Starfinder: TRCX repeating tactical crossbow

Starfinder: TRCX repeating tactical crossbow

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cobra-rx-adder-automatic-crossbow.jpg

Suggested by Jesse Fernandez, this is based upon a real-world tactical crossbow (Cobra RX Adder)  that was designed in Germany.

Skirmisher Publishing’s team members are moving toward completion of the Platinum Edition of City Builder: A Guide to Designing Communities and are excited to tell you about the major milestone we just achieved for it!

* We are currently finishing the last two custom images that will appear in the complete, 85-place version of City Builder and doing a final proof of it, which means we should be able to provide the PDF edition of it to backers within the next two weeks! After that we will submit the book to DriveThruRPG and go through its print approval process, which usually takes one to two weeks, and when that is completed we will immediately make the print edition of the book available to backers who will be receiving it as a reward. 

* We have just incorporated into City Builder the last of the 15 new places we unlocked as Stretch Goals during the Kickstarter campaign for this project and released at DriveThruRPG the final incremental volume, "Shrines, Temples, Cemeteries & Other Religious Places (City Builder Volume 9)," corresponding to a chapter in it. 

++ "Shrines, Temples, Cemeteries & Other Religious Places (City Builder Volume 9)" now includes new entries on Hermitages and Pilgrimage Trails, in addition to the existing and now-revised entries on Cemeteries/Graveyards, Monasteries/Convents, Shrines, and Temples. It also includes all new illustrations, including a cover image by fantasy artist Amanda Kahl; at least two adventure hooks for each sort of place; and three sidebars that can be used to help customize religious places like temples. 

* Please be sure to let us know if you catch any typos or other minor errors in any of the individual volumes or the interim version of the consolidated book! We are in the process of giving all the text a thorough review but there are now more than 120,000 words associated with this publication and we don’t want anything to slip through into the print edition. If you catch anything and email it to us at CityBuilder@skirmisher.com we will gladly thank you by sending you copies of some of our other publications as a sign of appreciation. 

That’s it for now! We sincerely hope you are excited as we are that we have moved this project to the point it is at and with the efforts we have made to steadily move rewards into the hands of its backers. 

T-47 Goliath Combatant CR 8 XP 4,800

Neutral large construct

Init +; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +16

 

Defense                                                             HP 125

EAC: 20; KAC: 22

Fort: +10; Ref: +8; Will: +5

Defensive Abilities: Hyper-Alloy combat chassis Immunities: construct, unliving

 

Offense

Speed: 30 ft.

Melee: Stomp +17 (3d6+20 B Crit knockdown)

Ranged: 2 Autocannons +16 (3d6+12 P Crit wound)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Rocket barrage

 

Statistics

Str +8; Dex +4; Con -; Int +0; Wis +0; Cha +0

Skills: Athletics +21, intimidate +16

Languages: None

 

Ecology

Environment: Any

Organization: Solitary

 

Special Abilities

Detailed anatomy files (Ex): The T-47 has detailed files of humanoid anatomy. As a result, it automatically gains a damage bonus equal to half the unit’s CR rating (rounded down). Also anytime the T-47 gains a critical hit, any DC save increases by +2.

Hyper-Alloy combat chassis (Ex): The skeletal structure of the T-47 is constructed of a special alloy, making it very strong and resistant to damage. As a result, the T-47 gains a DR / - equal to its CR against all physical attacks. Furthermore, the T-47 gains a +2 to all Fort saves.

Rocket Barrage (Ex): As a standard action, the T-47 can launch two rockets. They have a range of 250 ft. and can fire over cover. The weapons have an explosive radius of 30 ft. and inflict 2d10+12 Fire damage. Anyone caught in the blast radius can make a Ref save (DC 16) for half damage. The unit has a total of 12 missiles it can launch before it needs to reload.

 

TS-20 Aerial Spider Scout Combatant CR 2 XP 600

Neutral medium construct

Init +5; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +7

 

Defense                                                             HP 25

EAC: 13; KAC: 15

Fort: +2; Ref: +2; Will: -1

Immunities: construct, unliving

 

Offense

Speed: 50 ft. Fly (average)

Ranged: Shock +11 (1d6+2 E Crit Arc 1d4)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: co-ordinated assault, electrical burst

 

Statistics

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

Skills: Acrobatics (fly) +12, stealth +7

Other Abilities: Call Skynet units

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, pairs, trio’s.

 

Special Abilities

Call Skynet units (Ex): The primary function of the scout is to locate resistance and call in other units. As a full round action, the scout can send out a signal to any Skynet units that are within 1000 ft. of the unit. Generally this is used to call Armored spiders, flying scouts, and low-end terminator units, but it can also call in up to 3 T-800 units. The GM will have the final say in how many and what type of units the scout will call, but they will always arrive within 2d4+2 rounds.

Co-ordinated assault (Ex): When two or more units are working in conjunction, at least one will always attempt to attack from a flanking positon. Normally flanking only gives a bonus to hit when using melee weapons, but in the case of these units, they will gain a +2 flanking bonus to hit.

Shock (Ex): The spider is able to shoot a small electrical bolt at any target within 50 ft. This is a ranged attack and can be used every round.

 

Resistance NVG’s

Goggle version

Level

Price

Dark Vision Range

Special

NVG ver. 1

3

1,750

60 ft.

-

NVG ver. 2

5

3,200

90 ft.

Skynet unit type, weapon identification, camera

NVG ver. 3

8

9,500

120 ft.

As above, but includes battle damage assessment of Skynet unit

NVG ver. 4

13

51,000

150 ft.

As above, but the user can ‘tag’ Skynet units, allowing all others using the goggles to see them, and gain a +2 equipment bonus to hit.

 

 

TS – 17 Armored Spider Combatant CR 4 XP 1,200

Neutral medium construct

Init +4; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +10

 

Defense                                                             HP 50

EAC: 16; KAC: 18

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

Defensive Abilities: Armor shield Immunities: construct, unliving

 

Offense

Speed: 30 ft.

Melee: One or two pincers +10 or +6 (1d8+8 B)

Ranged: Autocannons +13 (2d8+4 P)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Electrical burst

 

Statistics

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

Skills: Athletics +15, stealth +10

Other Abilities: Call Skynet units

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, pairs, or small groups (1d4+2)

 

Special Abilities

Armor Shield (Ex): When the unit is engaged in combat, it can close a heavy shield across its vital and vulnerable sensor suite. This is a move action, and when it uses this, the unit gains a DR 10 against all attacks except energy-based attacks. When it uses this shield, its perception drops to +0. Note that anyone behind the unit can bypass this shielding, and inflict normal damage.

Call Skynet units (Ex): As a full round action, the armored spider can send out a signal to any Skynet units that are within 1000 ft. of the unit. Generally this is used to call additional armored spiders, flying scouts, and low-end terminator units, but it can also call in up to 3 T-800 units. The GM will have the final say in how many and what type of units the unit will call, but they will always arrive within 2d4+2 rounds.

Electrical Burst (Ex): As a full round action, the unit can unleash a burst of electrical energy. This has a radius of 20 ft. and inflicts 2d8+4 points of electrical damage. A Ref save (DC 13) results in half damage. It can use this ability only once every 3 rounds.

 

Termination Knife

Weapon

Level

Price

Damage

Critical

Bulk

Special

Termination Knife

8

10,000

2d8 P

Bleed 2d4

L

See description

 

HK Silverfish Combatant CR 2 XP 600

Neutral small construct

Init +5; Senses: Darkvision 120 ft., lowlight vision 120 ft., vibration sense 100 ft.; Perception +12

 

Defense                                                             HP 25

EAC: 13; KAC: 15

Fort: +2; Ref: +2; Will: -1

Immunities: construct, unliving

 

Offense

Speed: 50 ft.

Space: 2.5 ft., Reach: ft. 2.5

Offensive Abilities: Explosive

 

Statistics

Str +4; Dex +5; Con -; Int -3; Wis +0; Cha +0

Skills: Athletics +7, stealth +17

Other Abilities: Well camouflaged

Languages: None

 

Ecology

Environment: Any

Organization: Small fields (3), medium fields (2d4+4), large spreads (4d10+10)

 

Special Abilities

Explosive (Ex): Being a mobile mine, the Silverfish can detonate at will. This has an explosive radius of 20 ft. and will inflict 2d4+2 points of piercing damage. A reflex save (DC 11) results in half damage. Furthermore, if the unit takes enough damage to destroy it, this will automatically cause it to detonate.

Well Camouflaged (Ex): Once deployed, the unit will actively seek out locations where there is known foot traffic and they will conceal their presence in these locations. As such the unit gains a +10 circumstance bonus to stealth.  

 

TS-12 - ‘Spider’ Scout Combatant CR ½  XP 200

Neutral small construct

Init +4; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +4

 

Defense                                                             HP 13

EAC: 10; KAC: 12

Fort: +0; Ref: +0; Will: -2

Immunities: construct, unliving

 

Offense

Speed: 30 ft.

Melee: Electrified pincer +6 (1d6+2 B&E)

Ranged: Shock +3 (1d6 E Crit Arc 1d4)

Space: 2.5 ft., Reach: 2.5 ft.

Offensive Abilities: Electrical burst

 

Statistics

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

Skills: Athletics +9, stealth +4

Other Abilities: Call Skynet units

 

Ecology

Environment: Any

Organization: Solitary, pair, trio, small groups (1d4+3)

 

Special Abilities

Call Skynet units (Ex): The primary function of the scout is to locate resistance and call in other units. As a full round action, the scout can send out a signal to any Skynet units that are within 1000 ft. of the unit. Generally this is used to call Armored spiders, flying scouts, and low-end terminator units, but it can also call in up to 3 T-800 units. The GM will have the final say in how many and what type of units the scout will call, but they will always arrive within 2d4+2 rounds.

Electrical Burst (Ex): As a full round action, the scout can unleash a burst of electrical energy. This has a radius of 20 ft. and inflicts 1d8 points of electrical damage. A Ref save (DC 9) results in half damage. It can use this ability only once every 3 rounds.

Shock (Ex): The spider is able to shoot a small electrical bolt at any target within 50 ft. This is a ranged attack and can be used every round.

 

Asari

Racial Traits

Ability Adjustments: -2 str, +2 wis, +2 cha

Hit Points: 6

Size and Type: Medium humanoid with the Asari subtype

Charming: All Asari gain a +2 racial bonus to bluff, diplomacy and intimidate.

Darkvision: The Asari have darkvision 60 ft.

Meld: Although it can be used for reproduction, an Asari can initiate a meld with any sentient being in order to transfer information. This acts as the mystic spell mind link and can be used at will.

Psionic: Asari gain the minor psychic feat.

Spiritual: Asari cast mystic spells as if they were two levels higher.

Technically adept: Thanks to the tinkering of the Prothean, Asari are more adept and accepting of technology. As a result, the Asari gain a +2 competence bonus to one of any technical-based skill such as computers, engineering, physical science or profession.

Originating from the planet Thessia, Asari are a single gender race. They are extremely long-lived and are one of the oldest sentient species in the Galaxy.

 

 

Skill Eater Spellcaster CR 1 XP 400

Chaotic neutral small fey.

Init +4; Senses: Low-light vision; Perception +5

 

Defense                                                             HP 16

EAC: 10; KAC: 11

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

Defensive Abilities: Pass wall

 

Offense

Speed: 20 ft.

Melee: Touch +3 (see drain skill)

Space: 2.5 ft., Reach: 5 ft.

Offensive Abilities: Drain skill

Spells: Detect thoughts (CL 1)

 

Statistics

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

Skills: Acrobatics +10, stealth +10

Other Abilities: Meld with book

Languages: Common, sylvan

 

Ecology

Environment: Any non-cold

Organization: Solitary, pairs, small bands (2d3+2), medium bands (4d4+4)

 

Special Abilities

Drain Skill (Su): If the skill eater makes a successful touch attack, the victim must make a Will save (DC 13), or lose 1d2 skill ranks from a random skill. For every skill point the creature steals, they will gain 2 hit points (temporarily). This can be used to heal any damage they have sustained. The temporary hit points will last for 48 hours, at which time they will then lose the hit points, and the victim will then regain the lost skill ranks. The creatures cannot drain more than a total of 8 skill ranks before they are satiated, and once this happens, they will flee. Note that if a target’s ranks in a skill reach zero, they cannot use that skill until either the creature is killed, or 48 hours has past. Note that a lesser restoration will instantly restore the lost points, and will automatically drain the Skill Eater, causing it to lose the extra hit-points.

Meld with book (Su): As a full round action, the creature can merge with any physical book present. There is no limitation to the duration it can stay melded, and it can only be detected by any ability or spell which can detect life.

Pass wall (Ex): This ability can be used a maximum of 4 times per day and acts exactly the same as Operative Phase Shift Escape ability.

 

Tome Thief Spellcaster CR 3 XP 800

Neutral small fay

Init +4; Senses: Low-light vision; Perception +8

 

Defense                                                             HP 32

EAC: 13; KAC: 14

Fort: +4; Ref: +4; Will: +6

Defensive Abilities: Now you see me, now you don’t

 

Offense

Speed: 20 ft.

Melee: Dagger +4 (1d4+1 P)

Ranged: You’re stupid +6 (see special ability description)

Space: 2.5 ft., Reach: 2.5 ft.

Offensive Abilities: You’re stupid!

Spells: Detect thoughts (CL 3), fear (CL 3), mind thrust (CL 3) – all once per day

 

Statistics

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

Skills: Acrobatics +8, engineering (bypass locks) +16, stealth +13 (+23)

Feats: Skill focus engineering (bypass locks)

Other Abilities: One with the shadows

Languages: Common, sylvan

 

Ecology

Environment: Any temperate forest

Organization: Solitary, small bands (2d3+2), small communities (4d4+6)

 

Special Abilities

Now you see me, now you don’t (Sp): As a standard action, the creature can cast invisibility on itself. This is cast as a technomancer spell, and has duration of 3 minutes. It can use this only once per day.

One with the Shadows (Ex): Due to the hue of their flesh, all Tome Thieves gain a +10 racial bonus to stealth, but only when the lighting is dim or worse.

You’re stupid! (Sp): Once every three rounds, as a ranged touch attack, the Tome Thief can send a strange black ray at any target within sight. The target is allowed a Will save (DC 15) and if it fails, the target temporarily loses 1d4 intelligence.

 

TRCX repeating tactical crossbow (Long arm, uncategorized)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Adder

2

500

1d8 P

30 ft.

Knockdown

6

1

1

Quick reload

Viper

5

3,500

1d12 P

30 ft.

Knockdown

6

1

1

Quick reload

Cobra

8

9,000

2d10 P

45 ft.

Knockdown

10

1

1

Quick reload

Boomslang

11

28,700

3d8 P

45 ft.

Knockdown

10

1

1

Quick reload

Rattler

14

75,500

5d10 P

60 ft.

Knockdown

15

1

1

Quick reload

Taipan

17

260,000

10d8 P

60 ft.

Knockdown

20

1

1

Quick reload

Copperhead

20

825,000

12d8 P

75 ft.

Knockdown

25

1

1

Quick reload

Bolt Ammunition Table (per bolt)

Bolt Type

Level

Price

Effect

Standard

2

3

Standard ammunition for the TRCX repeating tactical crossbow.

Splintering

3

10

When a critical strike is achieved, remove knockdown. Instead add 1d4 bleed damage for level  1. This increases to 2d4 for level  5 and 8 and 4d4 for level 11, 5d4 for level 14, 7d4 for level 17 and finally 10d4 for level 20. This can be combined with standard and Adamantium.

Light-weight Stabilizers

4

10

Can be combined with Standard and Adamantium bolts. Increases the range of the weapon by 10 feet.

Electrically charged

6

35

Turns the weapon damage to E & P

Explosive

6

35

The bolt explodes upon hitting a target. Damage is considered to be half piercing, half fire. Can only be combined with Standard and Adamantium.

Cryonic

6

35

The bolt’s damage is considered C & P. Can only be combined with Standard and Adamantium.

Adamantium

11

105

Increases the damage by +1 per dice

Heart Seeker

17

2,200

A fusion, which increases the damage by +2 per dice and automatically adds the splintering effect. This is considered magical for damage reduction purposes.  Cannot be combined with other types of ammunition.

 

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