Rivet Gun
TT Telemetric Survey Tool

Swimmer Arachnid Combatant CR 3 XP 800

Neutral Medium Vermin

Init +3; Senses: Darkvision 60 ft.; Perception +8

 

Defense                                                             HP 40

EAC: 14 (17); KAC: 16 (19)

Fort: +7 (+17); Ref: +5; Will: +2

Defensive Abilities: DR 3 / -, hardened survivor; Immunities: Poison, radiation

 

Offense

Speed: 30 ft. Swim 60 ft.

Melee: Bite +11 (1d4+6 P) or two claws +7 (1d6+6 S)

Ranged: attack + (damage  type)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Blood frenzy, poison bite.

 

Statistics

Str +3; Dex +3; Con +1; Int -; Wis +0; Cha +0

Skills: Athletics +13 (+23), stealth +8

Feats: Cleave

Other Abilities: Waterborne

Languages: None

 

Ecology

Environment: Any, but mainly any aquatic

Organization: Small pods (1d4+1), medium pods (2d4+2), large Pods (4d4+4), swarms (12d4+12)

 

Special Abilities

Blood Frenzy (Ex): Like many marine predators, the scent of blood in the water will cause the Swimmer to go into frenzy. This requires the creature to inflict actual hit-point damage on the target, and they must be within 20 feet of the bleeding target. The creature will gain a +2 to hit and +3 to damage, and will prefer to use the bite attack over all others. While it is in frenzy, it will suffer a -2 to both EAC and KAC. They will even attack one another if no enemy targets are available. This lasts for 2d4 rounds.

Hardened Survivor (Ex): The Swimmer 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.

Poison Bite (Ex): The bite of the Swimmer injects a paralytic poison. This poison uses the dexterity poison track (Core book, Pg. 415) Two Fort saves (DC 12) are required, and the victim can only be immobilized, they can’t die – although they can certainly drown!

Waterborne (Ex): The creature is fully capable of using a charge attack underwater and the creature likewise gains a +10 to Athletics (Swim) checks, and its EAC and KAC are increased by 3 as well.

 

Gamble Industries Medical Cutter (Advanced One handed Melee Weapon)

Name

Level

Price

Damage

Critical

Bulk

Special

GIMC Series A

1

200

1d4 F

Wound

L

Powered (capacity 20, usage 1), profession (medic)

GIMC Series B

5

2,200

2d4 F

Wound

L

Powered (capacity 20, usage 1), profession (medic)

GIMC Series C

10

11,500

3d6 F

Wound

L

Powered (capacity 40, usage 1), profession (medic)

GIMC Series D

15

89,500

5d8 F

Severe Wound

L

Powered (capacity 40, usage 1), profession (medic)

GIMC Series E

20

750,000

8d10 F

Severe Wound

L

Powered (capacity 40, usage 1), profession (medic)

 

Webber Arachnid Expert CR 3 XP 800

Neutral large vermin

Init +9; Senses: Darkvision 120 ft.; Perception +13

 

Defense                                                             HP 35

EAC: 14; KAC: 15

Fort: +4 (+14); Ref: +2; Will: +6

Defensive Abilities: DR 3 / -, hardened survivor; Immunities: Poison, radiation

 

Offense

Speed: 60 feet

Melee: Bite +9 (1d4+6 P Crit Poison DC +2), or two claws +5 (1d6+5 S)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Web +7 (no damage, see special abilities)

 

Statistics

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

Skills: Acrobatics +13, Athletics +8, stealth +16, survival +8

Feats: Improved initiative, mobility, skill focus (stealth)

Other Abilities: Climber

Languages: None

 

Ecology

Environment: Any

Organization: Packs (1d4+3) or large swarms (5d4+5)

 

Special Abilities

Climber (Ex): The creature is capable of moving its full speed when traversing walls. It does not require an Athletics roll, unless it is trying to cross ceilings or difficult terrain.

Hardened Survivor (Ex): The Webber 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.

Poison (Ex): When the Webber bites, it can choose to inject two types of poison. First is a paralytic poison which uses the dexterity poison track (Core book, Pg. 415) Two Fort saves (DC 14) are required, and the victim can only be immobilized, they can’t die. The other is a purely destructive poison which attacks the Constitution score, as with the dexterity, Two Fort saves (DC 14) are required, to cure, but unlike the dexterity track, this can kill. The creature can use this with each successful bite.

Web (Ex): As a full round, the Webber can choose to shoot strong webbing at its target. It would prefer to do this when the victim is immobilized by the poison, but it will use this attack if the opportunity presents itself. It is a ranged attack (maximum of 15 feet) and the target is allowed a Ref save (DC 14) to avoid the attack. If the reflex save fails, the victim is instantly entwined in the webbing, immobilizing the. It is a STR check (DC 17) to break free, or if the victim was holding a bladed or edged weapon at the time, the victim can cut free, but this requires a full round action.

 

SWS Motorized Heavy Pulse Rifle (Heavy Weapon)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

SWS HPR MK 1

3

1,800

1d8 P

40 ft.

Knockdown

300

50

3

Automatic, durable, penetrating, unwieldy

SWS HPR MK 2

8

11,200

2d8 P

60 ft.

Knockdown

600

50

3

Automatic, durable, penetrating, unwieldy

SWS HPR MK 3

13

100,000

4d10 P

80 ft.

Knockdown

900

50

3

Automatic, durable, penetrating, unwieldy

SWS HPR MK 4

18

488,000

8d12 P

100 ft.

Knockdown

1,200

50

4

Automatic, durable, penetrating, unwieldy

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. 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 .

Monarch Arachnid Expert CR 20 XP 307,200

Neutral Gargantuan Vermin

Init +4; Senses: Darkvision 240 ft.; Perception +34

 

Defense                                                             HP 430

EAC: 35; KAC: 36

Fort: +19 (+29); Ref: +17; Will: +22

Defensive Abilities: DR 20 / -, hardened survivor; Immunities: Poison, radiation

 

Offense

Speed: 60 feet

Melee: 4 claws +28 (5d8+40 S Crit severe wound), or 1 bite +32 (13d6+40 P Crit Swallow whole)

Space: 50 ft., Reach: 20 ft.

Offensive Abilities: Mental blast, psionic spike, swallow whole, trample (10d10+40)

 

Statistics

Str +20; Dex +0; Con +3; Int +6; Wis +0; Cha +0

Skills: Athletics +34, bluff +39, intimidate +39, life science +39, sense motive +39

Feats: Cleave, great cleave, improved initiative

Other Abilities: Arachnid leader, bolster the swarm, fear aura, telepathic communication

Languages: Telepathic communication

 

Ecology

Environment: Any

Organization: Solitary

 

Special Abilities

Arachnid Leader (Su): As long as the monarch is within 1 mile of any arachnid, it fights even harder. All arachnids in the area of effect gain a +1 to hit, and +1 to both their EAC and KAC. If the monarch is killed, the bonuses are lost, and all arachnids are stunned, incapable of action for 2d4 rounds. After this comes to the end, they act as if they are confused for an additional 4d6 minutes, and have to roll each minute to see what they will do. If the result is hurting themselves, or attacking one another, then that is exactly what they will do.

Roll on the following chart to see how the Arachnids end up acting if the Monarch has been killed.

Monarch Death Behavior chart

Roll

Behavior

1-20

Act normally.

21-60

Stand perfectly still, engaging in no action.

61-80

Attack self with claw attack.

80-100

Attack nearest creature

Bolster the Swarm (Su): This psychic ability allows the Monarch to improve the will saves of all the Arachnids within a 500 foot range of the creature by +6, and it also removes any mental conditions such as stunned, shaken, and so on. This is a full round action and the creature must concentrate each round to maintain it. If the concentration fails, the Arachnids in the area of effect will revert to their usual Will save. The Monarch can maintain this indefinitely, as long as it can concentrate, but it can only be used once per day once it has dropped the bolster effect.

Fear Aura (Su): The Monarch generates an aura of absolute terror. This is an area effect aura, and covers a range out to 200 feet of the Monarch. Other Arachnids are immune to the effect, but non-arachnids must make a Will save (DC 27) or become shaken for 1d6 rounds. This is a constant ability and can be supressed by the Monarch if it so desires.

Hardened Survivor (Ex): The Monarch 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.

Mental Blast (Su): When the Monarch is in danger; it can release a powerful psychic blast. This will affect any non-Arachnid within 75 feet. Those who are in this area are allowed a Will save (DC 27) or be hit by the blast. They suffer 8d6+20 points of damage and are staggered. A successful save negates the effects. This is a standard action and the creature can use this once every three rounds.

Psionic Spike (Su): As a standard action, the creature is able to directly attack a single target with a powerful jolt of psionic energy which bypasses any type of damage reduction. The victim is allowed a Will save (DC 27) or they will suffer 8d10+20 points of damage, and suffer 2d4 points of temporary wisdom damage. A successful save halves the damage and no will is lost. This is a standard action and the creature can use this once every second round.

Telepathic Communication (Ex): The Monarch 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.

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 Monarch 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 27) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Monarch due to the creature’s movement. The Monarch can deal trample damage to a given target only once per 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.