Starfinder: Swimmer Arachnid
Arachnids that are fully capable of attacking from any body of water!
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
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
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.