Starfinder: TRCX repeating tactical crossbow
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. |