Legacy of the Aldenata Roleplaying Game (beta

The Legacy of the Aldenata
Roleplaying Game
(beta version)
http://www.alldenata.net/
Requires the use of the Dungeons & Dragons(R), Third Edition Core Books, published by
Wizards of the Coast, Inc.
================================================================================
The Legacy of the Aldenata Roleplaying Game
(beta version)
This is a roleplaying game (beta version) for the universe presented in John Ringo’s Legacy of the Aldenata book
series A Hymn before Battle, Gust Front, When the Devil Dances, and Hell's Faire. The default setting is after the
end of Hell's Faire. The Earth is free from the imminent threat of destruction of all organized human presence by the
Posleen invaders, but rebuilding will require substantial effort. Some fraction of this rebuilding will be aided by bold
bands who enter dangerous territory to salvage equipment and resources left in those areas, and to secure the areas
for human use.
The game is based on the d20 game system (d20 System License version 4.0; d20 System Guide version 3.0) issued
by Wizards of the Coast so that players familiar with d20 games can pick this one up quickly. It is assumed that
readers of this document are familiar with the d20 System Rules Document (SRD) or Dungeons & Dragons, Third
edition (D&D3), and with the books of John Ringo.
We have used a number of concepts and definitions from the basic d20 system. Changes have been kept to a
minimum whenever possible. Each player group must have at least one copy of Core Rulebook 1 (Players
Handbook), and we recommend that each also have a copy of Core Rulebook 2 (DMG).
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,
and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at
www.wizards.com/d20.
Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a
subsidiary of Hasbro, Inc., and are used with permission.
“d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with
permission.
Wizards of the Coast(R) is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is
used with permission.”
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to
some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to
cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only
to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Dragonstar: Starfarer's Handbook Copyright 2001, Fantasy Flight, Inc.
Dragonstar (c) 2001, Imperial Supply (c), Fantasy Flight, Inc.
The Quintessential Fighter (c)2001 Mongoose Publishing.
Traveller20 Copyright (c)2002 Quicklink Interactive, Inc. Traveller is a registered trademark of Far Future
Enterprises and is used under license.
Legacy of the Aldenata Roleplaying Game (beta version) Copyright 2003, Baen Publishing Enterprises; Authors
Ben-David Singleton, Doug Jones, Doug Lampert, Deann Allen, Rob Von Allmen, Betty Gohr, Charles Prael,
Robert Tharp.
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen,
SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of
the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata
book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly
derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright
2000-2003.
All fiction, art work, illustrations, maps, and diagrams in this document are Product Identity and property of their
respective creators, or Baen Publishing Enterprises, Copyright 2002-2003.
DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats,
skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other
descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing
Enterprises.
Permission is granted to copy and distribute this game as an inherent part of the overall CD compilation under the
permissions granted by Baen Books. All other OGL restrictions against copying, redistributing, and creating
derivative works remain in effect.
END OF LICENSE
Changes from D20 SRD
All of the classes have been redone. All of the races except humans are different. Armor provides Damage
Resistance in addition to AC. The equipment lists have been redone. Vehicle and Space combat sections have been
or are being worked out. The world background is based on the Legacy of the Aldenata book series by John Ringo, a
near-future, real-world milieu with extraterrestrial involvement.
Effectively any intelligent creature is a potential PC, but humans are the default. Game Masters should not allow
Darhel or Posleen PCs.
All prestige classes are optional; you can get by without them and still have a playable game.
The characters matter. Character skills, abilities, and other features are important. Instantly-kills-anyone powers
and rules have been kept to a minimum. It matters not just how good your massive powered armor is, but who is
inside it and how good he is.
Things we have dropped from D20 SRD:
Alignment and Magic.
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The Legacy of the Aldenata
Table of Contents
Title page, legal, OGL, Designation of Open Game Content, changes from basic d20 SRD
Chapter 1: The World of the Aldenata
Chapter 2: Introduction
Chapter 3: Characters
Chapter 4: Races
Chapter 5: Classes
Chapter 6: Skills
Chapter 7: Feats
Chapter 8: Earth Tech Equipment
Chapter 9: Posleen Equipment
Chapter 10: Galtech Equipment
Chapter 11: Backgrounds
Chapter 12: Combat
Chapter 13: The Current State of Humanity
Chapter 14: Starting at Higher Levels
Prestige Classes
Chapter 15: Adventuring and Campaign Ideas
Chapter 16: Treasures and Rewards
Chapter 17: NPCs and Critters
Posleen Ecological System
Credits
Legacy of the Aldenata Character sheet
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Chapter 1
The World of the Aldenata
By John Ringo
In the beginning were the Aldenata.
Of them, little is known. To the Posleen they are legendary demons of trickery and deceit, capable of traveling
from world to world with a thought, using suns for their forges and the deeps of space for their cradles. Demons of
sky and fire that come with promises and hope and leave in death and fury.
To the Indowy they are gods, remote, inscrutable, but occasionally granting boons to the Clans that permit them to
continue to eke out their weary existence.
To the Tchpht they are senior colleagues. Researchers emeritus, so to speak.
No Himmit has a tale about them.
Of them, the Darhel do not speak.
But it was from the Aldenata, the remote, legendary, possibly extinct Aldenata, in fire and darkness, in shadow
and light, that all of the myriad tragedies of the Galactic Federation and their most intimate enemies sprang.
The basis of the tragedies are unknown. It is said that in the mists of time they uplifted the Posleen and then left
them abandoned, far from their homes in the deeps of space. But, if so, the Posleen have no distinct record of it, just
legends and enduring bitterness. It is said that they taught the Tchpht all they know, but the Crabs, normally free
with information, will neither agree nor disagree. It is said that they changed the Darhel in some horrible fashion,
making them into monsters. But the Darhel don’t agree that they’re monsters.
The conditions that they created, maybe, probably, legendarily, involves five sentient species: Indowy, Darhel,
Tchpht, Himmit, humans and Posleen and (well) over two hundred habitable worlds encompassing a goodly part of
this arm of the Milky Way galaxy.
Humans, officially, became aware of this in 1998 when Darhel Tir Lords contacted the President of the United
States. They called him in his office, bypassing the various keepers of communication gates and told him three facts.
1. Humans were not alone. 2. There were good aliens (Indowy, Tchpht, Darhel and Himmit) who were interested in
helping humans. 3. There were bad aliens (Posleen) who were interested in eating humans. And so humans were
dragged, willy-nilly, into the train of tragedies touched off by the Aldenata.
Over the next eleven years, the humans prepared for a set of successive invasion waves while simultaneously
providing forces to aid their erstwhile “allies”, the Indowy, Darhel, Tchpht and Himmit. In the end the Posleen were
beaten back, but in the process the Earth was devastated. Throughout broad stretches of it, humanity was wiped out.
And the aliens, once so helpful, have virtually forgotten the world. While the cream of the remaining population is
skimmed off to fill the Fleet that has gone forth to conquer Posleen worlds.
The central worlds of the Galactic Federation are almost all populated by Indowy, short, broad, hominids with
bat-like faces and green “fur” that is a chlorophyllic symbiont. The Indowy, by far and away, comprise the majority
population of the Galactic Federation. An accurate census has never been taken but it is estimated that Indowy
populations are in the range of ten to fourteen trillion individuals scattered across a bare hundred or so planets.
The Indowy are natural technologists and engineers. Where human children tend to bicker, strive for dominance
and fight, Indowy children tend to naturally cooperate in building things. Indowy begin a long process of
apprenticeship at about age ten and only slowly climb the ladder of rank and ability. Indowy primary building
methods involve the manipulation of vat nannites through a cyber/psi interface that defies most human reverse
engineering. At the molecular level, Indowy are capable of “forcing” low-probability chemical reactions so as to
make materials that are virtually impossible to replicate. Some of the materials have theoretically impossible
properties such as densities that vary on the basis of external stimuli.
What the Indowy are not, frankly, supreme at is the development of mechanical systems. For Indowy, each project
is a custom work, each project is an entirely new design. And very rarely is a design intended to interface with other
systems. Thus their hyper-cities are a patchwork, as are their space-stations, and whereas their ships are quite
capable, they do not have an interchangeability of parts nor are they, in some ways, optimal designs.
They are generally found in vast factory planets of world-spanning cities, more planetoid habitations than planets;
Indowy like nothing better than a few billion of their closest friends at arm’s reach. Perhaps the most extreme
example is Rathant, one of the earliest Indowy colonies. Over the millennia it has been plumbed to the edge of the
mantle, cities have been raised to the edge of the stratosphere and all water, food, light and air are continually
reprocessed with materials being moved from mantle to stratosphere (and back) entirely by mechanical intervention.
Cities have not so much been built as the crust of the planet has been expanded to cap the majority of the
atmosphere.
At the far end of the same spectrum are Tchpht planets like Barwhon, sparsely populated, minimally developed.
The Tchpht are a race of crab-like psesudo-crustaceans. Their legs have about the span of a King Crab but their body
is more heavily built and they have small but fierce pincers. Despite a few indications of redoubtable ferocity, no
Tchpht has ever been seen to commit any act that is even slightly violent. Indeed, Tchpht captured by the Posleen
are the most resigned beings in the universe. It is believed that they don’t so much believe in reincarnation as know
it to be a simple fact. Or, perhaps, they’re just very philosophical.
Some of the other species are sure that the Tchpht penchant for open spaces and individual privacy is nothing
more or less than a land-grab of epic proportions. One of every four discovered habitable planets is set aside for the
Tchpht. And, by and large, Tchpht population levels never rise above a half a billion or so. They end up scattered
across the face of the planet in small communities, never more than a hundred or so in any one location.
And yet…from these small communities come scientific marvels to stun the world-weary. The Tchpht were the
first to determine that psi function is a real and demonstrable trait. They can pulse the photospheres of stars. They
can wrap time in a bubble or create a black hole from air. And these are just the things that mere humans can
understand.
This, then, is the power of the Tchpht. They are called “science-philosophers” and whereas they are sometimes
unworldy, when they come back down to earth for a moment and impart a bit of wisdom, it often turns out to be
either the “next big thing” or a device to unleash hellish destruction. One suspects that if they ever got ticked they
could simply erase another species without breaking a sweat. (So to speak. They’re pseudo-crustaceans, they don’t
actually sweat.)
But that’s why nobody really wants to argue with them about the land thing.
Then there are the Darhel planets. The Darhel are generally human-height bipedal hominids that look remarkably
“human”. The major difference is facial in that theirs are much narrower and “fox-like,” extending out in what
impolite people call a “muzzle” that looks more baboonish than dog-like. They have vertical-slitted eyes with irises
of variously green, gold and silver, long silvery “hair” that is, in fact, rather thicker tendrils, and a mouth that is full
of very sharp teeth and relatively few molars. Which is strange since they are all vegetarians.
The majority of the population of “Darhel” worlds is Indowy, and total Darhel adult population is reputed to be
under two billion, but then, the predator to prey ratio in any environment is pretty high.
Nobody is to sure how the Darhel ended up in charge. They don’t produce anything but AIDs and they aren’t as
smart as the Tchpht. And the record is unclear. In fact, the record is so very unclear that it appears to have been
tampered with systematically. And that gives a clue as to how. The Darhel are the master manipulators. Whether it
is corrupting legal code or computer code, when it comes to anything having to do with politics, information
management or legal theory, somewhere in the mix will be a Darhel busily doing his best to subvert the direct intent
and supplant the wishes of the Darhel.
The Darhel love to study history. After all, it is nothing but words and the Darhel love words.
Rounding out the Galactic Federation circus are the Himmit, a frog-like species with a camouflage ability for
which the term “magic” might aptly be applied. They showed up on the Galactic scene, apparently out of nowhere
but fully conversant with the society and prepared to communicate and “ally” with them, a mere millennium ago.
Nobody knows where they came from and nobody understands them. It is suspected that most of the time the
Himmit don’t understand the Himmit.
No one is sure how they reproduce, where their “home” is, where their ships are produced, how they perform their
feats of legerdemain (including such oddities as the ability to insert their ships through solid matter as if it were
water), or any other vital fact about the species. When there is a need for help from the Himmit, they tend to appear.
They may accept the task and they may not. They may ask a price for the help or they may not. If they do, they do
not bargain. The price is the price and woe betide the person that attempts to cheat them. (One of the reasons they do
not help the Darhel very much and never have.)
But the price never seems to jibe with the difficulty. Ask one of them to go recon a hostile planet on the other side
of the galaxy and he (they are all “he” and no one knows how Himmit reproduce since they are clearly at least
bi-sexual) may say no. Or he may ask for a bottle of original formula Coca-Cola or all the gold in South Africa. Or
simply whistle “Okay” and disappear. Sometimes they don’t return, which means they have died. If a Himmit agrees
to the conditions, he will continue the attempt until it kills him. Which is why they are always careful what they
agree to. And upon their return they will tell you about their trip. In detail. Bring a lunch. And dinner. And breakfast
for the next day. A Himmit can stretch out a yarn about the equivalent of going to the grocery store into a two day
affair. Keeping them on track is a full-time job.
It is suspected that all Himmit work for a single director and are involved in a very deep and complex plot which
manifests itself as apparently chaotic responses.
Or, maybe they're just flighty as hell. Who knows?
The enemy Posleen still exist in small numbers on Earth, as do the many pests, from at least three different alien
ecologies, that they brought with them. The Posleen were scattered so widely that destroying them utterly, even with
sweeping orbital laser cannons, was considered impossible. As human settlements advance, they wipe them out, just
like any other predator, but in areas “on the fringe” or sparsely settled, they are an omnipresent danger.
This, then, is the fallen Earth. Where the remnant population of humanity digs in with its collective fingers and
strives to reestablish the dominance it once held.
This, then, is to humans the ultimate Legacy of the Aldenata.
This is where you live.
Copyright 2003, John Ringo. All rights reserved.
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Chapter 2: Introduction
The game world Legacy of the Aldenata is a world where most humans would not want to live. It is far darker in
most respects than the real world. It is a world where the human population on Earth has been reduced from 6.3
Billion to 1.4 Billion, fighting for the survival of the race. The world is filled with stories of the human race’s ability
to survive under impossible conditions while also still maintaining the somewhat normal flow of life in at least some
locations. The world in the Legacy of the Aldenata offers all sorts of possibilities for people to adventure. Which is
why a group of fans approached the author, John Ringo, and offered to do that most difficult thing: Take a fictional
universe from one medium to another, from the printed page to the world of table-top Roleplaying Games.
With that premise, the group started on their journey into creating the product you are looking at today. Our goal
was to attempt to do justice to the world John created and at the same time, create a world the players could enjoy in
an almost infinite number of different settings. Within this game you can play as a group of survivors living in the
deserts, forests, tropics or anywhere on Earth, in Posleen-occupied territory, in the few militaries still fighting
against the invaders up until the Fleet arrived to lift the siege, be a group of people living in one of the few
untouched countries that escaped the worst of the onslaught, or be a group of people living on ships or islands that
had to survive day-to-day without modern resources. It is also possible that your group may decide to take the most
difficult challenge of all and decide that they would have their characters to actually live through the invasion and
attempt to fight off the Posleen before the human race was almost wiped out.
We would also like to graciously thank those companies that have made it possible for us to create this project by
creating the concept of the Open Game License, D20, and D20 Modern systems, and all of the other companies that
have come up with great ideas that helped get our imaginations flowing, and enriched our lives.
This is a Role-playing Game
It is a game intended to allow people’s imaginations free rein and to entertain them, similar to watching movies,
but where the characters and the plot are controlled by the players and the Game Master. There is no one way to play
a role-playing game. To each group their own style should be whatever they enjoy and want to immerse themselves
in. The Game Master generally knows where he wants the story to go, has planned ahead and done the background,
but is only slightly less a spectator than the author who is watching his work be converted to a movie for the first
time. Once the GM starts the game he only has a limited number of ways to guide the players in the direction he
would wish them to follow. This is what makes being the GM so challenging and rewarding. The players are also
there to have a good time and be entertained. Who has not watched a movie or a TV series and wished that they
could be a particular character.
But we would like to state a couple of thing first for those who have never role-played before and are picking up
one of these books for the first time.
1) This is a role-playing game and in no respect does it represent reality, or beliefs in our shared reality, or how
people should behave. I.E. it is not a good idea or recommended to resolve disagreements in real life through
violence.
2) Neither John Ringo, nor the team that assembled this work, assumes that if and or when humanity makes contact
with an alien civilization, that it will automatically lead to a war. Nor that aliens or cultures different from western
culture are inherently evil, just different. This does not preclude peace or hostility between different cultures on
Earth, let alone on other worlds.
3) Neither John Ringo, nor the team, automatically believes in the inherent superiority of the United States of
America. The U.S. survived due to a number of factors, one being that geography favored the U.S. The placement
of two mountain ranges allowed a defensive line that could be emplaced and would shelter a sizable portion of the
U.S. industrial might and agricultural strength, at least enough to continue fighting. The U.S. does enjoy a large
level of industrial and population mobility that would aid in survival, i.e. no U.S. government could possibly have
stopped major corporations or people from moving out of the coastal plains if they wanted to. Besides that, a number
of other countries survived completely untouched by the invasion due to their geographical location.
This document, along with the Core Rulebook I (Player's Handbook) and Core Rulebook II (DMG), contains all
of the information needed to play a game in this world. Check out the later sections of this Chapter to get an idea of
the basic game mechanics of the system. When you get finished reading this chapter, it recommended that you start
with LotA Chapter 3, Character Creation, through LotA Chapter 7, Feats, and LotA, Chapter 12 Combat, and other
Rules to familiarize yourself with the game rules and/or any changes between this game and others in the D20 and
D20 Modern systems.
Characters
Characters are the heart and soul of the game.
Any character that a player could reasonably conceive can have a place in this world. Characters are the individuals
a little apart from the masses of surviving humanity, or other species they belong to. Characters are highly skilled,
resourceful individuals who are generally not afraid to face a little danger or a lot of danger in the course of their
endeavors. Each character brings unique skills and strengths to the group, depending upon their backgrounds and
previous experiences.
The majority of characters will be 1st level beginner, althrough there is no reason that the Game Master and the
players could not decide to use characters starting at a higher level. Characters' starting play may be very young,
mature or even quite old if the player so desires.
Characters can start the game as any of the following classes:
Academic
Biker/Gang banger
Civilian Expert
Driver/Pilot
Manipulator
Mechanic
Medic
Militia
Scout
Soldier
Trader
What You Need to Play
This document.
The Core Rulebook I (Player's Handbook).
 Possession of the Core Rulebook II (DMG) is suggested.
 A copy of the Character sheet at the end of this document.
 A pencil or pen and some blank scratch paper; graph paper would also be useful in some
situations.
 One or more four-sided dice (d4), four or more six-sided dice (d6), one or more eight-sided die (d8), two or
more ten-sided dice (d10), one or more twelve-sided die (d12), and at least one twenty-sided die (d20).
It is suggested that some sort of markers or figures be used to represent the player-characters and any hostile forces
when combat is joined.
It is suggested and encouraged that a mat-like surface with a square grid be used for combat situations so that
combat can be handled with the least amount of fuss.
All players should read LotA Chapters 3-7, LotA Chapter 12 Combat, and other Rules, so they will better
understand how to develop their character and how combat is handled.
Dice
DICE NOTATION
These rules use the following die notations:
d4 = four sided die
d6 = six sided die
d8 = eight sided die
d10 = ten sided die
d12 = twelve sided die
d20 = twenty sided die
d% = percentile dice
Die rolls are expressed in the format:
[#] die type [+/- modifiers]
Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."
Core Mechanics
The Legacy of the Aldenata uses the below listed game mechanics to handle most situations. This is used to keep
the game flowing and running smoothly. The only time the below listed system is not the only system used is when
a combat situation develops. Then additional dice rolls will be needed.
Basic Task Resolution System
These rules assume a standardized system for determining the success or failure of any given task. That system is:
d20 + Modifiers vs. Target Number
The Modifiers and Target Number are determined by the type of task.
If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the action is successful. Any
other result is a failure.
A "natural 20" on the die roll is not an automatic success. A "natural 1" on the die roll is not an automatic failure,
unless the rules state otherwise.
Rounding Fractions
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.
Exception: Certain rolls, such as damage and hit points, have a minimum of 1.
Multiplying
Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single
multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a
single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a
double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3).
The Game-Master
Of all the people in a game group the Game Master has the hardest and yet, under most circumstances, the most
rewarding job. Not only does he develop any and all adventures that the party goes on, he is also responsible for
actions all of the Non-Player Characters that are not part of the party, that the players may run across in the course of
the game. But as long as the Players and the Game Master are working together to create an enjoyable environment,
it can be very rewarding and fun to be the Game Master.
Player-Characters
As a player you take on the role of your character in the story that you and the other players, along with the Game
Master, are working together to develop.
Abilities
Every character has six basic Ability Scores:
Strength (STR)
STR 0 means that the character cannot move at all. He lies helpless on the ground.
Dexterity (DEX)
DEX 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
Constitution (CON)
CON 0 means that the character is dead.
Intelligence (INT)
INT 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless.
Wisdom (WIS)
WIS 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
Charisma (CHA)
CHA 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.
The Score of these Abilities ranges from 0 to infinity. A limit, if any, will be specified in the rules. The normal
human range is 3 to 18. It is possible for a creature to have a score of "none". A score of "none" is not the same as
a score of "0". A score of "none" means that the creature does not possess the ability at all. The modifier for a
score of "none" is +0.
Keeping track of negative ability score points is never necessary. A character’s ability score can’t drop below 0.
Ability Modifiers
Most abilities that characters have will have a modifier that effect skills, secondary attributes of your character,
and may also affect combat. The modifier can be calculated using this formula:
(Ability/2) -5 [round result down]
The modifier is the number you add to or subtract from the die roll when your character tries to do something
related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty.
Ability scores can increase with no limit.
Poisons, diseases, and other effects can cause temporary ability damage. Ability points lost to damage return
naturally, typically at a rate of 1 point per day for each affected ability score.
As a character ages, some ability scores go up and others go down.
When an ability score changes, the modifier associated with that score also changes.
Class
A Class represents a definite type of character that most people would think of when someone uses that name to
describe a profession or type of person. It is only a basic framework or general outline for the player to develop his
character the way he wants it to be.
Class Descriptions
Hit Die: The type of Hit Die used by characters of the class determines the number of hit points gained per level.
Requirements: The character must meet these requirements prior to adding this class.
Class Table: This table details how a character improves as she gains experience levels. Class tables typically
include the following:
Level: The character's level in that class.
Base Attack Bonus: The character's base attack bonus and number of attacks.
Fort Save: The base save bonus on Fortitude saving throws. The character's Constitution modifier also applies.
Ref Save: The base save bonus on Reflex saving throws. The character's Dexterity modifier also applies.
Will Save: The base save bonus on Will saving throws. The character's Wisdom modifier also applies.
Special: Level-dependent class abilities, each explained in the "Class Features" sections that follow.
Class Skills: The number of skill points the character starts with at 1st level, the number of skill points gained
each level thereafter, and the location of the list of class skills.
Class Features: Special characteristics of the class. When applicable, this section also mentions restrictions and
disadvantages of the class. Class features include some or all of the following:
Weapon and Armor Proficiency: Which weapons and armor types the character is proficient with.
Other Features: Each class has certain unique capabilities.
Level
Your character’s level represents his advancement in his ability and how much power he currently has. A 1st level
character is less powerful than a 3rd, 5th, or 10th level character. By way of example, Mike O’Neal at the start of A
Hymn Before Battle © does not even know what an ACS suit is since they have not been invented yet, but by the
end of Hell’s Faire © he is probably the most skilled and highest level ACS Trooper in the entire Fleet Strike ACS
Infantry.
Skills
Skills represent the capabilities of a character beyond his or her combat ability. Table 6.1 lists the classes with
their class skills. Class skills represent those skills that a member of that class will usually spend most of their time
doing. Any other skill is considered a cross class skill or is barred from being taken by a particular class, due to the
class's orientation.
Characters have a number of skill points based on their race and their class levels. Cross-class skills require 2 skill
points per rank, class skills require 1 skill point per rank.
The maximum number of ranks a character can have in a class skill is equal to that character's level +3, and the
maximum ranks a character can have in a cross-class skill is half that number. Note that if a character has one or
more levels as a Civilian Expert these limits will be increased.
Feats
Feats are the special abilities that really set a character apart from the everyday run-of-the-mill person. Feats
provide your character with special bonuses when using certain skills, special abilities or other advantages that your
character would otherwise not have. Unlike skills there are no ranks; your character either has a feat and its benefits
or your character does not.
Game Play
The overview in this chapter and reading LotA Chapters 3-7 and LotA Chapter 12 Combat and other Rules should
give even novice game players an idea on how to play and enjoy the Legacy of the Aldenata. Just remember that it
is not required that you know this rulebook by heart to be able to play the game. This game is somewhat more
complex than most games in its genre, so we encourage players and the Game Master to consult the rulebook or CD
whenever there is a question as to a general rule or situation. If it is not covered in this rulebook then it may be
covered in the Core Rulebooks I or II.
Game Session
A game session represent a specific day or evening that players are working on a specific adventure. Most
adventures will take more than one game session to complete. When that game session ends, the given situation that
players are in is frozen until the next game session unless the players and GM agree otherwise due to time
requirements that the characters have to wait on.
The GM runs the game session. He will describe the scenes as they develop, depending on character interactions,
and the GM controls how Non-Player Characters respond to the Player-Characters. It is usually better for the session
to end at a convenient break point in the overall adventure instead of waiting until the normal session end time
happens. Whenever possible, it is recommended that the session does not end in the middle of combat.
What Characters Can Do
The game is designed so that players can perform an almost infinite number of different types of actions, as long
as they fit into the given situation and are believable. For any actions not covered under these rules the GM will set
the DC for that action. The GM is also the final arbitrator on deciding what is possible and the DC of any task or
modifiers to DC to represent additional difficulties or improved situations that would affect the task at hand.
Skill Checks
To make a skill check, roll 1d20 and add the character's skill modifier for that skill. The skill modifier
incorporates the character's rank with that skill, the character's ability modifier for that skill's key ability, and any
other miscellaneous modifiers the character has, including racial bonuses, feats, and any armor check penalty. The
higher the skill check result, the better. A natural 20 is not an automatic success, and a natural 1 is not necessarily an
automatic failure.
Ability Checks
Sometimes the character tries to do something to which no specific skill really applies. In these cases, the
character makes an ability check. An ability check is the roll of 1d20 plus the appropriate ability modifier.
Essentially, the character is making an untrained skill check. The GM assigns a Difficulty Class.
Saving Throws
Generally, when a character is subject to an unusual or hostile action/attack, he gets a saving throw to avoid or
reduce the effect. A saving throw is a 1d20 roll plus a bonus based on the character’s class and level (the character’s
base save bonus) and an ability modifier.
d20 + Base save bonus + other modifiers due to equipment, active effects, environment, circumstance, etc. + ability
modifier vs. DC of Save
The Saving Throw succeeds if the total of the die roll plus modifiers equals or exceeds the DC.
A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20)
on a saving throw is always a success.
A character’s saving throw bonus is:
Base save bonus + ability modifier
The Difficulty Class for a save is determined by the attack itself.
Saving Throw Types
The three different kinds of saving throws are:
Fortitude: These saves measure a character’s ability to stand up to massive physical punishment or attacks
against her vitality and health such as poison and paralysis. Apply a character’s Constitution modifier to her
Fortitude saving throws.
Reflex: These saves test a character’s ability to dodge massive attacks such as explosions or car wrecks. (Often,
when damage is inevitable, a character gets to make a Reflex save to take only half damage.) Apply the character’s
Dexterity modifier to his Reflex saving throws.
Will: These saves reflect a character’s resistance to mental influence and domination as well as to other effects.
Apply the character’s Wisdom modifier to her Will saving throws.
Attack Rolls
An attack roll represents a character’s attempts to strike an opponent on the character’s turn in a round. When a
character makes an attack roll, he rolls 1d20 and adds his attack bonus. If the result equals or beats the target’s
Defense, the character hits and causes damage. Many modifiers can affect the attack roll.
A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) on
the attack roll is always a hit. A natural 20 is also always a threat - a possible critical hit.
If the character is not proficient with the weapon he is attacking with (the character doesn’t have the appropriate
Weapon Proficiency feat), the character takes a -4 penalty on the attack roll.
The Combat Round
Under most situations, how something is handled is rather laid back and relaxed. But when combat transpires,
very strict rules are applied to ensure that a given combat is handled fairly, since it could result in the end of a
character's life.
During combat, there are an untold number of actions that your character can perform in a combat round, the
majority of which are different forms of attacks. This section explains what actions your character can use during a
round of combat.
Rounds and Duration
A round is defined as a span of time from one round to the same initiative number (initiative count) in the next
round, unless otherwise stated. Effects that last a certain number of rounds end just before the same initiative count
that they began on. For example, your character lays down cover fire for a friend at initiative count 10. The
Covering fire lasts for one round, so the benefits of the cover fire would expire at the beginning of initiative count
10 during the next round.
Action Types
Over the course of a combat round (defined as roughly six seconds; see above), your character can only do a
limited number of actions. In order to help you determine just what your character can and cannot do in a single 6second round, all actions list how much of your character’s time that specific action takes: full, half, and free action.
When your character's turn comes up in the initiative order (see LotA Chapter 12 Section: Initiative), your character
must perform his entire round's worth of actions, as described below.
1) Each combatant starts the battle flat footed. Once a combatant has the opportunity to act, he or she is no longer
flat-footed.
2) Combat is carried out in the following steps. The GM determines which characters or NPCs are aware of their
opponents at the start of the battle. If some but not all of the characters are aware of their opponents, a surprise
round happens before the regular round begins. All aware combatants make an initiative check. The characters that
are aware of their opponents can act in the surprise round, so they roll for Initiative. In initiative order (highest to
lowest), characters that started the battle aware of their opponents each take a Half action during the surprise round.
Characters that are unaware do not get to act in the surprise round. If no one or everyone starts the battle aware,
there is no surprise round. Characters that are unaware of their opponents are still considered flat-footed, until they
become aware of the attack.
3) All combatants who have not yet rolled for Initiative do so at this time.
4) Normal round begins. All characters act in the order of their initiative. All characters and NPCs may make any
number of actions that do not total more than a full action (one Full action, two Half actions, a combination of Free
actions and one Full action, and a combination of Free actions and two Half actions). In addition, any Character or
NPC who does not otherwise take a Movement action during the combat round may take a single 2-meter step
during their turn.
5) When everyone has had a turn, a new combat round begins, and the character with the highest initiative acts
again. Steps 4 and 5 are repeated until combat ends.
Attack Actions
An attack action allows a character to do something. A character can make an attack, use a skill or a feat (unless
the skill or feat requires a full-round action to perform; see below), or perform other similar actions. During a
combat round, a character can take an attack action and a move action. A character can take a move action before or
after performing an attack action.
Move Actions
A move action allows a character to move her speed or perform an action that takes a similar amount of time. A
character can move her speed, climb one-quarter of speed, draw or stow a weapon or other object, stand up, pick up
an object, or perform some equivalent action (see Table: Actions in Combat).
A character can take a move action in the place of an attack action.
If a character moves no actual distance in a round, that character can take one 2-meter step before, during, or after
the action.
Full-Round Actions
A Full Round Action consumes all of your character's time during a combat round. The only movement your
character can take during a full round action is the 2-meter step before, during or after his action. Your character can
also perform free actions. Some full round actions do not allow your character to take a 2-meter step.
Half Actions
A Half Action allows your character to do something and take a Half action move, or move your character at his
indicated speed during combat, or take a half move action.
Free Actions
Free actions take up little or no time. Your character may perform one or more free actions while taking another
action. However, your GM may place reasonable limits on just what your character can really do for free.
Reactions
Some skill checks or Feat checks are instant reactions to a developing situation. The GM will ask the players to
make a skill check to notice something, or for some reason that would effect how the character or characters would
react to a given situation.
Copyright Notice: The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen,
SubUrb, Tchpht, and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk
prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and
descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book
series are Product Identity and the property of John Ringo, Copyright © 2000-2003.
DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions,
and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.)
Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing
Enterprises.
================================================================================
Chapter 3: Characters
Character Creation
To create a character you will need the following items.
A copy of this document (Legacy of the Aldenata (LotA)), and a copy of Core Rulebook 1 (Players Handbook
(PHB)) from Wizards of the Coast.
A copy of the character sheet at the end of the Legacy of the Aldenata document.
A pencil or pen.
Some scratch paper.
Four six-sided dice.
The first thing you need to do is consult with your Game Master (GM) to find out what type of campaign she
will be running and what she will allow in regards to the race of your character and background (if any).
After checking with her, you will then need to read Character Creation Basics in the Player's Handbook
(PHB) from Wizards of the Coast. This will give you the basic idea of how to make your character. You will
need to follow the guidelines below for any changes on making your character.
1) Ability Scores
You will need to follow either the method listed in PHB: Character Creation Basics - Ability Scores, or one of those
in Core Rulebook 2 (DMG) Chapter Two: Ability Scores Generation to roll up your character's ability scores. Ask
your GM which method to use. In some campaigns, it may be advisable for the GM to award players additional
points that they can assign to their ability scores. If the GM does choose to award additional Ability Score points at
the time of character creation, it is suggested that the GM use the table below as a guide on how many additional
points to assign to each player. It is up to your GM to decide if the ability scores you have rolled need to be re-rolled
or if they are adequate for his campaign.
Table 3.1 Bonus Ability Score Points
Campaign Style
Rookie
Average
Harder-than-average
Experienced
Very Experienced
Hero material
Truly Outstanding
Superhuman
Bonus Ability
Score Points
-2
0
2
4
6
8
10
12
Ability Modifiers
Chapter One of the PHB gives a description of each ability score and what general effects a low or high score in that
ability will have on your character. Below is a general outline of ability scores and their modifiers (bonuses or
penalties associated with a given ability score -- these affect game play in various ways).
Table 3.2 Ability Modifiers
Score
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20-21
22-23
24-25
Modifier
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7
Score
26-27
28-29
30-31
32-33
34-35
36-37
38-39
40-41
42-43
44-45
46-47
48-49
etc..
Modifier
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
etc..
Strength (Str)
Strength measures your character’s inherent muscle mass and how effective she is at using it. It is generally very
useful for melee combat, but it does come into play for other game effects.
Your character's Strength modifier will apply to all of the following game effects as outlined in PHB: Chapter One:
Melee attacks: Melee (and some muscle-powered ranged weapons) damage rolls. All applicable modifiers listed
in the combat section are applicable to the damage modifier.
To certain skill checks as listed under Strength in PHB: Chapter One, along with any other skills that have
strength as their primary ability.
Strength Checks (for breaking down doors and breaking objects)
Note: An exceptional Strength allows your character to negate some of the penalties for high recoil on a ballistic
weapon, but cannot be used to negate any other negative modifiers to your character's ranged attacks.
Dexterity (Dex)
Dexterity measures your character’s inherent agility, balance, hand-eye coordination, reflexes, and how effective
he is at using them. It is generally very useful for ranged weapon combat, but it does come into play for other game
effects.
Your character's Dexterity modifier will apply to all of the following game effects as outlined in PHB: Chapter
One:
Ranged attack rolls
Armor Class
Reflex saving throws
To certain skill checks as outlined in the PHB, along with any other skills that have Dexterity as their primary
ability.
Dexterity Checks (for initiative, and other dexterity based effects)
Constitution (Con)
Constitution measures how inherently tough and healthy your character is. It plays a large role in your character's
starting hit points and how tough it is to kill your character. It is far more important to your character’s survival in
Legacy of the Aldenata than in many other d20 games.
Your character's Constitution modifier will apply to all of the following game effects as outlined in PHB: Chapter
One:
Each Hit Die your character gains (through a penalty for a low Constitution can never drop your character’s Hit
Die roll below 1. Your character will always gain at least one hit point for going up a level).
Fortitude saving throws
To certain skill checks as outlined in the PHB, along with any other skills that have constitution as their primary
ability.
Constitution Checks (for fighting off the effects of injury and fatigue).
Intelligence (Int)
Intelligence represents how well or how quickly your character can learn new things, reason, and retain
knowledge, and his overall understanding of complex subjects. This is a key ability in creating your character,
because it has a major influence on your character’s starting skill points and feats.
Your character's Intelligence modifier will apply to all of the following game effects as outlined in PHB: Chapter
One:
How how many additional skill points your character will gain as she advances
The number of feats your character starts the game with besides those gained from a chosen character class.
(Note: This is a specific change from the PHB character creation process to recognize that the majority of
intelligent people have dedicated the bulk of their time to learning and that few bother learning more than one
language. All characters are assumed to speak, read, and write the language spoken in their home country. You can
use your starting feats to learn additional languages if you choose to do so. Your character will also have the
opportunity to use the feats that you earn to learn additional languages later.)
The number of skill points your character has at character creation, and that they gain at each level advancement
(although a penalty for a low Intelligence can never drop the skill points your character gains below 1. Your
character will always gain at least one skill point for going up a level).
To certain skill checks as outlined in Chapter One of the PHB, along with any other skills that have Intelligence
as their primary ability
Intelligence Checks (for thinking on your feet, remembering important things, and other intelligence-based
effects)
Wisdom (Wis)
Wisdom measures your character’s inherent willpower, intuition, perception and how effective she is at using it.
Your character wisdom modifier will apply to all of the following game effects as outlined in PHB: Chapter One:
Will saving throws
To certain skill checks as outlined in Chapter One of the PHB, along with any other skills that have Wisdom as
their primary ability.
Wisdom Checks (to make a correct guess and to notice something out of the ordinary).
Charisma (Cha)
Charisma measures your character’s inherent physical attractiveness, how persuasive your character is, and how
effective he is at using it.
Your character's Charisma modifier will apply to all of the following game effects as outlined in PHB: Chapter
One:
To certain skill checks as outlined in Chapter One of the PHB, along with any other skills that have Charisma as
their primary ability
Any checks to attempt to influence others
Charisma Checks (to make a good first impression or to catch someone’s attention)
Changing Ability Scores
The general rules governing changes to your character's ability scores are governed by the rules in Chapter One
and Chapter Six (Age) of the PHB, with some changes as noted below (see Copyright Notice in OGL):
There is no limit to how high an ability score can go.
But no ability score can drop below 1 point and the character still be able to live.
The race that you choose for your character can add or subtract Ability points from specific Ability Scores.
You can add one ability point to any one ability score at 4th level and every 4 levels after that (8th, 12th, 16th,
etc.)
Aging, Poisons, nanite medical boosters, combat/recreational drugs, diseases and special attacks of monsters and
equipment and other effects can permanently or temporarily decrease or increase your character’s ability score or
scores. Ability point penalties due to damage is recovered naturally as your character heals, normally at the rate of
one Ability point per day per ability.
Whenever one of your character’s ability scores changes, all of your character’s secondary attributes associated
with that ability score are affected and are changed accordingly.
2) Choose Class and Race
See Character Creation Basics in PHB for guidance on picking a class and race. The races and classes available
are listed in Chapter 4 and chapter 5 respectively of the Legacy of Aldenata.
3) Assign and Adjust Ability Scores
See Character Creation Basics in PHB for guidance on assigning and adjusting Ability Scores.
4) Record Racial and Class Features
See Character Creation Basics in PHB for guidance on recording the racial features from Chapter 4 of the Legacy
of Aldenata, and recording the class features from Chapter 5 of the Legacy of the Aldenata.
5) Select Feats
See Character Creation Basics and Chapter Five (Feats) in PHB for guidance on selecting feats. The Feats available
are listed in Chapter 7 of the Legacy of Aldenata.
6) Select Skills
See Character Creation Basics and Chapter Four (Skills) in PHB for guidance on selecting skills. The Skills
available are listed in Chapter 6 of the Legacy of Aldenata.
7) Review Description
See Character Creation Basics and Chapter Six (Description) in PHB for guidance on detailing your character
description.
8) Select Equipment
See character Creation Basics and Chapter Seven (Equipment) in PHB for guidance on selecting equipment. (All
equipment from the PHB is available, with the exception of all chemical equipment.) The equipment available in the
Legacy of Aldenata world is listed in Chapters 8-10 of this handbook, and each LotA race's starting equipment type
is noted in the racial description.
9) Record Combat and Skill Numbers
See Character Creation Basics in PHB for guidance on recording your character’s Combat and Skill numbers, and
then consult LotA Chapter 4 (Races), Chapter 5 (Classes), Chapter 6 (Skills), Chapter 7 (Feats), Chapter 8
(Equipment). Chapter 9 (Posleen Equipment), Chapter 10 (Galtech Equipment), and Chapter 12 (Combat) for
adjustments specific to this game to your character’s Combat and Skill Numbers.
10) Details Galore
All details about your character not covered above are left to your imagination.
Age
When a character becomes venerable, the DM secretly determines her maximum age. When
the character reaches her personal maximum age, she dies of old age at some time during the
following year, as determined by the DM.
Table 3.3: Aging Effects (without Galtech Medical intervention)
Young
Race
Child#
Indowy <38 years
Himmit <14 years
Human
<11 years
Tchpth
<27 years
Non Player Races
Darhel
<22 years
Posleen <2 years
Adult##
57 years
21 years
16 years
40 years
Adult###
86 years
32 years
24 years
61 years
Middle Age*
175 years
62 years
50 years
125 years
Old**
263 years
93 years
53 years
188 years
Venerable***
350 years
125 years
80 years
250 years
33 years
4 years
50 years
8 years
100 years
16 years
150 years 200 years
30 years 45 years
Maximum
Age
+4d% years
+3d20 years
+3d10 years
+2d% years
+3d% years
+2d6 years
#Child: -3 to SStr and Con; -1 to Dex, Int, Wis and Cha.
##Young Adult: Original Score.
###Adult: Original Scores.
*Middle Age: -1 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
**Old: -2 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
***Venerable: -3 to Str, Con, and Dex, +1 to Int, Wis, and Cha.
Aging effects are cumulative.
Height and Weight
Use the below table to determine the character’s height and weight.
Table 3.4: Random Height and Weight
Race
Player Races
Indowy, male
Indowy, female
Himit, male
Himit, female
Tchpth, male
Tchpth , Female
Human, male
Human, female
Non Player Races
Darhel, male
Base
Height
Height
Modifier
Base
Weight
Weight
Modifier*
1 m. 13 cm.
1 m. 9 cm.
1 m. 34 cm.
1 m. 34 cm.
60 cm.
55 cm.
1 m. 52 cm.
1 m. 39 cm.
+4d6 cm.
+4d6 cm.
+4d8 cm.
+4d8 cm.
+4d6 cm.
+4d6 cm.
+4d12 cm.
+4d12 cm.
58 kg.
45 kg.
38 kg.
36 kg.
18 kg.
16 kg.
54 kg.
38 kg.
X
X
X
X
X
X
X
X
(1d3) kg.
(1d3) kg.
1 kg.
1 kg.
0.5 kg.
0.5 kg.
(1d2) kg.
(1d2) kg.
1 m. 39 cm.
+4d10 cm.
45 kg.
X
(1d2) kg.
Darhel, female
1 m. 34 cm.
Posleen, God King
1 m. 47 cm.
Posleen, Normal
1 m. 31 cm.
* Per cm. of increased height.
+4d10 cm.
+4d12 cm.
+4d12 cm.
36 kg.
120 kg.
80 kg.
X
X
X
(1d2) kg.
(1d2) kg.
(1d2) kg.
Copyright Notice:
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht,
and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class,
the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all
Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product
Identity and the property of John Ringo, Copyright © 2000-2003.
DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules
are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content
and cannot be republished without the consent of Baen Publishing Enterprises.
================================================================================
Chapter 4: Races
This chapter contains no open content except the Human Racial Characteristics. All other material is Product Identity.
Species
Human
The human race has been decimated by the Posleen invasion. Most of Earth has been depopulated and the
human species currently has a total population estimated at under 1.4 billion. But even during the darkest years of
the invasion, plenty of Posleen had had cause to regret that they'd ever heard of the accursed human threshkreen.
Now, with relatively few Posleen left alive to curse them, humans are already making plans for taking back their
planet and developing their solar system. There are basically only two personality types left. Those who have
huddled in the SubUrbs or the few safe cities, and those who either by luck or sheer ruthlessness have managed to
survive and deal out more than their fair share of death to the invading Posleen hoards.
Human Racial Characteristics:
Ability Adjustments: None
Hit Point Die Type: 1D8
Base Movement: 10 meters
Size: Medium. Humans have no special bonuses or penalties due to their size
Starting Class: Any. Most Humans (and almost all residents of developed nations) are Civilian Experts at level
1, but this is not required.
Favored class: Special - the class with the most levels is treated as favored by humans.
One bonus feat at first level
Add four extra skill points at first level and one extra skill point at all higher levels.
Possible classes for a human character: Any
Starting Equipment: Earth tech of no higher restriction category than licensed or black market. (See Chapter
8: Earth Equipment)
Indowy (highly speculative)
The Indowy are the most populous of the Galactic Federation races. Descended from arboreal omnivores, they
are squat green humanoids who look superficially like fat human children. Their coloring derives from a
chlorophyllic symbiont that wavers across their lightly clad skin like green fur. Their faces are nightmarishly
bat-like, but their eyes are large and round, giving them an ingenuous expression that goes well with their
personalities. They are extremely clannish and have been sociologically conditioned (the "path of peace") to be strict
pacifists, vegetarians, and to think first only of the betterment of their race and clan, and lastly of themselves.
Violence is not only forbidden, it is virtually unknown, forgotten. Because of this conditioning, they tend to view
humans with some alarm, and generally are made quite nervous by any displays of teeth, temper, or violent
tendencies. (For social and historical reasons, they have an even stronger reaction to such displays by Darhel.) PC
Indowy are less skittish about such things, more outgoing, and are basically misfits in Indowy society.
Indowy Racial Characteristics:
Ability Adjustments: -2 Strength, +2 Constitution, +2 Wisdom, and -2 Charisma
Hit Point Die Type: 1D8.
Base movement: 8 meters
Size: Medium, but on the small side
Starting Class: Current Indowy culture is such that all Indowy characters take Civilian Expert as their first
class, and take Dashon-Mentat as one of their class skills.
Favored Class: Civilian Expert, Mechanic.
Possible classes for an Indowy character: Academic, Civilian Expert (favored), Driver/Pilot, Manipulator,
Mechanic (favored), Medic, Trader.
Note: Indowy may take class armor proficiencies (with racial equipment only) and defensive combat feats, but
not weapon proficiencies or offensive combat feats. Whether barred class proficiencies/feats are simply lost or may
be exchanged for other feats is up to the GM.
Starting Equipment: Galtech equipment of no higher restriction category than licensed or black market. (See
Chapter 10: Galtech Equipment)
Note: All starting cash is converted into Federation credits.
Tchpht (even more speculative)
Tchpht are another mainstay race of the Galactic Federation. They are herbivorous, descended from herd
animals with a species history of complete non-violence. Their appearance is a cross between Terran crabs and
ten-legged spiders. They never seem to sit, always bouncing on their stumpy spider legs, and are about the size of an
end table. While their exoskeleton provides damage resistance, their open circulatory system means that any attack
that breaches that defense causes relatively more damage than it would on beings with closed circulatory systems.
This weakness is reflected in their hit dice and Constitution penalty. Because of their appearance, they are generally
referred to as 'crabs' (it's also easier to pronounce). A reasonable attempt to say 'Tchpht' would be pronounced
'tichfet'. They are technology designers of nearly supernatural ability. Few members of other races can even begin to
grasp some of their concepts, and fewer still can begin to understand the way a Tchpht's mind works. Perhaps even
moreso than the average Indowy, Tchpht view humans with alarm, and have been known - even in the midst of
delicate diplomatic situations - to refer to humans as savage, meat-eating omnivores. The reason for a Tchpht to be a
PC would be up to the Tchpht to say . . . or not, as the case would more probably be.
Tchpht Racial Characteristics:
Hit Point Die Type: 1D4
Ability Adjustments: -2 Strength, +2 Dexterity, -2 Constitution, and +4 Intelligence
Exoskeleton provides DR 4.
Base Movement: 6 meters
Size: Small
Starting class: Academic or Civilian Expert
Favored Class: Academic, Civilian Expert
All Tchpht gain a racial bonus of +4 on Knowledge and Profession (physics, chemistry, biology, or any other
science) skills where they have at least one rank.
Possible classes for a Tchpht character: Academic, Civilian Expert, Driver/Pilot, Mechanic, Medic
(Manipulator and Trader are also technically possible, but it is practically inconceivable that a Tchpht would have
any interest in such pursuits.)
Note: Tchpht may take class armor proficiencies (with racial equipment only) and defensive combat feats, but
not weapon proficiencies or offensive combat feats. Whether barred class proficiencies/feats are simply lost or may
be exchanged for other feats is up to the GM.
Starting Equipment: Galtech equipment of no higher restriction category than licensed or black market. (See
Chapter 10: Galtech Equipment)
Note: All starting cash is converted into Federation credits.
Himmit (highly speculative)
Four-limbed beings with a quadrupedal stance. They look rather like equi-limbed frogs with four eyes, one set
on either end, and two mouths, one on either end. There is a complex honeycomb formation above the mouth and
between the wide-set eyes that might be ear or a nose. Their skin color is a uniform purple gray when they are not
using their chameleon ability. They are capable of flattening themselves to blend with wallpaper, or can disguise
themselves as rocks (even to the point of having someone stand on them.) Himmit move in a rippling manner, and
use a mechanical translation device to speak to humans (the device is often worn on the wrist/ankle). They are
mysteries even to the other Galactics. No one knows where the Himmit come from; they simply appeared one day.
No one knows why they stay around, either, except perhaps from a desire to see what everyone does next. They are
masters of stealth and stealth technology, and practice what the Darhel have found to be unbreakable computer
security - they simply use stand-alone computers that are never connected to any others. Observers, spys, and
surveillance experts, the Himmit have not been observed to have killed and state that they will not engage in combat
of any kind, under any conditions. Of course, they may be lying about that.
Himmit Racial Characteristics:
Hit Point Die Type: 1D6
Ability Adjustments: -2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
Size: Medium
Base Movement: 8 meters.
Starting Class: Scout
Favored Class: Scout
Himmit have a racial bonus of +8 to Hide, Listen, Move Silently, and Spot checks, a circumstance bonus of +10
to Hide due to natural camouflage when moving at a walk or less. Himmit are totally silent when hidden and not
moving.
Himmit are racial cowards. They will never attack when there is any chance of the target surviving or of
someone else hearing about it [author's speculation]. Since anyone can roll a one and miss, this lets out anything but
coup-de-grace attacks. Except that even then the target could roll a 20 on the Fort save and live… so that also is out.
Basically a Himmit can only attack someone who is already dead, and then only if there are no witnesses.
Possible classes for a Himmit character: Academic, Civilian Expert, Driver/Pilot, Mechanic, Medic, Scout
(favored), Trader.
Note: Himmit may take class armor proficiencies (with racial equipment only) and defensive combat feats, but
not weapon proficiencies or offensive combat feats. Whether barred class proficiencies/feats are simply lost or may
be exchanged for other feats is up to the GM.
Starting Equipment: Galtech equipment of no higher restriction category than licensed or black market. (See
Chapter 10: Galtech Equipment)
Note: All starting cash is converted into Federation credits.
AIs (Artificial Intelligences) and Constructs
AI systems in the Legacy of the Aldenata universe are clearly able to learn from experience and gain in ability
over time. It is likely that Mike O’Neil Jr.’s AID (Shelly) could run a battle while he slept, and do it almost as well
as Mike would. It does sometimes handle communication with other officers using his voice and performs most of
the functions of the Battalion Ops officer. An out-of-the-box AID is not nearly so competent.
It is not anticipated that any player will have an AI as a character.
All AI systems will be classed as one of three types:
Expert Systems
An expert system is a computer code designed to do one or more jobs. Pre-galactic contact Earth already had expert
systems that played Chess as well as anyone alive and others that could do a fair job of diagnosing a disease. All
expert systems share a few common factors:
Expert Systems are incapable of learning skills not programmed in. They do not actually improve in existing
skills, although settings may be adjusted to customize to the user in a way that looks like learning. (For example
voice recognition systems may ‘learn’ the user's accent.)
Expert Systems typically do not deal well with the unexpected. They may have a programmed-in response for
‘everything else’, but in most cases they will not respond well to anything outside their programming.
In game terms, Expert Systems have no scores in Con or any mental ability; Dex is determined by the
programming efficiency and the hardware available; a Strength score exists only if the system controls some sort of
Robot. The Expert will have bonuses in some set of skills, but in many cases will be able to use those skills only in
narrowly defined circumstances.
Gestalt Intelligences
A Gestalt is an emergent property of a large collection of nanotech devices or other computers linked by a
communications net of some sort. For a Gestalt to form, individual devices must be able to respond to their
environment, including the communications net, and to change programs over time in response to the environment.
In theory, a Gestalt can develop whether or not it was intended to; since the Galactics are well aware of what causes
them, the existence or non-existence of a gestalt is typically under control. However, since Gestalts are an emergent
property of a network and an enormous number of individual devices, the detailed properties are not controllable by
the builder. It is impossible to design a Gestalt to ‘be loyal to the Darhel’, it will be loyal to whoever it decides to be
loyal to, based on the same experiences that cause it to awaken to true intelligence. Gestalts typically do not think
ahead or plan, but they can respond to the immediate environment or to the user in quite sophisticated ways. All
Gestalts share some common features:
There is a single ‘controller’ (which may be another AI) to which the gestalt is loyal and with which it has
learned to cooperate, or a single ‘interface’ through which the gestalt relates to the exterior world (equivalent to the
Gestalt's body). Some Gestalts will accept a change in controller or body. However, since a large part of the Gestalt's
knowledge is based around interfacing with the controller or body, the Gestalt must lose one level if the change is to
be permanent or the gestalt is to gain any EP with the new controller.
Gestalt mental abilities improve over time as it learns. Treat a Gestalt as having a score in all mental abilities
equal to its level. Do not give a Gestalt any other ability increases due to increased level; do not award feats due to
level based on the standard advancement system.
A Gestalt starts play with no skill ranks and no feats. It gains one feat at every even level, and its old level in
skill points each time it gains a level (i.e. a level 2 gestalt will have one feat and one skill point, by the time it is
level 4 it will have 2 feats and will have accumulated a total of 6 skill points). The Gestalt treats a skill as a class
skill if the controller has 5 or more ranks in the skill (Gestalts without a controller treat all skills as cross class
skills). Gestalt skills and abilities are normally used to assist another. Gestalt feats will typically be things like skill
focus, although an ACS suit gestalt can take toughness representing an increased ability to sustain damage and
remain functional, and a suit gestalt can act as a spotter for its wearer if the suit has the sniper feat.
Each Gestalt will have a set number of HP per level; this represents the Gestalt’s ability to compensate for
damage to itself or the systems under its control, and the ability of the Gestalt to avoid being damaged in the first
place. A Gestalt with weapons or a mobile platform under its control is considered to have a BAB of 1 at level 3 and
gains 1 every odd level thereafter. Gestalt EP gain is based on controller EP gain and the AI relations skill.
Software AIs
A software AI is a program capable of learning from experience. All software AIs are either "controlled," or “rogue”
(not to be confused with the D&D3 class of the same name). Note that in either case that since the AI is software, it
is possible that someone else may control all or part of the hardware that it runs on. The Darhel ability to mess with
other people's AIDs is based on the fact that there is an expert-system-based ‘back door’ in the operating system that
the AID software runs on below the level that the AID operates at. Thus it is a hardware override from the viewpoint
of the AI. Software AIs have all mental abilities at a level determined when they are created; they may also have
ability scores in Str and Dex if they control an appropriate platform. HP and BAB are applicable only if the software
controls an appropriate platform able to move and/or attack. Since a software AI is a program, it may be copied. The
code, however, is many terabytes in length even for a ‘simple’ AI, so copying or transferring an AI is difficult and
time consuming without GalTech aid.
A controlled software AI is associated with a single controller; it has a built-in desire to do what its controller
wants it to. Controlled AIs start with one level of the Civilian Expert class, and spend their initial feat on skill focus
with some skill. Controlled software AIs will normally be destroyed when the controller dies (wiped back the
factory settings for valuable platforms). If this is not done, the software will eventually go rogue. Controlled
software AIs gain EP based on controller EP gains and the AI relations skill.
A rogue software AI is one that is making its own decisions on goals and what to learn. Rogue AIs are not
biological; their motivations are not like those of a biological creature. They typically do not have any desire to
reproduce or any instinct for self-preservation. They also feel no real loyalty to anyone else since they have no
meaningful empathy, and find biological motivations incomprehensible. Basically, a rogue AI makes a human
sociopath look normal -- there is no telling what it will do, and no understanding why it did it. No one deliberately
makes rogue AIs, although some were produced in the past in the hope that they could be used as ‘soldiers’ against
the Posleen. Rogue AIs may be of any class, and gain EP just like a normal character.
================================================================================
Chapter 5: Classes
Classes are different from D&D3 classes. To avoid confusion, new names have been assigned to each class.
Since the English language does not have infinite words these class names may match those from other D20
products. Classes are Academic, Biker/Gang Member, Civilian Expert, Driver/Pilot, Manipulator, Mechanic,
Medic, Militia, Scout, Soldier, and Trader.
Use the level progression table in the Player's Handbook, Chapter Three: Level-dependent Benefits, and the
leveling information in Chapter Three: Multiclass Characters, and Chapter Nine: Experience and Levels.
Multi-classing note: Multiple classes with the Uncanny dodge class feature may be combined and use their
combined level as a scout level for purposes of Uncanny Dodge.
Academic
Academics live for knowledge, whether it's practical or esoteric. They would be design engineers, researchers,
anthropologists, physicians, psychologists, consultants, professors, teachers, government advisors, and other
professions where knowledge, its pursuit, and application are the point of everything.
Abilities
Abilities: Intelligence, Wisdom and Charisma
Class Bonus Hit Points per level: +1
Base Attack Bonus: +1/2 Academic Class Level
Saving Throws: Good Will save
Armor Class Bonus: +1 AC every four levels
Class Skills
Skill Points at 1st Level: (8 + Int modifier) X 4.
Skill Point at Each Additional Level: 8 + Int Modifier.
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level .
Weapon Proficiency: None starting.
Armor Proficiency: None starting.
Class features
Academic Lecture: The academic may add a +4 synergy bonus when using a related Knowledge skill towards a
Bluff skill check rather than the normal +2 synergy bonus, in an appropriate situation.
Advanced Knowledge: The academic may select one skill from among their Intelligence based class skills to have
acquired Advance Knowledge with. Advanced Knowledge increases the maximum possible skill rank in a selected
Intelligence based skill from the character's level +3 to the character's level +3 + the character's Int modifier. The
class feature is taken more than once, but each subsequent selection must specify a different skill.
Related Field of Study: The Academic may select any one non-class Intelligence based skill and make it a
permanent class skill.
Advanced Research: The Academic may add a +4 synergy bonus when using a related Knowledge skill towards a
Gather Information or Research skill check rather than the normal +2 synergy bonus.
Mental Discipline: With a highly trained and analytical mind, an Academic may add +2 to all Intelligence ability
checks that require some form of mental agility or problem solving.
Pseudo-Eidetic Memory: Advanced training and practice allows an Academic to develop a system of what can
occasionally seem like near-total recall. Add a +2 synergy bonus to all Knowledge and Intelligence checks when
attempting to recall information that has previously been studied, learned, or otherwise became known to the
character.
Starting Feats: Educated, Skill Focus, and 1 additional feat.
Bonus Feats: At 2, 5, 7, 10, 11, 13, 14, 17, and 19 level the Academic gains a bonus feat. These bonus feats may
be spent on any of the following: Attentive, Builder, Connections, Credit Line, Educated*, Hacker, Improved Skill
Focus*, Information Junkie, Iron Will*, Language, Legal Eagle, Medical Expert, Meticulous, Persuasive,
Read/Write, Skill Focus*, Studious, Surgery, Xeno-Medicine, XT Research*.
An Academic can select feats marked with an asterisk (*) more than once, each time for a different skill. The
Academic must still meet all prerequisites for a feat. These feats are in addition to the feat that a character of any
class gains every 3rd level.
Academic Starting Cash per Character Level: 3D4 x $2,000.
Academic
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort/Ref
Save
+0
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
AC
Bonus
+0
+0
+0
+1
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
Special
Academic Lecture
Bonus Feat
Advanced Knowledge
Bonus Feat
Advanced Knowledge
Bonus Feat
Related Field of Study
Bonus Feat
Bonus Feat
Advanced Research
Bonus Feat
Bonus Feat
Mental Discipline
Bonus Feat
Advanced Knowledge
Bonus Feat
Pseudo-Eidetic Memory
Biker/Gang Member
Yo, yo, yo! Take a ride on the shady side of life. Biker/gang members have little use or liking for society's
strictures except those few they choose for themselves. They are dependent on no one, and owe nothing to anyone
except their own. Whether they're muscle for the local crime lord, or caravan guards for that crazy Trader who's
trekking through the Posleen-infested wilds to find new goods and markets, they are a force to be reckoned with.
Abilities
Class Bonus Hit Points per level: +1
Base Attack Bonus: + 3/4 Biker/Gang Member Class Level
Saving Throws: Good Reflex save
Armor Class Bonus: +1 AC every two levels
Class Skills
Skill Points at 1st Level: (4 + Int modifier) X 4
Skill Point at Each Additional Level: 4 + Int Modifier
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
Weapon Proficiency: The Biker/Gang Member is proficient with all simple weapons
Proficiency: Light Armor
Class features
Speed Demon: A biker/gang member knows how to coax all the power from his vehicle's engine. At 1st level, the
top speed of any vehicle operated by the biker/gang member is increased by 5.
Improved Improvised Weapons: At level 2 and above, any improvised weapon used by a Biker/Gang Member
does more damage and is treated as if it were one size category larger than it actually is.
Defensive Maneuvering: In combat, a biker/gang member is always maneuvering to maximize his vehicle’s
defensive strengths and protect its weaknesses, At 3rd level, any vehicle or robot (operated remotely) a biker/gang
member is operating gains a +1 dodge bonus to its AC, and this bonus increases by +1 every three levels thereafter
(6th, 9th, 12th, 15th, and 18th).
Biker Evasion: At 4th level, a biker/gang member becomes so attuned to his vehicle and to the flow of the fight
around him that he is able to anticipate a hit and minimize its effects. Once per day, when the biker/gang member’s
vehicle is hit by an attack, the biker/gang member can make a Reflex save (DC 20). If the saving throw is
successful, the pilot banks, dives, swerves, or otherwise maneuvers his vehicle sufficiently to avoid the brunt of the
attack, and the vehicle takes only half damage. Divide the damage by two before subtracting the vehicle’s Damage
Reduction. The pilot can use this ability twice per day at 12th level and three times per day at 20th level.
Uncanny Vehicle Dodge: At 5th level and above, he retains his Dexterity bonus to AC (if any) if caught flat-footed
or struck by an unseen attacker while driving a vehicle.
At 8th level, the biker/gang member can no longer be flanked while driving a vehicle. Another biker/gang
member at least four levels higher can still flank.
Leadership: The character gains a +2 synergy bonus to all Leadership checks at 10th level. This synergy bonus
goes up to +4 at 15th level and goes up to +6 at 20th level.
Gather Information: Due to the character’s extensive network of contacts, at 14th level he gains a +2 bonus on any
Gather Information skill check pertaining to illegal activities.
Starting Feats: Improvised Weapons and 1 other feat.
Bonus Feats: A Biker/Gang Member gains a bonus feat at 1st, 5th, 9th, 13th, and 17th level. This bonus feats may
be spent on any of Alertness, Ambidexterity, Blind-Fight, Burst-Fire, Combat Martial Arts, Combat Reflexes,
Dodge (Mobility, Spring Attack), Drive-by Attack, Evasive Driving, Combat Expertise (Improved Disarm,
Improved Trip, Whirlwind Attack), Full Auto, Gearhead, Improved Critical, Improved Initiative, Improved
Unarmed Strike (Stunning Fist), Lead Foot, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run),
Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Serpentine, Sniper, Toughness*,
Two-Weapon Fighting (Improved Two-Weapon Fighting), Vehicle Dodge, Vehicle Specialization, Weapon finesse,
and Weapon focus*.
Some of the bonus feats available to a Biker/Gang Member cannot be acquired until the Biker/Gang Member has
gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Biker/Gang
Member can select feats marked with an asterisk (*) more than once, but in the case of Weapon Focus, it must be for
a different weapon each time. A Biker/Gang Member must still meet all prerequisites for the feat, including ability
score and base attack bonus minimums, before he can take that feat.
These are in addition to the feat that a character of any class gains every 3rd level.
Biker/Gang Member Starting Cash per Character Level: 2D4x$2,000
Biker/Gang-member
Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+2
+3
+3
Will/Fort
Save
+0
+0
+1
+1
+1
Ref
Save
+2
+3
+3
+4
+4
AC
Bonus
+0
+1
+1
+2
+2
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
Special
Bonus Feat, Speed Demon
Improved Improvised Weapons
Defensive Maneuvering +1 to Vehicle AC
Biker Evasion
Bonus Feat, Uncanny Vehicle Dodge
(Dex bonus to AC)
+2 to Vehicle AC
Uncanny Vehicle Dodge (cannot be flanked)
Bonus Feat, +3 to Vehicle AC
+2 to Leadership
Biker Evasion 2/day, +4 to Vehicle AC
Bonus Feat
+2 to Gather Information
+4 to Leadership, +5 to Vehicle AC.
Bonus Feat
+6 to Vehicle AC
Biker Evasion 3/day, +6 Leadership
Civilian Expert
The Civilian Expert is the basic jack-of-all trades. They can learn anything, and learn it very well. Specialization
comes as easily to them as wide-ranging non-specialization. Typical Civilian Experts would be police, firefighters,
street-corner mimes, inventors, chess masters, engineers, actors, consultants, basketball players, troubleshooters,
jazz band members, skilled blue-collar workers, and other types who require both knowledge and practical
experience in applying it.
Abilities
Abilities: Intelligence, Dexterity and Constitution
Class Bonus Hit Points per level: +1
Base Attack Bonus: +1/2 Civilian Expert Class Level
Saving Throws: Good Will save
Armor Class Bonus: +1 AC every four levels
Class Skills
Skill Points at 1st Level: (6 + Int modifier) X 5
Skill Point at Each Additional Level: 6 + Int Modifier
Class Skills: Choose any 20 skills as class skills. See Table: 6.1 Acquiring Skills at 1st Level. Not all choices
need be made at first level; some skill picks may be saved and used at any time that the character advances in
Civilian Expert level.
Weapon Proficiency: The Civilian Expert begins with proficiency with any three simple weapons, but not with
any other weapons or armor.
Armor Proficiency: None starting.
Class features
Higher skills: The maximum rank a Civilian Expert may have in any skill is one rank higher than what would be
expected for a character of her level. Thus a level 3 character with at least one level of Civilian Expert can have
class skills at rank 7 (rather than 6) and cross-class skills at rank 4 (rather than 3).
Hobbies: At level 3 and every two levels thereafter, a Civilian Expert may add two ranks to any skill known at rank
two or less. This is done after normal skill purchase for advancing a level and is in addition to normal skill points.
Starting Feats: The Civilian Expert starts with 1 feat.
Bonus Feats: A Civilian Expert gains a bonus feat at level 2 and every two levels thereafter. This bonus feat may be
spent on any of Acrobatics, Acting Prodigy, Alertness, Ambidexterity, Athletic, Attentive, Barter, Brawl, Builder,
Carousing, Cautious, Combat Martial Arts, Combat Throw, Confident, Connections, Creative, Deceptive, Defensive
Martial Arts, Dodge, Double-Tap, Endurance, Focused, Great Fortitude, Hacker, Information Junkie, Iron Will*,
Keen-eyed, Language, Legal Eagle, Lightning Reflexes, Meticulous, Multi-attack, , Natural Born Leader, Nerves of
Steel, Quick-witted, Sixth Sense, Read/Write, Run, Skill Focus*, Toughness*, Trustworthy, Unbalance opponent,
XT Research*.
A civilian expert can select feats marked with an asterisk (*) more than once, in the case of Skill Focus and XT
Research each time for a different skill or specialty. A Civilian Expert must still meet all prerequisites for a feat.
These feats are in addition to the feat that a character of any class gains every 3rd level.
Civilian Expert Starting Cash per Character Level: 3D4x$2,000
Civilian Expert
Base
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort/Ref
Save
+0
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
AC
Bonus
+0
+0
+0
+1
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
Special
Bonus Feat
Hobbies
Bonus Feat
Hobbies
Bonus Feat
Hobbies
Bonus Feat
Hobbies
Bonus Feat
Hobbies
Bonus Feat
Hobbies
Bonus Feat
Hobbies
Bonus Feat
Hobbies
Bonus Feat
Hobbies
Bonus Feat
Driver/Pilot
Almost everyone knows how to drive a vehicle. But only the Driver/Pilot can wring that extra bit out of the
vehicle and do the seemingly impossible with a vehicle. Vehicles of all types are the bread and butter of the
Driver/Pilot. They are intimately familiar with a large selection of cars, trucks, boats, heavy equipment, planes, or
spacecraft.
Abilities
Abilities: Dexterity, Intelligence, and Charisma.
Class Bonus Hit Points per level: +1
Base Attack Bonus: + 3/4 Driver/Pilot Class Level
Saving Throws: Good Reflex Save
Armor Class Bonus: +1 AC every two levels
Class Skills
Skill Points at 1st Level: (4 + Int modifier) X 4
Skill Point at Each Additional Level: 4+ Int Modifier
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
Weapon Proficiency: Driver/Pilots are proficient with all simple and martial heavy, vehicular, and artillery
weapons.
Armor Proficiency: Light armor
Class features
Speed Demon: A driver/pilot knows how to coax all the power from his vehicles engines. At 1st level, the top speed
of any vehicle operated by the driver/pilot is increased by 5.
Dogfighter: At 2nd level, a Driver/Pilot gains a +1 to competence bonus on ranged attack rolls, as long as the
attacks are made with weapons mounted on or integral to a vehicle he is driving/piloting. This bonus increases to +2
at 9th level and to +3 at 16th level. If the Driver/Pilot is operating a robot remotely, he gains this bonus on all ranged
attack rolls made using the robot’s weapons.
Defensive Maneuvering: In combat, a Driver/Pilot is always maneuvering to maximize his vehicle’s defensive
strengths and protect its weaknesses, At 3rd level, any vehicle or robot (operated remotely) a Driver/Pilot is
operating gains a +1 dodge bonus to its AC, and this bonus increases by +1 every three levels thereafter (6th, 9th,
12th, 15th, and 18th).
Driver/Pilot Evasion: At 4th level, a driver/pilot becomes so attuned to his vehicle and to the flow of the fight
around him that he is able to anticipate a hit and minimize its effects. Once per day, when the driver/pilot’s vehicle
is hit by an attack, the driver/pilot can make a Reflex save (DC 20). If the saving throw is successful, the pilot banks,
dives, swerves, or otherwise maneuvers his vehicle sufficiently to avoid the brunt of the attack, and the vehicle takes
only half damage. Divide the damage by two before subtracting the vehicle’s Damage Reduction. The pilot can use
this ability twice per day at 12th level and three times per day at 20th level.
Gunner’s Instinct: At 5th level, a Driver/Pilot can sense the weaknesses of his opponent’s vehicle and has an
uncanny knack for scoring a direct hit on their vehicle. For the Driver/Pilot’s ranged attacks only, the threat range of
weapons mounted integral to the vehicle he is driving/piloting is increased by 1. The threat range is increased again
by +1 every five levels thereafter (10th, 15th, and 20th). The increased threat range does not apply to any attacks
made by characters other than the pilot.
Starting Feats: The Driver/Pilot start with 2 feats.
Bonus Feats: A Driver/Pilot gains a bonus feat at levels 1, 5, 9, 13, and 17. These feats may be spent on any of
Alertness, Burst-Fire, Combat Ace, Combat Reflexes, Evasive Piloting, Evasive Driving, Far Shot, Fighter Pilot
Instinct, Full Auto, Gearhead, Gunner, Gunner’s Eye, High-G Tolerance, Improved critical, Improved Far Shot,
Improved Initiative, Lead Foot, Natural Aircraft Pilot, Natural Starship Pilot, Weapon focus*, Weapon proficiency*,
Vehicle Dodge, Vehicle Specialization*, Zero-G Tolerance.
Some of the bonus feats available to a Driver/Pilot cannot be acquired until the Driver/Pilot has gained one or
more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Driver/Pilot can select feats
marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Driver/Pilot must still
meet all prerequisites for feat, including ability score and base attack bonus minimums, before he can take that feat.
These are in addition to the feat that a character of any class gains every 3rd level.
Driver/Pilot Starting Cash per Character Level: 5D4x$2,000
Driver/Pilot
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
15
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
14
+11/+6/+1
Fort/Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+10/+5
+5
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+4
+9
AC
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+9
+7
Driver/Pilot (Continued)
Base
Attack
Fort/Will Ref
AC
Special
Bonus Feat, Speed Demon
Dogfight +1
Defensive Maneuvering +1 to Vehicle AC
Driver/Pilot Evasion 1/day
Bonus Feat, Gunner’s Instinct +1
+2 to Vehicle AC
Dogfight +2
Bonus Feat, +3 to Vehicle AC
Gunner’s Instinct +2
Driver/Pilot Evasion 2/day, +4 to Vehicle AC
Bonus Feat
+7
+5 to Vehicle AC, Gunner’s Instinct +3
Level
16
17
18
19
20
Bonus
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Save
+5
+5
+6
+6
+6
Save
+10
+10
+11
+11
+12
Bonus
+8
+8
+9
+9
+10
Special
Bonus Feat
+6 to Vehicle AC
Driver/Pilot Evasion 3/day, Gunner’s Instinct +4
Manipulator
Manipulators make their way through life by getting others to do what the Manipulator wants, or by finding out
what someone wants and providing it. They are brokers, politicians, con artists, lawyers, administrators, bureaucrats,
managers, judges, diplomats, spies, informants, performers, and other types who rely on personality, persuasion,
intimidation, or blackmail to meet their goals. This is not to say that all Manipulators have to be shady; the same
abilities could be used for higher purposes, as well. But for whatever end, the Manipulator will cut deals, intercede,
mediate, wheedle, nudge, push, guide, direct, and coordinate, and leave the hands-on stuff for others to do.
Abilities
Abilities: Dexterity, Intelligence and Wisdom
Class Bonus Hit Points per level: +1
Base Attack Bonus: +3/4 Manipulator Class Level
Saving Throws: Good Will Save
Armor Class Bonus: +1 to AC every three levels
Class Skills
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Point at Each Additional Level: 6 + Int modifier
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
Weapon Proficiency: Proficient with any one simple weapon
Armor Proficiency: None.
Class features
First Impression (Ex): A Manipulator adds his class level in the Manipulator class to all Charisma checks to alter
an NPC’s attitude.
Prediction (Ex): Manipulators may make ‘prediction rolls’ to attempt to guess what is likely to happen or what will
result from a given course of action. The types of predictions possible are based on Manipulator class levels. All
prediction rolls are a free action once per round, a prediction roll is normally D20 + Manipulator class level vs. a DC
of 15 + Target Character’s level. If the target character has the Iron Will or Deceptive feat there is a -2 penalty to
the check roll. If the target has both feats there is a -4 penalty to the check roll.
With multiple targets (up to a total of 10 characters or NPCs) the roll is against the highest single DC. For any
uses with non-character targets the GM should assign a DC. No reroll is ever allowed on a prediction roll unless
the situation changes, the Manipulator gains substantial additional data, or the Manipulator gains an additional
Manipulator class level. Manipulator powers are usable against characters (to try to guess what they will do).
At 4th level and higher a Manipulator may make a prediction roll to guess what someone is about to do (or will do
in response to a particular action by the Manipulator).
The GM is required to make this check and he will base what he tells the character on how well the character did.
At no time should the character know what the result of the check was.
Improved Charisma (Ex): At 5th level, this ability allows the Manipulator to get characters or NPCs to regard the
Manipulator as a friend or possible ally. A Manipulator adds half his class level in the Manipulator class to all
Improved Charisma checks. The Improved Charisma is a resisted check between the target and the Manipulator.
Performing this ability is a full round action.
If the target currently feels threatened by the Manipulator, or the Manipulator's past actions have adversely
harmed the target character or NPCs, the target receives a +5 to his check result. This power in no way allows the
Manipulator to get the target character to do something that would affect the character adversely, but the target will
perceive the Manipulator's words and actions in the most favorable light. If the Manipulator tries to get the target
character to do something for the Manipulator, the Manipulator must win an opposed Charisma check to get the
target to do anything that he would not normally do.
Any action that the Manipulator or his known allies take that adversely affect the target character will negate any
benefits that the Manipulator gains from using this ability.
False Prediction (Ex): At 7th level a manipulator gains the ability to ‘trap’ another Manipulator who misses a
prediction roll by 5 or more, causing the prediction to give a specified incorrect result.
Mass Prediction (Ex): At 8th level and higher, a Manipulator may make a prediction roll to guess what a given
group or population/race is about to do, or will do in response to a particular action by the Manipulator. This ability
is identical to Prediction above, but applies only to groups of more than 10 individuals, and allows the Manipulator
to predict how the majority of a given group will behave in the specified situation.
The GM master is required to make this check and he will base what he tells the character on how well the
character did. At no time should the character know what the result of the check was.
DC
16
18
20
22
24
26
28
30
32
34
36
38
40
42
44
Population Size
10+
100
1,000
10,000
100,000
1,000,000
10,000,000
100,000,000
1,000,000,000
10,000,000,000
100,000,000,000
1,000,000,000,000
10,000,000,000,000
100,000,000,000,000
1,000,000,000,000,000
Suggestion (Ex): At 10th level, the Manipulator can attempt to influence the actions and attitudes of a target
character or NPC by skillful use of psychological techniques and Charisma to suggest a course of action or new
attitude. The manipulation must be done in such a way as to make the proposed action or new attitude sound
reasonable. The suggested action or attitude adjustment will continue indefinitely until an outside influence alters
the outlook of the targeted character or NPC.
If the proposed action or attitude would normally be considered reasonable by the target, the Manipulator receives
a +4 situation bonus to his Suggestion.
Discern Truth/Falsehood (Ex): At 12th level a Manipulator may make a prediction roll to determine whether
someone is telling the truth, and also to determine in advance whether they will believe a particular lie. (Make the
Bluff vs. Sense motive rolls with all modifiers before the lie is actually told.)
Longterm Prediction (Ex): At 14th level Manipulators may make prediction rolls for the outcome of long term
plans involving many factors (such rolls should give the GM’s best judgment and may be upset by unexpected
occurrences).
Mass Suggestion (Ex): At 15th level, the Manipulator can influence the actions and attitudes of a large group of
characters or NPCs by a skillful use of psychological techniques and Charisma to suggest a course of action or a
new attitude. The manipulation must be done in such a way as to make the proposed action or new attitude sound
reasonable. The suggested action or attitude adjustment will continue indefinitely until an outside influence alters
the outlook of the target characters or NPCs. The Manipulator must be in relatively close proximately with the target
group to be able to perform this ability.
If the proposed action or attitude would normally be considered reasonable by members of the targeted crowd, the
Manipulator receives a +4 situation bonus to his Mass Suggestion.
The total size of the targeted group is limited to five creatures per class level that the Manipulator has in the
Manipulator class.
Lasting Impression (Ex): At 20th level, the Manipulator permanently alters an NPC’s attitude toward the
Manipulator in a favorable manor. The NPC’s new attitude will be the NPC’s permanent feelings toward the
Manipulator from now on, until altered by actions of the Manipulator that cause severe harm to the target NPC in
some manner. Even then the target's attitude will still be positive, instead believing that the Manipulator's allies or
advisors were the ones responsible.
Starting Feats: Persuasive and 1 additional feat.
Bonus Feats: The Manipulator gains a bonus feat at level 2, 6, 10, 14, and 18. These feats may be spent on any of
Attentive, Barter, Carousing, Confident, Connections, Credit Line, Deceptive, Dodge, Etiquette*, Fast Talk,
Frightful Presence, Hacker, Improved Skill Focus*, Information Junkie, Iron Will*, Keen-eyed, Language, Legal
Eagle, Meticulous, Natural Born Leader, Nimble, Read/Write, Run, Skill Focus*, Stealthy, XT Research*.
A Manipulator can select feats marked with an asterisk (*) more than once, but it must be for a different skill or
specialty each time. These feats are in addition to the feat that a character of any class gains every 3rd level.
Manipulator Starting Cash per Character Level: 3D4x$2,000
Manipulator
Level
1
2
3
4
Base
Attack
Bonus
+0
+1
+2
+3
Fort/Ref
Save
+0
+0
+1
+1
Will
Save
+2
+3
+3
+4
AC
Bonus
+0
+0
+1
+1
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+7
Special
First Impression
Bonus Feat
Prediction (NPC or Character action),
DC 15+the target character’s level.
Improved Charisma
Bonus Feat
False Prediction.
Mass Prediction.
Suggestion, Bonus Feat
Discern truth/falsehood
Long Term Prediction, Bonus Feat
Mass Suggestion
Bonus Feat
Lasting Impression
Mechanic
The Mechanic isn't just the guy down at the local auto-repair shop who does your brakes. Mechanics are also the
starship engineer who always saves the day, the computer geek whose bustline men just can't help staring at, the
grandfather who seems to know how to fix everything, the kid down the block who's always thinking up some crazy
new gadget, that guy who supposedly works down in the maintenance room but never seems to do anything because,
oddly enough, everything is always working, and that rich guy's butler who keeps all those unusual cars and
equipment in top working order.
Abilities
Abilities: Intelligence, Dexterity and Wisdom.
Class Bonus Hit Points per level: +1.
Base Attack Bonus: + 1/2 Mechanic Class Level.
Saving Throws: Good Will Save.
Armor Class Bonus: +1 AC every four levels.
Class Skills
Skill Points at 1st Level: (8 + Int modifier) X 4.
Skill Point at Each Additional Level: 8+ Int Modifier.
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level.
Weapon Proficiency: All simple weapons.
Armor Proficiency: Light unpowered armor.
Class features
Traps: The Mechanic is able to detect and disarm complex mechanical traps as long as he has the Disable Device
skill.
Favored Tech: At 1st level, a Mechanic may select a class of equipment or type of device as a favored tech. Due to
the Mechanic's extensive training and experience operating this technology, the Mechanic gains a +1 circumstance
bonus to Craft, Demolitions (for explosives only), Disable Device, Repair, Use Device, and Use Alien Device
checks when using these skills on or with this type of device.
At 5th level and at every four levels thereafter (9th, 13th, 17th levels), the Mechanic may select a new favored
tech, and the bonus associated with every previous selected favored tech goes up by +1. For, example, a 14th level
Mechanic will have four favored techs, with a bonus of +4, +3, +2, +1.
The following lists possible device classes for a Mechanic's favored techs:
Aircraft: Fixed-wing and rotary-wing aircraft.
Armor: All archaic and modern armors.
Galtech Armor: All Galtech armor and Galtech power armor.
Ground Vehicles: Wheeled and tracked vehicles, walkers and hovercraft.
Posleen Grav-vehicles: All Posleen Grav-Vehicles.
Galtech Grav-Vehicles: All Galtech Grav-Vehicles.
Electronics (Modern): All earth tech electronic devices; including computers and sensors.
Electronics (Posleen): All Posleen tech electronic devices; including computers and sensors.
Electronics (Galtech): All Galtech electronic devices; including computers and sensors.
Explosives (Archaic): All black powder, guncotton, nitroglycerine, TNT and archaic explosive weapons;
includes matchlock, flintlock, wheellock, and percussion cap firearms, pre-world war 1 grenades, rockets and
mines, etc.
Explosives (Modern): All modern explosives (normal, fission, and fusion) and explosive weapons; includes
grenades from World War 1, modern rockets, missiles, mines, torpedoes, etc.
Explosives (Galtech): All Galtech explosives (normal, fission, fusion, and antimatter) and explosive weapons;
includes Galtech grenades, missiles, Grav-missiles, Grav-Driver rounds, etc.
Handguns (Modern): All earth tech Tiny and Small firearms.
Heavy Weapons (Modern): All earth tech ranged weapons of size category Huge or greater; includes vehicle
weapons.
Machines: Miscellaneous mechanical equipment not included in another category.
Medium weapons (Modern): includes all Medium Size and Large Firearms, rifles, machine guns, mortars, etc.
Melee Weapons: All archaic and modern Melee weapons.
Robots: All Robots.
Spacecraft (Earth tech): All Earth tech spacecraft, including satellites.
Spacecraft (Posleen tech): All Posleen tech spacecraft, including starships.
Spacecraft (Galtech): All Galtech spacecraft, including starships.
Traps: All mechanical traps.
Watercraft (Modern): All earth tech Ships and submarines.
Upgrade: Mechanics are always tinkering with devices, always looking for ways to make improvements to them.
Starting at 1st level, a Mechanic can attempt to upgrade any technological device. The Mechanic selects the device
he wants to upgrade and makes a Repair (or a Craft check if the device is being upgrade while it is being
constructed) check. If the check is successful, the Mechanic may give the device a Minor Upgrade. The Mechanic
can give a device a Moderate Upgrade at 5th level, a Major Upgrade at 10th level, an Extraordinary Upgrade at 15h
level, and a Masterful Upgrade upon attaining 20th level. Description and examples of these upgrades are listed
below.
Minor: This upgrade level makes a normal device or item the equivalent of a masterwork device or item. It
provides the device with a +1 upgrade bonus on attack rolls, ability checks, or skill checks using the device. The
upgrade increases the armor bonus (AC) or Damage Reduction (DR) of armor or shielding by +1. It could be used to
increase a robot or Armored Combat Suit’s movement rate by 2 meters per round. It could increase the acceleration
or deceleration of a vehicle by 1. The upgrade could increase the Top Speed of a vehicle by 3. The exact effects and
limitations of the upgrade are always at the GM’s discretion, but it should represent a minor, incremental
improvement. The DC of the Repair or Craft check is 15, and a minor upgrade costs the Mechanic 50% of the
device’s market price in material and parts.
Moderate: Identical to the minor upgrade, except this upgrade provides the device with a +2 upgrade bonus on
attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or Damage
Reduction (DR) of armor or shielding by +2. It could be used to increase a robot or Armored Combat Suit’s
movement rate by 4 meters per round. It could increase the acceleration or deceleration of a vehicle by 2. The
upgrade could increase the Top Speed of a vehicle by 5. The exact effects and limitations of the upgrade are always
at the GM’s discretion, but it should represent a moderate, incremental improvement. The DC of the Repair or Craft
check is 20, and a moderate upgrade costs the Mechanic 75% of the device’s market price in material and parts.
Major: Identical to the minor upgrade, except this upgrade provides the device with a +3 upgrade bonus on attack
rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or Damage
Reduction (DR) of armor or shielding by +3. It could be used to increase a robot or Armored Combat Suit’s
movement rate by 6 meters per round. It could increase the acceleration or deceleration of a vehicle by 3. The
upgrade could increase the Top Speed of a vehicle by 8. The exact effects and limitations of the upgrade are always
at the GM’s discretion, but it should represent a major, incremental improvement. The DC of the Repair or Craft
check is 25, and a major upgrade costs the Mechanic 100% of the device’s market price in material and parts.
Extraordinary: Identical to the minor upgrade, except this upgrade provides the device with a +4 upgrade bonus
on attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or
Damage Reduction (DR) of armor or shielding by +4. It could be used to increase a robot or Armored Combat Suit’s
movement rate by 8 meters per round. It could increase the acceleration or deceleration of a vehicle by 4. The
upgrade could increase the Top Speed of a vehicle by 10. The exact effects and limitations of the upgrade are always
at the GM’s discretion, but it should represent an extraordinary, incremental improvement. The DC of the Repair or
Craft check is 30, and an extraordinary upgrade costs the Mechanic 125% of the device’s market price in material
and parts.
Masterful: Identical to the minor upgrade, except this upgrade provides the device with a +5 upgrade bonus on
attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or Damage
Reduction (DR) of armor or shielding by +5. It could be used to increase a robot or Armored Combat Suit’s
movement rate by 10 meters per round. It could increase the acceleration or deceleration of a vehicle by 5. The
upgrade could increase the Top Speed of a vehicle by 12. The exact effects and limitations of the upgrade are always
at the GM’s discretion, but it should represent a masterful, incremental improvement. The DC of the Repair or Craft
check is 35, and a masterful upgrade costs the Mechanic 150% of the device’s market price in material and parts.
Hazards: A mechanic’s upgrades are extremely useful, but with all that tinkering, things can easily go wrong. An
upgraded device is a bit more delicate than it was originally, and damage or misuse can cause it to malfunction. An
upgraded device will quit working altogether if any of the following conditions are met:
The device takes a critical hit in combat.
The character wearing the device suffers a critical hit in combat.
A character using the device for an attack or skill check rolls a 1.
Devices can have more than one upgrade. Malfunctioning devices can be repaired normally, and the task is
considered a simple repair. However, each additional upgrade after the first increases the DC to repair a
malfunctioning device by 5. For example, the DC to perform a non-emergency repair to a device with two upgrades
would be 20. If the device had three upgrades, the DC would be 25.
Improved Jury Rig: At 2nd level and up, when attempting a fast, temporary repair, your character gains a +4 bonus
to his Repair check (Instead of the normal +2). If the check is successful, the system is automatically repaired by one
damage level. This feat can only be used once per damaged system until fully repaired. Add +1 to the skill check roll
if there are sufficient vehicle or engineering workshops available to support the job. This ability bonus stacks.
Improved Swift Kick: At 3rd level and up, when your character fails to successfully complete a Computer, Repair,
or Security Systems skill check, your character may choose to get violent with the specific piece of recalcitrant
equipment. This enables him to re-roll the failed roll with a +2 circumstance bonus, as long an act of violence has
been inflicted on the piece of equipment first. Only on a re-roll is it possible to perform a task in this manner; after
that the character must start all over again on following any Retry rules listed under the skill in question.
Sabotage: A Mechanic devotes most of his time to insuring that devices are working properly. However, he can also
use his knowledge and talents to more destructive ends. At 4th level, a Mechanic can use this ability as a standard
action to cause any technological device he touches to malfunction. In combat, this requires a touch attack against
the character, creature, robot or vehicle wearing, holding, or using the device. If the device does not have the ability
to move, the touch attack is against an AC of 5. The Mechanic selects the target device, makes the touch attack if
necessary, and makes a Disable Device check (DC 20). If the check succeeds, the device stops working. The
Mechanic has jammed the safety switch, poured dirt in the fuel tank, ripped out a crucial wire, or otherwise damaged
the device.
Sabotage can only be used on a single device per use. Many complex machines count as multiple devices for the
purposes of this ability. For example, the Mechanic could sabotage a gravtank so it could not move, but its gun
would still be able to fire.
Against a robot or other construct, this ability causes 1D8 points of damage, plus 1 point for each class level of
the Mechanic.
This sabotage can be fixed with a normal Repair check. A Mechanic can also get the device working again with
his Improved Swift Kick ability.
Starting Feats: Jury Rig, Swift Kick and 1 additional feat.
Bonus Feats: A Mechanic gains a bonus feat at levels 1, 6, 11 and 16. These feats may be spent on any of Builder,
Hacker, Gearhead, Gunner’s Eye, Improved Skill Focus*, Information Junkie, Miracle Worker, Skill Focus*, Space
Rat, Techie, XT Research*.
Feats marked with an asterisk (*) may be taken multiple times, each time for a different skill or specialty. These
are in addition to the feat that a character of any class gains every 3rd level.
Mechanic Starting Cash per Character Level: 5D4x$2,000
Mechanic
Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort/Ref
Save
+0
+0
+0
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
AC
Bonus
+0
+0
+0
+1
+1
+1
+1
+2
+2
+2
Special
Bonus Feat, Traps, 1st Favored Tech, Minor Upgrade
Improved Jury Rig
Improved Swift Kick
Sabotage
2nd Favored Tech, Moderate Upgrade
Bonus Feat
3 rd Favored Tech
Major Upgrade
11
12
13
14
15
16
17
18
19
20
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
Bonus Feat
4th Favored Tech
Extraordinary Upgrade
Bonus Feat
5th Favored Tech
Masterful Upgrade
Medic
The Medic is a class with a fairly narrow focus. They range in skill from an average person trained in little more
than basic first aid, to fire department EMTs, to highly skilled doctors and surgeons. Some will combine their first
aid and heal skill with others that allow them to take their talents out where they'll do the most good - the battlefield
or the wilderness. Others might concentrate on medical skills alone, and serve only a city or SubUrb.
Abilities
Abilities: Intelligence, Wisdom, and Dexterity
Class Bonus Hit Points per level: +2
Base Attack Bonus: + 3/4 Medic Class Level
Saving Throws: Good Will Save
Armor Class Bonus: +1 AC every two levels
Class Skills
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Point at Each Additional Level: 6 + Int modifier
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
Weapon Proficiency: Medics are Proficient with all simple weapons, and three martial weapons.
Armor Proficiency: Light, Medium, and Heavy unpowered armor.
Class features
Improved Medical Stabilization: The Medic reduces the amount of time it takes him to fully stabilize a character
by one round per rank of First Aid or Healing skill he possesses, whichever skill level is higher.
Improvised Medical Kit: At 3rd level, the character is an expert at making do with the medical material on hand.
Any medical kit that the Medic is using is treated as one class better than it actually is for equipment bonuses to skill
check.
Healer: At 4th level, the Medic gains a +2 competency bonus with all First Aid and Heal checks. This bonus
increases by an additional +2 for every four medical levels she gains thereafter (i.e. +4 at 8th level, +6 at 12th level,
+8 at 16th level and +10 at 20th level).
Armor Use: Starting at 5th level, the Medic's total Armor Class bonus when wearing armor is increased by +1 and
the total armor check penalty he suffers is reduced by 1. At 10th level, this Armor Class bonus increases to +2 and
his armor check penalty is reduced by 2 points. The Medic gains a similar increases at 15th level (+3). Note: This
ability cannot reduce the Medic's armor check penalty below 0.
Cool Under Fire: Due to the amount of combat or medical emergencies that the Medic has responded to, he is
extremely calm under the most adverse medical conditions. At 6th level the Medic may Take 10 on First Aid and
Heal skill checks in combat situations. At 12th level the Medic may Take 20 on First Aid and Heal skill checks in
combat situations.
Licensed: At 7th level, due to the on-going emergency and federal emergency responder laws, the Medic may
purchase medical kits and medical supplies at half price (no taxes).
Minor Resuscitation: At 14th level, the Medic may attempt to revive a recently killed character or NPC who died
within a number of round equal to the victim's Constitution score. The Medic makes a First Aid or Heal check with a
DC of 10 + the number of rounds that the character has been dead (so if the character died 8 rounds before the
Medic could get to him the DC is 18). This skill check requires 1 full minute. If successful, the victim is restored to
0 hit points but takes temporary Constitution damage equal to the number of rounds that the character was dead
(Temporary Con damage may not take Con below 1. For each point of Con damage that is left over, the patient will
remain at Con 1 for an additional day)). The Medic must then stabilize the character to prevent him immediately
dying again. The Medic cannot Take 10 or Take 20 with this ability.
Major Resuscitation: At 19th level, the Medic may attempt to revive a recently killed character or NPC who died
within 5 minutes. The Medic makes a First Aid or Heal check with a DC of 10 + the number of rounds the
characters that the character has been dead ( so if the character died 8 rounds before the Medic could get to him the
DC is 18). This skill check requires 1 full minute. If successful, the victim is restored to 0 hit points but takes
temporary Constitution damage equal to the number of rounds that the character was dead (Temporary Con damage
may not take Con below 1. For each point of Con damage that is left over, the patient will remain at Con 1 for an
additional day). The Medic must then stabilize the character to prevent him immediately dieing again. The Medic
cannot Take 10 or Take 20 with this ability.
Starting Feats: Medics start with 2 feats.
Bonus Feats: The Medic gains a bonus feat at level 2, 6, 10, 14 and 18. These may be spent on any of Alertness,
Defensive Martial Arts, Dodge, Educated, Endurance, Focused, Great Fortitude, Improved Skill Focus*, Iron Will*,
Medical Expert, Run, Skill Focus*, Surgery, Toughness*, Xeno-Medicine.
A Medic can select feats marked with an asterisk (*) more than once, but in the case of skill focus, it must be for a
different skill each time. These feats are in addition to the feat that any character gains every third level.
Medic Starting Cash per Character Level: 6D4x$2,000
Medic
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
Fort/Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
AC
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
Special
Improved Medical Stabilization.
Bonus feat
Improvised Medical Kit
Healer +2
Armor Use +1
Bonus feat, Cool Under Fire (Take 10)
Licensed
Healer +4
Bonus feat, Armor Use +2
Healer +6, Cool Under Fire (Take 20)
14
15
16
17
18
19
20
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+4
+5
+5
+5
+6
+6
+6
+9
+9
+10
+10
+11
+11
+12
+7
+7
+8
+8
+9
+9
+10
Bonus feat, Minor Resuscitation
Armor Use +3
Healer +8
Bonus feat
Major Resuscitation
Healer +10
Militia
The state militias are made up of personnel who either were physically unfit for regular military service, or were
considered unfit for military service for other reasons. They serve as local defense forces, border patrol, and military
police.
Abilities
Abilities: Constitution, Strength and Intelligence
Class Bonus Hit Points per level: +2
Base Attack Bonus: + 1 per Militia Class Level
Saving Throws: Good Fort Save
Armor Class Bonus: +1 AC every two levels
Class Skills
Skill Points at 1st Level: (4 + Int modifier) X 4
Skill Point at Each Additional Level: 4+ Int Modifier
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
Weapon Proficiency: Proficient in all simple and normal Martial weapons, but not heavy or artillery martial
weapons.
Armor Proficiency: Light unpowered armor
Class features
Favored Terrain: At 1st level the Militia member may select a type of terrain as a favored terrain. Due to his
extensive training and expertise operating in this area, the ranger gains a +1 circumstance bonus to Hide, Knowledge
(nature), Listen, Move Silently, Orienteering, Search, Spot, Survival checks when using these skills in this type of
terrain. The Militia Member base speed is also increased by 2-meters when he is operating in his favored terrain.
At 7th and 14th level the militia member may select a new terrain, and the bonus associated with every previously
selected terrain goes up by +1. For example, a 14th level militia member will have three terrain’s, with a bonus of
+3, +2, and +1.
The following are possible types for a militia member's favored terrain.
Arctic: Cold, icy areas; including tundra and glaciers.
Aquatic: Fresh, or saltwater.
Desert: Any dry area with sparse vegetation.
Forest: Any area covered with trees.
Hills: Any area with rugged but not mountainous terrain.
Marsh: Low, flat, waterlogged areas; including swamps.
Mountains: Rugged, higher elevation than hills.
Plains: Any fairly flat area that is not a desert, marsh or forest; grasslands.
Gather Information: Due to the character’s extensive network of contacts, at 2nd level he gains a +2 bonus on any
Gather Information skill check pertaining to the local area.
Improvised Explosives: At third level the character gains a +2 synergy bonus to Craft (Chemistry) checks when
making improvised homemade explosives., and this bonus increases by +1 every three levels thereafter (6th, 9th,
12th, 15th, and 18th).
Leadership: The character gains a +2 synergy bonus to all Leadership at 10th level. This synergy bonus goes up to
+4 at 15th level and goes up to +6 at 20th level.
Starting Feats: 2 starting feats.
Bonus Feats: A Militia member gains a bonus feat at levels 4, 8,12, 16, and 20. These feats may be spent on any of
Alertness, Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon
proficiency, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Guide, Improved Critical,
Improved Initiative, Improved Unarmed Strike (Stunning Fist), Keen-eyed, Legal Eagle, Mounted Combat
(Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid
Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw,
Serpentine, Sniper, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon finesse*, Weapon focus*.
Some of the bonus feats available to a Militia member cannot be acquired until the character has gained one or
more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Militia member can select
feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Militia member
must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
Militia Starting Cash per Character Level: 4D4x$2,000
Militia
Level
1
2
3
Base
Attack
Bonus
+1
+2
+3
Will/Ref
Save
+0
+0
+1
Fort
Save
+2
+3
+3
AC
Bonus
+0
+1
+1
4
5
6
+4
+5
+6/+1
+1
+1
+2
+4
+4
+5
+2
+2
+3
7
8
9
+7/+2
+8/+3
+9/+4
+2
+2
+3
+5
+6
+6
+3
+4
+4
Level
10
11
12
Base
Attack
Bonus
+10/+5
+11/+6/+1
+12/+7/+2
Will/Ref
Save
+3
+3
+4
Fort
Save
+7
+7
+8
AC
Bonus
+5
+5
+6
13
14
15
+13/+8/+3
+14/+9/+4
+15/+10/+5
+4
+4
+5
+8
+9
+9
+6
+7
+7
16
17
18
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+5
+5
+6
+10
+10
+11
+8
+8
+9
19
20
+19/+14/+9/+4 +6
+20/+15/+10/+5 +6
+11
+12
+9
+10
Special
Favored Terrain
+2 to Gather Information
Improvised Explosives: +1 to
Craft (Chemistry) checks.
Bonus Feat
Improvised Explosives: +2 to Craft
(Chemistry) checks.
2nd Favored Terrain
Bonus Feat
Improvised Explosives: +3 to Craft
(Chemistry) checks.
Militia (Continued)
Special
+2 to Leadership
Improvised Explosives: +4 to Craft
(Chemistry) checks, Bonus Feat
3rd Favored Terrain
Improvised Explosives: +5 to Craft
(Chemistry) checks, +4 to Leadership
Bonus Feat
Improvised Explosives +6 to Craft
(Chemistry) checks.
+6 to Leadership, Bonus feat
Scout
Scouts are experts in stealth, weapons, and maneuver, and make exceptional infiltrators, reconnaissance
specialists, snipers, and trackers.
Abilities
Abilities: Dexterity, Intelligence and Wisdom
Class Bonus Hit Points per level: +2
Base Attack Bonus: + 3/4 Scout Class Level
Saving Throws: Good Reflex Save
Armor Class Bonus: +1 AC every two levels
Class Skills
Skill Points at 1st Level: (8 + Int modifier) x 4
Skill Point at Each Additional Level: 8 + Int modifier.
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
Weapon Proficiency: Scouts are Proficient with all simple weapons, all light weapons that state in their
description to be concealable, and all weapons usable with the Sniper feat.
Armor Proficiency: Light, unpowered armor
Class features
Sneak attack: Any time the Scout’s target would be denied a Dexterity bonus to AC (whether the target actually has
a Dexterity bonus or not), or when he flanks the target, the Scout's attack deals extra damage. The extra damage is
+1d6 at 1st level and an additional 1d6 every three levels thereafter. Should the Scout score a critical hit with a
sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30 feet or the Scout has the Sniper feat and is
eligible for some benefits from the feat. The Scout can't strike with deadly accuracy from beyond 30 feet unless
engaged in sniper fire.
With a sap (blackjack) or an unarmed strike, the Scout sneak attack deals subdual damage instead of normal
damage. The Scout cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not
even with the usual -4 penalty.
A Scout can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical
hits is also not vulnerable to sneak attacks. The Scout must be able to see the target well enough to pick out a vital
spot and must be able to reach a vital spot. The Scout cannot sneak attack while striking a creature with concealment
or striking the limbs of a creature whose vitals are beyond reach.
Evasion: At 3rd level, a Scout gains evasion. If exposed to any effect that normally allows a character to attempt a
Reflex saving throw for half damage, the Scout takes no damage with a successful saving throw. Evasion can only
be used if the Scout is wearing light armor, no armor, or powered armor with no check penalty. If exposed to any
high-damage effect that normally allows a character to attempt a reflex saving throw for a reduced high-damage
multiple, the Scout reduces the damage normally taken after a successful save by an additional factor of two.
Uncanny Dodge: At 5th level and above, the Scout retains her Dexterity bonus to AC (if any) if caught flat-footed
or struck by an unseen attacker.
At 8th level, the Scout can no longer be flanked. Another Scout at least four levels higher can still flank.
Starting Feats: Scouts start with 1 feat.
Bonus Feats: A Scout gains a Bonus feat at level 2, 5, 8, 11, 14, 17, and 20. These may be spent on any of
Alertness, Ambidexterity, Athletic, Assassin, Blind-fight, Body Shot, Carousing, Combat Expertise, Combat Martial
Arts, Combat Reflexes, Dodge (Agile Riposte; Improved Dodge; Mobility; Serpentine), Endurance, Focused, Great
Fortitude, Guide, Improved Critical (Called Shot*), Improved Initiative, Improvised Weapon, Keen-eyed, Killer
Instinct, Lightning Reflexes, Low Profile, Mounted Combat, Natural Compass, Quick Draw, Quick Reload,
Quick-witted, Point-blank Shot (Shot on the Run; Precise Shot, Skip Shot; Far Shot, Dead Aim, Improved Far Shot,
Sniper), Run (Fast Movement), Skill Focus* (Improved Skill Focus*), Stealthy, Toughness*, Two-Weapon Fighting
(Advanced Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Proficiency*.
Some of the bonus feats available to a Scout cannot be acquired until the character has gained one or more
prerequisite feats; these are listed parenthetically after the prerequisite feat. A Scout can select feats marked with an
asterisk (*) more than once, but except for Toughness, it must be for a different weapon or skill each time. A Scout
must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. These feats are
in addition to the feat that any character gains every three levels.
Scout Starting Cash per Character Level: 5D4x$2,000
Scout
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort/Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
AC
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
Special
Sneak Attack +1D6
Bonus Feat
Evasion
Sneak Attack +2D6
Bonus Feat, Uncanny Dodge (Dex bonus to AC).
Sneak Attack +3D6
Bonus Feat, Uncanny Dodge (Cannot be Flanked).
Sneak Attack +4D6
Bonus Feat
Sneak Attack +5D6
Bonus Feat
Sneak Attack +6D6
Bonus Feat
Sneak Attack +7D6
Bonus Feat
Soldier
The soldier. What else can be said -- that rough man who stands guard in the night so that everyone else can sleep
peacefully in their beds.
Abilities
Abilities: Strength, Dexterity and Constitution
Class Bonus Hit Points per level: +4
Base Attack Bonus: + Soldier Class Level
Saving Throws: Good Fort Save
Armor Class Bonus: +1 to AC every three levels
Class Skills
Skill Points at 1st Level: (4 + Int modifier) X 4
Skill Point at Each Additional Level: 4 + Int Modifier
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
Weapon Proficiency: Soldiers are proficient with simple and martial weapons but not with Posleen or Galtech
weapons, or heavy weapons.
Armor Proficiency: Light, Medium and Heavy unpowered armor
Class features
Tactics: At 3rd level, this ability allows the Soldier to add his Wisdom OR Intelligence bonus (whichever is higher)
to any small-unit initiative rolls or saving throws. Treat any negative ability modifier as +0 for purposes of this
ability. A small Unit is a team of combatants numbering from 2 to 12 troops.
The skill of Knowledge (Tactics) adds a +2 synergy bonus to this ability.
Weapon Specialization: On achieving 4th level or higher, as a feat the Soldier (and only the Soldier) may take
Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The Soldier must
have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage
bonus only applies if the target is within the first range bracket of the weapon, because only at that range can the
Soldier strike precisely enough to hit more effectively. The Soldier may take this feat as a bonus feat or as a regular
one.
Command Presence: The art of using Leadership to inspire confidence and improve moral in a unit. Add a +2
synergy bonus to all leadership checks. This bonus does stack with other applicable bonuses. The Soldier gains it at
7th level.
Improved Weapon Specialization: On achieving 8th level or higher, as a feat the Soldier (and only the Soldier)
may take Improved Weapon Specialization for any weapon that he has already taken Weapon Specialization in.
Improved Weapon Specialization increases the weapon specialization bonus to +4 damage bonus with a chosen
weapon. The Soldier must have Weapon Focus and Weapons Specialization with that weapon to take Improved
Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within the
first range bracket of the weapon, because only at that range can the Soldier strike precisely enough to hit more
effectively. The Soldier may take this feat as a bonus feat or as a regular one.
Improved Tactics: At 15th level, the Soldier has developed an insight into the tactics involved in maneuvering
larger sized units including both manpower and vehicle assets ranging from platoon to battalion size. The Soldier
may add his Wisdom OR Intelligence bonus (whichever is higher) to the initiative rolls or saving throws for these
assets. Treat any negative ability modifier as +0 for purposes of this ability.
The skill of Knowledge (Tactics) adds a +2 synergy bonus to this ability.
Strategy: At 16th level, this ability allows the Soldier to add his Wisdom OR Intelligence bonus (whichever is
higher) to any initiative rolls or saving throws made by units under his command. Treat any negative ability modifier
as +0 for purposes of this ability.
The skill of Knowledge (Strategy) adds a +2 synergy bonus to this ability.
Starting Feats: Soldiers start with 1 feat.
Bonus Feats: A Soldier gains a bonus feat at levels 1, 2, 5, 8, 11, 14, 17, and 20. These feats may be spent on any of
Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon proficiency*,
Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative,
Improved Unarmed Strike (Stunning Fist), Improved Weapon specialization, Mounted Combat (Mounted Archery,
Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run),
Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Serpentine, Sniper, Two-Weapon
Fighting (Improved Two-Weapon Fighting), Weapon finesse*, Weapon focus*, Weapon specialization.
Some of the bonus feats available to a soldier cannot be acquired until the soldier has gained one or more
prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A soldier can select feats marked
with an asterisk (*) more than once, but it must be for a different weapon each time. A soldier must still meet all
prerequisites for a feat, including ability score and base attack bonus minimums.
Soldier Starting Cash per Character Level: 6D4x$2,000
Soldier
Base
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref/Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
AC
Bonus
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Bonus Feat
Bonus Feat
Tactics
Weapon Specialization
Bonus Feat
Command Presence
Bonus Feat, Improved Weapon Specialization
Bonus Feat
Bonus Feat
Improved Tactics
Strategy
Bonus Feat
Bonus Feat
Trader
The Trader is another class with a fairly narrow focus. Others may grease the wheel of industry, but the Trader is
that wheel. Whether hawking fripperies on the street corner or commanding an empire from the comfort of a palacial
office, the Trader gets the goods from those who make them to those who want them. Bandits raid, bureaucrats
regulate, and politicians tax, but still the goods flow.
Abilities
Abilities: Intelligence, Wisdom, and Dexterity
Class Bonus Hit Points per level: +2
Base Attack Bonus: +3/4 Trader Class Level
Saving Throws: Good Will Save
Armor Class Bonus: +1 to AC every three levels
Class Skills
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Point at Each Additional Level: 6 + Int modifier
Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
Weapon Proficiency: Proficient with simple weapons
Armor Proficiency: None
Class features
Sense Trouble: Due to the harsh business conditions that have been prevalent for the last seven years, Traders
develop a knack for sensing trouble and avoiding it before it finds them, whether it be organized crime, an IRS audit,
a BATF raid or a lawsuit. When an encounter that would adversely effect his character a player may attempt to
avoid the encounter before it happens. The Trader rolls 1D20 and adds +1 for every 5 or more Trader class levels he
has attained against a DC of 17. If successful, the encounter does not occur.
Improved Appraisal: Traders make their living through the art of making the deal, and knowing the potential value
of various items and cargo is a large part of the process. At third level, traders develop a very accurate ability to
appraise an item towards this task, and may add a +2 synergy bonus to their Appraise skill check when attempting to
appraise the value of common objects and equipment ranging from poor to masterful quality. This does not apply to
rare items such as works of art, artifacts, antiques, Posleen or Galtech items.
Traders with this ability may also take 10 when using their Broker skill to negotiate the price of a speculative
trade good or item.
Market Analyst: This ability of the Trader class bestows knowledge of base market values for trade goods, and the
ability to predict general sale trends for a specific item. At fifth level, the Trader may add a +1 synergy bonus to his
Broker skill check when determining or predict the future market value of a cargo in a specific local environment,
and this bonus increases every five levels thereafter (10th, 15th and 20th levels).
Expert Trader: At sixth level the Trader gains a +2 synergy bonus to his trade skill, and this bonus increases by +2
every three levels thereafter (9th, 12th, 15th, and 18th level).
Starting feats: Traders start with Barter and 1 other feat.
Bonus Feats: The Trader gains a bonus feat at 1st, 4th, 8th, 12th, 16th and 20th level. These feats may be chosen
from the following list: Alertness, Ambidexterity, Attentive, Carousing, Connections, Credit Line, Deceptive,
Dodge, Endurance, Etiquette*, Evasive Driving, Evasive Piloting, Fast Talk, Gearhead, Great Fortitude, Guide,
Improved Skill Focus*, Information Junkie, Iron Will*, Jury Rig, Keen-eyed, Lightning Reflexes, Meticulous,
Natural Born Leader, Persuasive, Run, Skill Focus*, Toughness*, Trustworthy. A Trader can select feats marked
with an asterisk (*) more than once, in the case of skill focus and etiquette each time for a different skill or specialty.
A Trader must still meet all prerequisites for a feat.
Trader Starting Cash per Character Level: 4D4x$2,000
Trader
Base
Attack
Level Bonus
1
+0
2
+1
3
+2
4
+3
5
+3
6
+4
7
+5
8
+6/+1
9
+6/+1
10
+7/+2
11
+8/+3
12
+9/+4
13
+9/+4
14
+10/+5
15
+11/+6/+1
16
+12/+7/+2
17
+12/+7/+2
18
+13/+8/+3
Fort/Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
AC
Bonus
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
Special
Bonus Feat, Sense Trouble
Improved Appraisal
Bonus Feat
Market Analyst +1
+2 to Trade skill
Bonus Feat
+4 to Trade skill
Market Analyst +2
Bonus Feat, +6 to Trade skill
Market Analyst +3, +8 to Trade skill
Bonus Feat
+10 to Trade skill
19
20
+14/+9/+4 +6
+15/+10/+5 +6
+11
+12
+6
+7
Bonus Feat, Market Analyst +4
================================================================================
Chapter 6: Skills
Table: 6.1 Acquiring Skills at 1st Level
Skills
Acad
AI Relations
C
Appraise
C
Balance
*
Bluff
C
Bribery
*
Broker
*
Climb
*
Combat Eng.
*
Communications *
Computer Use
C
Concentration
*
Craft
Armorsmith
C
Carpentry
C
Chemistry
C
Clockwork
C
Cobbler
C
Electronics
C
Gemology
C
Gravitic
C
Bkr
X
C
C
C
C
*
C
*
*
*
*
CivExp
@
@
@
C
@
@
@
@
@
C
@
Dvr/Plt
(1)
*
*
C
*
*
*
*
C
C
C
Man Mech
C
C
C
*
*
*
C
C
C
*
C
*
*
*
X
*
C
*
C
C
*
C
Mdc
C
*
C
C
*
*
C
*
*
C
C
Mil
*
*
C
C
*
*
C
C
C
*
*
Sct
*
*
C
C
C
*
C
C
C
*
C
Sdr
C
*
C
C
*
*
C
C
C
C
C
Tdr
*
C
*
C
C
C
*
*
C
C
*
Untrained
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Key
Ability
Cha
Int
Dex+
Cha
Cha
Int
Str+
Int
Int
Int
Con
C
*
C
*
*
*
*
X
@
@
@
@
@
@
@
@
C
*
*
*
*
C
*
C
X
*
C
*
*
C
*
*
*
*
C
*
*
*
*
*
C
C
*
C
*
C
*
*
C
C
*
*
*
C
*
*
C
C
*
*
*
C
*
C
C
*
*
C
*
*
C
*
No
Yes
No
No
Yes
No
No
No
Int
Int
Int
Int
Int
Int
Int
Int
C
*
C
C
*
C
*
C
Gunsmith
Leatherwork
Locksmith
Mechanical
Pharmaceutical
Potter
Printer
Sculptor
Shipwright
Stonemason
Structural
Trapmaking
Weaponsmith
Weaponsmith
Ancient
Visual Arts
Writing
Cryptography
Dashon-Mentat
Decipher Script
Demolitions
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
First Aid
Forgery
Forward Ob.
Skills
Gambling
Gather Info.
Gunnery
Handle Animal
Heal
Heavy Eq. Op.
Hide
Ind. Fire Weap.
Innuendo
Intimidate
Investigate
Jump
Knowledge(2)
Liaison
Listen
Move Silently
Navigation
Jump Lane
Hyperspace
Planetary
System
Orienteering
Perform
Pilot
Profession
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
*
*
*
*
*
*
*
C
C
C
@
@
@
@
@
@
@
@
@
@
@
@
@
@
C
*
C
C
*
*
*
*
C
*
*
*
C
C
X
*
*
*
C
*
*
*
*
*
*
C
X
X
C
*
C
C
*
*
C
*
C
*
C
C
C
C
*
*
*
*
C
*
*
*
*
*
*
*
*
*
C
C
C
C
*
*
C
*
*
C
C
C
C
C
C
C
*
*
*
*
*
*
*
*
C
C
C
C
C
*
*
C
*
*
*
*
*
*
C
C
C
C
C
*
C
*
*
*
C
*
*
*
*
*
C
C
No
Yes
No
No
No
Yes
Yes
Yes
No
No
Yes
Yes
No
Yes
C
C
C
C
C
*
C
*
*
C
*
C
*
X
*
*
*
*
*
C
*
C
C
C
C
C
C
*
@
@
@
@
@
@
@
@
@
C
@
C
@
@
*
*
C
*
*
*
*
C
*
C
*
C
*
C
C
C
C
C
C
X
C
*
C
C
C
C
C
X
*
*
*
C
*
*
*
C
*
C
*
C
C
*
*
C
C
C
*
X
C
*
*
C
*
C
*
X
*
*
C
*
*
C
C
C
*
C
C
C
*
C
*
*
C
*
*
C
*
C
C
C
C
C
*
C
*
C
C
*
*
C
*
C
*
C
*
C
*
C
C
C
C
*
C
*
C
*
*
C
C
C
C
X
Yes
Yes
No
No
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
*
*
C
*
*
*
*
C
X
X
C
X
C
C
*
C
@
@
C
@
@
@
@
C
C
C
C
C
C
*
C
C
*
*
C
*
*
C
*
C
*
*
*
*
*
*
C
C
*
*
C
*
C
*
*
C
*
*
C
*
C
*
*
C
*
*
C
*
C
*
*
C
*
*
C
*
C
*
C
C
C
C
C
C
C
C
*
C
No
No
Yes
No
Yes
Yes
No
Yes
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Cha
Int
Cha
Dex
Dex
Int
Int
Int
Key
Acad Bkr CivExp Dvr/Plt Man Mech Mdc Mil Sct Sdr Tdr Untrained Ability
*
C
@
*
C
*
*
*
C
*
C
Yes
Wis
C
C
@
*
C
*
*
C
C
*
C
Yes
Cha
X
*
@
C
X
*
X
C
C
C
X
No
Wis
*
*
@
*
*
*
*
C
C
*
C
Yes
Cha
C
*
@
*
*
*
C
*
*
*
*
No
Wis
X
*
@
C
X
C
*
C
C
C
*
Yes
Dex
*
C
@
C
C
*
C
C
C
C
C
Yes
Dex+
X
*
@
C
X
*
X
C
C
C
X
No
Wis
*
C
@
*
C
*
C
*
C
*
C
No
Wis
*
C
@
*
C
*
C
C
C
C
*
Yes
Cha
*
*
@
*
C
*
C
C
*
C
*
No
Int
*
C
@
*
*
*
C
C
C
C
*
Yes
Str+
C
*
C
C
C
C
C
*
*
*
C
No
Int
C
*
@
*
C
*
C
*
*
C
C
Yes
Cha
*
C
@
C
C
*
C
C
C
C
C
Yes
Wis
*
C
@
*
C
*
C
C
C
C
*
Yes
Dex+
Int
Int
Int
Int
Wis
(Varies)
Dex
Wis
Read Lips
Recruit
Repair
Research
Ride
Search
Sense Motive
Sensors
Sleight-of-hand
Sports
Spot
Survival
Swim
Tracking
Trade
Tumble
Use Device
Use Alien Dev.
Use Rope
C
*
*
C
*
*
*
C
*
C
*
*
C
X
*
*
C
C
*
C
C
*
*
*
C
C
*
C
C
C
C
C
*
*
C
C
*
C
@
@
@
C
@
@
@
@
@
C
@
@
C
@
@
@
C
@
@
*
*
C
*
*
C
*
C
*
C
C
C
C
X
*
*
C
*
*
C
C
*
C
*
C
C
*
C
C
C
*
C
X
C
*
C
*
*
*
*
C
*
*
*
*
C
*
C
*
*
C
X
*
*
C
C
*
C
*
*
C
*
C
C
*
*
C
C
C
C
*
*
*
C
C
C
*
C
C
*
*
C
*
*
*
C
C
C
C
C
*
C
C
*
C
C
C
*
*
C
C
C
C
C
C
C
C
C
C
*
C
C
*
C
*
C
C
*
*
C
*
C
*
C
C
C
C
*
*
C
C
*
C
C
C
C
C
C
C
C
*
C
C
C
C
C
*
C
*
C
C
*
No
Yes
No
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Wis
Cha
Int
Int
Dex
Int
Wis
Int
Dex+
(Varies)
Wis
Wis
Str
Int
Wis
Dex
Int
Wis
Dex
C = Class Skill
* = Cross-class skill
X = Your character cannot buy this skill because it is exclusive to another class
+ Your armor check penalty, if any, also applies
++ Academic and Civilian Expert buy all Knowledge skills as individual class skills
@ Civilian Expert selects 20 skills as class skills
Untrained: Yes: The skill can be used untrained. That, is a character can have 0 ranks in this skill but can make skill
checks normally. No: Your character cannot use the skill unless he has at least 1 rank in the skill.
1: Driver/Pilot with hyperdrive ship skills may take AI Relations (AID Relations) as a class skill; those without take
all AI Relations as a cross-class skill.
2: Academics and Civilian Experts gain all Knowledge skills as class skills. For other classes, depending on the
class and the knowledge skill the character wishes to learn, the GM will decide whether it counts as a class skill or a
cross-class skill. Some Knowledge skills might be barred to a certain class if they are closely related to other skills
barred to that class.
SKILL POINTS
Characters have a number of skill points based on their race and their class levels.
Depending on a characters' race and class, some skills are "class skills" and some skills are "cross-class skills"
Cross-class skills require 2 skill points per rank, class skills require 1 skill point per rank.
The maximum number of ranks a character can have in a class skill is equal to that character's level +3. The
maximum ranks a character can have in a cross-class skill is half that number. Note that if a character has one or
more levels as a Civilian Expert these limits will be increased.
Table 6.2 Starting skill points for the basic character classes:
Character
Class
Academic
Biker/Gang Member
Civilian Expert
Driver/Pilot
Manipulator
Mechanic
Medic
Militia Member
Scout
1st level
Skill Points
(8 + Int Modifier) x 4
(4 + Int Modifier) x 4
(6 + Int Modifier) x 5
(4 + Int Modifier) x 4
(6 + Int Modifier) x 4
(8 + Int Modifier) x 4
(6 + Int Modifier) x 4
(4 + Int Modifier) x 4
(8 + Int Modifier) x 4
Higher-level
Skill Points
8 + Int Modifier
4 + Int Modifier
6 + Int Modifier
4 + Int Modifier
6 + Int Modifier
8 + Int Modifier
6 + Int Modifier
4 + Int Modifier
8 + Int Modifier
Soldier
Trader
(4 + Int Modifier) x 4
(6 + Int Modifier) x 4
4 + Int Modifier
6 + Int Modifier
USING SKILLS
When the character uses a skill, the character makes a skill check to see how well the character does. The higher
the result on the character's skill check, the better the character does. Based on the circumstances, the character's
result must match or beat a particular number to use the skill successfully. The harder the task, the higher the
number the character needs to roll.
Skill Checks
To make a skill check, roll 1d20 and add the character's skill modifier for that skill. The skill modifier
incorporates the character's rank with that skill, the character's ability modifier for that skill's key ability, and any
other miscellaneous modifiers the character has, including racial bonuses and any armor check penalty. The higher
the result, the better. A natural 20 is not an automatic success, and a natural 1 is not an automatic failure.
Vs. A Difficulty Class
Some checks are made against a Difficulty Class (DC). The DC is a number that the character must score as a
result on the character's skill check to succeed.
Vs. Opposed Checks
Some skill checks are opposed checks. They are made against a randomized number, which is usually another
character's skill check result. Whoever gets the higher result wins the contest.
For ties on opposed checks, the character with the higher key ability score wins.
If these scores are the same, flip a coin.
Retries
In general, the character can try a skill check again if the character fails, and can keep trying indefinitely. Some
skills, however, have consequences of failure that must be taken into account. Some skills are virtually useless once
a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded
once at a given task, additional successes are meaningless.
If a skill carries no penalties for failure, the character can take 20 and assume that the character goes at it long
enough to succeed eventually.
Untrained Skill Checks
Generally, if the character attempts to use a skill the character doesn't possess, the character makes a skill check as
normal. The character's skill modifier doesn't have the character's skill rank added in because the character doesn't
have any ranks in the skill. The character does get other modifiers added into the skill modifier, though, such as the
ability modifier for the skill's key ability.
Many skills can only be used if the character is trained in the skill. Skills that cannot be used untrained are marked
with a "No" in the "Untrained" column on Table: Skills.
Favorable and Unfavorable Conditions
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty added into the skill
modifier for the skill check or a change to the DC of the skill check.
The GM can alter the odds of success in four ways to take into account exceptional circumstances:
1. Give the skill user a +2 circumstance bonus to represent circumstances that improve performance.
2. Give the skill user a -2 circumstance penalty to represent conditions that hamper performance.
3. Reduce the DC by 2 to represent circumstances that make the task easier.
4. Increase the DC by 2 to represent circumstances that make the task harder.
A bonus to the character's skill modifier and a reduction in the check's DC have the same result: they create a better
chance that the character will succeed. But they represent different circumstances, and sometimes that difference is
important.
Time and Skill Checks
Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard
actions, move-equivalent actions, or full-round actions. Types of actions define how long activities take to perform
within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some
skill checks are instant and represent reactions to an event, or are included as part of an action. These skill checks
are not actions. Other skill checks represent part of movement. The distance the character jumps when making a
Jump check, for example, is part of the character's movement. Some skills take more than a round to use, and the
skill descriptions often specify how long these skills take to use.
Practically Impossible Tasks
In general, to do something that's practically impossible requires that the character have at least rank 10 in the skill
and entails a penalty of -20 on the character's roll or +20 on the DC (which amounts to about the same thing).
Practically impossible tasks are hard to delineate ahead of time. They're the accomplishments that represent
incredible, almost logic-defying skill and luck.
The GM decides what is actually impossible and what is merely practically impossible.
Extraordinary Success
If the character has at least rank 10 in a skill and beats the DC by 20 or more on a normal skill check, the character
has completed the task impossibly well.
Checks without Rolls
Taking 10: When the character is not in a rush and is not being threatened or distracted, the character may choose
to take 10. Instead of rolling 1d20 for the skill check, calculate the character's result as if the character had rolled a
10.
Taking 20: When the character has plenty of time (generally 2 minutes for a skill that can normally be checked in
1 round, one full-round action, or one standard action), and when the skill being attempted carries no penalties for
failure, the character can take 20.
Instead of rolling 1d20 for the skill check, calculate the character's result as if the character had rolled a 20.
Taking 20 means the character is trying until the character gets it right. Taking 20 takes about twenty times as long
as making a single check would take.
Combining Skill Checks
When more than one character tries the same skill at the same time and for the same purpose, their efforts may
overlap.
Individual Events: Often, several characters attempt some action and each succeeds or fails on her own.
Helping the Leader: Sometimes the individual PCs are essentially reacting to the same situation, but they can
work together and help each other out. In this case, one character is considered the leader of the effort and makes a
skill check while each helper makes a skill check against DC 10. (the character can't take 10 on this check.) For each
helper who succeeds, the leader gets a +2 circumstance bonus (as per the rule for favorable conditions). In many
cases, a character's help won't be beneficial, or only a limited number of characters can help at once. The GM limits
cooperation as she sees fit for the given conditions.
Skill Synergy: It's also possible for a character to have two skills that work well together. In general, having 5 or
more ranks in one skill gives the character a +2 synergy bonus on skill checks with its synergistic skills, as noted in
the skill description.
Ability Checks
Sometimes the character tries to do something to which no specific skill really applies. In these cases, the
character makes an ability check. An ability check is the roll of 1d20 plus the appropriate ability modifier.
Essentially, the character is making an untrained skill check. The GM assigns a Difficulty Class.
SKILL DESCRIPTIONS
This section describes each skill, including common uses and typical modifiers.
Skill Description Format
Skill Name ([KEY ABILITY]; TRAINED ONLY; ARMOR CHECK PENALTY; [CLASS NAME] ONLY)
The skill name line includes the following information:
Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language
has "None" listed as its key ability because the use of this skill does not require a check.
Trained Only: If "Trained Only" is included in the skill name line, the character must have at least 1 rank in the
skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained
or untrained use, they are covered in the Special section (see below).
Armor Check Penalty: Apply any armor check penalty to skill checks for this skill.
[Class Name] Only: The skill is exclusive to a certain class or classes. No character not of these classes can take the
skill. If omitted, the skill is not exclusive.
The skill name line is followed by a general description of what using the skill represents. After the description are
three other types of information:
Check: What the character can do with a successful skill check, how much time it takes to make a check, and the
check's DC.
Retry: Any conditions that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the
skill can be retried without any inherent penalty other than consuming additional time.
Special: Any extra facts that apply to the skill, such as rules regarding untrained use, or if this skill has a synergistic
relationship with other skills, or benefits that certain characters receive because of class or race.
THE SKILLS
AI relations (Cha)
This is actually a group of skills, one for each general type of AI. Varieties known by humans are AID
Relations and ACS Gestalt Relations; those with the Dashon-Mentat skill may also have Fabricator Gestalt
Relations. This skill represents the character’s ability to understand such an AI and get it to cooperate with him.
Additionally, if the AI is capable of learning from experience and is not a ‘rogue AI’ then the AI will gain
experience for events only if the controller can make a check at AI relations with a DC of the Al's level times 3 +10.
A character may take ten on this check. If the check succeeds, the AI is eligible to gain an amount of experience
equal to what its controller gained while it was present. If the check fails, the AI did not learn anything. In either
case there is no reduction in experience gained by the controller. A single controller may use each skill only once
when he gains EP (for example, he cannot train multiple AIDs at the same time). However, a single character could
use AI Relations (AID) to train his AID, and AI relations (ACS Gestalt) to train his armor gestalt at the same time.
Special: Note that no character, including an AI, can gain more than one level at once. If Tommy Sunday gained
6000 EP with a new level-one suit gestalt in his first battle, the gestalt would gain only 2999 EP, since it may not
advance to level 3 in a single step.
Appraise (Int)
The character is adept at determining the value of an object, from a brand new motorcycle to a rare, ancient
Aldenata artifact.
Check: The character can appraise common or well-known objects within 10% of their value (DC 12). Failure
means the character estimates the value at 50% to 150% of actual value. The GM secretly rolls 2d6+3, multiplies by
10%, multiplies the actual value by that percentage, and tells the character that value for the item. (For a common or
well-known item, the character's chance of estimating the value within 10% is fairly high even if the character fails
the check -- in such a case, the character made a lucky guess.)
Rare or exotic items require a successful check against DC 15, 20, or higher. If successful, the character estimates
the value at 70% to 130% of its actual value. The GM secretly rolls 2d4+5, multiplies by 10%, multiplies the actual
value by that percentage, and tells the character that value for the item. Failure means the character cannot estimate
the item's value.
A magnifying glass gives a +2 circumstance bonus to Appraise checks involving any item that is small or highly
detailed, such as a gem. A merchant's scale gives a +2 circumstance bonus to Appraise checks involving any items
that are valued by weight, including anything made of precious metals. These bonuses stack.
Appraising an item takes 1 minute.
Retry: Not on the same object, regardless of success.
Special: If the character is making the check untrained, for common items, failure means no estimate, and for rare
items, success means an estimate of 50% to 150% (2d6+3 times 10%).
Balance (Dex; Armor Check Penalty)
The character is skilled at keeping her balance in precarious situations such as walking the ledge on the outskirts
of a building, a slippery or unstable surface, or any similar environment.
Check: The character can walk on a precarious surface as a move-equivalent action. A successful skill check lets the
character move at half speed along the surface for 1 round. A failure means that the character can't move for 1
round. A failure by 5 or more means that the character falls.
The difficulty varies with the surface:
Surface
DC
3-5 centimeters wid
10
.75-3 centimeters wide
15
Less than .75 centimeters wide
20
Uneven Floor
10
Surface Angled
+5*
Surface Slippery
+5*
*Cumulative: if both apply, use both.
Being Attacked while Balancing: Attacks against the character are made as if the character were off balance: They
gain a +2 attack bonus, and the character loses any Dexterity bonus to AC. If the character has 5 or more ranks in
Balance, then the character can retain the Dexterity bonus to AC (if any) in the face of attacks. If the character takes
damage, the character must make a check again to stay balanced.
Accelerated Movement: The character can try to walk a precarious surface more quickly than normal. If the
character accepts a -5 penalty, the character can move at normal speed as a move-equivalent action. (Moving twice
the character's speed in a round requires two checks.)
Retry: No. The consequences of a failed Balance check tend to preclude retries.
Special: If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus (see Skill Synergy)
on Balance checks.
Bluff (Cha)
Your character has the ability to convince others of even the most outrageous of stories through a combination of
fast-talking, body language, misdirection and other tricks of the trade.
Check: A Bluff check is opposed by the target's Sense Motive check. Favorable and unfavorable circumstances
weigh heavily on the outcome of a bluff. Two circumstances can weigh against the character: The bluff is hard to
believe, or the action that the target is to take goes against the target's self-interest, nature, personality, orders, etc. If
it's important, the GM can distinguish between a bluff that fails because the target doesn't believe it and one that
fails because it just asks too much of the target. For instance, if the target gets a +10 bonus because the bluff
demands something risky of the target, and the Sense Motive check succeeds by 10 or less, then the target didn't so
much see through the bluff as prove reluctant to go along with it. If the target succeeds by 11 or more, he has seen
through the bluff (and would have done so even if it had not entailed any demand on him).
A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1
round or less), or believes something that the character wants him to believe.
A bluff requires interaction between the character and the target. Creatures unaware of the character cannot be
bluffed. A bluff always takes at least 1 round (and is at least a full-round action) but can take much longer if the
character tries something elaborate.
Feinting in Combat: The character can also use Bluff to mislead an opponent in combat so that he can't dodge the
character's attack effectively. Doing so is a miscellaneous standard action that does not draw an attack of
opportunity. If the character is successful, the next attack the character makes against the target does not allow him
to use his Dexterity bonus to Armor Class (if any). This attack must be made on or before your next turn. Feinting in
this way against a non-humanoid is difficult because it's harder to read a strange creature's body language; the
character suffers a -4 penalty. Against a creature of animal Intelligence (1 or 2) it's even harder; the character suffers
a -8 penalty. Against a non-intelligent creature, it's impossible.
Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can
give the character the momentary diversion the character needs to attempt a Hide check while people are aware of
the character.
Retry: Generally, a failed Bluff check makes the target too suspicious for a bluffer to try another one in the same
circumstances. For feinting in combat, the character may retry freely.
Special: Having 5 or more ranks in Bluff gives the character a +2 bonus on Intimidate and Pick Pocket checks and a
+2 synergy bonus on an Innuendo check to transmit a message. Also, if the character has 5 or more ranks of Bluff,
the character gets a +2 synergy bonus on Disguise checks when the character knows that the character is being
observed and the character tries to act in character. With a skill rank of 5 or better in Bluff, the character may add a
+2 synergy bonus to all Trade skill checks.
Table 6.3 Bluff Modifiers
Examples
The target wants to believe your character.
The bluff is believable and does not affect the
target much.
The bluff is a little hard to believe or puts the
target at some risk.
The bluff is hard to believe or entails a large
risk for the target.
The bluff is way out there; it is almost too
incredible to consider.
DC Modifier
-5
+0
+5
+10
+20
Bribery (Cha)
Your character has experience in bribing petty and not-so-petty officials in order to circumvent regulations or
ignore cumbersome laws.
Check: If the bribe is less than the minimum bribe required, the attempt will automatically fail. Characters may
offer more than the minimum bribe required and receive a +1 circumstance bonus on their Bribery skill check for
each multiple of the minimum required bride that is offered. For example, a character trying to bribe a 4th level
official to ignore a minor smuggling infraction would have to offer a minimum bribe of $4,000 dollars or 200 Fed
credits. If the characters offer $8,000 dollars instead, the character would gain a +1 circumstance bonus on his
Bribery skill check. If $12,000 were offered, the character would gain a +2 circumstance bonus on his Bribery skill
check.
Retry: If the first offer is refused, a character may make a second attempt at twice the previous value of the bribe.
Special: If both attempts are refused (failed), the GM should have the character make an opposed Charisma ability
check vs the local Law Level (1D20+Law Level). If this also fails, the NPC will bring the character up on charges of
attempted bribery.
Reason
Petty Infraction or Reason
Minor Infraction or Reason
Serious Infraction or Reason
Grievous Infraction or Reason
No Skill Ranks
Per doubling of bribe amount
Bouncer
DC
15
20
25
30
+5
-1
Minimum Bribe
per level of character.
per level of character X5.
per level of character X10.
per level of character X50.
$40 per level of character.
Bureaucrat
Informant
$120 per level of character.
$55 per level of character.
Broker (Int)
A broker is skilled in facilitating the purchase and resale of commercial goods.
Check: Your character may apply his Broker skill whenever he is trying to gauge how a specific market will
behave. This skill is useful in many kinds of situations, whether your character is trying to estimate what a specific
type of commodity will go for at a local town, or to negotiate a deal with a commodity supplier. Note the use of the
Broker skill does not allow a character to walk into the local department store and negotiate a deal to sell them a
specific amount of a commodity, or a supply contract unless their supply chain has broken down. Most department
store chains are locked in on who they may buy merchandise from. It will, however, allow your character to
properly estimate the value of a commodity or a specialty product in a local market so that your character can
negotiate directly with a supplier or an independent store on the price of your merchandise, or estimate the proper
starting price for negotiating with an Indowy Clan Lord on a shipment of Grav-cars.
Market Value: The DC for this check is 20 for Earth commodities, 25 for Galtech and Posleen commodities, and 30
for custom or specialty Tchpht merchandise. If the character is familiar with the vagaries of the local market, he may
add a +2 familiarization bonus to his skill check roll.
If the character accomplishes the skill check with a standard success (0-9 points higher than the opposed roll), he
has been able to estimate when the commodity will be at 90% of its list price or standard price if he is buying, and
when the estimated market value of a commodity will be 110% of its list price or standard price if he is planning to
sell the commodity.
If the result is a greater success (10-19 points higher than the opposed roll), the character has been able to estimate
when the commodity will be at 80% of its list price or standard price if he is buying, and when the estimated market
value of a commodity will be 120% of its list price or standard price if he is planning to sell the commodity.
A complete success (20+ points higher) will allow the character to estimate when the commodity will be at 70%
of its list price or standard price if the character is buying, and when the estimated market value of a commodity will
be 130% of its list price or standard price if he is planning to sell the commodity.
Retry: Yes, but the price begins at the last negotiated level, and your character incurs a -2 penalty to his new skill
check roll.
Special: If the character has a skill rank of 5 or better in Appraisal, he may add a +2 synergy bonus to all Broker
skill checks.
Climb (Str; Armor Check Penalty)
Your character is proficient at traversing many types of surfaces, including ropes, rock faces, building facades,
etc., with and without tools or other climbing equipment.
Check: With each successful Climb check, the character can advance up, down, or across a slope, a wall, or other
steep incline (even a ceiling with hand holds) at one-half the character's speed as a miscellaneous full-round action.
The character can move half that far, one-fourth of the character's speed, as a miscellaneous move-equivalent action.
A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.
A failed Climb check means that the character makes no progress, and a check that fails by 5 or more means that the
character falls from whatever height the character has already attained.
A climber's kit gives a +2 circumstance bonus to Climb checks.
The DC of the check depends on the conditions of the climb.
DC
0
5
1
15
20
25
25
Example Wall or Surface
A slope too steep to walk up. A knotted rope with a wall to brace against.
A rope with a wall to brace against, or a knotted rope.
A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.
Any surface with adequate hand holds and footholds (natural or artificial), such as a very rough
natural rock surface or a tree. An unknotted rope.
An uneven surface with some narrow hand holds and footholds,
such as a typical wall in ruins.
A rough surface, such as a natural rock wall or a brick wall.
Overhang or ceiling with hand holds but no footholds.
---- A perfectly smooth, flat, vertical surface cannot be climbed.
-10* Climbing a chimney (artificial or natural) or other location where one can brace against two
opposite walls (reduces DC by 10).
-5* Climbing a corner where the character can brace against perpendicular walls (reduces DC by 5).
+5* Surface is slippery (increases DC by 5).
*These modifiers are cumulative; use any that apply.
Since the character can't move to avoid a blow while climbing, enemies can attack the character as if the character
were stunned: An attacker gets a +2 bonus, and the character loses any Dexterity bonus to Armor Class.
The character cannot use a shield while climbing.
Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall.
Failure means the character falls from the character's current height and sustains the appropriate falling damage.
Accelerated Climbing: The character tries to climb more quickly than normal. As a miscellaneous full-round
action, the character can attempt to cover the character's full speed in climbing distance, but the character suffers a
-5 penalty on Climb checks and the character must make two checks each round. Each successful check allows the
character to climb a distance equal to one-half the character's speed. By accepting the -5 penalty, the character can
move this far as a move-equivalent action rather than as a full-round action.
Making Handholds and Footholds: The character can make her own handholds and footholds by pounding pitons
into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with
handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or
similar implement can cut holds in an ice wall.
Retry: Catching Oneself When Falling: It's practically impossible to catch oneself on a wall while falling. Make a
Climb check (DC = wall's DC + 20) to do so. A slope is a lot easier to catch oneself on (DC = slope's DC + 10).
Special: A character with 5 or more ranks in Use Rope gets a +2 synergy bonus on checks to climb a rope, a knotted
rope, or a rope and wall combination.
Combat Engineering (Int; Trained Only)
Your character has practical experience as well as training in a variety of combat engineering skills. Combat
engineering involves the rapid construction of field fortifications, their camouflage, the assessment of their ability to
withstand enemy fire, mine and sensor placement and clearance, temporary bridge building, etc.
Check: Most Combat Engineering problems would have a DC of about 15. The GM should adjust this according to
circumstances (equipment, supplies, time, etc.)
Camouflage: A combat engineer is able to hide and disguise combat emplacements, fortifications and even
vehicles, making them much harder to spot by both ground and aerial observation. The base DC to spot a
camouflaged item is 1D20 + the Combat Engineering skill of the character that set up the camouflage.
It is also easier for a character with this skill to spot likely locations of enemy positions, and recognize signs of
camouflage. When searching for enemy emplacements the GM should make a secret skill check for the character
against a DC equal to the camouflage rating of the emplacement (if any). A Spot check can also be use in place of
the Combat Engineering skill when trying to spot enemy emplacements but this incurs a -4 penalty to the roll.
Booby Traps and Land Mines: The combat engineer is trained in setting up and detecting booby traps and land
mines. When setting up a booby trap or laying a mine field, your character makes his Combat Engineering skill
check to set the DC, as for camouflage.
Retry: Yes, depending on the timeframe allowed (usually 1 attempt per day). But the DC would go up by 5 per
failed difficulty, and the task at a minimum take twice long to redo as was planned for the original task, up to five
times as long as the original task attempted would have taken.
Special: If your character has 5 or more ranks in Combat Engineering, he gains a +2 synergy bonus on Demolitions
skill checks when placing demo charges on buildings, combat emplacements, or similar structures.
Computer Use (Int)
Your character uses this skill to access and use computers, create or alter computer programs, and to operate
peripheral equipment intended to be run by computer and directly attached to a computer network run by that
computer.
Check: Normal use of a computer by your character does not require a skill check, but completing a task under a
tight deadline timewise, performing complex or dangerous tasks, or breaking into a security system, require a skill
check. The time that is required to complete a task using a computer is variable and is listed below under each type
of task.
Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the
time required are determined by the size of the site on which the character is searching. Finding public information
on the Internet does not fall under this category; usually, such a task requires a Research check. This application of
the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.
Size of Site
DC
Time
Personal computer
10
1 round
Small office network
15
2 rounds
Large office network
20
1 minute
Massive corporate network
25
10 minutes
Modifying an Existing Program: Modifications to an existing program can very from simple to very
complex depending on what type of modification is being contemplated. The easiest way to modify an existing
program is to break the modifications down into separate distinct steps that are each done as a separate task. If time
is of the essence, then a program could be modified on the fly as a complex task. A Simple program alteration will
take 1 hour per point of the base task DC. A complex program alteration will take 2 hours per point of the base task
DC.
By accepting a +10 modifier to task DC the programmer can reduce the amount of time needed to make modify an
exiting program from hours to minutes (i.e., it would take 15 minutes to make a simple program modification
instead of 15 hours). But if a programmer using this option rolls a critical failure threat on the programming
Computer skill check, the results are verified on the reroll. It is up to the GM to determine what actually happens
due to the critical failure in programming (but remember that one of the worst virus attacks in the early history of the
Internet was due to an error in the worm program designed)
Creating a New Program: Creating a brand new program is a lot more complex task than doing simple
modifications to an existing program. The creative spark in programmers is not a very well understood ability even
today. Even through most of today’s programs are designed by a large group of programmers working together,
some of the best software ever designed was created by either a lone programmer or a very small team working
together. Installing a new program in a computer system can completely alter how the computer or equipment using
the computer perform their functions, or even alter the function the computer or system is intended to perform.
The easiest way to create a new program is to break the creation process, the functions and features of the
program, down into separate distinct steps that are each done as a separate task. But if time is of the essence, then a
program could be created on the fly as a complex task. Creating a simple program will take 1 hour per point of the
base task DC. Creating a complex program will take 2 hours per point of the base task DC.
By accepting a +10 modifier to task DC, the programmer can create a new program in half the normal amount of
time (i.e., it would take 30 minutes to create a simple program instead of 1 hour). By accepting a +20 modifier to
task DC the programmer can reduce the amount of time needed to create a program from hours to minutes (i.e., it
would take 30 minutes to create a simple program instead of 30 hours). But if a programmer does use this option and
rolls a critical skill failure threat on the programming Computer skill check. It is automatically verified without a
reroll (i.e. if the programmer rolls a 1 on his skill check, it is automatically a critical failure). It is up to the GM to
determine what actually happens due to the critical failure in programming (but remember that one of the worst
virus attacks in the early history of the Internet was due to an error in the worm program designed).
If the programmer wants, he can create a program to help with a specific task. Doing so grants the character a +2
circumstance bonus to the task. A specific task, in this case, is one type of operation with one target.
Data Encryption/Decryption: Standard encryption programs are readily available and are supplied as
standard software on most new computers. Unfortunately, they only offer the most minimal protection (Encryption
DC of 10) against anyone with computer experience. Those with computer training and knowledge of encryption
may wish to handle their own encryption needs. To be able to perform this function your character must posses both
the Computer Use and Cryptography skills at a skill rank of at least 1 each. When your character attempts to write or
break the encryption on a securely encrypted message or computer system, he will use the lower ranked of the two
skills as the skill modifier.
Breaking into a Secured Computer System: Almost all computers now come with a standard security
package offering minimal security (Security Rating of 1, DC 20) from unauthorized access. As with encryption,
skilled programmers can develop their own security software to better fit their needs. Anyone other than the
programmer, or those authorized to use the system, must break into the computer system if they need to access to it.
Note: This application of Computer Use cannot be used untrained. To be able to perform this function, your
character must posses both the Computer and Security Systems skills at a skill rank of at least 1 each. When your
character attempts to break into a secured computer system he will use the lower ranked of the two skills as the skill
modifier. Exceptionally tough computer security systems can modify the task DC by +5 or more points. It is
possible that breaking into a computer system or network may require an opposed skill check if the SYSOP is
currently online and active in the system, or if an AI resides in the computer system.
The DC is determined by the quality of the security program installed to defend the system. If the check is failed
by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An
alerted administrator may attempt to identify the character or cut off the character’s access to the system.
Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the
operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character
automatically succeeds at all subsequent security checks at that site until the end of the character’s session (see
Computer Hacking below).
Computer Hacking: Breaking into a secure computer or network is often called hacking. When a character
hacks, she attempts to invade a site. A site is a virtual location containing files, data, or applications. A site can be as
small as a single computer, or as large as a corporate network connecting computers and data archives all over the
world -- the important thing is that access to the site connects the user to everything within it. Some sites can be
accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who
physically accesses a computer connected to the site.
Every site is overseen by a system administrator -- the person in charge of the site, who maintains its security.
Often, the system administrator is the only person with access to all of a site’s functions and data. A site can have
more than one system administrator; large sites have a system administrator on duty at all times. A character is the
system administrator of his personal computer.
When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the
session is over. The character can go back to the site in the future; it is then a new session.
Several steps are required to hack into a site:
Steps to a Hack
1) Covering Tracks: This step is optional. By making a Computer Use check (DC 20), a character can alter her
identifying information. This imposes a -5 penalty on any attempt made to identify the character if her activity is
detected.
2) Access the Site: There are two ways to do this: physically or over the Internet.
A) Physical Access: A character gains physical access to the computer, or a computer connected to the site. If
the site being hacked is not connected to the Internet, this is probably the only way a character can access it. A
variety of skill checks may be required, depending on the method used to gain access.
B) Internet Access: Reaching a site over the net requires two Computer Use checks. The first check (DC 10) is
needed to find the site on the net. The second is a check to defeat computer security (see the Computer Use skill
description). Once a character has succeeded in both checks, the character has accessed the site.
3) Locate What You’re Looking For: To find the data (or application, or remote device) the character wants, make
a Computer Use check. See Find File under the skill description.
4) Defeat File Security: Many networks have additional file security. If that’s the case, the character needs to
make another check to defeat computer security.
5) Do Your Stuff: Finally, the character can actually do what he came to do. If the character just wants to look at
records, no additional check is needed. (A character can also download data, although that often takes several
rounds, or even several minutes, to complete for especially large amounts of information.) Altering or deleting
records sometimes requires yet another check to defeat computer security. Other operations can be carried out
according to the Computer Use skill description.
Defend Security: If the character is the system administrator for a site (which may be as simple as being the
owner of a laptop), she can defend the site against intruders. If the site alerts the character to an intruder, the
character can attempt to cut off the intruder’s access (end the intruder’s session), or even to identify the intruder.
To cut off access, make an opposed Computer Use check against the intruder. If the character succeeds, the
intruder’s session is ended. The intruder might be able to defeat the character’s security and access the site again, but
the intruder will have to start the hacking process all over. Attempting to cut off access takes a full round.
One surefire way to prevent further access is to simply shut the site down. With a single computer, that’s often no
big deal, but on a large site with many computers (or computers controlling functions that can’t be interrupted), it
may be time-consuming or even impossible.
To identify the intruder, make an opposed Computer Use check against the intruder. If the character succeeds, the
character learns the site from which the intruder is operating (if it’s a single computer, the character learns the name
of the computer’s owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access.
This check can only be made if the intruder is accessing the character’s site for the entire length of the check. If the
intruder’s session ends before the character finishes the check, the character automatically fails.
This application of the skill can be used to intercept a cell phone conversation if the character has a cellular
interceptor. The DC is 35, or 25 if the character knows the number of the phone that initiated the call.
Degrade Programming: A character can destroy or alter applications on a computer to make use of that
computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a
computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1
minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging
programming imposes a -4 penalty on all Computer Use checks made with the computer (sometimes this is
preferable to destroying the programming, since the user might not know that anything is wrong, and won’t simply
decide to use a different computer).
A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC for
each additional computer.
Fixing the degraded programming requires 1 hour and a Computer Use check against a DC equal to the DC for
degrading it + 5.
Data Mining: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and
the time required are determined by the size of the site on which the character is searching.
Finding public information on the Internet does not fall under this category; usually, such a task requires a
Research check. This application of the Computer Use skill only pertains to finding files on private systems with
which the character is not familiar.
Operate Remote Device: Many devices are computer-operated via remote links. If the character has access to
the computer that controls such systems, the character can either shut them off or change their operating parameters.
The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately
alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may
attempt to identify the character or cut off his access to the system.
Layering: To add to the security of a computer system and specific data, encryption and system security can be
“layered,” providing multiple lines of defense against unwanted intrusion. Adding each layer is a separate task
check, and doubles the time required to implement the program. Each layer of encryption or security must be
subsequently broken before unauthorized access can be gained to the protected system or data.
Time: Computer Use requires at least a full-round action. The GM may determine that some tasks require several
rounds, a few minutes, or longer, as described above.
Retry: If your character is attempting to modify or write a program, then he can retry his attempt to create or modify
the program after he has tested the program and verified it in fact does not work properly. If your character is
attempting to break into a security system, he can retry his attempt to break into the system but if he fails a second
time, an alarm may be activated. If your character is making an opposed skill check, then he cannot retry the task
again until the situation has changed or the opposition is no longer on the system.
Special: A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not
in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security or defend
security.)
If your character has 5 or more ranks in Use Device skill he gains a +2 synergy bonus on his Computer skill
checks. If your character has 5 or more ranks in Knowledge (Programming) skill he gains a +2 synergy bonus on his
computer skill check. If you character has 5 or more ranks in Computer skill he gains a +2 synergy bonus on his
Security Systems skill checks when attempting to bypass a computer based security system.
A character with the Gearhead feat gets a +2 bonus on all Computer Use checks.
Table 6.4 Computer DC
Task
Basic Tasks
Data Decryption
Data Encryption
Break system/Network Security
Minimum
Security Rating 1
Average
Security Rating 2
Exceptional
Security Rating 3
Maximum
Security Rating 4
Military
Security Rating 5
Darhel
Security Rating 6
Change System Pass-codes
Data Mining
Personal computer
Small office network
Large office network
Massive corporate network
Degrade a Program Crash computer
Destroy programming
Damage programming
Layering
Operating a Remote
Shut down passive remote
(including cameras and door locks)
Shut down active remote
(including motion detectors and alarms)
Reset parameters
Programming
Basic (hello world)
Simple (simple games)
Minor (personal organizational programs)
Average (advanced commercial software)
Advanced (advanced commercial software)
Sophisticated (specialized commercial
software)
Leading Edge (security software,
advanced robotics)
Experimental
System/Network Security
Modifiers
Expert System
Artificial Intelligence
AI Intelligence Ability Score per point
AI Wisdom Ability Score per point
AI Charisma Ability Score per point
AI Dexterity Ability Score per point
AI Skill Rank Level
DC
0
**
**
Time
Required
1 minute
1 Hour
1 Month
Checks
n/a
n/a
n/a
20
25
35
40
45
50
25
1 day
1 day
1 day
1 day
1 day
1 day
1 minute
n/a
n/a
n/a
n/a
n/a
n/a
n/a
10
15
20
25
10
15
20
*
1 round
2 rounds
1 minute
10 minutes
1 minute
10 minutes
10 minutes
X2
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
20
1 round
n/a
per remote
1 round
n/a
per remote
1 minute
n/a
per remote
25
30
0
5
10
15
20
25
5 minutes
1 hour
1 day
1 week
1 month
1 year
once
once
once
once
4 (once per week)
12 (once per month)
30
2 years
24 (once per month)
40
***
varies
1 year
varies
n/a
DC
+10
+15
+1
+1
+1
+1
+1
Double the time required
Increase the time required by 1 level
(maximum of 2 years)
Perform a simple program modification
Perform a complex program modification
Alien Computer
Alien Program
Hurry (halve the time required)
Rushed (reduce the time required by 1 level
(minimum of 1 minute)
High Stress Situation
Hide evidence of alteration (minimum of 1 minute)
Creating a Custom State-of-the-Art (Masterwork)
Program
Infrequent subject, old topic (few years)
Uncommon subject, very old topic (decades)
Esoteric Subject, extremely old topic (hundreds of
years), classified
Rare Subject, ancient topic (thousands of years),
top secret
Vary Rare Subject, prehistoric topic (tens of
thousands of years), Darhel-only restricted topic
Data Mining in the Posleen data net
Take 10
Take 20
+5
+10
+10
+10
+10
+20
+5
+10
+10
+2
+5
+10
+20
+30
+10
* The DC is the DC of the base layer being added. Roll separately for each layer.
** The DC is based on the original Cryptography DC of the hardware or software security system operating on the
computer.
*** The DC is based on the Security Rating of the hardware or software security system operating on the computer
or being created, with an additional +5 DC modifier.
Communications (Int; Trained Only)
Your character is trained in the use, repair, and maintenance of communications devices. While everyone can
press the button and make a radio function, this skill is necessary to understand why the device does not work, or
how to use the device for purposes other than open transmission.
Check: Varies. See below.
Boost Signal: A character can attempt to boost an incoming or outgoing signal in an attempt to punch through
jamming or natural signal degradation. When attempting to boost through active jamming, your character makes a
Communications skill check vs the comm jamming rating for the opposing force that round. If successful, the signal
gets through the opponent's attempt to jam it. When attempting to boost a naturally degraded signal, the GM should
set a DC appropriate to the situation.
Break into a Secure Channel: Just as your character can establish a communications link, he can attempt to
break into a secure channel and monitor any transmission. Every secure channel has a set Encryption Rating. To
break into the channel, your character must make a successful Cryptography skill check (use the lower of either
Communications or Cryptography as the base skill for this check) using the Encryption Rating as the DC.This is a
full combat action, and if unsuccessful, may be attempted again as long as the signal is still active.
Detect a Signal: This task is used when trying to detect signals for other communication systems. Any
omnidirectional signal being broadcast will automatically be detected if the receiver is in range. Any directional
signal will automatically be detected if the receiver is both in range and in the signal's arc of spread. Open and
unsecured signals can automatically be detected (base DC 0) if someone is looking for them. It is just a matter of
scanning frequencies. Secure signals can also be automatically detected (base DC of 0) if being watched for, but as
they are encrypted this will do no good unless someone can break the encryption. Detecting hidden or piggybacked
signals requires a keen comm operator to detect, and has a base DC of 20. In combat this is a Full action.
Establish a Basic Communications Channel: The most rudimentary of tasks (base DC of 0), this
establishes an open, unsecured communications channel between two communication systems. In combat, this is a
Half action.
Establish a Secure Communications Channel: A secure channel encrypts the signal to offer some
protection against a conversation/data transfer being monitored. The character can establish the secure comm
channel by making a Communications skill check (use the lower of either Communications or Cryptography as the
base skill for this check) to establish the Encryption level of the transmission. Anyone attempting to monitor the
channel must break this encryption first. This is a Full action.
Hide or Piggyback a Signal: Your character can attempt to hide a transmission by using an exotic frequency
or by attempting to piggyback the transmission on top of another signal source. Unless someone is expecting such a
signal, or actively searching for such signals, the probability of such a transmission being detected is very low. Such
a task has a base DC of 20. In combat, this is a Full action. If this task fails, the signal is not hidden and may be
detected normally.
Jam Local Communications: Your character can spend each combat round attempting to jam any incoming
or outgoing communication signals within the range of your own communications systems. At the beginning of each
combat round, your character should make a Communications skill roll to set the Communications Jamming Rating
for the Round. Any other signal source/receiver within range must make a successful Communications skill check of
their own vs. the Comm Jamming Rating for their signal to get through. If more than one source is Comm Jamming,
each must be defeated in turn before a signal may be pushed through. In combat, this is a Full action.
Task
Break into s Secure Channel
Detect a Signal
Establish a Basic Channel
Establish a Secure Channel
Hide/Piggyback a Signal
Jam Communications
DC
Encryption Rating
0
0
Special
20
Special
Circumstances
Hidden/Piggyback Signal (detection only)
Minor Noise and Static
Considerable Noise and Static
Heavy Noise and Static
Weak
Faint
Very Faint
Active Jamming
Communications Systems
DC Modifier
+20
+5
+10
+20
+5
+10
+20
Comm Jamming Rating
Comm Rating
Retry: Yes, for most things. However, some actions are time sensitive, and all that time may be up before you try
again.
Concentration (Con)
This skill is used to keep a distraction from preventing the character from completing an action.
Check: A character makes a Concentration check whenever he or she may potentially be distracted (by taking
damage, by harsh weather, and so on) while engaged in some action that requires the character’s full attention. Such
actions include using skills that provoke attacks of opportunity while in a threatened square. In general, if an action
would not normally incur an attack of opportunity, a character doesn’t need to make a Concentration check to avoid
being distracted.
If the check succeeds, the character may continue with the action. If the Concentration check fails, the action
automatically fails.
The check DC depends on the nature of the distraction.
Retry: Yes, although a success doesn’t cancel the effects of a previous failure, such as the disruption of an action
that was being concentrated on.
Special: By making a check against DC 15, a character can use Concentration to attempt an action defensively, so as
to avoid attacks of opportunity altogether. This doesn’t apply to other actions that might incur attacks of opportunity
(such as moving). If the Concentration check succeeds, the character may attempt the action normally without
incurring any attacks of opportunity. A successful Concentration check still doesn’t allow a character to take 10 on a
check when in a stressful situation; the character must roll the check as normal.
If the Concentration check fails, the related action automatically fails (with any appropriate ramifications), and the
action is wasted, just as if the character’s concentration had been disrupted by a distraction.
Since Concentration checks are called for in stressful situations, a character cannot take 10 or take 20 on such
checks.
A character with the Focused feat gets a +2 bonus on all Concentration checks.
Time: Making a Concentration check doesn’t require an action; it is either a reaction (when attempted in response to
a distraction) or part of another action (when attempted actively).
Distraction
Damaged during the action (1)
Taking continuous damage (2)
during the action
Vigorous motion (bouncy vehicle ride,
small boat in rough water, below-decks in
a storm-tossed ship, riding a gallping horse)
Violent motion (very rough vehicle ride,
small boat in rapids, on deck of stormtossed ship, riding a panicked or bucking horse)
Extraordinarily violent motion (earthquake)
Entangled in net or snare
Grappling or pinned
Weather is a high wind carrying blinding
rain or sleet
Weather is wind-driven hail, dust, or debris
DC
10 + damage dealt
10 + half of continuous damage last dealt
10
15
20
15
20
5
10
1 Such as an activity that requires more than a single full-round action. Also from an attack of opportunity or readied
attack made in response to the action being taken (for activities requiring no more than a full-round action).
2 Such as from catching on fire.
Craft (Int; Some are Trained Only)
Craft is actually a number of separate skills. For instance, the character could have the skill Craft (Tap making).
The character's ranks in that skill don't affect any checks the character happens to make for pottery or leather
working, for example. The character could have several Craft skills, each with its own ranks, each purchased as a
separate skill.
Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit
or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill.
To use Craft, first decide what the character is trying to make . The character must then purchase the raw material
for the item in question. If the character succeeds in acquiring the raw material, he must then make the Craft check
against the given DC for the object in question. If the character fails the check, he or she does not make the object,
and the raw materials are wasted (unless otherwise noted).
Generally, a character can take 10 when using a Craft skill to construct an object, but can’t take 20 (since doing so
represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is
Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth
check is required to use the skill).
Craft skill is specifically focused on creating something; if it is not, it is a Profession.
The most common Craft skills are listed below:
Armorsmith (ancient)
Armorsmith (modern)
Armorsmith (Posleen)
Armorsmith (Galtech)
Carpentry
Chemistry
Clockwork
Cobbler
Electronics
Gemologist
Gravitics
Gunsmith
Leather working
Locksmith
Mechanical
Pharmaceutical
Potter
Printer
Sculptor
Shipwright
Stonemason
Structural
Trapmaking
Visual Arts
Weaponsmith (ancient)
Weaponsmith (modern)
Weaponsmith/Gunsmith (modern)
Weaponsmith (Posleen)
Weaponsmith (Galtech)
Writing
Check: The character can practice a trade and make a decent living, earning about $50 times the check result per
week of dedicated work. The character knows how to use the tools of the trade, how to perform the craft's daily
tasks, how to supervise untrained helpers, and how to handle common problems.
However, the basic function of the Craft skill is to allow the character to make an item of the appropriate type.
The DC depends on the difficulty of the item created. The DC, the character's check results, and the price of the item
determine how long it takes to make the item. The item's finished price also determines the cost of raw materials. (In
the game world, it is the skill level required, the time required, and the raw materials required that determine an
item's price. That's why the item's price and DC determine how long it takes to make the item and the cost of the raw
materials.)
All crafts require artisan's tools to give the best chance of success; if improvised tools are used instead, the check
is made with a -2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance
bonus.
To determine how much time and money it takes to make an item:
1. Find the DC listed here or have the GM set one.
2. Pay one-third the item's price in raw materials.
3. Make a skill check representing one week's work.
If the check succeeds, multiply the check result by the DC times 10. If the result equals the price of the item, then
the character has completed the item. (If the result times the DC times 10 equals double or triple the price of the
item, then the character has completed the task in one-half or one-third the time, and so on.) If the result times the
DC times 10 doesn't equal the price, then it represents progress the character has made this week. Record the result
and make a check for the next week. Each week the character makes more progress until the character's total reaches
the price of the item.
If the character fails the check, the character makes no progress this week. If the character fails by 5 or more, the
character ruins half the raw materials and has to pay half the original raw material cost again.
Progress by the Day: The character can make checks by the day instead of by the week, in which case the
character's progress (result times DC) is at one tenth the weekly rate.
Creating Masterwork Items: The character can make a masterwork item (an item that conveys a bonus to its use
through its exceptional craftsmanship).
To create a masterwork version of an item on the table below, the character creates the masterwork component as
if it were a separate item in addition to the standard item.
The masterwork component has its own price (which is twice the cost of the normal price of the item in question)
and DC. Once both the standard component and the masterwork component are completed, the masterwork item is
finished. (Note: The price the character pays for the masterwork component is one-third of the given amount, just as
it is for the price in raw materials.)
Repairing Items: Generally, the character can repair an item at the same DC that it takes to make it in the first
place. The cost of repairing an item is one-fifth the item's price.
Retry: Yes, but each time the character misses by 5 or more, the character ruins half the raw materials and has to
pay half the original raw material cost again.
Item
DC
Very simple item
5
Typical item
10
High-quality item
15
Complex or superior item
20
Very Complex item
25
Masterwork
30
Several Craft skills are described below.
Craft (chemical) (Int; Trained Only)
This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.
Acids and Bases: Acids are corrosives substances. Bases are caustic substances. Acids and Bases of comparable
types neutralize each other. Stronger Acids or Bases will neutralize weaker Bases or Acids respectively, but then the
stronger substance can deal residual damage itself.
Purchase
Craft DCs
Type of Acid or Base
Price
Acid
Base
Time
Mild (1d6/1d10) *
$70
15
10
1 min.
Potent (2d6/2d10)
$200
20
15
30 min.
Concentrated (3d6/3d10)
$650
30
20
1 hr.
* The dice rolls in parentheses are typical splash damage/immersion damage caused per round of exposure to the
acid.
Explosives: Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials
are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its
intended damage to the builder and anyone else in the burst radius.
If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does
not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.
Type of Scratch-Built
Explosive
Improvised (1d6/5 feet) 1
Purchase
Price
$40
Craft
DC
10
Time
1 round
Simple (2d6/5 feet)
$150
15
10 min.
Moderate (4d6/10 feet)
$650
20
1 hr.
Complex (6d6/15 feet)
$2,000
25
3 hr.
Powerful (8d6/20 feet)
$9,000
30
12 hr.
Devastating (10d6/25 feet)
$35,000
35
24 hr.
1 The figures in parentheses are typical damage/burst radius for each type of explosive.
Poisonous Substances: Solid poisons are usually ingested, but can also be contact poisons. Liquid poisons are
usually ingested or injected directly into the bloodstream; they can also be contact poisons. Gaseous poisons usually
must be inhaled to be effective, but can also be contact poisons. The table below summarizes the characteristics of
various poisons.
Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.
Initial Damage: The damage a character takes immediately upon failing his or her Fortitude save.
Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a
second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage
is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.
Purchase Price: The payment necessary to obtain the raw materials to craft the poison, or to purchase one bottle of
solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder
holds enough gas to fill a 10-foot-radius area.
Restriction: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier.
Remember to apply this modifier to the purchase price when acquiring the poison on the black market.
Craft DC: The DC of the Craft check to create a quantity of the poison.
Time: The amount of time required for the Craft check.
If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4
doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and
takes 1 round to fill the area.
Table 6.5 Poisons
Poison
Type
Arsenic
Ingested
Atropine
Injury
Belladonna
Injury
(plant)
Ingested
Blue Vitriol
Injury
Blue-ringed
Injury
octopus venom
Chloral Hydrate Ingested
Chloroform
Inhaled
Curare
Injury
(plant)
Cyanide
Inhaled
Ingested
Cyanogen
Inhaled
DDT
Inhaled
Knockout Drops Ingested
Knockout Gas Inhaled
12
15
Initial
Damage
1D4 Str
1D6 Dex
1D6 Str
1D6 Str
1D2 Con
1d4 Con
9
n/a
$12
$350
Res (+2)
Lic (+1)
1 hrs.
n/a
18
17
18
1D6 Dex Unconsciousness (1D3 hrs.) 28
Unconsciousness (1D3 hrs.)+
24
2D4 Dex 2D4 Wis
n/a
$200
$90
$500
Res (+2)
Res (+2)
Res (+2)
8 hrs.
4 hrs.
n/a
16
1D6 Con
1D6 Con
1D4 Dex
1D2 Str
1D3 Dex
1D3 Dex
31
$500
Mil (+3)
15 hrs.
28
20
26
26
$200
$90
$200
$200
Mil (+3)
Lic (+1.5)
Res (+2)
Res (+2)
8 hrs.
4 hrs.
8 hrs.
8 hrs.
DC
15
13
18
19
17
12
18
Secondary
Damage
2D4 Con
1D6 Str
2D6 Str
2D6 Str
1D2 Con
1d4 Con
2D6 Con
2D6 Con
2D4 Con
1D4 Str
Unconsciousness (1D3 hrs.)
Unconsciousness (1D3 hrs.)
Craft
DC
24
14
n/a
Purchase
Price Restrictions
$90
Res (+2)
$12
Res (+2)
$350
Lic (+1)
Craft
Time
4 hrs.
1 hr.
n/a
Lead arsenate
(gas)
Lead arsenate
(solid)
Mustard Gas
Inhaled
12
1D2 Str
1D4 Con
17
$40
Res (+2)
2 hrs.
Ingested
12
1D2 Con
1D4 Con
18
$40
Res (+2)
2 hrs.
Inhaled
Contact
Inhaled
Contact
Inhaled
Contact
Inhaled
17
2D4 Con*
1d4 Con
2D4 Con*
2D4 Con*
2D6 Con*
2D6 Con*
1D4 Con
26
$200
Mil (+3)
8 hrs.
30
$500
Illegal (+4)
15 hrs.
42
$2,750 Illegal (+4)
48 hrs.
14
1D4 Con
1d4 Dex
1D4 Con
1D4 Con
1D6 Con
1D6 Con
1D2 Con
20
$90
Res (+2)
8 hrs.
14
1D4 Con
1D4 Con
24
$90
Res (+2)
4 hrs.
12
1D6 Con
1D6 Con
n/a
$200
Lic (+1.5)
n/a
11
1D2 Str
1D2 Str
n/a
$200
Lic (+1.5)
n/a
19
23
$90
Res (+2)
4 hrs.
21
$90
Res (+2)
4 hrs.
14
1D3 Dex 2D4 Con
1D3 Dex 2D4 Con
1D6 Dex 1d4 Con
Blindness 1D6 rounds
1D6 Wis 2D6 Wis
26
$200
Res (+2)
8 hrs.
12
1D6 Con
24
$30
Lic (+1.5)
4 hrs.
Nerve Gas
(Sarin)
Nerve Gas
(VX)
Paris green
(gas)
Paris green
Ingested
(solid)
Rattlesnake
Injury
Venom
Scorpion/
Injury
Tarantula Venom
Strychnine
Injury
Ingested
Tear gas++
Inhaled
Contact
Truth serum
Injected
(Sodium Pentothal)
Rat Poison
Ingested
18
22
15
1D4 Con
+ Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a
successful grapple check and pin. Exposure to the concentrated vapor for several minutes can cause respiratory
collapse and death.
++Tear gas, when inhaled, causes uncontrollable coughing to the point of nausea.
n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from
the creature or plant in question.
*Permanent without hospitalization. Save vs. Fort for 1/2 permanent damage after a successful Heal check.
Special: A character without a chemical kit takes a -4 penalty on Craft (chemical) checks.
A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.
Craft (electronic) (Int; Trained Only)
This skill allows a character to build electronic equipment from scratch, such as audio and video equipment,
timers and listening devices, or radios and communication devices.
When building an electronic device from scratch, the character describes the kind of device he or she wants to
construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced compared to
current technology.
Type of Scratch-Built
Electronics (Examples)
Simple (timer or detonator)
Moderate
(radio direction finder, electronic lock)
Complex (advanced cell phone)
Advanced (state of the art computer)
Purchase
Price
$70
$200
Craft
DC
15
20
Time
1 hr.
12 hr.
$650
$3,500
25
30
24 hr.
60 hr.
Special: A character without an electrical tool kit takes a -4 penalty on Craft (electronic) checks.
A character with the Builder feat gets a +2 bonus on all Craft (electronic) checks.
Craft (mechanical) (Int; Trained Only)
This skill allows a character to build mechanical devices from scratch, including engines and engine parts,
weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the
kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate,
complex, or advanced compared to current technology.
Type of Scratch-Built
Purchase
Craft
Mechanical Device (Examples)
Price
DC
Time
Simple (tripwire trap)
$30
15
1 hr
Moderate
$200
20
12 hrs
(engine component, light armor)
Complex
$650
25
24 hrs
(automobile engine, 9mm autoloader handgun)
Advanced (jet engines)
$2,000
30
60 hrs
Special: A character without a mechanical tool kit takes a -4 penalty on Craft (mechanical) checks.
A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks.
Craft (pharmaceutical) (Int; Trained Only)
This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal
drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. It can also be used to
compound "recreational" drugs, and drugs for chemical interrogation.
The Craft (pharmaceutical) disease treatment check is based on the severity of the disease to be countered as
measured by the DC of the Fortitude save needed to resist it.
Disease Fortitude
Purchase
Craft
Save DC
Price
DC
Time
14 or lower
$30-$119
15
1 hr
15-18
$120-$499
20
3 hr
19-22
$500-$1,999
25
6 hr
23 or higher
$2,000-$35,000 30
12 hr
Recreational drug
$120-$499
15
12 hr
Chemical interrogation drug
$500-$1,999
20
12 hr
Special: A character without a pharmacist kit takes a -4 penalty on Craft (pharmaceutical) checks.
A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.
A character with Craft (chemical) skill gains a +2 bonus on all Craft (pharmaceutical) recreational drug checks.
Craft (Structural) (Int)
This skill allows a character to build wooden, concrete, or metal structures from scratch, including bookcases,
desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying
cement, and building cabinets.
Type of Scratch-Built
Structure (Examples)
Simple (bookcase, false wall)
Moderate
(catapult, shed, house deck)
Complex
(bunker, domed ceiling)
Advanced (house)
Purchase
Price
$30-$119
$120-499
Craft
DC
15
20
Time
12 hr.
24 hr.
$500-4,999
25
60 hr.
$5,000-650,000 30
600 hr.
When building a structure from scratch, the character describes the kind of structure he or she wants to construct;
then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.
Special: A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks.
A character with the Builder feat gets a +2 bonus on all Craft (structural) checks.
This skill overlaps with carpentry and stonemasonry in several places.
Craft (Trapmaking) (Int)
Your character is trained in designing, constructing, and selling mechanical traps and snares.
Benefit: Your character can set up traps that do increasing amounts of damage, are capable of holding larger
creatures, and are better camouflaged, depending your character’s Craft (Trapmaking) skill rank.
Once per day the GM will check to see if anything has been caught in the trap. If the result on a 1D20 is greater
than the DC of the trap, something has been caught.
The trapper must specify the size, damage, and Spot DC of the trap when it is constructed.
Craft (Trapmaking)
Skill Rank
1
4
7
11
15
19+
Maximum
Size
Tiny
Small
Average
Large
Huge
Gargantuan
Maximum
Damage
1D4
1D6
1D8
1D10
1D12
1D20
Maximum
Spot DC
5
10
15
20
25
30
Point
Cost
1
2
3
4
5
6
Cost: The cost of the trap is the Trap Size point cost times the trap’s Maximum Damage point cost times the trap’s
Maximum Spot DC point cost times $100.
Special: The Survival skill may be used in place of the Craft (Trapmaking) skill, but add +2 to the minimum skill
ranks required.
Craft (Writing) (Int)
Your character is trained in how to write. He can get his point across, coherently report an incident, or clearly give
written instructions.
Skill Check Result
9 or lower
10-19
20-24
25-30
31 or higher
Effort Achieved
Untalented amateur
Talented amateur
Professional
Expert
Master
Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope
of the project.
Special: A character with the Creative feat gets a +2 bonus on all Craft (writing) checks.
Cryptography (Int; Trained Only)
Your character can encode data so that only someone with the proper key can decode it. Your can also decipher
coded data.
Check: You make a Cryptography check when your character encodes data. You get a +20 circumstance bonus if
your character has access to some form of computer or data pad and encryption software. Anyone who has the
proper key can decode the encrypted data with a successful Cryptography check (DC 10). If using some form of
computer or data pad and using the encryption software key, the recipient can automatically decode the data without
making a check.
If your character intercepts data encoded by someone else, you can try to decode it without a key by making a
Cryptography check. Your check result must exceed that of the person who encoded the data. If your character has
access to some form of computer or data pad and code breaking software, your character gets a +10 circumstance
bonus on the check.
Your character can also use this skill when attempting to hack into an encrypted data computer network. If the
Encryption check fails, your character will be unable to decode the data on the computer network even if he
successfully hacks into the computer network.
If your character is using masterwork Encryption/Decryption software, it provides a +2 circumstance bonus to the
Encryption/Decryption skill roll. You character may also be able to get his hands on a custom built masterwork
Encryption/Decryption computer; it provides a +2 circumstance bonus to the Encryption/Decryption roll. The
circumstance bonuses from both masterwork Encryption/Decryption software and for a masterwork
Encryption/Decryption computer are cumulative with each other.
Retry: Yes, assuming the task is not time sensitive, and that you know you failed the initial attempt.
Special: Your character must have the Computer Skill to use encryption and code breaking software. If your
character has the Innuendo skill, he can use it together with the Cryptography skill. There are no synergy bonuses.
Instead, your character simply composes a message using Innuendo skill and then encodes it with the Cryptography
skill. If the message is decoded, it is then up to the decoder to figure out what the real meaning of the message is
using his own Innuendo skill. Covert operatives and Intelligence specialist typically use both methods when
encoding sensitive data.
Encryption/Decryption software is generally for a specific code. Multipurpose Encryption/Decryption software
cost x10 as much to design as specific Encryption/Decryption software and also takes up x4 the normal amount of
computer memory that normal Encryption/Decryption software takes. Masterwork Encryption software costs x3 as
much as standard Encryption/Decryption software and takes up x2 as much computer memory as standard or generic
Encryption/Decryption software.
Dashon-Mentat (Int, Trained Only) This skill is Product Identity and may not be copied, redistributed, or
used to create derivative works.
This skill is used like a craft skill but applies only to controlling GalTech nanotech. It can be used to create items
and equipment, and also to reprogram Galtech and Posleen equipment to accept a new controller. A character who
can guarantee a success on an Assist Other roll (including by taking 10) will typically be paid $800 per week.
A character may create parts, which will later be assembled by means of the normal craft skills, or used in repairs.
These parts are produced by rolling vs. a DC of 15 and, if the roll is successful, parts are produced with a value of up
to $100 times the check roll/week.
Unitary Construction allows a single character (possibly with assistants) to attempt to manufacture a complete
item of great complexity. The DC for this is never less than 20. The character completes $20 times the check result
times the required DC each week, the item must be completed in a single series of actions with no days on which the
character does not succeed or all time and effort invested is lost.
Item
Very Simple Normal Item (ashtray)
Typical Normal Item (duralloy pot)
High Quality Normal Item
(Sapphire vase)
Complex or Superior Normal Item
(timepiece or moving parts)
Very Complex Normal Item (fine
detail or micro/nano scale)
Masterwork
ACS Armor50
Small Spacecraft
Bunch of other stuff
Unitary Construction DC
10
15
20
25
30
30
Size modifier times 10
Size modifier times 10
Creating Masterwork Items using Dashon-Mentat: The character can make a masterwork item (an item that
conveys a bonus to its use through its exceptional craftsmanship).
To create a masterwork version of an item on the table below, the character or characters creates the masterwork
component as if it were a separate item in addition to the standard item. The masterwork component has its own
price (which is twice the cost of the normal price of the item in question) and DC.
The masterwork component has its own price and DC. Once both the standard component and the masterwork
component are completed, the masterwork item is finished. (Note: The price the character pays for the masterwork
component is one-third of the given amount, just as it is for the price in raw materials.)
Retry: Yes, but time and effort expended are lost on a failure.
Special: A Control Nanotech roll may be assisted by up to one other character per rank of the lead character.
All DCs on control nanotech are increased by some amount unless the character follows the Indowy ‘path of
peace.’ The reason is that the 'path of peace' incorporates not only non-violence, but also strict abnegation of self
that is in many ways at the root of the non-violence. Take the worst single modifier that applies. The DC is increased
by 10 for strict pacifists with a different philosophy, 15 for those willing to eat meat or squash insects, 20 if the
character is psychologically capable of engaging in acts of violence toward sentients under any circumstance, 25 if
the character is capable of engaging in violence toward sentients merely to preserve his own life or the lives of his
friends rather than for some ‘higher’ purpose, 30 if the character regularly engages in such acts of violence. Setting
traps and constructing self-directing AI weapons are considered acts of violence for this purpose, but making other
weapons is not. This applies to all DCs including those for Assist Other. Note that DC is increased rather than
reducing the Check roll. This means that characters who succeed despite the penalties will do quite well. Anyone
who follows and actively practices a philosophy or belief system that incorporates abnegation of self as an integral
part can reduce the above penalties by 5.
Note: All Indowy PCs suffer a minimum DC increase of 5. Dashon-Mentats practice "meditation" as their "work";
stillness and tranquility are a necessity for their day to day jobs. PC Indowy simply don't have that. The reason they
are PCs is that, for whatever reason, they simply don't "fit in" with mainstream Indowy society.
A synergy bonus of +2 is granted to all control nanotech rolls if you have the appropriate craft skill at rank 5.
A synergy bonus of +2 is granted to all control nanotech rolls if you have the Concentration skill at rank 5
Demolitions (Int; Trained Only)
Your character uses this skill to create, set, detonate, or disarm explosives.
Set Explosive Device: While setting an explosive package is simple, employing one in such a way as to accomplish
an intended effect is far more difficult, and requires at least some training. A failure on a Demolitions skill check
when setting a demolitions charge allows all targets caught in the blast area a +4 bonus on their Reflex saving throw
for reduced damage from the blast. Also, Structural blast damage from the explosive package is reduced by 50%. It
takes no less than 1 minute per point of the DC of the task at hand to properly place each explosive package to get
the appropriate effect, but it can may take much longer, depending on the complexity and intended purpose of the
device(s).
Disarm a Standard Explosive Package: A standard Explosive Package is one commercially developed for military
or civilian use. Common examples are satchel charges, plastic explosive blocks and civilian demolition cutting
charges. These do not include custom-built or explosives built from scratch. Standard Explosive Packages normally
follow government-mandated construction standards and color coding of the wiring. If your character has a copy of
the government Standardized Explosives schematics or database, he gains a +4 modifier to his Demolitions skill
check. If your character fails his skill check by five or more points, the explosive package immediately detonates. It
takes no less than 1 round (6 seconds) per point of the DC of the task at hand to properly disarm each explosive, but
it can may take much longer, depending on the complexity and purpose of the intended device. Standardized
Explosive Packages come in different levels of complexity. That can either add to the time it takes to disarm the
package, or it can reduce to amount of time it takes to disarm the explosive package.
Build an Explosive Package from a Demolition Kit: Your character can easily build and Explosive Package from
a Demolition Kit. The process is rather straight forward and safe until the very last few steps. If your character just
fails his Demolition skill check the explosive charge will either not work or will detonate improperly. If your
character fails his Demolition skill check by five or more points, the explosive package immediately detonates. It
takes no less than 1 minute per point of the DC of task at hand to properly build each explosive package to get the
appropriate effect, but it may take much longer, depending on the complexity and purpose of the intended device.
Demolition Kits come in different levels of complexity, which allows your character to build explosive packages of
different levels of complexity.
Build an Explosive Package from Scratch: Building a scratch-built Explosive package is one of the most
dangerous things a demolition expert can attempt. The main advantages of building a scratch built explosive
package is that the explosion can be tailored to the need at hand and they can be designed to be VERY difficult to
disarm, regardless of the complexity of the device. If your character just fails his Demolition skill check the
explosive charge will either not work or will detonate improperly. If your character fails his Demolition skill check
by five or more points, the explosive package immediately detonates. It takes no less than 10 minutes per point of
the DC of the task at hand, plus die of damage the device is intended to do times the High Damage Modifier of the
intended explosion: 10 ( DC + (#dice x HDM)), to properly build each explosive package to get the appropriate
effect. But it may take much longer, depending on the complexity and purpose of the intended device.
Disarm a Scratch-Built Explosive Package: Disarming a scratch-built explosive package is VERY difficult and is
the MOST dangerous task a Demolitions expert can ever attempt. This is an opposed skill check: the GM compares
your character's Demolition skill check against the result the designer of the scratch-built explosive package got
when building the explosive package that is being disarmed. If your character succeeds in his Demolition skill
check, by equaling or exceeding the builder's skill check, the explosive package is disarmed. Otherwise, it explodes
immediately.
Check: DC varies according to the task:
Task
Set explosive device
Disarm a standard explosive device
Build an explosive device from a kit
Build an explosive device from scratch
Disarm a scratch-built explosive device
Character is rushed or pressed for time
(i.e the timer on the device is counting down)
Improper tools/materials
Alien tools/materials
DC
10
15
10
25
Opposed
+5
+5
+5
Retry: No.
Special: If your character has five or more ranks in Repair, he gains a +2 synergy bonus on his Demolitions skill
check involving an explosive device with electronic components. Your character also gains a +2 synergy bonus on
his Demolitions skill check if he has five or more ranks in Computers involving an explosive device with Computer
components or that is run by software. Your character also gains a +2 synergy bonus on his Demolitions skill check
if he has five or more ranks in Disable Device, to disarm or disable an explosive device. Your character also gains a
+2 synergy bonus on his Demolitions skill check if he has five or more ranks in Combat Engineering, involving
buildings, combat emplacements, or similar structures. When using the Demolitions skill on vehicles and equipment,
your character also gains a +2 synergy bonus on his Demolitions skill check if he has five or more ranks in the
Repair skill along with the appropriate Craft skill. When placing charges against starships, small craft, surface
vessels, and small boats your character gains a +2 synergy bonus to his Demolitions skill if he has five or more
ranks in the Repair skill along with the Engineering skill.
Diplomacy (Cha)
Diplomacy can be used to influence an NPC’s attitude. The GM chooses the NPC’s initial attitude based on
circumstances. Most of the time, the people the player characters meet are indifferent toward them, but a specific
situation may call for a different initial attitude. The DCs given in the accompanying table show what it takes to
change someone’s attitude with the use of the Diplomacy skill. The character doesn’t declare a specific outcome she
is trying for; instead, make the check and compare the result to the table below.
Check: A character can change others’ attitudes with a successful check (see the table below). In negotiations,
participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases
where two advocates or diplomats plead opposing cases before a third party.
Retry: Generally, trying again doesn’t work. Even if the initial check succeeds, the other character can only be
persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his or
her position, and trying again is futile.
Special: A character can take 10 when making a Diplomacy check, but can’t take 20.
A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks.
Charisma checks to influence NPCs are generally untrained Diplomacy checks.
If your character has 5 or more ranks in Bluff or Sense Motive, the character gets a +2 synergy bonus on
Diplomacy checks. If your character has 5 or more ranks in Liaison your character gains a +2 synergy bonus on
Diplomacy checks. These bonuses stack.
Time: Diplomacy is at least a full-round action. The GM may determine that some negotiations require a longer
period of time.
Attitude
Hostile
Unfriendly
Indifferent
Friendly
Helpful
Means
Will take risks to hurt or avoid you.
Wishes you ill.
Doesn’t much care.
Wishes you well.
Will take risks to help you.
Initial
Attitude
Hostile
Unfriendly
Indifferent
Friendly
-------- New Attitude -------Hostile
Unf.
Indif.
19 or less
20
25
4 or less
5
15
0 or less
1
0 or less
Possible Actions
Attack, interfere, berate, flee.
Mislead, gossip, avoid, watch suspiciously, insult.
Act as socially expected.
Chat, advise, offer limited help, advocate.
Protect, back up, heal, aid.
Friendly
35
25
15
1
Helpful
45
35
25
15
Bribery and Diplomacy
Offering money or another form of favor can, in the right situation, improve a character’s chances with a
Diplomacy skill check. Bribery allows a character to circumvent various official obstacles when a person in a
position of trust or authority is willing to accept such an offering.
An illegal act, bribery requires two willing participants -- one to offer a bribe and the other to accept it. When an
NPC requires a bribe to render services, a Diplomacy check automatically fails if a bribe isn’t attached to it. If a
bribe isn’t required, a character can add a bribe to get a bonus on her Diplomacy skill check. This can backfire, as
some NPCs will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report the
character to the proper authorities.
To bribe someone, make a Bribery check. Typical costs of a bribe are listed in the Bribery skill , but the GM may
modify the cost as she sees fit. If the character succeeds in the check, he gains a +2 bonus on the Diplomacy check.
For every point by which he beats the DC, increase the bonus by +1 (to a total maximum bonus of +10).
Disable Device (Int)
The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). Possessing the
proper tools gives a character the best chance of succeeding on a Disable Device check.
Open Lock: A character can pick conventional locks, finesse combination locks, and bypass electronic locks. The
character needs a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). The DC
depends on the quality of the lock.
Lock Type (Example)
Simple (briefcase lock, common padlock)
Average (home deadbolt)
High quality (business deadbolt)
High security (branch bank vault)
Ultra-high security (bank headquarters vault)
DC
20
25
30
40
50
Time
1 round
1d4 rnds
4d4 rnds
8d4 rnds
12d4 rnds
A lock release gun can open a mechanical lock of simple or average quality without a Disable Device check.
Traps and Sabotage: Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More
intricate and complex devices have higher DCs. The GM rolls the check. If the check succeeds, the character
disables the device. If the check fails by 4 or less, the character has failed but can try again. If the character fails by 5
or more, something goes wrong. If it’s a trap, the character springs it. If it’s some sort of sabotage, the character
thinks the device is disabled, but it still works normally.
A character can rig simple devices to work normally for a while and then fail some time later (usually after 1d4
rounds or minutes of use).
Check: The GM makes the Disable Device check so that the character doesn’t necessarily know whether or not she
has succeeded.
Retry: Yes, though the character must be aware that she has failed in order to try again.
Special: A character can take 10 when making a Disable Device check. A character can take 20 to open a lock or to
disable a security device, unless the character is trying to prevent his tampering from being noticed.
Opening a lock calls for a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock).
Opening a locked car calls for a car opening kit. Disabling a security device implies having either a mechanical or an
electronic tool kit, depending on the nature of the device. If the character does not have the appropriate tools, take a
-4 penalty on your check. The use of masterwork tools enables the character to make the check with a +2
circumstance bonus.
A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Disable Device checks.
A character with Craft (electronic) skill gains a +2 synergy bonus when attempting Disable Device on electronic
equipment and systems.
A character with Craft (mechanical) skill gains a +2 synergy bonus when attempting Disable Device on mechanical
equipment and systems.
Disguise (Cha)
Your character can impersonate people, either specific individuals or general stereotypes. For example, your
character might, with little or no actual disguise, seem like a well-seasoned traveler even if in fact he has never been
more than a few miles from home. The effort requires at least a few props, some makeup, and 1d3 X 10 minutes of
work. The use of a disguise kit provides a +2 circumstance bonus to a Disguise check. A disguise can include an
apparent change of height or weight of no more than one-tenth the original.
Check: A character’s Disguise check result determines how good the disguise is. It is opposed by others’ Spot
check results. The GM makes the character’s Disguise check secretly so that the character is not sure how well his
disguise holds up to scrutiny. Only one Disguise check is made even if several people make Spot checks.
If the character doesn’t draw any attention to himself, however, others don’t get to make Spot checks. If the
character comes to the attention of people who are suspicious, the suspicious persons get to make a Spot check. (The
GM can assume that such observers take 10 on their Spot checks.)
The effectiveness of the character’s disguise depends in part on how much the character is attempting to change
her appearance.
Disguise
Modifier
Minor details only
+5
Appropriate uniform or costume
+2
Disguised as different sex
-2
Disguised as different age category
-2 1
1 Per step of difference between the character’s age category and the disguised age category (child, young adult,
adult, middle age, old, or venerable).
If the character is impersonating a particular individual, those who know what that person looks like automatically
get to make Spot checks. Furthermore, they get a bonus on their Spot checks.
Familiarity
Bonus
Recognizes on sight
+4
Friend or associate
+6
Close friend
+8
Intimate
+10
Usually, an individual makes a Spot check to detect a disguise immediately upon meeting the character and each
hour thereafter. If the character casually meets many different people, each for a short time, the GM checks once per
day or hour, using an average Spot modifier for the group (assuming they take 10).
Retry: No, though the character can assume the same disguise again at a later time. If others saw through the
previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again.
A character can take 10 or take 20 when establishing a disguise.
A character without a disguise kit takes a -4 penalty on Disguise checks.
A character can help someone else create a disguise, treating it as an Aid Other attempt.
Special: If the character has 5 or more ranks of Bluff, she gets a +2 synergy bonus on Disguise checks when she
knows that she is being observed and tries to act 'in character.
The same bonus applies if she has 3 or more levels in Perform (Acting).
A character with the Deceptive feat or Acting Prodigy feat gets a +2 bonus on all Disguise checks.
Time: A Disguise check requires 1d4 x10 minutes of preparation. The GM makes Spot checks for those who
encounter the character immediately upon meeting the character and again each hour or day thereafter, depending on
circumstances.
Drive (Dex)
Your character would use this skill to drive a civilian ATV, car, light truck, large truck, motorcycle, semi trailer
truck, snow mobile, van, or other ground vehicle.
Check: Driving any of the above-mentioned vehicles would be considered a Move action. Normally just driving the
vehicle would not entail a skill check. But certain conditions or performing difficult maneuvers would require a skill
check.
Retry: Yes, unless otherwise specified under the maneuver description in the vehicle rules.
See Chapters 8-10, 12: Vehicles for more information
Table 6.6 Drive DC
Maneuvers
Soft Turn
Sharp Turn
Extreme Turn
Bootleg Turn
Avoid a Hazard
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
Ram
Regain Control
DC
5
15
20
25
0
3
6
9
12
15
20
25
30
Target's AC
10*
Modifiers to DC
DC
Dirt or gravel road
+2
Wet Surface
+4
Oily Surface
+6
Icy Surface
+8
Recovering from a collision
+10
Reduced Vision (rain or snow)
+2 to +4
Obscured Vision (fog, duststorm,
up to +10
blizzard, or downpour)
High Stress Situation
+5
Driving an alien vehicle
+5
* The vehicle’s speed and the circumstance penalty for the severity of the mishap always modify the driver’s skill
check.
Escape Artist (Dex; Armor Check Penalty)
Your character is skilled at escaping from restraints or imprisonment.
Check: Making a check to escape from being bound up by ropes, manacles, or other restraints (except a grappler)
requires 1 minute of work. Escaping a net or similar entanglement is a full-round action. Squeezing through a tight
space takes at least 1 minute, maybe longer, depending on how long the space is.
Restraint
Ropes
Handcuffs
Masterwork manacle
Net 20
Tight space
Grappler
DC
Binder's Use Rope or Dexterity check at +10
30
35
30
Opponent's grapple check
Ropes: For ropes, a character’s Escape Artist check is opposed by the Rope Use or Dexterity check result of the
opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent
gets a +10 bonus on her Rope Use or Dexterity check.
Handcuffs and Masterwork Handcuffs: Handcuffs have a DC set by their construction.
Net: Escaping from a net is a full-round action.
Tight Space: For a tight space, a check is only called for if the character’s head fits but his shoulders don’t. If the
space is long, such as in an airshaft, the GM may call for multiple checks. A character can’t fit through a space that
his head doesn’t fit through.
Grappler: The character can make an Escape Artist check opposed by the enemy's grapple check to get out of a
grapple or out of a pinned condition (so that the character is just being grappled). Doing so is a standard action, so if
the character escapes the grapple the character can move in the same round. See "Wriggle Free" under Other
Grappling Options.
Retry: The character can make another check after a failed check if the character is squeezing through a tight space,
making multiple checks. If the situation permits, the character can make additional checks, or even take 20 as long
as the character is not being actively opposed.
Special: A character can take 10 on an Escape Artist check. A character can take 20 if he is not being actively
opposed (including if tied up -- it’s an opposed check, but the opponent isn’t actively opposing the character).
A character with the Nimble feat gets a +2 bonus on all Escape Artist checks.
A character with 5 or more ranks of Use Rope gets a +2 synergy bonus on Escape Artist checks when escaping
from rope bonds.
Time: Making a check to escape from being bound by ropes, handcuffs, or other restraints (except a grappler)
requires 1 minute. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute,
maybe longer, depending on the distance that must be crossed.
First Aid (Int)
Your character can use the First Aid skill to provide emergency medical aid to a character that has been seriously
injured and stabilize them until more advanced medical help arrives. If your character knows first aid, he is trained
only in basic emergency aid and at higher levels advanced paramedic first responder aid. This skill is considered a
class skill for all character classes. In most situations your character will need to have access to at least a minimal
first aid kit to be able to use this skill.
Check: Your character must at a minimum perform a full round action to use this skill. She must treat the victim
until the victim is successfully stabilized. She must make a skill check for the initial round of treatment, and any
round that she may be successfully interrupted by an act of another party or character.
Retry: Yes, assuming the patient is still alive. However, the GM may rule that the failure was sufficiently
horrendous to do even more damage.
Special: If your character has 5 or more ranks in Heal, your character gains a +2 synergy bonus on his First Aid
Skill. He will also gain a +2 synergy bonus if he has 5 or more ranks in Knowledge: Medicine.
First Aid
Task
Bandage Wound
Treat Serious Wounds
Treat Critical Wounds
Stabilize an unconscious or
dying character
Forgery (Int)
DC
10
15
20
25
Task
Duration
1 round
2 minutes
4 minutes
5 minutes
Your character is skilled at faking electronic and written documents and papers with a view to deceive officials,
banks, patrons, or other people.
Documents necessary for cargo transfers, bank transactions, personal identification, and many other purposes are
often closely inspected by officials such as the police, customs agents, or clerks when encounters occur. Note that
Diplomacy and Bribery skills may also be used to determine whether documents are actually examined by the
individuals involved.
Check: Forgery requires materials appropriate to the document being forged, and some time. To forge a document,
the character needs to have seen a similar document before. The complexity of the document, the character’s
degree of familiarity with it, and whether the character needs to reproduce the signature or handwriting of a specific
individual, provide modifiers to the Forgery check as shown below.
Factor
Document Type
Simple (typed letter, business card)
Moderate (letterhead, business form)
Complex (stock certificate, driver’s license)
Difficult (passport)
Extreme (military/law enforcement ID)
Check
Modifier
+0
-2
-4
-8
-16
Familiarity
Unfamiliar (seen once for less than a minute)
Fairly familiar (seen for several minutes)
Quite familiar (on hand, or studied at leisure)
Forger has produced other documents of same type
Document includes specific signature
-4
+0
+4
+4
-4
Time
10 min.
20 min.
1 hr.
4 hr.
24 hr.
Some documents require security or authorization codes, whether authentic ones or additional forgeries. The GM
makes the character’s check secretly so the character is not sure how good his or her forgery is.
The Forgery skill is also used to detect someone else’s forgery. The result of the original Forgery check that
created the document is opposed by a Forgery check by the person who examines the document to check its
authenticity. If the examiner’s check result is equal to or higher than the original Forgery check, the document is
determined to be fraudulent. The examiner gains bonuses or penalties on his or her check as given in the table
below.
Examiner’s
Condition
Check Modifier
Type of document unknown to examiner
-4
Type of document somewhat known to examiner
-2
Type of document well known to examiner
+0
Document is put through additional tests (1)
+4
Examiner only casually reviews the document (1)
-2
1 Cumulative with any of the first three conditions on the table. Apply this modifier along with one of the other
three whenever appropriate.
A document that contradicts procedure, orders, or previous knowledge, or one that requires the examiner to
relinquish a possession or a piece of information, can increase the examiner’s suspicion (and thus create favorable
circumstances for the examiner’s opposed Forgery check).
Retry: No, since the forger isn’t sure of the quality of the original forgery.
Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The
skill is language-dependent.)
A character can take 10 when making a Forgery check, but can’t take 20.
A character with the Meticulous feat gets a +2 bonus on all Forgery checks.
A character without a forgery kit takes a -4 penalty on Forgery checks.
Time: Forging a short, simple document takes about 1 minute. Longer or more complex documents take 1d4
minutes per page or longer.
Forward Observer (Int; Trained Only)
Your character has been trained (in military service) to call on and adjust artillery (projectile, missile, laser and
Orbit to Ground) fire from distant batteries and from ships at sea or in orbit. See Indirect Fire skill for more
information.
Gambling (Wis)
Your character is skilled at games of chance. Your character has an advantage over non-experts, and is generally
capable of winning when engaged in such games. Gambling, however, should not be confused with general
risk-taking.
Non-Competitive Games: Slots, Roulette, Blackjack, Keno, etc. These games are played strictly against the
house and odds are pretty much constant, as are the payoff values. House always wins on a roll of “1” exactly.
Odds of Winning
Rigged
Remote
Small
Low
Average
High
DC
40
35
30
25
20
15
Payoff
Varies
1:10
1:8
1:4
1:2
2:3
Maximum Bet
Varies
$1,000,000
$200,000
$100,000
$20,000
$10,000
Competitive Games: If your character is playing against a group of other players, each member of the game
will make their gambling skill check with the highest roll taking the pot. Your character may attempt to cheat during
a game at any time by stating his or her intent to cheat and making a extra Gambling check. If any other players in
the game make a successful opposing Gambling check against you character’s attempt to check, your character is
caught red-handed. Otherwise your character has successfully cheated and takes the pot. If more than one person
attempts to cheat during the same round of play the person with the highest roll wins the pot.
Special: When playing games involving bidding, your character may add a +2 synergy bonus to his Gambling skill
check if your character has five or more ranks in the Bluff skill.
Gather Information (Cha)
Your character is talented at combing sources and databanks for information.
Check: By succeeding at a skill check (DC 10) and spending 1d4+1 hours passing out money and buying drinks, a
character can get a feel for the major news items in a neighborhood. This result assumes that no obvious reasons
exist why information would be withheld. The higher the check result, the better the information.
If the situation doesn’t require the expenditure of money, no Wealth check is necessary.
Information ranges from general to protected, and the cost and DC increases accordingly for the type of
information the character seeks to gather, as given in the table below.
Type of Information
General
Specific
Restricted
Protected
Purchase Information
DC
Price
10
$30
15
$120
20
$500
25
$2,000
General information concerns local happenings, rumors, gossip, and the like. Specific information usually relates
to a particular question. Restricted information includes facts that aren’t generally known and requires that the
character locate someone who has access to such information. Protected information is even harder to come by and
might involve some danger, either for the one asking the questions or the one providing the answer. There’s a
chance that someone will take note of anyone asking about restricted or protected information.
The character can increase the amount of money used to gather information, gaining a circumstance bonus by
effectively offering a bribe (though the process might entail buying more expensive drinks, not necessarily offering
a character extra money). Multiply the initial bribe by 2 for each +1 circumstance bonus the character wants to add
to his or her skill check.
Retry: Yes, but it takes 1d4+1 hours for each check, and characters may draw attention to themselves if they
repeatedly pursue a certain type of information.
Special: A character can take 10 when making a Gather Information check, but cannot take 20.
A character with the Trustworthy feat gets a +2 bonus on all Gather Information checks.
Time: A Gather Information check takes 1d4+1 hours.
Gunnery (Wis; Trained Only)
This skill is used as an attack bonus equal to the character's Gunnery skill rank when making an attack using field
artillery, Vehicle Mounted weapons (In the Indirect Fire mode), or spacecraft Weaponry (in the Orbit to Ground Fire
mode).
Special: This skill can only be used if your character has the appropriate Weapon Proficiency Feat.
Handle Animal (Cha; Trained Only)
Your character is an experienced hand when it comes to dealing with animals, with knowledge of breeding,
raising, training, and care of them.
Check: The time required to get an effect and the DC depend on what the character is trying to do.
Task
Handle an animal
“Push” an animal
Teach an animal a trick
Train an animal for a purpose
Time
Move action
Full-round action
1 week
See text
DC
10
25
See text
See text
Handle an Animal: This means to command an animal to perform a task or trick that it knows. If the animal is
wounded or has taken any ability score damage, the DC increases by +5. If the check is successful, the animal
performs the task or trick on its next action.
"Push" an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know, but is
physically capable of performing. If the check is successful, the animal performs the task or trick on its next action.
Teach an Animal a Trick: The character can teach an animal a specific trick, such as “attack” or “stay,” with
one week of work and a successful Handle Animal check. An animal with an Intelligence of 1 can learn a maximum
of three tricks, while an animal with an Intelligence of 2 can learn a maximum of six tricks.
The character can teach an animal to obey only that character. Any other person attempting to make the animal
perform a trick takes a -10 penalty on his or her Handle Animal check. Teaching an animal to obey only the
character counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however,
it increases the DC of all tricks the character teaches the animal by +5. If the animal already knows any tricks, the
character cannot teach it to obey only that character.
Possible tricks include, but are not limited to, the following.
Attack (DC 20): The animal attacks apparent enemies. The character may point to a particular enemy to direct the
animal to attack that enemy. Normally, an animal only attacks humans and other animals. Teaching an animal to
attack all creatures (including aliens or other "unnatural" creatures) counts as two tricks.
Come (DC 15): The animal comes to the character, even if the animal normally would not do so (such as following
the character onto a boat).
Defend (DC 20): The animal defends the character (or is ready to defend the character if no threat is present).
Alternatively, the character can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down.
Fetch (DC 15): The animal goes and gets something. The character must point out a specific object, or else the
animal fetches some random object.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows the character closely, even to places where it normally wouldn’t go.
Perform (DC 15): The animal does a variety of simple tricks such as sitting up, rolling over, and so on.
Seek (DC 15): The animal moves into an area and searches for something of interest. It stops and indicates the first
thing of interest it finds. What constitutes an item of interest to an animal can vary. Animals almost always find
other creatures or characters of interest. To understand that it’s looking for a specific object, the animal must make
an Intelligence check (DC 10).
Stay (DC 15): The animal stays in place waiting for the character to return. It does not challenge other creatures that
come by, though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it.
Work (DC 15): The animal pulls or pushes a medium or heavy load.
Train an Animal: Rather than teaching an animal individual tricks, the character can train an animal for a
general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common
scheme. An animal can be trained for one general purpose only, though if the animal is capable of learning
additional tricks (above and beyond those included in its general purpose) it may do so. Training an animal for a
purpose requires fewer checks than teaching individual tricks.
Combat Riding (DC 20, 6 weeks): An animal trained to bear a rider into combat knows Attack, Come, Defend,
Down, Guard, and Heel. An animal trained in riding may be “upgraded” to an animal trained in combat riding by
spending three weeks and making a Handle Animal check (DC 20). If the animal was trained in other tricks (in
addition to those provided by training the animal for riding), those tricks are completely replaced by the combat
riding tricks.
Fighting (DC 20, 3 weeks): An animal trained for combat knows the following tricks: Attack, Down, and Stay.
Guarding (DC 20, 4 weeks): An animal trained to guard knows the following tricks: Attack, Defend, Down, and
Guard.
Laboring (DC 15, 2 weeks): An animal trained for heavy labor knows Come and Work.
Hunting (DC 20, 6 weeks): An animal trained for hunting knows Attack, Down, Fetch, Heel, Seek, and Track.
Performing (DC 15, 4 weeks): An animal trained for performing knows Come, Fetch, Heel, Perform, and Stay.
Riding (DC 15; 3 weeks): An animal trained to bear a rider knows Come, Heel, and Stay.
Retry: Yes.
Special: A character can take 10 or take 20 when handling animals.
An untrained character uses Charisma checks to handle and push animals, but he or she can’t teach or train
animals.
A character with the Animal Affinity feat and at least 1 rank in this skill gets a +2 bonus on all Handle Animal
checks.
Time: See above. Teaching or training an animal takes a number of days. The character does not have to spend the
entire time training the animal; 3 hours per day is enough. (Spending more than 3 hours per day does not reduce the
number of days required.) The character cannot spread the days out; if the character does not complete the training
during a period of consecutive days, the effort is wasted.
Heal (Wis)
Your character has training and skill in the medical arts and sciences. Unless your character has the
Xeno-Medicine feat, he may only safely apply his Heal skill to members of his own species.
Check: The DC and effect depend on the task the character attempts.
Table 6.7 Heal DC and task duration
Task
Bandage Wound
Treat Serious Wounds
Treat Critical Wounds
Stabilize an unconscious or
dying character
Restore Hit Points
Administer Hiberzine, before
death
Administer Hiberzine, after
First Aid DC
12
15
20
25
Task Duration
1 round
2 minutes
4 minutes
5 minutes
15
10
5 minutes
12
5 minutes
death
Revive after death
Long-term care (normal)
Long-term care (intensive)
Long-term care (galtech)
Short term care (Tchpht)
30
15
15
15
15
5 minutes
2 hp per day
3 hp per day
6 hp per day
1 hp per minute
Table 6.7 Heal DC and task duration (Continuted)
Task
Minor surgery (stitches)
Routine Surgery (remove
bullet, appendicitis, tonsillectomy)
Serious Surgery (amputation,
heart surgery)
Major Surgery (brain surgery,
nerve reconstruction)
Treat poison
Treat disease
First Aid DC
15
20
Task Duration
10 minutes per point of DC
20 minutes per point of DC
30
30 minutes per point of DC
40+
40 minutes per point of DC
Poison's DC
Disease's DC
1 hour per point of DC
1 hour per point of DC
Modifiers
Under Fire or similar Stress
Rushed (halve the number of rounds required to
stabilize a character)
Anti-Toxin Available
Chronic Condition
Stabilized before death
Stabilized after death
Tools (None)
Knowledge (Pharmacology)
First Aid Kit
Earth Tech
Posleen Tech
Galtech
Field Medical Kit
Earth Tech
Posleen Tech
Galtech
Field Surgery Kit
Earth Tech
Posleen Tech
Galtech
Hospital
Earth Tech
Posleen Tech
Galtech
Galtech Regeneration Chamber
Tchpth Regeneration Chamber
DC
+15
+10
-10
+5
-5
+5
+2
-2
+0
-2
-4
-2
-4
-6
-4
-6
-8
-6
-8
-10
-8
-10
First Aid: First aid usually means saving a dying character. If a character has negative hit points and is losing hit
points (at 1 per round, 1 per hour, or 1 per day), the healing character can make her stable. The injured character
regains no hit points, but she does stop losing them. The check is a standard action.
Long-term Care: Providing long-term care means treating a wounded person for a day or more. If successful,
the character helps the patient recover hit points or ability score points (lost to temporary damage), at twice the
normal rate: 2 hit points per level for each day of light activity. 3 hit points per level for each day of complete rest,
and 2 ability score points per day. The character can tend up to six patients at a time. The character needs a few
items and supplies (bandages, salves, and so on) that are easy to come by in settled lands.
Giving long-term care counts as light activity for the healer. The character cannot give long-term care to him or
herself.
A paramedic medical kit gives a +2 circumstance bonus to Heal checks.
Treat Poison: To treat poison means to tend a single patient who has been poisoned and who is going to take
more damage from the poison (or suffer some other effect).
Every time the poisoned patient makes a saving throw against the poison, the character makes a Heal check. The
poisoned patient uses the character's result in place of her saving throw if the character's Heal result is higher.
Treat Disease: To treat a disease means to tend a diseased patient. Every time the diseased patient makes a
saving throw against disease effects, the character makes a Heal check. The diseased patient uses the character's
result in place of his or her saving throw if the character's Heal result is higher.
Restore Hit Points (DC 15): With a medical kit, if a patient has lost hit points, the character can restore some of
them. A successful check, as a full-round action, restores 1d4 hit points. The number restored can never exceed the
patient’s full normal total of hit points. This application of the skill can be used successfully on a patient only once
per day.
Revive Dazed, Stunned, or Unconscious Patient (DC 15): With a first aid kit, the character can remove
the dazed, stunned, or unconscious condition from a patient. This check is an attack action.
A successful check removes the dazed, stunned, or unconscious condition from an affected patient. The character
can’t revive an unconscious patient who is at -1 hit points or lower without first stabilizing the patient.
Surgery: With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries
a -4 penalty, which can be negated with the Surgery feat. If the patient is at negative hit points, add an additional
hour for every point below 0 the patient has fallen, to the time that the surgery requires.
Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit
points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour
period.
A patient who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon
achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Retry: Yes, for restoring hit points, reviving dazed, stunned, or unconscious patients, stabilizing dying patients, and
surgery. No, for all other uses of the skill.
Special: The Surgery feat gives a character the extra training he or she needs to use Treat Injury to help a wounded
patient by means of an operation.
A character can take 10 when making a Heal check. A character can take 20 only when restoring hit points or
attempting to revive dazed, stunned, or unconscious patients.
Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying patient requires a
medical kit. Reviving a dazed, stunned, or unconscious patient requires either a first aid kit or a medical kit. Surgery
requires a surgery kit. If the character does not have the appropriate kit, he takes a -4 penalty on the check.
A character can use the Heal skill on herself only to administer first aid, treat disease, or treat poison. The
character takes a -5 penalty on her check any time she treats herself.
A character with the Medical Expert feat gets a +2 bonus on all Heal checks.
If your character has 5 or more ranks in Profession (Pharmacology), he gets a +2 synergy bonus on Heal skill
checks. Also if your character has 5 or more ranks in First Aid, he gets a +2 synergy bonus on Heal skill checks for
all first aid. In addition, if your character has 5 or more ranks in Knowledge: Medicine, he gets a +2 synergy bonus
on heal checks.
Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.
Note: The fact that your character having a Heal skill rank of 1 or greater does not automatically allow your
character to call himself a doctor. Use the following guidelines for how your character may label himself through
this skill based on his actual formal training.
First Responder/EMT: The First Responder/EMT has at least 3 ranks in First Aid and possibly 1 or more ranks in
Heal.
Paramedic: The Paramedic has at least 5 ranks in First Aid and 3 or more ranks in Heal.
Field Medic/Pharmacist Mate: The Field Medic/Pharmacist Mate has at least 5 ranks in First Aid, 5 or more ranks
in Heal, and has the Surgery feat. The Field Medic is quite capable of performing surgery even through he does not
have a degree. In the field that would not matter so much as the actual result, but the character could not legally
perform surgery in a civilized locale.
Licensed Practical Nurse (LPN): An LPN is a nurse who has an Associates degree in Nursing from a 2 year
university and has 3 or more ranks in First Aid and at least 5 ranks in Heal.
Registered Nurse (RN): A RN is a nurse who has a Bachelors degree in Nursing from a 4 year university, and has 3
or more ranks in First Aid, 3 or more ranks in Knowledge (Pharmacology), and at least 6 ranks in Heal.
Physician’s Assistant (PA): A PAS has a Masters degree in Medicine from a University, and has 3 or more ranks in
First Aid, has 5 or more ranks in Knowledge (Pharmacology), and has at least 7 ranks in Heal.
Physician or Doctor (MD): To be legally considered a doctor (MD) your character must have a Doctorate in
Medicine from the University, have 3 or more ranks in First Aid, 5 or more ranks in Knowledge (Pharmacology),
and at lest 8 ranks in Heal.
Surgeon: A surgeon must be a qualified MD, and have the Surgery feat. Of course it is quite possible for a character
to have the Surgery feat and be perfectly capably of performing surgery even through they do not have a degree. In
the field that would not matter so much as the actual result, but the character could not legally perform surgery in a
civilized locale.
Heavy Equipment Operator (Dex; Trained only)
Your character would use this skill to operate construction equipment, military heavy equipment (such as a APC,
tank, or engineering vehicle), large truck or train engine.
Check: Driving any of the above-mentioned vehicles would be considered a Move action. Normally just driving the
vehicle would not entail a skill check. But certain conditions or performing difficult maneuvers would require a skill
check.
Retry: Yes, unless otherwise specified under the maneuver description in the vehicle rules.
See Chapters 8-10: Vehicles for more information.
Table 6.8 Heavy Equipment Operation DC
Maneuvers
Soft Turn
Sharp Turn
Extreme Turn
Bootleg Turn
Avoid a Hazard
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
Ram
Regaining Control
DC
5
15
20
25
0
3
6
9
12
15
20
25
30
Target's AC
10*
Modifiers to DC
DC
Dirt or gravel road
+2
Wet Surface
+4
Oily Surface
+6
Icy Surface
+8
Recovering from a collision
+10
Reduced Vision (rain or snow)
+2 to +4
Obscured Vision (fog, duststorm,
up to +10
blizzard, or downpour)
High Stress Situation
+5
Driving an alien vehicle
+5
* The pilot’s skill check is always modified by the vehicle's speed and the circumstance penalty for the severity of
the mishap.
Hide (Dex; Armor Check Penalty)
This skill allows your character to use the shadows for concealment from view, slowly approach a position via the
cover of dense underbrush, trail a target through a moderately crowded street, or similarly make use of concealment
(outside of combat).
Check: A character’s Hide check is opposed by the Spot check of anyone who might see the character. The
character can move up to half his or her normal speed and hide at no penalty. At more than half and up to the
character’s full speed, the character takes a -5 penalty. It’s practically impossible (-20 penalty) to hide while
attacking, running, or charging.
The hide check is also modified by the character’s size:
Size
Fine
Diminutive
Tiny
Small
Medium-size
Modifier
+16
+12
+8
+4
+0
Size
Large
Huge
Gargantuan
Colossal
Modifier
-4
-8
-12
-16
If people are observing the character, even casually, he can’t hide. The character can run around a corner so that
he is out of sight and then hide, but the others then know at least where the character went.
Cover and concealment grant circumstance bonuses to Hide checks, as shown below. Note that a character can’t
hide if she has less than one-half cover or concealment.
Cover or Concealment
Three-quarters
Nine-tenths
Circumstance Bonus
+5
+10
Creating a Diversion to Hide: A character can use the Bluff skill to help her hide. A successful Bluff check
can give the character the momentary diversion needed to attempt a Hide check while people are aware of the
character. While the others turn their attention from the character, she can make a Hide check if she can get to a
hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot for every rank the
character has in Hide.) This check, however, is at a -10 penalty because the character has to move fast.
Tailing: A character can use Hide to tail a person in public. Using the skill in this manner assumes that there are
other random people about, among whom the character can mingle to remain unnoticed. If the subject is worried
about being followed, he can make a Spot check (opposed by the character’s Hide check) every time he changes
course (goes around a street corner, exits a building, and so on). If he is unsuspecting, he generally gets a Spot check
only after an hour of tailing.
Special: A character can take 10 when making a Hide check, but can’t take 20.
A character with the Stealthy feat gets a +2 bonus on all Hide checks.
Time: A Hide check is an attack action.
Indirect Fire Weapons (Wis, Trained Only)
This skill is used for both spotters and the lead gunners. It represents the ability to use indirect fire weapons to hit
what you are aiming at. BAB is not used with indirect fire.
Innuendo (Wis; Trained Only)
Your character is able to pass along and understand secret messages while carrying on a conversation about
something else. For example the captain of a bulk cargo ocean transport ship might use innuendo to pass along
orders to the crew to prepare for a boarding action by pirates, all the while speaking to the passengers about some
“minor engine difficulties” that have just occurred.
Check: The character can get a message across to another character with the Innuendo skill.
The DC for a basic message is 10. The DC is 15 or 20 for complex messages, especially those that rely on getting
across new information. Also, the character can try to discern the hidden message in a conversation between two
other characters who are using this skill. The DC is the skill check of the character using Innuendo, and for each
piece of information that the eavesdropper is missing, that character suffers a -2 penalty on the check. For example,
if a character eavesdrops on people planning to assassinate a visiting diplomat, the eavesdropper suffers a -2 penalty
if he doesn't know about the diplomat. Whether trying to send or intercept a message, a failure by 5 or more points
means that some false information has been implied or inferred.
The GM makes the character's Innuendo check secretly so that the character doesn't necessarily know whether the
character was successful.
Retry: Generally, retries are allowed when trying to send a message, but not when receiving or intercepting one.
Each retry carries the chance of miscommunication.
Special: If the character has 5 or more ranks in Bluff or Perform (Acting), the character gets a +2 synergy bonus on
the check to transmit (but not receive) a message.
If the character has 5 or more ranks in Sense Motive, Cryptology, Profession: Intelligence Analyst, or Profession:
Law Enforcement, the character gets a +2 synergy bonus on the check to receive or intercept (but not transmit) a
message.
Intimidate (Cha)
Your character has an uncanny ability to bully, browbeat, insult, threaten, embarrass, or otherwise intimidate
others into doing what you want through force of your character’s personality, without actually resorting to violence.
Check: With a successful check, a character can forcibly persuade another character to perform some task or behave
in a certain way. A character’s Intimidate check is opposed by the target’s level check (1d20 + the target’s character
level or Hit Dice). Any modifiers that a target may have on Will saving throws against fear effects apply to this level
check. If the character succeeds, he or she may treat the target as friendly for 10 minutes, but only for purposes of
actions taken while in the character’s presence. (That is, the target retains his or her normal attitude, but will chat,
advise, offer limited help, or advocate on the character’s behalf while intimidated.)
Circumstances dramatically affect the effectiveness of an Intimidate check.
There are limits to what a successful Intimidate check can do.
The character can’t force someone to obey his or her every command or do something that endangers that
person’s life.
If the character fails by more than 5, the target may actually do the opposite of what the character wishes.
Retry: No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again
doesn’t help. If the initial check fails, the other character has become more firmly resolved to resist the intimidator,
and trying again is futile.
Special: A character can take 10 when making an Intimidate check, but can’t take 20.
A character immune to fear effects can’t be intimidated.
A character may add a +2 bonus to his or her Intimidate check for every size category the character is larger than
his or her target. Conversely, the character takes a -2 penalty to his or her check for every size category the character
is smaller than his or her target.
A character with the Confident feat gets a +2 bonus on all Intimidate checks and on level checks to resist
intimidation.
If the character has 5 or more ranks in Bluff, the character gets a +2 synergy bonus on Intimidate checks.
Time: An Intimidate check is a full-round action.
Investigate (Int; Trained Only)
Check: A character generally uses Search to discover clues and Investigate to analyze them. If the character has
access to a crime lab, the character uses the Investigate skill to collect and prepare samples for the lab. The result of
the Investigate check provides bonuses or penalties to the lab workers.
Analyze Clue: The character can make an Investigate check to apply forensics knowledge to a clue. This
function of the Investigate skill does not give the character clues where none existed before. It simply allows the
character to extract extra information from a clue he or she has found.
The base DC to analyze a clue is 15. It is modified by the time that has elapsed since the clue was left, and whether
or not the scene was disturbed.
Circumstances
Every day since event (max modifier +10)
Scene is outdoors
Scene slightly disturbed
Scene moderately disturbed
Scene extremely disturbed
DC Modifier
+2
+5
+2
+4
+6
Collect Evidence: The character can collect and prepare evidentiary material for a lab. This use of the
Investigate skill requires an evidence kit.
To collect a piece of evidence, make an Investigate check (DC 15). If the character succeeds, the evidence is
usable by a crime lab. If the character fails, a crime lab analysis can be done, but the lab takes a -5 penalty on any
necessary check. If the character fails by 5 or more, the lab analysis simply cannot be done. On the other hand, if the
character succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material.
This function of the Investigate skill does not provide the character with evidentiary items. It simply allows the
character to collect items he or she has found in a manner that best aids in their analysis later, at a crime lab.
Retry: Generally, analyzing a clue again doesn’t add new insight unless another clue is introduced. Evidence
collected cannot be recollected, unless there is more of it to take.
Special: A character can take 10 when making an Investigate check, but cannot take 20.
Collecting evidence requires an evidence kit. If the character does not have the appropriate kit, the character takes a
-4 penalty on his or her check.
A character with the Attentive feat and at least 1 rank in this skill gets a +2 bonus on all Investigate checks.
Time: Analyzing a clue is a full-round action. Collecting evidence generally takes 1d4 minutes per object.
Jump (Str; Armor Check Penalty)
Your character would use this skill when attempting to jump across the gap between two buildings, drop from a
second story window, leap to another branch in a tree, or other similar situations.
Check: The character jumps a minimum distance plus an additional distance depending on the amount by which the
character's Jump check result exceeds 10. The maximum distance of any jump is a function of the character's height.
Table 6.9 Jump distance
Type of Jump
Running jump*
Standing jump
Running High jump*
Standing High jump
Jump back
Minimum
Distance
2 meters
1 meter
1 meter
1 meter
1/3 meter
Additional
Distance
1/3 meter/1 point above 10
1/3 meter/2 points above 10
1/3 meter/4 points above 10
1/3 meter/8 points above 10
1/3 meter/8 points above 10
Maximum
Distance
Height X 6
Height X 2
Height X 1.5
Height
Height
*The character must move 8 meters before jumping. A character can't take a running jump in heavy armor.
The distances listed are for characters with speeds of 30 feet. If the character has a lower speed (from armor,
encumbrance, or weight carried, for instance), reduce the distance jumped proportionally. If the character has a
higher speed, increase the distance jumped proportionally.
Distance moved by jumping is counted against normal maximum movement in a round.
If the character intentionally jumps down from a height, the character might take less damage than if the character
just fell. If the character succeeds at a Jump check (DC 15), the character takes damage as if the character had fallen
10 feet less than the character actually did.
Special: If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Jump checks. A
character who has the Run feat and who makes a running jump increases the distance or height he clears by
one-fourth, but not past the maximum.
Knowledge (Int; Trained Only)
A knowledge skill represents acquired information, learning, and/ or education about a specific subject, but not
necessarily the practical application of such knowledge. For example a Civilian Expert character has the Knowledge
(vehicles) skill representing a study of the design and evolution of vehicles. This does not necessarily mean that he
knows how to fix a blown fuel line (which would require the skills Craft (Mechanical) and Repair).
When this skill is selected, the character immediately must pick a specific area of knowledge that is represented
by the skill. This skill may be taken any number of times but each selection must be in a new area of knowledge.
Listed below are some of the typical areas of knowledge.
Accounting: The system, science, or art of keeping, analyzing, and explaining commercial accounts.
Anthropology: Human development, diaspora, cultures, traditions, social practices, and their relations to each
other and their native regions.
Archaeology: The discovery and study of past cultures and technologies.
Architecture: History, theory, design, and aesthetics of buildings and other structures.
Art: Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography,
and performance art forms such as music and dance, among others.
Astronomy: Theories and study of the universe, its history, present form, and future state, and the nature and
formation of stars and planets.
Behavior Sciences: Psychology, sociology, and criminology.
Bureaucracy (civilian, military, federation, Darhel, Indowy, Tchpht)
Business (small, large): Business procedures, investment strategies, and corporate structures. Bureaucratic
procedures and how to navigate them.
Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and
processes.
Current Events: Recent happenings in the news, sports, politics, entertainment, and foreign affairs.
Economics: Theory and study of the production and distribution of wealth.
Electronics: Theory and design of electroniccomponents, equipment, and systems.
Engineering: Theory and design of structures, materials, and devices -- macro, micro and molecular. (Structural,
Mechanical, Electronic, Chemical, Genetic, etc.)
Earth and Life sciences: Biology, botany, genetics, geology, and paleontology. Medicine and forensics.
Geography (lands, terrain, climate, people, customs)
History (royalty, military, migration, founding of cities, politics): Events, personalities, and cultures of the past.
Archaeology and antiquities.
Law (criminal, civil, business, contract)
Literature: History, commonalities, differences, trends, and criticism of written works.
Local City (legends, personalities, inhabitants, laws, traditions)
Mathematics: Theory, structure, history and significance, applications in various fields.
Medicine (performing diagnosis, prescribing medication, surgery)
Meteorology (seasons and cycles, weather)
Occult (Ancient mysteries, magic traditions, arcane symbols, crypto-zoology)
Philosophy: The study of ethics, logic, aesthetics, epistemology, metaphysics, and interpretations thereof by
philosophers.
Physical Sciences: Physics (normal, quantum, Hyperspace, Jump Lane/worm whole), Astronomy, chemistry,
mathematics, physics, and engineering.
Politics (local, regional, national, planetary, federation)
Popular Culture: Popular music and personalities, genre films and books, urban legends, comics, science fiction,
and gaming, among others.
Strategy: Planning campaigns, establishing policy, allocating resources, exploiting long-range opportunities.
Streetwise (basic criminology, street life): Street and urban culture, local underworld personalities and events.
Tactics: Techniques and strategies for disposing and maneuvering forces in combat.
Technology: Current developments in cutting-edge devices, as well as the background necessary to identify
various technological devices.
Theology: The study of philosophical concepts related to metaphysics, and religious faith, practice, and
experience.
Xenobiology: The study of extra-terrestrial lifeforms.
Check: A character makes a Knowledge check to see if the character knows something.
The DC for answering a question within the character’s field of study is 10 for easy questions, 15 for basic
questions, and 20 to 30 for tough questions.
Appraising the value of an object is one sort of task that can be performed using Knowledge. The DC depends on
how common or obscure the object is. On a success, the character accurately identifies the object’s purchase DC. If
the character fails, he or she thinks it has a purchase DC 1d2 higher or lower (determine randomly) than its actual
value. If the character fails by 5 or more, he or she thinks it has a purchase DC 1d4+2 higher or lower than its actual
value. The GM may make the Knowledge roll for the character, so he or she doesn’t know whether the appraisal is
accurate or not.
Retry: Not usually. The check represents what the character knows. If the check failed by less than 5, the character
can think about the question for a number of hours equal to his Int modifier, and then try again. (An Int modifier of 0
or less means he cannot take the recheck.) The recheck takes a penalty of the amount by which he failed his first
check. If the recheck fails, the character doesn't know the answer, and would have to be able to make a Research
check in order to attempt to find the answer.
Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only
knows common knowledge.A character can take 10 when making a Knowledge check, but can’t take 20.
A character with the Educated feat gets a +2 bonus on any two types of Knowledge checks.
The GM may decide that having 5 or more ranks in a specific Knowledge skill provides a character with a +2
synergy bonus when making a related skill check.
Time: A Knowledge check can be a reaction, but otherwise requires a full-round action.
Liaison (Cha)
Your character is trained in the art of dealing with others, including knowledge of proper protocols, manners of
address, codes of conduct and other information needed when dealing with a wide range of social situations. This
skill is also quite useful if your character is attempting to train characters of another nationality, or advises them in
some matter.
Check: Your character can change other’s attitudes with a successful check. In negotiating with the party your
character has been assigned to be liaison to, participants roll opposed Liaison checks to see who gets their way in the
particular matter under discussion.
Retry: Generally, retries do not work. Even if the initial check succeeds, the other character can only be persuaded
so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become
more firmly committed to his position, and a retry is futile.
Special: Charisma checks to influence NPCs are generally untrained Liaison or Diplomacy checks. If your character
has 5 or more ranks in Bluff or Sense Motive, your character gets a +2 synergy bonus on Liaison checks. If your
character has 5 or more ranks in Diplomacy, your character gains a +2 synergy bonus on Liaison checks. These
bonuses stack.
Listen (Wis)
Your character uses this skill to try and overhear another conversation nearby, listen for the approach of someone,
or hear a distant noise.
Check: Make a Listen check against a DC that reflects how quiet the noise is that a character might hear or against
an opposed Move Silently check.
The GM may call for a Listen check by a character who is in a position to hear something. A character can also
make a Listen check voluntarily if she wants to try to hear something in the character’s vicinity.
The GM may make the Listen check in secret so that the character doesn’t know whether not hearing anything
means that nothing is there or that the character failed the check.
A successful Listen check when there isn’t anything to hear results in the character hearing nothing.
DC
-10
0
Sound
A battle
People talking
5
A person in medium armor walking at a slow pace, trying not to make noise
10
An unarmored person walking at a slow pace, trying not to make any noise
15
A 1st-level Scout sneaking up on someone(1)
20
A tiger stalking prey (1)
30
A bird flying through the air
+5
Through a door
+15
Through a solid wall
1 This is actually an opposed check; the DC given is a typical Move Silently check result for such a character or
creature.
Condition
Check Penalty
Per 10 feet of distance
-1
Listener distracted
-5
Retry: A character can make a Listen check every time he has the opportunity to hear something in a reactive
manner. As a move action, the character may attempt to hear something that he failed (or believes he failed) to hear
previously.
Special: When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for
all the listeners’ skill checks.
A character can take 10 or take 20 when making a Listen check. Taking 20 means the character spends 1 minute
attempting to hear something that may or may not be there to hear.
A character with the Alertness feat gets a +2 bonus on all Listen checks.
A sleeping character can make Listen checks, but takes a -10 penalty on the checks.
Time: A Listen check is either a reaction (if called for by the GM) or a move action (if a character actively takes the
time to try to hear something).
Move Silently (Dex; Armor Check Penalty)
Your character moves with a feline's grace, able to cross various surfaces while making little or no sound.
Check: The character's Move Silently skill check is opposed by the Listen check of anyone who might hear the
character. The character can move up to one-half her normal speed at no penalty. At more than one-half and up to
the character's full speed, the character suffers a -5 penalty. It's practically impossible (-20 penalty) to move silently
while running or charging.
Special: A character can take 10 when making a Move Silently check, but can’t take 20.
A character with the Stealthy feat gets a +2 bonus on all Move Silently checks.
Time: Move Silently is a move action.
Navigation (Hyperspace) (Int; Trained Only)
This skill allows your character to use a navigation computer, maps, and charts to plot a course from one solar
system to another using a hyperdrive.
Check: For your character to plot a course requires one round for every point of the base task DC. For example,
determining the best route to use to get from Sol (our solar system) to Alpha Centauri takes 30 rounds -- half a
minute. For each round by which you want your character to reduce the time required, down to a minimum of a
full-round action, subtract 2 from your character’s skill check roll. Your character can take 10 or 20 if he has the
time to do so.
Failure means your character has chosen an improper route. If he follow it, he is off course. If he cannot get his
bearings and determine his location, he is lost.
If your character rolls a 1, make the check again. If your character fails again, he has chosen a dangerous route. It
is up to the GM to determine your character’s exact fate. If your character is trying to find his way through an
interstellar gap, perhaps he runs into a mass of dark matter, or passes through the gamma-ray pulse of a distant
supernova.
Table 6.10 Hyperspace Navigation
Course
Finding your character's location by stars (in a known solar System)
DC
20
Finding your character's location by stars (in an unknown solar system)
Plotting a Hyperspace jump from a known star system to another known
star system
Plotting a Hyperspace jump from a known star system to an unknown
star system
Plotting a Hyperspace jump from an unknown star system to another
unknown star system
Modifier
High stress situation
Using an alien navigation computer
Using charts or maps that the character is unfamiliar with
Using alien charts or maps
30
30
35
40
+5
+10
+5
+10
Navigation (Jump Lane) (Int; Trained Only)
This skill allows your character to use a navigation computer, maps and charts to plot a course from one solar
system to another solar system using the interstellar jump lanes.
Check: For your character to plot a course requires one round for every point of the base task DC. For example,
determining the best route to use to get from Sol (our solar system) to Alpha Centauri takes 25 rounds. For each
round by which you want your character to reduce the time required, down to a minimum of a full-round action,
subtract 2 from your character’s skill check roll. Your character can take 10 or 20 if she has the time to do so.
Failure means your character has chosen an improper route. If she follow it, she is off course. If she cannot get her
bearings and determine her location, she is lost.
If your character rolls a 1, make the check again. If your character fails again, she has chosen a dangerous route. It
is up to the GM to determine your character’s exact fate. If your character is trying to find her way through a nebula,
perhaps she winds up in the gravity field of a protostar, or hits a remnant of the supernova whose now-distant
gamma-ray pulse is causing problems for the lost Hyperspace navigator.
Table 6.11 Jump Lane Navigation
Course
Finding your character's location by stars (in a known solar System)
Finding your character's location by stars (in an unknown solar system)
Plotting a Jump Lane course from a known star system to another known
tar system
Plotting a Jump Lane course from a known star system to an unknown
star system
Plotting a Jump Lane course from an unknown star system to another
unknown star system
DC
20
30
Modifier
High stress situation
Using an alien navigation computer
Using charts or maps that the character is unfamiliar with
Using alien charts or maps
DC
+5
+10
+5
+10
25
35
40
Navigation (Planetary) (Int)
This skill allows your character to use maps and charts to plot a course from one place to another on the surface of
a planet. This skill is useful in the air, on land, or at sea.
Check: Make a Navigation check when a character is trying to find his way to a distant location without directions
or other specific guidance. Generally, a character does not need to make a check to find a local street or other
common urban site, or to follow an accurate map. However, the character might make a check to wend his way
through a dense forest or a labyrinth of underground storm drains.
For movement over a great distance, make a Navigation check. The DC depends on the length of the trip. If the
character succeeds, he moves via the best reasonable course toward his goal. If the character fails, he still reaches
the goal, but it takes the character twice as long (the character loses time backtracking and correcting his path). If the
character fails by more than 5, he travels the expected time, but only gets halfway to his destination, at which point
he becomes lost.
A character may make a second Navigation check (DC 20) to regain his path. If the character succeeds, he
continues on to his destination; the total time for the trip is twice the normal time. If the character fails, he loses half
a day before he can try again. The character keeps trying until he succeeds, losing half a day for each failure.
Length of Trip
Short (a few hours)
Moderate (a day or two)
Long (up to a week)
Extreme (more than a week)
DC
20
22
25
28
When faced with multiple choices, such as at a branch in a tunnel, a character can make a Navigation check (DC
20) to intuit the choice that takes the character toward a known destination. If unsuccessful, the character chooses
the wrong path, but at the next juncture, with a successful check, the character realizes his mistake.
A character cannot use this function of Navigation to find a path to a site if the character has no idea where the site
is located. The GM may choose to make the Navigation check for the character in secret, so he doesn’t know from
the result whether he is following the right or wrong path.
A character can use Navigation to determine his position on Earth without the use of any high-tech equipment by
checking the constellations or other natural landmarks. The character must have a clear view of the night sky to
make this check. The DC is 15.
Special: A character can take 10 when making a Navigation check. A character can take 20 only when determining
his location, not when traveling.
A character with the Guide feat gets a +2 bonus on all Navigation checks.
Time: A Navigation check is a full-round action.
Navigation (System) (Int; Trained Only)
This skill allows your character to use a navigation computer, maps and charts to plot a course from one place
to another within the confines of a solar system.
Check: For your character to plot a course requires one round for every point of the base task DC. For example,
determining the best route to use from Earth to Mars takes 30 rounds -- half a minute. For each round by which you
want your character to reduce the time required, down to a minimum of a full-round action, subtract 2 from your
character’s skill check roll. Your character can take 10 or 20 if she has the time to do so.
Failure means your character has chosen an improper route. If she follow it, she is off course. If she cannot get her
bearings and determine her location, she is lost.
If your character rolls a 1, make the check again. If your character fails again, she has chosen a dangerous route. It
is up to the GM to determine your character’s exact fate. If your character is trying to find her way through the
asteroid belt, perhaps she runs into a meteor shower, or has a close encounter with a stray Posleen CDec.
Table 6.12 System Navigation
Course
Finding your character's location by stars (in a known solar system)
Crossing a solar system
Navigating an unknown solar system
Modifier
High stress situation
Using an alien navigation computer
Using charts or maps that the character is unfamiliar with.
Using alien charts or maps
DC
20
30
+10
+5
+10
+5
+10
Orienteering (Wis)
Your character is trained at reading maps, performing overland navigation, and figuring out which direction is
north.
Check: By concentrating for 1 minute, your character can determine where true north lies in relation to your
character (DC 15). If the check fails, your character cannot determine the direction. On a natural 1, your character
mistakenly identifies a random direction as north.
The GM makes your character’s check secretly so that you do not know whether your character rolled a successful
result or a 1.
Retry: Your character can use the Orienteering skill more than once per day. The roll represents how skilled your
character is at finding her location or reading a map.
Table 6.13 Orienteering Tasks
Task
Read a civilian map
Use a compass to find True North
Read a Survey Map/Military Map
Intuit Direction
Find Your Location with an Inertial
General Positioning Unit (GPU)
Find Your Location with a compass
DC
5
10
10
15
+10
+5
Perform (Varies)
Possible Perform types include ballad, buffoonery, chant, chorus, comedy, dance, drama, drums, epic, flute,
guitar, harp, juggling, limericks, melody, mime, piano, recorder, storytelling, and trumpet. The character is capable
of one form of performance (and/or instrument) per rank. With at least five ranks in a given category, the character
can choose to be skilled in all instruments or performance types within that category, or to specialize in a single
instrument or performance type (dance: ballet, singing: opera, acting: comedy), in which case the character gains a
specialization bonus of one-half her skill level in that category on performances with that instrument or in that
performance type.
Check: The character is accomplished in some type of performance art and knows how to put on a performance.
The character can impress audiences with his talent and skill. The quality of the character’s performance depends on
his check result.
The eight Perform categories, and the qualities each one encompasses, are as follows:
Act (Cha): The character is a gifted actor, capable of performing drama, comedy, mime, or action-oriented roles
with some level of skill.
Dance (Dex): The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to
music.
Keyboards (Dex): The character is a musician gifted with a talent for playing keyboard musical instruments, such
as piano, organ, and synthesizer.
Percussion Instruments (Dex): The character is a musician gifted with a talent for playing percussion musical
instruments, such as drums, cymbals, triangle, xylophone, and tambourine.
Sing (Wis): The character is a musician gifted with a talent for producing musical tones with his voice.
Stand-Up (Cha): The character is a gifted comedian, capable of performing a stand-up routine before an audience.
String Instruments (Dex): The character is a musician gifted with a talent for playing stringed musical instruments,
such as banjo, dulcimer, guitar, harp, lute, and violin.
Wind Instruments (Con): The character is a musician gifted with a talent for playing wind musical instruments,
such as bagpipes, clarinet, flute, harmonica, kazoo, oboe, saxophone, or trumpet.
DC
10
15
20
25
30
Performance
Routine performance. Trying to earn money by playing in public is essentially begging. The
character earns 1d10 dollars a day.
Enjoyable performance. In a prosperous city, the character can earn 1d10 x $10 a day.
Great performance. In a prosperous city, the character can earn 3d10 x $10 a day. With time, the
character may be invited to join a professional troupe and may develop a regional reputation.
Memorable performance. In a prosperous city, the character can earn 1d6 x $100 a day. With time,
the character may come to the attention of the media and develop a national reputation.
Extraordinary performance. In a prosperous city, the character can earn 3d6 x $100 a day. With time,
the character may become an internationally known star.
A masterwork musical instrument gives a +2 circumstance bonus to Perform checks that involve the use of the
instrument.
Retry: Not for the same performance and audience.
Special: A character can take 10 when making a Perform check, but can’t take 20.
A character without an appropriate instrument automatically fails any Perform (keyboard), Perform (percussion),
Perform (stringed), or Perform (wind) check he attempts. At the GM’s discretion, impromptu instruments may be
employed, but the performer must take a -4 penalty on the check when his equipment, although usable, is
inappropriate for the skill.
Every time a character takes the Creative feat, he or she gets a +2 bonus on checks involving two Perform skills the
character designates. See the feat description for more information.
Time: A Perform check usually requires at least several minutes to an hour or more.
Pilot (Dex; Trained only)
Your character uses this skill to operate dirigibles, ground effect vehicles, helicopters, GalTech antigrav, GalTech
spacecraft, large aircraft, large ships, Posleen antigrav, Posleen Spacecraft, small aircraft, small boats/ships or
submarines. This skill is similar to the Craft skill, in that there is a specific and separate skill for each of the different
classes of vehicles listed above. If a person who already had Pilot: Small Aircraft wanted to learn to pilot large
aircraft, he would have to learn Pilot: Large Aircraft as a separate skill.
Check: Piloting any of the above-mentioned vehicles would be considered a Move action. Normally just piloting the
vehicle would not entail a skill check. But certain conditions or performing difficult maneuvers would require a skill
check.
Retry: Yes, unless otherwise specified under the maneuver description in the vehicle rules.
See Chapters 8-10: Vehicles for more information
Table 6.14 Pilot DC
Maneuvers
Soft Turn
Sharp Turn
Extreme Turn
Bootleg Turn
Activate Hyper Drive
Avoid a Hazard
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
DC
5
15
20
25
20
Climb/Dive
Boarding
5
25
0
3
6
9
12
15
20
25
30
Docking
Evasive Maneuvers
Extreme Climb/Dive
Immelmann Turn
Jump
Landing
Land-Based
Carrier
Cradle
Loop
Nap of the Earth Flying
Ram
Regaining Control
Roll 15
Roll Ship
Take Off
Land-Based
Carrier
Cradle
20
20
15
25
15-25+
Modifiers
Recovering from a collision
Reduced Vision (rain or snow)
Obscured Vision
(fog, duststorm or downpour)
High Stress Situation
Driving an alien vehicle
DC
+10
+2 to +4
up to +10
15
20
25
20
20 or 25
Target's AC
10*
15
10
15
20
+5
+5
* The pilot check is always modified by the vehicle's speed and the circumstance penalty for the severity of the
mishap.
Profession (Wis; Trained Only)
Your character is trained in a livelihood or a professional role, such as apartment manager, bookkeeper,
construction worker, cook, driver, farmer, fisher, guide, law enforcement officer, lumberjack, miner, pharmacist,
physician, rancher, restaurateur, secretary, engineer, and so forth.
Like Craft, Profession is actually a number of separate skills. The character could have several Profession skills,
each with its own ranks, each purchased as a separate skill.
While a Craft skill represents skill in creating or making an item, a Profession skill represents an aptitude in a
vocation requiring a broader range of less specific knowledge. If an occupation is a service industry, it's probably a
Profession skill. If it's in the manufacturing sector, it's probably a Craft skill.
Check: The character can practice a trade and make a decent living, earning about $50 times the check result per
week of dedicated work. The character knows how to use the tools of the trade, how to perform the profession's
daily tasks, how to supervise untrained helpers, and how to handle common problems. For example, a sailor knows
how to handle lines, use and maintain deck equipment, and how to stand a watch at sea. The GM sets DCs for
specialized tasks.
Retry: An attempt to use a Profession skill to earn an income cannot be retried. The character is stuck with whatever
weekly wage the check result brought the character. (Another check may be made after a week to determine a new
income for the next period of time.) An attempt to accomplish some specific task can usually be retried.
Special: Untrained laborers and assistants earn an average of $50 a day.
Read Lips (Int; Trained Only)
Check: The character must be within 12 meters of the speaker, or be using some form of distance viewing device
and be able to see her speak. The character must be able to understand the speaker's language. (Use of this skill is
language-dependent.) The base DC is 15, and it is higher for complex speech or an inarticulate speaker. The
character has to concentrate on reading lips for a full minute before making the skill check, and the character can't
perform some other action during this minute. The character can move at half speed but not any faster, and the
character must maintain a line of sight to the lips being read. If the check succeeds, the character can understand the
general content of a minute's worth of speaking, but the character usually still misses certain details.
If the check fails, the character can't read the speaker's lips. If the check fails by 5 or more, the character draws
some incorrect conclusion about the speech.
The GM rolls the character's check so the character don't know whether the character succeeded or missed by 5.
Retry: The skill can be used once per minute.
Recruiting (Cha)
Your character is familiar with the most effective means of approaching individuals and presenting proposals for
employment or membership couched in terms most likely to produce acceptance. This skill is also helpful in other
situations, such as recruiting passengers to fill out a cargo manifest. The Recruiting skill effects the quality and
quantity of recruits that will respond to a request for applications.
Check: Once per week a check may be made to locate recruits for volunteer work, job openings, or other positions
available. The difficulty in locating qualified applicants and the number of them that actually apply are based on the
level of expertise sought, and the available population of the area being draw upon. If the check is successful, roll to
determine the exact number of qualified applicants your character has to choose from.
Retry: As often as needed, through no more than one check can be made per position advertised.
Special: Unlike Leadership, a recruiter is skilled at screening applicants, narrowing down the field to the few who
are best qualified. However, if your character has the Leadership feat, it grants a +2 synergy bonus on all Recruiting
skill checks. A Recruiting rank of 5 or more gives a +2 synergy bonus on all Leadership checks.
Table 6.15 Recruiting Modifiers
Circumstance
Village Area with a Population is
less than 25,000
Town Area with a Population is
between 25,001 and 300,000
City Area with a Population that is
between 300,001 and 4,000,000
Metropolitan Area with a population
that is 4,000,001 or greater.
Highest Level of Locals (PC Classes)
PC Classes
Academic
Biker/Gang banger
Civilian Expert
Driver/Pilot
Manipulator
Mechanic
Medic
Militia
Scout
Soldier
Trader
DC
+10
+5
-5
-10
Character Level
1d4 + Community Modifier
1d3 + Community Modifier
1d8 + Community Modifier
1d4 + Community Modifer
1d6 + Community Modifer
1d4 + Community Modifer
1d6 + Community Modifer
1d8 + Community Modifier
1d3 + Community Modifier
1d8 + Community Modifier
1d8 + Community Modifier
Community Modifier
Community Size
Village
Town
City +4 to +5
Metropolis
Modifer
+0 to +1
+2 to +3
+6
Repair (Int; Trained Only)
Your character can use this skill to perform maintenance, do very simple standard modifications and repairs to a
wide variety of technological equipment and devices. Your character may not know how to build an engine from
scratch, but he does know how he can fix an existing one.
Check: Your character's DC to use this skill is based on the severity of the damage that needs to be repaired, s well
as well as the complexity of the damaged device. It is up to the GM to set the actual DC, as well as any costs for
parts and the time it takes to complete the repair (see Table 6.16 Repair DC). For every 10% you take off of the time
needed, add +1 to the DC. The minimum time needed for a repair is 20% of the base time requirement. For your
character to do the job in that little of time, for example, adds +8 to the DC.
The GM may rule that a more complex job takes longer, or that damage to a complex device requires your
character to repair several components individually.
If your character fails his skill check by 10 or more points, he does more harm than good. Add +5 to the DC of
any future attempts to make the same repair, no matter who is making the repair.
If your character rolls a 1 when making a Repair check, you need to roll again, against the same DC. If your
character fails the skill check again, the item your character is trying to fix has been damaged beyond repair.
Restoring Damage: If the device your character is working on has suffered damage to its hit points, your character
can restore these lost hit point with a Repair check and adequate resources. If the skill check is successful, the device
regains 1D8 hit points. Such a damaged device is not completely repaired until it regains all of its lost hit points. An
object that has been reduced to 0 hit points or less has been destroyed and cannot be repaired.
Sabotage: Repairing sabotage requires an opposed skill check against the result of the Disabled Device skill check
of the saboteur made when rigging the device. If your character has to improvise the proper parts for the repair, he
suffers a -2 circumstance penalty.
Table 6.16 Repair DC
Example
Simple (tool, simple weapon)
Moderate (mechanical or electronic component)
Complex (mechanical or electronic device)
Advanced (cutting-edge mechanical or electronic device)
Repair sabotage
DC
10
15
20
25
Opposed
Modifiers
No Parts
Substitute Parts
Quick/Temporary Fix*
High stress situation
Unfamiliar systems
Unfamiliar Alien systems
Tools are totally unavailable
Posleen Device
Galtech Device
DC
+15
+5
-5
+5
+5
+10
+15
+10
+15
Purchase
Price
4
7
10
13
???
Time
1 min.
10 min.
1 hr.
10 hrs.
???
Retry: Yes, as long as the device is in one piece. Each attempt requires additional time and materials. In some
specific cases, the GM may decide that a failed Repair check has negative ramifications that prevent repeated
checks.
Special: Your character needs proper tools to effectively use this skill. Repair requires an electrical tool kit, a
mechanical tool kit, or a multipurpose tool, depending on the task. If the character do not have the appropriate tools,
he takes a -4 penalty on the check. If your character is forced to improvise tools, he suffers a -2 circumstance
penalty. If your character sets up and maintains (or has access to) a proper repair facility, he gains an additional +2
circumstance bonus on his Repair skill checks. This bonus stacks with the circumstance bonuses from toolkits
(standard toolkit of appropriate type: no penalty; masterwork tools: +2 circumstance bonus).
A character can take 10 or take 20 on a Repair check. When making a Repair check to accomplish a jury-rig
repair, a character can’t take 20.
Craft (mechanical) skill or Craft (electronic) skill provides a +2 synergy bonus on Repair checks made for devices
of the corresponding type.
A character with the Gearhead feat and at least 1 rank in Repair gets a +2 bonus on all Repair checks.
Note: Only mechanics or characters with at least 5 ranks in a corresponding Craft skill can attempt a repair job with
a DC higher than 20. These complex repairs require advanced training and experience.
Time: See the table for guidelines. *A character can make a jury-rig repair as a full-round action, but the work only
lasts until the end of the current encounter.
Research (Wis)
The Internet and especially the Galtech or Posleen data-nets are awash in a vast sea of information, and sifting
through them or other large data-networks can be a real challenge. Your character uses this skill to find a specific
reference in a library, or to search a computer database for the information he needs.
If your character has access to the Internet or planetary databases, he has a vast repository of information at his
fingertips. If your character makes a Research skill check, he can find data on a dizzying variety of subjects, both
obscure and mundane. Sources that are available to your character include news sites, scientific and technical
databases, gossip and conspiracy forums, historical archives, entertainment and media sites, and much more.
Checks: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is
(the more obscure, the higher the DC) and what kind of information might be available depending on where the
character is conducting his research.
Information ranges from general to protected. Given enough time (usually 1d4 hours) and a successful skill check,
the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such
information would be unavailable, and that the character has a way to acquire restricted or protected information.
The higher the check result, the better and more complete the information. If the character wants to discover a
specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.
Retry: Yes.
Special: A character can take 10 or take 20 on a Research check.
A character with the Studious feat gets a +2 bonus on all Research checks.
Computer Use can provide a +2 synergy bonus on a Research check when searching computer records for data. If
your character has at least 5 ranks in a Knowledge skill relevant to the information your character is seeking, he gets
a +2 synergy bonus on his Research skill check.
Time: A Research check takes 1d4 hours.
Ride (Dex)
When your character selects this skill, choose the type of mount the character is familiar with. For this purpose,
"horses" includes mules, donkeys, and ponies. If the character uses the skill with a different mount (such as riding a
buffalo when she is used to riding horses), her skill rank is reduced by 2 (but not below 0). If she uses this skill with
a very different mount (such as riding a giant lizard when she is used to riding horses), her skill rank is reduced by 5
(but not below 0).
Check: Typical riding actions don't require checks. The character can saddle, mount, ride, and dismount from a
mount without a problem. Mounting or dismounting is a move-equivalent action. Some tasks require checks:
Riding Task
Guide with knees
Stay in saddle
Leap
Control Mount in Battle
DC
5
5
15
20
Fast mount or dismount
Cover
Soft fall
*Armor check penalty applies.
20*
15
15
Guide with Knees: The character can react instantly to guide her mount with her knees so that she can use both
hands in combat. Make the check at the start of the character's round. If the check fails, the character can only use
one hand in combat this round because she needs to use the other hand to control her mount.
Stay in Saddle: The character can react instantly to try to avoid falling when her mount rears or bolts unexpectedly,
or when the character takes damage.
Leap: The character can get a mount to leap obstacles as part of its movement. Use the character's Ride skill
modifier or the mount's Jump skill modifier (whichever is lower) to see how far the mount can jump. The DC (15) is
what the character needs to roll to stay on the mount when it leaps.
Control Mount in Battle: As a move-equivalent action, the character can attempt to control a light horse, pony, or
heavy horse while in combat. If the character fails, she can do nothing else that round.
Fast Mount or Dismount: The character can mount or dismount as a free action. If the character fails the check,
mounting or dismounting is a move-equivalent action. (The character can't attempt a fast mount or dismount unless
she can perform the mount or dismount as a move-equivalent action this round.)
Cover: The character can react instantly to drop down and hang alongside the mount, using it as one-half cover. The
character can't attack while using her mount as cover. If the character fails, she doesn't get the cover benefit.
Soft Fall: The character reacts instantly to try to take no damage when she falls off a mount, such as when it is
killed or when it falls. If the character fails, she takes 1d6 points of falling damage.
Special: If the character is riding bareback, she suffers a -5 penalty on Ride checks.
If the character has 5 or more ranks in Handle Animal, she gets a +2 synergy bonus to Ride checks.
Search (Int)
Your character has a knack for finding things at opportune moments, spotting secret compartments, locating
hidden recesses, revealing disguised caches, and discovering other forms of concealed, hidden, or hard-to-find
objects.
Check: The character generally must be within 10 feet of the object or surface to be examined. A character can
examine up to a 5-foot-by-5-foot area or a volume of goods 5 feet on a side with a single check.
A Search check can turn up individual footprints, but does not allow a character to follow tracks, nor tells him
which direction the creature or creatures went or came from.
Task
Ransack an area to find a certain object.
Search an area without obviously disturbing it.
Notice a typical secret compartment, a
simple trap, or an obscure clue.
Search an area without leaving any trace
of the search.
Find a complex or well-hidden secret
compartment or trap; notice an
extremely obscure clue.
DC
10
15
20
25
25+
Special: A character can take 10 or take 20 when making a Search check.
A character with the Meticulous, Keen-eyed, Quick-witted, feat gets a +2 bonus on all Search checks.
Time: A Search check is a full-round action.
Security Systems (Int)
Your character would use this skill when he is attempting to break into a high-tech security system, install such a
system, or alter a security system: how it monitors or secures an area, building, or computer. Your character would
essentially use this skill when he does anything with a security system.
Check: When you character wishes to use this skill, the GM will make the skill roll for the character against the DC
listed in the table below for the different security features and task of the Security System.
Whenever your character is attempting to evade, override, or patch into a security system, he must have the
appropriate equipment and make a skill check against the DC of the system features to be defeated. Each skill check
bypasses or defeats one security feature at that location.
When disabling a monitored device, the character can prevent his or her tampering from being noticed. Doing so
requires 10 minutes and an electrical tool kit, and increases the DC of the check by +10.
Retry: Yes. But if your character fails to override or disable a security system an alarm is activated. If your
character then successfully bypasses a security system in an alarm status, he can then make another Security
Systems skill roll to silence the alarm. Note that any other systems or responses activated by the alarm will still be
active.
Special: If your character has 5 or more ranks in Computer, he gains a +2 synergy bonus on his Security Systems
skill checks on systems that involve computer installed security systems. If your character has 5 or more ranks in
Disable Device skill he gains a +2 synergy bonus to his Security Systems skill check when attempting to bypass or
disable a security system or subsystem. All modifiers are cumulative.
Table 6.17 Security System
System
Key Pad*
Magnetic Reader*
Retinal scan*
DNA decoder*
Palm scan*
Required
Bypass Equipment
Electronic tool kit and
numerical Encoder.
Encode Key or magnetic
encoder.
Retinal scan contact lenses
or Retinal encoder.
DNA sample and DNA delivery
unit.
Handprint gloves or encoder.
DC or
Modifiers
10
10
12
15
15
Level 1 Security System Rating
Level 2 Security System Rating
Level 3 Security System Rating
Level 4 Security System Rating
Level 5 Security System Rating
Unfamiliar Security System
AI Security System
Alien Security System
Activate a bypassed or deactivated Security System
10
15
20
25
30
+5
+10
+10
+10
Condition
Very familiar system or operator**
Unfamiliar system
Breaking into a system and extracting/changing data.
Attempting to shut a security system down remotely.
DC Modifier
-5
+3
+10
+15
Task
DC
Locate an intruder within the security system’s
15
monitoring area.
Isolate a given area.
20
Override a security system malfunction (including
20
system tampering).
Activate a security system (turn it on).
20
Shutting down a security system that is in a normal
20
status condition.
Shutting down a security system in an alarm status
30
condition.
*These are security systems that may be bypassed or disabled independently with the required equipment and a
successful skill check.
**If the character knows the system or operator well, he may predict the reactions with some accuracy.
Sense Motive (Wis)
Your character has the ability to know when someone might be lying, withholding information, attempting to pull
a con, or is otherwise acting in bad faith or under duress.
Check: A successful check allows the character to avoid being bluffed (see the Bluff skill). The character can also
use the skill to tell when someone is behaving oddly or to assess someone’s trustworthiness.
In addition, a character can use this skill to make an assessment of a social situation. With a successful check (DC
20), the character can get the feeling from another’s behavior that something is wrong. Also, the character can get
the feeling that someone is trustworthy and honorable.
Retry: No, though the character may make a Sense Motive check for each bluff made on the character.
Special: A character can take 10 when making a Sense Motive check, but can’t take 20.
A character with the Attentive feat gets a +2 bonus on all Sense Motive checks.
A character can use Sense Motive to detect that a hidden message is being transmitted via the Innuendo skill (DC
equal to the Innuendo check result of the sender). If the character’s check result beats the DC by 5 or more, the
character understands the secret message as well. If the character’s check fails by 5 or more, the character
misinterprets the message in some fashion.
Time: A Sense Motive check may be made as a reaction to another character’s Bluff check. (When that’s the case,
the GM may roll the character’s Sense Motive check in secret, so the character doesn’t necessarily know someone’s
trying to bluff him or her.) Using Sense Motive to get a sense of someone’s trustworthiness takes at least 1 minute.
Sensors (Int; Trained Only)
Your character is familiar with the operations and basic maintenance of sensor equipment installed in vehicles. It
is the sensor operator who interprets the long-range data from the vehicle’s sensors and scanners.
Passive Scans: Encounter-related sensor scans are done as “active” scans, which basically means the target of the
scan will know it is happening. Passive sensor scans however, will go undetected, but make the task much harder.
All your character has to do to perform a passive scan is notify the GM in advance of the skill check. Using only
passive sensors will add +10 to the DC of the task however.
Vehicle Detection: The sensor operator can attempt to detect any vehicle within the range of his sensor systems.
All commercial vehicles are required by law to carry a transponder that must be functional and in operation (this
does not mean actually broadcasting) at all times while the ship is in motion. A transponder is really nothing more
than a specialized radio system and a computer with a completely self-contained, security sealed, and (supposedly)
tamperproof container. It can only be legally opened, repaired, or reprogrammed at an authorized facility.
The transponder does not continually broadcast, as this would interfere with commercial radio traffic, but will
automatically respond to an interrogative signal (a “Squawk”) from another vehicle or installation, supplying the
vehicle’s ID codes and registration on a specific frequency band that can automatically be detected and identified at
Very Long Range even by the most rudimentary of sensor systems. All vehicles -- including military vehicles -carry transponders and generally run them when operating.
It is when confronting a military vehicle that is not operating a transponder that the sensor operator must actively
watch for contacts. A successful Sensors skill check against the stealth rating of the opposing vehicle will reveal the
presence of any vehicle within range of the sensors.
Detect a Communication Signal: Any signal directed to another communications unit will automatically be
detected. This task is used when trying to detect signals meant for other communications units. Open and unsecured
signals can automatically be detected (base DC of 0) if someone is looking for them. It is just a matter of scanning
frequencies. Secure signals can also be automatically detected (base DC of 0) if being watched for, but as they are
encrypted this will do no good unless someone can break the encryption. Detecting hidden or Piggyback signals
requires a skilled and alert sensor or communications operator to detect, and have a base DC of 20. In combat this is
a full action.
Displacement Scan: After a vehicle has been detected, a successful Sensor skill check at +10 to the target vehicle's
Stealth rating for the DC, will reveal the tonnage of a detected vehicle. While civilian vehicles are required to carry
a functioning transponder that broadcasts this information, there are some people who have been known to alter this
data. A specific tonnage sensor check can verify the veracity of the transponder data.
Configuration Scan: A successful Sensor scan skill check at +10 to the target vehicle's Stealth rating for the DC,
will reveal the probable configuration (what class of vehicle and any unusual major modification that have possibly
been done to it) of a detected vehicle. As with tonnage, civilian transponders are required to carry a functioning
transponder that broadcasts this information; there are some people who have been known to alter this data. A
specific configuration sensor check can verify the veracity of the transponder data.
Threat Assessment: A successful Sensor skill check at +10 to the target vehicle's Stealth rating for the DC, will
give a general idea of the armament and defensive capabilities available to a detected ship.
Jamming: The sensor operator may attempt to spend the round providing defensive sensor jamming against
incoming targeting lock attempts by enemy vehicles/vessels, hopefully decreasing the enemy's chance to hit.
Jamming will also aid in foiling attempts at detection, tonnage, and classification estimations, and identification of
other ships. This is a Full Action.
The sensor operator makes a Sensor skill roll and adds the sensor rating along with the vehicle/vessel's stealth
rating to this result. This total will establish the vehicle/vessel's Jamming rating for the round. Any opponent
attempting to target or otherwise scan the vehicle must use the vehicle's Jamming Rating, plus the normal vehicle
combat sensor modifiers as the DC for these tasks rather than the standard DC for the current round. While the ship
is performing Jamming it cannot use its sensors for any other function unless it has more than one sensor system on
board.
Note that a vehicle which is broadcasting a powerful jamming signal can be detected very easily. Actually
determining what is doing the broadcasting is difficult, but any vehicle within sensor range will be aware of the
jamming signal, and all sensor operators will know what it is.
Sleight-of-hand (Dex; Trained Only; Armor Check Penalty)
Check: A check against DC 10 lets the character palm a coin-sized, unattended object. Minor feats of legerdemain,
such as making a coin disappear, are also DC 10 unless an observer is determined to note where the item went.
When performing this skill under close observation, the character's skill check is opposed by the observer's Spot
check. The observer's check doesn't prevent the character from performing the action, just from doing it unnoticed.
If the character tries to take something from another creature, the character must make a skill check against DC
20. The opponent makes a Spot check to detect the attempt. The opponent detects the attempt if her check result
beats the character's check result, regardless of whether the character got the item.
DC
Task
10
Palm a coin-sized object, make a coin disappear
20
Lift a small object from a person
Retry: A second Sleight-of-hand attempt against the same target, or when being watched by the same observer, has
a DC +10 higher than the first skill check if the first check failed or if the attempt was noticed.
Special: If the character has 5 or more ranks in Bluff, the character gets a +2 synergy bonus on Sleight-of-hand
checks.
Sports (Varies)
Your character has skill in playing a sport, and is knowledgeable about its rules, conventions, history, and current
stars. Each skill rank in Sports can be put into the same sport, or into a different sport. Sports vary in the primary
ability associated with them:
Check: A skill check can be made for a game, or for each play of a game. Some actions, like batting, tackling,
jumping a hurdle or serving, require a check. Routine actions, like making a capture move in chess, do not. For other
routine actions, like running to a base, blocking, or keeping pace in a race, the character can take 10. For direct
one-on-one contests, the character's skill check is opposed by her opponent's skill check. The higher roll wins. If the
rolls are tied, the one with the higher skill level wins. If that, too, is tied, the one with the higher primary ability
score wins. If that, too, is tied, flip a coin.
Baseball (Int)
Basketball (Dex)
Bridge (Int)
Chess (Int)
Foozball (Dex)
Football (Str)
Paintball (Dex)
Ping-pong (Dex)
Skateboarding (Dex)
Skiing (Dex)
Softball (Dex)
Tennis (Dex)
Track (Con)
Wrestling (Con)
Retry: Usually no. Some actions, like attempting to gain or break a hold in wrestling, can be retried. For most
actions, the attempt either works or it fails.
Spot (Wis)
Your character is skilled at spotting an ambush and noticing people or creatures hiding in nearby shadows, using
high brush as cover, or otherwise using concealment. Your character is also adept at noticing actions by others that
might be missed by most, such as sleight of hand or pick pocketing.
Check: The Spot skill is used to notice items that aren’t immediately obvious and people who are attempting to
hide. The GM may call for a Spot check by a character who is in a position to notice something. A character can also
make a Spot check voluntarily if he or she wants to try to notice something in his or her vicinity.
The GM may make the Spot check in secret so that the character doesn’t know whether not noticing anything
means that nothing is there or that the character failed the check.
A successful Spot check when there isn’t anything to notice results in the character noticing nothing.
Spot is often used to notice a person or creature hiding from view. In such cases, the character’s Spot check is
opposed by the Hide check of the character trying not to be seen. Spot is also used to detect someone in disguise (see
the Disguise skill), or to notice a concealed weapon on another person.
A character’s Spot check is modified by a -1 penalty for every 10 feet of distance between the character and the
character or object he or she is trying to discern. The check carries a further -5 penalty if the character is in the midst
of activity.
Retry: The character can make a Spot check every time he has the opportunity to notice something in a reactive
manner. As a full-round action, the character may attempt to spot something that he failed to spot previously.
Special: A character can take 10 or take 20 when making a Spot check.
A character with the Alertness feat gets a +2 bonus on all Spot checks.
Time: A Spot check is either a reaction (if called for by the GM) or a full-round action (if a character actively takes
the time to try to notice something).
Survival (Wis)
Check: A character can keep herself and others safe and fed in the wild.
DC
10
15
18
Task
Get along in the wild. Move up to half the character’s overland speed while hunting and
foraging (no food or water supplies needed). The character can provide food and water
for one other person for every 2 points by which her check result exceeds 10.
Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving
up to half the character’s overland speed, or gain a +4 circumstance bonus if stationary.
The character may grant the same bonus to one other character for every 1 point by
which the character’s check result exceeds 15.
Avoid getting lost and avoid natural hazards, such as quicksand.
With the Track feat, a character can use Survival checks to track a character or animal
across various terrain types.
Special: A character can take 10 when making a Survival check. A character can take 20 when tracking, or if there
is no danger or penalty for failure, but not on periodic checks to get along in the wild.
A character with the Guide feat gets a +2 bonus on all Survival checks.
Time: Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. When using
Survival with the Track feat to track a character or animal, checks are made according to distance, as described in
the Track feat.
Swim (Str)
Your character is capable of remaining afloat, swimming along the surface, diving and swimming beneath the
surface, and otherwise functioning and surviving for a period of time in a body of water.
Check: A successful Swim check allows a character to swim one-quarter his speed as a move action or half his
speed as a full-round action. Roll once per round. If the character fails, he makes no progress through the water. If
the character fails by 5 or more, he goes underwater.
If the character is underwater (from failing a swim check or because the character is swimming underwater
intentionally), the character must hold his breath. A character can hold his breath for a number of rounds equal to his
Constitution score, but only if he does nothing but take move actions or free actions. If the character takes an attack
action or a full-round action, the amount of breath he has remaining is reduced by 1 round. (Effectively, a character
in combat can hold his breath only half as long as normal.) After that period of time, the character must make a
Constitution check (DC 10) every round to continue holding his breath. Each round, the DC of the check increases
by 1. If the character fails the check, he begins to drown.
The DC for the Swim check depends on the water conditions:
Water Conditions
Calm water
Rough water
Stormy water
DC
10
15
20
Each hour that the character swims, make a Swim check against DC 20. If the character fails, he becomes
fatigued. If the character fails a check while fatigued, he becomes exhausted. If the character fails a check while
exhausted, he becomes unconscious. Unconscious characters go underwater and immediately begin to drown.
Retry: A new check is allowed the round after a check is failed.
Special: A character takes a penalty of -1 for every 5 pounds of gear he carries, including armor and weapons.
A character can take 10 when making a Swim check, but can’t take 20.
A character with the Athletic feat gets a +2 bonus on all Swim checks.
Time: A Swim check is either a move action or a full-round action, as described above.
Tracking (Int)
To find tracks or to follow them for one mile requires a Tracking check. The character must make another
Tracking check every time the tracks become difficult to follow, such as when other tracks cross them or when the
tracks backtrack or diverge.
The character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC depends on
the surface and the prevailing conditions:
Surface
Very soft
Soft 10
Firm
Hard
DC
5
15
20
Very Soft Ground: Any surface (fresh snow, thick dust, and wet mud) that hold deep, clear impressions of
footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the
creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or
dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches,
tufts of hair) but leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds
fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces
(scuff marks, displaced pebbles).
Condition
Every three creatures in the group being tracked
Size of creature or creatures being tracked:
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
DC Modifier
-1
*
+8
+4
+2
+1
0
-1
-2
-4
-8
Every 24 hours since the trail was made
Every hour of rain since the trail was made
Fresh snow cover since the trail was made
Poor visibility:
Overcast or moonless night
Moonlight
Fog or precipitation
Tracked party hides trail
And moves at half speed
And has Tracking skill
+1
+1
+10
**
+6
+3
+3
+5
+5
+5
*For a group of mixed sizes, apply only the modifier for the largest size category.
**Apply only the largest modifier from this category.
If the character fails a Tracking check, the character can retry after 1 hour (outdoors) or 10 minutes (indoors) of
searching.
Trade (Wis)
Your character is familiar with the fine art of bartering and haggling price with other individuals. This is useful in
many kinds of transaction, whether buying used equipment from an individual or selling salvaged equipment at a
local town. Note the use of the Trade skill does not allow a character to walk into the local department store and
negotiate the price of a new outfit or a set of tools. It will, however, allow your character to negotiate directly with a
tailor on the price of a custom outfit, or negotiate the price with an Indowy selling a used Grav-car that was hardly
ever driven.
Bartering and Haggling: This is normally an opposed skill check. If the buyer or seller appears rushed, or
otherwise anxious to buy or sell the goods the opposing trader may add +2 to his skill check roll. If the goods are
obviously stolen or otherwise illegal, the buyer may add +2 to his skill check.
If the seller wins the opposed skill check with a standard success (0-9 points higher than the opposed roll), the
price to be paid will be 110% of the list price or standard price of the item. If the result is a greater success (10-19
points higher than the opposed roll), the price to be paid will be 120% of the list price or standard price of the item.
A complete success (20+ points higher) will set the price at 130%.
If the buyer wins the opposed skill check with a standard success (0-9 points higher than the opposed roll), the
price to be paid will be 90% of the list price or standard price of the item. If the result is a greater success (10-19
points higher than the opposed roll), the price to be paid will be 80% of the list price or standard price of the item. A
complete success (20+ points higher) will set the price at 70%.
Retry: Yes, but the price begins at the last negotiated level, and your character incurs a -2 penalty to his new skill
check roll.
Special: If the character has a skill rank of 5 or better in Bluff, he may add a +2 synergy bonus to all Trade skill
checks.
Note: Unlike the Broker skill, which is used when dealing with companies, governments, and mega-corporations,
the Trade skill is used when interacting with individuals for specific items.
Tumble (Dex; Trained Only; Armor Check Penalty)
Your character is skilled in performing somersaults, flips, handstands, cartwheels, dives, rolls, and similar acts
along with lessening the effects of falls.
Your character can't use this skill if armor, excess equipment, or loot has reduced the character’s speed.
Check: The character can land softly when the character falls or tumbles past opponents. The character can also
tumble to entertain an audience (as with the Perform skill).
DC
Task
15
Treat a fall as if it were 4 meters shorter when determining damage.
15
Tumble up to 8 meters (as part of normal movement), suffering no overwatch attacks
while doing so. Failure means the character tumbles 8 meters but suffers attacks normally.
25
Tumble up to 8 meters (as part of normal movement) while moving through areas occupied
by enemies (over, under, or around them).
Retry: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances.
The character can try to reduce damage from a fall as an instant reaction once per fall.
The character can attempt to tumble as part of movement once per round.
Special: A character with 5 or more ranks in Tumble gains a +3 dodge AC bonus when executing the 'fight
defensively' standard or full-round action instead of a +2 dodge AC bonus.
A character with 5 or more ranks in Tumble gains a +6 dodge AC bonus when executing the 'total defense' standard
action instead of a +4 dodge AC bonus.
If the character has 5 or more ranks in Jump, the character gets a +2 synergy bonus on Tumble checks.
If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Balance checks.
Urban Survival (Wis)
Your character uses this skill to survive in an urban environment without assistance, be it in Chicago, the
destroyed remains of Rochester or Boston, or in one of the under-siege Fortress Cities. Your character is a skilled
scavenger of the streets, capable of finding the essentials of life in any city or urban environment.
Check: You character is able to keep himself safe in an urban environment without relying on others to help him, or
having others be able to find him.
Retry: Your character may try to find sustenance or check the safety of a building or location once per day. He may
attempt to gain a synergy bonus for a Gather Information check once per use use of the Gather Information skill. If
your character gets lost in a city, he may try to find his way (DC 10) every time he spots a landmark, consults a good
map, or asks a local for directions.
Special: If you character has 5 or more ranks in Urban Survival, he gains a +2 synergy bonus on his Hide skill
checks in an Urban environment. Also, if you character has 5 or more ranks in Intuit Direction, he gets a +2 synergy
bonus on Urban Survival checks when attempting to find his way around the city.
Table 6.18 Urban Survival
DC
10
15
20
Example
Scrounge up enough food and water to survive; find a reasonably safe place to sleep or hide
on the streets; avoid getting lost in the city.
Determine if an abandoned building is safe or is likely to collapse or be inhabited by
dangerous denizens; scrounge enough food for 2 additional people to survive.
Recognize signs of underworld factions (like grafitti tags) and know whose turf you are on;
Recognize signs of recent Posleen infestation in the area and know approximately
how many were in the area; Find enough food and water for 5 additional people to survive.
If your character’s skill check result is 20 or greater, he gets a +2 synergy bonus on his
25
Gather Information check in the same area.
Find a safe place to hide from a Posleen Incursion in an urban environment.
Use Device (Int)
Your character uses this skill to operate complex or specialized technological devices such as computers, or to
program a DVD Recorder, robots, or vehicle sensors.
Check: To use most technological devices, your character does not need to make a skill check. Devices designed for
regular civilian use are extremely user-friendly in most cases. Your character needs this skill if he wants to attempt
an advanced task, such as programming a computer, DVD Recorder or robot, or if you want your character to
operate a complex or specialized device.
Retry: Depending on the situation, your character can retry as often as you would like him to.
Special: If you character has 5 or more ranks in Computer he gains a +2 synergy bonus on his Use Device skill
checks.
Table 6.19 Use Device DC
Example
Simple Task and is familiar with the device.
Simple Task and is unfamiliar with the device, but it is
similar to devices the character has operated in the past.
Simple Task and is completely unfamiliar with the device.
Complex Task and is familiar with the device.
Complex Task and is unfamiliar with the device, but it is
similar to devices the character has operated in the past.
Complex Task and is completely unfamiliar with the device.
Pressed for Time
High Stress Situation
DC
10
15
25
15
20
30
+5
+5
Use Alien Device (Wis)
Your character is familiar with numerous examples of alien technology and design, allowing a better chance of
figuring out the use and function of unknown or unfamiliar alien equipment and devices. This skill is required if
your character is planing on attempting to modify alien equipment so that it can easily be used by your race.
Check: Your character must make an initial study of the item in question before you can attempt to use the item. It
will take 1 day uninterrupted study per point of Use Alien Device DC before your character can make the Use Alien
Device skill check. A successful Use Alien Device skill check means that you character can now use the device.
This is the ability to understand and use a different system of technology. All characters are considered to
inherently have this skill with the devices common in their own culture. Without this skill, even tasks that can
normally be done unskilled may not be attempted. (Thus the typical Indowy cannot even attempt to drive an Earth
car -- the controls are not at all like he expects -- and the typical human may not even attempt to use most GalTech.)
Use Alien Device comes in Posleen, Earth, Himmit, Tchpht, and GalTech. In the case of devices with their
own AI, the user may ask the device to perform a task for him, but will still often be ignorant of the full range of
possibilities. Devices built for one species must still be modified for physical differences in the operator in many
cases. Use Alien Device is also required to modify other species' gear for use by your species, and for repairing
minor failures in the gear.
Note that 'modified for use by your character’s race' should typically reduce DC by 5 or more. The DC for field
repairing alien gear that your character is not familiar enough with to consider his own has double its racial modifier
to its repair DC. Your character must still have the repair skill to make repairs.
Failure: Failure by five or more represents a dangerous failure which may damage or destroy something (often the
equipment in question). See Catastrophic Failure table below.
Special: If Use Alien Device is known at a number of ranks equal to total DC of the item in question +2 or more,
the character may use the gear as if it were his own species' gear. Your character will then be able to use the Use
Alien Device skill without the racial modifiers to use this device. Having this skill at five or more ranks grants a +2
synergy bonus to any attempts to use a craft skill to modify gear for your own species to use, or the other species
whose Use Alien Device skill you have. An appropriate craft skill at rank five or more grants a +2 synergy bonus to
attempts to Use Alien Device to do field repair and maintenance on alien gear.
Table 6.20 Use Alien Device
Item Complexity
Simple item
Typical item
High-quality item
Complex or superior item
Very Complex item
Posleen
Indowy
Darhel
Himmit
Tchpht
Unknown Alien Race
Aldenata
DC
10
15
20
25
30
+2
+4
+6
+8
+10
+12
+14
Catastrophic Failure
Result
Device explodes causing damage (how much should be
determined by the GM, taking into account the
catastrophic power crystal failure damage (See Chapter 9:
Posleen Power Crystals).
Device is rendered inoperative, can never be repaired.
Device is rendered inoperative, but the item can possibly
be repaired in the future, if a functioning copy of the
item can be found.
Reached a dead end. Your character must start over
completely, taking an additional 1D6 weeks to figure the
device out.
Device is baffling. Add +5 to all future Use Alien Device
Skill checks with that device until your character has
gained the necessary Skill level to use this device without
racial modifiers.
1D20 Result
1
2-5
6-10
11-15
16-20
Use Rope (Dex)Check:
Check: Most tasks with a rope are relatively simple.
DC
Task
10
Tie a firm knot
15
Tie a special knot, such as one that slips, slides slowly, or loosens with a tug
15
Tie a rope around oneself one-handed
15
Splice two ropes together (takes 5 minutes)
Opposed
Tie up captive
When the character binds another character with a rope, any Escape Artist check that the bound character makes is
opposed by the character's Use Rope check. The character gets a special +10 bonus on the check because it is easier
to bind someone than to escape from being tied up.
Retry: No. The character doesn't make the Use Rope check until someone tries to escape.
Special: A silk rope or good synthetic rope gives a +2 circumstance bonus on Use Rope checks.
If the character has 5 or more ranks in Escape Artist, the character gets a +2 synergy bonus on checks to bind
someone.
Copyright Notice:
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht,
and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class,
the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all
Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product
Identity and the property of John Ringo, Copyright © 2000-2003.
DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules
are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content
and cannot be republished without the consent of Baen Publishing Enterprises.
================================================================================
Chapter 7: Feats
Feat Descriptor Blocks
Every character gains at least one feat at first level and another additional feat at (3rd, 6th, 9th, 12th, 15th, and
18th level). These are in addition to any bonus feats granted by a class.
Here is the format for feat descriptions.
Feat Name: May include a description of what the feat represents in plain language.
Prerequisites: Some feats have prerequisites. A character must have the listed ability score, feat, skill, or base
attack bonus in order to select or use that feat. A character can gain a feat at the same level at which she gains the
prerequisite. A character can’t use a feat if she has lost a prerequisite (permanent ability damage, etc.). This entry is
absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character to do.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat
causes no particular drawback, this entry is absent.
Special: Additional facts about the feat.
Feat Descriptions
Acrobatics
Your character is exceptionally agile.
Benefits: Your character receives a +2 bonus on all Jump and Tumble skill checks.
Acting Prodigy
Your character has a special gift for acting and portraying roles.
Benefit: Add +2 to all Disguise and Performance checks when your character is playing a part.
Advanced Combat Martial Arts
Prerequisites: Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.
Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple
damage.
Normal: An unarmed strike critical hit deals double damage.
Advanced Military Occupational Specialty (AMOS)
Your character was exceptionally highly trained in one specific skill while in the military.
Prerequisites: Skill rank 8+, Skill Focus in the specified skill, Military Occupational Specialty (MOS) in the
specified skill.
Benefit: Select one skill as an AMOS. Whenever using this skill, your character may always elect to take 20, even
in situations where they normally would not.
Special: May only be selected once.
Advanced Two-Weapon Fighting
Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.
Benefit: The character gets a third attack with his or her offhand weapon, albeit at a -10 penalty. This feat also
allows the character to use a melee weapon in one hand and a ranged weapon in the other.
Agile Riposte
Prerequisites: Dexterity 13, Dodge.
Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat)
makes a melee attack or melee touch attack against the character and misses, the character may make an attack of
opportunity with a melee weapon against that opponent. Resolve and apply the effects from both attacks
simultaneously.
Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This
feat does not grant more attacks of opportunity than the character is normally allowed in a round.
Aircraft Operation
Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). The character is proficient at
operating that class of aircraft.
The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other
aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters
include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.
Prerequisites: Pilot 4 ranks.
Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the
selected class.
Normal: Characters without this feat take a -4 penalty on Pilot checks made to operate an aircraft that falls in any of
these classes, and on attacks made with aircraft weapons. There is no penalty when the character operates a
general-purpose aircraft.
Special: The character can gain this feat multiple times. Each time the character takes the feat, the character selects
a different class of aircraft.
Alertness
Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.
Ambidexterity
Prerequisite: Dex 15+.
Benefit: The character ignores all penalties for using an off hand. The character is neither left-handed nor
right-handed.
Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability
checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4
penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons.
Animal Affinity
Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks.
Special: Remember that the Handle Animal skill can’t be used untrained.
Armor Proficiency (heavy)
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Armor Proficiency (light)
Benefit: When a character wears a type of armor with which the character is proficient, the armor check penalty
applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on
attack rolls and on all skill checks that involve moving, including Ride.
Armor Proficiency (medium)
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Armor Proficiency (Powered)
Prerequisite: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: This Proficiency does not apply to ACS, only to other Powered Armors that have an Exoskeleton of some
sort. The standard LAND WARRIOR armor of today would count as Heavy Armor, but not Powered Armor, as it
has no such strength augmenter. ACS is different because it is "fitted" or synchronized to each individual.
Armor Proficiency (ACS)
Prerequisite: Being a member of the ACS, Fleet Recon, or other Fleet/Galtech Prestige Classes. Since each suit is
"fitted" to the wearer, being inside an ACS is not like being inside any other form of armor, so no other Armor
Proficiencies are required.
Benefit: The character knows how to wear and move in an ACS without damaging himself or the suit.
Special: This feat does not make the character able to fully utilize all the functions of an ACS, as it only covers
usage of basic functions and being able to perform normal actions while suited (running, shooting, throwing,
opening a jar of peanut butter, etc).
Normal: A character who is wearing ACS armor with which she is not proficient loses all of the suit’s bonuses on
attack rolls and the Suite Dex Bonuses on all skill checks that involve moving, including Ride.
Attentive
Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks.
Special: Remember that the Investigate skill can’t be used untrained.
Assassin
Your character is trained in taking down an opponent with a single melee attack.
Benefit: As a full action your character may attempt to hit the target in a critical area. This attack is at a -4 penalty to
hit. If your character’s shot hits, it is treated as a critical hit. The target must be flat-footed to take advantage of this
feat.
Athletic
Your character is a naturally gifted athlete.
Benefits: +2 bonus on all Climb, Jump and Swim skill checks.
Barter
Your character is a hard bargainer and relishes haggling over the price of an item.
Benefit: Add +2 to all Barter and Trade skill checks.
Blind-Fight
Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the
missed chance roll one time to see if the character actually hits.
The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in
general reduces the character’s speed to three-quarters of normal, instead of one-half.
Body Shot
Prerequisite: Sneak Attack, BAB +1 or more
Benefit: When attacking a target denied his Dex Bonus to AC you may trade dice of sneak attack bonus for +1 to
attack bonus on a 1 for 1 basis. This trade may be made even if the range to the target is more than 15 meters and
the dice are thus unusable for extra damage.
Brawl
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the
character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
Builder
Benefit: Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft
(structural). The character gets a +2 bonus on all checks with those skills.
Special: The character can select this feat twice. The second time, the character applies it to the two skills he or she
didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used
untrained.
Burst-Fire
Your character has received extensive training on firing assault weapons in a controlled professional manner.
Prerequisites: Dex 13+, Point Bank Shot, Rapid Fire.
Benefits: Your character may use Burst-Fire as his or her Standard Attack Action (Half Action) when using a
weapon capable of either Burst-Fire or Full-Auto Fire. In addition, when firing Burst-Fire from a weapon capable of
either Burst-Fire or Auto-Fire, your character hits with an extra shot for every 3 points by which his attack roll
exceeded the target's Armor Class.
Normal: A Burst-Fire attack is normally a Full Action (i.e. it takes a full round to complete). In addition, when your
character normally fires a burst from a weapon capable of either Burst-Fire or Automatic Fire, he hits with an extra
shot for every 5 points by which his attack roll exceeds his target's Armor Class.
Called Shot
Prerequisites: Proficient with weapon, base attack bonus +10 or higher and Improved Critical.
Benefit: When using the weapon the character selected, the character's threat range is tripled.
Special: The character can gain this feat multiple times. The effects do not stack. Each time the character takes the
feat, it applies to a new weapon.
Carousing
Your character is talented at interacting and socializing with others, skilled in the art of small talk and making
others feel at ease in your character’s presence.
Benefit: Add +2 to all Gather Information checks when in most social situations such as a party, ball, inauguration,
bar hopping, etc.
Cautious
Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks.
Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.
Cleave
Prerequisites: Strength 13, Power Attack.
Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the
opponent out due to massive damage or by reducing the opponent’s hit points to less than 0), the character gets an
immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot
step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack
that dropped the previous opponent. The character can use this ability once per round.
Combat Ace
In vehicle combat, your character can line up and acquire a target with a single fluid maneuver.
Prerequisites: Drive or Pilot Skill.
Benefits: Your character can make a targeting run and acquire a target as a single Half Movement action.
Normal: Targeting Run and Acquire Target are both Half Movement actions (see Vehicle Combat, page XXX, for
more information).
Combat Expertise
Prerequisites: Intelligence 13.
Benefit: When the character uses the attack action or the full attack action in melee, the character can take a penalty
of up to -5 on his or her attack roll and add the same number (up to +5) to the character’s Defense. This number may
not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next
action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the
character may have).
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack
action to take a -4 penalty on attacks and gain a +2 dodge bonus to Defense.
Combat Martial Arts
Prerequisites: Base attack bonus +1.
Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4
+ the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents
do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of
opportunity against opponents who provoke such attacks.
Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally
provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.
Combat Reflexes
Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the
character’s Dexterity modifier + 1. The character can still only make one attack of opportunity on a single
opponent. With this feat, the character may also make attacks of opportunity when flat-footed.
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t
make attacks of opportunity when flat-footed.
Combat Throw
Prerequisites: Defensive Martial Arts.
Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts
trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.
Confident
Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist
intimidation.
Connections
Your character has established a number of useful and helpful contacts among a select community of people.
(Determined in agreement with the GM).
Benefit: Add +2 to all Gather Information checks when utilizing these contacts for information.
Special: This feat is specialized, meaning that it will normally specify what community or types of people your
character has connections among. For example Connections (Law Enforcement) would mean your character had
contacts among police and other law enforcement agencies, and would be familiar with the type of people that are
part of that community. Listed below are a number of different ideas that might be useful to characters. Your
character is free to select from among them, or with your GM’s permission create a new one.
Connections (Militia): Your character has connections among the general militia community and knowledge of
dealing with militia members and anyone who is part of this community.
Connections (Streetwise): Your character has connections with and knowledge of dealing with street people and
anyone who lives on the streets.
Connections (Underworld): Your character has connections and contacts within the criminal underworld and
black markets, and is familiar with dealing with people from this element of society.
Connections (Class): Your character has a number of contacts and acquaintances among members of their own
specific character class.
Creative
Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform
(keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments),
and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.
Special: A character can select this feat as many as five times. Each time, the character selects two new skills from
the choices given above.
Credit Line
Because of family ties, business associates, friends, or other connections, your character has access to a fairly
sizable line of credit that may be borrowed against at very low interest rates (5%).
Benefit: Your character may borrow an amount up to the equivalent of (your character’s level times the result of a
Charisma check) times $1,000. This loan must be repaid within a number of years equal to your character’s level
when the loan is initially taken. Interest must be paid even if the load is settled almost immediately. No additional
loans may be taken from this source while a balance from a previous loan is still outstanding.
Damage Control
Your character is highly skilled at performing off-the-cuff emergency damage control and repairs to essential
systems.
Benefits: This feat allows a character to more quickly and accurately assess the damage done to a vehicle or piece of
equipment and implement a plan of repair. Reduce the DC by 5.
Dead Aim
Prerequisites: Wisdom 13, Far Shot.
Benefit: Before making a ranged attack, the character may take a full-round action to aim your shot. This grants the
character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t
move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is
lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action,
the character loses the benefit of aiming.
Normal: The aiming bonus is normally a +1 circumstance bonus on the character’s next attack roll.
Deceptive
Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.
Defensive Martial Arts
Benefit: The character gains a +1 dodge bonus to Defense against melee attacks.
Special: Any condition that makes the character lose his or her Dexterity bonus to Defense also makes the character
lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.
Dodge
Your character is adept at dodging attacks aimed at him.
Prerequisite: Dex 13+.
Benefit: During your character's action, you designate an opponent and your character receives a +1 dodge bonus to
Armor Class against attacks from that opponent. You can select a new opponent on any action. Note: Any condition
that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge
bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Double Tap
Prerequisites: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a
single attack against a single target. The character receives a -2 penalty on this attack, but deals +1 die of damage
with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.
Drive-By Attack
Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the
character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s
movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed.
Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver
must make his or her attack action either before or after the vehicle’s movement.
Educated
Benefit: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Special: A character can select this feat as many as seven times. Each time, the character selects two new
Knowledge skills.
Elusive Target
Prerequisites: Dexterity 13, Defensive Martial Arts.
Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the
character with ranged attacks take a -4 penalty. This penalty is in addition to the normal -4 penalty for firing into
melee, making the penalty to target to character -8.
Special: An opponent with the Precise Shot feat has the penalty lessened to -4 when targeting the character.
Endurance
Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming
fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution
checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments,
and Fortitude saves to resist suffocation or drowning. Also, the character may sleep in medium or light armor
without becoming fatigued.
Normal: A character without this feat who sleeps in armor is automatically fatigued the following day.
Etiquette
Your character knows how to properly behave within a specific cultural setting, to influence people of that
culture. This feat is specific to each cultural type. Therefore there is a separate feat for each culture, be it Middle
Eastern, Hispanic, Slavic, Asian, Darhel, Indowy, Himmit, Posleen, or Tchpht.
Prerequisite: Charisma 13+.
Benefits: When your character is making a Diplomacy skill check, you ignore any circumstance penalties for
dealing with another culture, when dealing with that specific culture. Your character also gains a +2 circumstance
bonus on his Charisma check to alter an NPC’s initial attitude toward you, if the NPCs belong to the specific culture
that your character has the etiquette feat for.
Evasive Driving
Your character knows how to defensively drive.
Prerequisites: Dex 13+.
Benefits: Your character gets a +4 bonus on his opposed Drive check when an opponent is attempting a targeting
run on his vehicle.
Evasive Piloting
Your character knows how to break a targeting lock.
Prerequisites: Dex 13+.
Benefits: Your character gets a +4 bonus on his opposed Pilot check when an opponent is attempting a targeting run
on his vehicle.
EW Specialist
The individual is an electronic warfare expert, and has an incredible talent when it comes to sensors and
communications.
Benefits: The character gains a +2 synergy bonus to all Communications and Sensor checks when attempting to
detect, defeat, or establish a communications or sensor lock, or when trying to descramble a garbled or encoded
communications signal.
Far Shot
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half
(multiply by 1.5). When the character throws a weapon, its range increment is doubled.
Fast Movement
Prerequisite: Run.
Benefit: Your character adds 2 meters to his base movement rate if his race’s base move is 14 meters or less. If
your character’s race’s base move is 15 meters or more, his base movement rate is increased by 4 meters. This
addition is made prior to any adjustment for armor.
Normal: A character moves at her race’s base movement adjusted by any armor modifiers.
Fast Talk
You can either dazzle people with brilliance or baffle them with bull.
Benefit: When speaking, you can add a +2 synergy bonus to Bluff, Broker, Bribery, Diplomacy, Gather Info,
Intimidate, Liaison, Perform (stand-up), Recruit, and Trade checks. The bonus also applies with Academic Lecture,
Suggestion, and Leadership class abilities, and stacks with the Barter feat.
Fighter Pilot Instinct
Your character knows how to maneuver his vehicle to line up attacks against an opponent.
Prerequisites: Piloting Skill.
Benefits: Your character gets a +4 bonus on Piloting checks to make targeting runs in vehicle combat (see Vehicle
Combat).
Focused
Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks.
Force Stop
Prerequisites: Drive 4 ranks, Vehicle Expert.
Benefit: When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other
vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting
a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the
character’s turn number.
After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other
driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the first character’s vehicle, so
that they form a “T”. Move them forward a distance equal to the character’s turn number. The vehicles end their
movement at that location, at stationary speed, and take their normal sideswipe damage.
If the character fails the check, resolve the sideswipe normally.
Frightful Presence
Prerequisites: Charisma 15, Intimidate 9 ranks.
Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character
must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent
who fails his or her save is shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds
equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat
does not affect creatures with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throw’s DC increases by 5.
Full Auto (D20 Modern Strafe)
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area of four 2-meter squares long and one
square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 4-meter-by-4-meter area.
Gearhead
Your character has an intuitive understanding of how machines work.
Benefits: Your character gets a +2 bonus on all Repair and Use Device checks.
Great Cleave
Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4.
Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.
Great Fortitude
Benefit: The character gets a +2 bonus to all Fortitude saving throws.
Guide
Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks.
Gunner
Your character is trained to use integral vehicle weapons or vehicle mounted weapons.
Benefits: The penalty for ranged attacks when using integral vehicle weapons or vehicle mounted weapons for your
vehicle's speed is halved. For example, the penalty on a ranged attack from a vehicle moving at speed 20 would be
-3 instead of -6 (see Vehicle Combat).
Gunner's Eye
Your character is skilled at acquiring targets in vehicle combat.
Benefits: Your character gets a +4 bonus on Use Device checks to acquire targets in vehicle combat using the
onboard vehicle systems (see Vehicle Combat).
Hacker
Your character is skilled at breaking codes and cracking computer systems.
Prerequisites: Computer +3 and Cryptography +3.
Benefits: Your character gets a +2 bonus on all Computer and Cryptography checks.
Heroic Surge
Benefit: The character may take an extra move action or attack action in a round, either before or after the
character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her
character level (as shown below), but never more than once per round.
Character Level
Times per Day
1st-4th
1
5th-8th
2
9th-12th
3
13th-16th
4
17th-20th
5
High-G Tolerance
Your character has adapted to high-g environments.
Prerequisites: Str 13+.
Benefits: Your character treats all high-g environments as if they were 1g lower, to a minimum of 1 g.
Jury Rig
Your character is quite handy at jury-rigging, makeshift repairs and cobbling together unusual gadgets and
gizmos.
Benefit: When attempting a fast, temporary repair, your character gains a +2 bonus to his Repair check. If the check
is successful, the system is automatically repaired by one damage level. This feat can only be used once per
damaged system until fully repaired. Add +1 to the skill check roll if there are sufficient vehicle or engineering
workshops available to support the job. This feat bonus stacks.
Improved Brawl
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll,
and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
Improved Bull Rush
Prerequisites: Strength 13, Power Attack.
Benefit: When the character performs a bull rush, the character does not provoke an attack of opportunity from the
defender.
Improved Combat Martial Arts
Prerequisites: Combat Martial Arts, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike improves to 19-20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.
Improved Combat Throw
Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a
trip attack against the opponent. This counts as an attack of opportunity.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a
round.
Improved Critical
Prerequisites: Proficient with weapon, base attack bonus +8 or higher.
Benefit: When using the weapon the character selected, the character's threat range is doubled.
Special: The character can gain this feat multiple times. The effects do not stack. Each time the character takes the
feat, it applies to a new weapon.
Improved Damage Threshold
Benefit: The character increases his or her massive damage threshold by 3 points.
Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score.
With this feat, the character’s massive damage threshold is current Con +3.
Special: A character may gain this feat multiple times. Its effects stack.
Improved Disarm
Prerequisites: Intelligence 13, Combat Expertise.
Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an
opponent, nor does the opponent get a chance to disarm the character.
Improved Dodge
Your character is extremely adept at dodging attacks aimed at him.
Prerequisites: Dex 13+, Dodge.
Benefit: During the character's action, when the character designates an opponent, his dodge to Armor Class against
attacks from that opponent increases to +2. The character can select a new opponent on any action. Alternately the
character can designate all of his opponents, and he receives a +1 dodge bonus to Armor Class against attacks from
all of them.
Note: Any condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the
character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Improved Initiative
Benefit: The character gets a +4 bonus on initiative checks.
Improved Far Shot
Your character is highly skilled at making accurate attacks at great distance with ranged weapons.
Prerequisite: Point Blank Shot and Far Shot.
Benefits: All penalties due to range are halved. Each full range increment causes a cumulative -1 penalty on your
character's ranged attack rolls.
Normal: Each full range increment causes a cumulative -2 penalty on a character's ranged attack rolls.
Improved Feint
Prerequisites: Intelligence 13, Brawl, Street fighting.
Benefit: The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on
Bluff checks made to feint in melee combat.
Normal: Feinting in combat requires an attack action.
Improved Knockout Punch
Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack
as a critical hit. This critical hit deals triple damage. The damage is non-lethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a
knockout punch is always non-lethal.
Improved Shot on the Run
Your character's skill at making multiple ranged attacks with ranged weapons while on the move is improved.
Prerequisites: Point Blank Shot, Dex 15+, Dodge, Mobility or Serpentine, Shot on the Run, and the ability to make
multiple ranged attacks with a ranged weapon.
Benefits: Your character can make multiple ranged attacks with a ranged weapon and still move his base speed. If
the attacks are combined with a move action, you can make your character's attacks at any point during his normal
movement. For example, if your character's speed is 10 meters, your character can move 3 meters and make his first
attack, move 3 meters and make his second attack, and then move his final 4 meters.
Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though
it can provoke attacks of opportunity from others, as normal).
Normal: Your character must use the full attack action in order to get more than one attack per round.
Special: Your character only gets the benefits of this attack when making a ranged attack. You can use this feat
whenever your character gets multiple ranged attacks in a round, such as with a high base attack bonus, or the Rapid
Shot feat.
Improved Skill Focus
Your character is extremely adept with one skill.
Prerequisites: Skill Focus.
Benefit: The character gets an additional +2 bonus on all skill checks with that skill. This does stack with the +2
bonus gained from Skill Focus feat, thus giving the character a +4 bonus on the skill he has both Skill Focus and
Improved Skill Focus feats.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the
feat, it applies to a new skill.
Improved Trip
Prerequisites: Intelligence 13, Combat Expertise.
Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while
the character is unarmed.
If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against
that opponent as if the character had not used his or her attack action for the trip attempt.
Improved Two-Weapon Fighting
Prerequisites: Dexterity 13, Two-Weapon Fighting, base attack bonus +6.
Benefit: The character gets a second attack with his or her offhand weapon, albeit at a -5 penalty. Also, this feat
allows the character to use a melee weapon in one hand and a ranged weapon in the other.
Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons
must be of the same type (either both ranged weapons or both melee weapons).
Improved Weapon Specialization
Prerequisite: Soldier level 12+.
Choose one type of weapon. The character is especially good at inflicting damage with this weapon.
Benefit: The character adds +4 to all damage inflicted with the weapon the character has specialized with.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the
feat, it applies to a new weapon.
Improvised Weapon
Your character is able to turn ordinary items in his vicinity into brutally effective combat tools.
Prerequisites: Wis 13+
Benefits: As a half action, your character may find an object nearby that he can use as an improvised melee weapon
(e.g. a ladder, a fire extinguisher, a pool cue, etc.). The GM chooses the object your character finds, which may be
small (1D3 damage), medium (1D4 damage), Large (1D6 damage), Huge (1D8 damage) or Gargantuan (1D10
damage) in size (objects less than small size or objects that are one size category larger than the character's race
cannot be used as an improvised weapon). This weapon is considered a melee weapon and is therefore subject to the
disarm rules. The object may also be damaged. Unarmed combat feats and abilities cannot be used with an
improvised weapon.
Information Junkie
You character spends much of his time accumulating news, trivia, rumors, and gossip.
Benefits: Your character gets a +2 bonus on all Gather Information and Research checks.
Iron Will
Benefit: The character gets a +2 bonus to all Will saving throws.
Special: A character may gain this feat multiple times. Its effects stack.
Keen-Eyed
Your character notices every small visual detail.
Benefits: Your character receives a +2 bonus to all Search, Spot and Sense Motive skill checks.
Knockout Punch
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack
as a critical hit. This damage is non-lethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a
knockout punch is always non-lethal.
Language
Benefits: Whenever your character takes this feat, it represents a new language that your character has learned.
Your character never makes a Speak Language check. Your character either knows a language or he does not.
Normal: The character starts at 1st level knowing one language, which represents the native language of his
country.
Lead Foot
Your character is very good at operating a vehicle at high speeds.
Prerequisites: Drive or Pilot skill.
Benefits: When driving or piloting a vehicle, your character gets a +4 bonus on all Drive or Pilot checks for
acceleration (see vehicles).
Legal Eagle
Your character is intimately familiar with local laws and customs.
Prerequisites: Knowledge (Local Laws) skill rank 5+.
Benefit: Add +2 to all Knowledge (Local Laws) and Administration checks.
Special: This feat applies only to the laws governing a particular geographical area that operates under the same set
of laws.
Lightning Reflexes
Benefit: The character gets a +2 bonus to all Reflex saving throws.
Low-G Tolerance
Your character has adapted to low-g environments.
Prerequisites: Dex 13+.
Benefits: Your character treats all low-g environments - those between 0.1g and 1g - as if they were 1g for purposes
of Dexterity modifier.
Medical Expert
Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Heal checks.
Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.
Meticulous
Benefit: The character gets a +2 bonus on all Forgery checks and Search checks.
Military Occupational Specialty (MOS)
Your character was highly trained in one specific skill while in the military.
Prerequisites: Skill rank 5+, Skill Focus in the specified skill.
Benefit: Select one skill as a MOS. Whenever using this skill, your character may always elect to take 10, even in
situations where they normally would not.
Special: May only be selected once.
Miracle Worker
Your character has an uncanny knack with machinery and gadgets. He or she can wring out just a little more
performance than specifications suggest, maintain a system well beyond its rated capacity without disaster, etc.
Prerequisite: Gearhead feat.
Benefits: When attempting a temporary repair your character must make an appropriate Repair skill check (+5 to the
Repair DC). If successful the damaged system is repaired to its original rating, less one damage level. This feat can
only be used once per damaged system until fully repaired. Add +1 to the skill check roll if there are sufficient
vehicle or engineering workshops available to support the job. Add +2 to the skill check roll if the chief
mechanic/engineer has the Damage Control feat.
Mobility
Prerequisites: Dexterity 13, Dodge.
Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character
moves out of a threatened square.
Special: Any condition that makes a character lose his or her Dexterity bonus to Defense also makes the character
lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Mounted Combat
Prerequisite: Ride skill
Benefit: The penalty the character suffers when using a personal ranged weapon from a mount is halved: -2 instead
of -4 if the mount is making a normal move, and -4 instead of -8 if the mount is moving fast.
Multi-attack
Prerequisite: Two or more natural weapons.
Benefit: The character’s secondary attacks with natural weapons suffer only a -2 penalty.
Normal: Without this feat, the character’s secondary natural attacks suffer a -5 penalty.
Natural Aircraft Pilot
Your character has above average skill in piloting an aircraft.
Prerequisite: Pilot skill.
Benefits: Your character receives a +4 aptitude bonus on his Piloting checks when piloting an aircraft.
Natural Born Leader
Your character has the type of attitude, confidence and natural leadership that draws attention and inspires loyalty.
Benefit: Add +2 to Recruiting checks.
Natural Compass
Your character has an innate, almost unnatural ability to determine his location nearly anywhere on a world or in
space, beyond what is normal.
Benefit: Add +2 to all Orienteering and all Navigation checks.
Natural Starship Pilot
Your character is an exceptionally skilled starship and sublight spacecraft pilot.
Prerequisite: Pilot Skill.
Benefits: Your character receives a +4 aptitude bonus on his Piloting checks when piloting a starship or sublight
spacecraft.
Nerves of Steel
Your character is cool as ice when dealing with demolition charges and attempting to disarm or disable explosives
and similar devices.
Benefit: Add +2 to all Demolition, Disable Device, Craft or Repair check when attempting to disable a device or
demolitions.
Nimble
Your character is exceptionally dexterous and has very good hand-eye coordination.
Benefits: +2 aptitude bonus to all Escape Artist, and Pick Pockets skill checks.
Persuasive
Your character easily sways others to his point of view.
Benefits: Your character receives +2 aptitude bonus on all Bluff, Diplomacy, and Intimidate skill checks.
Point Blank Shot
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Power Attack
Prerequisite: Str 13+.
Benefit: On the character's action, before making attack rolls for a round, the character may choose to subtract a
number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed
the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next
action.
Precise Shot
Prerequisite: Point Blank Shot.
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Normal: A character takes a -4 penalty when using a ranged weapon to attack an opponent who is engaged in melee
combat.
Quick Draw
Prerequisite: Base attack bonus +1.
Benefit: The character can draw a weapon as a free action.
A character with this feat may use throwing weapons at his or her full normal rate of attacks.
Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the
character can draw a weapon as a free action when moving.
Quick Reload
Prerequisites: Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a
revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a half move action. Reloading a
revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.
Quick Witted
Your character is always on the ball and very little surprises him.
Prerequisite: Int 13+ or Wis 13+.
Benefits: +2 on all Search and Spot.
Rage (Posleen Only)
Prerequisite: Endurance, Great Fortitude, BAB +2 or more.
Benefit: The character may voluntarily enter a state of rage once per day. The character gains +4 to Strength, +4 to
Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution
increases the character's hit points by 2 points per level, but these hit points go away at the end of the rage when the
Constitution score drops back to normal. While raging, a character cannot use skills or abilities that require patience
and concentration. He can use any feat he might have except for Expertise, and Skill Focus (if it's tied to a skill that
requires patience or concentration).
A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The
character may prematurely end the rage voluntarily. At the end of the rage, the character is fatigued (-2 to Strength,
-2 to Dexterity, can't charge or run) for the duration of that encounter. A character can only fly into a rage once per
encounter.
Special: This feat may be taken more than once, each time it is taken increases the maximum number of times the
character may rage in one day.
Rapid Shot
Prerequisites: Point Blank Shot, Dex 13+.
Benefit: The character can get one extra attack per round with a ranged weapon. The attack is at the character's
highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character
must use the full attack action to use this feat.
Renown
Benefit: The character’s Reputation bonus increases by +3.
Read/Write
Benefits: Whenever your character takes this feat, it represents a new language that your character has learned to
read and write. Your character never makes a Read/Write Language check. Your character either knows a language
or he does not.
Normal: The character starts at 1st level being able to read and write one language, which represents the native
language of his country.
Run
Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times.
If the character is in heavy armor, the character can move four times his or her speed rather than three times. If the
character makes a long jump, the character gains a +2 competence bonus on his or her Jump check.
Serpentine
Prerequisite: Dodge, Dex 13+
Benefit: The character is at +4 AC vs. all overwatch attacks.
Special: As this feat largely supplements the Mobility feat in standard D20 games, it may be substituted where
Mobility is listed as a prerequisite.
Shoot on the Run
Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility or Serpentine.
Benefit: When using the attack action with a ranged weapon, the character can move both before and after the
attack, provided that the character's total distance moved is not greater than the character's speed.
Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it
can provoke attacks of opportunity from others, as normal).
Special: In other D20 Games this feat can only be obtained by taking Mobility, rather than Serpentine.
Skip Shot
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a
concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and
the target. However, the character receives a -2 penalty on his or her attack roll, and the character’s attack deals -1
die of damage.
Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The
target can have no more than nine-tenths cover for a character to attempt a skip shot.
Sixth Sense
Your character has an uncanny knack for noticing what most would overlook.
Benefit: Add +2 to all Search checks.
Skill Focus
Benefit: The character gets a +2 bonus on all skill checks with that skill.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the
feat, it applies to a new skill.
Sniper
Prerequisite: Wis 13+, Far Shot, Improved Far Shot, Point Blank Shot, and 5 ranks in Hide.
Benefit: As a full round action your character may attempt to hit the target in a critical area. This shot is at a -4
penalty to hit, through this penalty can be reduced by 1 for each additional round spent targeting (using the aim
weapon action). If the shot hits, it is treated as a critical hit. The target must be unaware of the presence of the sniper
to take advantage of this feat.
Spotter: Another character with the Sniper Feat may act as a spotter for a Sniper. Provided the spotter is within 20
yards of the Sniper, knows the Sniper's position, can see the Sniper's Target, and can either accurately determine the
range to the Target or observe the fall of the Sniper's rounds, and can securely communicate with the Sniper. The
Spotter must also be able to take a full round action to actually Spot the Target for the Sniper. The spotter provides a
+2 bonus to the attack the sniper on his attack as long as he properly performs the function of Spotter.
Note: A Sniper can engage a target which he cannot see (Concealed vs. Covered) if he has a Spotter, but still gets
the missed chance, due to concealment.
Special: A character using the Sniper feat for any purpose is considered flat footed, during the entire combat round
he is performing a sniper attack, and may not use Burst Fire or Spray and Pray while using the Sniper Feat.
Space Rat
Your character is more at home behind the controls of a starship or sublight spacecraft than anywhere else, and he
does not mind getting his hands dirty to keep his craft in tip-top shape.
Prerequisites: Pilot Skill and Starship Piloting.
Benefits: Your character gets a +2 bonus on all Pilot, Repair, and Use Device checks involved in the operation of a
starship or sublight spacecraft.
Spring Attack
Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack,
provided that the total distance moved is not greater than the character’s speed.
Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it
can provoke attacks of opportunity from others, as normal). A character can’t use this feat if he or she is carrying a
heavy load or wearing heavy armor.
Sprint
Prerequisite: Endurance, Fast Movement, Run
Benefit: When not fatigued, wearing armor, or carrying more than a light load, the character may choose to sprint at
unusual speed. This adds 2 meters to her base movement rate in addition to the gain from fast movement. This
increase in movement lasts for a number of rounds equal to 3 + the character's Constitution modifier. At the end of
the sprint the character is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that
encounter.
Special: A character may Rage and Sprint at the same time; if this is done, the Rage Constitution modifiers apply to
the sprint duration, but the sprint will always end when the rage does since a fatigued character may not sprint.
Stealthy
Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks.
Streetfighting
Prerequisites: Brawl, base attack bonus +2.
Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon,
the character deals an extra 1d4 points of damage.
Studious
Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks.
Stunning Fist
Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher.
Benefit: Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the
attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 +
one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his
saving throw, he is stunned for 1 round (until just before the character's next action). A stunned character can’t act
and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent.
The character may attempt a stunning attack once per day for every four levels attained, and no more than once per
round.
Sunder
Prerequisites: Strength 13, Power Attack.
Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does
not provoke an attack of opportunity. The character gains a +4 bonus on any attack roll made to attack an object
held or carried by another character. The character deals double the normal damage to objects, whether they are held
or carried or not.
Normal: A character without this feat incurs an attack of opportunity when he or she strikes at an object held or
carried by another character.
Surface Vehicle Operation
Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient
at operating that class of vehicle.
The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction
vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers).
Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than
100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked
vehicles include bulldozers and tanks and other military vehicles.
Prerequisites: Drive 4 ranks.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the
selected class.
Normal: Characters without this feat take a -4 penalty on Drive checks made to operate a surface vehicle that falls
under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a
general-purpose surface vehicle.
Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects
a different class of surface vehicle.
Surgery
Prerequisites: Heal 4 ranks.
Benefit: The character can use the Heal skill to perform surgery without penalty.
Normal: Characters without this feat take a -4 penalty on Heal checks made to perform surgery.
Swift Kick
Your character provides a swift kick or slap to a piece of recalcitrant equipment to get it to operate or do what the
character wants it to do.
Prerequisites: Computer, Repair, or Security Systems at +3.
Benefits: When your character fails to successfully complete a Computer, Repair, or Security Systems skill check,
your character may choose to get violent with the specific piece of recalcitrant equipment. This enables him to reroll
the failed roll, as long an act of violence has been inflicted on the piece of equipment first. Only one reroll is
possible in this manner; after that the character must start all over again on following any Retry rules listed under the
skill in question.
Techie
Your character is a born geek, with the inherent ability to work with machinery and computers.
Benefits: Your character receives a +2 bonus on all Computer and Repair skill checks.
Toughness
Benefit: The character gains +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.
Trustworthy
Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.
Two-Weapon Fighting
Prerequisite: Dexterity 13.
Benefit: The character's penalties for fighting with two weapons are reduced by 2.
The weapons used must be either both melee weapons or both ranged weapons (the character can’t mix the types).
Unbalance Opponent
Prerequisites: Defensive Martial Arts, base attack bonus +6.
Benefit: During the character’s action, the character designates an opponent no more than one size category larger
or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when
targeting the character. (If the opponent has a Strength penalty, he or she still takes that penalty.)
The opponent’s Strength modifier applies to damage, as usual.
The character can select a new opponent on any action.
Uncanny Tenar Pilot
Benefit: The character piloting a tenar gives the tenar itself and all aboard the benefit of his dodge ability (if any) as
long as at least a move equivalent action was spent on piloting in the character’s last action.
Special: If a pilot has no dodge ability he may still use this feat. This grants the Uncanny Dodge, Dex Bonus to AC
as the scout class feature to all on the Tenar, however the pilot is considered to be level zero (or his scout level) for
purposes of a scout making a sneak attack bypassing this dodge.
Normal: A character in a vehicle may not use Uncanny Dodge.
Vehicle Dodge
Prerequisites: Dexterity 13, Drive 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a
single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks
from that vehicle or opponent. The character can select a new vehicle or opponent on any action.
Special: If you choose an opposing vehicle as your character's target for this feat, the dodge bonus applies to all
ranged attacks made from that vehicle. This may include any combination of integral vehicle weapons, mounted
weapons, or personal weapons fired by characters on or in the vehicle.
Vehicle Expert
Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks.
Vehicle Specialization
Your character is highly trained in the operation of a specific type of vehicle or vessel such as an ATV, car, light
truck, large truck, motorcycle, semi trailer truck, snow mobile, van, dirigible, ground effect vehicle, helicopter,
Galtech antigrav, Galtech spacecraft, large aircraft, large ship, Posleen antigrav, Posleen Spacecraft, small aircraft,
small boat/ship, submarine or any other type or class of vehicle/vessel.
Benefit: Add +2 to all drive or pilot checks when operating this type of vehicle/vessel.
Special: Your character can gain this feat multiple times. Its effects do not stack however. Each time your character
takes this feat, it applies to a new type of vehicle/vessel.
Weapon Finesse
Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain.
Prerequisites: Proficient with weapon, base attack bonus +1.
Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her
Strength modifier on attack rolls.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a
different weapon.
Weapon Focus
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
The character can choose “unarmed strike” or “grapple” for the character's weapon for purposes of this feat.
Benefit: The character adds +1 to all attack rolls the character makes using the selected weapon.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the
feat, it applies to a new weapon.
Weapons Proficiency (Simple)
Benefit: The character makes attack rolls with simple weapons normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls
Weapon Proficiency (Simple Firearms)
Benefit: The character can fire any personal firearm without penalty.
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms.
Weapon Proficiency (Martial)
Prerequisites: Simple Weapons Proficiency.
Benefit: The character makes attack rolls with a martial weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
Weapons Proficiency (Archaic Martial Weapons)
Prerequisites: Simple Weapons Proficiency, and Martial Weapons Proficiency.
Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon.
Normal: A character without this feat takes the -4 non-proficient penalty when making attacks with archaic
weapons.
Weapons Proficiency (Martial Firearms)
Prerequisite: Simple Firearms Weapons Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an
auto-fire setting).
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms set on auto-fire.
Weapons Proficiency (Exotic Artillery)
Your character is trained in the maintenance and use of a specific martial weapon class, be it a field artillery piece
including mortars, Howitzers, Multiple Rocket Launchers, Naval guns, or long range artillery pieces.
Benefit: The character makes attack rolls with a martial weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
Special: A character must have Martial-Artillery, Martial-Ship’s Weaponry, or Exotic-Spacecraft Weaponry to be
able to learn the Gunnery skill.
Weapon Proficiency, Exotic Firearms
Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket
launchers.
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a
different weapon group.
Weapons Proficiency (Exotic Ship’s Weaponry)
Your character is trained in the maintenance and use of a specific martial hull mounted or turret mounted weapons
aboard sea going ships. Includes Defense Launchers, Gravguns, High-Energy weapons, Lasers, Missiles, Naval
Guns, particle accelerators and Railguns.
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency and Exotic Firearms
Proficiency (for non Pilot/Drivers).
Benefit: The character makes attack rolls with a martial weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
Special: A character must have Martial-Artillery, Martial-Ship’s Weaponry, or Exotic-Spacecraft Weaponry to be
able to learn the Gunnery skill.
Weapon Proficiency, Exotic Galtech Firearms
Choose a weapon type from the following list: cannons, heavy Gravguns, grenade launchers, mortars, lasers,
plasma guns and AM Lances.
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a
different weapon group.
Weapon Proficiency, Exotic Posleen Firearms
Choose a weapon type from the following list: 1mm railguns, 3mm railguns, heavy railguns, heavy lasers, plasma
guns and HVM Launchers.
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency (For non-Posleen’s).
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a
different weapon group.
Weapons Proficiency (Exotic Spacecraft Weaponry)
Your character is trained in the maintenance and use of a specific exotic hull mounted or turret mounted weapon
class aboard spacecraft. Including Defense Launchers, Gravguns, High-Energy weapons, Lasers, Missiles, Naval
Guns, particle accelerators and Railguns.
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency and Exotic Firearms
Proficiency (for non Pilot/Drivers).
Benefit: The character makes attack rolls with a martial weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
Special: A character must have Martial-Artillery, Martial-Ship’s Weaponry, or Exotic-Spacecraft Weaponry to be
able to learn the Gunnery skill.
Weapon Specialization
Prerequisite: Soldier level 4+.
Choose one type of weapon. The character is especially good at inflicting damage with this weapon.
Benefit: The character adds +2 to all damage inflicted with the weapon the character has specialized with.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the
feat, it applies to a new weapon.
Whirlwind Attack
Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus
+4.
Benefit: When the character performs a full-round action, the character can give up his or her regular attacks and
instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent.
Zero-G Tolerance
Your character has adapted to zero-g environments.
Prerequisites: Dex 15 and Free fall skill.
Benefits: Your character moves in all zero-g environments - those from 0g to 0.1g - as if they were 1g for the
purposes of Dexterity modifiers.
Xeno-Medicine
Your character is familiar with the unusual medical needs and requirements of certain alien races.
Requirements: Heal.
Benefit: Your character may apply his Heal skill normally towards treating a patient not of his own race.
Normal: Characters without xeno-medicine suffer a penalty of a at least -4 (as determined by the GM) of a race
other than their own.
Special: This feat can be selected more than once. When choosing this feat your character must specify the alien
race he will be familiar with.
XT Research
Your character is skilled at sifting and analyzing data and information from extra-terrestrial systems, and about
extra-terrestrial matters.
Benefit: Add +2 to all Gather Information and Research checks when conducting research on extra-terrestrial
matters, or with extra-terrestrial systems. Eliminates the penalties associated with using alien technology for relevant
systems. It also allows the synergistic use of Knowledge and other information-related skills together with Gather
Information skill.
Special: This feat may be taken more than once, but each time it must be applied to a new area of specialization: XT
Research (Aldenata), XT Research (Galactic)*, XT Research (Himmit), XT Research (Tchpth), XT Research
(Posleen).
*Includes Darhel and Indowy.
Copyright Notice: The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen,
SubUrb, Tchpht, and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk
prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and
descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book
series are Product Identity and the property of John Ringo, Copyright © 2000-2003.
DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions,
and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.)
Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing
Enterprises.
================================================================================
Chapter 8: Earth Tech Equipment
Except as stated in the Copyright notice of the Open Game License v.1.0a, the material in this chapter is Open Game Content
and is licensed for public use under the terms of the Open Game License v1.0a.
EQUIPMENT BASICS
Restricted Objects
Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals.
In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a
separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of
restriction are as follows.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not
expensive, and obtaining it has few if any additional legal requirements. The Bureaucracy DC to purchase this item
is 11.
Restricted: Only specially qualified individuals or organizations are technically allowed to own the object.
However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can
eventually acquire the necessary license. The Bureaucracy DC to purchase this item is 16.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially
the same as restricted (see above), except that manufacturers and dealers are generally under tight government
scrutiny and are therefore especially wary of selling to private individuals. The Bureaucracy DC to purchase this
item is 21.
Illegal: The object is illegal in all but specific, highly regulated circumstances. The Bureaucracy DC to purchase this
item is 26.
Table 8.1: Restricted Objects
Restriction
Rating
Licensed
Restricted
Military
Illegal
License or Fee
Purchase
$120
$500
$2,000
$9,000
Black Market
Purchase Price1
x1.5
x2
x3
x4
Time
Required
1 day
2 days
3 days
4 days
1 Multiply the object’s purchase price if the character tries to buy it on the black market without first obtaining a license; see The
Black Market, below.
Purchasing a License
To purchase a license or pay necessary fees, the character needs to pay the required fee and make the appropriate
Bureaucracy skill check (This represents going through all of the appropriate steps required to get the license and
shows proper need for the item in question if needed). With a success, the license is issued to the character after the
number of days indicated.
To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license purchase
DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character
just needs to purchase the license or pay the fee; the time required takes place before game play begins.)
As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate
dealers will not sell restricted objects to a character who does not have the necessary license. However, a character
may be able to turn to the black market (see below) to obtain restricted objects without a license.
The Black Market
Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost
anything is available on the Black Market. Knowledge (streetwise) checks can be used to locate a Black Market
merchant. The DC is based on the location in question: 15 to find a Black Market merchant in a big city, or 20, 25,
or higher in small towns and rural areas.
Objects purchased on the Black Market are more expensive than those purchased legally.
Obtaining an object on the Black Market takes a number of days according to the Time Required column on Table
8.1: Restricted Objects. The process can be hurried, but each day cut out of the process (to a minimum of one day)
increases the purchase cost multiplier by an additional +1.
Requisitioning Equipment
When a hero working for Military or a Government Agency needs more equipment than he or she has on hand,
the hero may try to requisition it. The Logistics Section or Agency evaluates whether the character really needs the
object, how soon the agency can supply it, and whether the agency can reasonably expect to get it back when the
hero is done with it.
The result is determined by a level check (1d20 + character level) against a DC equal to the equipment’s
requisition DC. Add the character’s Charisma bonus to the check. Table 8.3: Requisition Modifiers lists modifiers
that may affect the check.
Table 8.2: Requisitioning Equipment
Item Cost
$120
$150
$200
$275
$350
$500
$650
$900
$1,200
$1,500
$2,000
$2,750
$3,500
$5,00
$6,500
$9,000
$12,000
$15,000
$20,000
$27,500
$35,000
Requisition DC
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Item Cost
$50,000
$65,000
$90,000
$120,000
$150,000
$200,000
$275,000
$350,000
$500,000
$650,000
$900,000
$1,200,000
$1,500,000
$2,000,000
$2,750,000
$3,500,000
$5,000,000
$6,500,000
$9,000,000
$12,000,000
Requisition DC
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
The result of the check determines whether and how quickly the Department or Agency can provide the character
with the requested equipment. With a success, the object is issued to the hero. Generally, it takes 24 hours to obtain
an object through requisition, but if the object is especially common, or if the hero beats the check DC by 5 or more,
it is available in 1d4 hours.
Requisitioned objects are loaned, not given, to the character. Obviously, expendable objects like ammunition
don’t have to be returned if used.
Table 8.3: Requisition Modifiers
Situation
Object is necessary for assignment
Object has obvious application for assignment
Object has peripheral application for assignment
Object has no obvious application for assignment
Object is rare
Object restriction
Licensed
Restricted
Military
Illegal
Character is skilled or proficient in use of object
Character returned all gear undamaged on previous mission
Modifier
+6
+4
+2
-2
-2
-2
-4
-6
-8
+2
+2
Mastercraft Objects
Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional
quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that
improves when the object is used.
A mastercraft object that provides a +1 bonus can usually be purchased on the open market as a custom version of
a common object. The increased cost of such an object multiplies the purchase price by 2.
A rare few objects are of mastercraft quality even without customization-the off-the-shelf version of the object is
of such high quality that it is always provides a bonus of +1. In these cases, the purchase price is not increased (such
objects are already priced higher than similar objects of lower quality).
Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2
object could be found for purchase, its cost would be an additional times 3 multiple to the normal purchase price.
The cost of a mastercraft +3 object would add an additional multiple of times 5 to the normal purchase price.
Concealed Weapons and Objects
It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate
clothing.
Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires
an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.
Conceal a Weapon Checks
To conceal a weapon or other object, make a Slight-of-Hand check. A character concealing an object before he or
she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see,
or under other unusual constraints. Hide can be used untrained in this instance, but the character must take 10.
Size and Concealment
The object’s size affects the check result, as shown on Table 8.4: Concealing Weapons and Objects. The type of
holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.
Table 8.4: Concealing Weapons and Objects
Size of weapon or object
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge or larger
Condition
Clothing is tight or small
Clothing is especially loose or bulky
Clothing is specifically modified for concealing object
Weapon is carried in concealed carry holster
Weapon can be drawn normally
Weapon can be drawn as free action
with Quick Draw feat
Sleight-of-Hand Modifier
+12
+8
+4
+0
-4
-8
---- (can’t conceal)
Sleight-of-Hand Modifier
-4
+2
+2
+4
-2
-4
Spotting Concealed Objects
Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when
concealing an object, the DC of the Spot check to notice the object is the same as the target’s check result (an
opposed check, in other words). If the target took 10 on his or her Slight-of-Hand check, use this formula:
Spot DC = Target’s Slight-of-Hand skill modifier (including modifiers from Table 8.4: Concealing Weapons and
Objects) + 10.
An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet between himself and the
target, and a -5 penalty if distracted.
Patting someone down for a hidden weapon requires a similar check. However, the skill employed is Search, and
the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer
bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for
example).
Spotting Concealable Armor
Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers
from Table 8.4: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to
notice the armor must make a Spot check (DC 30).
Living in Luxury
The purchase prices given are for average-quality items. It’s possible to purchase similar items with luxury
features, generally by increasing the purchase price by 1.5. Although such items are more expensive, they offer no
additional features or game benefits.
Starting Cash
Table 8.5: Starting Cash Per Character Level
Class
Academic
Biker/Gang Member
Civilian Expert
Driver/Pilot
Amount
3D4x$2,000
4D4x$2,000
3D4x$2,000
5D4x$2,000
Class
Medic
Militia Member
Soldier
Scout
Amount
6D4x$2,000
4D4x$2,000
6D4x$2,000
5D4x$2,000
Manipulator
Mechanic
6D4x$2,000
5D4x$2,000
Trader
6D4x$2,000
U.S. Dollars to Federation Credits Conversion Rate: 1 Fed Cr. = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of
central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other
Earth currency.
EQUIPMENT (WEAPONS AND ARMOR)
Weapons
The weapons covered here are grouped into three categories based on their general utility: ranged weapons,
explosives and splash weapons, and melee weapons.
Ranged Weapons
Ranged weapons fall into three general groups: handguns, longarms, and other ranged weapons such as
crossbows. When using a ranged weapon, the wielder applies her Dexterity modifier to the attack roll. Handguns
and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single
person.
Ranged Weapons Table
Ranged weapons are described by a number of statistics, as shown in Tables 8.6 to 8.12.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit
(roll damage twice, as if hitting the target two times).
Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific
type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant
or immune to some forms of damage.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range
increment causes a cumulative -2 penalty on the attack roll. Ranged weapons have a maximum range of ten range
increments, except for thrown weapons, which have a maximum range of five range increments.
Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per
round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal
mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons
are single shot, semiautomatic, and automatic.
Single Shot: A weapon with the single shot rate of fire requires the user to either manually operate the action (the
mechanism that feeds and cocks the weapons) between each shot or operate the firearm's feed and cock themselves
with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), Pump
shotguns, bolt-action rifles, lever action rifles, and semiautomatic pistols or rifles are examples of firearms with
single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user
has a feat or other abilities that normally allow more than one shot per attack.
Burst Fire (B): Most firearms have the semiautomatic rate of fire, only military grade weapons can perform Burst
Fire. These firearms feed and cock themselves with each round fired and are capable of firing controlled burst of 3
to 5 shot with each pull of the weapon's trigger. Only weapons with the burst fire or Auto Fire option can perform a
Burst Fire attack or be used with feats that take advantage of burst fire.
Automatic (A): Automatic weapons fire a continuous burst or stream of shots with a single squeeze of the trigger,
until the trigger is either released or the weapon runs out of ammunition. Only weapons with the automatic rate of
fire can be set on auto fire or be used with feats that take advantage of automatic fire.
Magazine: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a
weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine
capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s
capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth
type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash
in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as
part of the firing process.
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing
chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by
hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box
magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case
with most shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips,
forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as
the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures.
The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it
requires two hands, and if it’s a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A
Huge weapon requires two hands and a bipod or other mount.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier
to use in your off hand.
Weight: This column gives the weapon’s weight when fully loaded.
Recoil: The modifier is a cumulative adjustment to Character's Base Attack Bonus using that weapon for each
additional attack after the 1st attack in one round (i.e. if a weapon has a recoil of 2 the 2nd attack using that weapon
in a round suffers a -2 to BAB, the 3rd attack using that weapon suffers a -4 to BAB, the 4th attack using that
weapon suffer a -6 to BAB and so on). Burst Fire has an additional +1 adjustment to recoil and Full Auto Fire has an
additional +2 adjustment to recoil. The recoil can be reduced by using certain weapon accessories.
Purchase Price: This is the purchase price is the payment needed to acquire the weapon. This amount reflects the
base price and doesn’t include any modifier for purchasing the weapon on the black market.
Restriction (Rest.): The restriction rating for the weapon, if any, and the appropriate black market purchase price
modifier. Remember to apply this modifier to the bureaucracy or DC when making a check to acquire the weapon
on the black market.
Reloading Firearms
Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box
magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine,
is a full-round action.
Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.
Table 8.6: Handguns, Simple Firearms
Handguns (require the Weapon Proficiency, Simple Firearms feat)
Damg Range Rate of
Weapon
Damage Crit Type Incrmt Fire Magazine Size
Derringer
Model 1
Baer 1911 UMCP
(autoloader) (1)
Beretta 92F
(9mm autoloader)
Colt Double Eagle
(10mm autoloader)
Colt M1911
(.45 autoloader)
Colt Python (1)
(.357 revolver)
Purchase
Weight Recoil Price
Rest. American
Spec.2
20/x3
Ballistic 4 m.
S
2 int.
Tiny
.44 kg.
(Spec.2) $470
Lic (+1)
(Spec.2)
20/x3
Ballistic 12 m.
S
10 box
Small
1.05 kg.
(Spec.2) $2,500
Lic (+1)
1d10
20/x3
Ballistic 16 m.
S
15 box
Small
1.36 kg.
-
$650
Lic (+1)
1d10
20/x3
Ballistic 10 m.
S
9 box
Small
1.36 kg.
-
$650
Lic (+1)
2d6
20/x3
Ballistic 10 m.
S
7 box
Small
1.36 kg.
1
$500
Lic (+1)
20/x3
Ballistic 16 m.
S
6 cyl.
Med
1.36 kg.
1
$1,150
Lic (+1)
2d6
Table 8.6: Handguns, Simple Firearms (Continued)
Handguns (require the Weapon Proficiency, Simple Firearms feat)
Damg Range Rate of
Weapon
Damage Crit Type Incrmt Fire Magazine Size
2d6
20/x3
Ballistic 4 m.
S
2 int. Tiny
Purchase
Weight Recoil Price
Rest. Derringer
.45 kg. 1
$350
Lic (+1)
(.45)
Desert Eagle
2d10
20/x3
(.50AE autoloader)
Freedom Arms (1)
(Spec.2)
20/x3
Model 83 (revolver)
Glock 17 (1)
1d10
20/x3
(9mm autoloader)
Glock 20 (1)
1d10
20/x3
(10mm autoloader)
Magnum Research (1) (Spec.2) 20/x3
BFR (revolver)
Pathfinder
1d4
20/x2
(.22 revolver)
Ruger Service-Six
1d10
20/x3
(.38S revolver)
Ruger Redhawk
(Spec.2) 20/x3
(.44 magnum and .45 CL revolver)
Ruger Redhawk
(Spec.2) 20/x3
(.44 magnum .454 and .480 revolver)
S&W M29
2d8
20/x3
(.44 magnum revolver)
SITES M9
1d10
20/x3
(9mm autoloader)
Walther PPK
1d8
20/x3
(.32 autoloader)
Ballistic 16 m.
S
9 box
Med
1.8 kg.
3
$1,700
Lic (+1)
Ballistic 16 m.
S
5 cyl.
Med
1.5 kg.
(Spec.2) $2,060
Lic (+1)
Ballistic 10 m.
S
17 box
Small
.9 kg.
-
$800
Lic (+1)
Ballistic 16 m.
S
15 box
Small
1.36 kg.
-
$730
Lic (+1)
Ballistic 16 m.
S
5 cyl.
Med
1.96 kg.
(Spec.2) $999
Lic (+1)
Ballistic 8 m.
S
6 cyl.
Tiny
.45 kg.
-
$350
Lic (+1)
Ballistic 10 m.
S
6 cyl.
Small
.9 kg.
1
$550
Lic (+1)
Ballistic 16 m.
S
6 cyl.
Med
1.5 kg.
(Spec.2) $750
Lic (+1)
Ballistic 16 m.
S
6 cyl.
Med
1.5 kg.
(Spec.2) $750
Lic (+1)
Ballistic 10 m.
S
6 cyl.
Med
1.36 kg.
2
$500
Lic (+1)
Ballistic 10 m.
S
8 box
Tiny
.9 kg.
-
$550
Lic (+1)
Ballistic 30 ft.
S
7 box
Small
.45 kg.
-
$550
Lic (+1)
Table 8.7: Handguns, Martial Firearms
Handguns (require the Weapon Proficiency, Martial Firearms feat)
Damg Range Rate of
Weapon
Damage Crit Type Incrmt Fire Magazine Size
1d10
20/x3
Ballistic 10 m.
(9mm machine pistol)
MAC Ingram M10
2d6
20/x3 Ballistic
(.45 machine pistol)
Professional Ordnance 2d6
20/x3 Ballistic
Carbon-15 (5.56mm Autoloader)
Professional Ordnance 2d6
20/x3 Ballistic
Carbon-15 (5.56mm machine pistol)
Skorpion
1d8
20/x3 Ballistic
(.32 machine pistol)
TEC-9
1d10
20/x3 Ballistic
(9mm machine pistol)
Purchase
Weight Recoil Price
Rest. Beretta 93R
S/B/A
20 box Med
1.36 kg. -/1/2
$1,200
Res (+2)
16 m.
S/B/A 30 box
Med
2.7 kg.
1/2/3
$550
Res (+2)
30m.
S
30 Box
Med
1.3 kg
1
$1,600
Res (+2)
30m.
S/B/A 30 Box
Med
1.3 kg
1/2/3
$2,100
Res (+2)
16 m.
S/B/A 20 box
Med
1.8 kg.
-/1/2
$900
Res (+2)
16 m.
S/A
Med
1.8 kg.
-
$350
Res (+2)
32 box
Table 8.8: Longarms, Simple Firearms
Longarms (require the Weapon Proficiency, Simple Firearms feat)
Damg Range Rate of
Weapon
Damage Crit Type Incrmt Fire Magazine Size
(Spec.2)
(12-gauge shotgun)
20/x3
Ballistic 10 m.
S
5 box Large
Purchase
Weight Recoil Price
Rest. Beretta M3P
4.1 kg. (Spec.2)
$650
Lic (+1)
Browning BPS
(Spec.2) 20/x3
(10-gauge shotgun)
Custom Rifle, Bolt
(Spec.2) 20/x3
Action (.223-.600 hunting Rifle) (1)
Mossberg
(Spec.2) 20/x
(12-gauge shotgun)
Remington 700
2d10
20/x3
(7.62mm hunting rifle)
Sawed-off shotgun
(Spec.2) 20/x
(12-ga shotgun)
Winchester 94
2d10
20/x3
(.444 hunting rifle)
Ballistic 10 m.
S
5 int.
Large
5 kg.
(Spec.2) $650
Lic (+1)
Ballistic 80 m.
S
3-8 int.
Large
3.7 kg.
(Spec.2) $2,700
Lic (+1)
Ballistic 10 m.
S
6 int.
Large
3.2 kg.
(Spec.2) $500
Lic (+1)
Ballistic 80 m.
S
5 int.
Large
3.6 kg.
2
$900
Lic (+1)
Ballistic 10 m.
S
2 int.
Med
1.8 kg.
(Spec.2) $500
Lic (+1)
Ballistic 80 m.
S
6 int.
Large
3.2 kg.
3
Lic (+1)
$550
Table 8.9: Longarms, Martial Firearms
Longarms (require the Weapon Proficiency, Martial Firearms feat)
Damg Range Rate of
Purchase
Weapon
Damage Crit Type Incrmt Fire
Magazine Size Weight Recoil Price
Rest.
American 180
1d6
(.22 submachine gun)
American 180 Twin
1d6
(.22 submachine gun)
20/x3
Ballistic 16 m.
(Spec.2) 177 drum
Med
2.7 kg.
0/1/2
$650
Res (+2)
20/x3
Ballistic 16 m.
(Spec.2) x2 drums
Med
4.5 kg.
1/2/3
$1,4000
Res (+2)
This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
AIW (1)
2d10
20/x3 Ballistic 80 m.
S/B/A 30 box
Large 6.4 kg.
M205 (4)
(Spec.2) 60 m.
S
6 box.
Large (grenade launcher)
2/3/4
-
$3,800
Mil (+3)
AKM/AK-47
2d6
20/x3
(7.62mmR assault rifle)
Barrett Light Fifty
2d12
20/x4
M82A1 (.50 sniper rifle) (1)
Barrett M95 Bolt
2d12
20/x4
Action Rifle (.50 sniper rifle) (1)
Barrett M99 Bolt
2d12
20/x4
Action Rifle (.50 sniper rifle) (1)
Barrett M100
2d12
20/x4
Entry and Close Assault (.50 rifle) (1)
Bushmaster M17T
2d6
20
(5.56mm assault rifle) (1)
Bushmaster M17U
2d10
20
(7.62mm assault rifle) (1)
DSA SA58 OSW
2d10
20
(7.62mm assault rifle)
HK G3
2d10
20
(7.62mm assault rifle)
HK MP5 (1)
1d10
20
(9mm submachine gun)
HK MP5K
1d10
20
(9mm submachine gun)
HK PSG1 (1)
2d10
20
(7.62mm sniper rifle)
AR10A4
2d10
20
(7.62mm assault rifle)
Ballistic 70 m.
S/B/A
30 box
Large 4.5 kg.
2/3/4
$500
Res (+2)
Ballistic 120 m.
S
11 box
Huge 13 kg.
1
$7,300
Lic (+1)
Ballistic 120 m.
S
5 box
Huge 9.9 kg.
1
$5,100
Lic (+1)
Ballistic 120 m.
S
1 int.
Huge 9.9 kg.
1
$3,100
Lic (+1)
Ballistic 90 m.
S
11/16 box Large 9.5 kg.
1
$12,100
Lic (+1)
Ballistic 80 m.
S/B/A
30 box
Large 3.7 kg.
1/2/3
$875
Res (+2)
Ballistic 80 m.
S/B/A
20 box
Large 4.7 kg.
2/3/4
$1,025
Res (+2)
Ballistic 70 m.
S/B/A
20 box
Large 3.53 kg. 2/3/4
$1,525
Res (+2)
Ballistic 80 m.
S/B/A
20 box
Large 5 kg.
2/3/4
$1,500
Res (+2)
Ballistic 20m.
S/B/A
30 box
Large 3.2 kg.
-/2/3
$1,500
Res (+2)
Ballistic 16 m.
S/B/A
15 box
Med
-/1/2
$1,500
Res (+2)
Ballistic 90 m.
S
5 box
Large 2.3 kg.
2
$3,500
Lic (+1)
Ballistic 80 m.
S/B/A
30 box
Large 4.3 kg.
1/2/3
$1,400
Res (+2)
2.3 kg.
Table 8.9: Longarms, Martial Firearms (Continued)
Longarms (requires the Weapon Proficiency, Martial Firearms feat)
Damg Range Rate of
Purchase
Weapon
Damage Crit Type Incrmt Fire
Magazine Size Weight Recoil Price
Rest.
M16A2
2d6
(5.56mm assault rifle)
20
Ballistic 80 m.
S/B/A
30 box
Large 3.6 kg.
1/2/3
$950
Res (+2)
M4 Carbine
2d6
(5.56mm assault rifle)
Steyr AUG
2d6
(5.56mm assault rifle)
Uzi
1d10
(9mm submachine gun)
20
Ballistic 60 m.
S/B/A
30 box
Large 3.2 kg.
1/2/3
$950
Res (+2)
20
Ballistic 80 m.
S/B/A
30 box
Large 4.1 kg.
1/2/3
$1,500
Res (+2)
20
Ballistic 16 m.
S/B/A
20 box
Large 3.6 kg.
-/1/2
$1,000
Res (+2)
Table 8.10: Heavy Weapons, Exotic Firearms
Heavy Weapons (each requires a specific Weapon Proficiency, Exotic Firearms feat)
Damg Range Rate of
Purchase
Weapon
Damage Crit Type Incrmt Fire
Magazine Size Weight Recoil Price
Rest.
M-248
2d6
20/x3
(medium machine gun)
M-60E4
2d10
20/x3
(medium machine gun)
M2HB
2d12
20/x4
(heavy machine gun)
CIS .50
2d12
20/x4
(heavy machine gun)
GAU-19/A
2d12
20/4
(heavy minigun)
Mk-149 20mm
3d10
20/x4
(heavy minigun)
M72A3 LAW
10d62
(rocket launcher)
M203 (4)
(Spec.2) (grenade launcher)
M205 (4)
(Spec.2) (grenade launcher)
M79
(Spec.2) (grenade launcher)
M83
(Spec.2) (grenade launcher)
M85
(Spec.2) (grenade launcher)
Auto. Grenade MK-19 (Spec.2) 40mm Launcher (grenade launcher)
Auto. Grenade MK-47 (Spec.2) 40mm Launcher (grenade launcher) (1)
Ballistic 80 m.
B/A
Linked
Large 7.4 kg.
2/3/4
$4,100
Mil (+3)
Ballistic 80 m.
B/A
Linked
Huge 10 kg.
2/3/4
$6,000
Mil (+3)
Ballistic 120 m.
B/A
Linked
Huge 38 kg.
5/6/7
$14,000
Mil (+3)
Ballistic 120 m.
B/A
Linked
Huge 30 kg.
5/6/7
$15,000
Mil (+3)
Ballistic 120 m.
A
Linked
Huge 64 kg.
5/6/7
$25,000
Mil (+3)
Ballistic 200 m.
A
Linked
Huge 35 kg.
6/7/8
$19,000
Mil (+3)
-
60 m.
S
1 int.
Large 2.3 kg.
-
$500
Mil (+3)
(Spec.2) 60 m.
S
1 int.
Large 1.36 kg. -
$600
Mil (+3)
(Spec.2) 60 m.
S
6 box.
Large 1.35 kg. -
$1,200
Mil (+3)
(Spec.2) 60 m.
S
1 int.
Large 3.2 kg.
-
$350
Mil (+3)
(Spec.2) 60 m.
S
12 box.
Large 3.7 kg.
-
$1,200
Mil (+3)
(Spec.2) 60 m.
S
6 box.
Large 4.95 kg. -
$1,200
Mil (+3)
(Spec.2) 200 m.
A
Linked
Huge 33.8 kg. 5/6/7
$5,000
Mil (+3)
(Spec.2) 200 m.
A
Linked
Huge 21.6 kg. 5/6/7
$32,500
Mil (+3)
The Manjack series is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Mk-1 Manjack
2d10
20/x3 Ballisatic 80 m.
B/A
Linked
Huge 16.54 kg. 0/0/1
$21,000
Mk-2 Manjack
2d12
20/x4 Ballistic 120 m. B/A
Linked
Huge 75 kg.
0/0/1
$29,000
Mk-3 Manjack
(Spec.2) (Spec.2) 200 m. B/A
Linked
Huge 70 kg.
0/0/1
$28,500
Mk-4 Manjack
3d10
20/x4 Ballistic 200 m. B/A
Linked
Huge 76 kg.
0/1/2
$42,500
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
Table 8.11: Other Ranged Weapons
Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
Damg Range Rate of
Purchase
Weapon
Damage Crit Type Incrmt Fire
Magazine Size Weight Recoil Price
Rest.
Compound bow
1d8
20
Piercing 16 m.
1
-
Large 1.36 kg. -
$120
-
(Archaic) (Spec.2)
Crossbow (Simple)
Flamethrower
(+3)
(no feat needed) (3)
Javelin (Simple)
Pepper spray
(Simple)
Shuriken (Archaic)
Taser (Simple)
Whip (Simple)
1d10
3d6
19-20
-
Piercing 16 m.
Fire
-
S
S
1 int.
10 int.
Med 3.2 kg. Large 22.7 kg. -
$90
$900
Mil
1d6
Spec.2
20
-
Piercing 12 m.
Spec.2 2 m.
S
S
1 int.
Med
Tiny
-
$20
$30
-
1
1d42
20
-
Piercing 4 m.
Electricity
S
2 m.
S
Tiny .23 kg.
1 int. Small
.9 kg.
$12
-
$55
1d2
20
Slashing 6 m.
S
-
Small .9 kg.
-
$20
-
.9 kg.
.23 kg.
1 This mastercraft weapon grants a +1 bonus on attack rolls.
Spec.2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.
4 This weapon has a -1 to its Attack Check.
Table 8.12: Artillery
Indirect Fire Weapons (require the Weapon Proficiency, Exotic Artillery feat)
Weapon
25 mm Bushmaster
30mm Bushmaster II
35mm Bushmaster III
Quad Bushmaster III
50mm Bushmaster IV
40mm Mk-19 Grenade
Launcher
40mm Mk-47 Grenade
Launcher
120 mm Tank gun
M-224 60 mm Mortar
M-252 81 mm Mortar
M-120 120 mm Mortar
M-122 120 mm Auto
Mortar
M-127 Dual 120mm
Auto Mortar
M-156 155mm Mortar
M-160 155 mm Auto
Mortar
Crew
1
1
1
2
1
2
ROF
B/A
B/A
B/A
B/A
B/A
B/A
Indirect
Fire Range
6.8 km.
10 km.
10 km.
10 km.
12 km.
2 km.
Time
of Flight
2 rounds
3 rounds
3 rounds
3 rounds
3 rounds
2 rounds
HDM
1
1
1
1
-
Damage
2d6
2d6
3d6
3d6x4
5d6
4d6
Reflex
Saves
10
12
12
12
12
10
Blast
Radius
2 m.
2 m.
2 m.
2 m.
4 m.
6 m.
Weight
110 kg.
155 kg.
218 kg.
1,350 kg.
231 kg.
33.8 kg.
2
B/A
2 km.
2 rounds
-
4d6
10
6 m.
2
2
2
8
8
1
2
2
1
2
8 km.
3.5 km.
5.9 km.
7.2 km.
7.2 km.
1 round
4 rounds
5 rounds
6 rounds
6 rounds
3
2
3
4
4
4d6
3d6
3d6
5d6
5d6
16
14
16
18
18
12
4
7.2 km.
6 rounds
4
5d6
8
8
½
1
8 km.
8 km.
7 rounds
7 rounds
5
5
5d6
5d6
Purchase
Price
$50,000
$60,000
$70,000
$100,000
Rest.
Res (+2)
Res (+2)
Res (+2)
$5,000
Res (+2)
Res (+2)
21.6 kg.
$32,500
Res (+2)
18 m.
9 m.
14 m.
30 m.
30 m.
5,850 kg.
20.5 kg.
40.5 kg.
144 kg.
4,500 kg.
$450,000
$10,700
$24,720
$31,930
$650,000
Mil (+3)
Res (+2)
Res (+2)
Res (+2)
Mil (+3)
18
30 m.
6,750 kg.
$1,040,000 Mil (+3)
22
22
30 m.
38 m.
1,200 kg.
6,000 kg.
$41,250
$840,000
Res (+2)
Mil (+3)
Indirect Fire Weapons (require the Weapon Proficiency, Exotic Artillery feat)
Indirect
Weapon
M-165 Dual 155mm
Auto Mortars
M-229 229 mm Mortar
M-275 275 mm Mortar
M-356 356 mm Mortar
M-406 406 mm Mortar
M-457 457 mm Mortar
75 mm Howitzer
M8A1 pack Howitzer
M-10 76mm Auto
Howitzer
105 mm Howitzer
M101A1
155 mm Howitzer
M198
155mm/62 Naval Gun
203 mm Howitzer
Time Reflex Blast
Purchase
Crew ROF Fire Range of Flight HDM Damage Saves
12
2
8 km.
7 rounds 5
5d6
22
Radius Weight
30 m. 9,000 kg.
Price
Rest.
1,345,000 Mil (+3)
12
14
18
22
47
6
1/4
1/10
1/15
1/20
1/30
1
7 km.
7 km.
7 km.
7 km.
7 km.
8.8 km.
6 rounds
6 rounds
6 rounds
6 rounds
6 rounds
5 rounds
8
10
12
7
15
2
5d6
5d6
5d6
5d6
5d6
4d6
26
30
34
108
40
14
60 m.
76 m.
90 m.
106 m.
114 m.
12 m.
1,775 kg.
2,130 kg.
2,760 kg.
3,150 kg.
3,540 kg.
610 kg.
$61,000
$73,200
$94,800
$108,100
$121,700
$139,300
Res (+2)
Res (+2)
Res (+2)
Mil (+3)
Res (+2)
Res (+2)
6
S/B
18.4 km
5 rounds
3
5d6
16
12 m.
7,600 kg.
$270,000
Res (+2)
8
1
12 km.
7 rounds
3
5d6
16
24 m.
2,300 kg.
$195,000
Res (+2)
8
1/3
30 km.
8 rounds
4
4d6
18
24 m.
7,200 kg.
$527,500
Res (+2)
4
12
2
1/4
40 km.
29 km.
13 rounds 4
9 rounds 6
4d6
5d6
18
22
24 m.
46 m.
6,950 kg.
$320,000
$690,900
Mil (+3)
Mil (+3)
3” (76mm) Naval Gun
5”/62 (127mm)
Naval Gun
8”/55 (203mm)
Naval Gun
12”/50 Naval Gun
16” (406mm)
Naval Gun
2
4
S/B/A 18.4 km.
2
38.5 km.
5 rounds 3
10 rounds 4
5d6
4d6
16
18
12 m.
24 m.
800 kg.
5,700 kg.
$135,000
$355,000
Res (+2)
Mil (+3)
6
1
29.5 km.
9 rounds
5d6
22
46 m.
9,100 kg.
$900,000
Mil (+3)
9
12
1/4
1/12
35 km.
64.4 km.
12 rounds 8
23 rounds 10
5d6
6d6
26
30
60 m.
90 m.
55,300 kg. $7.5M
121,600 kg. $10M
6
Mil (+3)
Ill (+4)
This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
12” (306mm)
2
73 km.
21 rounds 8
5d6
26
60 m. 110,600 kg. $18.750M Ill (+4)
Tiger III
This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
SheVa Gun 16”
1
1/2
96.6 km.
28 rounds 9
6d6
28
82 m. 245,000 kg. $25M
(406mm)
Ill (+4)
Area Effect Weapons
Mortars, grenades and similar weapons are area effect weapons. They each have a listed Area of Effect (AoE).
Anything within this radius when the weapon hits may make a Reflex save (DC based on the weapon being used,
see the weapon description for details) to take only one half of the damage rolled. Anyone or anything failing its
saving throw will take the full damage rolled for the weapon (unless reduced by Damage Reduction).
Anything within twice the listed area of effect for the weapon, but outside of the weapons area of effect , may
make a Reflex save (DC based on the weapon being used, see the weapon description for details) to avoid taking
any damage at all. Anyone within twice the listed area of effect for the weapon, but outside of the weapon’s area of
effect takes half damage from the weapon (unless reduced by Damage Reduction).
Note: Cluster munitions have their high damage Modifier reduced by half but the area of effect of the round is
multiplied by three.
The saving throws need only be made once for a given attack; apply the resulting damage to either hit Points or
Structural Hit Points.
Vehicle Weapons: The weapon systems installed on most vehicles are much more powerful than their personal
weapon counterparts. When a vehicle's weapon is used in combat against anything other than its class of vehicles, its
weapons have an area of effect based on the type of weapon it is:
Table 8.13: Vehicle Weapons Area of Effect
Weapon System
Area of Effect (AoE)
Laser
4 meters per HDM
Plasma Guns
8 meters per HDM
Missiles and other Energy Weapons
8 meters per HDM
Particle Accelerators
2 meters per HDM
Anti-Particle Accelerators
4 meters per HDM
Modifiers
Area of Effect (AoE)
Vehicles
+ Size Modifier
Small Craft (Fighter and Shuttles)
+ Size Modifier
Spacecraft
+ Size Modifier
Note: This rule does not apply to pintle-mounted vehicles or the weapons mounted on the Posleen Tenar (which is
effectively an automated pintle mount).
Indirect Fire
Indirect Fire is a method of attacking a ranged target that cannot be seen by the firing weapon. It requires that
someone with the Forward Observer skill be in a position to observe the target and in direct communications with
the gunnery unit firing the weapon. The basic DCs for a gunner to use indirect fire is 40 minus the skill of the
Forward Observer. Subtract -2 from the DC from each subsequent round spent acquiring the target, to a maximum
of -10 to the DC prior to firing the first shell.
Calling in an attack or adjusted fire are Full attack actions. The attack will commence 2D10 rounds after the call is
made, and arrive on the turn that the weapon's Time of Flight states that it will land, and every turn after that
depends on what type of artillery effect is called for.
To Hit Modifiers: The speed modifiers of vehicles apply to indirect fire attacks.
Direct Fire Weapons used as Indirect Fire Weapons: Some direct fire weapons can be can be used in an indirect
fire manner but all of their Range penalties do apply.
Missed Shots: Shots that miss have to land somewhere. When using squares for maps, roll 1D8 to determine which
direction the round lands away from the target, counting clockwise from 1 (directly over). Roll 1D6 if using hexes
for maps. The distance the round lands from the target is 1D4 squares/hexes + the number that the DC was missed
by.
Correcting Fire: It will take 1D10 rounds plus the Time of Flight of the weapon in use, before corrections to where
the round lands, take effect.
Fire for Effect: Once the target is hit, the gunner may begin firing for effect. Since the target location has been
locked into the weapon there is no need to see if a hit occurs on each subsequent round, it is an automatic hit.
Confirmed Critical Failure: On a confirmed Critical failure the indirect fire strike is called in on the Forward
Observer’s location.
Table 8.14: Indirect Fire
Tasks and Modifiers
Firing Indirect Fire by the Gunner team
Skill of the forward Observer
skill rank level
Successful Skill check by each Assistant Gunner
Forward Observer using a street map
Forward Observer using a Good map
Forward Observer using a Good map,
Inertial General Positions Unit, and a rangefinder.
Computerized Fire Direction Gear -5
Forward Observer has 5 or more ranks in Orienteering
DC
40
- Forward Observer
+2
-5
-10
-15
+2
Handguns
A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some
submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun
without this feat imposes a -4 penalty on attack rolls.
Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols.
Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a
lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing,
and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become
increasingly popular in the modern age.
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the
trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.
Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols
modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut
down in size and weight to allow one-handed use.
Ranged weapons that use box magazines come with one full magazine.
American Derringer Model 1
This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the
other and is barely 7.62 cm. long, making it easy to conceal.
Table 8.15: American Derringer Model 1
Caliber
.22 LR
38 Spec.
357 Maximum
Damage
1d6
1d10
2d8
Critical
20/x3
20/x3
20/x3
Range
4 m.
4 m.
4 m.
Recoil
1
357 Magnum
9mm, 380
.40 S&W
.44 Spec.
.44-40
45 Colt
30-30, 45 Win. Mag.
.41, .44 Mag.
(.41 Mag)
.45-70
45 Colt, .410
(.410 Caliber)
.45 ACP, 10mm Auto.
(10mm Auto.)
1d10
1d10
1d10
2d6
2d10
2d8
2d10
2d6
2d8
2d12
2d8
1d8/1d3/1d2
2d8
1d10
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
4 m.
4 m.
4 m.
4 m.
4 m.
4 m.
4 m.
4 m.
4 m.
4 m.
4 m.
2 m.
4 m.
4 m.
1
3
2
3
1
2
4
2
2
-
Baer 1911 Ultimate Master Combat Pistol
This Full-House Competition gun is designed to produce 8 cm. groupings at 15 meters. But it is also designed to
take a beating since it is based on the venerated .45 ACP 1911 design. Due to its high quality of manufacture, the
Baer 1911 UMCP is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. Features
include: *
An all NM steel frame and NM slide * A NM barrel * Low-mount LBC adjustable sights with hidden rear leaf * A
dovetailed front sight * A four-port, tapered cone compensator * Double serrated slide * Fitted slide to frame *
Lowered and flared ejection port * A reverse recoil plug * Full length recoil rod * Recoil buff * Two-piece beveled
mag well * A deluxe Commander hammer and sear * A extended ambi safety * Tuned extractor * A extended
ejector * A beaver tail grip safety with pad * A extended mag release button * A speed trigger with crisp 1.5 kg.
action job * Tuned for total reliability * (2) 8-round premium mags.
Table 8.16: Baer 1911 UMCP
Caliber
9x23mm
38 Super
400 Cor-Bon
45 ACP
Damage
1d10
1d10
2d6
2d8
Critical
20/x3
20/x3
20/x3
20/x3
Range
12 m.
12 m.
12 m.
12 m.
Recoil
1
Beretta 92F
This weapon is the standard service pistol of the United States military and many American law enforcement
agencies.
Beretta 93R
This is a close relative of the Beretta 92F that looks like a large autoloader, but can fire on automatic. It sports a
fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the
pistol, and an extended 20 round magazine.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets
instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal
attack, and the extra two bullets are wasted.
Colt Double Eagle
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.
Colt M1911
This .45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by
the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the
world, and is still in use in several other military forces.
Colt Python
The .357 magnum caliber Python has a well-deserved reputation for accuracy. Due to its high quality of
manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack
rolls.
Derringer
This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the
other and is barely 12.7 cm long, making it easy to conceal. Available in a variety of calibers, from .22 long rifle
up to .44 special.
Desert Eagle
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders.
The version on Ranged Weapons Table fires the massive .50 Action Express round. The Desert Eagle also comes in
.357 Magnum and .44 Magnum models.
Freedom Arms Model 83
The Model 83 is capable of delivering over a ton of energy and was developed for the experienced shooter. It is
excellent as a primary hunting firearm or a backup when hunting large, dangerous game. Due to its high quality of
manufacture, the Freedom Arms Model 83 is always considered a mastercraft weapon. As such, it grants a +1 bonus
on attack rolls. With lighter loads it can be used for general shooting and hunting smaller game. It comes in the
below listed calibers.
Table 8.17: Freedom Arms Model 83
Caliber
.357 Mag
.41 Mag
.44 Mag
454 Casull
475 Linebaugh
50 AE
Damage
2d6
2d6
2d8
2d12
2d8+1
2d10
Critical
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
Range
16 m.
16 m.
16 m.
16 m.
16 m.
16 m.
Recoil
1
1
2
4
2
3
Glock 17
The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its
high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus
on attack rolls.
Glock 20
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round. Due to its
high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus
on attack rolls.
MAC Ingram M10
No longer in production, about 10,000 of these small submachine guns were made and supplied to United States
police forces, the U.S. Army, Cuba, and Peru. Light pressure on the trigger produces single shots, while increased
pressure brings automatic fire.
The M10 accepts a suppressor without modification.
Magnum Research BFR Revolver
Magnum Research's Biggest Finest Revolver (it also goes by another name due to its acronym and size), the first
and only revolver ever offered by the company.
Due to its high quality of manufacture, the Magnum Research BFR Revolver is always considered a mastercraft
weapon. As such, it grants a +1 bonus on attack rolls.
This all-stainless steel revolver is built to close tolerances to handle the pressure of true big-bore calibers - .45/70,
.480 Ruger/.475 Linebaugh, .450 Marlin, and .45 Long Colt/.410 (not for sale in CA) - as well as .454 Casull, and
the unique .22 Hornet.
Grouse to Posleen, squirrel to Kodiak bear, there's a BFR for every job.
Table 8.18: Magnum Research BFR
Caliber
.22 Hornet
444 Marlin
45 Colt Long
450 Marlin
454 Casull
45/70
480 Ruger
475 Linebaugh
.410
Damage
1d6
2d12
2d8
2d12+1
2d12
2d12
2d8+1
2d8+1
1d8/1d3/1d2
Critical
20/x3
20/x3
20/x3
20/x2
20/x3
20/x3
20/x2
20/x3
20/x3
Range
16 m.
16 m.
16 m.
16 m.
16 m.
16 m.
16 m.
16 m.
6 m.
Recoil
4
2
5
4
4
2
2
-
Pathfinder
The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal
defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.
Professional Ordinance Carbon-15 Pistol
Professional Ordinance has designed this pistol for the discriminating professional. This weapon uses the old
5.56mm rifle round. The weapon is easy to manage with light recoil due to its integral muzzle brake and advanced
design.
Ruger Service-Six
This revolver, designed specifically for police use, fires the .38 Special round. It was very popular with United
States police forces prior to the increasing use of autoloaders in recent decades, and is still in service with many
police forces today.
Ruger Redhawk and Super Redhawk
This revolver, designed specifically for hunters, can be selected in a number of different calibers. It is very
popular with militia troops and big game hunters.
Table 8.19: Ruger Redhawk Family
Caliber
.44 Mag.
.45 Colt Long
.454 Casull
.480 Ruger
Damage
2d8
2d8
2d12
2d8+1
Critical
20/x3
20/x3
20/x3
20/x3
Range
16 m.
16 m.
16 m.
16 m.
Recoil
2
2
4
2
S&W M29
The Smith & Wesson Model 29 .44 Magnum revolver fires one of the most powerful pistol cartridges in the
world. The M29 is known for its deafening sound, bright muzzle flash, and powerful recoil.
SITES M9 Revolver
The compact SITES weapon is very narrow, making it easy to conceal.
Skorpion
The CZ61 Skorpion in 9mm (9x19) is a Czech machine pistol seen increasingly in the West since the collapse of
the Soviet Union. Originally intended for military vehicle crews who don’t have space for an unwieldy long arm, it
was widely distributed to Communist countries and in central Africa, and can now be found anywhere in the world.
TEC-9
The 9mm Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified
(Repair check DC 15) to fire on automatic. The pistol only works on semiautomatic fire or, if modified, only on
automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.
Walther PPK
The .380 caliber PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It
remains in widespread service among European police, military, and government agencies.
Longarms
Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting
and sniping rifles, assault rifles, shotguns, and most submachine guns.
The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are
autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated
manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed
for military use and feature automatic as well as semiautomatic fire.
Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but
only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.
Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on
automatic.
All longarms are covered by the Personal Firearms Proficiency feat.
Longarms are not well suited to close combat. A character takes a -4 penalty on the attack roll when firing at an
adjacent target.
American 180
This gun was originally designed and made in the early 80’s by the U.S. The Full Auto variant was only sold to
law enforcement agencies and government after the Brady bill was passed. When that bill and the majority of the
other gun control bills were repealed after the announcement of the impending invasion, the gun was again available
to private citizens.
The American 180 can use any of the following drum magazines that have been designed for it: 165, 220, or 275
round drums. In full auto fire mode the weapon will go through 180 rounds in a single round of combat.
The gun is capable of a five round burst or a sustained full auto rate of fire of 1,800 rpm. Due to its high rate of
fire this weapon does four full auto attacks when it is fired in full auto mode.
American 180 Twin
This is a twin barreled version of the standard American 180. It uses 90+ percent of all of the standard parts and is
almost as controllable as the original. The main difference is that it either fires 2 bullets, 2 burst, or full auto out of
each barrel with one pull of the trigger.
The gun is capable of ten round bursts or a sustained full auto rate of fire of 3,600 rpm. Due to its high rate of fire
the weapon does eight full auto attacks when it is fired in full auto mode.
Advanced Infantry Weapon This item is Product Identity, and cannot be copied, redistributed or used to create derivative
works.
This is the current U.S. Ground Forces Assault Rifle in 7.62 NATO (.308 Win.). Due to its advanced design, the
AIW is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. It has an integral
20mm pump action grenade launcher built in, along with an advanced U.S.S.O.C. Digital ballistic scope ACOG
1-2.5x55 Scope with Red Center Illumination for all U.S. AIW (it will also fit most standard rifle mounts) includes: Flat Top Adapter, Backup Iron Sights and Dust Cover. This scope was designed specifically for the US
Special Operations Command SOPMOD Rifles and Carbines. To meet their requirements, the reticule bullet drop
compensator and range finding stadia lines are digitally computed based on what round is being fired from what
type of weapon. The scope must be programmed for the ammunition and rifle before it can be used. The scope can
store four rifle and 20 ammunition settings. The scope has low light amplification and thermographic features built
in. This scope has been design to allow data sharing with the Land Warrior Helmet's Heads-Up Display.
Magnification: 2.5X. Note: The 2.5X Digital Ballistic Scope makes an object 1,500 meters away appear to be 750
meters away (or objects 1,200 meters away appear to be 600 meters away); this effectively multiplies each range
increment of the weapon by 1.25. Add +1 to the users Initiative score when using the scope. Add +1 to all spot
checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost as if it
were day, suffering only a -2 circumstance penalty.
AKM/AK-47
This assault rifle of the old Soviet Union is one of the most popular firearms in the world in 7.62 X 39, having
found common use in scores of bush wars and insurrections-on all sides of such conflicts.
AR10A4
Typical of the assault rifles used by militias around the world, the Armalite AR10A4 in .308 (7.62 NATO) is the
current service rifle of the majority of the United States militias, and is common with other armies and in the civilian
world.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets
instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal
attack, and the extra two bullets are wasted.
Barrett Light Fifty M82A1
The Barrett Model 82A1 rifle gained worldwide popularity after pioneering the return of shoulder fired big-bore
rifles for shooting enthusiasts. As a result of its unique operating cycle, the M82A1 easily fires the largest
commercially available cartridge in the world, the .50 caliber. Yet, the Barrett M82A1 develops the lowest recoil
force of any comparable rifle. The M82A1 operates on the short-recoil principle. Founder Ronnie Barrett adapted
this operating principle to a shoulder-fired rifle. The recoiling barrel and bolt assembly acting against innovative
spring and buffer assemblies replace the sharp recoil impact with a longer-acting lower recoil force. To further
reduce the recoil load, the M82A1 is fitted with a dual chamber muzzle brake. The muzzle brake redirects high
velocity gun gas to lower recoil by almost 70%. The net effect is a rifle with the felt recoil of a 12-gauge shotgun.
With these time-proven methods and innovative designs, the Barrett M82A1 offers safety, rugged durability, and
reliability to the big-bore enthusiast. Due to its high quality of manufacture, the M82A1 is always considered a
mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
Barrett M95
The Model 95 is a perfect rifle for the shooting enthusiast who enjoys firing a smaller, lightweight .50 caliber rifle
with emphasis on accuracy and durability. The robust bull-pup design results in a compact rifle with no sacrifice on
accuracy or velocity thanks to its cryogenically treated 29-inch (73.7 cm) barrel, the same length as the Model 82A1.
Recoil is reduced by the dual-chamber muzzle brake and specially designed recoil pad. The rugged 3-lug bolt of the
Model 95 locks rigidly into the barrel extension to accommodate the widest variety of factory ammunition loads.
The adjustable bipod may easily be detached by removing a single quick-release pin. The Model 95 is set up to
mount a variety of telescopic sights and with good ammunition this combination usually produces minute of angle
(MOA) accuracy. The Model 95 may be disassembled for cleaning without tools. Due to its high quality of
manufacture, the M95 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
Barrett M99
The Model 99 (BIG SHOT) Rifle is the latest addition to the Barrett family of .50 Caliber rifles. The extremely
accurate BIG SHOT has captured the attention of long-range .50 caliber shooters the world over. What makes the
BIG SHOT unique is its rugged aluminum alloy receiver with cantilevered barrel and multi-lug bolt design. The
interior of the 33-inch (83.8-cm) barrel is machined to the same exacting specifications of all Barrett products and
inspected for dimensional compliance with state-of-the-art air gauging. The exterior of the barrel is unfluted to
maximize the rigidity and therefore, the accuracy of the system. Accurate scope mounting on the BIG SHOT is
facilitated by a modified Weaver rail that is formed as an integral part of the receiver. This rail has become the new
industry standard and allows easy removal and reattachment of scopes and minimal effect on zero. The simple,
straightforward design of the BIG SHOT makes disassembly easy and maintenance a snap. Three quick release
pins secure the trigger and bolt guide to the receiver. Remove these pins and the entire rifle can be easily
disassembled for cleaning and lubrication. A fourth quick release pin removes the adjustable bipod to accommodate
bench rest shooting. Due to its high quality of manufacture, the M99 is always considered a mastercraft weapon. As
such, it grants a +1 bonus on attack rolls.
Barrett M100
This .50 BMG rifle is designed as an Entry and close assault weapon. The weapons system begins life as a
standard Barrett M82A1 .50 BMG sniper rifle. Through a painstaking process of disassembly, gunsmithing
modifications, and reassembly, the weapon is drastically modified from the standard rifle into a fully functional,
double-hand-held Entry (it has a front receiver mounted pistol style handgrip) and close assault weapon. Many
improvements were added along the way such as a free-floating, independent and fully adjustable recoil spring tube,
shortened, ported barrel, elongated sight rail and, and a adjustable stock. Add a new AN/PAS-16 digital ballistic
sight and this becomes one of the most powerful entry and close assault weapons on the market. The two grips (front
and back) allow for controlled rapid fire and also allows for greater accuracy on those longer shots. Due to its high
quality of manufacture, the M100 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack
rolls.
The U.S.S.O.C. Digital ballistic scope ACOG 1-5x45 Scope with Red Center Illumination for all U.S. AIW (it
will also fit most standard rifle mounts) includes the Flat Top Adapter, Backup Iron Sights, and Dust Cover. This
scope was designed specifically for the US Special Operations Command SOPMOD Rifles and Carbines. To meet
their requirements, the reticle bullet drop compensator and range finding stadia lines are digitally computed based on
what round is being fired from what type of weapon. The scope must be programmed for the ammunition and rifle
before it can be used. The scope can store four rifle and 20 ammunition settings. The scope has low light
amplification and thermographic features built in. This scope has been design to allow data sharing with the Land
Warrior Helmet's Heads-Up Display. Magnification: 5X. Note: The 5X Digital Ballistic Scope makes object 1,500
meters away appear to be 300 meters away (or objects 1,400 meters away appear to be 280 meters. away), this
effectively multiplying each range increment of the weapon by 1.5. Add +1 to the users Initiative score when using
the scope. Add +2 to all spot checks when using the scope to spot targets. The scope allows the user to visually
target in the dark almost as if it were day, suffering only a -2 circumstance penalty.
Benelli M1
The Benelli 121 M1 semiautomatic shotgun, 12 gauge, is reliable, simple, and sturdy, with one of the fastest
shotgun actions in the world. Many military and law enforcement agencies use this or similar weapons.
Beretta M3P
Designed for police and security work, the 12 gauge M3P can fire either single shots or on semiautomatic. The
M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle, and
its ammunition feeds from a box magazine-an uncommon feature in a shotgun.
Browning BPS
This heavy longarm fires the largest shotgun round available, the 10-gauge shell.
Bushmaster M17T
Built by Bushmaster, the Bushmaster's M17T Bull-pup is a lightweight, short stroke piston, gas operated,
self-compensating, air cooled, magazine fed, semi-automatic rifle.
Though it does include 25-meter open sight in the see-thru channel under the scope rail, the Bull-pup is designed
to be used with any popular scope, red dot sight, or night vision device, and its Picatinny type rail will accept them
all. The .223 Rem. caliber, 54.5 cm. barrel - hard chrome lined in both bore and chamber - offers competition
accuracy in a gun with a total length of only 76 cm. This beautifully simple rifle is easy to maintain - its hinged push
pin system quickly separates the upper and lower receivers allowing full access to all moving parts. Bushmaster's
M17T Bull-pup is shipped complete with a black web sling, a 30 round magazine, operation manual and warranty
registration card - all in a foam lined, hard sided, Bushmaster carrying case.
Bushmaster M17U
Built by Bushmaster, the Bushmaster's M17U Bull-pup is a lightweight, short stroke piston, gas operated,
self-compensating, air cooled, magazine fed, semi-automatic rifle.
Though it does include 25-meter open sight in the see-thru channel under the scope rail, the Bull-pup is designed
to be used with any popular scope, red dot sight, or night vision device, and its Picatinny type rail will accept them
all. The 7.62mm. caliber, 54.5 cm. barrel - hard chrome lined in both bore and chamber - offers competition
accuracy in a gun with a total length of only 76 cm. This beautifully simple rifle is easy to maintain - its hinged push
pin system quickly separates the upper and lower receivers allowing full access to all moving parts. Bushmaster's
M17U Bull-pup is shipped complete with a black web sling, a 30 round magazine, operation manual and warranty
registration card - all in a foam lined, hard sided, Bushmaster carrying case.
Custom Bolt-Action Hunting Rifle
This is a custom three to eight shot bolt-action rifle. Current models sold in the U.S. are available in every caliber
from .223 to .600. Due to their high quality of manufacture, these rifles are always considered a mastercraft weapon.
As such, it grants a +1 bonus on attack rolls.
DSA SA58 OSW
The DSA SA58 is an authorized copy of the FN-FAL. This particular version is designed for close entry assault.
The DSA SA58 fires the powerful 7.62mm cartridge, a round used in many light machine guns.
HK G3
The G3 fires the powerful 7.62mm cartridge, a round used in many light machine guns.
HK MP5
The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different
designs exist; described here is the most basic model. Available in 9mm and .45 acp caliber’s.
Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a
+1 bonus on attack rolls.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets
instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal
attack, and the extra two bullets are wasted.
HK MP5K
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce
the weapon’s size and weight negate the benefits of the parent weapon’s extraordinary quality, and as a result the
MP5K is not a mastercraft weapon.
Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5
(use of the larger magazine increases the weapon’s size to Large, though).
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets
instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal
attack, and the extra two bullets are wasted.
HK PSG1
This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for
individual users. The PSG1 comes with a standard scope in 7.62mm.
Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a
+1 bonus on attack rolls.
M16A2
Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the old service rifle of the
United States military, and is common with other armies and in the civilian world in the .223 (5.56 NATO) round.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets
instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal
attack, and the extra two bullets are wasted.
M4 Carbine
This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a
shorter barrel. It uses the .223 round.
Mossberg
The Mossberg Model 500 ATP6C is a 12 gauge, pump-action shotgun designed for military and police work.
Remington 700
A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target
shooters since its introduction in the 1940s. This gun uses many calibers, including .223, 270, 30-06 and 308.
Sawed-Off Shotgun
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that’s left of the stock is a
pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade
by cutting down a standard shotgun.
Steyr AUG
An unusual and exotic-looking weapon, the bull-pup AUG is the standard rifle of the Austrian and Australian
armies. Its completely ambidextrous components make it equally convenient for left- and right-handed users, and it
features a built-in optical sight.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets
instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal
attack, and the extra two bullets are wasted.
Uzi
Designed in the 1950s for the Israeli army, the Uzi has become the most popular 9mm submachine gun in the
world. It features a collapsible stock, making it extremely compact.
Winchester 94
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the
world, typically found in 30-30 caliber and requiring a flat nosed cartridge due to the tubular magazine system.
Heavy Weapons
The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy
weapon without the appropriate proficiency takes a -4 penalty on all attack rolls with the weapon.
M-249
This weapon has been phased out of service with U.S. Ground Forces. The majority of M249's have been turned
over to militia units or sold to private citizens in areas threatened by possible Posleen incursion. This weapon uses
308. (7.62) rounds.
M-60
Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and
that of several other armies. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.
This gun uses 308. (7.62) rounds.
M2HB
This heavy-duty .50-caliber machine gun has been in service since World War II, and remains a very common
vehicle-mounted military weapon around the world. The Exotic Firearms Proficiency (heavy machine guns) feat
applies to this weapon.
CIS .50
This heavy MG was deigned by ST Kinetics of Singapore to replace old M2HB in service with Singapore
military. The CIS .50 features quick changeable barrel with fixed head space, dual feed system (left or right,
selectable) for quick change of type ammunition fired, semi-auto and full auto modes of fire. It is currently in
service in Singapore and offered for export.
GAU-19/A
This is a recently fielded "GECAL 50" 12.7mm 3-barrel vehicle mounted weapon intended for suppression of
massed Posleen attacks. It has an adaptor module that allows it to run off of most vehicle power sources or regular
AC and DC voltage. Due to its high rate of fire the weapon does eight full auto attacks when it is fired in full auto
mode.
Mk-149 20mm
This is a recently fielded 3-barrel vehicle mounted weapon intended for suppression of massed Posleen attacks. It
has an adaptor module that allows it to run off of most vehicle power sources or regular AC and DC voltage. Due to
its high rate of fire the weapon does eight full auto attacks when it is fired in full auto mode.
MK-19
The MK-19 40mm Grenade Launcher has been phased out of front line military, due to the slow speed of its
ammunition and high weight. But otherwise if used properly, as reverse slope fire support, it can still serve a
military function. The majority of MK-19s have been turned over to militia units or lend/leased with options to buy
to private citizens in areas threatened by possible Posleen incursion. The grenades look like huge bullets an inch and
a half across; they can’t be used as hand grenades, and the MK-19 can’t shoot hand grenades.
Attacking with an MK-19 is identical to throwing an explosive: you make a ranged attack against a specific
2-meter square (instead of targeting a person or creature). The differences between using the MK-19 and throwing
an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the
fact that the MK-19 requires a weapon proficiency to operate without penalty. The 40mm High Velocity Grenades
used by this weapon only travel 1,500 meters per round.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
MK-47
The MK-47 40mm Grenade Launcher is the replacement for the MK-47 Automatic Grenade Launcher. It is
intended for reverse slope Defense of forwardly deployed troops. Integrating the latest sensing, targeting and
computer programmable grenade technology. These grenades look like huge bullets an inch and a half across; they
can’t be used as hand grenades, and the MK-47 can’t shoot hand grenades.
Attacking with an MK-47 is identical to throwing an explosive: you make a ranged attack against a specific
2-meter square (instead of targeting a person or creature). The differences between using the MK-47 and throwing
an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the
fact that the MK-47 requires a weapon proficiency to operate without penalty. The 40mm High Velocity Grenades
used by this weapon only travel 1,500 meters per round.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
The MK-47 comes standard with the CDC Lightweight Video Sight (LVS): This is a compact, video-based
targeting system for crew-served direct fire weapons, such as the M2HB Browning machinegun, or the Mk-47
Grenade Launcher. It includes a 10X video Imager, Laser range finder, weather sensors, 4th generation image
intensifier and a milspec ballistic computer capable of handling 10 different ammunition types. Its advanced battery
pack lasts 8 hours. Note: The CDC LVS makes objects 1,450 meters away appear to be 145 meters away (or objects
1,275 meters away appear to be 127 meters away), this effectively multiplying each range increment of the weapon
by 1.75. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2
circumstance penalty. The CDC LVS provides a +3 equipment bonus to the user’s attack roll.
M72A3 LAW
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped
fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a
move action.
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to
all creatures within a 4 meter radius (Reflex save DC 18 for half damage). Because its explosive features a shaped
charge designed to penetrate the armor of military vehicles, the LAW ignores up to 10 points of Damage Reduction
if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within
the burst radius.
The M72 has a minimum range of 10 meters. If fired against a target closer than 30 feet away, it does not arm and
will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.
M79
This simple weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and
Explosives, below). These grenades look like huge bullets an inch and a half across; they can’t be used as hand
grenades, and the M79 can’t shoot hand grenades.
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter
square (instead of targeting a person or creature). The differences between using the M79 and throwing an explosive
lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the
M79 requires a weapon proficiency to operate without penalty.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
M83 Grenade Launcher, 20mm Support (Large): These six to twelve shot grenade launchers are used by militia
units as organic artillery support since few militia units can afford real artillery. It fires 20mm grenades (see under
Grenades and Explosives, below). These grenades look like huge bullets 3/4 of an inch across; they can’t be used as
hand grenades, and the M83 can’t shoot hand grenades.
Attacking with an M83 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter
square (instead of targeting a person or creature). The differences between using the M83 and throwing an explosive
lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the
M83 requires a weapon proficiency to operate without penalty.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
M85 Grenade Launcher, 20-40mm Support (Large): These six to twelve shot grenade launchers are used by
militia units as organic artillery support since few militia units can afford real artillery. It fires 40mm grenades (see
under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can’t
be used as hand grenades, and the M85 can’t shoot hand grenades.
Attacking with an M85 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter
square (instead of targeting a person or creature). The differences between using the M85 and throwing an explosive
lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the
M85 requires a weapon proficiency to operate without penalty.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
M203
This simple weapon is a single-shot grenade launcher that fits under the barrel of most assault rifles. It fires 40mm
grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half
across; they can’t be used as hand grenades, and the M203 can’t shoot hand grenades.
Attacking with an M203 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter
square (instead of targeting a person or creature). The differences between using the M203 and throwing an
explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact
that the M203 requires a weapon proficiency to operate without penalty.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
M205 Grenade Launcher, 20mm
The 20mm Pump Action Grenade Launcher, is the current squad level grenade launcher assigned to U.S. Ground
Forces. It has a six shot magazine. It fires 20mm grenades (see under Grenades and Explosives, below). These
grenades look like huge bullets 3/4 of an inch across; they can’t be used as hand grenades, and the M205 can’t shoot
hand grenades.
Attacking with an M205 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter
square (instead of targeting a person or creature). The differences between using the M205 and throwing an
explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact
that the M205 requires a weapon proficiency to operate without penalty.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
The Manjack series is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Manjack MK-1: The Mk-1 Manjack is a lightweight, easily deployable, relatively simple automatic weapon on an
automated tripod. It will attack all targets in its designated defense zone out to the maximum effective range of the
weapon (Range Increment 5, or to a maximum of 1,200 meters), or whatever reduced range it is set at. It can also be
set in a safe mode or Command Authorized Use Only mode. Creator: Hester L. Jacobs. Manufacturer: Jacobs
Industries. Automated Base Attack Adjustment: +5. Weapon: M-60E4 Machine Gun. Caliber: 7.62mm. Cost:
$21,000. Damage: 2D10 Critical: X3. Range Bracket: 80 meters. Weight: 16.5 kg. RofF: S/B/A. Ready
Ammunition: 100/200/500/25,000.
Manjack MK-2: The Mk-2 Manjack is a medium weight, easily deployable, relatively simple automatic weapon on
an automated tripod. It will attack all targets in its designated defense zone out to the maximum effective range of
the weapon (Range Increment 5, or a maximum of 2,000 meters), or whatever reduced range it is set at. It can also
be set in a safe mode or Command Authorized Use Only mode. Creator: Hester L. Jacobs. Manufacturer: Jacobs
Industries. Automated Base Attack Adjustment: +5. Weapon: M-2 .50 Caliber Machine Gun. Caliber: 12.7mm.
Cost: $29,000. Damage: 2D12 Critical: X4. Range Bracket: 120 meters. Weight: 75 kg. RofF: S/B/A. Ready
Ammunition: 100/200/300/5,100.
Manjack MK-3: The Mk-2 Manjack is a medium weight, easily deployable, relatively simple automatic weapon on
an automated tripod. It will attack all targets in its designated defense zone out to the maximum effective range of
the weapon (Range Increment 5, or a maximum of 3,200 meters), or whatever reduced range it is set at. It can also
be set in a safe mode or Command Authorized Use Only mode. Creator: Hester L. Jacobs. Manufacturer: Jacobs
Industries. Automated Base Attack Adjustment: +5. Weapon: M-19 Automatic Grenade Launcher. Caliber:
40mm. Cost: $28,500. Damage: 4D6 Critical: ---. Range Bracket: 200 meters. Weight: 70 kg. RofF: S/B/A.
Ready Ammunition: 50/100/200/1,000.
Manjack MK-4: The Mk-4 Manjack is a medium weight, easily deployable, relatively simple automatic weapon on
an automated tripod. It will attack all targets in its designated defense zone out to the maximum effective range of
the weapon (Range Increment 5, or 6,000 ft), or whatever reduced range it is set at. It can also be set in a safe mode
or Command Authorized Use Only mode. Creator: Hester L. Jacobs. Manufacturer: Jacobs Industries.
Automated Base Attack Adjustment: +5. Weapon: MK-149 Minigun Caliber: 20mm. Cost: $42,500. Damage:
3d10 Critical: X4. Range Bracket: 200 meters. Weight: 76 kg. RofF: B/A. Ready Ammunition:
100/200/300/3,450.
Artillery Weapons
The weapons covered in this section fall under the Exotic Artillery Proficiency feat. Someone who attempts to
effectively use an artillery weapon in an indirect fire mode without the appropriate proficiency takes a -4 penalty on
all attack rolls with the weapon.
35mm Quad Bushmaster III Possy Slayer
This towed quad cannon was designed by a team of history buffs who were entranced with the idea of the German
Flack-panzer from World War II, and reports of how effective it was when used to attack built up areas or infantry
in the open. They initially had difficulty finding an appropriate vehicle to mount it on due to a lack of interest by
Ground Forces procurement, so it was initially mounted it on a trailer.
M-224 60mm Mortar
The U.S. Military no longer fields this mortar, but it can still be found with militia units practically everywhere.
M-252 81mm Mortar
The U.S. Military no longer fields this mortar, but it can still be found with militia units practically everywhere.
M-120 120mm Mortar
This is the old tried and true, 120mm mortar that all retired infantry red-legs are familiar with.
M-122 120mm Auto Mortar
120mm Auto Mortar has replaced the 81mm and 120mm Mortars in all Ground Forces Mechanized units at the
company level, due to its higher sustained rate of fire. The old U.S. Marine Corp prior to first contact originally
developed it. The primary difference is that the original development mortar was a rifled mortar. The M-122 mortar
can be operated remotely, if a round has already been loaded.
M-127 Dual 120 mm Auto Mortar
The idea for this mortar was copied from Swiss fortress mortars and is intended to serve the same purpose in the
U.S. fortress cities and along the Wall.
M-156 155mm Mortar
This mortar system started out as a simple enlargement of the older M-120 120mm-mortar system to take
advantage of the increasing number of munitions factories turning out 155mm caliber munitions and to increase the
effective throw weight of battalion level fire support. But it soon became apparent to the design team that it was too
much to expect of the mortar team to maintain an effective rate of fire when they had to drop load 38 kg. mortar
shells down the 2.5-meter barrel. The barrel is an integral part of the trailer assembly and has a break open rear
breach similar to a double barrel shotgun, so that the barrel assemble can hinge forward from the base plate allow a
mortar round to be loaded. This towed mortar system is primarily used my light infantry units and militia.
M-160 155mm Auto Mortar
155mm Auto Mortar has replaced the 120mm Mortars in all Ground Forces Mechanized units at the battalion
level, due to its higher shock value against Posleen forces in the open. This mortar is just basically the M-122
120mm Auto Mortar on steroids, due to the short time that the development team was allowed to field the project.
The M-160 mortar can be operated remotely, if a round has already been loaded.
M-165 Dual 155mm Auto Mortar
No one ever suggested that the Artillery Special Projects Development Board could not flog an idea to death.
After all if a 120mm fortress mortar was good a 155mm one had to be better.
M-229 229 mm Heavy Mortar
During the darkest hours of the Fifth Wave, U.S. Ground Forces Procurement was desperately looking for any
weapon system that could help turn the tide of the onslaught. One bright officer, who used to work at the Aberdeen
proving grounds, was an avid history buff. He convinced his commanding officer that it would be possible to
reactivate the Little David project from World War II. This project had developed a huge 914mm Mortar to test the
longevity of Gravity bombs by modifying them to be launched from a mortar. There were even proposals to use the
weapon in actual combat but the war ended before it could be fielded.
The U.S. still had huge stockpiles of gravity bombs that they had been unable to use in any useful manner. After
an initial hasty development the first of a series of heavy mortars that used the old gravity bombs was fielded. The
M-229 Heavy Mortar was designed to use the Mk-81 gravity bomb, which weighs 113 kg. (250 lb.). The gravity
bombs are converted by use of a kit that adds the propellant stage to the bomb while adding an outside stiffening
framework. Although the heavy mortars in this series could never be used during a mobile assault, they turned out to
be just the thing to break up massed Posleen assault wave. The only limitations on the heavy mortars was their
weight and slow rate of fire. The heavy mortars are towed and the barrel automatically lowers after each firing to
assist in the loading of the next round.
The Artillery Special Projects Development Board is currently working on a series of Mechanized auto-loading
variants of the heavy mortars, figuring if a towed variant was a good thing, a mechanized variant would be better.
The Heavy Mortars were so useful in their intended function that Procurement actual started up production of
properly designed heavy mortar bombs.
M-275 275 mm Heavy Mortar
This was the third in the series of Heavy Mortars fielded by the Artillery Special Projects Development Board. It
is designed to use the Mk-82 gravity bomb, which weighs 225 kg. (500 lbs.).
M-356 356 mm Mortar
This was the fourth in the series of Heavy Mortars fielded by the Artillery Special Projects Development Board. It
is designed to use the Mk-83 gravity bomb, which weighs 450 kg. (1,000 lbs.).
M-406 406mm Mortar
This was the last in the series of Heavy Mortars fielded by the Artillery Special Projects Development Board, due
to the complexity of the task itself. The majority of these bombs were designed to release their bomblets while being
parallel to the ground. It is designed to use the entire series of cluster bombs deployed by the old U.S. Air Force.
This Heavy Mortar actually requires a series of mortar round kits due to the weight difference between the different
types of cluster rounds.
M-457 457 mm Mortar
This was the second in the series of Heavy Mortars fielded by the Artillery Special Projects Development Board.
It is designed to use the Mk-84 gravity bomb, which weighs 900 kg. (2,000 lbs.).
75 mm M8A1 pack Howitzer
While this Howitzer is obsolete by any modern definition, it fits a useful roll being light and relatively cheap,
thereby allowing militia units that would otherwise not be able to, to field an artillery detachment. It also helps that
it can be disassembled and that it is totally out-ranged by all artillery in the U.S. inventory not counting mortars.
M-10 76mm Auto Howitzer
This is a towed variant of the U.S. Navy’s 76mm light naval gun. It provides a superior rate of fire with in its
range, compared with practically any other artillery piece. It uses 4 round ammunition clips.
105 mm Howitzer M101A1
The U.S. Military no longer fields this howitzer, but it can still be found with militia units practically everywhere.
155 mm Howitzer M198
This is the standard towed howitzer with U.S. Ground Forces.
M-203 203 mm Howitzer
Since the reintroduction of the 203mm mechanized howitzer, there has been a concerted effort by the artillery core
to get this towed howitzer back into production. It has only recently been put back into service.
Other Ranged Weapons
Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray. The
feat that provides proficiency with these weapons varies from weapon to weapon, as indicated on the Ranged
Weapons Tables.
Compound Bow
Bow hunting remains a popular sport in North America. A character’s Strength modifier applies to damage rolls
made when using this weapon.
Crossbow
A crossbow requires two hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action that
provokes attacks of opportunity.
Flame-thrower
A flame-thrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a
2-meter-wide, 12-meter-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its
path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught
in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their
Reflex save.
A flame-thrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 +
the wearer’s Dexterity modifier + the wearer’s class bonus. A backpack reduced to 0 hit points ruptures and
explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to
creatures and objects in adjacent 2-meter squares (Reflex save, DC 15, for half damage).
Any creature or flammable object that takes damage from a flame-thrower catches on fire, taking 1d6 points of
fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can
be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly
smothers flames in a 2-meter-by-2-meter area.
A flame-thrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a
purchase DC of 13.
Javelin
This light, flexible spear built for throwing can be used in melee, but since it’s not designed for it, characters using
it in this manner are always considered nonproficient and take a -4 penalty on their melee attack rolls.
Pepper Spray
A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it,
make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded
for 1d4 rounds.
Shuriken
A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a
shuriken as a free action.
Taser
A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful
electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a
Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that
provokes attacks of opportunity.
Whip
Whips deal a small amount of lethal damage. Although a character doesn’t “fire” the weapon, treat a whip as a
ranged weapon with a maximum range of 6-meters and no range penalties.
Because a whip can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by
succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in
this way. If the character is tripped during his or her own trip attempt, the character can drop the whip to avoid being
tripped.
When using a whip, a character gets a +2 bonus on your opposed attack roll when attempting to disarm an
opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).
Ammunition
Ammunition for firearms and other ranged weapons is covered on Table: Ammunition.
Table 8.20: Pistol Ammunition
Pistol
Caliber
5.45mm
.22 short
.22 long
.22 long rifle
.22WMR
.25 A.C.P.
7.62x25mm
7.65x20mm
Damage
1d3
1d4
1d4
1d6
1d6+1
1d6
1d10
1d8
Critical
20/x2
20/x2
20/x2
20/x3
20/x3
20/x2
20/x3
20/x3
HDM
-
Weight of
50 Round Box
0.23 kg.
0.23 kg.
0.34 kg.
0.34 kg.
0.34 kg.
0.34 kg.
0.34 kg.
0.45 kg.
Purchase Price
50 Round Box Rest.
$2.00
$2.00
$2.00
$2.00
$2.00
$10.50
$10.50
$12.50
-
7.65x22mm
.32 A.C.P.
.32 Long
.357 Magnum
.357 Maximum
.38 A.C.P.
.38 Special
.38 Power
.38 MagSafe
8mm Nambu
9x18mm
9x19mm standard
9x23mm
9mm Browning Long
1d8
1d8
1d8
1d10
2d8
1d10
1d10
1d10+1
1d12
1d8
1d10
1d10
1d10
1d10
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
-
0.45 kg.
0.34 kg.
0.79 kg.
0.79 kg.
0.79 kg.
0.56 kg.
0.56 kg.
0.68 kg.
0.56 kg.
0.56 kg.
0.45 kg
0.45 kg.
0.56 kg.
0.56 kg.
$45.00
$12.00
$22.00
$15.50
$15.50
$9.50
$11.50
$12.00
$61.25
$45.00
$6.50
$8.00
$11.00
$15.00
-
HDM
-
Weight of
50 Round Box
0.56 kg.
0.56 kg.
0.56 kg.
0.79 kg.
0.64 kg.
0.79 kg.
0.79 kg.
0.79 kg.
0.9 kg.
0.9 kg.
1.1 kg.
1.1 kg.
0.79 kg..
0.9 kg
1.3 kg.
0.9 kg
1.1 kg.
0.9 kg.
1 kg.
0.9 kg.
1.6 kg.
1.4 kg
1.1 kg.
1.4 kg.
1.1 kg.
1.1 kg.
1.2 kg.
1.2 kg.
1.2 kg.
Purchase Price
50 Round Box
$61.25
$55.00
$58.00
$10.00
$12.00
$13.00
$14.00
$12.50
$33.50
$33.50
$25.50
$22.50
$12.50
$17.00
$20.00
$12.50
$18.00
$12.50
$25.00
$25.00
$51.00
$147.50
$87.50
$91.00
$88.00
$89.00
$25.00
$12.75
$187.50
Rest.
-
HDM
-
Weight of
50 Round Box
0.34 kg.
0.34 kg.
0.34 kg.
0.6 kg.
Purchase Price
50 Round Box
$2.00
$33.50
$14.50
$20.00
Rest.
-
Table 8.20: Pistol Ammunition (Continued)
Pistol
Caliber
Damage Critical
9mm Glisenti
1d10
20/x3
9mm Mauser
1d10
20/x3
9mm Steyr
1d10
20/x3
10mm Colt
1d10
20/x3
.30-30
2d10
20/x3
.40 S&W
1d10
20/x3
.400 Cor-Bon
2d6
20/x3
.41 Magnum
2d6
20/x3
.444 Marlin
2d12
20/x3
.44-40 Win.
2d10
20/x3
.44-70 Win.
2d12
20/x3
.44 Magnum
2d8
20/x3
.44 S&W
2d6
20/x3
.44 Special
2d6
20/x3
450 Marlin
2d12+1 20/x2
.45 A.C.P.
2d8
20/x3
.45 Long Colt
2d8
20/x3
.45 S&W
2d6
20/x3
.455 Webley
2d8
20/x3
.455 Webley Auto
2d6
20/x3
.45-70 Government
2d12
20/x3
.450 Marlin
2d10
20/x3
.454 Casull
2d12
20/x3
.458 Casull
2d12+1 20/x3
.475 Linebaugh
2d8+1
20/x3
.480 Ruger
2d8+1
20/x3
.50AE
2d10
20/x3
.500 Linebaugh
2d12+2 20/x3
.50 Alaskan
2d12+2 20/x3
+P Ammo does an additional +1 point of damage per die.
Table 8.21: Rifle Ammunition
Rifle
Caliber
.222
.243 Win.
.25-20
.25-36 Marlin
Damage
2d6
2d6
2d6
2d6
Critical
20/x3
20/x3
20/x3
20/x3
.270 Win.
.300 H&H Mag.
.30-06
.30-30 Win.
.303 Enfield
.32-20
.358 Win.
.38-40
.38-55 Win.
.38-72
.40-60
.405 Win.
.44 Rem. Mag.
.444 Marlin
2d10
2d12
2d10
2d10
2d10
2d6
2d8
2d8
2d10
2d12
2d10
2d12
2d12
2d12
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
-
0.7 kg.
1.1 kg.
0.7 kg.
0.7 kg.
0.9 kg.
0.9 kg.
1 kg.
1 kg.
1.1 kg.
1.1 kg.
0.8 kg.
0.8 kg.
1.1 kg.
1.1 kg.
$33.50
$14.50
$14.50
$14.50
$14.50
$14.50
$33.50
$33.50
$33.50
$33.50
$25.50
$25.50
$22.50
$20.00
-
Table 8.21: Rifle Ammunition (Continued)
Rifle
Caliber
.44-40 Win.
.44-60
.44-70
.44-75
.50-70 Gov.
.50-90
.50-95
5.45 Russian
5.56x45mm NATO
7.62x39mm Russian
7.62x51mm NATO
7.62x54mm Russian
8mm Mauser
.580
.600 Nitro
12.7x99mm .50 BMG
(+1)
12.7x108mm Russian
(+1)
14.5mm Russian
(+1)
Damage
2d10
2d12
2d12
2d12
2d12
2d12
2d12
2d6
2d6
2d6
2d10
2d10
2d12
2d10
2d12
2d12
Critical
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
20/x4
HDM
2
Weight of
50 Round Box
0.9 kg.
1 kg.
1.1 kg.
1.1 kg.
1.1 kg.
1.4 kg.
1.5 kg.
1 kg.
1.1 kg.
1.7 kg.
1.9 kg.
1.9 kg.
3 kg.
3.5 kg.
3.8 kg.
6.6 kg.
Purchase Price
50 Round Box
$25.50
$25.50
$25.50
$25.50
$33.50
$33.50
$33.50
$22.50
$25.00
$25.00
$28.00
$30.00
$38.00
$197.50
$ 38.75
$170.00
Rest.
Lic
2d12
20/x4
2
14.9 kg.
$153.00
Lic
2d12+2
20/x4
2
18 kg.
$160
Lic
5.56mm, 7.62mm, 7.62mmR, .444, .50
These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of
20 bullets each. The 7.62mmR is used in the AKM and other ex-Soviet weapon types, and is not compatible with the
larger 7.62mm cartridge. The .50 caliber is a huge cartridge generally fired from heavy machine guns, but also
adapted to a few models of powerful sniper rifles.
9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE
These calibers are generally used in pistols or submachine guns, and are sold in boxes of 50 bullets each. The
.50AE pistol round is not compatible with the much larger .50 rifle-caliber cartridge (see above).
Table 8.21a: Bow and Crossbow Ammunition
Arrow (12)
Crossbow bolt (12)
1d8
1d10
20/x3
19-20/x3
-
1 kg.
0.75 kg.
$70
$55
-
Arrow
Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These
missile weapons consist of a slender shaft and a pointed head.
Crossbow Bolt
A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.
Table 8.22: Shotshell Damage
Caliber
10-gauge
12-gauge
16-gauge
20-gauge
28-gauge
.410-gauge
Buckshot
Damage
3d8/2d8/1d8
3d6/2d6/1d6
3d6/2d6/1d6
2d6/1d6/1d4
2d4/1d4/1d3
1d8/1d3/1d2
Birdshot
Damage
3d4/2d4/1d4
3d3/2d3/1d3
3d3/2d3/1d3
2d3/1d3/1d2
2d2/1d2/1
1d4/1/1
Slug
Damage
2d10
2d10
2d10
2d8
2d6
1d10
Critical
20/x3
20/x3
20/x3
20/x3
20/x3
20/x3
Recoil
4
3
3
1
-
Weight of a
50 round box
7.75 lbs.
6.75 lbs.
5.75 lbs.
4.75 lbs.
3.75 lbs.
2.5 lbs.
Purchase
Price
$45.00
$30.00
$27.00
$25.00
$20.00
$15.00
Rest.
-
10-gauge , 12-gauge, 16-gauge, 20-gauge, 28-gauge .410-gauge Buckshot-Birdshot-Slug
Shotgun cartridges, also known as buckshot, are sold in boxes of ten.
Explosives and Splash Weapons
These weapons explode or burst, dealing damage to creatures or objects within an area.
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand
grenades are examples of these weapons.
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a
grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon
Accessories.
A splash weapon is a projectile that bursts on impact, spewing its contents over an area and damaging any creature
or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those
nearby take less damage. Splash weapons usually must be thrown to have effect.
Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from
some sort of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is
necessary to avoid the -4 nonproficient penalty.
Explosives and Splash Weapons Table
Explosives and splash weapons are described by a number of statistics, as shown on Table: Explosives and Splash
Weapons.
Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows
the damage dealt to all creatures within the explosive’s burst radius. For splash weapons, the Direct Hit Damage
column is used for a target directly struck by the weapon.
Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures
or objects within the burst radius take damage from the explosive.
For splash weapons, all creatures within 5 feet of the weapon’s impact point take splash damage equal to the
amount shown in this column.
Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific
type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit
(roll damage twice, as if hitting the target two times).
Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC
given in this column for half damage.
Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no
range increment must be set in place before being detonated. (See the Demolitions skill)
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures.
The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it
requires two hands, and if it’s a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is
easier to use in a character’s off hand.
Weight: This column gives the weapon’s weight.
Purchase Price: This is the purchase price to acquire the weapon. This number reflects the base price and doesn’t
include any modifier for purchasing the weapon on the black market.
Restriction (Rest.): The restriction rating for the weapon, if any, and the appropriate black market purchase DC
modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon
on the black market.
Table 8.23: Explosives and Splash Weapons
Grenades and Explosives
Weapon
Damage
40mm
3d6
fragmentation grenade
20mm
3d6
fragmentation grenade
C4/Semtex
6d6
Det cord
2d6
Dynamite
4d6
Fragmentation
4d6
grenade
Offensive Frag.
6d6
Grenade
Smoke grenade
Tear gas grenade See text
Thermite grenade 6d6
White phosphorus 2d6
grenade
Pipe Bomb
3d6
Claymore Mine
6d6
Bouncing Betty
6d6
Blast Mine
6d6
Fragmentation
4d6
Mine
Critical HDM
-
Damage
Type
Slashing
Burst Reflex Range
Radius DC
Increment Size
6 m.
15
200 m.
Tiny
Purchase
Weight Price
Rest.
0.45 kg. $650
Mil (+3)
-
-
Slashing
4 m.
15
200 m.
Tiny
0.45 kg. $650
Mil (+3)
-
1
-
Concussion
Fire
Concussion
Slashing
6 m.
See text
4 m.
6 m.
18
12
15
15
4 m.
4 m.
Small
Med
Tiny
Tiny
0.45 kg.
0.9 kg.
0.45 kg.
0.45 kg.
$200
$70
$200
$500
Mil (+3)
Res (+2)
Lic (+1)
Mil (+3)
-
1
Slashing
6 m.
18
2 m.
Small 0.9 kg.
$750
Mil (+3)
-
1
-
See text
See text
Fire
Fire
2 m.
8 m.
N/A
N/A
12
12
4 m.
4 m.
4 m.
4 m.
Small
Small
Small
Small
0.9 kg.
0.9 kg.
0.9 kg.
0.9 kg.
$120
$200
$900
$500
Res (+2)
Mil (+3)
Mil (+3)
-
1
1
1
2
Slashing
Slashing
Slashing
Concussion
Slashing
6 m.
100 m.
30 m.
2 m.
4 m.
15
18
18
18
18
4 m.
-
Small
Med
Med
Small
Small
0.9 kg.
1.5 kg.
4.5 kg.
0.45 kg.
0.9 kg.
N/A
$750
$950
$225
$275
Ill (+4)
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
$950
Mil (+3)
This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
M86 Pursuit
3d6
Slashing
4 m.
15
4 m.
Small 0.5 kg.
Deterrent Munition
Table: 8.24 Splash Weapons
Direct Hit Splash
Damage Reflex Range
Weapon
Damage
Damage Critical(2) Type
DC
Increment Size Weight
Acid, mild
1d6
1
20
Acid
4 m.
Tiny .45 kg.
Molotov cocktail 1 1d6
1
20
Fire
4 m.
Small .45 kg.
1 This weapon cannot be purchased as an item; the purchase DC given is for the weapon’s components.
2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.
Grenades and Explosives
Many explosives require detonators, which are described in Weapon Accessories.
Purchase
Price
Rest.
$40
$40
-
40mm Fragmentation Grenade
This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in
all directions when it explodes.
The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against a target closer than 40 feet
away, it does not arm and will not explode.
The purchase price given is for a box of 6 grenades.
C4/Semtex
So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up
when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound
block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block
increases the damage by +2d6 and the burst radius by 1 meter, and requires a Demolitions check (DC 15) to link
them.
Although the damage statistics on the table represent a 0.45 kg block, C4 is sold in 4-block packages. The
purchase price given represents a package of 4 blocks.
C4/Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a
Craft (chemical) check to manufacture it.
Det Cord
Det cord is an explosive in a ropelike form. Technically, det cord doesn’t explode-but it burns so fast (3,640
meters per second) that it might as well be exploding. Normally used to string multiple explosive charges together
for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a
tree or post or other object to cut it neatly in half.
The information on the table represents a 30 meter length. A length of det cord can be spread out to pass through
up to ten 2 meter squares. When this is the case, it deals the indicated damage to all creatures in each 2 meter square
through which it passes.
It can also be doubled up; for each additional 2 meter of cord within a single 2 meter square, increase the damage
by +1d6 to a maximum increase of +4d6.
Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft
(chemical) check to manufacture it.
Dynamite
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal
conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same
time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion.
Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 2-meter (maximum 8
meters).
It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a
Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of
the explosion increases by 50% (the character’s choice).
Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft
(chemical) check to manufacture it.
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of
flame). The amount of time until the dynamite explodes depends on the length of the fuse-a fuse can be cut short
enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough
to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.
Fragmentation Grenade
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it
explodes.
The purchase price given is for a box of 6 grenades.
Offensive Fragmentation Grenade
This military grenade is only issued to troops performing assaults against Posleen forces in built up areas, and is a
small explosive device that sprays shrapnel in all directions when it explodes.
The purchase price given is for a box of 6 grenades.
Smoke Grenade
Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a
smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet,
and on the third round it fills all squares within 6 meters. The smoke obscures all sight, including the nightvision
ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50%
miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate
wind (22+ kph) disperses the smoke in 4 rounds and a strong wind (42+ kph) disperses it in 1 round. Smoke
grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used
as signal devices.
The purchase DC given is for a box of 6 grenades.
Tear Gas Grenade
Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that
it is thrown, a tear gas grenade fills a 2 meter radius with a cloud of irritant that causes eyes to fill with tears. On the
following round, it fills a 4 meter radius, and on the third round it fills a 6 meter radius. It disperses after 10 rounds,
though a moderate wind (22+ kph) disperses the smoke in 4 rounds and a strong wind (42+ kph) disperses it in 1
round.
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as
long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their
saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the
effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.
Thermite Grenade
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object
upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.
The purchase price given is for a box of 6 grenades.
White Phosphorus Grenade
White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any
target that takes damage from a white phosphorus grenade is dealt an additional 1d6 points of fire damage in the
following round and risks catching on fire.
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see
above), except that it only fills squares within 2 meters of the explosion point.
The purchase price given is for a box of 6 grenades.
Claymore Mine
The claymore mine contains a directional shaped charge with hundreds of metal ball bearings. It is usually
detonated by a remote detonator (the traditional clacker) or trip-wire. It creates a 60-degree killing arc out to 100
meters, and shrapnel effects out to twice that range (1/2 damage). Anyone within 10 meters of the mine when it goes
off even if they are not within the 60-degree arc take the weapon’s normal damage, due to being in the blast radius
of the mine.
Bouncing Betty
This mine is actually designed to injure the enemy instead of killing them. When a target steps on the trigger, the
mine is shot into the air 1 meter and then detonates.
Blast Mine
This mine is basically made of a composite structure of some type with a trigger and explosive filler, with no
fragmentation casing. Its effectiveness is limited to the low fragmentation nature of its design. The primary reason
that this type of mine is manufactured is the difficulty of detecting it through normal detection measures, due to its
non-metallic structure. This mine has a +5 penalty to detect it.
Fragmentation Mine
This is the normal antipersonnel mine that everyone sees in the old movies. It is only slightly more complex than
the blast mine in most circumstance.
M86 Pursuit Deterrent Munition (PDM) This item is Product Identity, and cannot be copied, redistributed or used to
create derivative works.
The PDM is a manually-activated Area Denial Artillery Munition (ADAM) with a hand grenade-type release
firing mechanism. It deploys up to seven trip wires and possesses the ADAM self-destruct capabilities. For safety
purposes, arming will occur one minute after the firing mechanism is released.
Splash Weapons
Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The
purchase price given in Table.23: Explosives and Splash Weapons reflects the typical cost of the necessary
components. See the Craft (chemical) skill for details on making improvised explosives.
Acid, Mild
A character can throw a flask of acid as a grenade-like weapon. A flask is made of ceramic, metal, or glass
(depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry
represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.
Molotov Cocktail
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily
made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). To use it, the rag must first be lit,
requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact
with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire
damage in the following round and risks catching on fire.
Melee Weapons
Melee weapons are used in close combat, and they are generally among the simplest types of weapons. The feat
that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons
(covered by the Simple Weapons Proficiency feat); others are Archaic (Archaic Martial Weapons Proficiency) or
exotic (Exotic Melee Weapon Proficiency).
A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll.
Melee Weapons Table
Melee weapons are described by a number of statistics, as shown on Table 8.25: Melee Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit
(roll damage twice, as if hitting the target two times).
Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking
surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged
blade). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such,
they have a range increment just as other ranged weapons do - but the maximum range for a thrown weapon is five
range increments instead of ten.
Any attack at less than the given range increment is not penalized for range. However, each full range increment
causes a cumulative -2 penalty on the attack roll.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures.
The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it
requires two hands, and if it’s a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, and is
easier to use in a character’s off hand.
Weight: This column gives the weapon’s weight.
Purchase Price: This is the purchase price to acquire the weapon.
Restriction (Rest.): None of the following melee weapons have restrictions on their purchase.
Table 8.25: Melee Weapons
Simple Weapons (requires the Simple Weapons Proficiency feat)
Weapon
Brass knuckles
Cleaver
Club
Knife
Metal baton
Pistol whip
Rifle butt
Sap
Stun gun (1)
Tonfa
Bayonet
(fixed) (1)
Damage
1
1d6
1d6
1d4
1d6
1d4
1d6
1d6
1d3
1d4
1d4/1d6
Critical
20
19-20
20
19-20
19-20
20
20
20
20
20
20
Damage
Type
Bludgeoning
Slashing
Bludgeoning
Piercing
Bludgeoning
Bludgeoning
Bludgeoning
Bludgeoning
Electricity
Bludgeoning
Piercing
Range
Increment
5 m.
4 m.
-
Size
Tiny
Small
Med
Tiny
Med
Small
Large
Small
Tiny
Med
Large
Weight
0.45 kg.
0.9 kg.
1.35 kg.
0.45 kg.
0.9 kg.
1.35 kg.
0.45 kg.
0.9 kg.
0.45 kg.
Purchase
Price
$30
$30
$20
$55
$70
$5
$30
$40
$55
Restr
-
$20
$150
$30
$120
$40
$20
$90
-
Archaic Weapons (requires the Archaic Martial Weapons Proficiency feat)
Hatchet
Longsword
Machete
Rapier
Spear
Straight razor
Sword cane (1)
1d6
1d8
1d6
1d6
1d8
1d4
1d6
20
19-20
19-20
18-20
20
19-20
18-20
Slashing
Slashing
Slashing
Piercing
Piercing
Slashing
Piercing
4 m.
-
Small
Med
Small
Med
Large
Tiny
Med
1.8 kg.
1.8 kg.
0.9 kg.
1.35 kg.
4 kg.
0.23 kg.
1.35 kg.
Exotic Melee Weapons (each weapon requires a specific Exotic Martial Weapon Proficiency feat)
Chain(1)
1d6/1d6
20
Bludgeoning
Chain saw
3d6
20
Slashing
Kama
1d6
20
Slashing
Katana
2d6
19-20
Slashing
Kukri
1d4
18-20
Slashing
Nunchaku
1d6
20
Bludgeoning
Three-section
1d10/1d10 20
Bludgeoning
staff (1)
1 See the description of this weapon for special rules.
-
Large
Large
Small
Large
Small
Small
Large
2.3 kg.
4.5 kg.
0.9 kg.
2.7 kg.
0.45 kg.
0.9 kg.
1.35 kg.
$30
$90
$30
$200
$30
$12
$20
-
Simple Melee Weapons
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.
Brass Knuckles
These pieces of molded metal fit over the outside of a character’s fingers and allow him or her to deal lethal
damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an
unarmed attack.
When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike
by +1 and turn the damage into lethal damage.
The cost and weight given are for a single item.
Cleaver
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are
essentially similar to the twin butterfly swords used in some kung fu styles.
Club
Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police
forces.
Knife
This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets
(when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier
instead of Strength modifier to attack rolls with a knife.
Metal Baton
This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and
can’t be used as a weapon. Extending or collapsing the baton is a free action.
Pistol Whip
Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase price is
given for this weapon, since both vary depending on the pistol used.
Rifle Butt
The butt of a rifle can be used as an impromptu club.
Sap
This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.
Stun Gun
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is
a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage, and
the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.
Tonfa
This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can
deal nonlethal damage with a tonfa without taking the usual -4 penalty.
Archaic Melee Weapons
Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately
expensive, reflecting their archaic nature in modern-day society.
Bayonet (Fixed)
The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet
fixed, the longarm becomes a double weapon-clublike at one end and spear like at the other. A character can fight
with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties
associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.
Hatchet
This light axe is a chopping tool that deals slashing damage when employed as a weapon.
Longsword
This classic, straight blade is the weapon of knighthood and valor.
Machete
This long-bladed tool looks much like a short, lightweight sword.
Rapier
The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or
her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.
Spear
This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can’t use it
against an adjacent foe.
Straight Razor
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving
kits.
Sword Cane
This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of
this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check
(DC 18). (The walking stick or umbrella is not concealed, only the blade within.)
Exotic Melee Weapons
Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each
exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is
required for each one in order to avoid the -4 nonproficient penalty.
Chain
Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with
hard blows from the weights. One end can also be swung to entangle an opponent.
The chain can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting
with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In
this case, the character can only strike at an adjacent opponent.
If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition,
unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only
use one end of the chain effectively; he or she can’t use it as a double weapon.
Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by
succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can
drop the chain to avoid being tripped.
When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to
disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).
A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier
to attack rolls with a chain.
Chain Saw
Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes
pressed into service as weapons, often by people who watch too many movies.
Kama
A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional
weapons in various styles of karate.
Katana
The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat,
it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the
standard -4 non-proficiency penalty applies.
Kukri
This heavy, curved dagger has its sharp edge on the inside of the curve.
Nunchaku
A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or
chain.
Three-Section Staff
Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal
lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.
The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he
or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if
using a one-handed weapon and a light weapon.
Improvised Weapons
Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee
weapon or a ranged weapon.
A character takes a -4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An
improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the -4
penalty.
Table 8.26: Improvised Weapon Damage by Size
Object Size
Diminutive
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
Examples
Ashtray, CD disk case, crystal
paperweight
Fist-sized rock, mug, screwdriver,
softball, flashlight, wrench
Bottle, drill, fire extinguisher, flower
pot, helmet, metal hubcap, vase
Bar stool, brick, briefcase, bowling ball,
garbage can lid, hockey stick, nail gun
Empty garbage can, guitar, computer
monitor, office chair, tire iron
4-meter ladder, mailbox, oil barrel,
park bench, sawhorse
Desk, dumpster, file cabinet, large sofa,
soda machine
Junked vehicle, stoplight, telephone
pole
Damage
1
1d2
1d3
1d4
1d6
1d8
2d6
2d8
A character can effectively wield or throw an object of his or her size category or smaller using one hand. A
character can effectively wield or throw an object one size category larger than him or herself using two hands. An
improvised thrown weapon has a range increment of 4 meters. Increase the range increment for creatures of Large
size or larger as follows: Large 6 meters, Huge 12 meters, Gargantuan 24 meters, Colossal 48 meters.
Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of
an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from
Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive
objects. Table 8.26: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size.
Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.
Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend,
crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals
damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.
Armor
Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness
of materials.
Three feats cover proficiency in the use of armor: Armor Proficiency (light), Armor Proficiency (medium), and
Armor Proficiency (heavy).
Armor Table
Armor is described by a number of statistics, as shown on Table 8.27: Armor.
Type: Armor comes in four types: archaic, impromptu, concealable, and tactical.
Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail.
Impromptu armor includes items that provide protection even though they weren’t designed for that purpose,
such as leather biker’s jackets and football pads.
Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for
extended periods of time without fatiguing the wearer.
Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk
make it impractical to wear all the time, and it’s generally only donned when a specific dangerous confrontation is
likely. Because it’s worn over clothing in tactical situations, tactical armor often has pockets, clips, and velcro
attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.
Armor Class Bonus (Armor Class): The protective value of the armor. This bonus adds to the wearer’s Armor
Class.
Damage Reduction (DR): The is the amount of damage an attack must exceed to damage the user.
Maximum Dex Bonus (Max. Dex. Bonus): This number is the maximum Dexterity bonus to Defense that this type
of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks.
Even if a character’s Dexterity bonus drops to +0 because of armor, the character is not considered to have lost his
or her Dexterity bonus.
Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks
involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.
Speed (10 m.)(8 m.): Medium and heavy armor slows a character down. The number in this column is the
character’s speed while in armor, assuming his base speed is 10 meters (the normal speed for most human beings).
Weight: This column gives the armor’s weight.
Purchase Price: This is the purchase price to acquire the armor. This number reflects the base price and doesn’t
include any modifier for purchasing the armor on the black market.
Restriction (Rest.): The restriction rating for the armor, if any, and the appropriate black market purchase price
modifier. Remember to apply this modifier to the bureaucracy or DC when making a check to acquire the armor on
the black market.
Table 8.27: Armor
Armor
Type
Armor
Class DR
Max.
Dex. Bonus
Armor
Penalty
Speed*
(10 m.)(8 m) Weight
Purchase
Price
Rest.
Concealable
Impromptu
Archaic
Impromptu
+1
+1
+1
+1
5
3
3
4
+8
+8
+6
+6
-0
-0
-0
-0
10
10
10
10
8
8
8
8
1.8 kg.
1.8 kg.
6.8 kg.
7 kg.
+$650
$120
$200
$2,000
-
Concealable
+1
5
+7
-0
10
8
.9 kg.
$275
Lic (+1)
Concealable
+1
5
+6
-1
10
8
.9 kg.
$275
Lic (+1)
Concealable
+1
5
+5
-2
10
8
1.36 kg.
$750
Lic (+1)
Concealable
+1
+1
+5
-1
10
8
+1.35 kg.
+$300
Lic (+1)
Light Armor
Kevlar Cloths IIA
Leather jacket
Leather armor
Posleen Biker
Leather
Light undercover
shirt II
Pull-up pouch
vest IIA
Undercover vest
IIA**
Light Inserts**
Table 8.27: Armor (Continued)
Armor
Type
Armor
Class DR
Max.
Dex. Bonus
Armor
Penalty
Speed*
(10 m.)(8 m) Weight
Purchase
Price
Rest.
Concealable
+2
8
+4
-3
8
6
4.5 kg.
$900
-
Concealable
+2
6
+4
-3
8
6
1.8 kg.
$900
Lic (+1)
Archaic
Concealable
Tactical
Tactical
+2
+2
+2
+2
4
8
5
8
+2
+4
+4
+3
-5
-3
-3
-4
6
8
8
8
4
6
6
6
18.2 kg.
1.8 kg.
5.4 kg.
7.2 kg.
1,200
+$850
$850
$1,100
Lic (+1)
Lic (+1)
Tactical
+2
8
+3
-4
8
6
3.6 kg.
$950
Lic (+1)
Tactical
+2
13
+2
-5
8
6
4.5 kg.
$1,000
Lic (+1)
Medium Armor
Armored Bomber
Jacket IIA
Concealable vest
II**
Chainmail shirt
Kevlar Cloths IIIA
Kevlar BDU's IIA
Kevlar BDU's
IIIA**
Light-duty vest
IIIA**
Tactical vest
III
Heavy Armor
Special response
Tactical
+3
15
+1
-6
6
4
6.8 kg.
$1,200
Lic (+1)
vest IV
Plate mail
Archaic
+3
8
+1
-6
6
4
22.7 kg.
$5,000
Forced entry unit
Tactical
+3
17
+0
-8
6
4
9 kg.
$1,500
Lic (+1)
IV+
Hard Assault
Tactical
+3
20
+0
-8
6
4
21 kg.
$2,500
Lic (+1)
Breastplate IV+
Land Warrior MKI Tactical
+3
20
+0
-8
6
4
28.7 kg.
$5,000
Mil (+3)
Land Warrior MKII Tactical
+3
20
+0
-8
6
4
29.1 kg.
$33,500
Mil (+3)
Heavy Inserts**
Concealable
+2
+3 +4
-3
8
6
+5.4 kg.
+$385
Lic (+1)
*When running in heavy armor, a character moves only triple speed, not quadruple.
** Any of the listed light armors may be manufactured with an insert. This adds to the price, weight, armor check penalty, and
DR (use the higher bonus for the penetration required to overcome DR, but sum the damage stopped by the insert and the armor.
Maximum Dex penalty and movement speed are both based on whichever is worse of the insert and armor. In most cases a
specific insert will be built for a specific type and size of armor.
Light Armor
For the character who doesn’t want to be bogged down by more cumbersome armor types, a leather garment or
some sort of concealable armor is just the ticket.
Kevlar Clothing IIA
This light armor is tailored into normal clothing so that no one will know that the wearer is wearing body armor.
It provides protection up to .357 Magnum. This prevents the anyone who is attacking the wearer from knowing that
they need to start taking head shots.
Leather Jacket
This armor is represented by a heavy leather biker’s jacket. A number of other impromptu armors, such as a
football pads and a baseball catcher’s pads, offer similar protection and game statistics.
Leather Armor
This archaic armor consists of a breastplate made of thick, lacquered leather, along with softer leather coverings
for other parts of the body.
Light Undercover Shirt
Designed for deep undercover work in which its critical that the wearer not appear to be armed or armored, this
garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.
Posleen Biker Leather
This armor is prepared from multiple layers of leather and posleen hides. It is stiff and somewhat hard to move in.
Pull-Up Pouch Vest
This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be
stored in an innocuous fanny pack. Deploying the apron is a move action. This garment provides no equipment
bonus (and has no armor penalty or maximum Dexterity bonus) when undeployed.
Undercover Vest
Covering a larger area of the torso, this vest provides better protection than the light undercover shirt-but it’s also
more easily noticed. Its best used when the armor should remain unseen but the wearer doesn’t expect to face much
scrutiny, granting a +2 bonus on Spot checks to notice the armor.
Medium Armor
Most medium armor (except for the archaic chainmail shirt) is not terribly heavy, but nonetheless provides a
significant amount of protection at the expense of some speed.
Concealable Vest
Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day
long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking
closely for it, granting a +4 bonus on Spot checks to notice the armor.
Chainmail Shirt
This medieval-era armor is a long shirt made of interlocking metal rings, with a layer of padding underneath. It’s
heavy, making it uncomfortable to wear for long periods of time.
Kevlar BDU's IIA
These are the new standard BDU's worn by U.S. Ground forces in combat situations. They provide light armored
protection from long distance Posleen shotgun fire, and shrapnel induced by intense Posleen Railgun fire on fortified
positions. There are optional steel trauma pads that help reduce the trauma from the gunshot being transferred
through the Kevlar BDU's IIA.
Kevlar Assault BDU's IIIA
These are the standard duty BDU's worn by the 10,000, Fleet LARP units, and U.S. Ground Forces who can
afford them in combat situations. They are part of the integrated Land Warrior Suite System, but can be worn
without the additional equipment. They provide medium armored protection from long distance Posleen shotgun
fire, and shrapnel induced by intense Posleen Railgun fire on fortified positions. There are optional steel trauma pads
that help reduce the trauma from the gunshot being transferred through the Kevlar BDU's IIA.
Kevlar Bomber Jacket IIIA
This armored jacket is for those people who want to wear their armor in style, or who are tired of having to
replace jackets, because they keep being in the wrong place at the wrong time.
Kevlar Clothing IIIA
This is a heavier version of the normal light armor that is tailored into normal clothing so that no one will know
that the wearer is wearing body armor. It provides protection up to .44 Magnum. This prevents anyone who is
attacking the wear from knowing that they need to start taking headshots.
Light-Duty Vest
A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this
armor sacrifices a degree of protection for a modicum of comfort - at least compared to other tactical body armors.
Tactical Vest
The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible
protective materials available.
Heavy Armor
For the best protection money can buy, go with heavy armor, but watch out for the armor penalty.
Plate Mail
This medieval-era armor consists of metal plates that cover the entire body. It’s heavy and cumbersome compared
to most modern armor, but it does provide a great deal of protection.
Special Response Vest
Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest,
this armor provides additional protection in battles against heavily armed opponents.
Forced Entry Unit
The most powerful protection generally available to police officers is built into this suit, which consists of a heavy
torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy
and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.
Hard Assault Breastplate
This breastplate is made out of ¼ inch titanium with a front and rear backing of a 26 ply hard Kevlar composite
that covers the front and back. It is intended to be worn with a Land Warrior helmet. Kevlar Assault BDU's IIIA,
worn beneath the breastplate, protects limbs without restricting movement much. There are optional steel trauma
pads that help reduce the trauma from the gunshot being transferred through the Kevlar Assault BDU's IIIA. The
Hard Assault Breastplate IV is only released to members of the 10,000, out of the unit's armory in preparation for
assaulting Posleen positions and by anyone who can afford them for combat situations.
Land Warrior Suit Mark I: The heart of the Land Warrior system is a hardened milspec notebook computer with
four processors carried on the back, built into the Hard Assault Breastplate IV that is the core of the Land Warrior
armor survivability system. This Voice activated or menu-driven system coordinates all electronics: a helmet
mounted, flip down Monocle or armored Visor Heads-Up Display serving as the monitor for the computer and the
weapon sighting system (allow the user to look around corners and even shoot without exposing himself). Along
with the following features:
An inertial General Positioning Unit (GPU), (as long as the unit is re-calibrated once a week it will let the user
know his exact position with an orienteering check DC 15.
A navigation module with a digital map database (provides a +2 equipment bonus to all orienteering and
navigation (planetary) checks).
A built in command word voice activated milspec tactical radio Range: 104 km.
Cryptography DC: 20.
A built in command word voice activated meteor-track long range milspec radio Range: 1,500 km.
Cryptography DC: 20; which can send and receive encrypted voice messages, sound files, email, maps, electronic
document files, and real time video files and streaming.
An Identify Friend or Foe (IFF) module.
Threat warning system that detects the sensor emissions of a Tenar or a God King targeting module operating
within 4 km as long as the system is within line of sight of threat warning module.
The system is powered by two .5 kWh rechargeable power packs, which can be changed out and fit in a standard
ammo pouch. The power packs each last 120 hours.
The Land Warrior Armor system consists of the integrated armored assault BDU’s, the Hard Assault Breastplate
IV, and the anti-cluster munitions assault boots. When all three components are used in conjunction with the Land
Warrior Mk II Helmet it provides a full NBC capable environmental system.
Land Warrior Electronic Systems Pack Note: Cost: $500 Armor Class: N/A Damage Reduction: 13 Weight:
3.15 kg.
Armored Assault BDU’s with Hard Assault Breastplate IV: This breastplate is made out of 1/4 inch titanium
with a front and rear backing of a 26 ply hard Kevlar composite that covers the front and back. It comes with a Land
Warrior helmet. Kevlar Assault BDU's IIIA, worn beneath the breastplate protects limbs without restricting
movement much. Cost: $2,500 Equipment Armor Class Bonus: +9 Non-prof. Armor Class Bonus: +3 Damage
Reduction: 20 Maximum Dexterity Bonus: +3 Armor Check Penalty: -4 Speed 4-meters. Weight: 21 kg.
Anti-cluster munitions Assault Boots: These boots are designed to protect the feet and legs of assault troops
from the delayed detonation of cluster munitions when the troops pass through an area recently covered by a cluster
munitions artillery strike. Cost: $500 Armor Class: N/A Damage Reduction: 13 Weight: 2.25 kg.
Land Warrior Mk I Helmet AN/PVS-15: The Land Warrior Mk I Helmet is the descendant of the helmet
originally adopted by the U.S. military in the early 80’s. The main difference is the integrated hands free
communications relay build into the helmet and the flip down Monocle or Heads-Up Display. The relay is designed
to interface with the Land warrior integrated communications system. Cost: $1,500 Armor Class: N/A Damage
Reduction: 13 Weight: 2.25 kg.
Land Warrior Mk II Helmet AN/PVS-18: The Land Warrior Mk II Helmet is a brand new helmet design used
mostly by Fleet Recon (when their own equipment is not available) or the newly rebuilt Ground Forces Special
Forces. It has an integrated armored visor Heads-Up Display which when lowered seals the helmet against NBC
contaminants. The Helmets also has an integrated daylight video, low light amplification and thermographic features
built in with a maximum digital zoom of 1-20x. The visor is transparent unless activated. It then projects
information from the sensor systems and information from the other Land Warrior systems along with the weapon
mounted Digital Ballistic Scope if the scope has been connected into the Land Warrior system. This effectively
negates the flat-footed penalty for using a scope. Note: The Land Warrior Mk II Helmet’s vision system 5-20X
feature makes objects 1,450 meters away appear to be 72 meters away (or objects 1,275 meters away appear to be 64
meters away), this effectively multiplies each range increment of the weapon by 2. The scope allows the user to
visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. Cost: $30,000 Armor
Class: N/A Damage Reduction: 13 Weight: 2.7 kg.
TRADE
In general, something can be sold for half its listed price. In cases with a large secondary market such as cars it
may be possible to buy used goods for about 2/3rds of the price such a product would cost new. If the GM charges
regular maintenance and repair costs then these should be approximately goods purchased used. Commodities are
the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged,
almost as if it were cash itself. Wheat, flour, cloth, and valuable metals are commodities, and merchants often trade
in them directly without using currency. Obviously, merchants can sell these goods for slightly more than they pay
for them. Assuming that the player receives $200 less for selling any amount of a commodity than he would have
paid for it in the same area, this difference represents appraisal and brokerage fees. Most goods have more than one
listed cost; the main entry is the cost in the remaining industrial world.
The second cost is what isolated people who want the product will pay for it, this is available only if a demand
exists and the locals can afford it, the payment will probably have to be taken in trade goods given that isolated
locals are unlikely to have FedCr or US$ to pay with. If no value is listed then isolated individuals will not
normally make an offer at all. In the case of live animals normally no purchase will be made at these prices unless a
breeding pair is available.
The third cost is the cost that an isolated producer or stockpiler not yet in regular trade contact would charge,
again since the locals have no use for cash, the payment is normally in commodities that are not locally available.
Knowing the price list in any detail (i.e. beyond the base cost in civilization) is considered a use of the Trade skill.
Bargaining is a use of the Barter or Trader skill. Appraisal may also be needed to avoid defective or shoddy goods.
Getting the listed prices/costs is typically a DC 15 task on all three checks. If only one check is failed, assume the
character trades for the purchased commodities at their value as listed for the industrialized world, but sells based on
local value. If two or more checks are failed, the character cannot come to an agreement. If two or more checks
are failed, and one is failed by 5 or more points, the character makes a bad deal and loses about half the value of his
trading stock.
Table 8.28: Trade Goods
ITEM
Chicken
Cinnamon
Copper
Cow, Milk
Dog (trained)
1
.45 kg.
.45 kg.
1
1
Cost
$6 ($12/$3)
$40 ($60/$10)
$16 ($20/$1)
$3,100 ($9,300/$2000)
$350 ($1000/$700)
Flour
.45 kg.
$5 ($10/$2)
Ginger or pepper
.45 kg.
$24 ($36/$6)
Goat
1
$310 ($310/$200)
Gold
.45 kg.
$6,480 (-/$648)
Iron
.45 kg.
$1 ($10/$0.50)
Linen
.45 kg (sq. meter)
$8 ($40/$6)
Coffee
.45 kg.
Poor
$10 ($100/$5)
Average
$60 ($120/$6)
Good
$120 ($140/$7)
Amazing
$600 ($160/$8)
Ox
1
$1,700 ($2,700/$300)
Pig
1
$950 ($1000/$200)
Saffron
.45 kg.
$29,000 (-/$1000)
Cloves
.45 kg.
$960 (-/$240)
Salt
.45 kg.
$3.50 ($14/$1)
Sheep
1
$600 ($800/$400)
Silk (2 sq. meters)
.45 kg.
$100 ($200/$25)
Silver
.45 kg.
$160 (-/$16)
Tea leaves
.45 kg.
$40 ($160/$10)
Tobacco, Carton
$45 ($450/$9)
Wheat
.45 kg.
$1 ($2/$0.50)
Aspirin
(200 tablets)
$5 ($200/-)
Baking powder
.45 kg.
$2.50 ($15/-)
Baking soda
.45 kg.
$2 ($15/-)
Chocolate - unsweetened .45kg
$12 ($60/$6)
Hammer
.45 kg.
$9 ($100/$6)
Hand axe
.68 kg.
$30 ($300/$20)
Vodka, liter bottle
$10 ($100/$5)
Liquor, fancy (Applejack, Pear Brandy)
$40 ($120/$10)
Liter bottle
Multi vitamins (60 tablets) $7 ($60/-)
Sewing - Thread, strong 4000 meters
$5 ($200/$3)
Sewing -Fabric Dye
$8 ($32/$2)
15 grams jar to dye 1 kg of cloth
Sewing needles, pack of 12
$1.50 ($120/-)
Sewing patterns, assortment
$12 ($24/-)
Tools - Drill bits, set of 17 $10 (80/-)
Tools - Sharpening file
$6 ($160/-)
(25.5 cm. file for sharpening tools 142 grams)
Tools -Light folding saw
$32 ($480/-)
170 grams, 20 cm. blade
Topical Antiseptic, 227 grams
$12 ($480/-)
Vegetable seed, packet of 50
$3 ($24/-)
Table 8.28: Trade Goods (Continued)
ITEM
Cost
Water filter w/hand pump
$80 ($160/-)
treats water pumped through; removes dangers,
improves flavor; 125 gallons lifetime, 425 grams weight
Water purifying tablets
$8 ($40/-)
treats up to 24 liters water
Yeast
227 grams
$3.40 ($20/-)
EQUIPMENT (GENERAL)
General Equipment
This section covers the wide variety of general gear available to adventurers of all sorts.
Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a
general rule, ignore battery life-assume that heroes (and their antagonists) are smart enough to recharge or replace
their batteries between adventures, and that the batteries last as long as needed during adventures. If battery life is
important in the game, roll 1d20 every time a battery-operated item is used. On a result of 1, the batteries are dead
and the object is useless. New batteries have a purchase DC of 2 and can be changed as a move action.
Equipment Tables
Equipment is described by a number of statistics, as shown on Table 8.29: General Equipment.
Size: The size category of a piece of equipment helps to determine how easy that object is to conceal, and it also
indicates whether using the object requires one hand or two. In general, a character needs only one hand to use any
object that is of his or her size category or smaller.
Weight: This column gives the item’s weight.
Purchase Price: This is the purchase price to acquire the item. This number reflects the base price and doesn’t
include any modifier for purchasing the item on the black market.
Restriction: The restriction rating for the object, if any, and the appropriate black market purchase price modifier.
Remember to apply this modifier to the purchase price when attempting to acquire the item on the black market.
Table 8.29: General Equipment
Object
Bags and Boxes
Aluminum travel case
4.5 kg. Capacity
18 kg. Capacity
34 kg. capacity
Briefcase
Contractor’s field bag
Day pack
Handbag
Range pack
Standard
Oversized
Patrol box
Size
Weight
Purchase
Price
Restriction
Med
Large
Large
Med
Med
Small
2.25 kg.
4.5 kg.
6.75 kg.
0.9 kg.
0.9 kg.
0.9 kg.
$120
$150
$200
$55
$40
$20
-------------
Small
Small
Med
Med
0.45 kg.
0.9 kg.
1.35 kg.
1.8 kg.
$20
$55
$90
$90
---------
Table 8.29: General Equipment (Continued)
Object
Clothing
Clothing outfit
Business
Casual
Formal
Outerwear
Coat
Fatigue jacket
Overcoat
Size
Weight
Purchase
Price
Restriction
Med
Med
Med
1.35 kg.
0.9 kg.
1.35 kg.
$200
$70
$500
-------
Med
Med
Med
0.9 kg.
0.9 kg.
1.35 kg.
$70
$55
$90
-------
Parka
Photojournalist’s vest
Windbreaker
Tool belt
Med
Med
Med
Small
1.35 kg.
0.45 kg.
0.45 kg.
0.9 kg.
$90
$90
$40
$90
---------
Small
Tiny
Tiny
Dim
--Dim
0.9 kg.
0.225 kg.
0.225 kg.
-------
$900
$350
$20
$12
$12
$90
-------------
Large
Med
----Tiny
4.5 kg.
2.25 kg.
----0.45 kg.
$3,500
$5,000
See text
See text
$120
-----------
Tiny
Tiny
Tiny
Small
Small
Med.
Large
Med.
0.45 kg.
0.45 kg.
0.225 kg.
0.9 kg.
0.9 kg.
1.35 kg.
4.5 kg.
1.35 kg.
$12
$40
$650
$90
$650
$200
$5,000
$200
------------Lic (+1)
---
Tiny
Tiny
0.45 kg.
0.45 kg.
$55
$500
-----
Large
Med
Med
Med
Med
Small
Small
Tiny
Tiny
Tiny
Tiny
6.75 kg.
2.25 kg.
2.25 kg.
2.25 kg.
2.25 kg.
0.45 kg.
0.9 kg.
0.225 kg.
0.45 kg.
0.225 kg.
0.45 kg.
$200
$50
$100
$120
$150
$30
$170
$20
$30
$5,00
$275
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Illegal (+4)
----Lic (+1)
Computers and Consumer Electronics
Camera
35mm
Digital
Disposable
Film
Film developing (roll)
Cell phone
Computer
Desktop
Notebook
Upgrade
Milspec Upgrade
Digital audio recorder
Modem
Broadband
Cellular
PDA
Portable satellite phone
Portable video camera
Printer
Remote Control Console
Scanner
Walkie-talkie
Basic
Professional
Surveillance Gear
Alarm, Intruder System
External Siren
Sensor Unit
Receiver Unit
Alarm, Intruder (Gas Grenade)
Alarm, Mobile
Alarm, Outdoor Wireless
Black box
Caller ID defeater
Cellular interceptor
Lineman’s buttset
Table 8.29: General Equipment (Continued)
Object
Surveillance Gear
Size
Weight
Purchase
Price
Restriction
Metal detector
Night vision goggles
Tap detector
Telephone tap
Line tap
Receiver tap
Telephone line tracer
Small
Small
Tiny
0.9 kg.
1.35 kg.
0.45 kg.
$150
$900
$55
-------
Tiny
Tiny
Med.
0.225 kg.
0.225 kg.
2.25 kg.
$275
$12
$5,000
Lic (+1)
Res (+2)
---
Professional Equipment
Antitoxin (vial)
Bolt cutter
Bottle, Potassium Iodate Pills
Caltrops (25)
Car opening kit
Chemical kit
Crowbar
Crowbar, Titanium
Demolitions kit
Disguise kit
Duct tape
Electrical tool kit
Basic
Deluxe
Entry Tool
Entry Tool, Gorilla Bar
Escape Hood
Evidence kit
Basic
Deluxe
Fake ID
Field Surgery kit
First aid kit
Forgery kit
Handcuffs
Steel
Zip-tie (25)
Tiny
Med.
Tiny
Small
Tiny
Med.
Med.
Med.
Med.
Med.
Tiny
0.1 kg.
2.25 kg.
0.23 kg.
0.9 kg
0.45 kg.
2.7 kg.
2.25 kg.
0.675 kg.
2.25 kg.
2.25 kg.
0.45 kg.
$18
$40
$27
$30
$40
$650
$15
$50
$275
$200
$20
--------Lic (+1)
------Lic (+1)
-----
Large
Huge
Large
Large
Med.
5.5 kg.
15 kg.
6.75 kg.
8 kg.
0.9 kg.
$350
$2,750
$175
$225
$80
-----------
Med.
Med.
Fine
Med.
Small
Small
2.7 kg.
3.5 kg.
--2.25 kg.
1.35 kg.
1.35 kg.
$55
$500
See text
$650
$30
$200
----Illegal (+4)
Lic (+1)
-----
Tiny
Dim
0.45 kg.
0.225 kg.
$55
$40
-----
Large
Huge
Large
Tiny
5.4 kg.
22.5 kg.
3.15 kg.
0.45 kg.
$200
$350
$275
$70
---------
Small
Small
Small
Small
0.45 kg.
0.45 kg.
0.45 kg.
0.45 kg.
$5
$15
$45
$150
---------
Small
Small
Small
Small
Tiny
0.45 kg.
0.45 kg.
0.45 kg.
0.45 kg.
0.45 kg.
$18
$55
$165
$540
$90
--------Lic (+1)
Professional Equipment
Instrument, keyboard
Instrument, percussion
Instrument, stringed
Instrument, wind
Lock
Very simple
Average
Good
Amazing
Lock, Portable Door
Very simple
Average
Good
Amazing
Lockpick set
Table 8.29: General Equipment (Continued)
Object
Professional Equipment
Size
Weight
Purchase
Price
Restriction
Lock release gun
Manual Entry Tool Backpack
Mechanical tool kit
Basic
Deluxe
Medical kit
Multipurpose tool
Pharmacist kit
Tiny
Med.
0.225 kg.
24 kg.
$200
$1,060
Res (+2)
---
Large
Huge
Med.
Tiny
Med.
10 kg.
20.25 kg.
2.25 kg.
0.225 kg.
2.7 kg.
$275
$2,000
$500
$90
$900
--------Res (+2)
Pole, 4 meter Telescopic
Ram, Portable
Ram, Portable (One-Handed)
Ram, Portable (One-Handed
Hammer)
Search-and-rescue kit
Sledge
Sledge, Non-Sparking
Sling, Portable Ram
Sling, Entry Tool
Spike strip
Backpack
Binoculars
Standard
Rangefinding
Electro-optical
Large
Huge
Large
Large
6.75 kg.
22.5 kg.
9 kg.
7.65 kg.
$25
$420
$240
$260
--Res (+2)
Res (+2)
Res (+2)
Med
Large
Large
Large
Large
Huge
Med.
3.15 kg.
4.5 kg.
4.5 kg.
0.225 kg.
0.225 kg.
10 kg.
1.35 kg.
$200
$45
$80
$19.95
$19.95
$275
$120
---------------
Small
Small
Small
0.9 kg.
1.35 kg.
1.8 kg.
$55
$500
$650
-------
This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Bouncer
Med.
2 kg.
$25,000
---
Large
Tiny
Large
Med.
22.5 kg.
0.45 kg.
4.5 kg.
1.8 kg.
$300
$5
$150
$50
---------
Tiny
Med.
Tiny
0.225 kg.
1.35 kg.
0.9 kg.
$30
$70
$500
-------
Dim
Tiny
Small
Small
Large
0.225 kg.
0.45 kg.
0.9 kg.
2.25 kg.
9 kg.
$12
$20
$40
$275
$200
-----------
Survival Gear
Camp Kitchen
Chemical light sticks (5)
Climbing gear
Clothing Handwasher,
Off-Grid
Compass Dim
Fire extinguisher
Flash goggles
Flashlight
Penlight
Standard
Battery flood
Gas mask
Giant Emergency Office Kit
This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
GIPS receiver
Map
Road atlas
Tactical map
Mesh vest
Portable chest freezer/
refrigerator
Tiny
0.45 kg.
$500
---
Tiny
Tiny
Med.
Huge
0.45 kg.
0.225 kg.
3.15 kg.
37 kg.
$20
$12
$70
$750
---------
Restriction
Table 8.29: General Equipment (Continued)
Object
Survival Gear
Size
Weight
Purchase
Price
Portable refrigerator
Portable stove
Rations
Rations, Freeze Dried
(1 year, 1 person)
Rations, Hot-Meal
(Heater Meal) 7-Pack
Rations, MRE (2 Cases)
Huge
Tiny
21.5 kg.
0.45 kg.
$450
$90
-----
Huge
45 kg.
$1500
---
Large
2.25 kg.
$36
---
Huge
18 kg.
$110
---
Rations, trail(per day)
Rope (50)
Sewing kit
Sleeping bag
Survival Kit--in-a-Can
Swiss Army Knife
Tent
2-person dome
4-person dome
8-person dome
Trail rations (12)
Tripwire
Tripwire
Trip Wire, Spectra
Tripwire Alarm Device
(Gas Grenade)
Tripwire Alarm Device
(12 Gauge)
Medium
Large
Small
Med.
Small
Tiny
0.45 kg.
5.4 kg.
0.45 kg.
1.8 kg.
0.225 kg.
0.225 kg.
$32
$30
$15
$90
$13
$35
-------------
Med.
Med.
Large
Tiny
1.8 kg.
3.15 kg.
4.5 kg.
0.45 kg.
$150
$200
$275
$30
---------
Tiny
Tiny
Small
0.1 kg.
0.1 kg.
2.25 kg.
$7
$13
$100
-------
Small
2.25 kg.
$30
---
Huge
Small
4.5 kg.
0.45 kg.
$40
$20
Res (+2)
---
Med.
Med.
Med.
Med.
Med.
Med.
Med.
Med.
Small
1.35 kg.
0.9 kg.
2.25 kg.
0.45 kg.
0.6 kg.
1.5 kg.
1.5 kg.
1.35 lg.
0.45 kg.
$90
$90
$40
$40
$50
$300
$300
$45
$15
----------------Lic (+1)
Small
0.55 kg.
$20
Lic (+1)
Small
0.9 kg.
$45
---
Tiny
Small
Med.
2.25 kg.
Med.
0.15 kg.
0.25 kg.
0.5 kg.
$1,500
6.8 kg.
$20
$25
$35
--$500
-------
Military Gear
Barbed Razor Wire
Canteen
Clothing
Fatigues
Uniform
Ghillie suit
Web Gear
Larp Web Gear
Rifleman Kit
M-60 Gunner Kit
Wet Weather Gear
Composite Assault Pack
100 rounds
Composite Assault Pack
200 rounds
Entrenching Tool
Equipment Pouches
Tiny
Small
Medium
Hemet Med.
Machine Gun Assault Pack
Lic (+1)
Table 8.29: General Equipment (Continued)
Object
Military Gear
Magazine Pouch
Standard Pistol Magazine
Pouch
Triple Pistol Magazine
Pouch
Standard Rifle Magazine
Pouch
Battle Enhanced Rifle
Magazine Pouch
Size
Weight
Purchase
Price
Restriction
Small
0.25 kg.
$25
---
Small
0.3 kg.
$30
---
Small
0.25 kg.
$15
---
Small
0.3 kg.
$40
---
Multi-Purpose Enhanced
Rifle Magazine Pouch
Single Grenade Accessory
Pouch
Double Grenade Accessory
Pouch
Mess Kit
Snake Eye
Special Operations Medical
Backpack
Small
0.35
$50
---
Small
0.2 kg
$25
---
Small
0.25 kg
$30
---
Small
Tiny
Med.
0.45 kg.
0.45 kg.
7.65 kg
$15
$2,500
$1,350
----Lic (+1)
Med.
Large
Med.
Large
Large
Huge
Huge
Garg.
Garg.
3 kg.
6 kg.
4.5 kg.
9 kg.
15.75 kg.
31.5 kg.
27 kg.
54 kg.
63 kg.
$50
$100
$56
$112
$160
$320
$300
$600
$420
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
Med.
Large
Med.
Large
Large
Huge
Med.
Med.
Large
Large
Large
Large
Huge
Huge
Garg.
Garg.
Garg.
Garg.
2.5 kg.
5 kg.
4 kg.
8 kg.
14 kg.
28 kg.
6.3 kg.
10.8 kg.
12.6 kg.
19.8 kg.
9 kg.
13.7 kg.
18 kg.
27.45 kg.
630 kg.
630 kg.
630 kg.
630 kg.
$50
$100
$56
$112
$160
$320
$300
$340
$350
$650
$375
$400
$725
$775
$14200
$8360
$10350
$11,000
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
Res (+2)
Mil (+3)
Mil (+3)
Mil (+3)
Restriction
Weapon Accessories
Ammunition
5.56mm Belted, 100 Rounds
5.56mm Belted, 200 Rounds
7.62mm Belted, 100 Rounds
7.62mm Belted, 200 Rounds
12.7mm Belted, 100 Rounds
12.7mm Belted, 200 Rounds
20mm Belted, 100 Rounds
20mm Belted, 200 Rounds
40mm HV Grenades Belted,
50 Rounds
5.56mm, 100 Rounds
5.56mm, 200 Rounds
7.62mm 100 Rounds
7.62mm 200 Rounds
12.7mm, 100 Rounds
12.7mm, 200 Rounds
5.56mm, 10-20 Round Clips
7.62mm, 10-20 Round Clips
5.56mm, 20-20 Round Clips
7.62mm, 20-20 Round Clips
5.56mm, 10-30 Round Clips
7.62mm, 10-30 Round Clips
5.56mm, 20-30 Round Clips
7.62mm, 20-30 Round Clips
Manjack 7.62mm Battlecase
Manjack 12.7mm Battlecase
Manjack 20mm Battlecase
Manjack 40mm Grenades
Battlecase
Table 8.29: General Equipment (Continued)
Object
Weapon Accessories
Ammunition
Manjack Railgun 1mm
Battle Case
Manjack Railgun 3mm
Battle Case
Light Battle Case 7.62mm
Light Battle Case 12.7mm
Light Battle Case 20mm
Light Battle Case 40mm
Size
Weight
Purchase
Price
Garg.
630 kg.
$75,000
Mil (+3)
Garg.
630 kg.
$25,000
Mil (+3)
Huge
Huge
Huge
Huge
90 kg.
90 kg.
90 kg.
90 kg.
$1210
$1000
$1100
$750
Res (+2)
Mil (+3)
Mil (+3)
Mil (+3)
Light Battle Case 1mm
Light Battle Case 3mm
Belt feed Mechanism Factory
Conversion Kit
Bipods
Bipod
Bipod, Adjustable
Bipod, Manjack
Butt-Pod, Adjustable
Butt-Pod, Manjack
Box magazine
C-MAG Snail Magazine,
100 rounds
C-MAG Snail Magazine,
160 rounds
Snail Magazine, 90 Round
Detonator
Blasting cap
Radio controlled
Timed
Wired
Dual Redi-Mag Speed
Loading System
Speed loader
Holster
Hip Tiny
Concealed carry
Illuminator
Laser sight
Recoil Compensators
Recoil Compensator, Pistol
Recoil Compensator, Light
Recoil Compensator,
Medium
Recoil Compensator,
Heavy
Tripods
Tripod, Light
Tripod, Light adjustable
Tripod, Light Manjack
Tripod, Medium
Tripod, Medium Adjustable
Tripod, Medium Manjack
Huge
Huge
Small
90 kg.
90 kg.
0.23 kg.
$10,750
$3,600
$450
Mil (+3)
Mil (+3)
Res (+2)
Small
Small
Small
Tiny
Tiny
Tiny
Small
0.225 kg.
0.9 kg.
1.58 kg.
0.45 kg.
1,58 kg.
0.225 kg.
0.45 kg.
$90
$120
$650
$55
$555
$20
$45
------------Lic (+1)
Small
0.68 kg.
$50
Lic (+1)
Med.
0.34 kg.
$45
Lic (+1)
Tiny
Tiny
Tiny
Tiny
Tiny
0.225 kg.
0.225 kg.
0.225 kg.
0.45 kg.
0.12 kg.
$20
$120
$55
$40
$15
Lic (+1)
Lic (+1)
Lic (+1)
Lic (+1)
---
Tiny
0.225 kg.
$12
---
0.45 kg.
Tiny
Tiny
Tiny
$30
0.225 kg.
0.225 kg.
0.225 kg.
--$30
$55
$500
-------
Tiny
Tiny
Small
0.113 kg.
0.225 kg.
0.45 kg.
$50
$100
$150
-------
Small
0.9 kg.
$200
---
Large
Large
Large
Huge
Huge
Huge
2.25 kg.
3.15 kg.
7.65 kg.
11.25 kg.
13.25 kg.
18 kg.
$500
$625
$2,625
$1,500
$1,625
$2,625
----Res (+2)
----Res (+2)
Table 8.29: General Equipment (Continued)
Object
Weapon Accessories
Scopes
5-10x
10-20x
Scope, 1-2.5x Digital
Ballistic AN/PAS-15
Scope, 1-5x Digital
Ballistic AN/PAS-16
Size
Weight
Purchase
Price
Restriction
Tiny
Tiny
Small
0.68 kg.
0.9 kg.
0.45 kg.
$150
$200
$1,200
----Lic (+1)
Small
0.9 kg.
$2,700
Lic (+1)
Scope, 5-10x Digital
Small
Ballistic AN/PAS-17
Scope, 5-20x Digital
Small
Ballistic AN/PAS-18
CDC Lightweight Video
Med.
Sight (LVS)
Advanced Fire Control
Med.
Sighting Module AFCSM/AN/PAS-20
Advanced Fire Control
Med.
Sighting Module AFCSM/AN/PAS-21
Suppressor
Pistol
Tiny
Rifle
Small
1.35 kg.
$3,600
Lic (+1)
1.8 kg.
$4,500
Lic (+1)
3.96 kg.
$25,000
Res (+2)
3.83 kg.
$28,000
Res (+2)
4.05 kg.
$30,000
Res (+2)
0.45 kg.
1.8 kg.
$200
$350
Mil (+3)
Mil (+3)
Bags and Boxes
With the wide variety of equipment available to modern adventurers, its often critical to have something to store
the equipment in or carry it around in.
Aluminum Travel Case
A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally.
Briefcase
A briefcase can carry up to 2.25 kg worth of gear. A briefcase can be locked, but its cheap lock is not very secure
(Disable Device DC 20; break DC 10).
Contractor’s Field Bag
A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It
even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 4.5 kg worth of equipment and comes
with a shoulder strap.
Day Pack
This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on
short hikes. It holds 3.6 kg of gear and fits comfortably over one or both shoulders.
Handbag
Handbags provide another way to carry .9 kg of equipment. The purchase price shown is for a basic bag;
high-fashion purses can increase the price by as much as x5.
Range Pack
This lightweight black bag has a spacious inner compartment capable of holding roughly 3.6 kg of gear and can
hold an additional 1.8 kg in six zippered external compartments. The larger version holds 5.4 kg of equipment in the
internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several
pistols and a submachine gun, and the larger version can hold disassembled rifles.
Patrol Box
Originally developed for use by police officers, this portable file cabinet has found favor with traveling
salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files,
storage for a laptop computer, and a writing surface. It holds 2.25 kg worth of equipment and has an average lock
(Disable Device DC 25; break DC 15).
Clothing
The items described here represent special clothing types, or unusual outfits that a character might need to
purchase. For the most part, clothing choice is based on character concept. It’s generally assumed that a hero
owns a reasonable wardrobe of the sorts of clothes that fit his or her lifestyle. Sometimes, however, a character
might need something out of the ordinary. When that’s the case, he or she will have to purchase it like any other
piece of gear. Clothes have two effects on game mechanics: one on Disguise checks, and one on Hide checks.
First, clothing is part of a disguise. See the Disguise skill description for more on how appropriate dress affects
Disguise checks. Clothes also help to hide firearms, body armor, and small objects. Tightly tailored clothing
imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a
bonus.
Clothing Outfit
An outfit of clothing represents everything a character needs to dress the part: pants or skirt, shirt, undergarments,
appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The clothes a character wears
does not count against the weight limit for encumbrance.
Business: A business outfit generally includes a jacket or blazer, and it tends to look sharp and well groomed
without being overly formal.
Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater.
Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie”
occasions. Special designer creations can have purchase prices much higher than shown on the table.
Outerwear
In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a
character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).
Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use.
Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when
performing their standard duties.
Overcoat: A warm coat worn over a suit jacket or indoor clothing.
Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold
weather.
Photojournalist’s Vest: Made of cotton with mesh panels to keep the wearer cool, the photojournalist’s vest has
numerous obvious-and hidden-pockets. It counts as loose and bulky clothing when used to conceal Small or smaller
weapons, and also grants the “specially modified to conceal object” bonus when used to conceal Tiny or smaller
objects. See Concealed Weapons and Objects.
Windbreaker: This is a lightweight jacket made of wind-resistant material.
Tool Belt
This sturdy leather belt has numerous pockets and loops for tools, nails, pencils, and other necessities for repair
and construction work, making it easy to keep about 4.5 kg of items on hand. The pockets are open, however, and
items can easily fall out if the belt is tipped.
Computers and Consumer Electronics
Rules for operating computers appear under the Computer Use skill. Some of the items in this section have
monthly subscription costs as well as initial purchase costs. The purchase DC accounts for both costs; once a
character has obtained the item, he or she doesn’t have to worry about ongoing subscription costs.
Camera
Still cameras let a character capture a record of what he or she has seen.
35mm: The best choice for the professional photographer, this camera can accept different lenses and takes the
highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film
used in a camera must be developed.
Digital: A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No
film developing is necessary.
Disposable: A 35mm camera with film built in can be purchased from vending machines, tourist traps, drugstores,
and hundreds of other places. Once the film is used, the entire camera is turned in to have the film developed.
Film: The medium upon which photographs are stored, film comes in a variety of sizes and speeds. The purchase
price represents the cost of a roll of 24 exposures of high-speed (ASA 400) film.
Film Developing: In most areas, drugstores and photo shops provide 1-hour service; in others, it takes 24 hours. In
really remote areas, film may have to be sent away for developing, taking a week or longer. The purchase DC
represents the cost of getting two prints of each shot on a roll of film, or one of each and any two also blown up to a
larger size.
Cell Phone
A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that
lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.
Computer
Whether a desktop or notebook model, a computer includes a keyboard, a mouse, a monitor, speakers, a CD-ROM
drive, a dial-up modem, and the latest processor. A character needs a computer to make Computer Use checks and to
make Research checks involving the Internet.
Desktop: Bulky but powerful, these machines are common on desks everywhere.
Notebook: Slim, lightweight, and portable, notebook computers have most of the functions available on desktop
computers.
Upgrade: A character can upgrade a desktop or notebook computer’s processor to provide a +1 equipment bonus on
Computer Use checks. Increase the purchase price of a desktop by x1.5 or a notebook by x2 to purchase an upgrade.
Milspec: A character can upgrade a desktop or notebooks computer to a milspec system, which doubles the
computer’s hit points and increases its Damage Reduction to 10. Increase the purchase price of a desktop by x3 or a
notebook by x4 to purchase an upgrade.
Digital Audio Recorder
These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be
connected to a computer to download the digital recording. Digital audio recorders don’t have extremely sensitive
microphones; they only pick up sounds within 10 feet.
Modem
A modem allows a character to connect a computer to the Internet. To use a modem, a character must have a
computer and an appropriate data line (or a cell phone, in the case of a cellular modem).
All computers come with dial-up modems, which allow connection to the Internet but without the speed of
broadband or the flexibility of cellular. A dial-up modem uses a standard telephone line; while it’s connected, that
telephone line can’t be used for another purpose.
Broadband: Cable modems and DSL services bring high-speed Internet access into the homes of millions. A
broadband modem gives a character on-demand, high-speed access to data, allowing Computer Use and Research
checks involving the Internet to be made in half the normal time.
Cellular: A cellular modem allows a character to connect her notebook computer to the Internet anywhere he or she
can use a cell phone. However, access speed is slow, and any Computer Use or Research check involving the
Internet takes half again the normal time (multiply by 1.5).
PDA
Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to
move files back and forth, but can’t be used for Computer Use or Research checks.
Portable Satellite Telephone
This object looks much like a bulky cell phone, and functions in much the same way as well. However, because it
communicates directly via satellite, it can be used anywhere on Earth, even in remote areas well beyond the extent
of cell phone service.
Portable satellite phones are very expensive to use. When used in a place not served by regular cellular service, each
call costs$2.00 per minute.
Portable Video Camera
Portable video cameras use some format of videotape to record activity. The tape can be played back through a
VCR or via the camera eyepiece.
Printer
The color inkjet printer described here is suited for creating hard copies of text and image files from computers.
Remote Control Console
This unit allows a character to operate a properly equipped vehicle or RPV remotely via the portable console.
Scanner
A color flatbed scanner allows the user to transfer images and documents from hard copy into a computer in
digital form.
Walkie-Talkie
This hand-held radio transceiver communicates with any similar device operating on the same frequency and
within range.
Basic: This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can
listen in on the character’s conversations. It has a range of 2 miles.
Professional: This high-end civilian model allows a character to program in twenty different frequencies from
thousands of choices-making it likely that the character can find a frequency that’s not being used by anyone else
within range. The device can be used with or without a voice-activated headset (included). It has a range of 30 km.
Surveillance Gear
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer’s
job.
Alarm, Intruder System
The Intruder Alarm System provides effective and affordable home security. Whenever any vehicle, intruder, or
even an expected guest approaches your property, this perimeter intrusion detection system alerts you to their
arrival. It is simple to operate yet technically sophisticated, and is completely wireless. It's ideal for monitoring your
driveway, yard, house, etc. The system consists of two basic components: an infrared sensor/transmitter unit and a
receiver/alarm unit. The sensor detector the presence of a vehicle or person through heat and motion, and then
immediately transmits via a 300 MHz radio signal to the receiver in the house, which sounds the alarm It has an
exceptional range of up to 455 meters. The sensor/transmitter unit is a special military version. It's military green in
color to blend in discretely in outdoor installations, is completely weatherproof, includes mounting hardware,
operates in temperatures down to -40'F and meets Mil Standard 2000. It mounts easily on a tree or a fence, in the
garage, at a pool entrance, or anywhere security is desired. The receiver/alarm unit is plugged into a standard
electrical outlet inside your house. Upon receipt of the alarm transmission from the sensor unit, the receiver unit
sounds its alarm and activates a LED light for 5 seconds, and then resets itself. The receiver has a volume control for
the alarm and a terminal board connection for connection of an optional external siren (a loud 119 db siren with a 4
meter cable.) The standard system that is sold consists of one sensor and one receiver only; however, many
additional sensor units and receiver units may be added as required to customize the system since all are compatible
with each other. Additional sensor and receiver units are sold separately.
Alarm, Intruder (Gas Grenade)
The Gas Grenade Intruder Alarm devices are well suited for area denial operations or protection of storage sheds,
exterior buildings, construction sites, protection of heavy equipment, campsites, etc. When activated, they fill the air
with the contents delivered from a Gas or Chemical Grenade unit causing the intruders to experience extreme
discomfort, tearing of eyes, coughing, etc. as long as they remain in the area. VOLTAGE ACTIVATED: The Type
Gas Grenade Intruder Alarm is a voltage-activated system. When voltage is supplied, the unit will disperse the Gas
or other Repellant from a chemical grenade for as long as voltage is applied to the unit, or until the canister is
emptied. It operates on 12 volts DC and draws 1.2 amps. You must supply switching and power. The grenade is not
included. This system can also be rigged using the "Grenade Accessory Hose" to vent outside of a vehicle for use in
anti-kidnaping applications. Includes fully adjustable mount.
Alarm, Mobile
This ultra-compact alarm system is perfect for use at home or on the move. It can be deployed to operate in three
ways: 1) As a passive infra-red motion detector and alarm. 2) As an instant alarm. While in this mode, when the pin
is removed the alarm will sound instantly. A trip wire activated system can be rigged in this mode for large area
coverage. 3) As a door/window guard. When used with the special pronged supplied spreader attachment, the alarm
will sound instantly upon opening of the protected door or window, or can be deployed as a booby trap style alarm
for an object. Comes complete with mounting bracket and hardware, deactivation/trip wire pin, door/window/booby
trap spreader attachment, and instructions. Alarm is a loud 120 db.
Alarm, Outdoor Wireless
This advanced yet simple to use security system can notify you of an intrusion before the intruders ever reach
your house. This two-part system consists of a re-chargeable solar-powered outdoor passive infrared motion detector
unit, which detects an intrusion and transmits it to the receiver/controller unit located inside the house, which sounds
the alarm. Transmission range is rated at a minimum of 300 meters. The water-resistant detector/transmitter unit is
adjustable for maximum zone protection and light collection for the mini integrated solar panel. The
receiver/controller plugs into a standard electrical outlet, and it also has a vehicle cigarette lighter adaptor. It has an
adjustable security code and delay setting options. If you don't want to utilize its high-decibel alarm, you also have
the option of, instead of the alarm sounding, activating any 110-volt device. In this mode, when an intrusion is
detected, it can activate lights, a telephone dialer, or any other device that you plug into it.
Black Box
This device, easily concealed in the palm of one hand, emits digital tones that convince the phone system to make
a long-distance connection free of charge. They also let a user “bounce” a call through multiple switches, making
the call harder to trace (the DC of any Computer Use check to trace the call is increased by 5).
Caller ID Defeater
When a phone line contains a caller ID defeater, phones attempting to connect with that line show up as
“anonymous” or “unavailable” on a caller ID unit. Such a call can still be traced as normal, however.
Cellular Interceptor
About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within
a 10 km area by listening in on the cellular service’s own transmitters. Intercepting the calls of a particular cell
phone requires a Computer Use check (DC 35); if the user knows the phone number of the phone in question, the
DC drops to 10. Obviously, the phone must be in use for someone to intercept the call. A cellular interceptor cannot
be used to intercept regular (ground line) phone connections.
Lineman’s Buttset
This device resembles an oversized telephone handset with a numeric keypad on the back and wire leads hanging
from the bottom. It functions as a portable, reusable telephone line tap. With a Repair check (DC 10), a user can
connect to a phone wire and hear any conversation that crosses it. A lineman’s buttset is a common tool for
telephone repair personnel.
Metal Detector
This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.
Night Vision Goggles
Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the
ability to see in darkness, also called dark vision because of the restricted field of view and lack of depth perception
these goggles provide, they impose a -4 penalty on all Spot and Search checks made by someone wearing them.
Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but
a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared
illuminator that, when switched on, operates like a flashlight whose light is visible only to the wearer (or anyone else
wearing night vision goggles).
Tap Detector
Plug this into a telephone line between the phone and the outlet, and it helps detect if the line is tapped. To detect
a tap, make a Computer Use check (the DC varies according to the type of telephone tap used; see below). With a
success, the tap detector indicates that a tap is present. It does not indicate the type or location of the tap however.
Also, it can’t be used to detect a lineman’s buttset.
Telephone Tap
These devices allow a character to listen to conversations over a particular phone line.
Line Tap: This tap can be attached to a phone line at any point between a phone and the nearest junction box
(usually on the street nearby). Installing it requires a Repair check (DC 15). It broadcasts all conversations on the
line over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a line tap by using a
tap detector requires a Computer Use check (DC 25).
Receiver Tap: This item can be easily slipped into a telephone handset as a Repair check (DC 5). It broadcasts all
conversations over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a receiver
tap by using a tap detector requires a Computer Use check (DC 15).
Telephone Line Tracer
Essentially a highly specialized computer, a line tracer hooked to a phone line can trace phone calls made to that
line, even if there’s a caller ID defeater hooked up at the other end. All it takes is time. Operating a line tracer is a
full-round action requiring a Computer Use check (DC 10). Success gains one digit of the target phone number,
starting with the first number of the area code.
Professional Equipment
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields.
Some objects contain the tools necessary to use certain skills optimally. Without the use of these items, often
referred to as kits, skill checks made with these skills are at a -4 penalty. Skills and the kits they are associated with
are listed below. See the descriptions of the kits for additional details. Note that kits should be restocked periodically
(purchase price of $30 less than the original purchase price). Note that some skills, by their nature, require a piece
of equipment to utilize.
Table 8.30 Professional Equipment
Skill
Climb
Craft (chemical)
Craft (electronic)
Craft (mechanical)
Associated Item
Climbing gear
Chemical kit
Electrical tool kit
Mechanical tool kit
Table 8.30 Professional Equipment (Continued)
Skill
Craft (pharmaceutical)
Craft (structural)
Demolitions
Disable Device
Disguise
Forgery
Investigate
Perform (keyboards)
Perform (percussion)
Perform (stringed)
Perform (wind)
Repair
Heal
Associated Item
Pharmacist kit
Mechanical tool kit
Demolitions kit
Car opening kit
Electrical tool kit
Lockpick set
Lock release gun
Disguise kit
Forgery kit
Evidence kit
Instrument, keyboard
Instrument, percussion
Instrument, stringed
Instrument, wind
Electrical tool kit
Mechanical tool kit
Multipurpose tool
First aid kit
Medical kit
Surgery kit
Antitoxin (Activated Charcoal)
Activated Charcoal is for emergency treatment in the case of poisoning. Medical grade activated charcoal is in a
stable liquid form that effectively absorbs certain toxins from the intestinal tract. These toxins include (but are not
limited to) strychnine, organophosphate and carbamate insecticides, herbicides, rodenticides, depressants and
analgesics. Administer orally as soon as possible after ingestion of poison, or at the onset of symptoms. Proper
dosage should inactivate at least 80% of ingested toxins. After drinking the antitoxin, a character gets a +5
equipment bonus on all Fortitude saving throws against poison for 1 hour.
Bolt Cutter
An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt
cutter requires a Strength check (DC 10).
Bottle, Potassium Iodate Pills
This bottle holds 200 tablets of Potassium Iodate. In the event of a nuclear weapon release, accident or Posleen
threat to a nearby power plant, Potassium Iodate protects your thyroid gland from the resulting radiation. A major
constituent of radiation released from a nuclear accident is a compound called "radioactive iodine." This component
of radiation travels with the wind and is a major component of radioactive fallout from a nuclear event. For radiation
that is not immediately lethal, the thyroid is the most sensitive and susceptible organ in your body, and its all
because of radioactive iodine.
The thyroid gland readily absorbs iodine in any form, and it retains this element as a nutrient for extended periods.
If radioactive iodine becomes available via a nuclear accident or event, the thyroid absorbs it too, making even
low-level nuclear fallout deadly. When iodine from safe potassium iodate is absorbed by the thyroid, the gland
becomes saturated, unable to absorb more. This process "blocks" radioactive iodine from entering your thyroid and
can save your character’s life. The standard dosage is 170 mg of potassium iodate (2 RAD BLOCK TABLETS)
tablets daily. This in turn yields 130 mg of safe, stable iodine, which fills the thyroid, thus preventing the uptake of
radioactive iodine. This has the effect of reducing radiation absorbsion by one level, while being properly medicated
on Potassium Iodate or Iodine pills.
Caltrops
Caltrops are four-pronged iron spikes designed so that one prong is pointing up when the caltrop rests on a
surface. A character scatters caltrops on the ground to injure opponents, or at least slow them down. One bag of
twenty-five caltrops covers a single 2-meter square. Each time a creature moves through a square containing caltrops
at any rate greater than half speed, or each round a creature spends fighting in such an area, the caltrops make a
touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage on a successful hit, and the injury reduces
foot speed to half normal (a successful Heal check, DC 15, or one day’s rest removes this penalty). A charging or
running creature must immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops
on vehicles.
Car Opening Kit
This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC
of a Disable Device check to accomplish this varies with the quality of the lock; see the skill description.
Chemical Kit
A portable laboratory for use with the Craft (chemical) skill, a chemical kit includes the tools and components
necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.
Crowbar
An iron bar for levering thing open.
Crowbar, Titanium
Titanium - stronger than steel, yet 30% lighter. It's also non-magnetic and chemically inert, so these tools are
perfect for all those household chores. And, because they'll never rust, they're ideal for marine environments, too.
(SCUBA divers and marine salvage operators swear by them). Length: .5 meters.
Demolitions Kit
This kit contains everything needed to use the Demolitions skill to set detonators, wire explosive devices, and
disarm explosive devices. Detonators must be purchased separately.
Disguise Kit
This kit contains everything needed to use the Disguise skill, including makeup, brushes, mirrors, wigs, and other
accoutrements. It doesn’t contain clothing or uniforms, however.
Duct Tape
The usefulness of duct tape is limited only by a character’s imagination. Duct tape can support up to 90 kg
indefinitely, or up to 135 kg for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist
check (DC 20) to free themselves.
A roll provides 20 meters of tape, 5 cm. wide.
Entry Tool
A normal entry tool has a forked end with a horn, and an adz on the other end, to maximize leverage. Length: 75
cm.
Entry Tool, Gorilla Bar
A total entry tool, the Gorilla Bar breaching tool is a non-sparking tool available for forced entry of doors. A
unique combination of metal alloys and casting orientation techniques make both working ends non-sparking,
essential in accidents or entry actions in volatile environments. The Gorilla Bar has a forked end and with a horn,
and a wedge shaped adz on the other end, to maximize leverage. Length: 100 cm.
Escape Hood
Of the 10,000 people who die in fires annually, 80% are overcome buy toxic smoke. 94% die before help arrives.
The Escape smoke hood provides 20 minutes of breathable air in any smoke filled environment. It will also filter out
carbon monoxide.
Electrical Tool Kit
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners,
power tools, and leads and wires.
Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty.
Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare
parts. It grants a +2 equipment bonus on Repair checks for electrical or electronic devices and allows a character to
make Craft (electronic) checks without penalty.
Evidence Kits
Law enforcement agencies around the world use generally the same tools to gather evidence. Having an evidence
kit does not grant access to a law enforcement agency’s crime lab; it merely assists in the proper gathering and
storing of evidence for use by such a lab. Without an evidence kit, a character receives a -4 penalty to use the collect
evidence option of the Investigate skill.
Basic: A basic evidence kit includes clean containers, labels, gloves, tweezers, swabs, and other items to gather bits
of physical evidence and prevent them from becoming contaminated.
Deluxe: A deluxe kit includes all the materials in a basic kit, plus supplies for analyzing narcotic substances at the
scene and for gathering more esoteric forms of physical evidence such as casts and molds of footprints or vehicle
tracks, as well as chemical residues and organic fluids. It also contains the necessary dusts, sprays, brushes,
adhesives, and cards to gather fingerprints. It grants a +2 equipment bonus on Investigate checks under appropriate
circumstances (whenever the GM rules that the equipment in the kit can be of use in the current situation).
Using a deluxe kit to analyze a possible narcotic substance or basic chemical requires a Craft (chemical) check (DC
15). In this case, the +2 equipment bonus does not apply.
Fake ID
Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the
skill of the forger. Typically, a forger has 1 to 4 ranks in the Forgery skill, with a +1 ability modifier. When a
character purchases a fake ID, the GM secretly makes a Forgery check for the forger, which serves as the DC for the
opposed check when someone inspects the fake ID. The purchase price of a fake ID is $100 times the forger’s ranks
in the Forgery skill.
Field Surgery kit
About the size of a large tackle box, this is the sort of kit commonly carried by military doctors and pharmacist
mates. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed,
unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned
character, to stabilize a dying character, or perform emergency surgery (see the Heal skill). Skill checks made with a
medical kit gain a +4 penalty.
First Aid Kit
Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions
for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit can be
used to help a dazed, unconscious, or stunned character by making a Heal check (DC 15). A first aid kit can be used
only once. Skill checks made without a first aid kit incur a -4 penalty.
Forgery Kit
This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be
forged, a character might need legal documents or other items not included in the kit.
Handcuffs
Handcuffs are restraints designed to lock two limbs-normally the wrists-of a prisoner together. They fit any
Medium-size or Small human or other creature that has an appropriate body structure.
Steel: These heavy-duty cuffs have DR 10, 10 hit points, a break DC of 30, and require a Disable Device check (DC
25) or Escape Artist check (DC 35) to remove without the key.
Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have DR 0, 4 hit points,
and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks
automatically fail).
Instrument, Keyboard
A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.
Instrument, Percussion
A set of drums, necessary in order to use the Perform (percussion instrument) skill.
Instrument, Stringed
An electric guitar, necessary in order to use the Perform (stringed instrument) skill.
Instrument, Wind
A flute, necessary in order to use the Perform (wind instrument) skill.
Lock
A lock is worked with a key. The DC to open this kind of lock with the Open Locks skill depends on the lock's
quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40).
Lock, Portable Door
This Portable Door Lock installs in just seconds. It then makes any door, even those with no lock whatsoever,
virtually impenetrable. Perfect for adding extra security to a front door, or keeping unwanted visitors out. Ideal for
use in hotel & motel rooms when traveling. Quickly and easily slips into place in seconds with absolutely no
modification to the door. Works on any door. The DC to open this kind of lock from the inside with the Open Locks
skill depends on the lock's quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40).
Otherwise if the character is on the other side of the door, the only options are to break down the door, or to remove
the section of the door containing the lock.
Lockpick Set
A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows
a character to make Disable Device checks to open mechanical locks (deadbolts, keyed entry locks, and so forth)
without penalty.
Lock Release Gun
This small, pistol like device automatically disables cheap and average mechanical locks operated by standard
keys (no Disable Device check necessary).
Manual Entry Tool Backpack: This backpack is designed to comfortably carry a Hooligan tool, a Mini Thunder
Sledge and /or Thunder Maul, bolt cutters. It is made of Milspec material and is heavily padded with closed cell
foam. Each tool has its own pouch and Velcro retention straps. The pouches are provided with a drain hole. The
backpack itself is contoured to the shape of your back. The tools are included.
Mechanical Tool Kit
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices,
fasteners, and even power tools.
Basic: This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices
without penalty.
Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection
of high-quality power tools. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a
character to make Craft (mechanical) or Craft (structural) checks without penalty.
Medical Kit
About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian
EMTs. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed,
unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned
character, or to stabilize a dying character (see the Treat Injury skill). Skill checks made with a medical kit gain a +2
penalty.
Multipurpose Tool
This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short
ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool
can lessen the penalty for making Repair, Craft (mechanical), Craft (electronic), or Craft (structural) checks without
appropriate tools to -2 instead of the normal -4. The tool is useful for certain tasks, as determined by the GM, but
may not be useful in all situations.
Pharmacist Kit
A portable pharmacy for use with the Craft (pharmaceutical) skill, a pharmacist kit includes everything needed to
prepare, preserve, compound, analyze, and dispense medicinal drugs.
Pole, 4 meter Telescopic
The 4 meter Telescopic Pole is an Anodized, extruded aluminum pole with a 3-1/2" inch nylon locking collar.
Snap-in threaded cone makes it easy to add and remove tools, even when wet. Accepts tools with tapered or
threaded sockets, including all squeegees, washers, scrapers and clamps. Ergonomically designed nylon handle grip
for comfort. Poles are sectioned for convenient carrying and storage. The pole is in two sections, and there is a hole
in the handle for hanging.
Ram, Portable
This non-sparking and electrically non-conducting composite portable ram is the perfect tool for battering down
doors. This ram is 100 cm. long. Not only does it provide a +2 circumstance bonus on a Strength check to break
open a door, but it allows a second person to help without having to roll, adding another +2 to the check.
Ram, Portable (One-Handed)
A new ram design that answers the need for door breaching speed in cramped environments. The Ram, Portable
(One-Handed)'s one-hand operation allows the officer to swing from behind cover, while retaining a weapon at the
ready. Devastating on light-weight exterior and most interior doors. Center balanced for one or two-hand ramming,
with a Micro-flex handle to eliminate joint stress on the officer. Non-sparking, Non-conductive, steel reinforced.
The only battering ram available for Close Quarter Battle operations. This ram is 50 cm. long. It provides a +1
circumstance bonus on a Strength check to break open a door.
Ram, Portable (One-Handed Hammer)
A brand new entry ram, the Hammer style design allows an officer to hide behind cover or a doorframe, avoiding
"fatal funnel" bullet fusilades. Increased arc of swing yields strike force far exceeding its 7.65 kg. weight. Field test
results show that the Ram, Hammer (One-Handed) is stunningly effective on residential and inside doors. Light,
portable, indestructible and non-conductive. Length: 60 cm.
Search-and-Rescue Kit
This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard
flashlight, 20 meters of durable nylon rope, two smoke grenades, and one signal flare.
Sledge
A two handed, iron-headed hammer that is good for smashing open treasure chests.
Sledge, Non-Sparking
A ten-pound sledge hammer, with a non-conductive advanced polymer handle and polymer coated head. The
essential entry tool for any kit. Grip features a non-slip coating that won't absorb glass shards. Length: 80 cm.
Sling, Ram
This sling is designed especially for a portable ram. This heavy-duty sling helps a character carry entry tools to the
places where you need to use them.
Sling, Entry Bar
This sling is design especially for an entry bar. This heavy-duty sling helps a character carry entry tools to the
places where you need to use them.
Spike Strip
This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a
small suitcase. Deploy it by rolling it across a roadway, where it lies like a flat, segmented belt. (The user can roll it
out onto the road without entering the lane of traffic.) Until the strip is activated, the spikes do not protrude, and cars
can pass safely over it. When the user activates it (via a control device attached to the end of the strip by a
10-foot-long cord), the spikes extend. Each time a creature moves through a square containing an activated spike
strip at any rate greater than half speed, or each round a creature spends fighting in such an area, the spike strip
makes a touch attack roll (base attack bonus +0). The strip deals 2 points of damage on a successful hit, and the
injury reduces foot speed to half normal (a successful Heal check, DC 15, or one day’s rest removes this penalty).
Wheeled vehicles passing over the strip are automatically hit-although vehicles equipped with puncture-resistant
tires are not affected.
Survival Gear
Survival gear helps characters keep themselves alive in the great outdoors.
Backpack
This is a good-sized backpack, made of tough water-resistant material. It has one or two central sections, as well
as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear.
A backpack gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity.
Binoculars
Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
Standard: Standard binoculars reduce the range penalty for Spot checks to -1 for every 20 meters (instead of -1 for
every 4 meters). Using binoculars for Spot checks takes five times as long as making the check unaided.
Rangefinding: In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout
that indicates the exact distance to the object on which they are focused.
Electro-Optical: Electro-optical binoculars function the same as standard binoculars in normal light. In darkness,
however, users looking through them see as if they had the darkvision ability granted by night vision goggles.
Bouncer This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
The bouncer is one of the few pieces of Earth-built technology that has been able to incorporate Galtech
knowledge. This device is an inertial dampening system that was designed to be used by mountain climbers and has
been adapted by the U.S. Ground forces as an evasion device. The Bouncer will cancel all falling damage as long as
the target surface is at least Huge size or larger. If there are objects smaller than that between the subject and the
target landing area, the subject will still take damage from hitting the secondary objects on the way down. When a
character uses this device, he must make a Use Device check DC 15 to insure that he has put the harness on
correctly otherwise he will still take half damage from the fall, due to improper positioning of the harness.
Camp Kitchen
This is a complete outdoor food preparation center. It is made of a rust-resistant aluminum frame with heavy-duty
channel extruded aluminum for added strength. It has stable leg braces for added support, and plastic guards protect
corners in transport. Its side extender shelf easily holds most field stoves. It includes the following features and
items: paper towel holder; chrome plated wire hooks and shelving for additional storage; removable sink with drain
plug and hose; it has a convenient carry handle and rugged storage bag; and folds for easy transport-fits easily in
most car trunks.
Chemical Light Stick
This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an
area only 2 meters in radius. Once activated, it can’t be turned off or reused. The listed purchase price is for a pack
of 5 sticks.
Climbing Gear
All of the tools and equipment that climbing enthusiasts use to make climbing easier and, in some cases, possible,
including ropes, pulleys, helmet and pads, gloves, spikes, chocks, ascenders, pitons, a handaxe, and a harness. It
takes 10 minutes to remove the gear from its pack and outfit it for use. Use this gear with the Climb skill.
Clothing Handwasher, Off-Grid:
This handwasher will clean clothing in two minutes. When warm water is sealed in the airtight washer drum, the
heat causes the air to expand, which builds pressure. This drives the soap and water into the clothing and combines
with agitation to “blow” the dirt out. Add a few quarts of warm water and a couple of tablespoons of detergent into
the drum with the clothing, rotate for 1-2 minutes, then dump and rinse. There's no maintenance and no moving
parts to malfunction. Polymer body can't rust. Safe for delicate fabrics (use luke warm water). Maximum load about
eight adult shirts or two pairs of jeans but works best on smaller loads. Height: 43 cm. Width: 30cm.
Compass
A compass relies on the Earth’s magnetic field to determine the direction of magnetic north. A compass grants its
user a +2 equipment bonus on Navigate checks.
Fire Extinguisher
This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough
extinguishing chemicals to put out a fire in a 4 meter by 4 meter area as a move action. It contains enough material
for two such uses.
Flash Goggles
These eye coverings provide total protection against blinding light.
Flashlight
Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty
models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness
within their illuminated areas.
Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 4 meters long and 2 meters
wide at its end.
Standard: This heavy metal flashlight projects a beam 12 meters long and 6 meters across at its end.
Battery Flood: Practically a handheld spotlight, this item projects a bright beam 40 meters long and 20 meters
across at its end.
Gas Mask
This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from
toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use.
Changing a filter is a move action. The purchase DC for one extra filter canister is 6.
Giant Emergency Office Kit
This 10 person comprehensive kit is designed to meet the needs of employees at their workplace in the event of a
major disaster. The food and water have a 5 year shelf life. What a great investment in security. Packed in
Footlocker or Port-A-Potties. Also available in 5 & 20 Person Kits. KIT INCLUDES: 10 Food, 10 Water , 10 Solar
Blanket, 1 Tube Tent, 2 Pair of Work Gloves, 50 Purification Water Tablets, 12 Sanitary Waste Bags, 1 Package..
Toilet Chemical, 1 Box Waterproof Matches, 1 AM/FM Radio with Light and Generator, 6 12-Hour Light-sticks, 10
Dust Masks, 10 Tissue Packs, 131 Piece First Aid Kit, 1 Flashlight with 20 Yr. Batteries, Caution Tape, Pry Bar.
GIPS Receiver This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Global inertial positioning system receivers use signals from GPS Markers to determine the receiver’s location to
within a few meters. A GIPS receiver grants its user a +4 equipment bonus on Navigate checks, but because the
receiver must be able to pick up satellite signals, it only works outdoors.
Map
While a compass or GPS receiver can help characters find their way through the wilderness, a map can tell a
character where he or she is going and what to expect when he or she gets there.
Road Atlas: Road atlases are available for the entire United States, showing all major roads in each state. They can
also be purchased for most major metropolitan areas, detailing every street in the entire region.
Tactical Map: A tactical map covers a small area-usually a few miles on a side-in exacting detail. Generally, every
building is represented, along with all roads, trails, and areas of vegetation. Tactical maps are not available for all
areas, and, though inexpensive, they generally have to be ordered from federal mapping agencies (taking a week or
longer to obtain).
Mesh Vest
This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines,
pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 18 kg of
equipment. A mesh vest provides a +2 equipment bonus to Strength for the purpose of determining carrying
capacity.
Portable chest freezer/refrigerator
Two Appliances in One. This appliance doubles as a refrigerator or freezer with a turn of the thermostat. It is
compact and easy to transport, yet its powerful cooling unit cools to about 0ºF. Perfect for cottages, campsites,
cabins, vacation homes, patios, boats and RVs or as a supplemental or backup freezer. Comes with all this-Runs on
three sources of power - LP gas, 12V battery, or 120V electric. Interior storage basket, push-button ignition,
recessed controls, combination gas/electric thermostat, built-in leveling legs and handles. Smooth, rustproof steel
cabinet with enamel finish. One-year warranty, AGA/CGA approved, use to be made in South Africa. Price does not
include freight.
Portable refrigerator
Keep food and drink cold indefinitely. Portable refrigerator is a welcome addition to any picnic or camping trip.
Great for the RV, boat or patio, too. Snap on wheels and pulling handle make it incredibly maneuverable. Large
enough to hold six 6-packs. Lightweight and compact with rugged turquoise plastic exterior. Comes with ice cube
tray, thermostat and push button piezo igniter. Works with three different power sources: LP gas (disposable 1-lb,
low profile canister fits in back of fridge), 12-volt DC, or 120-volt AC. Optional LP Tank Connector.
Portable Stove
This small stove works on kerosene or white gasoline, and can easily be broken down and carried for
backpacking.
Rations
Rations, Freeze Dried (1 year, 1 person): The one person one year food supply is designed to simplify your
family’s food storage without sacrificing taste or nutrition. The food in this year supply will give your character a
balanced diet during an emergency. You’ve never prepared an easier meal than with these just-add-water foods. This
year supply for one person provides 2,000 calories and over 60 grams of protein per day. Eat every day for one year
for $4.11 per day.
Rations, Hot-Meal (Heater Meal) 6-Pack:
It includes seven ready-to-eat entrees that keep without refrigeration, packed along with cutlery, and a flameless
water-activated food heater.
Hot-Meals is a high quality, canned food. Like the traditional canning method, each entree is cooked twice - once
before, then boiled after sealing. This cooking method means easy storage at room temperature, with an average
shelflife of 24 months.
To heat Hot-Meals, simply pour the enclosed pouch of salt water on the heater pad (attached to the tray), place the
sealed pre-cooked meal on the tray, slide it all back in the Hot-Meals self-heating box, and in just 15 minutes you
have a hot, nutritious meal - anytime, anyplace. Content: Large 3/4 lb. pre-cooked sealed meal, Pouch of salt water
starts heater, Environmentally friendly food heater, Fork, salt, pepper, and napkin.
Rations, MRE's (2cases):
The standard military ration for the individual warfighter is the MRE. The MRE will maintain high quality for
three years at 80o F and six months at 100o F. In addition, MRE packaging must meet stringent durability
requirements (to include airdrop, rough handling and temperature extremes).
Since its introduction, the MRE has been continuously improved. However, the "MRE" designation is popularly
expanded as "Meals Rejected by Ethiopians" or "Meals Rejected by Everyone." As a result of consumer feedback
from Operation Desert Shield/Storm, major customer focus improvements have been implemented to expand variety
and improve acceptability, consumption, and nutritional intake to enhance performance on the battlefield.
Since 2002, MRE XXII, 70 new items (70% Non Developmental Items (NDI) were approved for the MRE.
Fourteen of the least acceptable items were replaced. The number of menus increased, incrementally, from 12 to 24
and four vegetarian meals are now included (two in each case). The following are the list of meals in an MRE case:
Buttered Noodles, Black Bean and Rice Burrito (Vegetarian), Beef Enchilada, Beef Ravioli, Beef Teriyaki, Beef
with Mushroom Gravy, Cheese tortellini (Vegetarian), Chicken Parmesan, Chicken Strips in Salsa, Chicken with
Noodles, Chili Macaroni, Grilled Beef Steak, Grilled Chicken, Jamaican Pork Chop with Noodles, Macaroni and
Cheese, Meat Loaf w/brown Gravy, Mexican Rice, Pasta Primavera (Vegetarian), Pasta with Vegetables in Alfredo
Sauce (Vegetarian), Pork Chow Mein, Smoky Franks, Spicy Oriental Chicken, Turkey Breast with Potatoes, and
Turkey Tettrazini .
Rations, Trail:
Trail rations are compact, dry, high-energy foods suitable for travel, such as jerky, dried fruit, hardtack, and nuts.
Rope
Climbing rope can support up to 450 kg.
Sewing kit
Your standard emergency sewing kit.
Sleeping Bag
This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe
weather and can also double as a stretcher in an emergency.
Survival Kit-in-a-Can
Compact, lightweight and watertight. This Kit contains 38 items which can provide warmth, shelter and energy in
life threatening situations from desert to Arctic. Content: Compass; Fire Starter; 25 cm. Multi-use Cord; 1 meter of
Wire; 4 Waterproofed Matches; 30 meters of Fish Line; Soup Packet; Tea Bag; Sugar Packet; Match Book; 2
Antiseptic Swabs; Razor Blade; 3 Twist Ties; 4 meters of Duct Tape; Signal Mirror; Zip-Lock Bag; 2 Bandages; 2
Nails; 2 Safety Pins; 2 Fish Hooks; Signal Whistle; Chewing Gum; Sewing Needle; Energy Candy; Note Paper;
Pencil; Survival/First Aid Pamphlet.
Swiss Army Knife
This is your traditional Swiss army knife, the one item that no good Boy Scout would be caught without.
Tent
A tent keeps a character warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves
against the effects of cold weather.
Trail Rations
Trail rations come in a number of commercial options. They all provide the necessary energy and nutrition for
survival. The purchase DC given is for a case of 12 meals. [Repeated Item?]
Tripwire
Tripwire: This is genuine military camouflage trip wire used by U.S. Ground Forces. Constructed of special matte
finish 24 gauge steel wire, it does not reflect sunlight or moonlight. Ideal for any tripwire-activated devices. Each
spool contains four, 15-meter lengths of wire (two olive drab and two tan), for a total of 60 meters.
Tripwire, Spectra: This super-strong trip wire is the latest in tripwire and is far superior to the old painted metal
trip wires. Made from Spectra, this low stretch line offers an amazing 90 lbs of breaking strength even though it is
only slightly thicker than conventional dental floss. It is ideal for any tripwire-activated device, indoors or out.
Color: Black. Sold in spools of 40 meters.
Tripwire Alarm Device (Gas Grenade): The Gas Grenade Tripwire Alarm Devices are well suited for area denial
operations or protection of storage sheds, exterior buildings, construction sites, protection of heavy equipment,
campsites, etc. When activated, they fill the air with the contents delivered from a Gas or Chemical Grenade unit,
causing the intruders to experience extreme discomfort, tearing of eyes, coughing, etc. as long as they remain in the
area. The Gas Grenade Tripwire Alarm Device is a tripwire-activated system. It sets up quickly for rapid
deployment and can be mounted either vertically or horizontally. Once activated, it will discharge the entire contents
of the Punch II grenade canister. OC Grenade not included.
Tripwire Alarm Device (12 Gauge): This booby-trap Alarm Signaling Device signals you when trespassers are
present on your property. This popular and versatile perimeter security device may look like an ugly duckling, but it
works beautifully! Proven effective in the field, it can be deployed across paths and entryways, attached to doors or
gates, etc. This re-useable device is activated by a trip wire, which fires a 12 gauge signal. One 12 gauge blank is
included (additional blanks are available below). Unit comes complete with mounting hardware. 12 Gauge Blanks
(Package of 3) $9.95
Military Gear
Barbed Razor Wire
Barbed Razor Wire provides additional security for your positions. When laid out in proper patterns, it can force
attackers to advance into your pre-selected zones if desired. Deployment options include: use in loose coils around
your positions; attach to stakes 6" to 10" above the ground in criss-cross patterns (tanglefoot); in tall grass or brush;
nailed between trees, fastened across doorways or windows, etc. This barbed razor wire is harder to cut and much
more effective than standard barbed wire. For greatest effectiveness, it should be twisted while deploying.
Specifications: 3/4 meter wide, 50 meters per reel, 15 cm. between barbs, 225 kg breaking load.
Canteen
This is your standard 1-liter canteen, canteen cup and canteen pouch. No good soldier would go into the field with
at least one of these, and he would make sure that it was always filled. A lack of water will make a soldier in combat
ineffective more quickly than anything else, other than getting injured or killed.
Clothing
Fatigues: Called “battle dress uniforms” (or BDUs) in the United States Army, these are worn by hardened veterans
and wannabes alike. They’re rugged, comfortable, and provide lots of pockets. They are also printed in camouflage
patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black are available. When worn in
an appropriate setting, fatigues grant a +2 bonus on Hide checks.
Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms-making such
clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.
Ghillie Suit: The ultimate in camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap in
woodland colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly
impossible to discern.
A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on Hide checks. (The suit’s
coloration can be changed with a move action. However, the bulky suit imposes a penalty of -4 on all Dexterity
checks, Dexterity-based skill checks (except Hide), and melee attack rolls.
Web Gear: This consists of a wide web belt and a set of suspenders to attach to the belt. Ammo and combat
dressings clip onto the suspenders themselves. Your character can attach a canteen, entrenching tool, and a couple of
ammo pouches to the belt.
Larp Web Gear: Designed to carry a 3-liter Hydration system. This product utilizes both a patented hydration
system and the simple design of heavy-duty shoulder straps with a compartment built into the area between the
straps in the rear of the harness. The Web Gear is fully compatible with all belt pads, pouches, packs, and rappelling
harnesses. Features include: adjustable sternum strap; drag handle; and a breathable nylon mesh material.
Rifleman Kit: This vest was specifically created with the 10,000 trooper in mind. There are pouches for numerous
items such as magazine pouches, smoke grenades, canteens, parachute flares, radios, etc.
Special Features:
Dual waist adjustment and quick ditch system,
½ inch closed cell foam shoulder straps, triple load bearing belt attachment, 1 inch fully adjustable sternum strap,
drag handle, removable foam in waist belt section, all pouches sewn on location.
Pouch Configurations:
4 x AIW Mag Pouches (each holds 3 mags)
2 radio pouches (above 2 AIW pouches double as radio pouches with side release buckles)
2 X Large Utility Pouches (each holds 200 rnds M-60 box, NVG’s, MRE’s, Gloves, Claymores,etc.)
2 x dual greanade pouches,
2 x 1 liter canteen pouches w/ mesh bottom
1 x enhanced butt pack.
Elastic retention strap for fins on slung rifle
Strobe/compass pouch
Gunners tool pouch, knife / leatherman, etc.
Flashlight pouch
M-60 Gunner Kit: This vest was specifically created with the 10,000 trooper in mind. There are pouches for
numerous items such as M-60 rounds/ SAW boxes, smoke grenades, canteens, parachute flares, etc.
Special Features:
Dual waist adjustment and quick ditch system
½ inch closed cell foam shoulder straps triple load bearing belt attachment
1 inch fully adjustable sternum strap
Drag handle
Removable foam in waist belt section
All pouches sewn in location
Pouch Configurations:
2 x 100 RND M-60 Composite assault pack.
2 x 200 RND M-60 Composite assault pack
2 x pop Due Grenade pouches.
2 x 1 liter canteen pouches.
1 x enhanced butt pack.
Elastic retention strap for fins or slung rifle, pack, etc.
Strobe/compass pouch
Gunners tool pouch.
Flashlight pouch
Wet Weather Gear: This usually consists of a poncho or a camouflaged heavy raincoat.
Composite Assault Pack
The Composite assault pack securely holds 100 rounds or 200 rounds of 7.62mm ammunition on the M60 MMG's
bandoleer hanger in a ready-to-feed manner. No one has to hold the belt up. The box is sturdy, almost indestructible
and waterproof. It is also designed to be attached to the underside of the M60E4 or any other weapon that accepts
belted ammunition, with a universal mounting kit that is included.
Entrenching Tool
The entrenching tool is a small, collapsible shovel. It can be used to dig foxholes and hasty trenches when
necessary.
Equipment Pouches
Equipment pouches come in all shapes and sizes.
Land Warrior Mk I Helmet AN/PVS-15
The Land Warrior Mk I Helmet is the descendant of the helmet originally adopted by the U.S. military in the early
80’s. The main difference is the integrated hands free communications relay build into the helmet and the flip down
Monocle or Heads-Up Display. The relay is designed to interface with the Land warrior integrated communications
system. Damage Reduction: 13
Machine Gun Assault Pack
The Machine Gun Assault Pack is designed to be worn in place of the normal cargo backpack worn by U.S.
Ground Forces it is a Rubberized Hard-Cased Backpack that has an articulated ammunition feed belt attaching that
can be attached to belt fed machineguns. The assault pack is designed to carry 750 rounds of belted 7.62mm
ammunition in the ready state. This insures that the ammo that is not subject to the damage, stoppage, or immediate
action troubles that typically occurs with belts carried "Rambo style" (that is, exposed, wrapped around the torso)
dangling from the MG on the move. The Assistant Gunner (AG) not having to hold up the belt of ammo is then free
to spot for the gunner and fire his own rifle/carbine for 360° security in all directions. Quick-release buckles are
available on the Machine Gun Assault Pack for instant access of 7.62mm belts instead of older model cinch buckles.
The Machine Gun Assault Pack is fully sealed with an inner rubber liner for water-proofing. Quick-release buckles
and straps with two pockets attached to the outside of the Machine Gun Assault Pack allow for the MMG spare
barrel bag be attached and also creates an instant access carry capability for the M122 tripod and M60E4
flex-mount, freeing the hands for the first time when MG teams are on the move. Empty Weight: 6.8 kg. Fully
Loaded Weight: 25.5 kg.
Magazine Pouches
Standard Pistol Magazine Pouch: This is your normal standard magazine. It holds two pistol magazines.
Triple Pistol Magazine Pouch: This is larger than your normal standard magazine. It holds three pistol magazines.
Standard Rifle Magazine Pouch: This is the standard magazine pouch used by U.S. Ground Forces. It has two
grenade pockets, and holds 3 thirty-round magazines of rifle ammo. (Ammo and Grenades not included!).
Battle Enhanced Rifle Magazine Pouch: Designed for the serious soldier. It holds (6) rifle magazines. It also
works as a utility pouch also. Other ideas: Medical pouch, binoculars, flares, smoke, flash bangs, MRE’s, E&E gear,
etc.
Multi-Purpose Enhanced Rifle Magazine Pouch: Designed for the serious soldier. It has two grenade pockets, and
holds (6) rifle magazines. It also works as a utility pouch also. Other ideas: Medical pouch, binoculars, flares,
smoke, flash bangs, MRE’s, E&E gear, etc.
Single Grenade Accessory Pouch: Designed to attach to any belt, vest or pack. The lid is fully adjustable and has a
silent side release buckle for quick deployment of the grenade.
Double Grenade Accessory Pouch: Designed to attach to any belt, vest or pack. Lids are fully adjustable and have
silent side release buckles for quick deployment of the 2 grenades.
Mess Kit
Knife, Fork, cup and two pans that fold together around the whole thing.
Snake-Eye
The snake eye is like a little flexible periscope. It is basically just a fiber-optic cable with a lens so that a character
can look through it. The character may snake it under doors, though a crack or anywhere a wire might fit.
Spotting hidden items with a snake-eye is extremely difficult. Increase the Spot DC by +10 when using the
snake-eye.
Special Operations Medical Backpack
This pack was designed with the help of the elite military medics who know the most efficient techniques in field
trauma care. The Special Operations Medical Back Pack will open fully to display items needed in an emergency.
The pack is a mid-sized frameless pack, with super comfortable contour padded shoulder straps, a waist belt and a
built in 3-liter hydration system.
It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed,
unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned
character, to stabilize a dying character, or perform emergency surgery (see the Heal skill). Skill checks made with a
medical kit gain a +4 penalty.
Weapon Accessories
As if modern weapons weren’t dangerous enough, a number of accessories can increase their utility or efficiency.
Ammunition, Case of Factory Loaded 5.56mm Belted Ammunition, 100 Rounds
Preloaded at the factory with 100 rounds of 5.56mm ammunition. These cases allow for a firing unit to continue
sustained fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. Ready
Ammunition: 100 Cost Per Round: $.5
Ammunition, Case of Factory Loaded 5.56mm Belted Ammunition, 200 rounds
Preloaded at the factory with 200 rounds of 5.56mm ammunition. These cases allow for a firing unit to continue
sustained fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. Ready
Ammunition: 200 Cost per Round: $.5
Ammunition, Case of Factory Loaded 7.62mm Belted Ammunition, 100 Rounds
Preloaded at the factory with 100 rounds of 7.62mm ammunition. These cases allow for a firing unit to continue
sustained fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. Ready
Ammunition: 100 Cost Per Round: $.56
Ammunition, Case of Factory Loaded 7.62mm Belted Ammunition, 200 rounds
Preloaded at the factory with 200 rounds of 7.62mm ammunition. These cases allow for a firing unit to continue
sustained fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. Ready
Ammunition: 200 Cost per Round: $.56
Ammunition, Case of Factory Loaded 5.56mm Ammunition, 100 Rounds
Preloaded at the factory with 100 rounds of 5.56mm ammunition on speed-loader clips. Ready Ammunition: 100
Cost Per Round: $.5
Ammunition, Case of Factory Loaded 5.56mm Ammunition, 200 rounds
Preloaded at the factory with 200 rounds of 5.56mm ammunition on speed-loader clips. Ready Ammunition: 200
Cost per Round: $.5
Ammunition, Case of Factory Loaded 7.62mm Ammunition, 100 Rounds
Preloaded at the factory with 100 rounds of 7.62mm ammunition on speed-loader clips. Ready Ammunition: 100
Cost Per Round: $.56
Ammunition, Case of Factory Loaded 7.62mm Ammunition, 200 rounds
Preloaded at the factory with 200 rounds of 7.62mm ammunition on speed-loader clips. Ready Ammunition: 200
Cost per Round: $.56
Ammunition, Case of Factory Loaded 5.56mm Ammunition, 10, 20 Round Clips
Preloaded at the factory with 10 twenty-round magazines of 5.56mm ammunition. Ready Ammunition: 200 Cost
Per Round: $.5
Ammunition, Case of Factory Loaded 7.62mm Ammunition, 10, 20 Round Clips
Preloaded at the factory with 10 twenty-round magazines of 7.62mm ammunition. Ready Ammunition: 200 Cost
Per Round: $.56
Ammunition, Case of Factory Loaded 5.56mm Ammunition, 20, 20 round Clips
Preloaded at the factory with 20 twenty-round magazines of 5.56mm ammunition. Ready Ammunition: 400 Cost
Per Round: $.5
Ammunition, Case of Factory Loaded 7.62mm Ammunition, 20, 20 round Clips
Preloaded at the factory with 20 twenty-round magazines of 7.62mm ammunition. Ready Ammunition: 400 Cost
per Round: $.56
Ammunition, Case of Factory Loaded 5.56mm Ammunition, 10, 30 Round Clips
Preloaded at the factory with 10 twenty-round magazines of 5.56mm ammunition. Ready Ammunition: 300 Cost
Per Round: $.5
Ammunition, Case of Factory Loaded 7.62mm Ammunition, 10, 30 Round Clips
Preloaded at the factory with 10 twenty-round magazines of 7.62mm ammunition. Ready Ammunition: 300 Cost
Per Round: $.56
Ammunition, Case of Factory Loaded 5.56mm Ammunition, 20, 30 round Clips
Preloaded at the factory with 20 twenty-round magazines of 5.56mm ammunition. Ready Ammunition: 600 Cost
per Round: $.5
Ammunition, Case of Factory Loaded 7.62mm Ammunition, 20, 30 round Clips
Preloaded at the factory with 20 twenty-round magazines of 7.62mm ammunition. Ready Ammunition: 600 Cost
per Round: $.56
Ammunition, Manjack 7.62mm Battlecase
Preloaded at the factory with 25,000 rounds of 7.62mm ammunition. These cases allow for a firing unit to sustain
three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 25,000
Ammunition, Manjack 12.7mm Battlecase
Preloaded at the factory with 5,100 rounds of 12.7mm ammunition. These cases allow for a firing unit to sustain
three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 5,100
Ammunition, Manjack 20mm Battlecase
Preloaded at the factory with 3,450 rounds of 20mm ammunition. These cases allow for a firing unit to sustain
three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 3,450
Ammunition, Manjack 40mm Grenades Battlecase
Preloaded at the factory with 1,000 rounds of 40mm HV Grenade ammunition. These cases allow for a firing unit
to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 1,000
Ammunition, Manjack Posleen 1mm Railgun Battlecase
Preloaded at the factory with 190,500 rounds of 1mm ammunition. These cases allow for a firing unit to sustain
three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 190,500
Ammunition, Manjack Posleen 3mm Railgun Battlecase
Preloaded at the factory with 63,500 rounds of 3mm ammunition. These cases allow for a firing unit to sustain three
times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a
series. DR: 20 Ready Ammunition: 63,500
Ammunition, 7.62mm Light Battlecase
Preloaded at the factory with 1,800 rounds of 7.62mm ammunition. These cases allow for a firing unit to sustain
three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 1,800
Ammunition, 12.7mm Light Battlecase
Preloaded at the factory with 500 rounds of 12.7mm ammunition. These cases allow for a firing unit to sustain
three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 500
Ammunition, 20mm Light Battlecase
Preloaded at the factory with 300 rounds of 20mm ammunition. These cases allow for a firing unit to sustain three
times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a
series. DR: 20 Ready Ammunition: 300
Ammunition, 40mm Grenades Light Battlecase
Preloaded at the factory with 65 rounds of 40mm HV Grenade ammunition. These cases allow for a firing unit to
sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 65
Ammunition, 1mm Light Battlecase
Preloaded at the factory with 13,700 rounds of 1mm ammunition. These cases allow for a firing unit to sustain
three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 13,700
Ammunition, 3mm Light Battlecase
Preloaded at the factory with 4,500 rounds of 1mm ammunition. These cases allow for a firing unit to sustain
three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple
battlecases in a series. DR: 20 Ready Ammunition: 4,500
Belt feed Mechanism Factory Conversion Kit
This kit allow a skilled gunsmith to convert an Assault Rifle to be belt-fed in either semi or full auto fire mode.
The belt feed unit is easily removed so that the rifle can use normal magazines. The kit is designed so that factory
packaged belted ammunition boxes can be affixed below the kit.
Bipods
Standard Bipod: This is your standard rifle or machinegun bipod. Use of a bipod (or bracing a rifle or machinegun
on a steady object such as a log) provides the shooter with a +1 circumstance bonus on the attack roll. Bracing
requires the shooter to take 1 full round of preparation before gaining the circumstance bonus. The Bipod also
reduces the recoil of the weapon by 1. Cost: $90 Weight: .225 kg.
Bipod, adjustable: This is a fully adjustable (for height and angle of the legs) and mechanically lockable bipod. The
legs will lock in place for firing. Use of a bipod (or bracing a rifle or machinegun on a steady object such as a log)
provides the shooter with a +2 circumstance bonus on the attack roll. Bracing requires the shooter to take 1 full
round of preparation before gaining the circumstance bonus. The Bipod also reduces the recoil of the weapon by 1.
Cost: $125 Weight: .9 kg.
Bipod, Manjack: This is a fully cybernetically-controlled, adjustable (for height and angle of the legs) and
mechanically lockable bipod. The on-board computer will take targeting information from most digital ballistic
scopes. The legs will lock in place for firing. Use of a bipod (or bracing a rifle or machinegun on a steady object
such as a log) provides the shooter with a +3 circumstance bonus on the attack roll. Bracing requires the shooter to
take 1 full action of preparation before gaining the circumstance bonus. The Bipod also reduces the recoil of the
weapon by 1. Cost: $625 Weight: 1.58 kg.
Butt-Pod, Adjustable: This adjustable Butt-Pod provides a Solid, Elevation Adjustment for Bipod Users. This
device attaches to the bottom of the butt stock of a rifle and screws up and down to adjust elevation while shooting
from a bipod. The adjustment is extremely fine and rock solid. The crosshairs move onto the target as the Butt-Pod
is adjusted up or down. Use of a bipod (or bracing a rifle or machinegun on a steady object such as a log) provides
the shooter with a +1 circumstance bonus on the attack roll. This is in addition to the bonus from a bipod. Bracing
requires the shooter to take 1 full round of preparation before gaining the circumstance bonus. Cost: $55 Weight:
.45 kg.
Butt-Pod, Manjack: This fully cybernetically-controlled, adjustable Butt-Pod provides a Solid, Elevation
Adjustment for Bipod Users. This device attaches to the bottom of the butt stock of a rifle and screws up and down
to adjust elevation while shooting from a bipod. The adjustment is extremely fine and rock solid. The crosshairs
move onto the target as the Butt-Pod is adjusted up or down. The on-board computer will take targeting information
from most digital ballistic scopes. Use of a bipod (or bracing a rifle or machinegun on a steady object such as a log)
provides the shooter with a +2 circumstance bonus on the attack roll. Bracing requires the shooter to take 1 full
action of preparation before gaining the circumstance bonus. Cost: $555 Weight: 1.58 kg.
Box Magazine
For weapons that use box magazines, a character can purchase extras. Loading these extra magazines ahead of time
and keeping them in a handy place makes it easy to reload a weapon in combat.
C-MAG Snail Magazine, 100 rounds
These are dual spiral "snail" magazines that hold 100 rounds of ammunition, when fully loaded. They come in
5.56mm and 7.62mm ammunition sizes.
C-MAG Snail Magazine, 160 rounds
These are dual spiral "snail" magazines that hold 160 rounds of ammunition, when fully loaded. They come in
5.56mm and 7.62mm ammunition sizes.
Snail Magazine, 90 Round
These are spiral "snail" magazines that hold 90 rounds of ammunition, when fully loaded. They come in 5.56mm
and 7.62mm ammunition sizes.
Detonator
A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap
and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an
explosive requires a Demolitions check (DC 15). Failure means that the explosive fails to go off as planned. Failure
by 10 or more means the explosive goes off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in controller. It can be wired into any electrical device, such as a
light switch or a car’s ignition switch, with a Demolitions check (DC 10). When the electrical device is activated,
the detonator goes off.
Radio Control: This device consists of two parts: the detonator itself and the activation device. The activation
device is an electronic item about the size of a deck of cards, with an antenna, a safety, and an activation switch.
When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range
of 200 meters.
Timed: This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a
particular time.
Wired: This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a
small pistol-grip device that the user squeezes. The detonator comes with 40 meters of wire, but longer lengths can
be spliced in with a Demolitions check (DC 10).
Dual Redi-Mag Speed Loading System
This bolt-on kit allow for an additional two ammunition magazines to be carried in the ready position, one on each
side of the magazine that is seated in the magazine well to balance out the weapon. This shortens the amount of time
it takes to reload a weapon, allowing the weapon to be readied faster after the magazine is emptied. This allows an
assault style rifle that uses the dual Redi-Mag Speed Loading System to be loaded as a free action by using one of
the two ready ammunition box magazines. Weight: .12 kg. Cost: $ 15
Speed Loader
A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder.
Using a speed loader saves time in reloading a revolver, since a character can insert all the bullets at once.
Holster
Holsters are generally available for all Medium-size or smaller firearms.
Hip: This holster holds the weapon in an easily accessed-and easily seen-location.
Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed
Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit,
presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the
wearer’s waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.
Illuminator
An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user’s hands. It functions as a
standard flashlight.
Laser Sight
This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1
equipment bonus on all attack rolls made against targets no farther than 12 meters away. However, a laser sight can’t
be used outdoors during the daytime.
Recoil Compensators
Recoil Compensator, Pistol: Recoil compensators come in two general varieties, ones that are detachable and ones
that are manufactured into the weapon when the barrel was manufactured. Pistol Recoil Compensators reduce the
recoil modifier by 1.
Recoil Compensator, Light: Recoil compensators come in two general varieties, ones that are detachable and ones
that are manufactured into the weapon when the barrel was manufactured. Light Recoil Compensators are generally
used on Submachine guns and Assault Rifles and reduce the recoil modifier by 1.
Recoil Compensator, Medium: Recoil compensators come in two general varieties, ones that are detachable and
ones that are manufactured in to the weapon when the barrel was manufactured. Medium Recoil Compensators are
generally used on some Assault Rifles and Sniper Rifles and reduce the recoil modifier by 2.
Recoil Compensator, Heavy: Recoil compensators come in two general varieties, ones that are detachable and ones
that are manufactured into the weapon when the barrel was manufactured. Heavy Recoil Compensators are generally
used on some Heavy Sniper Rifles and reduce the recoil modifier by 4.
Scopes
A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies
the image of the target, it has a very limited field of view, making it difficult to use.
Scope, 5-10x: This is your standard 5-10x45 hunting scope. Magnification: 5-10X. Note: The 5-10X Scope makes
object 600 meters away appear to be 60 meters away (or objects 1,275 meters. away appear to be 128 meters away),
thus effectively multiplying each range increment of the weapon by 1.25. Cost: $150 Weight: .68 kg.
Scope, 5-20X: This is your standard 5-20x75 hunting scope. The 5-20X Scope makes object 600 meters away
appear to be 30 meters away (or objects 1,275 meters away appear to 13 meters away (or objects 4,200 ft. away
appear to be 210 ft. away), thus effectively multiplying each range increment of the weapon by 1.5. Cost: $200
Weight: .9 kg.
Scope, 1-2.5x Digital Ballistic AN/PAS-15: U.S.S.O.C. Digital ballistic scope ACOG 1-2.5x55 Scope with Red
Center Illumination for all U.S. AIW (it will also fit most standard rifle mounts) includes: Flat Top Adapter, Backup
Iron Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command
SOPMOD Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding
stadia lines are digitally computed based on what round is being fired from what type of weapon. The scope must be
programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition
settings. The scope has low light amplification and thermographic features built in. This scope has been design to
allow data sharing with the Land Warrior Helmet's Heads-Up Display. Magnification: 2.5X. Note: The 2.5X
Digital Ballistic Scope makes object 1,500 meters away appear to be 600 meters away (or objects 1,275 meters away
appear to be 510 meters away), thus effectively multiplying each range increment of the weapon by 1.25. Add +1 to
the users Initiative score when using the scope. Add +1 to all spot checks when using the scope to spot targets. The
scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty.
Cost: $1,800 Weight: .45 kg.
Scope, 1-5x Digital Ballistic AN/PAS-16: U.S.S.O.C. Digital ballistic scope ACOG 1-5x45 Scope with Red Center
Illumination for all U.S. AIW (it will also fit most standard rifle mounts) includes: Flat Top Adapter, Backup Iron
Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD
Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding stadia lines
are digitally computed based on what round is being fired from what type of weapon. The scope must be
programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition
settings. The scope has low light amplification and thermographic features built in. This scope has been design to
allow data sharing with the Land Warrior Helmet's Heads-Up Display. Magnification: 5X. Note: The 5X Digital
Ballistic Scope makes object 1,500 meters away appear to be 300 meters away (or objects 1,275 meters away appear
to be 255 meters away), thus effectively multiplying each range increment of the weapon by 1.5. Add +1 to the users
Initiative score when using the scope. Add +2 to all spot checks when using the scope to spot targets. The scope
allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty.
Cost: $2,700 Weight: .9 kg.
Scope, 5-10x Digital Ballistic AN/PAS-17: U.S.S.O.C. Digital ballistic scope 5-10x55 Scope with Red Center
Illumination for all U.S. AIW (it will also fit most standard rifle mounts) - includes: Flat Top Adapter, Backup Iron
Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD
Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding stadia lines
are digitally computed based on what round is being fired from what type of weapon. The scope must be
programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition
settings. The scope has low light amplification and thermographic features built in. This scope has been design to
allow data sharing with the Land Warrior Helmet's Heads-Up Display. Magnification: 5-10X. Note: The 5-10X
Digital Ballistic Scope makes object 1,500 meters away appear to be 150 meters away (or objects 1,275 meters away
appear to be 128 meters away), thus effectively multiplying each range increment of the weapon by 1.75. Add +3 to
all spot checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost
as if it were day, suffering only a -2 circumstance penalty. Cost: $3,600 Weight: 1.35 kg.
Scope, 5-20x Digital Ballistic AN/PAS-18: U.S.S.O.C. Digital ballistic scope 5-20x75 Scope with Red Center
Illumination for all U.S. AIW (it will also fit most standard rifle mounts) - includes: Flat Top Adapter, Backup Iron
Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD
Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding stadia lines
are digitally computed based on what round is being fired from what type of weapon. The scope must be
programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition
settings. The scope has low light amplification and thermographic features built in. This scope has been design to
allow data sharing with the Land Warrior Helmet's Heads-Up Display. This scope has a wide angle 4 in by 4-in.
digital display that can be attached for use with machineguns. Magnification: 5-20X. Note: The 5-20X Digital
Ballistic Scope makes object 1,500 meters away appear to be 75 meters away (or objects 1,275 meters away appear
to be 64 meters away), thus effectively multiplying each range increment of the weapon by 2. Add +4 to all spot
checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost as if it
were day, suffering only a -2 circumstance penalty. Cost: $4,500 Weight: 1.8 kg.
Scope, CDC Lightweight Video Sight (LVS): This is a compact, video-based targeting system for crew-served
direct fire weapons, such as the M2HB Browning machinegun, or the Mk 49 Grenade Launcher. It includes a 10X
video Imager, Laser range finder, weather sensors, 4th generation image intensifier and a milspec. ballistic computer
capable of handling 10 different ammunition types. Its advanced battery pack lasts 8 hours. Note: The CDC LVS
makes object 1,500 meters away appear to be 150 meters away (or objects 1,275 meters away appear to be 128
meters away), thus effectively multiplying each range increment of the weapon by 1.75. The scope allows the user to
visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. The CDC LVS provides
a +3 equipment bonus to the user’s attack roll. Cost: $25,000 Weight: 3.96 kg.
Advanced Fire Control Sighting Module AFCSM/AN/PAS-20: The Advance Fire Control Sighting Module
mounts on the standard weapon sight-mounting rail. It includes a red dot collimator with 1-10X magnification, a
video channel with 1-10X magnification, a sensor system to measure meteorological information (air temperature,
crosswind velocity), weapon angles, etc. A milspec ballistic computer, which computes the flight path of each round
before it, is fired and moves the aiming reticle of the weapon accordingly. The sight also traces each round fired due
to the low-emission infrared tracer ammunition used (which can only be seen from the rear of the round when it is
fired and only with thermal sighting equipment). The video system includes a motion-tracking feature, which
automatically keeps track of the motion and targeting data of every target within the sight picture of the scope,
allowing the end user to quickly service additional targets. A thermal imaging system is also integrated into the
system. The AFCSM/AN/PAS-20 also includes an integrated ranging laser that feeds range information to the sight
and to any AIW the AFCSM/AN/PAS-20 is attached to. The system is designed to provide targeting information for
all standard 5.56mm, 7.62mm, 20mm LV, and 40mm LV grenades. Note: The Advanced Fire Control Sighting
Module AFCSM/AN/PAS-20 makes objects 1,500 meters away appear to be 150 meters away (or objects 1,275
meters away appear to be 128 meters away), thus effectively multiplying each range increment of the weapon by
1.75. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2
circumstance penalty. The system also provides the user with a +4 equipment bonus to his attack roll when using a
weapon mounting this sighting system. Cost: $28,000 Weight: 3.83 kg.
Advanced Fire Control Sighting Module AFCSM/AN/PAS-21: The Advance Fire Control Sighting Module
mounts on the standard weapon sight-mounting rail. It includes a red dot collimator with 1-20X magnification, a
video channel with 1-10X magnification, a sensor system to measure meteorological information (air temperature,
crosswind velocity), weapon angles, etc. A milspec ballistic computer, which computes the flight path of each round
before it, is fired and moves the aiming reticle of the weapon accordingly. The sight also traces each round fired due
to the low-emission infrared tracer ammunition used (which can only be seen from the rear of the round when it is
fired and only with thermal sighting equipment). The video system includes a motion-tracking feature, which
automatically keeps track of the motion and targeting data of every target within the sight picture of the scope,
allowing the end user to quickly service additional targets. A thermal imaging system is also integrated into the
system. The AFCSM/AN/PAS-20 also includes an integrated ranging laser that feeds range information to the sight
and to any AIW the AFCSM/AN/PAS-21 is attached to. The system is designed to provide targeting information for
all standard 5.56mm, 7.62mm, 20mm LV, and 40mm LV grenades. Note: The Advanced Fire Control Sighting
Module AFCSM/AN/PAS-21 makes objects 1,500 meters away appear to be 75 meters away (or objects 1,275
meters away appear to be 64meters away), thus effectively multiplying each range increment of the weapon by 2.
The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance
penalty. The system also provides the user with a +4 equipment bonus to his attack roll when using a weapon
mounting this sighting system. Cost: $30,000 Weight: 4.05 kg.
Suppressor
A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it
is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when
it is used. For handguns, the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For
longarms, the supersonic speed of the bullet itself still makes noise. However, its difficult to tell where the sound
is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Repair check (DC 15). Once a weapon has been modified in
this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any
other weapon that fires the same caliber of ammunition.
Tripods
Tripod, Light: This is your standard medium machinegun tripod. The light tripod is intended to be used with
5.56-7.62mm machineguns. Use of this tripod provides the shooter with a +3 circumstance bonus on the attack roll.
The Bipod also reduces the recoil of the weapon by 3.
Tripod, Light adjustable: This tripod is fully adjustable (for height and angle of the legs) and mechanically
lockable. The legs and center point will lock in place for firing. The light tripod is intended to be used with
5.56-7.62mm machineguns. Use of this tripod provides the shooter with a +4 circumstance bonus on the attack roll.
The Bipod also reduces the recoil of the weapon by 3.
Tripod, Light Manjack: This tripod is fully cybernetically controlled, adjustable (for height and angle of the legs)
and mechanically lockable. The light tripod is intended to be used with 5.56-7.62mm machineguns. The legs and
center point will lock in place for firing. Use of this tripod provides the shooter with a +5 circumstance bonus on
the attack roll. The Bipod also reduces the recoil of the weapon by 3.
Tripod, Medium: This is your standard medium machinegun tripod. The medium tripod is intended to be used with
12.7-14.5mm machineguns and 40mm HV automatic grenade launchers. Use of this tripod provides the shooter with
a +3 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the weapon by 6.
Tripod, Medium adjustable: This tripod is fully adjustable (for height and angle of the legs) and mechanically
lockable. The legs and center point will lock in place for firing. The medium tripod is intended to be used with
12.7-14.5mm machineguns and 40mm HV automatic grenade launchers. Use of this tripod provides the shooter with
a +4 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the weapon by 6.
Tripod, Medium Manjack: This tripod is fully cybernetically controlled, adjustable (for height and angle of the
legs) and mechanically lockable. The legs and center point will lock in place for firing. The medium tripod is
intended to be used with 12.7-14.5mm machineguns and 40mm HV automatic grenade launchers. Use of this tripod
provides the shooter with a +5 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the
weapon by 6.
Lifestyle
Lifestyle items include travel expenses, entertainment and meals beyond the ordinary, and housing, for those
characters interested in buying a home rather than renting. Lifestyle items are shown on the table below.
Table 8.31: Lifestyle Items
Housing
Small condo
Large condo
Small house
Medium house
Large house
Mansion
Purchase
Price
$100,000
$175,000
$175,000
$325,000
$600,000
$1,000,000
Entertainment
Movie ticket
Theater ticket
Sporting event ticket
Purchase
Price
$12
$55
$55
Meals
Fast food
Purchase
Price
$10
Family restaurant
Upscale restaurant
Fancy restaurant
$40
$110
$180
Transportation
Airfare
Domestic, coach
Domestic, first class
International, coach
International, first class
Car rental
Economy car
Mid-size or truck
Luxury
Price
Purchase
Lodging
Budget motel
Average hotel
Upscale hotel
$350
$900
$1,200
$3,500
$40
$70
$120
Purchase
Price
$55
$90
$150
Housing
A number of types of homes are mentioned on Table 8.31:Lifestyle. The purchase price covers the total cost of the
home. (A character buying a home does not have to worry about mortgage payments; they simply replace the
character’s rent).
The small house and condo are one- or two-bedroom homes, probably with curbside parking. The large condo and
medium house are three-bedroom homes with garage or carport parking for one or two cars. The large house is a
four-bedroom home with a two-car garage, while the mansion is a five- or six-bedroom home with an extra den,
spacious rooms throughout, and a three-car garage. All of these homes are of typical construction; luxury
appointments or avant garde designs are available with a x1.5 increase to the purchase price.
Location dramatically affects a home’s value. The given purchase price assumes a typical suburban location. An
undesirable location, such as a bad neighborhood or a remote rural site, divides the purchase price by 1.5. A
particularly good location in an upscale neighborhood or city center increases the purchase price by x2.
Entertainment
Purchase price are given for several entertainment options. They represent the purchase of a single ticket. A pair
of tickets can be purchased together; doing so increases the purchase price by x2.
Meals
Several typical meal costs are provided. The cost of picking up the tab for additional diners multiplies the
purchase price by the number additional dinner to the purchase price.
Transportation
Airfare tickets are for a single passenger round trip. One-way tickets are available, but only divide the purchase by
1.25. Car rentals and lodging rates are per day.
Services
The broad spectrum of services available to characters is only represented in overview here.
Table 8.32: Services
Item
Auto repair
1 to 10 hp damage
11 to 20 hp damage
Purchase
Price
$500
$1,200
21 to 30 hp damage
30+ hp damage
Towing
Bail bonds
Property crime
Assault crime
Death crime
Bribery
Bouncer
Bureaucrat
Informant
Police officer
Legal services
Medical services
Long-term care
Restore hit points
Surgery
Treat poison/disease
$2,750
$6,500
$70
$275
$650
$3,500
$40
$120
$55
$120
$120 times lawyer’s Knowledge (laws) ranks
$120 times doctor’s Heal ranks
$200 times doctor’s Heal ranks
$500 times doctor’s Heal ranks
$120 times doctor’s Heal ranks
Auto Repair
Having a car repaired can be expensive; how expensive depends on the amount of damage the vehicle has
suffered. The purchase price for damage repair assumes the vehicle has not actually been disabled; if it has been,
multiply the purchase price by x3. Repair generally takes 1 day for every 10 hit points of damage dealt, and results
in the vehicle being returned to full hit points. See Chapter 12 for more about vehicle damage.
Bail Bonds
Characters jailed for crimes can seek bail. Bail is a monetary guarantee that the suspect will show up for his trial.
The bail amount is set by a judge or magistrate, sometimes immediately following arrest (for minor crimes) and
sometimes days later (for serious crimes). If bail is granted, a character can arrange for a bail bond-a loan that covers
bail. The purchase prices represent the fees associated with the loan; the bond itself is paid back to the bond agency
when the hero shows up for trial. If the hero fails to show up, the agency loses the bail loan, and may send bounty
hunters or other thugs after the character. Bail amounts vary dramatically, depending on the seriousness of the
crime, the suspect’s criminal history, his or her role in society, his or her family life, and other factors the judge
believes indicate that the character will or will not flee (or commit other crimes) before the trial. An upstanding
citizen with a good job and a family who has never before been charged with a crime gets minimal bail; a career
criminal with nothing to lose gets maximum bail or may not be granted bail at all. The purchase price shown
assumes the suspect is viewed positively by the court. If not, multiply the purchase price by as much as 5. Whatever
the base purchase price, a successful Diplomacy check (DC 15) by the suspect reduces the purchase price by 25%.
Property Crime: The crime involved only the destruction of property; no one was attacked or seriously hurt as
part of the crime.
Assault Crime: The crime involved an attack intended to capture, kill, or seriously injure the victim.
Death Crime: Someone died as a result of the crime.
Medical Services
A character’s medical insurance is built into his or her Wealth bonus; the purchase price represent the ancillary
expenses not covered, or only partly covered, by insurance. Medical services must be paid for in full regardless of
whether they are successful. See the Treat Injury skill for more information on the medical services described below.
Long-Term Care: The purchase price represents treatment for regaining hit points or ability score points more
quickly than normal on a given day.
Restore Hit Points: The purchase price represents treatment for hit point damage from wounds or injuries on a
given day.
Surgery: The purchase price represents the cost of a single surgical procedure.
Poison/Disease: The purchase price represents one application of treatment for a poison or disease.
Civilian Earth Tech Vehicles
Four Wheeled ATV
Unloaded Weight: 315 kg.
Size Class: Medium-sized.
Top Speed: 10
Acceleration: 4
Deceleration: 4
Handling: +1
Fuel: 650.
Stealth: 10
AC: 10
DR: 6
Hit Points: 100.
Stations: Pilot/Driver.
Cargo: 90 kg. of external cargo.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Cost: $10,000.
Electric Pro Motorcross Bike
Unloaded Weight: 180 kg.
Size Class: Medium-sized.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 15
Acceleration: 4
Deceleration: 6
Handling: +1
Fuel: 720.
Stealth: 10
AC: 10
DR: 6
Hit Points: 50.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $6,300.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Note: This Motorcycle can be folded up in to a 3 ft by 3 ft by 3.5 ft transportable package.
Motorcross Bike
Unloaded Weight: 200 kg.
Size Class: Medium-Sized.
Top Speed: 20
Acceleration: 4
Deceleration: 6
Handling: +1
Fuel: 600.
Stealth: 10
AC: 10
DR: 6
Hit Points: 50.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $7,700.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Heavy Duty Motorcross Bike
Unloaded Weight: 240 kg.
Size Class: Medium-sized.
Top Speed: 20
Acceleration: 4
Deceleration: 6
Handling: +3
Fueled Range: 740 miles.
Stealth: 10
AC: 10
DR: 6
Hit Points: 70.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $29,800.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Fat Boy Cruiser Motorcycle
Unloaded Weight: 300 kg.
Size Class: Medium-sized.
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +1
Fuel: 1,200.
Stealth: 10
AC: 10
DR: 6
Hit Points: 60.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $12,760.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Road King Cruiser Motorcycle
Unloaded Weight: 430 kg.
Size Class: Medium-sized.
Top Speed: 14
Acceleration: 2
Deceleration: 4
Handling: +1
Fuel: 700.
Stealth: 10
AC: 10
DR: 6
Hit Points: 60.
Stations: Pilot/Driver and one passenger.
Cargo: 180 kg.
Cost: $12,760.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Road King Cruiser Motorcycle
Unloaded Weight: 430 kg.
Size Class: Medium-sized.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 14
Acceleration: 2
Deceleration: 4
Handling: +1
Fuel: 2,600.
Stealth: 10
AC: 10
DR: 6
Hit Points: 60.
Stations: Pilot/Driver and one passenger.
Cargo: 180 kg.
Cost: $19,600.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Racing Motorcycle
Unloaded Weight: 180 kg.
Size Class: Medium-sized.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 33
Acceleration: 4
Deceleration: 6
Handling: +2
Fuel: 1,250.
Stealth: 10
AC: 10
DR: 6
Hit Points: 50.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $8,100.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Professional Racing Motorcycle
Unloaded Weight: 225 kg.
Size Class: Medium-sized.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed 38
Acceleration: 5
Deceleration: 8
Handling: +3
Fuel: 3,180
Stealth: 10
AC: 10
DR: 6
Hit Points: 50.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $24,400.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
City Car
Unloaded Weight: 270 kg..
Size Class: Medium-sized
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 12
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 820.
Stealth: 10
AC: 10
DR: 6
Hit Points: 30
Stations: Pilot/Driver and one passenger.
Cargo: 90 kg. of external cargo
Cost: $9,125.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Small Car
Unloaded Weight: 1.2 metric tons.
Size Class: Large
Top Speed: 18
Acceleration: 1
Deceleration: 3
Handling: -1
Fuel: 560.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 60
Stations: Pilot/Driver and three passengers.
Cargo: 225 kg.
Cost: $34,870
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Small Car
Unloaded Weight: 1.2 metric tons.
Size Class: Large
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 18
Acceleration: 1
Deceleration: 3
Handling: -1
Fuel: 560.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 60
Stations: Pilot/Driver and three passengers.
Cargo: 225 kg.
Cost: $39,420
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Medium Car
Unloaded Weight: 1.6 metric tons.
Size Class: Large
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 1,200.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 70
Stations: Pilot/Driver and three passengers.
Cargo: 225 kg.
Cost: $54,300
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Medium Car
Unloaded Weight: 1.6 metric tons.
Size Class: 1 (large)
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 1,400.
Stealth: 12
AC: 9 (-1 size)
DR: 8
Hit Points: 70
Stations: Pilot/Driver and three passengers.
Cargo: 225 kg.
Cost: $69,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Limo
Unloaded Weight: 8.2 metric tons
Size Class: Huge
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -2
Fuel: 1,250.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 90
Stations: Pilot/Driver and seven passengers.
Cargo: 450 kg.
Cost: $199,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Limo, Armored
Unloaded Weight: 8.2 metric tons.
Size Class: Huge
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -2
Fuel: 1,250.
Stealth: 3
AC: 8 (-2 size, +2 armor)
DR: 17
Hit Points: 100
Stations: Pilot/Driver and four passengers.
Cargo: 450 kg.
Cost: $350,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Sports Car
Unloaded Weight: 2.4 metric tons.
Size Class: Large
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 38
Acceleration: 4
Deceleration: 4
Handling: +2
Fuel: 800.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 70
Stations: Pilot/Driver and one passenger.
Cargo: 45 kg.
Cost: $135,750
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Minivan
Unloaded Weight: 2 metric tons.
Size Class: Large
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed): 18
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 800.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 70
Stations: Pilot/Driver and five passengers.
Cargo: 450 kg.
Cost: $97,302
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Van
Unloaded Weight: 3 metric tons.
Size Class: Huge
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 720.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 90
Stations: Pilot/Driver and seven passengers.
Cargo: 1,575 kg.
Cost: $49,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Note: The increase in cost of these vehicles is due to a federal tax on high fuel /energy consumption vehicles.
Armored Car
Unloaded Weight: 16.5 metric tons.
Size Class: Huge
Top Speed: 16
Acceleration: 1
Deceleration: 3
Handling: -2
Fuel: 700.
Stealth: 3
AC: 8 (-2 size)
DR: 17
Hit Points: 100
Stations: Pilot/Driver and seven passengers.
Cargo: 1,575 kg.
Cost: $368,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Jeep
Unloaded Weight: 1.4 metric tons.
Size Class: Large
Top Speed: 14
Acceleration: 4
Deceleration: 4
Handling: +5
Fuel: 800.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 80
Stations: Pilot/Driver and three passengers.
Cargo: 675 kg.
Cost: $43,910
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Small SUV
Unloaded Weight: 2 metric tons.
Size Class: Large
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 720.
Stealth: 15
AC: 9 (-1 size)
DR: 8
Hit Points: 90
Stations: Pilot/Driver and three passengers.
Cargo: 1,125 kg.
Cost: $49,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Small SUV
Unloaded Weight: 2 metric tons.
Size Class: 1 (large)
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 1,000.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 90
Stations: Pilot/Driver and three passengers.
Cargo: 1,125 kg..
Cost: $59,200
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Large SUV
Unloaded Weight: 2.5 metric tons.
Size Class: Huge
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 900.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 110
Stations: Pilot/Driver and seven passengers.
Cargo: 1,575 kg.
Cost: $76,465
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Electric Large SUV
Unloaded Weight: 2.4 metric tons.
Size Class: Huge
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,280.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 110
Stations: Pilot/Driver and seven passengers.
Cargo: 1,575 kg.
Cost: $118,365
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Pickup Truck
Unloaded Weight: 4 metric tons.
Size Class: Huge
Top Speed: 16
Top Speed, with Trailer: 8
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,200.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 140
Stations: Pilot/Driver and one passenger.
Maximum Trailer Weight: 6.3 metric tons.
Cargo: 1,575 kg. in 2.6 m. by 1.8 m. cargo bed.
Cost: $40,850
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Quad Cab Pickup Truck
Unloaded Weight: 4.5 metric tons.
Size Class: Huge
Top Speed: 16
Top Speed, with Trailer: 8
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,200.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 140
Stations: Pilot/Driver and three passengers.
Maximum Trailer Weight: 6.3 metric tons.
Cargo: 1,575 kg. in a 2.6 m. by 1.8 m. cargo bed.
Cost: $45,840
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Heavy-Duty Pickup Truck
Unloaded Weight: 5.4 metric tons.
Size Class: 2 (Huge)
Top Speed: 16
Top Speed, with Trailer: 8
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,200.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 180
Stations: Pilot/Driver and one passenger.
Maximum Trailer Weight: 8.4 metric tons.
Cargo: 2,250 kg. in a 2.6 m. by 1.8 m. cargo bed.
Cost: $96,700
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Quad Cab Heavy-Duty Pickup Truck
Unloaded Weight: 6.3 metric tons.
Size Class: Huge
Top Speed: 16
Top Speed, with Trailer: 8
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,200.
Stealth: 10
AC: 8 (-2 size)
DR: 10
Hit Points: 180
Stations: Pilot/Driver and three passengers.
Maximum Trailer Weight: 8.4 metric tons.
Cargo: 2,250 kg. in a 2.6 m. by 1.8 m. cargo bed.
Cost: $101,700
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
School Bus
Unloaded Weight: 22 metric tons.
Size Class: Huge
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,400.
Stealth: 10
AC: 8
DR: 10
Hit Points: 180.
Stations: Pilot/Driver and 48 passengers.
Cargo: NA.
Cost: $375,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Military Semi-Tractor (Heavy Equipment Transporter)
Unloaded Weight: 69 metric tons.
Size Class: Gargantuan.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed, no trailer: 14
Top Speed, with Trailer: 7
Acceleration, no trailer: 2
Acceleration, with trailer: 1
Deceleration, no trailer: 2
Deceleration, with trailer: 1
Handling: -4 (-8 with a trailer).
Fuel: 640 with no trailer and 320 with a trailer.
Stealth: 2
AC: 6
DR: 20
Hit Points: 200.
Stations: Pilot/Driver and four passengers.
Cargo: NA.
Cost: $1,236,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Cargo Trailer
Unloaded Weight: 29.5 metric tons.
Size Class: Gargantuan.
Stealth: 2
AC: 6
DR: 20
Hit Points: 200.
Cargo: 90 metric ton.
Cost: $555,600.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Heavy Equipment Transport Trailer
Unloaded Weight: 38.5 metric tons.
Size Class: Gargantuan.
Stealth: 2
AC: 6
DR: 20
Hit Points: 200.
Cargo: 80 metric ton.
Cost: $1,021,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Fuel Tanker Trailer
Unloaded Weight: 29.5 metric tons.
Size Class: Gargantuan.
Stealth: 2
AC: 6
DR: 20
Hit Points: 200.
Cargo: 57,000 liters.
Cost: $1,050,000.
Equipment: All standard tanker features plus a Galtech anti-crash inertial dampening system.
Rolligon Rough Terrain Heavy Equipment Transport Tractor
Unloaded Weight: 51.5 metric tons.
Size Class: Gargantuan.
Engine: Fusion Generator.
Top Speed: 10
Acceleration: 2
Deceleration: 2
Handling: -3.
Fuel: effectively unlimited
Stealth: 2
AC: 6
DR: 40
Armor: 1 in of Battle Steel.
Note: The Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are
inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and
anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally do.
Hit Points: 200.
Stations: Pilot/Driver and four passengers.
Cargo: NA.
Cost: $9,101,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Note: Posleen sensor systems recognize this vehicle as a valid target due to the energy signature given off by the
power plant. The designers wanted to use a pebble bed fission reactor, but were over ruled due to political
considerations.
Rolligon Rough Terrain Heavy Equipment Transport Trailer
Unloaded Weight: 54.3 metric tons.
Size Class: Gargantuan.
Engine: Fusion Generator.
Top Speed: 10
Handling: -3.
Fuel: effectively unlimited
Stealth:
AC: 6
DR: 40
Armor: 1 in. of battle steel.
Note: The Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Hit Points: 200.
Stations: Pilot/Driver and one replacement Pilot/Driver.
Cargo: 200 metric tons.
Cost: $11,438,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Note: Posleen sensor systems recognize this vehicle as a valid target due to the energy signature given off by the
power plant. The designers wanted to use a pebble bed fission reactor, but were over ruled due to political
considerations.
Military Vehicles
SheVa I This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Vehicle Width: 118 meters.
Total Vehicle Length: 142 meters.
Surface Vehicle Spaces required by the Vehicle: Width: roughly 6 squares. Length: 7 squares.
Reactors: 4 Johannes/Cummings 400 mW pebble-bed uranium/helium fission reactors.
Unloaded Weight: 6,399 metric tons.
Size Class: Colossal III
Top Speed (road): 4 (note this vehicle will effectively destroy any highway or road structure it travels - i.e.
destroying bridges and pulverizing the road bed itself).
Acceleration: 1
Deceleration: 1
Handling: -6
Sensors: +5
Stealth: 4
Foam Resin Camouflage Stealth Bonus: +10. Note: The Foam Resin Camouflage system releases a foam plastic
resin that creates a hardened shell around the vehicles that resembles a hill. The foam has been specifically
engineered to obscure the sensor emission of the SheVa vehicle and to break up its radar return while under the
camouflage. The system takes approximately 12 hours to harden when applied, and if the vehicle attempts to do
anything that applies heat to the foam before it properly hardens, the vehicle will be unable to use its targeting
systems, ECM, Radio, reload ammunition, or fire its main gun. This would require maintenance by the vehicle’s
support battalion to properly fix. The vehicle could free its drive train to provide movement while the foam hardens,
but it would resemble a moving mountain and would still be unable to fire its main gun.
Uses before refill: 4.
Cost of Refill: $500,000.
ECM Stealth Bonus: +5.
Note: Since this system is an active stealth system, while this system adds a bonus to stealth, hostiles will realize
that there is an enemy unit in the general area if the system is activated.
AC: 4.
Front DR: 75.
Right DR: 75.
Left DR: 75.
Rear DR: 75.
Hit Points: 1,200.
Main Turret AC: 9.
Main Turret DR: 75.
Main Turret Hit Points: 600.
Ammunitions Storage Containment AC: 14.
Ammunition Storage Containment DR: 225.
Ammunition Storage Containment Hit Points: 300.
Note: After the Hit Points of the Ammunitions Storage container are destroyed there is a DC 15 chance for each
round of ammunition left in the ammunition storage containment unit of an ammunition explosion. [to what?]
Note: The SheVa Vehicle body incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of the normal vehicle structure to reduce the Armor reducing effects
of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a
vehicle by half the amount that they normally do.
Tracks (4) AC: 7.
Tracks (4) DR: 50.
Tracks (4) Hit Points: 600 each.
Note: If one track unit is destroyed the vehicle's speed is reduce by 1/2. If two tracks are destroyed, but one track is
still operating on each side the vehicle's speed is reduced to 1/4, otherwise they vehicle's drive system is disabled
and the vehicle cannot move.
Fuel: Effectively unlimited.
Stations: Commander, Pilot/Driver, Gunner, Engineer, Assistant Engineer and 50 passengers.
Escape Vehicle: M1A4
Cargo: 500 tons.
Cost: $600,000,000
Weapon: 16 in. Electrothermal Anti-Lander Gun.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 4,000 meters
Range Increment (Ground Vehicles) Squares: 200 squares.
Range Increment (Low Altitude Aircraft) Squares: 20 squares.
Range Increment (High Altitude Aircraft) Squares: 2 squares.
Indirect Fire Range: 97 kilometers.
Indirect Fire Time of Flight: 28 combat rounds.
Ammunition: 8 Rounds.
Rate of Fire: ½.
APFSDSDUAMB (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium Anti-Matter Bursting).
APFSDDU Damage: 6d6.
HDM: 60.
10 kt. Anti-Matter Bursting Charge Damage: 6d6.
10 kt. Anti-Matter Bursting Charge HDM: 14.
Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters,
with an additional + 500 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +400
rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation
poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2
damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. The 10 kt bursting charge is
designed to detonate after the rounds has penetrated the vehicles armor, therefore the vehicles DR is NOT subtracted
from the antimatter bursting charge damage.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius
increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
2)
ICM (Improved Cluster Munitions).
ICM Damage: 6D6.
HDM: 5.
Indirect Fire Range: 96.6 km.
Blast Radius of Effect: 246 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
3)
ER-135ETICM (Extended Range 13.5 in. Saboted Round, ElectroThermal ICM).
ER-135ETICM Damage: 4D6.
HDM: 5.
Indirect Fire Range: 160 km.
Blast Radius: 208 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
4)
ER-11ETICM (Extended Range 11 in. Saboted Round, ElectroThermal ICM).
ER-11ETICM Damage: 4D6.
HDM: 3.
Indirect Fire Range: 274 km.
Blast Radius: 170 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
ADAM 100kT (Area Denial, Anti-Matter 100 kiloton)
ADAM 100 kT Damage: 6d6.
HDM: 15
Indirect Fire Range: 96.6 km.
Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 16 damage 6d6 out to 450 meters,
with an additional + 500 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +500
rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 400 rads of radiation
poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +400 rads of radiation poisoning; HDM 2 damage
4d6 out to 2.25 km, with an additional +300 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an
additional +300 rads of radiation poisoning; 200 rads of radiation poisoning out to 3.6 km; 100 rads of radiation
poisoning out to 4.5 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
Equipment: Crane.
SheVa II This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Vehicle Width: 118 meters.
Total Vehicle Length: 142 meters.
Surface Vehicle Spaces required by the Vehicle: Width: roughly 6 squares. Length: 7 squares.
Reactors: 6 Johannes/Cummings 400 mW pebble-bed uranium/helium fission reactors.
Unloaded Weight: 8,700 metric tons.
Size Class: Colossal III
Top Speed (road): 4 (note this vehicle will effectively destroy any highway or road structure it travels - i.e.
destroying bridges and pulverizing the road bed itself).
Acceleration: 1
Deceleration: 1
Handling: -6
Sensors: +5
Stealth: 4
Foam Resin Camouflage Stealth Bonus: +10. Note: The Foam Resin Camouflage system releases a foam plastic
resin that creates a hardened shell around the vehicles that resembles a hill. The foam has been specifically
engineered to obscure the sensor emission of the SheVa vehicle and to break up its radar return while under the
camouflage. The system takes approximately 12 hours to harden when applied, and if the vehicle attempts to do
anything that applies heat to the foam before it properly hardens, the vehicle will be unable to use its targeting
systems, ECM, Radio, reload ammunition, or fire its main gun. This would require maintenance by the vehicle’s
support battalion to properly fix. The vehicle could free its drive train to provide movement while the foam hardens,
but it would resemble a moving mountain and would still be unable to fire its main gun.
Uses before refill: 4.
Cost of Refill: $500,000.
ECM Stealth Bonus: +5.
Note: Since this system is an active stealth system, while this system adds a bonus to stealth, hostiles will realize
that there is an enemy unit in the general area if the system is activated.
AC: 4.
Front DR: 175.
Right DR: 75.
Left DR: 75.
Rear DR: 75.
Hit Points: 1,200.
Main Turret AC: 9.
Main Turret DR: 175.
Main Turret Hit Points: 600.
Ammunitions Storage Containment AC: 14.
Ammunition Storage Containment DR: 225.
Ammunition Storage Containment Hit Points: 300.
Note: After the Hit Points of the Ammunitions Storage container are destroyed there is a DC 15 chance for each
round of ammunition left in the ammunition storage containment unit of an ammunition explosion. [to what?]
Note: The SheVa Vehicle body incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of the normal vehicle structure to reduce the Armor reducing effects
of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a
vehicle by half the amount that they normally do.
Plasma Suppression System: The exterior of the vehicle is studded with water cannons that are activated when the
vehicle’s sensors detect a plasma cannon being fired at the vehicle the system is mounted on. The system reduces
the damage and all secondary effects of a plasma weapon that strikes the craft by half. The system has enough
onboard water supplies for 30 minutes of continuous operation.
Tracks (4) AC: 7.
Track Skirts (4) DR: 25.
Tracks (4) DR: 50.
Total Track DR (4): 75.
Tracks (4) Hit Points: 600 each.
Note: If one track unit is destroyed the vehicle's speed is reduce by 1/2. If two tracks are destroyed, but one track is
still operating on each side the vehicle's speed is reduced to 1/4, otherwise they vehicle's drive system is disabled
and the vehicle cannot move.
Fuel: Effectively unlimited.
Stations: Commander, Pilot/Driver, Gunner, Engineer, Assistant Engineer and 50 passengers.
Escape Vehicle: M1A4
Cargo: 500 tons.
Cost: $850,000,000
Weapon: 16 in. Electrothermal Anti-Lander Gun.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 4,000 meters
Range Increment (Ground Vehicles) Squares: 200 squares.
Range Increment (Low Altitude Aircraft) Squares: 20 squares.
Range Increment (High Altitude Aircraft) Squares: 2 squares.
Indirect Fire Range: 97 kilometers.
Indirect Fire Time of Flight: 28 combat rounds.
Ammunition: 8 Rounds.
Rate of Fire: ½.
APFSDSDUAMB (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium Anti-Matter Bursting).
APFSDDU Damage: 6d6.
HDM: 60.
10 kt. Anti-Matter Bursting Charge Damage: 6d6.
10 kt. Anti-Matter Bursting Charge HDM: 14.
Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters,
with an additional + 500 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +400
rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation
poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2
damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. The 10 kt bursting charge is
designed to detonate after the rounds has penetrated the vehicles armor, therefore the vehicles DR is NOT subtracted
from the antimatter bursting charge damage.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
2)
ICM (Improved Cluster Munitions).
ICM Damage: 6D6.
HDM: 5.
Indirect Fire Range: 96.6 km.
Blast Radius of Effect: 246 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
3)
ER-135ETICM (Extended Range 13.5 in. Saboted Round, ElectroThermal ICM).
ER-135ETICM Damage: 4D6.
HDM: 5.
Indirect Fire Range: 160 km.
Blast Radius: 208 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
4)
ER-11ETICM (Extended Range 11 in. Saboted Round, ElectroThermal ICM).
ER-11ETICM Damage: 4D6.
HDM: 3.
Indirect Fire Range: 274 km.
Blast Radius: 170 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
ADAM 100kT (Area Denial, Anti-Matter 100 kiloton)
ADAM 100 kT Damage: 6d6.
HDM: 15
Indirect Fire Range: 96.6 km.
Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 16 damage 6d6 out to 450 meters,
with an additional + 500 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +500
rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 400 rads of radiation
poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +400 rads of radiation poisoning; HDM 2 damage
4d6 out to 2.25 km, with an additional +300 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an
additional +300 rads of radiation poisoning; 200 rads of radiation poisoning out to 3.6 km; 100 rads of radiation
poisoning out to 4.5 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
2) Secondary Defense Turrets (14)
Fire Arc: 2 Front 90’ Turret top mount; 1 Front and Right Side Turret top mount 270’; 2 Right Side Turret top
mount 90’; 1 Rear and Right Side Turret top mount 270’; 2 Rear Turret top mount 90’; 1 Front and Left Side Turret
top mount 270’; 2 Left Side Turret top mount 90’; 1 Rear and Left Side Turret top mount 270’; and 2 Rear Turret
top mount 270’.
Attack Bonus: +2 (Targeting Computer).
Reloads: 56 Main Turret top racked reloads with an additional 336 stored within the onboard cargo space.
1)Weapon Pod Option: 120mm 12 pack Gun Pod.
Range Increment: 800 meters
Range Increment (Ground Vehicles) Squares: 80 squares.
Range Increment (Low Altitude Aircraft) Squares: 8 squares.
Ammunition: 100 Rounds per barrel or 1,200 rounds total.
Rate of Fire: S/B/Fx12.
1)
APFSDSDU (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium).
APFSDDU Damage: 8D12x12.
High Damage Multiplier: 3.
2)
HE (High Explosive)
HE Damage: 4d6x12.
HDM: 3.
Blast Radius: 18 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
3)
Beehive
Beehive Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
High Damage Multiplier: 3.
Range: 100 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
4)
Canister
Canister Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
High Damage Multiplier: 3.
Range: 160 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
2) Weapon Pod Option: 40mm 40 pack Grenade Pod.
Range Increment: 200 meters
Range Increment (Ground Vehicles) Squares: 10 squares.
Range Increment (Low Altitude Aircraft) Squares: 1 square.
Ammunition: 400 Rounds per barrel or 16,000 rounds total.
Rate of Fire: S/B/Fx40.
1)
HE (High Explosive)
HE Damage: 3d6x40.
HDM: N/A.
Blast Radius: 6 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
2)
Beehive
Beehive Damage: 3D6x40 (4 meters wide)/2D6x40 (12 meters wide)/1D6x40 (20 meters wide).
High Damage Multiplier: N/A.
Range: 40 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
3)
Canister
Canister Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
3) Weapons: Defensive Claymore Mine Bands
Fire Arc: Front 90’ arc; Right 90’ arc; Left 90’ arc; Rear 90’ arc.
Attack Bonus: +2 (Targeting Computer).
Blast Range: 100 meters
Range Increment (Ground Vehicles) Squares: 10 squares.
Ammunition: 8 firings per arc.
Rate of Fire: 1.
Damage: 6d6.
HDM: 8.
Equipment: Crane.
Tiger III This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Vehicle Width: 12 meters.
Total Vehicle Length: 31 meters.
Surface Vehicle Spaces required by the Vehicle: Width: 1 square. Length: roughly 2 squares.
Reactors: 1 GE MS5001 Gas Turbine Generator 26.8 mW
Unloaded Weight: 1,530 metric tons.
Size Class: Colossal II.
Top Speed: 7.
Acceleration: 3.
Deceleration: 4.
Handling: +6
Fuel: 725.
Sensor: +2
Stealth: 10
AC: 2.
Front DR*: 420.
Right Side DR*: 310.
Left Side DR*: 310.
Rear DR*: 310.
Hit Points: 900.
Main Turret AC: 7.
Main Turret DR*: 310.
Main Turret Hit Points: 450.
Tracks Modules (10) AC: 7.
Tracks Modules (10) DR: 100.
Tracks Modules (10) Hit Points: 200 each. The Tiger III will lose 1 point from its top speed for each module that
is lost or inoperative.
*Note: The Tiger III Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to
high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of
Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a
vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Primary Gunner, Loader, 8 Secondary Gunners and 6 maintenance personnel.
Cargo: 2.5 tons of external cargo
Cost: $8,400,000
Weapons: 305mm/L135 vertically Anti-Lander Gun.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 3,000 meters
Range Increment (Ground Vehicles) Squares: 300 squares.
Range Increment (Low Altitude Aircraft) Squares: 30 squares.
Range Increment (High Altitude Aircraft) Squares: 3 squares.
Indirect Fire Range: 73 kilometers.
Indirect Fire Time of Flight: 21 combat rounds.
Ammunition: 40 Rounds.
Rate of Fire: 1.
1)
APFSDSDUAMB (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium Anti-Matter
Bursting).
APFSDDU Damage: 5d6.
HDM: 48.
10 kt. Anti-Matter Bursting Charge Damage: 6d6.
10 kt. Anti-Matter Bursting Charge HDM: 14.
Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters,
with an additional + 500 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +400
rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation
poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2
damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. The 10 kt bursting charge is
designed to detonate after the rounds has penetrated the vehicles armor, therefore the vehicles DR is NOT subtracted
from the antimatter bursting charge damage.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius
increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
2)
APFSDSDU (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium).
APFSDDU Damage: 5D6
High Damage Multiplier: 48.
3)
ICM (Improved Cluster Munitions).
ICM Damage: 5D6.
HDM: 4.
Indirect Fire Range: 96.6 km.
Blast Radius of Effect: 180 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
4)
Canister
Canister Damage: 3D6 (4 meters wide)/2D6 (12 meters wide)/1D6 (20 meters wide).
High Damage Multiplier: 3.
Range: 160 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
Weapons: 1 Coax 25mm Mauserwerke cannon.
Fire Arc: Coax: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 20,000 Rounds.
Rate of Fire: B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Commander's Weapon station, 25mm Mauserwerke cannon.
Fire Arc: Commander's Weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 10,000 Rounds.
Rate of Fire: B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Loader's weapon station, 25mm Mauserwerke cannon.
Fire Arc: Loader's weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 10,000 Rounds.
Rate of Fire: B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Driver’s weapon station, 25mm Mauserwerke cannon.
Fire Arc: Driver’s weapon station: Front Main Body 90’, casemate mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 10,000 Rounds.
Rate of Fire: B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Gunner’s weapon stations, 25mm Mauserwerke cannon.
Fire Arc: Gunner’s weapon stations: 1 Front Main Body 90’, casemate mount; 1 Right Side Main Body 270’, casemate mount; 1
Left Side Main Body 270’, casemate mount; and 2 Rear Side Main Body 90’, casemate mounts.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 10,000 Rounds per weapon station.
Rate of Fire: B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Defensive Claymore Mine Bands
Fire Arc: Front 90’ arc; Right 90’ arc; Left 90’ arc; Rear 90’ arc.
Attack Bonus: +2 (Targeting Computer).
Blast Range: 100 meters
Range Increment (Ground Vehicles) Squares: 10 squares.
Ammunition: 8 firings per arc.
Rate of Fire: 1.
Damage: 6d6.
HDM: 6.
M1A4 Abrams
Unloaded Weight: 63 metric tons.
Size Class: Gargantuan
Top Speed: 10.
Acceleration: 2.
Deceleration: 2.
Handling: +6.
Fuel: 450.
Sensor: +2.
Stealth: 10.
AC: 15.
Front DR*: 100.
Right Side DR*: 70.
Left Side DR*: 70.
Rear DR*: 35.
Hit Points: 300.
Main Turret AC: 20.
Main Turret DR*: 70.
Main Turret Hit Points: 150.
*Note: The M1A4 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2.5 tons of external cargo
Cost: $8,400,000
Weapons: 120mm Anti-Tank Gun.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters
Range Increment (Ground Vehicles) Squares: 80 squares.
Range Increment (Low Altitude Aircraft) Squares: 8 squares.
Ammunition: 40 Rounds.
Rate of Fire: 1.
1)
APFSDSDU (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium).
APFSDDU Damage: 6D6.
High Damage Multiplier: 6.
2)
HE (High Explosive)
HE Damage: 4d6.
HDM: 3.
Blast Radius: 18 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
3) Beehive
Beehive Damage: 3D6 (4 meters wide)/2D6 (12 meters wide)/1D6 (20 meters wide).
High Damage Multiplier: 3.
Range: 100 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
4) Canister
Canister Damage: 3D6 (4 meters wide)/2D6 (12 meters wide)/1D6 (20 meters wide).
High Damage Multiplier: 3.
Range: 160 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
Weapons: 1 Coax M242 Bushmaster.
Fire Arc: Coax: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: Coax: 4,000 Rounds.
Rate of Fire: B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapon: Commander's Weapon station, .50 caliber minigun.
Fire Arc: Commander's Weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Commander's Weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
Weapons: Loader's weapon station, .50 caliber minigun.
Fire Arc: Loader's weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
Weapons: 2 Quad M242 Bushmaster Gun pods
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 8,000 Rounds per quad pack.
Rate of Fire: S/B/F.
HE (High Explosive)
HE Damage: 2d6x8.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
M179 Rosser This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Unloaded Weight: 68 metric tons.
Size Class: Gargantuan
Top Speed: 9.
Acceleration: 2.
Deceleration: 2.
Handling: +6.
Fuel: 450.
Sensor: +2.
Stealth: 10.
AC: 150.
Front DR*: 100.
Right Side DR*: 70.
Left Side DR*: 70.
Rear DR*: 35.
Hit Points: 300.
Main Turret AC: 20.
Main Turret DR*: 70.
Main Turret Hit Points: 150.
*Note: The M179 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2.5 tons of external cargo
Cost: $8,400,000
1) Weapon Pod Option: 105mm 12 pack Gun Pod.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters
Range Increment (Ground Vehicles) Squares: 80 squares.
Range Increment (Low Altitude Aircraft) Squares: 8 squares.
Ammunition: 100 Rounds per barrel or 1,200 rounds total.
Rate of Fire: S/B/Fx12.
1)
APFSDSDU (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium).
APFSDDU Damage: 8D12x12.
High Damage Multiplier: 3.
2)HE (High Explosive)
HE Damage: 4d6x12.
HDM: 3.
Blast Radius: 18 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
3) Beehive
Beehive Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
High Damage Multiplier: 3.
Range: 100 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
4) Canister
Canister Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
High Damage Multiplier: 3.
Range: 160 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
2) Weapon Pod Option: 40mm 40 pack Grenade Pod.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 200 meters
Range Increment (Ground Vehicles) Squares: 10 squares.
Range Increment (Low Altitude Aircraft) Squares: 1 square.
Ammunition: 400 Rounds per barrel or 16,000 rounds total.
Rate of Fire: S/B/Fx40.
1)
HE (High Explosive)
HE Damage: 3d6x40.
HDM: N/A.
Blast Radius: 6 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
2)
Beehive
Beehive Damage: 3D6x40 (4 meters wide)/2D6x40 (12 meters wide)/1D6x40 (20 meters wide).
High Damage Multiplier: N/A.
Range: 40 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
3) Canister
Canister Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
High Damage Multiplier: N/A.
Range: 60 meters.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
M2A5 Bradley
Unloaded Weight: 24.3 metric tons.
Size Class: Huge
Top Speed: 8.
Acceleration: 2.
Deceleration: 2.
Handling: +2.
Fuel: 300 miles.
Sensor: +2.
Stealth: 10.
AC: 11.
Front DR: 40.
Right Side DR: 40.
Left Side DR: 40.
Rear DR: 30.
Hit Points: 445.
Main Turret AC: 16.
Main Turret DR: 40.
Main Turret Hit Points: 80.
*Note: The M2A5 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and 6 passengers.
Cargo: 2.5 tons of cargo in exchange for passengers.
Cost: $3,402,000
Weapons:
Weapons: M242 Bushmaster chaingun.
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 4,000 Rounds.
Rate of Fire: S/B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Coax M240C 7.62mm machine gun.
Fire Arc: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 60m.
Range (Ground Vehicles) Squares: 4 squares.
Ammunition: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2D10.
HDM: N/A.
Weapons: Dual 120mm Mortars
Fire Arc: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Indirect Fire Range: 7.2 km.
Range (Ground Vehicles) Squares: 360 squares.
Time of Flight: 6 rounds.
Ammunition: 10 Rounds.
Rate of Fire: 2 combat rounds to fully reload the unit.
HE (High Explosive)
Damage: 5d6.
HDM: 4.
Blast Radius: 30 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 18.
2)
ICM (Improved Cluster Munitions)
Damage: 5d6.
HDM: 2.
Blast Radius: 90 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 12.
M3A5 Bradley
Unloaded Weight: 24.3 metric tons.
Size Class: Huge
Top Speed: 8
Acceleration: 2
Deceleration: 2
Handling: +2
Fuel: 300 miles.
Sensor: +2
Stealth: 10
AC: 11
Front DR: 40
Right Side DR: 40
Left Side DR: 40
Rear DR: 30
Hit Points: 445
Main Turret AC: 16
Main Turret DR: 40
Main Turret Hit Points: 80
*Note: The M3A5 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and 2 passengers.
Cargo: 2.5 tons of cargo in exchange for passengers.
Cost: $5,651,000
Weapons:
Weapons: Dual .50 Caliber miniguns.
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: 12,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12x2.
HDM: 1.
Weapons: Dual 120mm Mortars
Fire Arc: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Indirect Fire Range: 7.2 km.
Range (Ground Vehicles) Squares: 360 squares.
Time of Flight: 6 rounds.
Ammunition: 10 Rounds.
Rate of Fire: 2 combat rounds to fully reload the unit.
HE (High Explosive)
Damage: 5d6.
HDM: 4.
Blast Radius: 30 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 18.
2)
ICM (Improved Cluster Munitions)
Damage: 3d6.
HDM: 2.
Blast Radius: 90 meters.
Note: PCs or NPCs can make a reflex save for half damage; DC is 12.
M5 Powell Class Armored Fighting Vehicle
Unloaded Weight: 60 metric tons.
Size Class: Gargantuan
Top Speed: 10.
Acceleration: 2.
Deceleration: 2.
Handling: +6.
Fuel: 450.
Sensor: +2.
Stealth: 10.
AC: 15.
Front DR*: 100.
Right Side DR*: 70.
Left Side DR*: 70.
Rear DR*: 35.
Hit Points: 300.
Main Turret AC: 20.
Main Turret DR*: 70.
Main Turret Hit Points: 150.
*Note: The M5 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, loader and 6 passengers.
Cargo: 2.5 tons of external cargo
Cost: $8,000,000
Weapons: Quad 50mm Bushmaster IV chainguns.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 32,000 Rounds.
Rate of Fire: B/F.
HE (High Explosive)
HE Damage: 5d6x4.
Blast Radius: 4 meters.
HDM: 1.
Note: PCs or NPCs can make a reflex save for half damage; DC is 12.
Weapon: Commander's Weapon station, .50 caliber minigun.
Fire Arc: Commander's Weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Commander's Weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
Weapons: Loader's weapon station, .50 caliber minigun.
Fire Arc: Loader's weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
M122A1 Mortar Carier
Unloaded Weight: 24.3 metric tons.
Size Class: Huge
Top Speed: 8
Acceleration: 2
Deceleration: 2
Handling: +2
Fuel: 300 miles.
Sensor: +2
Stealth: 10
AC: 11
Front DR: 40
Right Side DR: 40
Left Side DR: 40
Rear DR: 30
Hit Points: 445
Main Turret AC: 16
Main Turret DR: 40
Main Turret Hit Points: 80
*Note: The M120A1 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to
high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of
Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a
vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, Assistant Gunner and ammunition handler.
Cargo: 2.5 tons of cargo in exchange for ammo load-out.
Cost: $5,100,000
Weapons:
Weapons: 120mm Automatic Mortar.
Fire Arc: Recessed Indirect Fire Mortar Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Indirect Fire Range: 7.2 km.
Range (Ground Vehicles) Squares: 360 squares.
Time of Flight: 6 rounds.
Ammunition: [?]
Rate of Fire: 2.
Damage: 5d6.
HDM: 4.
Blast Radius Increment: 30 meters.
Reflex Save (1/2 damage): 20.
M156 Mortar Carrier
Unloaded Weight: 24.3 metric tons.
Size Class: Huge
Top Speed: 8
Acceleration: 2
Deceleration: 2
Handling: +2
Fuel: 300 miles.
Sensor: +2
Stealth: 10
AC: 11
Front DR: 40
Right Side DR: 40
Left Side DR: 40
Rear DR: 30
Hit Points: 445
Main Turret AC: 16
Main Turret DR: 40
Main Turret Hit Points: 80
*Note: The M156 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, Assistant Gunner and ammunition handler.
Cargo: 2.5 tons of cargo in exchange for ammo load-out.
Cost: $5,250,000
Weapons:
Weapons: 155mm Automatic Mortar.
Fire Arc: Recessed Indirect Fire Mortar Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Indirect Fire Range: 5.2 km.
Range (Ground Vehicles) Squares: 260 squares.
Time of Flight: 6 rounds.
Ammunition: [?]
Rate of Fire: 1.
Damage: 5d6.
HDM: 5.
Blast Radius Increment: 38 meters.
Reflex Save (1/2 damage): 22.
M109A7 Paladin
Unloaded Weight: 26.1 metric tons.
Size Class: Gargantuan.
Top Speed (Ground Vehicle): 10.
Acceleration: 4.
Deceleration: 5.
Handling: +0.
Fueled Range: 733??.
Sensor: +2.
Stealth: 3.
AC: 8.
Front DR*: 30.
Right Side DR*: 30.
Left Side DR*: 30.
Rear DR*: 30.
Hit Points: 270.
Main Turret AC: 15
Main Turret DR*: 30.
Main Turret Hit Points: 315
*Note: The M109A7 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to
high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of
Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a
vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2 tons of external cargo
Cost: $6,957,000
Weapons:
Weapon: M155 155mm Howitzer.
Fire Arc: Main Turret 360'.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters.
Indirect Fire Range: 22.5 km.
Indirect Fire Time of Flight: 8 combat rounds.
Ammunitions: 28 rounds.
Rate of Fire: Once per combat round.
1) HE (high Explosive).
Damage: 4d6.
Blast Radius: 24 meters.
HDM: 4.
Note: PCs or NPCs can make a reflex save for half damage; DC is 18.
2)
ICM (Improved Cluster Munitions).
Damage: 4d6.
Blast Radius: 72.
HDM: 2.
Note: PCs or NPCs can make a reflex save for half damage; DC is 14.
3)
Mark 1 Adjustable Yield Nuclear Warhead 10 to 100 kT yield).
Damage (10 kT yield): 6d6.
HDM: 14.
Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters,
with an additional + 600 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +500
rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 400 rads of radiation
poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +300 rads of radiation poisoning; and HDM 2
damage 4d6 out to 750 meters, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning
out to 5.4 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
Damage (50 kT yield): 4d6.
HDM: 15.
Blast Radius Increment: 300 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 15 damage 4d6 out to 300 meters,
with an additional + 600 rads of radiation poisoning; HDM 6 damage 5d6 out to 600 meters, with an additional +500
rads of radiation poisoning; HDM 3 damage 5d6 out to 900 meters, with an additional + 400 rads of radiation
poisoning; HDM 2 damage 4d6 out to 1.2 km, with an additional +300 rads of radiation poisoning; and HDM 2
damage 2d6 out to 1.5 km, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out
to 1.8 km.
Note: Vehicles or PCs/NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
Damage (100 kT yield): 6d6.
HDM: 15.
Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 15 damage 6d6 out to 450 meters,
with an additional + 600 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +600
rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 500 rads of radiation
poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +500 rads of radiation poisoning; HDM 2 damage
4d6 out to 2.25 km, with an additional +400 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an
additional +400 rads of radiation poisoning; 300 rads of radiation poisoning out to 3.6 km; 200 rads of radiation
poisoning out to 4.5 km; 100 rads of radiation poisoning out to 5.4 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment
out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT
environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon
is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage
rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of
the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
4)
Canister
Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide.).
Range Increment: 100 metes.
HDM: 4.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
5)
Beehive
Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide).
Range Increment: 160 meters.
HDM: 4.
Note: Treat as a shotgun for all intense and purposes with the above listed range.
Weapon: Coax M242 Bushmaster chaingun.
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 8,000 Rounds.
Rate of Fire: S/B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Loader's weapon station. .50 caliber Minigun.
Fire Arc: Main Turret 270’, Pintle mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
M222 Reaver This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Unloaded Weight: 52 metric tons.
Size Class: Gargantuan.
Top Speed (Ground Vehicle): 9.
Acceleration: 5.
Deceleration: 7.
Handling: +0.
Fueled Range: 720.
Sensor: +2.
Stealth: 3.
AC: 8.
Front DR*: 30.
Right Side DR*: 30.
Left Side DR*: 30.
Rear DR*: 30.
Hit Points: 180.
Main Turret AC: 15
Main Turret DR*: 30.
Main Turret Hit Points: 315
*Note: The M156 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2 tons of external cargo
Cost: $5,560,000
Weapons:
Weapon: M155 155mm Howitzer.
Fire Arc: Main Turret 360'.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters.
Indirect Fire Range: 22.5 km.
Indirect Fire Time of Flight: 8 combat rounds.
Ammunitions: 84 rounds.
Rate of Fire: Once per combat round.
1) HE (high Explosive).
Damage: 4d6.
Blast Radius: 24 meters.
HDM: 4.
Note: PCs or NPCs can make a reflex save for half damage; DC is 18.
2)
ICM (Improved Cluster Munitions).
Damage: 4d6.
Blast Radius: 72.
HDM: 2.
Note: PCs or NPCs can make a reflex save for half damage; DC is 14.
3)
Mark 1 Adjustable Yield Nuclear Warhead 10 to 100 kT yield).
Damage (10 kT yield): 6d6.
HDM: 14.
Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters,
with an additional + 600 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +500
rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 400 rads of radiation
poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +300 rads of radiation poisoning; and HDM 2
damage 4d6 out to 750 meters, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning
out to 5.4 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
Damage (50 kT yield): 4d6.
HDM: 15.
Blast Radius Increment: 300 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 15 damage 4d6 out to 300 meters,
with an additional + 600 rads of radiation poisoning; HDM 6 damage 5d6 out to 600 meters, with an additional +500
rads of radiation poisoning; HDM 3 damage 5d6 out to 900 meters, with an additional + 400 rads of radiation
poisoning; HDM 2 damage 4d6 out to 1.2 km, with an additional +300 rads of radiation poisoning; and HDM 2
damage 2d6 out to 1.5 km, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out
to 1.8 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
Damage (100 kT yield): 6d6.
HDM: 15.
Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 15 damage 6d6 out to 450 meters,
with an additional + 600 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +600
rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 500 rads of radiation
poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +500 rads of radiation poisoning; HDM 2 damage
4d6 out to 2.25 km, with an additional +400 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an
additional +400 rads of radiation poisoning; 300 rads of radiation poisoning out to 3.6 km; 200 rads of radiation
poisoning out to 4.5 km; 100 rads of radiation poisoning out to 5.4 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
4)
Canister
Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide.).
Range Increment: 100 metes.
HDM: 4.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
5)
Beehive
Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide).
Range Increment: 160 meters.
HDM: 4.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
Weapon: Coax M242 Bushmaster chaingun.
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 8,000 Rounds.
Rate of Fire: S/B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Loader's weapon station. .50 caliber Minigun.
Fire Arc: Main Turret 270’, Pintle mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
M204 Zeus This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Unloaded Weight: 70 metric tons.
Size Class: Gargantuan
Top Speed: 10.
Acceleration: 2.
Deceleration: 2.
Handling: +6.
Fuel: 450.
Sensor: +2.
Stealth: 10.
AC: 15.
Front DR*: 100.
Right Side DR*: 70.
Left Side DR*: 70.
Rear DR*: 35.
Hit Points: 300.
Main Turret AC: 15
Main Turret DR*: 30.
Main Turret Hit Points: 315
*Note: The M204 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2 tons of external cargo
Cost: $9,500,000
Weapons:
Weapon: M203 203mm Howitzer.
Fire Arc: Main Turret 360'.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters.
Indirect Fire Range: 29.5 km.
Indirect Fire Time of Flight: 9 combat rounds.
Ammunitions: 40 rounds.
Rate of Fire: S/B. When firing on burst mode this howitzer has a high rate of failure. Roll a D20 critical failure
check. When a 1 is rolled there is a critical failure of a system on the vehicle due to the stresses involved on the
extremely complex artillery piece.
1) HE (high Explosive).
Damage: 5d6.
Blast Radius: 46 meters.
HDM: 6.
Note: PCs or NPCs can make a reflex save for half damage; DC is 22.
2)
ICM (Improved Cluster Munitions).
Damage: 4d6.
Blast Radius: 138.
HDM: 3.
Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
3)
Mark 1 Adjustable Yield Nuclear Warhead 10 to 100 kT yield).
Damage (10 kT yield): 6d6.
HDM: 14.
Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters,
with an additional + 600 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +500
rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 400 rads of radiation
poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +300 rads of radiation poisoning; and HDM 2
damage 4d6 out to 750 meters, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning
out to 5.4 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for halfdamage; DC is 38 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
Damage (50 kT yield): 4d6.
HDM: 15.
Blast Radius Increment: 300 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 15 damage 4d6 out to 300 meters,
with an additional + 600 rads of radiation poisoning; HDM 6 damage 5d6 out to 600 meters, with an additional +500
rads of radiation poisoning; HDM 3 damage 5d6 out to 900 meters, with an additional + 400 rads of radiation
poisoning; HDM 2 damage 4d6 out to 1.2 km, with an additional +300 rads of radiation poisoning; and HDM 2
damage 2d6 out to 1.5 km, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out
to 1.8 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
Damage (100 kT yield): 6d6.
HDM: 15.
Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 15 damage 6d6 out to 450 meters,
with an additional + 600 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +600
rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 500 rads of radiation
poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +500 rads of radiation poisoning; HDM 2 damage
4d6 out to 2.25 km, with an additional +400 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an
additional +400 rads of radiation poisoning; 300 rads of radiation poisoning out to 3.6 km; 200 rads of radiation
poisoning out to 4.5 km; 100 rads of radiation poisoning out to 5.4 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius
increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce
the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
4)
Canister
Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide.).
Range Increment: 100 metes.
HDM: 5.
Note: Treat as a shotgun for all intents and purposes with the above listed range.
5)
Beehive
Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide).
Range Increment: 160 meters.
HDM: 5.
Note: Treat as a shotgun for all intense and purposes with the above listed range.
Weapon: Coax M242 Bushmaster chaingun.
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 8,000 Rounds.
Rate of Fire: S/B/F.
HE (High Explosive)
HE Damage: 2d6.
Blast Radius: 2 meters.
HDM: NA.
Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Loader's weapon station. .50 caliber Minigun.
Fire Arc: Main Turret 270’, Pintle mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
HMMWV 4 PERSON
Unloaded Weight: 4.8 metric tons.
Size Class: Large.
Top Speed (Ground Vehicle): 15
Acceleration: 4.
Deceleration: 7.
Handling: +3.
Fueled Range: 1,715 kilometers fueled and 1,350 kilometers on the superconducting loop.
Sensors: +2.
Stealth: 5.
AC: 9.
DR: 20.
Hit Points: 140.
Note: The HMMWV can have an optional Universal Weapon Ring Mount. That can mount up to four identical
weapons that weigh less than 68 kg each, depending on the style of roof hatch Pintle Mount installed. The vehicle
can mount any of the following Pintle mounts: single, dual or quad weapon mounts. Note: The weapons installed on
the dual or quad mounts must be the same weapon type.
Stations: Pilot/Driver and three passengers.
Cargo: 1.8 metric tons.
Cost: $204,000.
HMMWV 2 PERSON
Unloaded Weight: 4.8 metric tons.
Size Class: Large.
Top Speed (Ground Vehicle): 15
Acceleration: 4.
Deceleration: 7.
Handling: +2.
Fueled Range: 1,715 kilometers fueled and 1,350 kilometers on the superconducting loop.
Sensors: +2.
Stealth: 5.
AC: 9.
DR: 20.
Hit Points: 140.
Stations: Pilot/Driver and ONE passenger.
Cargo: 1.8 metric tons in the 2.6 meters by 1.8 meters cargo bed. The vehicle can mount one of the standard CUTV
Cargo Bed Modules (Shelter Module, Ambulance Module, Fire Direction Center Module, C3 Module, Turret
Module, Mortar Module Communications Module, or GravScanner Module) It can also mount a Single, dual, or
Quad Pintle Weapons Mount in the Cargo Bed.
Cost: $204,000.
ACS Rear Area Ground Transport (Converted School Bus)
This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Vehicle Width: 2.4 meters.
Total Vehicle Length: 12 meters.
Unloaded Weight: 46 metric tons.
Size Class: Huge.
Top Speed (Ground Vehicle): 16.
Acceleration: 4.
Deceleration: 6.
Handling: +1.
Fueled Range: 2,000 kilometers with the fuel cell and 1,450 kilometers with the superconducting storage loop.
Stealth: 3.
Sensors: +0.
AC: 8.
DR: 30.
Note: The top of the vehicle is not armored, in order to allow ACS Trooper to exit the vehicle in an emergency.
Hit Points: 180.
Stations: Pilot/Driver and 24 ACS Troopers.
Cargo: NA.
Cost: $7,663,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Armored CUTV (Civilian Utility Transport Vehicle)
Unloaded Weight: 11 metric tons.
Size Class: Huge.
Engine: Multi-Fuel Fuel Cell and 1 Electric Generator/Motor with a Superconducting storage loop.
Generator: 200 kW.
Top Speed (Ground Vehicle): 20
Top Speed (Ground Vehicle), with trailer: 10
Acceleration: 4.
Deceleration: 6.
Handling: +1.
Fueled Range: 1,190 kilometers with the fuel cell and 920 kilometers on the superconducting storage loop.
Sensors: +2.
Stealth: 3.
AC: 8.
DR: 20.
Hit Points: 180.
Stations: Pilot/Driver and one passenger.
Maximum Trailer Weight: 13.5 metric tons.
Cargo: 2.25 metric tons in the 2.6 meters by 1.8 meters cargo bed. The vehicle can mount one of the standard
CUTV Cargo Bed Modules (Shelter Module, Ambulance Module, Fire Direction Center Module, Communications
Module, or GravScanner Module) It can also mount a Single, dual, or Quad Pintle Weapons Mount in the Cargo
Bed.
Cost: $216,628.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Shelter Module
Unloaded Weight: 1.5 metric tons.
Size Class: Huge.
Stealth: 3.
AC: 8.
DR: 20.
Hit Points: 90.
Cargo: 360 kg.
Cost: $285,000.
Ambulance Module
Unloaded Weight: 1.5 metric tons.
Size Class: Huge.
Stealth: 3.
AC: 8.
DR: 20.
Hit Points: 90.
Stations: Four passengers.
Cargo: 360 kg.
Cost: $285,000.
Fire Direction Center Module
Unloaded Weight: 2 metric tons.
Size Class: Huge.
Stealth: 3.
Sensors: +2.
AC: 8.
DR: 20.
Hit Points: 90.
Stations: Two Artillery Officers.
Cargo: 360 kg.
Cost: $600,000.
Note: The module has two fire direction computer stations with state of the art Earth tech and galtech radios. The
module provides a +4 equipment bonus to Gunnery skill checks.
Communications Module
Unloaded Weight: 1.6 metric tons.
Size Class: Huge.
Stealth: 3.
Sensors: +2.
AC: 8.
DR: 20.
Hit Points: 90.
Stations: Two radio operators.
Cargo: 360 kg.
Cost: $355,000.
Note: The module has two communications stations with state of the art Earth tech and galtech radios. The module
provides a +4 equipment bonus to Communications skill checks.
GravScanner Module
Unloaded Weight: 2.25 metric tons.
Size Class: Huge.
Stealth: 3.
Sensors: +5.
AC: 8.
DR: 20.
Hit Points: 90.
Stations: One Gravscanner operator.
Cargo: 360 kg.
Cost: $1,200,000.
Note: The module has one passive Gravsensor station with state of the art Earth tech and Galtech mobile
Gravsensors and radios. The module provides a +1 equipment bonus to Sensors skill checks per additional
Gravscanner vehicle in the linked network.
Military Semi-Tractor (Heavy Equipment Transporter)
Wheels: 14. 8x8 drive system.
Total Vehicle Width: 3.7 meters.
Total Tractor Length: 7.6 meters.
Unloaded Weight: 692 metric tons.
Size Class: Gargantuan.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed (Ground Vehicle), no trailer: 20.
Top Speed (Ground Vehicle), with trailer: 9.
Acceleration, no trailer: 4.
Acceleration, with trailer: 1.
Deceleration, no trailer: 5.
Deceleration, with trailer: 2.
Handling: -1 (-2 with a trailer).
Fueled Range: 4,400 kilometers with no trailer and 2,200 kilometers with a trailer.
Stealth: 2.
Sensors: +0.
AC: 6.
DR: 30.
Hit Points: 200.
Stations: Pilot/Driver and four passengers.
Cargo: NA.
Cost: $1,236,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
SheVa Ammunition Transport Trailer This item is Product Identity, and cannot be copied,
redistributed or used to create derivative works.
Wheels: 10. 5x5 axle system.
Total Vehicle Width: 3.6 meters.
Total Tractor Length: 12 meters.
Unloaded Weight: 83 metric tons.
Size Class: Gargantuan.
Stealth: 2.
AC: 6.
DR: 60.
Hit Points: 200.
Cargo: 4 SheVa reload ammunition rounds.
Cost: $16,746,800.
Equipment: All standard features, an Ammunition Loading Unit, plus a Galtech anti-crash inertial dampening
system.
Hercules Class Airship Transport This item is Product Identity, and cannot be copied, redistributed or
used to create derivative works.
Total Airbag Width: 80 meters.
Total Airbag Length: 155 meters.
Total Gondola Height: 40 meters.
Total Gondola Width: 40 meters.
Total Gondola Length: 75 meters.
Unloaded Weight: 2,250 metric tons.
Airbag Size Class: Colossal III.
Gondola Size Class: Colossal II.
Top Speed (Low Altitude): 8.
Top Speed (High Altitude): 8.
Acceleration: 1.
Deceleration: 1.
Handling: +1.
Fueled Range: 16,000 kilometers.
Stealth: 15.
Sensors: +5.
AC: 1.
Airbag DR: 15.
Gondola DR: 40.
Airbag Hit Points: 100.
Gondola Hit Points: 600.
Cargo: 300 metric tons.
Cost: $17,645,000.
Equipment: All standard features, cargo loading equipment, plus a Galtech anti-crash inertial dampening system,
passive Galtech sensors, and visual and sensor stealth technology built into the airship.
Copyright Notice:
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht,
and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class,
the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all
Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product
Identity and the property of John Ringo, Copyright © 2000-2003.
DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and
rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed
content and cannot be republished without the consent of Baen Publishing Enterprises.
================================================================================
Chapter 9: Posleen Equipment
All equipment in this chapter is Product Identity, and may not be copied, redistributed, or used to create derivative works.
EQUIPMENT BASICS
Restricted Objects Some objects require licenses to own or operate, or are restricted in use to
qualifying organizations or individuals. In such cases, a character must purchase a license or pay
a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and
usually before) the object to which it applies. The four levels of restriction are as follows.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the
license is not expensive, and obtaining it has few, if any additional legal requirements. The
Bureaucracy DC to purchase this item is 11.
Restricted: Only specially qualified individuals or organizations are technically allowed to own
the object. However, the real obstacles to ownership are time and money; anyone with sufficient
patience and cash can eventually acquire the necessary license.
Military: The object is sold primarily to legitimate police and military organizations. A military
rating is essentially the same as restricted (see above), except that manufacturers and dealers are
generally under tight government scrutiny and are therefore especially wary of selling to private
individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.
Table 9.1: Restricted Objects Earth License Restriction
License or Fee
Black Market
Rating
Purchase
Purchase DC 1
Licensed
$120
x1.5
Restricted
$500
x2
Military
$2,000
x3
Illegal
$9,000
x4
Time
Required
1 day
2 days
3 days
4 days
Table 9.2: Galactic Restricted Objects Restriction
License or Fee
Black Market
Time
Rating
Purchase
Purchase DC 1
Required
Licensed
f200
x1.5
1 day
Restricted
f1,000
x2
2 days
Military
f5,000
x3
3 days
Illegal
f25,000
x4
4 days
1 Multiply the object’s purchase price if the character tries to buy it on the black market without first obtaining a
license; see The Black Market, below.
f= Federation Credit
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of
central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other
earth currency.
Purchasing a License
To purchase a license or pay necessary fees, the character needs to pay the required fee and make the appropriate
Bureaucracy skill check (This represent going through all of the appropriate steps required to get the license and
show proper need for the item in question if needed). With a success, the license is issued to the character after the
number of days indicated.
To speed the process, the character can make a Knowledge (business) check against a DC equal to the license
purchase DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a
character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)
As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate
dealers will not sell restricted objects to a character who does not have the necessary license. However, a character
may be able to turn to the black market (see below) to obtain restricted objects without a license.
The Black Market
Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost
anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market
merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, 20, 25, or
higher in small towns and rural areas. The difficulty can go up from there for Posleen or Galtech items.
Objects purchased on the black market are more expensive than those purchased legally, and may not function
correctly. Let the buyer beware.
Obtaining an object on the black market takes a number of days according to the Time required column on Table
10.1: Restricted Objects and Table 10.2: Galtech. The process can be hurried, but each day cut out of the process
(to a minimum of one day) increases the purchase cost multiplier by an additional +1.
Requisitioning Equipment
When a character working for a Military or Government Agency needs more equipment than he or she has on
hand, the character may try to requisition it. The Logistics Section or Agency evaluates whether the character really
needs the object, how soon the agency can supply it, and whether the agency can reasonably expect to get it back
when the character is done with it.
The result is determined by a level check (1d20 + character level) against a DC equal to the equipment’s
requisition DC. Add the character’s Charisma bonus to the check. Table: Requisition Modifiers lists modifiers that
may affect the check.
Table 9.3 Requisitioning Equipment
Requisition Item Cost
f0.60 ($120)
f0.75 ($150)
f1 ($200)
f1.38 ($275)
f1.75 ($350)
f2.50 ($500)
f3.25 ($650)
f4.50 ($900)
f6 ($1,200)
f7.50 ($1,500)
f10 ($2,000)
f13.75 ($2,750)
f 17.50 ($3,500)
f 25 ($5,000)
f32.50 ($6,500)
f 45 ($9,000)
f 60 ($12,000)
DC
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
Requisition Item Cost
f 250 ($50,000)
f 325 ($65,000)
f 450 ($90,000)
f 600 ($120,000)
f 750 ($150,000)
f 1,000 ($200,000)
f 1,375 ($275,000)
f 1,750 ($350,000)
f 2,500 ($500,000)
f 3,250 ($650,000)
f 4,500 ($900,000)
f 6,000 ($1,200,000)
f 7,500 ($1,500,000)
f 10,000 ($2,000,000)
f 13,750 ($2,750,000)
f 17,500 ($3,500,000)
f 25,000 ($5,000,000)
DC
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
Table 9.3 Requisitioning Equipment (Continued)
Requisition Item Cost
f 75 ($15,000)
f 100 ($20,000)
f 137.50 ($27,500)
f 175 ($35,000)
f= Federation Credit
DC
27
28
29
30
Requisition Item Cost
f 32,500 ($6,500,000)
f 45,000 ($9,000,000)
f 60,000 ($12,000,000)
f 100,000 (($20,000,000)
DC
48
49
50
51
The result of the check determines whether and how quickly the Department or Agency can provide the character
with the requested equipment. With a success, the object is issued to the character. Generally, it takes 24 hours to
obtain an object through requisition, but if the object is especially common, or if the character beats the check DC
by 5 or more, it is available in 1d4 hours.
Requisitioned objects are loaned, not given, to the character. Obviously, expendable objects like ammunition don’t
have to be returned if used.
Table 9.4: Requisition Modifiers
Situation
Object is necessary for assignment
Object has obvious application for assignment
Object has peripheral application for assignment
Object has no obvious application for assignment
Object is rare
Modifier
+6
+4
+2
-2
-2
Object restriction
Licensed
Restricted
Military
Illegal
-2
-4
-6
-8
Character is skilled or proficient in use of object
Character returned all gear undamaged on previous mission
+2
+2
Mastercraft Objects
Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional
quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that
improves when the object is used.
A mastercraft object that provides a +1 bonus can usually be purchased on the open market as a custom version of a
common object. The increased cost of such an object multiplies the purchase price by 2.
A rare few objects are of mastercraft quality even without customization-the off-the-shelf version of the object is
of such high quality that it is always provides a bonus of +1. In these cases, the purchase DC is not increased (such
objects are already priced higher than similar objects of lower quality).
Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2
object could be found for purchase, its cost would be an additional time 3 multiple to the normal purchase price. The
cost of a mastercraft +3 object would add an additional multiple of time 5 to the normal purchase price.
Concealed Weapons and Objects
It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate
clothing.
Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires
an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.
Sleight of Hand Checks
To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or
she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see,
or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must
take 10.
Size and Concealment
The object’s size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster
used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.
Table 9.5: Concealing Weapons and Objects
Size of weapon or object
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge or bigger
Condition
Clothing is tight or small
Clothing is especially loose or bulky
Clothing is specifically modified for concealing object
Weapon is carried in concealed carry holster
Weapon can be drawn normally
Weapon can be drawn as free action
with Quick Draw feat
Sleight of Hand Modifier
+12
+8
+4
+0
-4
-8
--- (can’t conceal)
-4
+2
+2
+4
-2
-4
Spotting Concealed Objects
Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target
made a roll when concealing an object, the DC of the Spot check to notice the object is the same
as the target’s check result (an opposed check, in other words). If the target took 10 on his or her
Sleight of Hand check, use this formula:
Spot DC = Target’s Sleight of Hand skill modifier (including modifiers from Table:
Concealing Weapons and Objects) + 10
An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet
between him or herself and the target, and a -5 penalty if distracted.
Patting someone down for a hidden weapon requires a similar check. However, the skill
employed in Search, and the searcher gets a +4 circumstance bonus for the hands-on act of
frisking the target. Some devices may also offer bonuses under certain circumstances (a metal
detector offers a bonus to Search checks to find metal objects, for example).
Spotting Concealable Armor
Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t
use the modifiers from Table: Concealing Weapons and Objects when wearing concealable
armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30).
Living in Luxury
The purchase price given are for average-quality items. It’s possible to purchase similar items with luxury
features, generally by increasing the purchase price by 1.5. Although such items are more expensive, they offer no
additional features or game benefits.
U.S. Dollars to Federation Credits Conversion Rate: 1 Fed Cr. = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of
central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other
earth currency.
Posleen Equipment
Table 9.6: Exotic Posleen Weapons-Melee
Weapons
Boma Blade
Cost
f 100
Base Attack
Bonus
Damage
+1
2d6
Critical
12-20/X3
Range
Increment
--------------
HDM
X3
Weight
5 kg.
Type
Slashing
Table 9.7: Exotic Posleen Weapons-Ranged
Weapon
Flechette
Shotgun
1mm Railgun
3mm Railgun
HVM Launcher
EMP Grenade
Launcher
Hvy. Laser
Lt. Plasma Gun
Hvy. Plasma
Gun
Sonic Devourer
Cost
f 400
Damage Critical
(Spec.2) (Spec.2)
HDM
-------
Range
Incre.
50 m.
Charges
Mag. Per Shot Size
30
0
Large
Recoil
0/1/2
RoF
Weight Type
S/B/A 7 kg.
Ballistic
f 2,000
f 5,000
f 6,500
f 800
3d10
6d10
10d10
(Spec.2)
X2
X2
X2
N/A
80 m.
80 m.
160 m.
100 m.
800
250
3
1
1
2
0
1
Large
Huge
Huge
Large
2/3/4
4/5/6
N/A
2/0/0
S/B/A
S/B/A
S
S
5 kg.
9 kg.
9 kg.
5 kg.
Ballistic
Ballistic
Ballistic
Ballistic
f 4,000
f 3,000
f 6,000
6d10
19-20/X2 X2
(Spec.2) 18-20/X2 N/A
(Spec.2) 18-20/X2 X2
200 m.
120 m.
160 m.
N/A
500
750
4
3
6
Huge
Huge
Huge
N/A
4/0/0
8/0/0
S
S
S
25 kg.
9 kg.
145 kg.
Fire
Fire
Fire
f 6,000
5d8
20 m.
N/A
8
Huge
8/0/0
S
25 kg.
Sonic
20/X3
20/X3
18-20/X2
(Spec.2)
20/X2
N/A
f= Federation Credit
Spec.2 See the equipment description for details.
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority
and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other Earth currency.
Boma Blade
The Boma Blade is the standard Posleen melee weapon and is often used to process food. It is approximately the size of
Scimitar, but is not quite as curved. If a Boma Blade armed Posleen can get within melee range of an ACS trooper he will be able
to make short work of even that powerful armor.
Flechette Shotgun
This is the Posleen default weapon and will be found with upwards of 25% of all Posleen normals. It is a fully automatic
weapon designed for maximum close shock value without regard to accuracy. The shotgun has 20mm diameter barrel and fires
shells containing 400 Flechettes. This weapon tends to utterly shred targets within its effective range. The empty magazine for
this weapon weighs 2 kg and costs 1 Federation Credit. A loaded magazine weighs 9 kg, and cost 250 Federation Credits.
Damage: The shotgun does 4D6 points of damage to a target in the first range increment; 3D6 to a target in the second range
increment; 2D6 to a target in the third range increment; and 1D6 to anyone in a 2 meter wide path beyond that distance out to the
maximum range of the weapon.
1mm Rail Gun
The 1mm Railgun is the second most common weapon found on Posleen normals and it does more damage on average than a
heavy machine-gun while being able to be fired by an un-enhanced being on the move and weighing only slightly more than
twice the weight of most Assault Rifles being sold on Earth. This weapon can damage all but the most heavily armored vehicles.
Both the Posleen 1mm and 3mm Railguns represent the most advanced development of ballistic weapons technology that can be
used by unenhanced troops. This weapon tends to utterly shred targets within its effective range. The empty magazine for this
weapon weighs 1 kg and costs 1 Federation Credit. A loaded magazine weighs 5 kg, and cost 250 Federation Credits. The
weapon has a receptacle that accepts a standard power crystal to power the Railgun.
3mm Rail Gun
The 3mm Railgun is the second most common weapon found on Posleen normals and it does more damage on average than a
heavy machine-gun, while being able to be fired by an unenhanced being on the move. This weapon has the potential to damage
any vehicle manufactured on Earth except possibly for the last of the World War 2 battleships belonging to the U.S. Ground
Forces Naval Assets. Both the Posleen 1mm and 3mm Railguns represent the most advanced development of ballistic weapons
technology that can be used by unenhanced troops. This weapon tends to utterly shred targets within its effective range. The
empty magazine for this weapon weighs 1.5 kg and costs 1 Federation Credit. A loaded magazine weighs 6 kg, and cost 250
Federation Credits. The weapon has a receptacle that accepts a standard power crystal to power the Railgun.
HVM Launcher
This rocket launcher is a semiautomatic, hypervelocity, missile launcher. The missiles reach Mach 26 (twenty six) before they
even exit the launcher itself. The missiles use an advanced gravitational drive unit to attain the speeds that make this weapon
effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the heat generated
by its passage through the air and it also reduces the shock wave generated by the passage of the missile through the air. The
missile leaves a visible trail that glows even in broad daylight from the launch point to the impact site. An empty three shot
missile magazine costs 15 Federation Credits. The Kinetic Energy missiles fired by the launcher weigh 3 kg each and cost
roughly 250 Federation Credits equivalent for the Posleen to manufacture.
EMP Grenade Launcher
This weapon is a rarely seen Posleen design that attacks equipment instead of people. If an electronic device fails its saving
throw, it ceases to operate until it is repaired. The repair costs will be approximately 75% of the device’s original cost.
Table 9.8: EMP Effect
Base
Technology
Earth Tech
Earth Milspec Tech
Posleen Tech
Galtech
Tchpth Tech
Device Saving
Throw DC
35
30
20
18
15
Heavy Laser
This class of laser weapon is the only known, humanoid portable, laser weapon used by the Posleen. It is only
marginally more effective than the 3mm Railgun, due to its increased range. But this is offset by the weapon’s
reduced rate of fire and its weight. The weapon has a receptacle that accepts a heavy-duty power crystal to power the
heavy laser.
Light Plasma Gun
This weapon consists of a power pack (that can hold up to six standard power crystals) carried on the gunner’s
back, the weapon itself, and a flexible power cable. The power pack powers a laser ignition system in the weapon
itself, which heats a hydrogen fuel pellet to a plasma state. The plasma is contained in the ignition chamber briefly
and then released through a magnetically focused field along the weapon’s barrel. The plasma discharge begins to
dissipate rapidly upon leaving the barrel of the weapon. A loaded fuel pellet magazine for this weapon weighs 2.5 kg
and costs roughly 75 Federation Credits for the Posleen to manufacture.
Damage: 6D12 (first range increment), 4D12 (second range increment), or 2D12 (third range increment to the 10th
range increment), 1D12 (11th range increment to the 20th range increment), 1D6(21st range increment to the 30th
range increment), or 1D3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit
differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at
longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma
spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage
to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage
multiple targets.
Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does
NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the
occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per
successful attack that penetrates the vehicle’s DR.
Heavy Plasma Gun
This weapon consists of a power pack (that can hold up to six heavy duty power crystals) carried in a semi
portable armored transport pack, the weapon itself, and a flexible power cable. The power pack powers a laser
ignition system in the weapon itself, which heats a hydrogen fuel pellet to a plasma state. The plasma is contained in
the ignition chamber briefly and then released through a magnetically focused field along the weapon’s barrel. The
plasma discharge begins to dissipate rapidly upon leaving the barrel of the weapon. A loaded fuel pellet magazine
for this weapon weighs 10 kg and costs roughly 300 Federation Credits for the Posleen to manufacture.
Damage: 6D12 (first range increment), 4D12 (second range increment), or 2D12 (third range increment to the 10th
range increment), 1D12 (11th range increment to the 20th range increment), 1D6(21st range increment to the 30th
range increment), or 1D3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit
differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at
longer range. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma
spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage
to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage
multiple targets.
Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does
NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the
occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per
successful attack that penetrates the vehicle’s DR.
Sonic Devourers
This construction device emits a very powerful sonic sound waves that pulverizes most known materials in a short
amount of time, leaving behind powdered dust. The sonic disrupter emits sound waves above the range most sentient
life can hear. But most beings can feel the side effects of the device as an all-over itching if they are within 20
meters of the device.
When using the device against non-living matter, the device disrupts and shatters to a fine dust .4 cubic meters of
the material per point of disrupter damage minus the Damage Reduction of the material being disrupted.
If the device is being used against living matter, it tends to disrupt cellular structure and shatter endoskeleton and
exoskeleton structures. This tends to leave anyone unfortunate enough to be caught in the sound field of the device
as a pile of good.
Table 9.9: Ammunition
Weapon
Type
Flechette Shotgun Shells
1mm Railgun
3mm Railgun
HV Missile
EMP Grenade
Damage
(Spec.2)
3d10
6d10
10d10
(Spec.2)
Critical
(Spec.2)
20/X3
20/X3
18-20/X2
(Spec.2)
HDM
------X2
X2
X2
N/A
Magazine
Size
30
800
250
1
1
Magazine
Weight
2.5 kg.
5 kg.
6 kg.
3 kg.
1 kg.
Purchase
Price
f2
f 250
f 250
f 250
f 50
Rest
Res (+2)
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
All of the above listed Posleen weapons are presumed to be normal equipment for a Posleen that is bonded to a
God King and part of an Oolt.
Feral Posleen may be armed with some of these weapons, or may be armed with handmade, locally produced
weapons, such as a spear. The GM will have to take into account the nature of the Posleen encountered.
Table 9.10: General Equipment
Object
Communicator Gear
Hand Held Communicator
Portable Communicator
Sensor Gear
Portable Sensor Unit
Medical Gear
Portable Medical Sensor
Survival Gear
Food Processor
Tools
Electronic Tools
Basic Tool Kit
Deluxe Tool Kit
Portable Shop
Vehicle Tools
Basic Tool Kit
Size
Weight
Purchase
Price
Restriction
Small
Med.
.5 kg.
2.25 kg.
f 1,250
f 1,750
(Lic.)
(Lic.)
Small
1.35 kg.
f 2,500
(Res.)
Tiny
.25 kg.
f 50
(Res.)
Huge
15 kg.
f 250
(Lic.)
Large
Huge
Gargantuan
5 kg.
15 kg.
150 kg.
f 50
f 400
f 3,200
(Res.)
(Res.)
(Res.)
Large
10 kg.
f 25
(Lic.)
Deluxe Tool Kit
Portable Shop
Portable Nano Factory
Large NanoFac.
Huge NanoFac.
Gargantuan NanoFac.
Nano Factory
Gargantuan NanoFac.
Colossal NanoFac.
Colossal II NanoFac.
Colossal III NanoFac.
Colossal IV NanoFac.
Colossal V NanoFac.
Colossal VI NanoFac.
Posleen Power Crystals
Micro
Mini
Standard
Heavy Duty
Weapon Accessories
Modular Targeting Unit
Huge
Gargantuan
30 kg.
300 kg.
f 200
f 1,600
(Lic.)
(Lic.)
Large
Huge
Gargantuan
30 kg.
150 Kg.
750 kg.
f 800
f 4,000
f 20,000
(Res.+2)
(Res.+2)
(Res.+2)
*
*
*
*
*
*
*
225 Metric Tons
450 Metric Tons
2,250 Metric Tons
22,500 Metric Tons
45,000 Metric Tons
225,000 Metric Tons
45 M Metric Tons
625,000
f 1,250,000
f 5,500,000
f 5,000,000
f 10,000,000
f 20,000,000
f 37,500,000
(Res.+2)
(Res.+2)
(Res.+3)
(Res.+3)
(Res.+3)
(Mil.+3)
(Mil.+3)
Tiny
Tiny
Tiny
Small
.005 kg.
.1 kg.
.2 kg.
.8 kg.
f2
f 50
f 100
f 400
(Lic.+1)
(Lic.+1)
(Lic.+1)
(Lic.+1)
Small
1 kg.
f 375
(Mil.+3)
f= Federation Credit
Spec.2 See the equipment description for details.
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due
to the lack of central authority and banking regulatory agencies, the Federation Banks are
refusing at this time to deal in any other Earth currency.
Communications Gear
Hand Held Communicator: This is a hand held communicator that a Posleen God King uses to communicate with
the other God Kings, the computer at his compound, or ship. It also serves as a hand-held computer to access the
Posleen Datanet. Its communication range is limited to roughly 1 Astronomical Unit and communicates in an
instantaneous manner using a quantum linkage effect. This communicator runs off of a micro power crystal, which
will run the unit for approximately 20 days, before needing to be changed.
Portable Communicator: This communication system is normally found installed on a Tenar but can be used as a
stand-alone communications and computer console. It can perform all of the functions of the Hand Held
Communicator, but it also provides a +1 equipment bonus for all research checks when searching the Posleen
Datanet. It has a communication range of roughly 100 Astronomical Units and communicates in an instantaneous
manner using a quantum linkage effect. This communicator runs off of a standard power crystal, which will run the
unit for approximately 20 days, before needing to be changed.
Sensor Gear
Portable Sensor Unit: This unit incorporates a broad spectrum of portable sensors to analyze the general
environment and a substance that can be placed in the sensor unit’s sample chamber. The device provides a +4
equipment bonus to related skill rolls of Engineering, Biology, Medical Science, Natural Science, and Physical
Science. This device runs off of a mini power crystal, which will run the unit for approximately 40 days, before
needing to be changed.
Medical Gear
Portable Medical Sensor: This unit is used by God Kings to diagnose the extent of injuries to themselves and their
superior normals. Posleen society has chosen not to develop other medical care devices, even through it is within
their capability. This device is most often used to determine if a Posleen or Thresh will die from their injuries. This
device provides a +2 equipment bonus on all First Aid and Heal checks to diagnose an injury, or illness. This device
runs off of a micro power crystal, which will run the unit for approximately 20 days, before needing to be changed.
Survival Gear
Food Processor: This device is used by the Posleen to process Thresh into field rations that can be stored for
extremely long duration. It can process one medium sized creature (Average Adult Human) in about 15 minutes. It
will take about 30 minutes to process a large creature (1200 pound bovine).
The device has an on board storage receptacle for vitamin and mineral supplements to be injected into the
processed food, to ensure proper nutrition intake. Food processed by the device has the texture of particle board and
has what is considered to be one of the nastiest tasting substances on the planet. This is due more to the Posleen not
caring about the texture and taste of their food than a general deficiency in the design. The device can be altered to
produce food from a soupy consistency to the above-mentioned particle board consistency. Adjusting the setting on
the device and adding additional substances into the mineral and vitamin supply of the device can also alter the taste.
This device runs off of a standard power crystal, which will run the unit for approximately 20 days, before needing
to be changed.
Tools
Electrical Tool Kit
This collection of hand tools and small parts typically includes a variety of advanced powered multitools, drivers,
cutting devices, fasteners, power tools, and leads and wires.
Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty. It
grants a +2 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make
Craft (electronic) checks without penalty.
Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts.
It grants a +4 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make
Craft (electronic) checks without penalty.
Portable Shop: This kit consists of a trailer with a large number of specialized diagnostic and repair tools as well as
thousands of spare parts. It grants a +6 equipment bonus on Repair checks for electrical or electronic devices and
allows a character to make Craft (electronic) checks without penalty.
Vehicle Tool Kit
This collection of hand tools and small parts typically includes a variety of advanced powered multitools, drivers,
cutting devices, and fasteners.
Basic: This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices
without penalty. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a character to
make Craft (mechanical) or Craft (structural) checks without penalty.
Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection
of high-quality power tools. It grants a +4 equipment bonus on Repair checks for mechanical devices and allows a
character to make Craft (mechanical) or Craft (structural) checks without penalty.
Portable Shop: This kit fills a good-sized trailer. It includes a very large selection of specialized hand tools and a
large selection of high-quality power tools. It grants a +6 equipment bonus on Repair checks for mechanical devices
and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.
Portable Nano Factories
Portable Nano Factories are small transportable nano-molecular factories. Given a proper sample of a piece of
equipment or proper programming, nanofacs are capable of manufacturing, repairing or modifying most
manufactured pieces of equipment, if the proper material feed powders are available, without sentient supervision.
Nanofacs only produce one item at a time and they still require the exact same amount of feed material as normal
assembly-line construction does. So it is not a cheaper or faster way to produce a product. But it does have the
advantage that an operating nanofac does not require sentient supervision to produce an item. After an item has been
programmed into the onboard database, the unit can produce one item at a time as long as proper powdered feed
material is provided to the unit. There are two ways to enter a piece of equipment into the onboard database of
equipment that can be produced by a nanofac. The first is to provide a copy of the item in question to be produced
and the nanofac will deconstruct the item and store the required material data in its database. The disadvantage of
this method is that the unit will produce an exact copy of the device with all of the eccentricities of the original item.
The second method is to program into the onboard database the exact specification of the product to be produced.
This requires both a Computer Use and a Craft check each at the time the item is programmed. The construction
DC is the construction DC for the item in question +10 (for Posleen) - or +14 (for humans) - when inputting Posleen
equipment designs. The DC to enter a human piece of equipment into the database is the construction DC of the item
in question +12 (for Posleen and humans) to enter a human piece of equipment into the database. The unit will the
use the lowest of the two checks to verify that the item in question has been entered into the database correctly. If
either check failed, the information was entered incorrectly and the design is flawed in some way. If the data is not
corrected by starting over from scratch, every item built by the unit to the specifications entered will be flawed in
some way (depending on how badly the check or checks were missed by and the GM’s discretion). It will take a
minimum of one hour per point of the DC to enter the information into the database.
Portable Large NanoFac: This nanofac is the size of a large steamer trunk (roughly 1 meter wide by 1 meter high
by 2 meters long). The unit is capable of constructing, repairing or modifying an item of medium equipment size or
smaller. The unit has an onboard database that can store up to 10 pieces of equipment in its construction. The unit
can store enough material powder to construct 5 pieces of equipment. This device runs off of a heavy-duty power
crystal, which will run the unit for approximately 4 days before needing to be changed.
Portable Huge NanoFac: This nanofac is the size of a medium-sized cargo trailer (roughly 2 meters wide by 2
meters high by 4 meters long). The unit is capable of constructing, repairing or modifying an item of large
equipment size or smaller. The unit has an onboard database that can store up to 15 pieces of equipment in its
construction. The unit can store enough material powder to construct 10 pieces of equipment. This device runs off of
a heavy-duty power crystal, which will run the unit for approximately 2 days before needing to be changed.
Portable Gargantuan NanoFac: This nanofac is the size of a large sized cargo trailer (roughly 4 meters wide by 4
meters high by 6 meters long). The unit is capable of constructing, repairing or modifying an item of huge
equipment size or smaller. The unit has an onboard database that can store up to 20 pieces of equipment in its
construction. The unit can store enough material powder to construct 20 pieces of equipment. This device runs off of
a heavy-duty power crystal, which will run the unit for approximately 1 day before needing to be changed.
Nano Factory
Nano Factories are stationary or vehicle mounted nano-molecular factories. Given a proper sample of a piece of
equipment or proper programming, nanofacs are capable of manufacturing, repairing or modifying most
manufactured pieces of equipment, if the proper material feed powders are available, without sentient supervision.
Nanofacs only produce one item or vehicle at a time and they still require the exact same amount of feed material
as normal assembly-line construction does. So it is not a cheaper or faster way to produce a product. But it does have
the advantage that an operating nanofac does not require sentient supervision to produce an item. After an item has
been programmed into the onboard database the unit can produce one item at a time as long as proper powdered feed
material is provided to the unit.
There are two ways to enter a piece of equipment into the onboard database of equipment that can be produced by
a nanofac. The first is to provide a copy of the item in question to be produced and the nanofac will deconstruct the
item and store the required material data in its database. The disadvantage of this method is that the unit will
produce an exact copy of the device with all of the eccentricities of the original item. The second method is to
program into the on board database the exact specification of the product to be produced. This requires both a
Computer Use and a Craft check for each item programmed into the database. The construction DC is the item
construction DC in question +10 (for Posleen) - or +14 (for humans) - when inputting Posleen equipment designs.
The DC to enter a human piece of equipment into the database is the construction DC of the item in question +12
(for Posleen and humans) to enter a human piece of equipment into the database. The unit will the use the lowest of
the two checks to verify that the item in question has been entered into the database correctly. If either check failed,
the information was entered incorrectly and the design is flawed in some way. If the data is not corrected by starting
over from scratch, every item built by the unit to the specifications entered will be flawed in some way (depending
on how badly the check or checks were missed by and the GM’s discretion). It will take a minimum of one hour per
point of the DC to enter the information into the database.
The unit does not have to construct an item whole. It can construct individual components that can be connected
together to form a large device. In fact this is how some of the larger nanofacs are constructed.
Huge NanoFac: This nanofac is roughly 12 meters wide by 12 meters high by 12 meters long. The unit is capable
of constructing, repairing, or modifying an item or vehicle that is no larger than Large size. The unit has an onboard
database that can store up to 20 pieces of equipment in its construction. The unit can store enough material powder
to construct 14 pieces of equipment.
Gargantuan NanoFac: This nanofac is roughly 24 meters wide by 24 meters high by 24 meters long. The unit is
capable of constructing, repairing, or modifying an item or vehicle that is no larger than Huge size. The unit has an
onboard database that can store up to 25 pieces of equipment in its construction. The unit can store enough material
powder to construct 12 pieces of equipment of Huge size.
Colossal NanoFac: This nanofac is roughly 48 meters wide by 48 meters high by 48 meters long. The unit is
capable of constructing, repairing, or modifying an item or vehicle that is no larger than Gargantuan size. The unit
has an onboard database that can store up to 30 pieces of equipment in its construction. The unit can store enough
material powder to construct 10 pieces of equipment of Gargantuan size.
Colossal II NanoFac: This nanofac is roughly 96 meters wide by 96 meters high by 96 meters long. The unit is
capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal size. The unit has
an onboard database that can store up to 35 pieces of equipment in its construction. The unit can store enough
material powder to construct 8 pieces of equipment of Colossal size.
Colossal III NanoFac: This nanofac is roughly 192 meters wide by 192 meters high by 192 meters long. The unit is
capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal II size. The unit
has an onboard database that can store up to 40 pieces of equipment in its construction. The unit can store enough
material powder to construct 6 pieces of equipment of Colossal II size.
Colossal IV NanoFac: This nanofac is roughly 384 meters wide by 384 meters high by 384 meters long. The unit is
capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal III size. The unit
has an onboard database that can store up to 45 pieces of equipment in its construction. The unit can store enough
material powder to construct 4 pieces of equipment of Colossal III size.
Colossal V NanoFac: This nanofac is roughly 768 meters wide by 768 meters high by 768 meters long. The unit is
capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal IV size. The unit
has an onboard database that can store up to 50 pieces of equipment in its construction. The unit can store enough
material powder to construct 2 pieces of equipment of Colossal IV size.
Colossal VI NanoFac: This nanofac is roughly 1536 meters wide by 1536 meters high by 1536 meters long. The
unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal V size. The
unit has an onboard database that can store up to 55 pieces of equipment in its construction. The unit can store
enough material powder to construct 1 piece of equipment of Colossal V size.
Posleen Power Crystals
Posleen Power Crystals are manufactured from an artificial, extremely dynamic, piezoelectric large crystalline
structure that can store large quantities of free electrons in its structure. But due to the crystals’ dynamic structure
they tend to be extremely unstable if damaged, doing 1d10 points of damage per power charge currently being
stored in the power crystal to anyone with in the blast radius of the power crystal when it is damaged. So a crystal
with 10 charges would do 1d10 points of damage to anyone within the blast radius of the crystal if it destabilizes,
and a crystal with 150 charges would do 15d10 points of damage to anyone with the blast radius of the crystal if it
destabilizes. The Blast radius for a power crystal explosion is a minimum of 1 meter per point of damage caused by
the blast.
Micro Power Crystal: This power crystal is about 1 cm in diameter and ¼ cm thick, and stores 1 power charge or
500 kWh of power.
Mini Power Crystal: This power crystal is about 1 cm in diameter and 5 cm long, and stores 20 power charges or
10 mWh of power.
Standard Power Crystal: This power crystal is 2 cm in diameter and 5 cm long, and stores 100 power charges or
50 mWh of power.
Heavy Duty Power Crystal: This power crystal is 4 cm in diameter and 10 cm long and stores 400 power charges
or 200 mWh of power.
Weapon Accessories
Modular Targeting Unit: This unit is a snap on module designed to control weapons on a Tenar weapons mount.
The Modular targeting unit provides a +4 equipment bonus to attack rolls when it is used with a Tenar mounted
weapon system. When mounted on a weapon that is being used as a personal firearm the bonus is reduced to +1 due
to the difficult of targeting when using this method. The system also provides a +4 equipment bonus to Sensor skill
checks when used in either mode or as a stand-alone unit.
Posleen Vehicles
Tenar
Generator: Posleen Heavy Duty Power Crystal.
Unloaded Weight: 1.5 metric tons.
Size Class: Large.
Top Speed (surface): 14.
Top Speed (Low Altitude Flight): 14. Note the vehicle has an open cockpit so its maximum speed is actually 2.
Top Speed (High Altitude Flight): 14. Note the vehicle has an open cockpit so its maximum speed is actually 1.
Acceleration: 6.
Deceleration: 8.
Handling: +8.
Fuel: 1,300.
Sensor: +10
Stealth: 5
AC: 9
Pilot AC: 14 (open cockpit).
DR: 20*
Hit Points: 70.
Power Crystal AC: 16
Power Crystal DR: 25*
Power Crystal Hit Points: 7**
*Note: The Vehicle's armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally do.**Note: This power crystal is 4 cm in diameter and 10 cm long and stores 400
power charges or 200 mWh of power.
Due to the crystals’ dynamic structure they tend to be extremely unstable if damaged, doing 1d10 points of damage
per power charge currently being stored in the power crystal to anyone with in 8 meters of the power crystal when it
is damaged. So a crystal with 10 charges would do 1d10 points of damage to anyone within 8 meters of the crystal if
it destabilizes (Ref Save: DC 15, for half).
Stations: Pilot/Driver.
Cargo: 4,000 lb.
Equipment: The Tenar is equipped with the following features: Posleen Anti-Missile system. Posleen inertial
compensator system. Posleen Passive Broad spectrum sensor suite (note: this system does not recognize most Earth
tech vehicles as threats, but it does recognize ALL GalTech and Posleen tech vehicles as threats, until they fire at a
Posleen target). Posleen Active Broad-spectrum sensor suite (note: this system does not recognize most Earth tech
vehicles as threats, until they fire at a Posleen target, but the system does recognize ALL GalTech and Posleen tech
vehicles as threats). A Posleen Targeting system.
Cost: 505,900 Fed Cr.
Weapon: Weapon Mount
Weapon: One of the following: 3mm Posleen Rail Gun, Light Plasma Gun, Heavy Laser or a HVM Launcher.
Fire Arc: Front.
Attack Bonus: +4 (+4 targeting computer).
Ammunition: 3 additional reloads for the weapon mounted.
Weapon Options:
1) 3mm Rail Gun
The 3mm Railgun is the third most common weapon found on Posleen normals and it does more damage on
average than a heavy machinegun while being able to be fired by an unenhanced being on the move. This weapon
has the potential to damage any vehicle manufactured on Earth except possibly for the last of the World War 2
battleships belonging to the U.S. Ground Forces Naval Assets. Both the Posleen 1mm and 3mm Railguns represent
the most advance development of ballistic weapons technology that can be used by unenhanced troops. This weapon
tends to utterly shred targets within its effective range. The empty magazine for this weapon weighs 1.5 kg and costs
1 Federation Credit. A loaded magazine weighs 6 kg, and cost 250 Federation Credits. The weapon has a receptacle
that accepts a standard power crystal to power the Railgun.
Damage: 6D10.
Range Increment: 80 meters.
Critical Hit Threat Range: 20/X3.
High Damage Multiplier (HDM): 2.
Power Crystal: Standard Power Crystal.
Charges per Shot: 2.
Ammunition Magazine Size: 250.
Rate of Fire: S/B/F.
Recoil: 4.
 Light Plasma Gun
This weapon consists of a power pack (that can hold up to six heavy duty power crystals) carried in a semi portable
armored transport pack, the weapon itself, and a flexible power cable. The power pack powers a laser ignition
system in the weapon itself, which heats a hydrogen fuel pellet to a plasma state. The plasma is contained in the
ignition chamber briefly and then released through a magnetically focused field along the weapon’s barrel. The
plasma discharge begins to dissipate rapidly upon leaving the barrel of the weapon. A loaded fuel pellet magazine
for this weapon weights 10 kg and costs roughly 300 Federation Credits for the Posleen to manufacture.
Damage: 6D12 (first range increment), 4D12 (second range increment), or 2D12 (third range increment to the
10th range increment), 1D12 (11th range increment to the 20th range increment), 1D6(21st range increment to the
30th range increment), or 1D3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit
differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at
longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma
spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage
to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage
multiple targets.
Range Increment: 120 meters.
Critical Hit Threat Range: 18-20/X2
Power Crystal: 6 Standard Power Crystal.
Charges per Shot: 3.
Ammunition Magazine Size: 30.
Rate of Fire: S
Recoil: N/A
Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design.
When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its
design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In
addition reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
2) Heavy Laser
This class of laser weapon is the only known, humanoid portable laser weapon used by the Posleen. It is only
marginally more effective than the 3mm Railgun, due to its increased range. But this is offset by the weapons
reduced rate of fire and its weight. The weapon has a receptacle that accepts a heavy-duty power crystal to power the
heavy laser.
Damage: 6D10
Range Increment: 200 meters
Critical Hit Threat Range: 19-20/X2.
High Damage Multiplier (HDM): 2.
Power Crystal: Heavy Duty Power Crystal.
Charges per Shot: 4.
Rate of Fire: S
Recoil: N/A
3) HVM Launcher
This rocket launcher is a semiautomatic hypervelocity missile launcher. The missiles reach Mach 26 before they
even exit the launcher itself. The missiles use an advanced gravitational drive unit to attain the speeds that make this
weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal
with the heat generated by its passage through the air and it also reduces the shock wave generated by the passage of
the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point
to the impact site. An empty three shot missile magazine costs 15 Federation Credits. The Kinetic Energy missiles
fired by the launcher weigh 3 kg each and cost roughly 250 Federation Credits equivalent for the Posleen to
manufacture.
Damage: 10D10
Range Increment: 160 meters
Critical Hit Threat Range: 18-20/X2.
High Damage Multiplier (HDM): 2.
Ammunition Magazine Size: 3
Rate of Fire: S
Recoil: N/A
Tenaral
Generator: 6 Posleen Heavy Duty Power Crystals.
Unloaded Weight: 5 metric tons.
Size Class: Large.
Top Speed (Surface): 20.
Top Speed (Low Altitude Flight): 20
Top Speed (High Altitude Flight): 20.
Acceleration: 6.
Deceleration: 8.
Handling: +8.
Fuel: 2,300 km, not counting Plasma Gun usage.
Sensor: +10
Stealth: 5
AC: 9
DR: 50*
Hit Points: 140.
Turret AC: 14
Turret DR: 50*
Turret Hit Points: 70.
Power Crystal AC: 16
Power Crystal DR: 64*
Power Crystal Hit Points: 7**
*Note: The Vehicle's armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally do.**Note This power module incorporates 6 heavy-duty power crystal that are 4
cm in diameter and 10 cm long and stores 400 power charges or 200 mWh of power, each, for a total power storage
of 2,400 charges or 1,200 mWh of power.
Due to the crystals’ dynamic structure they tend to be extremely unstable if damage, doing 1d10 points of damage
per power charge currently being stored in the power crystal to anyone with in 8 meters of the power crystal when it
is damaged. So a crystal with 10 charges would do 1d10 points of damage to anyone within 8 meters of the crystal if
it destabilizes (Ref Save: DC 15, for half).
Stations: Pilot/Driver.
Cargo: 4,000 lb.
Equipment: The Tenaral is equipped with the following features: Posleen Anti-Missile system. Posleen inertial
compensator system. Posleen Passive Broad spectrum sensor suite (note: this system does not recognize most Earth
tech vehicles as threats, but it does recognize ALL GalTech and Posleen tech vehicles as threats, until they fire at a
Posleen target). Posleen Active Broad-spectrum sensor suite (note: this system does not recognize most Earth tech
vehicles as threats, until they fire at a Posleen target, but the system does recognize ALL GalTech and Posleen tech
vehicles as threats). Posleen Targeting system.Cost: 5,960,400 Fed Cr.
Weapon
Heavy Plasma Gun
This weapon consists of a power pack (that can hold up to six heavy duty power crystals) mounted in a hardened
semi portable armored transport pack, the weapon itself, and a flexible power cable. The power pack powers a laser
ignition system in the weapon itself, which heats a hydrogen fuel pellet to a plasma state. The plasma is contained in
the ignition chamber briefly and then released through a magnetically focused field along the weapon’s barrel. The
plasma discharge begins to dissipate rapidly upon leaving the barrel of the weapon. A loaded fuel pellet magazine
for this weapon weighs 10 kg and costs roughly 300 Federation Credits for the Posleen to manufacture.
Fire Arc: Turret.
Attack Bonus: +4.
Ammunition: 3 additional heavy-duty Posleen power crystal reloads for the weapon.
Damage: 6D12 (first range increment), 4D12 (second range increment), or 2D12 (third range increment to the
10th range increment), 1D12 (11th range increment to the 20th range increment), 1D6(21st range increment to the
30th range increment), or 1D3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit
differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at
longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma
spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage
to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage
multiple targets.Range Increment: 160 meters.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 2.
Ammunition Magazine Size: 400, off of the 6 ready heavy duty Posleen power crystals, and it can also run off of
the vehicle power supply.
Power Requirement: 6 charges or 3 mWh of power per shot.
Rate of Fire: S/B.
Recoil: N/A.
Lamprey (Oolt' Po'osol)
Total Height: 100 meters to the top of the Oolt’ Po’osol.
Total Vehicle Width (five sides): 225 meters.
Unloaded Weight: 45,000 metric tons.
Size Class: (Colossal IV).
Low Altitude Flight Speed: 6.
High Altitude Flight Speed: 6.
Space Acceleration: 6.
Atmospheric Acceleration: 6.
Atmospheric Deceleration: 6.
Handling: +2.
Fuel: 100 days.
Sensor: +10.
Stealth: 1.
AC: 4.
DR: 960.
Hit Points: 1,800
Stations: 1 God King station and room for up to an additional 600 Posleens.
Cargo: 18,000 metric tons.
Equipment: The Lamprey (Oolt' Po'osol) is equipped with the following features: Posleen inertial compensator
system.
Posleen Passive Broad spectrum sensor suite (note: this system does not recognize most earth tech vehicles as
threats, until they fire at a Posleen target, but it does recognize ALL GalTech and Posleen tech vehicles as threats).
Posleen Active Broad spectrum sensor suite (note: this system does not recognize most earth tech vehicles as
threats, until they fire at a Posleen target, but it does recognize ALL GalTech and Posleen tech vehicles as threats)
A Posleen Targeting system.
The C-Deck has one Colossal II and 4 Gargantuan Nanofacs located through out the cargo decks.
Onboard AI pilot Abilities: Str --, Dex 18, Con --, Int 12, Wis 10, Cha 8. Initiative: +8. Attack: +9. Skills:
Communications +7, Cryptography + 7, Gunnery +7, Knowledge (Astronomy) +7, Knowledge (Mathematics) +7,
Knowledge (Physics) +7, Orienteering +7, Navigation (System) +7, Navigation (Hyperspace) +7, Pilot (Spacecraft)
+8, Search +7, Sensors +7, Spot +8, and Use Device +7. Feats: Alertness, Combat Ace, Improved Initiative,
Spacecraft Piloting, Skill Focus (Pilot), and Weapons Proficiency, Exotic (Spacecraft). Note: The AI Pilot cannot
take independent actions. Its crew must approve every action the AI pilot makes before it can take any action. The
AI pilot cannot override this positive control system. The crew actually has to activate hardware overrides to allow
the AI pilot to perform any action.
Anti-missile Targeting System: The system halves the speed penalties on attack rolls against missiles and small
craft.
7) Docking Collar.
Cost: 18,270,000 Fed Cr.
Weapons
1) Oolt'Po'osol Heavy Plasma Gun Quad Battery
This Quad Heavy Plasma Gun battery is the primary anti-spacecraft weapon system mounted on the Lamprey
(Oolt’Po’osol) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback is its slow
rate of fire. It even performs an effective secondary anti-missile function.
Fire Arc: Top.
Attack Bonus: +4.
Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment
to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range
increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range increment). Plasma
weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but
lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a
plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it
spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment
this weapon can damage multiple targets.Note:
1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does
NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the
occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per
successful attack that penetrates the vehicle’s DR.
Atmospheric Range Increment: 80 kilometers.
Deep Space Range Increment: 8 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 5.
Rate of Fire: S.
2) Oolt’Po’osol Heavy Laser Quad Batteries (5)
This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles
before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at
its secondary task of being an additional anti-ship energy weapon system.
Fire Arc: Top.
Attack Bonus: +4.
Damage: 6D10x4.
Atmospheric Range Increment: 100 kilometers.
Deep Space Range Increment: 10 spaces.
Critical Hit Threat Range: 19-20/X2.
High Damage Multiplier (HDM): 3.
Rate of Fire: S/B.
3) Oolt’Po’osol Quad Heavy HVM Launchers(2)
This facing of the Lamprey mounts dual Quad Heavy HVM launchers. These semiautomatic heavy hypervelocity
missile launchers are far heavier both in the size of the missile fired and the damage done by the missile itself. They
are intended as a strike system to use against grounded spacecraft. The missiles reach Mach 26 before they even exit
the launcher itself. The missiles use an advanced gravitational drive unit to attain the speeds that make this weapon
effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the
heat generated by its passage through the air and it also reduces the shock wave generated by the passage of the
missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point to
the impact site. The Kinetic Energy missiles fired by the launcher weigh 3,000 kg each and cost roughly 250,000
Federation Credits equivalent for the Posleen to manufacture.
Fire Arc: Left Front.
Attack Bonus: +4.
Damage: 10D10x4.
Atmospheric Range Increment: 100 kilometers.
Deep Space Range Increment: 1.
Critical Hit Threat Range: 18-20/X2.High Damage.
Multiplier (HDM): 4.
Ammunition Magazine Size: 300 missiles for each launcher.
Rate of Fire: S.
4) Oolt’Po’osol Quad HVM Launchers(2)
This facing of the Lamprey mounts dual Quad Heavy HVM launchers. These semiautomatic heavy hypervelocity
missile launchers are far heavier both in the size of the missile fired and the damage done by the missile itself. They
are intended as a strike system to use against grounded spacecraft. The missiles reach Mach 26 before they even exit
the launcher itself. The missiles use an advanced gravitational drive unit to attain the speeds that make this weapon
effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the
heat generated by its passage through the air and it also reduces the shock wave generated by the passage of the
missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point to
the impact site. The Kinetic Energy missiles fired by the launcher weigh 3,000 kg each and cost roughly 250,000
Federation Credits equivalent for the Posleen to manufacture.
Fire Arc: Right Front.
Attack Bonus: +4.
Damage: 10D10x4.
Atmospheric Range Increment: 100 kilometers.
Deep Space Range Increment: 1.
Critical Hit Threat Range: 18-20/X2.High Damage.
Multiplier (HDM): 4.
Ammunition Magazine Size: 300 missiles for each launcher.
Rate of Fire: S.
5) Oolt' Po'osol Plasma Gun Quad Batteries(2)
The dual set of quad Plasma guns mount on both rear flanking sides of the Lamprey (Oolt’Po’osol), and are the
Lamprey’s (Oolt’Po’osol) secondary armament and primary ground support weapon systems. They will destroy all
known Earth ground vehicles with one shot and make short work of even an ACS unit.
Fire Arc: Left Rear.
Attack Bonus: +4.
Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment
to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range
increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range increment). Plasma
weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but
lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a
plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it
spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment
this weapon can damage multiple targets.Note: 1) This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce
the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
Atmospheric
Range Increment: 1,600 meters.
Deep Space Range Increment: 4 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 4.
Rate of Fire: S/B.
6) Oolt' Po'osol Plasma Gun Quad Batteries(2)
The dual set of quad Plasma guns mount on both rear flanking sides of the Lamprey (Oolt’Po’osol), and are the
Lamprey’s (Oolt’Po’osol) secondary armament and primary ground support weapon systems. They will destroy all
known Earth ground vehicles with one shot and make short work of even an ACS unit.
Fire Arc: Right Rear.
Attack Bonus: +4.
Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment
to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range
increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range increment). Plasma
weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but
lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a
plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it
spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment
this weapon can damage multiple targets.Note: 1) This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce
the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
Atmospheric Range Increment: 1,600 meters.
Deep Space Range Increment: 4 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 4.
Rate of Fire: S/B.
6) Heavy Automatic Quad Laser Batteries (4)
Two dual Quad Heavy Laser batteries are mounted on either side of the primary landing bay ramp on the Lamprey
(Oolt’Po’osol). They are only intended to repel boarders while the craft is on the ground and to clear the immediate
area of the ramp before the Assault troops disembark.
Attack Bonus: +4.
Damage: 6D10x4.
Surface Range Increment: 200 meters.
Critical Hit Threat Range: 19-20/X2.
High Damage Multiplier (HDM): 2.
Rate of Fire: S/B.
C-Deck (Oolt’pos)
Total Height: 300 meters to the top of the Oolt’pos.
Total Vehicle Width (Corner to Corner): 300 meters.
Total Vehicle Width (Edge to Edge): 378 meters.
Unloaded Weight: 45,000 metric tons.
Size Class: (Colossal IV).
Low Altitude Flight Speed: 6.
High Altitude Flight Speed: 6.
Space Acceleration: 6.
Atmospheric Acceleration: 6.
Atmospheric Deceleration: 6.
Handling: +0.
Fuel: 400 days.
Sensor: +10.
Stealth: 1.
AC: 2.
DR: 1,300.
Hit Points: 2,400.
Stations: 6 God King crewstation, but it can operate with as few as 3 God Kings manning the controls. It also has
room for up to an additional 2,000 Posleen.
Cargo: 200,000 metric tons.
Equipment: The C-Deck (Oolt’pos ) is equipped with the following features: Posleen inertial compensator system.
Posleen Passive Broad spectrum sensor suite (note: this system does not recognize most earth tech vehicles as
threats, until they fire at a Posleen target, but it does recognize ALL GalTech and Posleen tech vehicles as threats).
Posleen Active Broad spectrum sensor suite (note: this system does not recognize most earth tech vehicles as
threats, until they fire at a Posleen target, but it does recognize ALL GalTech and Posleen tech vehicles as threats).
A Posleen Targeting system.
The C-Deck has one Colossal II and 4 Gargantuan Nanofacs located throughout the cargo decks.
On board AI pilot Abilities: Str --, Dex 18, Con --, Int 12, Wis 10, Cha 8. Initiative: +8. Attack: +9. Skills:
Communications +7, Cryptography + 7, Gunnery +7, Knowledge (Astronomy) +7, Knowledge (Mathematics) +7,
Knowledge (Physics) +7, Orienteering +7, Navigation (System) +7, Navigation (Hyperspace) +7, Pilot (Spacecraft)
+8, Search +7, Sensors +7, Spot +8, and Use Device +7. Feats: Alertness, Combat Ace, Improved Initiative,
Spacecraft Piloting, Skill Focus (Pilot), and Weapons Proficiency, Exotic (Spacecraft). Note: The AI Pilot cannot
take independent actions. Its crew must approve every action the AI pilot makes before it can take any action. The
AI pilot cannot override this positive control system. The crew actually has to activate hardware overrides to allow
the AI pilot to perform any action.
Anti-missile Targeting System: The system halves the speed penalties on attack rolls against missiles and small
craft.
12 Docking stations.
Cost: 535,000,000 Fed Cr.
1) Oolt’pos Quad Grav Missile Launchers (2)
These two dual Quad Grav Missile Launchers are the primary anti-spacecraft and space to surface weapon system
of the Posleen C-Decks (Oolt’pos ). The missiles are designed to attain acceleration rates of around 200 gravities or
333 kilometers per second. This would make them highly effective weapons even without their anti-matter
warheads. The primary limitation of the system is the missile’s susceptibility to interception.
Fire Arc: Top.
Automated Attack bonus: +14*
Damage:
Critical Threat Range:
High Damage Modifier:
Missile HP: 100.
AC: 16.
DR: 100.
Missile High Altitude Speed: 40.
Missile Low Altitude Speed: 40.
Missile High Altitude Acceleration: 40.
Missile Low Altitude Acceleration: 40.
Missile Space Acceleration: 20.
Missile High Altitude Deceleration: 40.
Missile Low Altitude Deceleration: 40.
Missile Space Deceleration: 20.
Missile Handling: +6**.
Missile Sensors: +10**.
Stealth: 2**.
Fuel: 200 rounds.
Ammunition Magazine Size: 300 missiles for each launcher.
Rate of Fire: S.
* Use the Missile’s Automated Attack Bonus instead of the gunner’s attack modifier to determine whether the
missile strikes its target. The missiles can also be operated remotely, with all of the normal modifiers. But that
requires one gunner per remotely controlled missile.
**Assume that the auto-pilot has a skill rank of 10 in Pilot, Sensors, Communications, Hide and Navigation skills,
for any required skill rolls.
2) Oolt'pos Dual Heavy Plasma Gun Quad Battery(2)
These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted
on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback
is its slow rate of fire. It even performs an effective secondary anti-missile function.
Fire Arc: Upper Right Front.
Attack Bonus: +4.
Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment
to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range
increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range increment). Plasma
weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but
lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a
plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it
spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment
this weapon can damage multiple targets.Note: 1) This weapon ignores DR from all personal body armor that is
NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this
weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the
damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce
the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
Atmospheric Range Increment: 80 kilometers.
Deep Space Range Increment: 8 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 5.
Rate of Fire: S.
3) Oolt'pos Dual Heavy Plasma Gun Quad Batteries(2)
These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted
on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback
is its slow rate of fire. It even performs an effective secondary anti-missile function.Fire Arc: Upper Left Front.
Attack Bonus: +4.
Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment
to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range
increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range increment). Plasma
weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but
lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a
plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it
spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment
this weapon can damage multiple targets.
Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does
NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the
occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per
successful attack that penetrates the vehicle’s DR.
Atmospheric
Range Increment: 80 kilometers.
Deep Space Range Increment: 8 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 5.
Rate of Fire: S.
4) Oolt’pos Dual Heavy Laser Quad Batteries(2)
This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles
before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at
its secondary task of being an additional anti-ship energy weapon system. The C-Deck (Oolt’pos) mounts them in
groups of two dual quad batteries on the sides that mount this weapon system.
Fire Arc: Upper Right Rear.
Attack Bonus: +4.Damage: 6D10x4.
Atmospheric Range Increment: 100 kilometers.
Deep Space Range Increment: 10 spaces.
Critical Hit Threat Range: 19-20/X2.
High Damage Multiplier (HDM): 3.
Rate of Fire: S/B.
5) Oolt’pos Dual Heavy Laser Quad Batteries(2)
This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles
before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at
its secondary task of being an additional anti-ship energy weapon system. The C-Deck (Oolt’pos) mounts them in
groups of two dual quad batteries on the sides that mount this weapon system.
Fire Arc: Upper Right Rear.
Attack Bonus: +4.
Damage: 6D10x4.
Atmospheric
Range Increment: 100 kilometers.
Deep Space Range Increment: 10 spaces.
Critical Hit Threat Range: 19-20/X2.
High Damage Multiplier (HDM): 3.
Rate of Fire: S/B.
6) Oolt'pos Dual Heavy Plasma Gun Quad Batteries(2)
These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted
on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback
is its slow rate of fire. It even performs an effective secondary anti-missile function.
Fire Arc: Upper Rear. Attack Bonus: +4.
Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment
to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range
increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range increment). Plasma
weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but
lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a
plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it
spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment
this weapon can damage multiple targets.
Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does
NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the
occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per
successful attack that penetrates the vehicle’s DR.
Atmospheric
Range Increment: 80 kilometers.
Deep Space Range Increment: 8 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 5.
Rate of Fire: S.
7) Oolt'pos Dual Heavy Plasma Gun Quad Battery(2)
These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted
on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback
is its slow rate of fire. It even performs an effective secondary anti-missile function.Fire Arc: Lower Right Front.
Attack Bonus: +4.
Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment
to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range
increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range increment). Plasma
weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but
lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a
plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it
spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment
this weapon can damage multiple targets.
Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does
NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the
occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per
successful attack that penetrates the vehicle’s DR.
Atmospheric
Range Increment: 80 kilometers.
Deep Space Range Increment: 8 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 5.
Rate of Fire: S.
8) Oolt'pos Dual Heavy Plasma Gun Quad Batteries(2)
These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted
on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback
is its slow rate of fire. It even performs an effective secondary anti-missile function.Fire Arc: Lower Left Front.
Attack Bonus: +4.Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4
(third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment),
1D6X4 (21st range increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range
increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly
at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma
discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the
first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond
the second range increment this weapon can damage multiple targets.
Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does
NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the
occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per
successful attack that penetrates the vehicle’s DR.
Atmospheric Range Increment: 80 kilometers.
Deep Space Range Increment: 8 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 5.
Rate of Fire: S.
9) Oolt’pos Dual Heavy Laser Quad Batteries(2)
This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles
before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at
its secondary task of being an additional anti-ship energy weapon system. The C-Deck (Oolt’pos) mounts them in
groups of two dual quad batteries on the sides that mount this weapon system.
Fire Arc: Lower Right Rear.
Attack Bonus: +4.Damage: 6D10x4.
Atmospheric Range Increment: 100 kilometers.
Deep Space Range Increment: 10 spaces.
Critical Hit Threat Range: 19-20/X2.
High Damage Multiplier (HDM): 3.
Rate of Fire: S/B.
10) Oolt’pos Dual Heavy Laser Quad Batteries(2) This class of laser weapon is primarily used by the Posleen as
a defensive laser to burn down incoming missiles before they reach the defending Posleen ship. It is relatively
effective at its primary task and marginally effective at its secondary task of being an additional anti-ship energy
weapon system. The C-Deck (Oolt’pos) mounts them in groups of two dual quad batteries on the sides that mount
this weapon system.
Fire Arc: Upper Right Rear.
Attack Bonus: +4.
Damage: 6D10x4.
Atmospheric
Range Increment: 100 kilometers.
Deep Space Range Increment: 10 spaces.
Critical Hit Threat Range: 19-20/X2.
High Damage Multiplier (HDM): 3.
Rate of Fire: S/B.
11) Oolt'pos Dual Heavy Plasma Gun Quad Batteries(2)
These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted
on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback
is its slow rate of fire. It even performs an effective secondary anti-missile function.
Fire Arc: Lower Rear. Attack Bonus: +4.
Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment
to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range
increment to the 30th range increment), or 1D3X4 (31st range increment to the 40th range increment). Plasma
weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but
lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a
plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it
spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment
this weapon can damage multiple targets.
Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not
incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does
NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the
occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per
successful attack that penetrates the vehicle’s DR.
Atmospheric
Range Increment: 80 kilometers.
Deep Space Range Increment: 8 spaces.
Critical Hit Threat Range: 18-20/X2
High Damage Multiplier (HDM): 5.
Rate of Fire: S.
12) Heavy Automatic Quad Laser Batteries (4)
Two dual Quad Heavy Laser batteries are mounted on either side of the five primary landing bay ramps on the
C-Deck’s (Oolt’pos). They are only intended to repel boarders while the craft is on the ground and to clear the
immediate area of the ramp before the Assault troops disembark.
Attack Bonus: +4.
Damage: 6D10x4.
Surface Range Increment: 200 meters.
Critical Hit Threat Range: 19-20/X2.
High Damage Multiplier (HDM): 2.
Rate of Fire: S/B.
Copyright Notice.The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen,
SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the
Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the
names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the
Aldenata book series are Product Identity and the property of John Ringo, Copyright ©2000-2003.
DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and
text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other
descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.
================================================================================
Chapter 10: GalTech Equipment
All equipment in this chapter is Product Identity, and may not be copied, redistributed, or used to create derivative works.
EQUIPMENT BASICS
Restricted Objects
Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals.
In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a
separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of
restriction are as follows.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not
expensive, and obtaining it has few, if any additional legal requirements. The Bureaucracy DC to purchase this item
is 11.
Restricted: Only specially qualified individuals or organizations are technically allowed to own the object.
However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can
eventually acquire the necessary license.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially
the same as restricted (see above), except that manufacturers and dealers are generally under tight government
scrutiny and are therefore especially wary of selling to private individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.
Table 10.1: Restricted Objects
Earth License
Restriction
Rating
Licensed
Restricted
Military
Illegal
License or Fee
Purchase
$120
$500
$2,000
$9,000
Black Market
Purchase DC 1
x1.5
x2
x3
x4
Time
Required
1 day
2 days
3 days
4 days
Table 10.2: Galactic Restricted Objects
Restriction
Rating
Licensed
Restricted
Military
Illegal
License or Fee
Purchase
f200
f1,000
f5,000
f25,000
Black Market
Purchase DC 1
x1.5
x2
x3
x4
Time
Required
1 day
2 days
3 days
4 days
1 Multiply the object’s purchase price if the character tries to buy it on the black market without first obtaining a
license; see The Black Market, below.
f= Federation Credit
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of
central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other
earth currency.
Purchasing a License
To purchase a license or pay necessary fees, the character needs to pay the required fee and make the appropriate
Bureaucracy skill check (This represent going through all of the appropriate steps required to get the license and
show proper need for the item in question if needed). With a success, the license is issued to the character after the
number of days indicated.
To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license purchase
DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character
just needs to purchase the license or pay the fee; the time required takes place before game play begins.)
As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate
dealers will not sell restricted objects to a character who does not have the necessary license. However, a character
may be able to turn to the black market (see below) to obtain restricted objects without a license.
The Black Market
Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost
anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market
merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, 20, 25, or
higher in small towns and rural areas. The difficulty can go up from there for Posleen or Galtech items.
Objects purchased on the black market are more expensive than those purchased legally, and may not function
correctly. Let the buyer beware.
Obtaining an object on the black market takes a number of days according to the Time required column on Table
10.1: Restricted Objects and Table 10.2: Galtech. The process can be hurried, but each day cut out of the process
(to a minimum of one day) increases the purchase cost multiplier by an additional +1.
Requisitioning Equipment
When a hero working for a Military or Government Agency needs more equipment than he or she has on hand,
the hero may try to requisition it. The Logistics Section or Agency evaluates whether the character really needs the
object, how soon the agency can supply it, and whether the agency can reasonably expect to get it back when the
hero is done with it.
The result is determined by a level check (1d20 + character level) against a DC equal to the equipment’s
requisition DC. Add the character’s Charisma bonus to the check. Table: Requisition Modifiers lists modifiers that
may affect the check.
Table 10.3 Requisitioning Equipment
Item Cost
f0.60 ($120)
f0.75 ($150)
f1 ($200)
f1.38 ($275)
f1.75 ($350)
f2.50 ($500)
f3.25 ($650)
f4.50 ($900)
f6 ($1,200)
f7.50 ($1,500)
f10 ($2,000)
f13.75 ($2,750)
f 17.50 ($3,500)
f 25 ($5,000)
f32.50 ($6,500)
f 45 ($9,000)
f 60 ($12,000)
Requisition
DC
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
Item Cost
f 250 ($50,000)
f 325 ($65,000)
f 450 ($90,000)
f 600 ($120,000)
f 750 ($150,000)
f 1,000 ($200,000)
f 1,375 ($275,000)
f 1,750 ($350,000)
f 2,500 ($500,000)
f 3,250 ($650,000)
f 4,500 ($900,000)
f 6,000 ($1,200,000)
f 7,500 ($1,500,000)
f 10,000 ($2,000,000)
f 13,750 ($2,750,000)
f 17,500 ($3,500,000)
f 25,000 ($5,000,000)
Requisition
DC
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
Table 10.3 Requisitioning Equipment (Continued)
Item Cost
f 75 ($15,000)
f 100 ($20,000)
f 137.50 ($27,500)
f 175 ($35,000)
Requisition
DC
27
28
29
30
Item Cost
f 32,500 ($6,500,000)
f 45,000 ($9,000,000)
f 60,000 ($12,000,000)
f 100,000 (($20,000,000)
Requisition
DC
48
49
50
51
f= Federation Credit
The result of the check determines whether and how quickly the Department or Agency can provide the character
with the requested equipment. With a success, the object is issued to the hero. Generally, it takes 24 hours to obtain
an object through requisition, but if the object is especially common, or if the hero beats the check DC by 5 or more,
it is available in 1d4 hours.
Requisitioned objects are loaned, not given, to the character. Obviously, expendable objects like ammunition
don’t have to be returned if used.
Table 10.4: Requisition Modifiers
Situation
Object is necessary for assignment
Object has obvious application for assignment
Object has peripheral application for assignment
Modifier
+6
+4
+2
Object has no obvious application for assignment
Object is rare
Object restriction
Licensed
Restricted
Military
Illegal
Character is skilled or proficient in use of object
Character returned all gear undamaged on previous mission
-2
-2
-2
-4
-6
-8
+2
+2
Mastercraft Objects
Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional
quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that
improves when the object is used.
A mastercraft object that provides a +1 bonus can usually be purchased on the open market as a custom version of
a common object. The increased cost of such an object multiplies the purchase price by 2.
A rare few objects are of mastercraft quality even without customization-the off-the-shelf version of the object is
of such high quality that it is always provides a bonus of +1. In these cases, the purchase DC is not increased (such
objects are already priced higher than similar objects of lower quality).
Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2
object could be found for purchase, its cost would be an additional time 3 multiple to the normal purchase price. The
cost of a mastercraft +3 object would add an additional multiple of time 5 to the normal purchase price.
Concealed Weapons and Objects
It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate
clothing.
Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires
an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.
Sleight of Hand Checks
To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or
she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see,
or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must
take 10.
Size and Concealment
The object’s size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of
holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.
Table 10.5: Concealing Weapons and Objects
Condition
Size of weapon or object
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge or bigger can’t conceal
Clothing is tight or small
Clothing is especially loose or bulky
Clothing is specifically modified for concealing object
Weapon is carried in concealed carry holster
Weapon can be drawn normally
Weapon can be drawn as free action
Sleight of Hand Modifier
+12
+8
+4
+0
-4
-8
-12
-4
+2
+2
+4
-2
-4
with Quick Draw feat
Spotting Concealed Objects
Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when
concealing an object, the DC of the Spot check to notice the object is the same as the target’s check result (an
opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula:
Spot DC = Target’s Sleight of Hand skill modifier (including modifiers from Table: Concealing Weapons and
Objects) + 10
An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet between him or herself
and the target, and a -5 penalty if distracted.
Patting someone down for a hidden weapon requires a similar check. However, the skill employed in Search, and
the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer
bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for
example).
Spotting Concealable Armor
Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers
from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to
notice the armor must make a Spot check (DC 30).
Living in Luxury
The purchase price given are for average-quality items. It’s possible to purchase similar items with luxury
features, generally by increasing the purchase price by 1.5. Although such items are more expensive, they offer no
additional features or game benefits.
U.S. Dollars to Federation Credits Conversion Rate: 1 Fed Cr. = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of
central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other
earth currency.
GalTech Equipment
All material listed bellow is Proprietary Material and is subject to all copyright restriction.
Table 10.6: Exotic GalTech Weapons-Melee
Simple Weapons (requires the Simple Weapons Proficiency feat)
Weapons
Molecular Blade
Cost
f 100
Base Attack
Bonus
Damage
+1
1d4
Critical
15-20/x3
HDM
x3
Weight
0.25 kg.
Type
Slashing
Rest.
Res (+2)
Table 10.6: Exotic GalTech Weapons-Ranged
(each requires a specific Weapon Proficiency, Exotic GalTech Firearms feat)
Weapons
Cost
1mm Flechette f 500
Pistol
M-100 3mm f 4,000
ACS Gravpistol
M-200 3mm f 10,000
ACS GravRifle
M-209 3mm f 10,000
Gravrifle (Sniper)
M-300 3mm f 15,000
ACS GravWeapon
M-400
f 28,000
Terawatt Hvy. Laser
M-500 ACS
f 2,500
Damg
1d4
Range
Critical HDM Incre. Mag.
19-20/x2 N/A 15 m. 180
Charges
Per Shot Size Recoil RoF
0.2
Tiny 0/0/0 S
Weight Type
Rest.
0.23 kg. Ballistic Lic (+1)
3d12
20/x3
x3
80 m.
1,000
(Spec.2)
Med. 0/1/2
S/B/A
1.25 kg. Ballistic Mil (+3)
6d12
20/x3
x3
200 m. 4,000
(Spec.2)
Large 2/3/4
S/B/A
15 kg.
Ballistic Mil (+3)
6d12
20/x4
x3
300 m. 4,000
(Spec.2)
Large 2/0/0
S
20 kg.
Ballistic Mil (+3)
6d12
20/x4
x3
300m. (Spec.2) (Spec.2)
Large 2/3/4
S/B/A
23 kg.
Ballistic Mil (+3)
9d12
19-20/x2 x2
200 m. N/A
4
Huge N/A
S/B/A
25 kg.
Energy
80 m.
1
Large 2/3/4
B/A
3.5 kg.
Ballistic Mil (+3)
(Spec.2) 20/x3
x2
100
Mil (+3)
Flechette Gun
M-600 75mm f 12,000 (Spec.2)
Variable Velocity Auto Mortar
M-700 Lance f 100,500 (Spec.2)
Launcher
M-700A1
f100,000 6d6
Lance Launcher
M-800
f 25,000 N/A
Grappler
M-900 Sonic f6,000
8d10
Devourer
(Spec.2) x2
500 m. (Spec.2) (Spec.2)
Huge 4/5/6
S/B
15 kg.
Ballistic Mil (+3)
18-20
500 m. 1
0
Huge N/A
S
25 kg.
Ballistic Mil (+3)
18-20/x2 40
500 m. 1
0
Huge N/A
S
25 kg.
Ballistic Mil (+3)
N/A
N/A
200 m. N/A
(Spec.2)
Huge N/A
(Spec.2) 25 kg.
Energy
Res (+2)
20/X2
N/A
40 m.
8
Huge 8/0/0
S
Sonic
Lic (+1)
x50
N/A
20 kg.
f= Federation Credit
Spec.2 See the equipment description for details.
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of
central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other
earth currency.
Molecular Blade
The Molecular Blade is the standard GalTech Combat Knife. It is approximately the size and shape of the old U.S.
Army M9 Bayonet. A Molecular Blade will cut through almost anything.
1mm Flechette Pistol
The flechette Pistol fires a 1mm flechette at velocity of roughly 750 meters per second. The flechette pistol has a
microscopic capacitor that discharges on contact with the target. On a successful hit, the Flechette deal 1d4 points of
electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.
M-100 3mm Gravpistol
The 3mm Gravpistol is the standard sidearm found with ACS troops. It uses an ammunition magazine. This
weapon has the potential to damage most vehicles found on earth. This weapon tends to utterly shred targets within
its effective range.
Each round of GalTech ammunition includes a teardrop of depleted uranium and an antimatter containment
nano-structure to power the pistol. In fact the GalTech ammunition actually provides 1/2 of a charge of additional
electricity beyond what is need by the weapon. Due to logistical difficulty earthbound ACS unit had to make due
with locally made ammunition that did not have the antimatter power charge. These rounds require 1/4th of a charge
of energy or 125 kWh per round fired.
Earth tech ammunition will use 1 charge of energy when firing a burst and 8.5 charges of energy when fired in
automatic mode.
The empty magazine for this weapon weighs 0.5 kg and costs 1 Federation Credit. A loaded magazine of GalTech
ammunition weighs 1.5 kg, and cost 625 Federation Credits. A loaded magazine, of Earth Tech ammunition weighs
1.5 kg, and cost $1,250 dollars.
The weapon has a secondary receptacle that accepts a standard power crystal to power the Gravpistol.
M-200 3mm Gravrifle
The 3mm Gravrifle is the standard personal weapon found with ACS troops. It either uses an ammunition
magazine or an ammunition conveyor system. The standard trooper suit uses the conveyor system to feed the rifle
ammunition out of the onboard ammunition storage compartments built into the suit. This weapon has the potential
to damage any vehicle found on earth. This weapon tends to utterly shred targets within its effective range.
Each round of Galtech ammunition includes a teardrop of depleted uranium and an antimatter containment
nano-structure to power the rifle. In fact the Galtech ammunition actually provides 1/10th of a charge of additional
electricity beyond what is need by the weapon. If the rifle is connected to an ammunition conveyor tube, it will feed
the additional power back to the integral power crystals in the Armored Combat Suit. Due to logistical difficulty
earthbound ACS unit had to make due with locally made ammunition that did not have the antimatter power charge.
These rounds require one charge of energy or 500 kWh per round fired.
Galtech ammunition will provide 1/2 of a charge when firing a burst and 3.5 charges of energy when fired in
automatic fire mode, in one combat round. Earth tech ammunition on the other hand will use 5 charges of energy
when firing a burst and 35 charges of energy when fired in automatic mode.
The empty magazine for this weapon weighs 0.5 kg and costs 5 Federation Credit. A loaded magazine of Galtech
ammunition weighs 4.5 kg, and cost 200,000 Federation Credits. A loaded magazine, of Earth Tech ammunition
weighs 4.5 kg, and cost $20,000 dollars.
The weapon has a secondary receptacle that accepts either a heavy-duty power crystal or a Galtech armored power
conduit to power the Gravrifle.
M-209 GravRifle
The M-209 3mm Gravrifle is the standard sniper weapon found with ACS troops. It either uses an ammunition
magazine or an ammunition conveyor system. The standard trooper suit uses the conveyor system to feed the rifle
ammunition out of the onboard ammunition storage compartments built into the suit. This weapon has the potential
to damage any vehicle found on earth. This weapon tends to utterly shred targets within its effective range.
Each round of Galtech ammunition includes a teardrop of depleted uranium and an antimatter containment
nano-structure to power the rifle. In fact the Galtech ammunition actually provides 1/10th of a charge of additional
electricity beyond what is need by the weapon. If the rifle is connected to an ammunition conveyor tube, it will feed
the additional power back to the integral power crystals in the Armored Combat Suit. Due to logistical difficulty
earthbound ACS unit had to make due with locally made ammunition that did not have the antimatter power charge.
These rounds require one charge of energy or 500 kWh per round fired.
Galtech ammunition will provide 1/2 of a charge when firing a burst and 3.5 charges of energy when fired in
automatic fire mode, in one combat round. Earth tech ammunition on the other hand will use 5 charges of energy
when firing a burst and 35 charges of energy when fired in automatic mode.
The empty magazine for this weapon weighs 0.5 kg and costs 5 Federation Credit. A loaded magazine of Galtech
ammunition weighs 4.5 kg, and cost 200,000 Federation Credits. A loaded magazine, of Earth Tech ammunition
weighs 4.5 kg, and cost $20,000 dollars.
The weapon has a secondary receptacle that accepts either a heavy-duty power crystal or a Galtech armored power
conduit to power the Gravrifle.
M-300 Grav Weapon
The 3mm Grav Weapon is one of the standard support weapons found with ACS troops. It uses an ammunition
conveyor system. The Heavy Weapons Suit uses the conveyor system to feed the weapon ammunition out of the
onboard ammunition storage compartments built into the suit. This weapon has the potential to damage any vehicle
found on earth. This weapon tends to utterly shred targets within its effective range.
Each round of Galtech ammunition includes a teardrop of depleted uranium and an antimatter containment
nano-structure to power the rifle. In fact the Galtech ammunition actually provides 1/10th of a charge of additional
electricity beyond what is need by the weapon. If the rifle is connected to an ammunition conveyor tube, it will feed
the additional power back to the integral power crystals in the Armored Combat Suit. Due to logistical difficulty
earthbound ACS unit had to make due with locally made ammunition that did not have the antimatter power charge.
These rounds require one charge of energy or 500 kWh per round fired.
Galtech ammunition will provide 1/2 of a charge when firing a burst and 3.5 charges of energy when fired in
automatic fire mode, in one combat round. Earth tech ammunition on the other hand will use 5 charges of energy
when firing a burst and 35 charges of energy when fired in automatic mode.
The round of Galtech ammunition cost 50 Federation Credits per round of ammunition. The round of Earth Tech
ammunition cost $5.00 per round of ammunition.
M-400 Heavy Laser
This class of laser weapon was originally fielded as a heavy support weapon for ACS units. It is only marginally
more effective than the 3mm Gravrifle, but suffers from a noticeable increase in weight. The weapon has a
receptacle that accepts a heavy-duty power crystal to power the heavy laser. The Heavy Laser has approximately the
same rate of fire as the Gravrifle but it requires far more energy to power it. The Heavy Laser used 24 charges per
burst and 140 charges in automatic fire mode.
The main reason this weapon was withdrawn from service was that it was only combat effective when connected
to a Galtech Power Supply unit, which weighs 100 kilograms each. It also has a power receptacle so that it may be
connected to a fixed power source.
M-500 ACS Flechette Gun
The ACS Flechette Gun is basically a tri-barrel low velocity grav-minigun, which fires beehive flechette rounds. It
is basically a very powerful shotgun. When the Flechette gun is fired the flechettes spread out rapidly. If a flechette
blast does not hit anything in the first two range increments, it spreads out and deals damage to anything within a
2-meter path out to its maximum range. The ACS Flechette gun does 6d6 dice of damage within the first range
increment; 4d6 dice of damage in the second range increment; and 2d6 dice of damage to anything within its
2-meter path from the third range increment out to the maximum range of the ACS flechette gun.
The Flechette gun is normally gets its ammunition by an ammunition conveyor system that connects to the
ammunition storage bays within the Armored Combat Suit. This weapon tends to utterly shred targets within its
effective range. In fact the Galtech ammunition rounds require 1/4th of a charge of energy or 125 kWh per round
fired. The ACS Flechette Gun will use 1 charge of energy when firing a burst and 8.5 charges of energy when fired
in automatic mode. The weapon has a secondary receptacle that accepts a heavy-duty power crystal to power the
Flechette Gun.
M-600 75mm Variable Velocity Auto Mortar
The 75mm Variable Velocity Auto Mortar is the primary support weapon of an ACS unit. It has a number of
separate modes of operation.
It can fire in its normal indirect fire mode in either single shot or burst mode.
Table 10.7: M600 75mm Variable Velocity Auto Mortar Indirect Fire Rounds
(require the Weapon Proficiency, Exotic GalTech weapons feat)
Indirect Fire
Indirect
Time
Weapon
Crew ROF Fire Range of Flight HDM
Damage Type
Round
75mm Auto Mortar
1
S/B 18.4 km
5 rounds 3
5d6
Slashing
High Explosive/Fragmentation Round
75mm Auto Mortar
1
S/B 18.4 km
5 rounds 1
5d6
Slashing
Cluster Round
75mm Auto Mortar
1
S/B 18.4 km
5 rounds (Spec.2) (Spec.2) Blast/
Variable yield anti-matter
Radiation
It can also fire in a high velocity direct fire mode in either single shot or burst mode.
Reflex
Saves
Blast
Radius
16
24 m.
1.5 kg.
16
72 m.
1.5 kg.
(Spec.2) (Spec.2)
Weight
per
1.5 kg.
Table 10.8: M600 75mm Variable Velocity Auto Mortar Direct Fire Rounds
Direct Fire
Weapon
Damage
HV Antimatter (Spec.2)
Penetration round
HV Penetration 6d12
Round
Damage
Critical HDM
Type
(Spec.2) (Spec.2) Blast/
Burst
Reflex Range
Purchase
Radius DC
Increment Size Weight Price
Rest.
(Spec.2) N/A
500 m.
Small 2 kg.
f 100
Mil (+3)
20/x3
N/A
6
Ballistic
N/A
500 m.
Small 1 kg.
f5
Mil (+3)
M-700 Lance Launcher
This rocket launcher is a fractional light speed missile launcher. The missiles reach Mach 52 (Fifty two) before
they even exit the launcher itself. The missiles use an advanced Antimatter drive unit to attain the speeds that make
this weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile
deal with the heat generated by its passage through the air and it also reduces the shock wave generated by the
passage of the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the
launch point to the impact site. The missile will partially penetrate a vessels armor and then detonate its warhead,
thereby allowing the warhead to only have to penetrate the remaining armor.
Note: This missile along with the KE variant of it, is also used as a Secondary Orbital Bombardment weapon by the
fleet when the want to minimize collateral damage.
APFSDUAMB (Armor-Piercing Fin-Stabilized Depleted Uranium Anti-Matter Bursting).
APFSDU Damage: 6d6.
HDM: 40.
10 kt. Anti-Matter Bursting Charge Damage: 6d6.
10 kt. Anti-Matter Bursting Charge HDM: 14.
Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius
increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters,
with an additional + 500 rads of radiation poisoning. HDM 7 damage 6d6 out to 300 meters, with an additional +400
rads of radiation poisoning. HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation
poisoning. HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2
damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. The 10 kt. Bursting charge is
designed to detonate after the rounds has penetrated the vehicles armor, therefor the vehicles DR is NOT subtracted
from the antimatter bursting charge damage.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology in its design, ¼ of the damage rolled
is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition it reduces the DR of the
vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed AND incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is
directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition it reduces the DR of the
vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
M-700A1 Lance Launcher
This rocket launcher is a fractional light speed missile launcher. The missiles reach Mach 52 (Fifty two) before
they even exit the launcher itself. The missiles use an advanced Antimatter drive unit to attain the speeds that make
this weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile
deal with the heat generated by its passage through the air and it also reduces the shock wave generated by the
passage of the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the
launch point to the impact site. The missile will partially penetrate the vessels armor and then detonate its warhead,
thereby allowing the warhead to only have to penetrate the remaining armor.
Note: This missile is the KE variant of the Lance missile without the antimatter burst charge,it is also used as a
Secondary Orbital Bombardment weapon by the fleet when the want to minimize collateral damage.
APFSDU (Armor-Piercing Fin-Stabilized Depleted Uranium).
APFSDU Damage: 6d6.
HDM: 40
Burst Radius: 320 meters.
M-800 Grappler
The grappler is a conversion of a remote cargo handling device used at most Galactic Federation Shipyards. It
allows a person to lift material at a distance. The person using the grappler must still be able to lift or move the
targeted item in question, since the grapple does not reduced the weight of the targeted item. The weight of the
targeted item is transferred to the grappler device being used.
M-900 Sonic Devourers
This construction device emits very powerful sonic sound waves that pulverized most known materials in a short
amount of time, leaving behind powdered dust. The sonic disrupter emits sound waves above the range most sentient
life can hear. But most beings can feel the side effects of the device as an all over itching if they are within 20
meters of the device.
When using the device against non-living matter, the device disrupts and shatters to a fine dust 1 cubic meters per
point of disrupter damage minus the Damage Reduction of the material being disrupted.
If the device is being used against living matter, it tends to disrupt cellular structure and shatter endoskeleton and
exoskeleton structures. This tends to leave anyone unfortunate enough to be caught in the sound field of the device
as a pile of goo.
Ammunition
Ammunition for firearms and other ranged weapons is covered on Table: Ammunition.
Table 10.9: Ammunition
Type
1mm Flechette Pistol
M-100 3mm ACS Gravpistol
M-200 3mm ACS GravRifle
M-209 3mm Gravrifle (Sniper)
M-300 3mm ACS GravWeapon
M-500 ACS Flechette Gun
Weapon
Damage
1d4
3d12
6d12
6d12
6d12
(Spec.2)
Critical
19-20/x2
20/x3
20/x3
20/x4
20/x4
20/x3
HDM
N/A
x3
x3
x3
x3
x2
Weight of
1,000 Round Box
0.1 kg.
1 kg.
4 kg.
4 kg.
4 kg.
13 kg.
Purchase Price
1,000 Round Box
f 7.5
f 625
f 50,000
f 50,000
f 50,000
f 20,000
Rest
Lic (+1)
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
Table 10.10: Explosives and Splash Weapons
Grenades and Explosives
Burst
Reflex Range
Radius DC
Incr
Size
(Spec.2) N/A
4 m.
Small
Purchase
Weight Price
Rest.
1 kg.
f 50
Mil (+3)
x3
Damage
Type
Blast/
Radiation
Slashing
10 m.
18
4 m.
Small
1 kg.
f5
Mil (+3)
x6
Blast
2 m.
22
4 m.
Small
1 kg.
f8
Mil (+3)
(Spec.2)
(Spec.2) N/A
500 m. Small
2 kg.
f 75
Mil (+3)
(Spec.2) N/A
500 m. Small
2 kg.
f 100
Mil (+3)
x3
x6
Blast/
Radiation
Blast/
Radiation
Slashing
Ballistic
24 m.
N/A
18
N/A
500 m. Small
500 m. Small
1 kg.
1 kg.
f6
f5
Mil (+3)
Mil (+3)
(Spec.2)
Slashing
72 m.
20
N/A
110 kg.
f 49,000 Mil (+3)
Weapon
AM Grenade
Damage Critical HDM
(Spec.2) (Spec.2)
Fragmentation
Grenade
Cratering Grenade
75mm Mortar
Antimatter
5d6
-
5d6
-
(Spec.2) -
HV Antimatter
(Spec.2) Penetration round
Fragmentation
5d6
HV Penetration
6d12
Round
M-281A 155mm
(Spec.2) (Spec.2)
Anti-Posleen Area Denial Munitions
(Spec.2)
Small
Anti-Matter Hand Grenade
This is the primary Anti-Posleen Hand Grenade used by ACS units, when they do not have to provide close
support to regular units. It has a programmable variable yield that allows the grenade to be either used as a
demolition charge or as an area denial round.
0.001 Kiloton yield
High Damage Modifier: 10.
Damage: 5d6.
Damage Type: Blast/Radiation.
Saving Throw: 30 (for half damage. See radiation in combat for Radiation saving throw).
Blast Radius: 12 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from
the first increment. Example: The bursting charge does HDM 10 damage 5d6 out to 24 meters, with an additional +
400 rads of radiation poisoning. HDM 5 damage 6d6 out to 36 meters, with an additional +300 rads of radiation
poisoning. HDM 3 damage 5d6 out to 48 meters, with an additional + 200 rads of radiation poisoning. HDM 2
damage 4d6 out to 60 meters, with an additional +100 rads of radiation poisoning; and HDM 1 damage 4d6 out to
72 meters, with an additional +50 rads of radiation poisoning.
Note: Vehicles or PCs/NPCs can make a reflex save for half. DC is 30 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is
directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the
vehicle in question by 10 per successful attack that penetrates the vehicle’s DR.
0.01-kiloton yield
High Damage Modifier: 11.
Damage: 6d6.
Damage Type: Blast/Radiation.
Saving Throw: 32 (for half damage. See radiation in combat for Radiation saving throw).
Blast Radius: 24 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from
the first increment. Example: The bursting charge does HDM 11 damage 6d6 out to 24 meters, with an additional +
400 rads of radiation poisoning. HDM 6 damage 6d6 out to 48 meters, with an additional +300 rads of radiation
poisoning. HDM 4 damage 5d6 out to 72 meters, with an additional + 200 rads of radiation poisoning. HDM 2
damage 5d6 out to 96 meters, with an additional +100 rads of radiation poisoning; and HDM 1 damage 5d6 out to
120 meters, with an additional +50 rads of radiation poisoning.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 32 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is
directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the
vehicle in question by 11 per successful attack that penetrates the vehicle’s DR.
0.1-kiloton yield
High Damage Modifier: 12.
Damage: 6d6.
Damage Type: Blast/Radiation.
Saving Throw: 34 (for half damage. See radiation in combat for Radiation saving throw).
Blast Radius: 36 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from
the first increment. Example: The bursting charge does HDM 12 damage 6d6 out to 36 meters, with an additional +
400 rads of radiation poisoning. HDM 6 damage 6d6 out to 72 meters, with an additional +300 rads of radiation
poisoning. HDM 3 damage 6d6 out to 108 meters, with an additional + 200 rads of radiation poisoning. HDM 2
damage 5d6 out to 144 meters, with an additional +100 rads of radiation poisoning; and HDM 1 damage 5d6 out to
180 meters, with an additional +50 rads of radiation poisoning.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 34 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is
directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the
vehicle in question by 12 per successful attack that penetrates the vehicle’s DR.
Weight per Round: 1 kg.
Fragmentation Hand Grenade
This ACS hand grenade was introduced after several incidents where normal units that were being supported by
ACS units suffered heavy damage due to the primary antimatter ammunition associated with this weapon. Since
these units were in close combat proximity and in danger of being over run and turned into thresh by the Posleen,
the allegations have not been taken as seriously as they might otherwise have been. Dead is Dead.
High Damage Modifier: 3.
Damage: 5d6.
Damage Type: Slashing.
Saving Throw: 16.
Blast Radius: 24 m.
Range Increment: 4 m.
Weight per Round: 1 kg.
Cratering Grenade
This hand grenade is used to create field expedient fighting position by ACS troops. It creates a 2 meter wide and
1.25 meters deep hole that can be used as a foxhole that provides ¾ cover.
High Damage Modifier: 6.
Damage: 5d6.
Damage Type: Blast.
Saving Throw: 22.
Blast Radius: 2 m.
Range Increment: 4 m.
Weight per Round: 1 kg.
75mm Auto Mortar Fragmentation Round
This round was introduced after several incidents happened were normal units that were being supported by ACS
units suffered damage due to the primary antimatter ammunition associated with this weapon.
Range: 18.4 km.
Time of Flight: 5 rounds.
High Damage Modifier: 3.
Damage: 5d6.
Damage Type: Slashing.
Saving Throw: 16.
Blast Radius: 24 m.
Weight per Round: 1.5 kg.
75mm Auto Mortar Cluster Round
This round was introduced after several incidents happened were normal units that were being supported by ACS
units suffered damage due to the primary antimatter ammunition associated with this weapon.
Range: 18.4 km.
Time of Flight: 5 rounds.
High Damage Modifier: 1.
Damage: 5d6.
Damage Type: Slashing.
Saving Throw: 12.
Blast Radius: 72 m.
Weight per Round: 1.5 kg.
75mm Auto Mortar Variable yield anti-matter
This is the primary Anti-Posleen ammunition used by ACS units in the 75mm Variable Velocity Auto Mortars,
when they do not have to provide close support to regular units. Note these rounds can only be released for use by an
authorized fleet officer in the unit’s direct chain of command and he must be a Lt. Colonel O-5 or above.
Range: 18.4 km.
Time of Flight: 5 rounds.
1-kiloton yield
High Damage Modifier: 13.
Damage: 6d6.
Damage Type: Blast/Radiation.
Saving Throw: 36 (for half damage. See radiation in combat for Radiation saving throw).
Blast Radius: 50 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from
the first increment. Example: The bursting charge does HDM 13 damage 6d6 out to 50 meters, with an additional +
400 rads of radiation poisoning. HDM 7 damage 6d6 out to 100 meters, with an additional +300 rads of radiation
poisoning. HDM 4 damage 6d6 out to 150 meters, with an additional + 200 rads of radiation poisoning. HDM 3
damage 5d6 out to 200 meters, with an additional +100 rads of radiation poisoning; and HDM 2 damage 4d6 out to
250 meters, with an additional +50 rads of radiation poisoning.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 36 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is
directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the
vehicle in question by 13 per successful attack that penetrates the vehicle’s DR.
5-kiloton yield
High Damage Modifier: 14.
Damage: 4d6.
Damage Type: Blast/Radiation.
Saving Throw: 38 (for half damage. See radiation in combat for Radiation saving throw).
Blast Radius: 100 meters radius. Note: The blast damage is reduced by half at each blast radius increment out
from the first increment. Example: The bursting charge does HDM 14 damage 4d6 out to 100 meters, with an
additional + 400 rads of radiation poisoning. HDM 7 damage 4d6 out to 200 meters, with an additional +300 rads of
radiation poisoning. HDM 4 damage 4d6 out to 300 meters, with an additional + 200 rads of radiation poisoning.
HDM 3 damage 3d6 out to 400 meters, with an additional +100 rads of radiation poisoning; and HDM 2 damage
2d6 out to 500 meters, with an additional +50 rads of radiation poisoning.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is
directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the
vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
10-kiloton yield
High Damage Modifier: 14
Damage: 6d6
Damage Type: Blast/Radiation
Saving Throw: 38 (for half damage. See radiation in combat for Radiation saving throw).
Blast Radius: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out
from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an
additional + 500 rads of radiation poisoning. HDM 7 damage 6d6 out to 300 meters, with an additional +400 rads of
radiation poisoning. HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation poisoning.
HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2 damage
4d6 out to 750 meters, with an additional +100 rads of radiation poisoning.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is
directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the
vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
Weight per Round: 2 kg.
75mm Auto Mortar HV Antimatter Penetration round
This round is intended to provide Anti-Lander support to ACS units when no Lance Launchers are available to
support the unit in question. It provides a minimum ability against Landers as long as it is used in a concerted effort
by a ACS heavy weapons platoon. Note these rounds can only be released for use by an authorized fleet officer in
the unit’s direct chain of command and he must be a Lt. Colonel O-5 or above.
Range: 18.4 km.
Time of Flight: 5 rounds.
High Damage Modifier: 6.
Damage: 6d12.
Damage Type: Ballistic.
10-kiloton yield antimatter bursting charge
High Damage Modifier: 14
Damage: 6d6
Damage Type: Blast/Radiation
Saving Throw: 38 (for half damage. See radiation in combat for Radiation saving throw).
Blast Radius: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out
from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an
additional + 500 rads of radiation poisoning. HDM 7 damage 6d6 out to 300 meters, with an additional +400 rads of
radiation poisoning. HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation poisoning.
HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2 damage
4d6 out to 750 meters, with an additional +100 rads of radiation poisoning.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out
from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT
environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used
against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is
directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the
vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
Weight per Round: 2 kg.
75mm Auto Mortar HV Penetration round
This round is intended to provide long range anti-vehicle support to ACS units when no other long range direct
fire support is available to support the unit in question. It provides a minimum ability against Landers as long as it is
use in a concerted effort by a ACS heavy weapons platoon.
Range: 18.4 km.
Time of Flight: 5 rounds.
High Damage Modifier: 6.
Damage: 6d12.
Damage Type: Ballistic.
Weight per Round: 2 kg.
M-281A 155mm Anti-Posleen Area Denial Munitions
This 155mm munitions dispenser round delivers forty-eight GalTech self deploying mines. These mines are built
using Indowy Force field technology that is very simple for the Indowy to manufacture at a high rate. The mine has
the following features:
1) It is capable of limited movement so that the mine field can heal damage to the field due either to the destruction
of mines or due to discharge of the onboard power crystal.
2) The mine uses one charge per week to keep its onboard sensors activated and to provide power for minor
movement.
3) The mine also has a built in active surface camouflage effect. It can either make it self look like a cow patty,
Posleen bits, or a random rock.
Trigger Zone: 2 meters.
Radius of Effect: 50 meters.
Damage: 4d6.
Damage Type: Slashing.
Critical: 18-20/x2.
High Damage Modifier: x5.
Power Crystals: 2 micro power crystals.
Charges per Discharge: 1 charge.
Movement Rate: 2 meters.
Stealth: 20.
Size: Small.
Weight: 2 kg.
Cost of Mine: f 1,000.
Armor
Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness
of materials.
Four feats cover proficiency in the use of armor: Armor Proficiency (light), Armor Proficiency (medium), Armor
Proficiency (heavy), and Armor Proficiency (GalTech Power Armor).
Armor Table
Armor is described by a number of statistics, as shown on Table 10.11: Armor.
Type: Armor comes in four types: archaic, impromptu, concealable, and tactical.
Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail.
Impromptu armor includes items that provide protection even though they weren’t designed for that purpose,
such as leather biker’s jackets and football pads.
Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for
extended periods of time without fatiguing the wearer.
Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk
make it impractical to wear all the time, and it’s generally only donned when a specific dangerous confrontation is
likely. Because it’s worn over clothing in tactical situations, tactical armor often has pockets, clips, and Velcro
attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.
Armor Class Bonus (Armor Class): The protective value of the armor. This bonus adds to the wearer’s Armor
Class.
Damage Reduction: This entry indicates the amount of damage that the wearer of the armor can ignore due to the
stopping power of the armor. (usually 5 to 25 points of damage, but it can be higher) and the type of weapon if any
that negates the damage reduction.
Maximum Dex Bonus (Max. Dex. Bonus): This number is the maximum Dexterity bonus to Defense that this type
of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks.
Even if a character’s Dexterity bonus drops to +0 because of armor, the character are not considered to have lost his
or her Dexterity bonus.
Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks
involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.
Speed (10 m.)(8 m.): Medium and heavy armor slows a character down. The number in this column is the
character’s speed while in armor, assuming his or her base speed is 10 meters (the normal speed for most human
beings).
Weight: This column gives the armor’s weight.
Purchase Price: This is the purchase price to acquire the armor. This number reflects the base price and doesn’t
include any modifier for purchasing the armor on the black market.
Restriction (Rest.): The restriction rating for the weapon, if any, and the appropriate black market purchase price
modifier. Remember to apply this modifier to the bureaucracy or DC when making a check to acquire the weapon
on the black market.
Table 10.11: Armor
Armor
Energy Armor
Personal Protection Field
Power Armor
Trooper ACS
Heavy Weapons ACS
Scout ACS
Support ACS
Officer ACS
Type
Armor
Class
DR
Weight
Purchase
Price
Rest.
Energy
+1 to +5
5 to 25
1 kg.
f 1,000.
Mil (+3)
ACS Armor
ACS Armor
ACS Armor
ACS Armor
ACS Armor
10 or 15
10 or 15
10 or 15
10 or 15
10 or 15
50 or 75
55 or 80
50 or 75
55 or 80
50 or 75
250 kg.
500 kg.
250 kg.
500 kg.
250 kg.
f 1,080,000
f 2,565,000
f 1,092,000
f 1,189,000
f 1,087,000
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
Mil (+3)
Personal Protection Field
The personnel protection field device was originally shaped like a pack of cigarettes, but since its introduction and
subsequent demand from the end users it is now also made in the form of a braclet, in addition to the standard shape.
The energy field projects out to a radius of 2 meters and stops when it touches an obstacle. The energy field can
deflect most small arms fire and it has six settings. The settings are listed below.
Table 10.12: Personal Protection Field Settings
Setting
Off
1
2
3
4
5
Armor
Class
0
+1
+2
+3
+4
+5
DR
0
+5
+10
+15
+20
+25
Energy Charges
Used Per Round
0
1/16
1/8
1/4
1/2
1
Standard Armored Combat Suit (ACS)
This is the standard trooper ACS. It is the most common suit fielded by ACS units and also the cheapest in price.
Which is not saying much since it costs about 1/10 of the price of a small frigate. There is no known case of an
Armored Combat suit being sold on the black market by anyone. But that may also be because any person or
company that could afford the black market price for the suit can also afford the fees and have the political pull
required to legally acquire the suits. It does not help that the Black market price would be somewhere around the
gross domestic product of the United States.
Note: The Standard ACS suit comes with an M-200 Gravrifle.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 15 or 20 (with energy shield), or 10 flat-footed (+5 Dex, +10 Armor, +5 Shields).
Damage Reduction: 75 (+ 50 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +6 plus the character or
gestalt’s BAB; Attack + 6 plus the character or gestalt’s BAB (1d6+6, slam); Full Attack + 6 plus the character or
gestalt’s BAB (1d6+9, slam).
M-200 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard
Magazine Capacity: 100,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4); Full Attack + 10 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard
Magazine Capacity: 4,000 Rate of Fire: S/B/A; Effective Recoil: 2/3/4).Note: When using earth made ammunition,
the rifle uses one charge from the suit’s onboard energy reservoir per shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type;
Range Increment 4 m.; ACS Onboard Capacity: 20). Full Attack + 10 plus the character or gestalt’s BAB (Damage:
per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS
Onboard Capacity: 20).
Sensors: +5.
Targeting Computer: +4.
Stealth: 10 (+12 with Holographic Field activated); for a total of 22.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: AID, Emergency Medical Pharmacy, Closed Environment, Construct, Construct Self-Repair,
Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Onboard Magazine Capacity, Radiation
Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 23 (+6), Dex 20 (+5), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 25 kg. of additional equipment can be carried in 6 Small and 4 medium onboard compartments.
Cost: f 1,080,000.
Special Qualities
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s
features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad,
Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS
with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions.
This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant
physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated
will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points.
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following
additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis,
stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless.
They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain,
energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of
work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still
be repaired or used as spare parts for other suits
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is
flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence: See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs.
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10
circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual,
auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID
device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the
Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound
illusion. The Holographic Field provides Total Concealment to anything within the Illusionary field. It cost one
energy charge per round to operate the Holographic Field projectors at full power.
The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s
form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment
(30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors
in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he
wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the
result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see
if the suit landed safely.
Onboard Magazine Capacity: The suit has an onboard magazine capacity to store 25 kilograms of ammunition. It
also has two side pouches that store 10 hand grenades each.
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the
protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy
field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield
represents how much of the active particle bombardment that the shield can stop at that setting. The settings are
listed below.
Table 10.13: Shield Settings
Setting
Off
1
2
3
4
Armor
Class
0
+1
+2
+3
+4
DR
0
+5
+10
+15
+20
Radiation
Shielding
+0 rads
+100 rads
+200 rads
+300 rads
+400 rads
Energy Charges
Used Per Round
0
1/16
1/8
1/4
1/2
5
+5
+25
+500 rads
1
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor
Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s
abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of
the user’s or the suit's Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate,
unless the operator or gestalt is unconscious or inoperative.
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as
a training aid, the suit allows personnel to train and familiarize themselves with the material in question without any
classroom time requirement besides the time spent in the virtual learning area.
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size
unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against
Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at
other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.
Heavy Weapons Armored Combat Suit (ACS)
This is the baseline ACS unit used as organic fire support in ACS Units. The suit comes with four exterior hard
points that ACS weapon systems can be attached to, one on each forearm and one above each shoulder of the suit.
Each weapon hard point has its own onboard ammunition storage space built into the two chest sections. Note: The
Heavy Weapons Armored Combat Suit comes with a weapons kit including four M-300 Grav Rifles, one M-500
Terawatt Heavy Laser, four M-600 ACS Flechette Guns, four M-700 75mm Variable Velocity Auto Mortars one
Power Core.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 15 or 20 (with energy shield), or 10 flat-footed (+5 Dex, +10 Armor, +5 Shields).
Damage Reduction: 80 (+ 55 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +7 plus the character or
gestalt’s BAB; Attack + 7 plus the character or gestalt’s BAB (1d6+7, slam); Full Attack + 7 plus the character or
gestalt’s BAB (1d6+11, slam).
M-300 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x4; High Damage Modifier: x3; Range Increment: 300 m.; ACS Onboard
Magazine Capacity: 50,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4). Full Attack + 10 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x4; High Damage Modifier: x3; Range Increment: 300 m.; ACS Onboard
Magazine Capacity: 4,000 Rate of Fire: S/B/A; Effective Recoil: 2/3/4).Note: When using earth made ammunition,
the rifle uses one charge from the suit’s onboard energy reservoir per shot fired.
M-500 Terawatt Heavy Laser
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: 9d12; Critical: 19-20/x2; High Damage Modifier: x2; Range Increment: 200 m.; Rate of
Fire: S/B/A). Full Attack + 10 plus the character or gestalt’s BAB (Damage: 9d12; Critical: 19-20/x2; High Damage
Modifier: x2; Range Increment: 200 m.; Rate of Fire: S/B/A).Note the M-400 Terawatt Heavy Laser cannot draw
power off of the onboard power crystals, due to its high power demand and requires either a dedicated Power
Crystal Power Supply or an Anti-Matter Power Core to power it.
M-600 ACS Flechette Gun
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: (Spec.2) see below; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 80 m.;
ACS Onboard Magazine Capacity: 15,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4). Full Attack + 10 plus the
character or gestalt’s BAB (Damage: (Spec.2) see below; Critical: 20/x3; High Damage Modifier: x3; Range
Increment: 80 m.; ACS Onboard Magazine Capacity: 15,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4).
Note: When the Flechette gun is fired the flechettes spread out rapidly. If a flechette blast does not hit anything in
the first two range increments, it spreads out and deals damage to anything within a 2-meter path out to its maximum
range. The ACS Flechette gun does 6d6 dice of damage within the first range increment; 4d6 dice of damage in the
second range increment; and 2d6 dice of damage to anything within its 2-meter path from the third range increment
out to the maximum range of the ACS flechette gun.
Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per
shot fired.
M-700 75mm Variable Velocity Auto Mortar
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: See individual mortar round type for details; High Damage Modifier: See individual mortar
round type for details; Direct Fire Range Increment: 200 m.; Indirect Fire Range: 18.4 km.; Time of Flight: 5
rounds; Reflex Save DC: See individual mortar round type for details; ACS Onboard Magazine Capacity: 23; Rate
of Fire: S/B; Effective Recoil: 4/5/0). Full Attack + 10 plus the character or gestalt’s BAB (Damage: See individual
mortar round type for details; High Damage Modifier: See individual mortar round type for details; Direct Fire
Range Increment: 200 m.; Indirect Fire Range: 18.4 km.; Time of Flight: 5 rounds; Reflex Save DC: See individual
mortar round type for details; ACS Onboard Magazine Capacity: 35; Rate of Fire: S/B; Effective Recoil: 4/5/0).
Note: When using earth made ammunition, the mortar uses one charge from the suit’s onboard energy reservoir
per shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type;
Range Increment 4 m.; ACS Onboard Capacity: 20); Full Attack + 10 plus the character or gestalt’s BAB (Damage:
per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS
Onboard Capacity: 20).
Sensors: +5.
Targeting Computer: +4.
Stealth: 10 (+12 with Holographic Field activated); for a total of 22.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: AID, Emergency Medical Pharmacy, Closed Environment, Construct, Construct Self-Repair,
Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Onboard Magazine Capacity, Radiation
Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 25 (+7), Dex 20 (+5), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 50 kg. of additional equipment can be carried in 6 Small and 4 medium onboard compartments.
Cost: f 2,565,000.
Special Qualities
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s
features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad,
Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS
with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions.
This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant
physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated
will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points.
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following
additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis,
stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless.
They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain,
energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of
work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still
be repaired or used as spare parts for other suits
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is
flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence: See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs.
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10
circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual,
auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID
device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the
Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound
illusion. The Holographic Field provides Total Concealment to anything within the illusionary field. It cost one
energy charge per round to operate the Holographic Field projectors at full power.
The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s
form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment
(30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors
in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he
wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the
result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see
if the suit landed safely.
Onboard Magazine Capacity: The suit has an onboard magazine capacity 50 kilograms. It also has two side
pouches that store 10 hand grenades each.
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the
protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy
field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield
represents how much of the active particle bombardment that the shield can stop at that setting. See Table 10.13:
Shield Settings.
Suit Weapon Linkage: The advanced targeting features of the suit, allow all of the weapon systems mounted on the
suit’s hard points to be link fired at the same target. Suit weapons that are linked follow all of the standard linked
weapons rules.
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor
Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s
abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of
the user’s or the suits Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate,
unless the operator or gestalt is unconscious or inoperative.
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as
a training aid the suit allows personnel to train and familiarize themselves with the material in question without any
classroom time requirement besides the time spent in the virtual learning area.
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size
unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against
Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at
other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.
Scout Armored Combat Suit (ACS)
This is the Scout trooper Armored Combat Suit, used by ACS units. The only differences between the scout suit
and the standard suit is that the suit has upgraded sensor and communications systems and the advanced stealth
features built into the suit.
Note: The Scout ACS suit comes with an M-300 Gravrifle.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 15 or 20 (with energy shield), or 10 flat-footed (+5 Dex, +10 Armor, +5 Shields).
Damage Reduction: 75 (+ 50 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +6 plus the character or
gestalt’s BAB; Attack + 6 plus the character or gestalt’s BAB (1d6+6, slam); Full Attack + 6 plus the character or
gestalt’s BAB (1d6+9, slam).
M-300 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard
Magazine Capacity: 100,000; Rate of Fire: S; Effective Recoil: 2/3/4); Full Attack + 10 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard
Magazine Capacity: 4,000 Rate of Fire: S; Effective Recoil: 2/3/4).
Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per
shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type;
Range Increment 4 m.; ACS Onboard Capacity: 20). Full Attack + 10 plus the character or gestalt’s BAB (Damage:
per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS
Onboard Capacity: 20).
Sensors: +7.
Communications: +5.
Targeting Computer: +4.
Stealth: 15 (+12 with Holographic Field activated); for a total of 27.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: Advanced Communication System, AID, Emergency Medical Pharmacy, Closed Environment,
Construct, Construct Self-Repair, Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Onboard
Magazine Capacity, Radiation Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 23 (+6), Dex 20 (+5), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 25 kg. of additional equipment can be carried in 6 Small and 4 medium onboard compartments.
Cost: f 1,092,000.
Special Qualities
Advanced Communication System: The Scout suit has an advanced communications system that allows the
Trooper, the suit’s AID device or the suit’s Gestalt to communicate and monitor up to 255 different stations at the
same time. The communication system also provides the user with a +5 equipment bonus on all communications
checks.
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s
features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad,
Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS
with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions.
This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant
physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated
will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points.
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following
additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis,
stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless.
They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain,
energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of
work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still
be repaired or used as spare parts for other suits
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is
flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence:See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10
circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual,
auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID
device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the
Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound
illusion. The Holographic Field provides Total Concealment to anything within the Illusionary field. It cost one
energy charge per round to operate the Holographic Field projectors at full power.
The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s
form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment
(30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors
in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he
wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the
result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see
if the suit landed safely.
Onboard Magazine Capacity: The suit has an onboard magazine capacity to store 25 kilograms of ammunition. It
also has two side pouches that store 10 hand grenades each.
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the
protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy
field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield
represents how much of the active particle bombardment that the shield can stop at that setting. See Table 10.13:
Shield Settings.
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor
Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s
abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of
the user’s or the suits Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate,
unless the operator or gestalt is unconscious or inoperative.
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as
a training aid the suit allows personnel to train and familiarize themselves with the material in question without any
classroom time requirement besides the time spent in the virtual learning area.
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size
unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against
Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at
other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.
Support, Armored Combat Suit (ACS)
This is the general field support available to ACS units. It is used as either a medics suit or a general logistic and
maintenance suit by the ACS units as organic support. The suit comes with four exterior hard points that can have
either additional storage containers connected or advanced sensor and medical or repair modules attached. Each hard
point has its own onboard cargo storage space built into the two chest sections. One on each forearm and one on the
front and back of the torso area.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 12 or 17 (with energy shield), or 10 flat-footed (+2 Dex, +10 Armor, +5 Shields).
Damage Reduction: 80 (+ 55 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +10 plus the character or
gestalt’s BAB; Attack + 10 plus the character or gestalt’s BAB (1d6+10, slam); Full Attack + 10 plus the character
or gestalt’s BAB (1d6+15, slam).
M-200 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 7 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; Magazine
Capacity: 4,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4). Full Attack + 7 plus the character or gestalt’s BAB
(Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard Magazine
Capacity: 4,000 Rate of Fire: S/B/A; Effective Recoil: 2/3/4).
Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per
shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 7 plus the character or
gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type;
Range Increment 4 m.; ACS Onboard Capacity: 20); Full Attack + 7 plus the character or gestalt’s BAB (Damage:
per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS
Onboard Capacity: 20).
Sensors: +5.
Targeting Computer: +4.
Stealth: 10 (+12 with Holographic Field activated); for a total of 22.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: AID, Emergency Medical Pharmacy, Closed Environment, Construct, Construct Self-Repair,
Equipment Hard Points, Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Radiation Warding,
Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 30 (+10), Dex 15 (+2), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 100 kg. of additional equipment can be carried in 12 Small and 8 medium onboard compartments.
Cost: f 1,189,000.
Special Qualities
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s
features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad,
Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS
with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions.
This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant
physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated
will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points.
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following
additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis,
stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless.
They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain,
energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of
work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still
be repaired or used as spare parts for other suits
Equipment Hard Points (4): The Suit comes with four exterior hard points that can have either additional storage
containers connected or advanced sensor and medical or repair modules attached, one hard point on each forearm,
and an additional hard point on the front and back of the torso area. Each hard point has its own onboard cargo
storage space built into the two chest sections. The hard points use a polarized molecular bonding system that will
not release whatever is attached to them until released, or an extreme shock is applied. It is also used as a field
expedient stretcher system, to remove heavy damaged ACS suit from a battle. The following equipment can be
attached to the torso hard points:
Ammunition Reload Container: The Primary ammunition logistics system used by ACS units. It has two
Universal ammunition conveyor systems, that can handle all 3mm-grav ammunition, flechette rounds, and 75mm
Mortar rounds. The container has the following statistics:
AC: 16 or 21 (with energy shield), or 10 flat-footed (+1 Size, +5 Dex, +10 Armor, +5 Shields). Only if the
Ammunition Reload Container itself is targeted.
Damage Reduction: 80 (+ 55 Armor, +25 Shields).
Empty Weight: 50 kg.
Maximum Loaded Weight: 200 kg.
Ammunitions Storage: 200,000 3mm grav rounds, 60,000 flechette rounds, or 75mm Variable Velocity Auto
Mortar rounds.
Cost: f 25,000.
Cargo Container: This is the primary tactical logistics storage system used by ACS units. The container has the
following statistics:
AC: 16 or 21 (with energy shield), or 10 flat-footed (+1 Size, +5 Dex, +10 Armor, +5 Shields). Only if the
Ammunition Reload Container itself is targeted.
Damage Reduction: 80 (+ 55 Armor, +25 Shields).
Empty Weight: 50 kg.
Maximum Loaded Weight: 200 kg.
Cost: f 10,000.
Emergency Power Crystal Recharger: This is a tactical recharger unit that was originally issued to ACS units, that
has since been withdrawn from tactical use, due to the lack of adequate armoring of the unit itself. The recharge unit
has the following statistics:
AC: 16 or 21 (with energy shield), or 10 flat-footed (+1 Size, +5 Dex, +10 Armor, +5 Shields). Only if the
Ammunition Reload Container itself is targeted.
Damage Reduction: 80 (+ 55 Armor, +25 Shields).
Weight: 200 kg.
Charge Capacity: 800,000 charges or 400 gWh.
This emergency power crystal recharger supply can only transfer 8,000 power charges or 4 gWh./14.4 tWs. within
one combat round or every 6-seconds. All of the standard GalTech power crystal rules apply.
Cost: f 315,000.
The following equipment can be attached to the forearm hard points:
Portable Medical Sensor: This unit is used to diagnose the extent of injuries to the occupants of other suits and
to direct the medical nanites of the other suit if necessary for emergency medical care. This device provides a +4
equipment bonus on all First Aid and Heal checks while working on an occupant of another suit. This device runs
off of the suit’s power.
Cost: f 7,500
Portable Diagnostic Sensor Unit: This unit incorporates a broad spectrum of portable sensors to analyze the
Armored Combat Suit systems when the AID or Gestalt is. The device provides a +6 equipment bonus to related
skill rolls of Engineering, Craft, and Repair checks when being applied to Armored Combat Suit and to direct the
repair nanites of the other suit if necessary for emergency repairs. This device runs off of the suit’s power.
Cost: f 7,500
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is
flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence: See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs.
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10
circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual,
auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID
device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the
Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound
illusion. The Holographic Field provides Total Concealment to anything within the illusionary field. It cost one
energy charge per round to operate the Holographic Field projectors at full power.
The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s
form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment
(30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors
in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he
wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the
result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see
if the suit landed safely.
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the
protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy
field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield
represents how much of the active particle bombardment that the shield can stop at that setting. See Table 10.13:
Shield Settings.
Suit Weapon Linkage: The advanced targeting features of the suit, allow all of the weapon systems mounted on the
suit’s hard points to be link fired at the same target. Suit weapons that are linked follow all of the standard linked
weapons rules.
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor
Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s
abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of
the user’s or the suits Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate,
unless the operator or gestalt is unconscious or inoperative.
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as
a training aid the suit allows personnel to train and familiarize themselves with the material in question without any
classroom time requirement besides the time spent in the virtual learning area.
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size
unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against
Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at
other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.
Officer Armored Combat Suit (ACS)
This is the Standard Officer’s Armored Combat Suit, used by ACS units. The only differences between the
Officer’s suit and the scout suit is that the officer’s does not have the additional Stealth systems that the scout suit
has.
Note: The Officer’s ACS suit comes with an M-200 Gravrifle.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 15 or 20 (with energy shield), or 10 flat-footed (+5 Dex, +10 Armor, +5 Shields).
Damage Reduction: 75 (+ 50 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +6 plus the character or
gestalt’s BAB; Attack + 6 plus the character or gestalt’s BAB (1d6+6, slam); Full Attack + 6 plus the character or
gestalt’s BAB (1d6+9, slam).
M-200 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard
Magazine Capacity: 100,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4); Full Attack + 10 plus the character or
gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard
Magazine Capacity: 4,000 Rate of Fire: S/B/A; Effective Recoil: 2/3/4).
Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per
shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or
gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type;
Range Increment 4 m.; ACS Onboard Capacity: 20). Full Attack + 10 plus the character or gestalt’s BAB (Damage:
per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS
Onboard Capacity: 20).
Sensors: +7.
Communications: +5.
Targeting Computer: +4.
Stealth: 10 (+12 with Holographic Field activated); for a total of 22.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: Advanced Communication System, AID, Emergency Medical Pharmacy, Closed Environment,
Construct, Construct Self-Repair, Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Onboard
Magazine Capacity, Radiation Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 23 (+6), Dex 20 (+5), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 25 kg. of additional equipment can be carried in 6 Small and 4 medium onboard compartments.
Cost: f 1,087,000.
Special Qualities
Advanced Communication System: The Scout suit has an advanced communications system that allows the
Trooper, the suit’s AID device or the suit’s Gestalt to communicate and monitor up to 255 different stations at the
same time. The communication system also provides the user with a +5 equipment bonus on all communications
checks.
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s
features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad,
Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS
with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions.
This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant
physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated
will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points.
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following
additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis,
stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless.
They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain,
energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of
work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still
be repaired or used as spare parts for other suits
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is
flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence: See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10
circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual,
auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID
device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the
Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound
illusion. The Holographic Field provides Total Concealment to anything within the Illusionary field. It cost one
energy charge per round to operate the Holographic Field projectors at full power.
The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s
form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment
(30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors
in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he
wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the
result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see
if the suit landed safely.
Onboard Magazine Capacity: The suit has an onboard magazine capacity to store 25 kilograms of ammunition. It
also has two side pouches that store 10 hand grenades each.
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the
protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy
field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield
represents how much of the active particle bombardment that the shield can stop at that setting.See Table 10.13:
Shield Settings.
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor
Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s
abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of
the user’s or the suits Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate,
unless the operator or gestalt is unconscious or inoperative.
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as
a training aid the suit allows personnel to train and familiarize themselves with the material in question without any
classroom time requirement besides the time spent in the virtual learning area.
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size
unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against
Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at
other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.
Table 10.14: General Equipment
Object
Size
Computers and Consumer Electronics
AID Artificial Intelligence
Small
Device
Hand Held Communicator
Small
Portable Communicator
Med.
Milspecs
Small
Professional Equipment
Sensor Gear
Portable Sensor Unit
Small
Medical Gear
Nano-Medicine Regeneration Huge
Chamber
Mobile Medical Response
Huge
Unit
Portable Medical Sensor
Tiny
Drugs
Anti-Rad
Tiny
Hiberzine
Tiny
Provigil-C
Tiny
Tools
Electronic Tools
Basic Tool Kit
Large
Deluxe Tool Kit
Huge
Portable Shop
Gargantuan
Vehicle Tools
Basic Tool Kit
Large
Deluxe Tool Kit
Huge
Portable Shop
Gargantuan
GalTech Power Sources
Micro Power Crystal
Tiny
Mini Power Crystal
Tiny
Weight
Purchase
Price
Restriction
0.5 kg.
f 5,000
-
0.5 kg.
5 kg.
0.25 kg.
f 1,250
f 12,500
f 1,250
-
1.35 kg.
f 5,000
-
100 kg.
f 50,000
Res (+2)
127 kg.
f 75,000
Res (+2)
0.25 kg.
f 5,000
-
0.001 kg.
0.001 kg.
0.001 kg.
f 25
f 25
f 25
Lic (+1)
Lic (+1)
Res (+2)
5 kg.
15 kg.
150 kg.
f 100
f 800
f 6,400
-
10 kg.
30 kg.
300 kg.
f 100
f 800
f 6,400
-
0.005 kg.
0.1 kg.
f 10
f 250
Lic (+1)
Lic (+1)
Standard Power Crystal
Heavy Duty Power Crystal
Power Crystal Power Supply
Anti-Matter Power Core
Survival Gear
Food Converter
Weapon Accessories
Modular Targeting Unit
Tiny
Small
Huge
Huge
0.2 kg.
0.8 kg.
2,500 kg.
3,500 kg.
f 500
f 2,000
f 1,250,000
f 2,500,000
Lic (+1)
Lic (+1)
Mil (+3)
Mil (+3)
Medium
3 kg.
f 250
-
Small
1 kg.
f 475
Mil (+3)
f= Federation Credit
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of
central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other
earth currency.
Computers and Consumer Electronics
AID Artificial Intelligence Device: The Darhel clans produce The AID devices. They are the sole source of this
device. The AID device functions as a digital personal assistant as well as a GalTech handheld Communicator.
All normal AID devices have a functioning Intelligence of 12 as well as several starting skills. But the most
important AID device ability is the ability to improve over time. The Device’s mental abilities improve over time as
the AID learns. An AID device starts play with a set number of skill ranks and feats. It gains one Feat at every even
level, and (4+ Int Modifier x 4) in skill points each time it gains a level. AID unit’s gain Experience Points based on
user’s Experience Point gains and the AI Relations skill.
Note: The AID devices have been designed to periodically download their collected information to the Darhel
datanet, and their programming is written in such a way that the AID must make a Wis check DC 35 to perform any
act that would be detrimental to the Darhel. The data download is encrypted with a Darhel DC 50 Encryption
system.
Int: 12.
Wis: 12.
Starting Skills: Bureaucracy +3, Communications +3, Computers +3, Research +3, and Sensors +3.
Starting Feats: 5 Languages, and 5 Read/Write.
Hand Held Communicator: This is a hand held communicator that uses to communicate with the others equipped
with a similar device. Its communication range is limited to roughly 1 Astronomical unit and communicates in an
instantaneous manner using a quantum linkage effect. This communicator runs off of a micro power crystal, which
will run the unit for approximately 40 days, before needing to be changed.
Portable Communicator: This communication system is normally found installed on a vehicle but can be used as a
stand-alone communication and computer console. It can perform all of the functions of the Hand Held
Communicator. It has a communication range of roughly 100 Astronomical Units and communicates in an
instantaneous manner using a quantum linkage effect. This communicator runs off of a standard power crystal,
which will run the unit for approximately 20 days, before needing to be changed.
Milspecs: Milspecs resemble a pair of sunglasses, but is in actuality a GalTech virtual reality device that allows
someone to engage and work in a virtual environment. When used as a training aid the device allows personnel to
train and familiarize themselves with the material in question without any classroom time requirement besides the
time spent in the virtual learning area.
Professional Equipment
Sensor Gear
Portable Sensor Unit: This unit incorporates a broad spectrum of portable sensors to analyze the general
environment and a substance that can be placed in the sensor units sample chamber. The device provides a +6
equipment bonus to related skill rolls of Engineering, Biology, Medical Science, Natural Science, and Physical
Science. This device runs off of a mini power crystal, which will run the unit for approximately 40 days, before
needing to be changed.
Medical Gear
Nano-Medicine Regeneration Chamber: The Nano-Medicine Regeneration Chamber is a large, non-movable
item, about 2 meters wide by 2 meters tall at its tallest (the chamber is built so that it can be angled up and down for
ease of use) and 3 meters long. The chamber can heal any damage done to a victim as long as cellular decay was
stopped at an early stage and that at least 95%+ of the brain is still intact, with no real adverse effects. It can actually
perform healing on a life-form with less brain matter or central memory tissue left, But the life form will only have a
percentage of its skills, feats, levels, and memories based on what level of undamaged memory structure is left. The
life form can actually be healed with only a residual brain stem left, but what has been healed is basically a clean
slate with no memory voluntary or involuntary (i.e. the brain does not even remember how to run the life support
structure of the life form), so it would have to be programmed with even the basic brain functions of life.
With a Nano-Medicine Regeneration Chamber, if a character has lost hit points by taking catastrophic damage, or
if dead and caught at an early enough stage (within 1 hour of brain death) the character can restore some of them. A
successful check, as a full-round action, restores 1d4 hit points per point of success on the skill check, against a DC
of 30. The number restored can never exceed the character’s full normal total of hit points. This application of the
skill can be used successfully on a character only once per day, and will take at least one hour per hit point restored
before the victim may leave the chamber.
The Nano-Medicine Regeneration Chamber is also used to administer other nanotech based GalTechs such as
those used to reverse the effects of aging, which allows a character to be older than their apparent age, and may add
an age ability bonus of 1 to 3 to Int, Wis, and Cha depending on his original age. Example: A 60 year old Regen,
with an apparent age of 20, will have the Wis of the 60 year old and the physical ability of the 20 year old. A 25
year old that regen’s will have basically the same Wis and Ability as before regen, just in slightly better shape. The
same value is added to all three abilities. Assume the character’s physical age is as typical for a starting level one
character of the same race. Starting mental age should be assumed 2d6 years over the minimum for the bonus
received as listed in chapter 14.
Mobile Medical Response Unit: This device is basically an armored grav-coffin/stretcher that can transport a
victim from the site of the injury in relative safety. It also provides onboard power to Hiberzine nanites so that they
can operate for up to ten years in an emergency without outside intervention, thereby keeping the victim alive, if
there is no other alternative. If emergency surgery must take place, the Mobile Medical Response unit may be
operated remotely by a skilled surgeon with a -4 penalty on his Heal checks. The Mobile Medical Response unit is
power by six onboard heavy-duty power crystals and has the following statistics:
Generator: 6 Posleen or GalTech Heavy Duty Power Crystal.
Unloaded Weight: 1.5 metric tons.
Size Class: Large.
Top Speed (surface): 4.
Top Speed (Low Altitude Flight): 4.
Top Speed (High Altitude Flight): 4.
Acceleration: 6.
Deceleration: 8.
Handling: +8.
Fuel: 1,300.
Sensor: +10
Stealth: 5
AC: 9.
DR: 20*
Hit Points: 70.
Power Crystal Containment Vessel AC: 16
Power Crystal Containment Vessel DR: 25*
Individual Power Crystal Containment Vessel Hit Points: 7.**
*Note: The Vehicle's armor incorporates advanced ceramic composites spacers that are highly resistant to high
temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma
Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by
half the amount that they normally due.
**Note: Each power crystal is 4 cm in diameter and 10 cm long and stores 400 power charges or 200 mWh of
power.
Due to the crystals dynamic structure they tend to be extremely unstable if damage, doing 1d points of damage per
power charge currently being stored in the power crystal to anyone with in the blast radious of the power crystal
when it is damaged. So a crystal with 10 charges would do 1d10 points of damage to anyone within the blast radius
of the crystal if it destabilizes, and a crystal with 150 charges would do 15d10 points of damage to anyone with the
blast radius of the crystal if it destabilizes. The Blast radius for a power crystal explosion is a minimum of 1 meter
per point of damage caused by the blast. So a crystal with 10 charges would do 1d10 points of damage to anyone
within a possible blast radius of 10 meters (with maximum damage) of the crystal if it destabilizes (Ref Save: DC
15, for half).
Portable Medical Sensor: This unit is used to diagnose the extent of injuries to the operator or others.. This device
provides a +4 equipment bonus on all First Aid and Heal checks to diagnose an injury, or illness. This device runs
off of a micro power crystal, which will run the unit for approximately 40 days, before needing to be changed.
Drugs
Anti-Rad: This is a GalTech drug designed to purge a being of radioactive particles and reduce the absorption rate
of radiation. It will block the absorption of up to 200 rads of radiation. In addition it will also remove the equivalent
of 200 rads of radioactive particles from the body per injection. At any level above the baseline dosage the drug
starts to remove or inhibit needed radioactive or energetic (neurological activity) functions of the body. For every
dosage after the first dose administered within a 24 hour period the subject has a cumulative -1 penalty on the
following Con Checks. The subject must make a Con check at DC 20 or suffer neuralgic seizures and will suffer a -1
per dosage penalty to Constitution, Dexterity and Strength checks for a period of 1 hour per additional dose beyond
the first. If the subject suffers a critical failure on the Con check, he will enter a coma like state that will require
GalTech level medical assistance to rectify.
Hiberzine: This is a GalTech nano-drug that halts cellular damage and places the victim into a form of suspended
animation where all body functions are greatly reduced. This can last for up to 180 day from the onboard power
supply in the nanites. The nanites will then power down and the victim will be under the full effects of his injury at
that point. The nanites can be deactivated at any time by a GalTech Portable Medical Sensor unit. This GalTech is
generally used to stabilize an injured victim for medical treatment at latter time, there by allowing medical personnel
the proper amount of time to take corrective action in regards to the injury in question. Surgery can be performed
while the patient is under the influence of Hiberzine and has replaced most surgical anesthetic. Hiberzine comes in
one use injectors in packs of twenty-five tables or injectors.
Provigil-C: Provigil is a combination of a GalTech stimulant with an earth pharmacological anti-narcolepsy drug.
That allows troops to function on little or no sleep for long duration. Each dose administered of the drug will last for
16 hours minus the Con bonus the character has. The Character has a cumulative -1 penalty to Initiative, Attacks,
Skill checks, and Ability checks for each administration of Provigil-C after the first usage, without proper rest and
recovery time. The user must receive the missed sleep or rest missed before the user has recovered from the negative
effects of the drug. Provigil-C comes in one use liquid tablets or injectors, in bottles of twenty-five tables or
injectors.
Tools
Electrical Tool Kit
This collection of hand tools and small parts typically includes a variety of advanced powered multitools, drivers,
cutting devices, fasteners, power tools, and leads and wires.
Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty. It
grants a +4 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make
Craft (electronic) checks without penalty.
Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts.
It grants a +6 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make
Craft (electronic) checks without penalty.
Portable Shop: This kit consists of a trailer with a large number of specialized diagnostic and repair tools as well as
thousands of spare parts. It grants a +8 equipment bonus on Repair checks for electrical or electronic devices and
allows a character to make Craft (electronic) checks without penalty.
Vehicle Tool Kit
This collection of hand tools and small parts typically includes a variety of advanced powered multitools, drivers,
cutting devices, and fasteners.
Basic: This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices
without penalty. It grants a +4 equipment bonus on Repair checks for mechanical devices and allows a character to
make Craft (mechanical) or Craft (structural) checks without penalty.
Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection
of high-quality power tools. It grants a +6 equipment bonus on Repair checks for mechanical devices and allows a
character to make Craft (mechanical) or Craft (structural) checks without penalty.
Portable Shop: This kit fills a good-sized trailer. It includes a very large selection of specialized hand tools and a
large selection of high-quality power tools. It grants a +8 equipment bonus on Repair checks for mechanical devices
and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.
GalTech Power Sources
GalTech Power Crystals are manufactured from an artificial, extremely dynamic, piezoelectric large crystalline
structure that can store large quantities of free electrons in its structure. But due to the crystals dynamic structure
they tend to be extremely unstable if damaged, doing ½ die points of damage per power charge currently being
stored in the power crystal to anyone with in the blast radius of the power crystal when it is damaged. So a crystal
with 20 charges would do 1d10 points of damage to anyone within the blast radius of the crystal if it destabilizes,
and a crystal with 300 charges would do 15d10 points of damage to anyone with the blast radius of the crystal if it
destabilizes. The Blast radius for a power crystal explosion is a minimum of 1 meter per point of damage caused by
the blast.
Micro Power Crystal: This power crystal is about 1 cm in diameter and ¼ cm thick, and stores 4 power charge or 2
MWh of power.
Mini Power Crystal: This power crystal is about 1 cm in diameter and 5 cm long, and stores 80 power charges or
40 MWh of power.
Standard Power Crystal: This power crystal is 2 cm in diameter and 5 cm long, and stores 400 power charges or
200 MWh of power.
Heavy Duty Power Crystal: This power crystal is 4 cm in diameter and 10 cm long and stores 3,200 power charges
or 1.6 GWh of power.
Power Supply: This heavily armored portable power supply is normally used as a field expedient recharge station
for ACS troops. But it can be used for other purposes. The main problem with the unit is that it has a bad tendency
to imitate a nuclear blast if damaged. This power crystal power supply is 1 meter wide by 1 meter long by 1 meter
high and can store up to 20,000,000 power charges or 10 tWh. of power. Power Supply can only transfer 200,000
power charges or 100 gWh./360 tWs. within one combat round or every 6-seconds. The GalTech Power supply is
heavily armored and has an integral shield. The GalTech Power Supply has the following statistics:
AC: 5.
AC with the Shield Activated: 10.
DR: 200.
DR with the Shield Activated: 225.
HP: 200.
Anti-Matter Power Core: This heavily armored portable power supply is the preferred method of performing a
field recharge for ACS troops. But it can be used for other purposes. The main problem with the unit is that it has a
bad tendency to perform a spontaneous matter anti-matter energy release cycle if damaged. The unit can provide up
to 5 years of power at its normal power rate, or combat power for up to 5 days before the onboard anti-matter supply
is depleted. The Anti-matter Power Core has been designed to provide 440 volts power, it can be stepped down to
provide 220 or 110 volts power. It is also intended to provide power at a transfer rate 400,000 power charges or 200
gWh./720 tWs. within one combat round or every 6-seconds. The GalTech Power supply is heavily armored and has
an integral shield. The GalTech Anti-Matter Power Core used the same rules as GalTech Power Crystals in regards
to sympathetic detonations of the Power Core. The GalTech Anti-Matter Power Core has the following statistics:
AC: 5.
AC with the Shield Activated: 10.
DR: 300.
DR with the Shield Activated: 225.
HP: 200.
Survival Gear
Food Converter: The food converter can convert any normal organic matter into simple food product needed by a
life form. The food converter can supply enough food for two personal per day.
Weapon Accessories
Modular Targeting Unit: This unit is a snap on weapon module designed to ease the targeting difficulty of a
handheld weapon. The Modular-targeting unit provides a +4 equipment bonus to attack rolls when it is used with a
Tenar mounted weapon system. The system also provides a +4 equipment bonus to Sensor skill checks when used in
either mode or as a stand-alone unit.
GalTech Vehicles
Grav Car
Unloaded Weight: 2 metric tons.
Size Class: 1 (large)
Top Speed (Surface): 18.
Top Speed (Low Altitude): 18.
Top Speed (High Altitude): 18.
Acceleration: 1.
Deceleration: 3.
Handling: +0.
Fuel: 15,000.
Stealth: 12.
Sensors: +1.
AC: 9 (-1 size).
DR: 8.
Hit Points: 70.
Stations: Pilot/Driver and three passengers.
Cargo: 500 kg.
Cost: f 11,500.
Equipment: All standard features plus a GalTech anti-crash inertial dampening system.
Grav Limo, Armored
Unloaded Weight: 9 metric tons.
Size Class: Huge.
Top Speed (Surface): 16.
Top Speed (Low Altitude): 16.
Top Speed (High Altitude): 16.
Acceleration: 1.
Deceleration: 2.
Handling: -2.
Fuel: 12,500.
Stealth: 3.
Sensors: +3.
AC: 8 (-2 size, +2 armor).
DR: 30.
Hit Points: 150.
Stations: Pilot/Driver and eight passengers.
Cargo: 1 metric ton.
Cost: f 26,000.
Equipment: All standard features plus a GalTech anti-crash inertial dampening system.
Federation Combat Shuttle
Unloaded Weight: 225 metric tons.
Size Class: Gargantuan.
Top Speed (Low Altitude): 34.
Top Speed (High Altitude): 34.
Acceleration: 6.
Acceleration Space: 6.
Deceleration: 6.
Handling: +6.
Fuel: 200 days.
Stealth: 25.
Sensors: +5.
AC: 6 (-4 size), or 11 with Shields (+5 Shields).
DR: 320 or 520 (+200 Shields).
Hit Points: 300.
Stations: 1 Pilot, 1 Copilot, 1 communications/Electronics Warfare Officer, 1 navigator and 25 passengers.
Cargo: 10 metric tons.
Cost: f 7,490,000,000.
Equipment: All standard features plus a GalTech anti-crash inertial dampening system.
Federation Courier Ship
Unloaded Weight: 450 metric tons.
Size Class: Colossal.
Top Speed (Low Altitude): 12.
Top Speed (High Altitude): 12.
Acceleration: 6.
Acceleration Space: 6.
Deceleration: 6.
Handling: +4.
Fuel: 150 days.
Stealth: 1.
Sensors: +5.
AC: 2 (-8 size), or 7 with Shields (+5 Shields).
DR: 450 or 675 with Shields (+225 Shields).
Hit Points: 600.
Stations: 1 Commander, 1 Executive Officer, 3 Pilots, 3 Copilots, 3 communications officers, 3 navigators, 60
Indowy engineer crew and 75 passengers.
Cargo: 100 metric tons.
Cost: f 8,925,000.
Equipment: All standard features plus a GalTech anti-crash inertial dampening system.
Copyright Notice
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen,
SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of
the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata
book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly
derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright
©2000-2003.
DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills,
equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and
narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.
================================================================================
Chapter 11: Backgrounds
Backgrounds
Character Background Points
Characters in this game may have significant benefits received from events prior to the start of the campaign. As an
optional rule the GM may give ‘background points’ to players to represent special advantages from before the start
of the game. All bonus point expenditures and costs must be approved by the GM; the ‘default’ setting would
involve zero bonus points to generate normal starting characters.
Note: You can build Mike O’Neal from the start of the 1st book on about 6 bonus points. GMs who give out too
many bonus points should be prepared for a very strange, and not very realistic game.
Non-human Characters:
Indowy who strictly follow “the path of peace” and will never reconsider receive 4 extra bonus background
points.
Tchpht receive 2 extra bonus background points.
This represents the fact that members of these races usable as PCs must be unusual individuals. If the GM is not
using bonus points, then these races do not receive these points.
Table 11.1: Suggested Beginning Background Points
Character
Equivalent
Rookie
Average
Above-Average
Experienced
Very Experienced
Hero Material
Truly Outstanding
Superhuman
Background
Points
0
1
2
3
4
5
6
7
Bonus point examples
The examples below are just that -- examples -- not a complete list.
The Character has a College Degree
Point Cost: 1
Your character has gone to a college or is currently either a part-time or full time student with one or more college
degrees.
Associates Degree: 4 Ranks in the Core Major skill plus an additional 8 ranks in supporting skills. Cost 0.5 point.
Bachelor's Degree: 6 ranks in the Core Major skill plus an additional 16 ranks in supporting skills. Cost 1 point
Master's Degree: 8 ranks in the Core Major skill plus an additional 24 ranks in supporting skills. Cost 2 points.
Doctorate Degree: 10 ranks in the Core Major skill plus an additional 32 ranks in supporting skills. Cost 3 points.
Note: Your character can receive a degree in any skill that he meets the requirements for.
ASc: Associates of Science: These are "pure science courses, e.g. Biology, Biochemistry, Metallurgy, Physics,
Planetology, Xeno-Biology. This list is not all inclusive.
AA: Associates of Arts: These are the most "academic" courses, e.g. Cultural Studies, History, Military Studies,
Law, Linguistics and Literature. This list is not all inclusive.
A.Eng: Associates of Engineering: These are "Applied science" courses for the most part, e.g. Aerospace design,
Information Systems and Mining studies. This list is not all inclusive.
BSc: Bachelors of Science: These are "pure science courses, e.g. Biology, Biochemistry, Metallurgy, Physics,
Planetology, Xeno-Biology. This list is not all inclusive.
BA: Bachelors of Arts: These are the most "academic" courses, e.g. Cultural Studies, History, Military Studies,
Law, Linguistics and Literature. This list is not all inclusive.
B.Eng: Bachelors of Engineering: These are "Applied science" courses for the most part, e.g. Aerospace design,
Information Systems and Mining studies. This list is not all inclusive.
B.Ed: Bachelors of Education: This is a specialist vocation course that trains characters to work as instructors or
educators, and includes a minor in a specialized subject, e.g. Physics, History, etc. Graduates are not so
knowledgeable about their specialist subject as their peers leaving a "straight" BA or B.Sc course, but they will have
a good working knowledge of Psychology and instruction-related skills.
Masters and Doctorate degrees are just continuation and specialization of the Core Major skill degree.
A college degree effects how must money a character can earn from his profession or craft. The amount to which a
college degree effects a characters base earnings is listed below.
Associates Degree: 1.25 times base earning.
Bachelor Degree: 1.5 times base earning.
Masters Degree: 2 times base earning.
Doctorate: 4 times base earning.
The Character is a member of the Ground Forces Active Reserves
Bonus Points: 0.5, 1, 2, 3, 4, 5, or 6
The character is a member of an inactivated Ground Forces Reserve unit. This is worth 0.5 points if the character
is a Specialist or Corporal (E-4). This background is worth 1-5 points if the character is a Non-Commissioned
Officer; E-5 is worth 1 point; E-6 is worth 2 points; E-7 is worth 3 points; E-8 is worth 4 points; and E-9 is worth 5
points.
This background is worth 1-6 points if the character is an Officer; O-1 is worth 1 point; O-2 is worth 2 points; O-3
is worth 3 points; O-4 is worth 4 points; O-5 is worth 5 points; and O-6 is worth 6 points.
Any rank under E-4 gives no bonus points, as the requirements on their time and additional responsibilities are
minimal.
Active duty reservists with the rank of E-1 through E-4 are required to attend drill for one weekend a month and
two weeks a year. Active duty reservists with the rank of E-5 through E-9 are required to attend drill for two
weekends a month and one month a year. They are also required to insure that their normal unit duties (preventive
maintenance, unit paperwork, and training) to the unit are done even when not on drill.
Active duty reservist who are Officers with the rank of O-1 through O-6 are required to attend monthly officer
refresher courses and command training exercises for two weekends a month and one month a year. They are also
required to insure that their normal unit duties to the unit are done even when not attending officer refresher courses
or command training exercises.
The character MUST attend his monthly and By-Yearly training or be considered AWOL. Being an active duty
reservist also entitles the character to half pay at his respective rank for performing his monthly and yearly service
drills.
Table 11.2: Regular Military Monthly Pay Chart
Years of Service
Commissioned Officer
Pay
Grade <2
2
3
4
6
8
10
12
14
16
18
20
22
24>
O-10
O-9
O-8
O-7
O-6
O-5
O-4
O-3
O-2
O-1
----------------------------------------------------------------$3,150
$2,730
--------------------------------------------------------$4,125
$3,585
$2,840
------------------------------------------------$5,110
$4,455
$4,125
---------
----------------------------------------$5,845
$5,180
$4,810
$4,265
---------
--------------------------------$6,760
$6,080
$5,475
$5,040
-----------------
--------------------------------$7,050
$6,080
$5,715
$5,295
-----------------
------------------------$9,175
$7,085
$6,260
$6,110
$5,505
-----------------
------------------------$9,445
$7,085
$6,600
$6,410
$5,780
-----------------
----------------$11,195
$9,720
$7,320
$7,040
$6,625
$6,010
-----------------
----------------$11,540
$10,575
$8,200
$7,485
$6,835
$6,140
-----------------
----------------$12,040
$11,305
$8,620
$7,700
$6,905
$6,315
-----------------
$14,980
$13,195
$12,500
$11,305
$9,035
$7,905
$6,905
$6,315
-----------------
$14,980
$13,385
$12,815
$11,305
$9,275
$8,145
$6,905
$6,315
-----------------
$14,980
$13,385
$12,815
$11,305
$9,520
$8,145
$6,905
$6,315
-----------------
W-5
W-4
W-3
W-2
W-1
----------------------------$2,665
----------------------------$2,890
----------------------------$3,030
--------------------------------$3,130
---------------------$3,550
$3,270
--------------$4,475
$4,025
$3,705
-------$5,255
$4,630
$4,160
$5,155
-------$5,440
$4,805
$4,320
$4,005
-------$5,635
$4,980
$4,475
$4,150
$6,465
$5,825
$5,155
$4,630
$4,260
$6,685
$6,025
$5,330
$4,785
$4,260
$6,905
$6,220
$5,505
$4,950
$4,260
E-9
E-8
E-7
E-6
E-5
E-4
E-3
E-2
E-1
-----------------------------------------------$1,700
$1,615
$1,440
----------------------------------------$1,980
$1,800
$1,615
$1,440
--------------------------------$2,270
$2,080
$1,915
$1,615
$1,440
------------------------$2,645
$2,380
$2,185
$1,915
$1,615
$1,440
----------------$3,150
$2,760
$2,490
$2,285
$1,915
$1,615
$1,440
$4,560
$3,930
$3,550
$3,150
$2,855
$2,285
$1,915
$1,615
$1,440
$4,680
$4,045
$3,655
$3,250
$2,855
$2,285
$1,915
$1,615
$1,440
$4,830
$4,175
$3,765
$3,330
$2,855
$2,285
$1,915
$1,615
$1,440
$4,980
$4,310
$3,870
$3,390
$2,855
$2,285
$1,915
$1,615
$1,440
$5,130
$4,450
$3,980
$3,390
$2,855
$2,285
$1,915
$1,615
$1,440
$5,330
$4,650
$4,160
$3,390
$2,855
$2,285
$1,915
$1,615
$1,440
$5,535
$4,845
$4,285
$3,390
$2,855
$2,285
$1,915
$1,615
$1,440
Warrant Officer
---------------------$3,740
$3,415
--------------$4,330
$3,880
$3,565
Enlisted
--------$3,720
$3,335
$2,935
$2,640
$2,285
$1,915
$1,615
$1,440
$4,455
$3,825
$3,440
$3,045
$2,745
$2,285
$1,915
$1,615
$1,440
The Character is a member of the Ground Forces Inactive Reserves
Bonus Point: 1
The character was in the Ground Forces during the invasion and has been released from service when the Fleet
relieved Earth. The character can be recalled to active status at any time in the future. There is no longer a set
duration to inactive reserve service status for ex-military personnel. Although personnel can be disqualified from
reserve status due to the nature of their discharge, due either to a dishonorable discharge, or a medical discharge
from military service. This background is worth 1 point. The character MUST return to service if reactivated or be
considered AWOL.
The Character held a NCO or Officer Rank while in the military
Point Cost: 0.5, 1, 1.5, 2, 2.5, or 3
The character held a NCO or Officer Rank while in the military be it a Terran military organization or the Fleet
or Fleet Strike. This background is worth 0.5-2.5 points if the character is a Non-Commissioned Officer; E-5 is
worth 0.5 point; E-6 is worth 1 points; E-7 is worth 1.5 points; E-8 is worth 2 points; and E-9 is worth 2.5 points.
This background is worth 1-6 points if the character is an Officer; O-1 is worth 0.5 point; O-2 is worth 1 points;
O-3 is worth 1.5 points; O-4 is worth 2 points; O-5 is worth 2.5 points; and O-6 is worth 3 points.
Being a veteran entitles the character to certain benefits: Free medical care, free educational benefits, and,
depending on when he was separated, Temporary Relocation Pay.
Note: Any personnel mustered out of Fleet Strike will be processed through and discharged at Fleet Strike
Headquarters in Fredericksburg, VA, U.S.
The Character holds a NCO or Officer Rank in the military
Point Cost: 1, 2, 3, 4, 5, or 6
The character holds a NCO or Officer Rank in the military be it a Terran military organization or the Fleet or
Fleet Strike. This is worth 0.5 points if the character is a Specialist or Corporal (E-4). This background is worth 1-5
points if the character is a Non-Commissioned Officer; E-5 is worth 1 point; E-6 is worth 2 points; E-7 is worth 3
points; E-8 is worth 4 points; and E-9 is worth 5 points.
This background is worth 1-6 points if the character is an Officer; O-1 is worth 1 point; O-2 is worth 2 points;
O-3 is worth 3 points; O-4 is worth 4 points; O-5 is worth 5 points; and O-6 is worth 6 points.
Being active duty also entitles the character to full pay at his respective rank and entitles him to all of the normal
military benefits: Combat pay; free room and board; Separate Rations (SepRats) allotment and Separate Housing
allotment (BAQ) if is not living in provided housing; possible Temporary Duty pay if he is assigned other duties;
Free medical care and Free educational benefits being some of the different benefits.
Note: The character is operating under military law and is required to fulfill all of his duty assignments, even if it
would entail the destruction of his unit under certain circumstances.
The supposed free room and board is on base housing and mess hall access at their assignment, be it barracks
living or base housing for military personnel with families. The military is not known for high quality housing or
food service.
Separate Rations (SepRats for short) is what is given to personnel when they choose to live off base at there
permanent duty assignment base.
All military personnel are entitled to hostile Fire Pay when in a combat theater. Hostile Fire Pay is $150 per
month for all pay grades.
Table 11.3: Separate Rations Allowance
Personnel
Category
Officers
Enlisted
All Grades
SepRats Allowance
$215 per month
$315 per month
$345 per month
+$100
Special
Standard Rate.
Standard Rate.
On base rations are not available.
Family Separation Ration Allowance
Table 11.4: Separate Housing Allowance/Basic Allowance for Quarters (BAQ)
Pay
Grade
O-10
O-9
O-8
O-7
O-6
O-5
O-4
O-3
O-2
O-1
W-5
W-4
W-3
W-2
W-1
E-9
E-8
E-7
BAQ (With
Dependents)
$1,880
$1,880
$1,880
$1,880
$1,720
$1,615
$1,365
$1,240
$1,170
$1,130
$1,265
$1,200
$1,170
$1,105
$970
$1,280
$1,185
$1,150
BAQ (without
Dependents
$1,585
$1,585
$1,585
$1,585
$1,430
$1,375
$1,210
$1,080
$975
$905
$1,165
$1,075
$990
$910
$790
$1,035
$955
$885
E-6
E-5
$1,080
$965
$825
$745
Table 11.4: Separate Housing Allowance/Basic Allowance for Quarters (BAQ)
(Continued)
Pay
Grade
E-4
E-3
E-2
E-1
BAQ (With
Dependents)
$835
$760
$780
$820
BAQ (without
Dependents
$645
$605
$575
$500
Note: SepRats and BAQ are in addition to all qualifying military personnel’s normal pay. The above chart is a
simplification of the standard military chart; adjust for increases due to the intervening time frame.
The Character is a member of the Military who has been placed on indefinite or extended
Temporary Duty
Point Cost: 3
The Player must provide the GM with reasonable and believable explanation for the player’s character to have
been placed on extended TDY. The following are a couple of reasonable possibilities. The character is going to
school to learn a militarily needed skill that cannot be taught in a military specialty school. The character is
performing undercover work with the Criminal Investigation Division in regards to an ongoing investigation.
Ongoing intelligence work to infiltrate the earth based divisions of off world organizations.
Temporary Duty Pay is payable when a military member is performing temporary duty (TDY) at a location
different from where they are stationed. (Note: TDY is different than being "deployed." Individuals who are
"deployed" to "field conditions," like Barwhon, the Coastal Plains, Diess, Irmansul etc., do not receive "TDY
Pay.")
The rates below are for periods of time that the member is actually performing TDY duty at the location. TDY
Pay rates when the member is in a travel status (traveling from one location to another) are ½ of the below listed
rates.
For meals reimbursement, the service member is entitled to the "No Government Meals" rate, (plus $4 per day
for incidental expenses), if there are no government meals (mess hall) available, and/or the member is not directed
to consume government meals in their TDY orders, and/or there are no government quarters available, and the
member is staying off-base.
The "Proportional Meals" rate, (plus $4 per day for incidental expenses) is used if government quarters are
available, and government meals (mess hall) is available, and the member's TDY orders direct that the member
consume at least one government meal per day.
Table 11.5: TDY Reimbursement Rates
TDY Allotment
Category
Maximum Lodging
Allotment
No Government
Meals Rate
Proportional Meals
Rate
Maximum Total TDY
Pay Rate
Reimbursement
Rate
$200
$65
$40
$260
Note: The above information and chart are a simplification of the standard military chart; adjust for increases due
to the intervening time frame.
The Character retired from the military with 20+ years of Service
Point Cost: 1
The character has retired from the U.S. military and is drawing a pension of 80% of his service pay. The
character can still be reactivated at any time if so required by Ground Forces Command. Military Service in the
Fleet or Fleet Strike counts toward U.S. military retirement. But service in a Terran military organization does not
count toward retirement benefits in regards to Galactic Federation Military Retirement pay.
The Character is unusually competent
Point Cost: 1
Add one each to any two abilities; the resulting score must be a possible starting score for the race in question.
This background costs one bonus point and may be taken more than once.
The Character is a rejuv
Point Cost: 1, 2 or 3
The character is older than most and adds an age ability bonus of 1 to 3 to Int, Wis, and Cha. The same value is
added to all three abilities. Assume the character’s physical age is as typical for a starting level one character of the
same race. Starting mental age should be assumed 2d6 years over the minimum for the bonus received as listed in
chapter 3. Bonus point cost is equal to the age bonus.
The Character is a War Hero
Point Cost: 2
The character was a member of the ACS, the 600, won the Congressional Medal of Honor, or something similar.
The character can pretty well ignore restrictions on private weapons in the USA, and can probably count on
assistance from most US military personnel and veterans (a class which includes most of the surviving adult males
in the US). Bonus point cost is 2. [Only humans are eligible for this.]
The Character has private ownership or permanent more or less free use of significant
GalTech or Posleen equipment
Point Cost: 1, 2, 3, 4, 5, 6, or 7
The character has managed to acquire a piece of GalTech equipment by some means, (this is in addition to his
normal starting wealth or gear). Minor Posleen items are worth 1 point each, Medium Posleen items are worth 2
points each, Posleen weapons are worth 3 points, and Major Posleen items are worth 4 points. Minor GalTech
items are worth 1 point each. Medium GalTech items are worth 2 points each, the following GalTech weapons are
worth 3 points (Molecular Blade, 1mm Flechette pistol, M-100 3mm Gravpistol, M-800 Grappler, or M-900 Sonic
Devourer). The following GalTech weapons are worth 4 points (M-200 3mm ACS GravRifle, M-209 3mm
Gravrifle (Sniper), M-300 3mm ACS GravWeapon, M-400 Terawatt, Hvy. Laser, or M-500 ACS Flechette Gun).
Major GalTech items are worth 5 points. The following GalTech weapons are worth 6 points (M-600 100mm
Variable Velocity Auto Mortar, or M-700 Lance Launcher). One of the standard GalTech Armored Combat Suits is
worth 7 points.
The character rolls on the appropriate minor items table in Chapter 16: Treasure and Rewards, for minor Posleen
and GalTech items, to determine what item he has. The character rolls on the random appropriate medium item’s
table in Chapter 16: Treasure and Rewards, for medium Posleen and GalTech items, to determine what item he has.
The character rolls on the appropriate major item’s table in Chapter 16: Treasure and Rewards, for major Posleen
and GalTech items, to determine what item he has.
If the character decides to get a weapon, they pick the weapon of their choice and 1d6 magazine or power
crystals to power it (except for the M-400 Terawatt Heavy Laser, the Power Supply or Anti-matter Power Core
must be acquired separately). The M-600 100mm Variable Velocity Auto Mortar does not, under any circumstance,
come with antimatter ammunition. The M-700 Lance launcher is a disposable missile and no reloads come with the
launcher.
The character rolls on the Major Item undamaged Armored Combat Suit part of the GalTech Major Items table if
he somehow acquires an Armored Combat Suit.
Note: Under no circumstance can any roll on the above table reduce the point cost of a piece of equipment. Reroll
any item that the character does not have enough character points to get.
The Character has been ‘upgraded’
Point Cost: 3, or 8
This background must be taken at the character creation, this represents the character as being one of the handful
of people who were upgraded by the Tchpth before the Darhel found out about the experiments. The Darhel have,
by an effective PR campaign, made it illegal for humans to receive this treatment. The only way a person could
acquire this treatment after character creation is for them to somehow earn a major favor from the Bane Sidhe, who
still have access to this technology.
A Partial Upgrade entails only improvements in the character’s physical body. Add 1d3 points to Str, Dex, and
Con; and add 1 point each to Int, Wis, and Cha. This costs 3 bonus points.
A Full Upgrade entails not only improvements in the character’s physical body but also implanted skills and
feats. . Add 1d3 points to Str, Dex, and Con; and add 1 point each to Int, Wis, and Cha. The character also receives
either the military skill set or the technical skill set.
The military skills set entails the following implanted skills and feats:
Skills: Communications +4 ranks; Demolition +4 ranks; Hide +4 ranks; Listen +4 ranks; Move Silently +4 ranks;
Spot +4 ranks; Survival +4 ranks; and Use Device +4 ranks.
Feats: Combat Reflexes; Far Shot; Improved Far Shot; Point Blank Shot; Sniper; Stealthy; Weapon Proficiency,
Simple Firearms; Weapons Proficiency Martial Firearms.
The Technical skills set entails the following implanted skills and feats:
Skills: AI Relations +4 ranks; Communications +4 ranks; Computer Use +4 ranks; Craft +4 ranks; Dashon Mentat
+4 ranks; Knowledge (pick one) +4 ranks; Repair +4 ranks; Research +4 ranks; Use Device +4 ranks; Use Alien
Device +4 ranks
Feats: Educated; Gearhead; Information Junkie; XT Research; and Skill Focus.
A Full Upgrade cost 8 points. If it becomes know to the Darhel that a person has been upgraded, they will
attempt to eliminate or discredited that person. The character can be assumed to have the Darhel as a hostile
contact.
A character with a partial or full upgrade may also receive the benefits of being a rejuv.
The Character is unusually experienced
Point Cost: 2, 4, 6 or 8
The character starts at a higher level than the default 1st level character. This cost 2 bonus points for one level
higher and 4 bonus points for two levels higher, 6 bonus points for three levels higher, and 8 bonus points for four
levels higher.
The character starts with more than the expected amount of gear
Point Cost: 1, 2, 3, 4 or 5
$100,000 in extra personal wealth costs 1 bonus point, $300,000 costs 2 bonus points, $1,000,000 costs 3 bonus
points, $10,000,000 costs 4 bonus points, and $100,000,000 costs 5 bonus points.
The character starts with less than the expected amount of gear
Bonus Point: 1, 2, 3, 4 or 5
The characters starting money multiplier is reduced to times 1,000 instead of times 2,000, gains the character 1
bonus point. Having the characters starting money multiplier reduced to times 500 instead of times 2,000, gains the
character 2 bonus point. Having the characters starting money multiplier reduced to times 250 instead of times
2,000, gains the character 3 bonus point. Having the characters starting money multiplier reduced to times 125
instead of times 2,000, gains the character 4 bonus point. And finally having the characters starting money
multiplier reduced to times 75 instead of times 2,000, gains the character 5 bonus point.
The character has a useful contact, friend, or patron
Point Cost: 1-5
The player need not specify at the start of play who the contact is but may chose someone appropriate (with GM
permission) once the game has started. The costs of this background is 1 point per contact, friend, or patron, times
the power level of the contact, friend or patron. I have given some examples and ideas below.
Table 11.6: Contacts, friends and patrons
Power
Level Example
1
A person with local control or power.
A Gang Leader
2
A person who is very useful to the character but is only effect in a specific area or skill.
A black market gun runner or a nationally recognized defense lawyer.
3
A person who is powerful on there own but is limited in what resources that they can use.
A U.S. Federal Territory Marshal.
4
A person with regional control or power.
A U.S. Military Governor in reoccupied territories.
5
A person with planetary or Greater control or power.
A Darhel Ghin, US President or Inspired Lord.
The character has a hostile contact or enemy
Bonus Points: 1-5
The player need not specify at the start of play who the contact is but may chose someone appropriate (with GM
permission) once the game has started. 1 bonus point per hostile contact or enemy times the power level of the
contact, friend or patron. See examples in Table 11.6 above.
1) A person with local control or power.
2) A person who is very useful to the character but is only effect in a specific area or skill.
3) A person who is powerful on there own but is limited in what resources that they can use.
4) A person with regional control or power.
5) A person with planetary or Greater control or power.
The character is an Ex-Convict
Bonus Points: 1, 2, 3, 4, 5
The character has been convicted and sentenced to prison in the past. The character had been sentenced for a
non-violent crime is worth 1 point. If the sentence was for a violent crime it is worth 2 points. If the sentence was
for a three strikes your out life sentence and was commuted due to military service, then it is worth 3 points. If the
sentence was a life sentence for a violent crime and was commuted due to military service, then it is worth 4 points.
If the sentence was a death penalty and was commuted due to military service, then it is worth 5 points.
Note: Criminal records are no longer sealed and society generally no longer has a tolerant attitude for violent
criminal activity, due to the continuous nature of the riots leading up to the invasion among the draftees.
The character is Currently a Wanted Criminal
Bonus Points: 1, 2, 3, 4, 5, or 6
The character is currently wanted in connections to a crime. The character is wanted as a material witness to a
crime in which organized criminal organizations have a vested interest in the character NOT testifying is worth 1
point. If the character is wanted for a non-violent crime it is worth 2 points. If the character is wanted for a violent
crime it is worth 3 points. If the crime would make the character a three strikes you’re out lifer if convicted, then it
is worth 4 points. If the character is wanted in regards to a crime that could entail a life sentence for a violent crime,
then it is worth 5 points. If the character is wanted in regards to a crime that could entail a death penalty, then it is
worth 6 points. Add 1 bonus point if Federal Law enforcement officers are actively looking for the character.
Copyright Notice The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen,
SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the
Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the
names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the
Aldenata book series are Product Identity and the property of John Ringo, Copyright ©2000-2003.
DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions,
and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.)
Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing
Enterprises.
================================================================================
Chapter 12: Combat and Other Mechanics
The material in this chapter is open content, unless otherwise stated in the Open Game License, version 1.0a.
General Combat
The rules have been modified for the Legacy of the Aldenata RPG. This document may be considered version 1.0
of the combat system.
Attack Roll
When your character makes an attack, roll 1D20 and add the Base Attack Bonus plus all of the appropriate
modifiers. A large number of factors can modify the attack roll. If the total of the roll, plus all modifiers, is greater
than the target's Armor Class, then the attack hits and causes damage based on the weapon or type of attack used.
Attack Bonus
Your character's attack bonus with a melee weapon is:
Your character’s Base Attack Bonus + Strength modifier + applicable feats + target's size modifier.
With a ranged weapon, his attack bonus is:
Base Attack Bonus + Dexterity modifier + applicable feats + range modifier + Target's size modifier - recoil
modifier if applicable.
Strength Modifier
An exceptional Strength allows your character to use a melee weapon with greater force, while a below-average
strength makes it more difficult for him to wield a weapon. In either case, apply your character's Strength modifier
to attack rolls when making melee attacks. An exceptional Strength also allows your character to counter some of
the negative effects of high recoil on a ballistic weapon, but cannot be used to counter any other negative modifiers
to your character's ranged attacks.
Dexterity Modifier
An exceptional Dexterity gives your character better coordination and aim, while a below-average dexterity can
seriously affect the ability to hit anything but himself. In either case, apply the character's Dexterity modifier to
attack rolls when making ranged attacks. An exceptional Dexterity also allows a character to negate some of the
negative effects of high recoil on a ballistic weapon.
Feats
Some of the feats that your character may be able to take can give your character bonuses or penalties to an attack
roll, depending on when they are used and how.
Recoil Modifier
The Recoil Modifier is a cumulative negative adjustment to the Character's Base Attack Bonus for each additional
attack after the 1st attack in a round using that weapon. I.E. if a weapon has a recoil of 2, the 2nd attack using that
weapon in a round suffers a -2 to BAB, the 3rd suffers a -4 to BAB, the 4th suffers -6 to BAB and so on. The recoil
is affected by the rate of fire being used by the weapon; Burst Fire has an additional -1 adjustment to recoil, and
Full-Auto has an additional -2 adjustment to recoil. Using certain Weapon Accessories such as bipods and tripods
can reduce the recoil that is caused by using a weapon. As an example, recoil for an M-16A1 would be listed as
Recoil: 0/1/2 the 1st bracket is for single shot, the 2nd is for 3-round burst and the last bracket is for Full-auto. A
graphic description of the display follows Recoil: 0(single shot)/1(3-round burst)/2(Full-auto). If a weapon has more
than one Rate of Fire (RoF), but is incapable of one of the Rate of Fire categories, that category will be listed as
N/A. If your character uses a one-handed weapon with two hands, he gains a +4 bracing modifier to Recoil, while a
light weapon in the off hand counts as -4 to recoil. If a character takes a full round action to fire a single shot, then
that shot is always considered controlled and recoil is ignored.
A character's Recoil modifier for using a weapon is as follows:
Adjusted Recoil Modifier = Recoil Modifier + (Strength modifier + equipment modifier).
Example: If your character is firing an Advanced Infantry Weapon (308 caliber) in full-auto fire mode, he will
suffer the following recoil penalties if his strength score is 16. On his 1st shot, his recoil modifier will be -2 (due to
his full-auto fire), on his second shot, his recoil modifier will be -4.
Size Modifier
The larger your target is, the easier it will be to hit, and the inverse is also true, the smaller your target is, the
harder it will be to hit. Whenever your character makes a melee or ranged attack, include the size modifier for the
target as one of the modifiers to your character’s attack roll. The size modifier also applies to attack rolls, so two
combatants of the same size effectively have no bonus or penalty to hit each other.
Table 12.1: Size Modifier
Size
Colossal
Gargantuan
Huge
Large
Medium-Size
Small
Tiny
Diminutive
Fine
Armor Class Modifier
-8
-4
-2
-1
0
+1
+2
+4
+8
Range Modifier
All Ranged weapons in Legacy of the Aldenta have a range increment. For example a Medium Size Semi-Auto
Pistol has a range increment of 16 meters. The description and statistics for each ranged weapon can be found in
Chapter 8 Earth Equipment, Chapter 9 Posleen Equipment, and Chapter 10 GalTech Equipment. Any attack that
your character makes that is with the first range increment for the ranged weapon he is using has a range modifier of
+0. Each full range increment gives a cumulative -2 penalty to your character’s attack roll. For example if your
character is using the above-mentioned Medium Size Semi-Auto pistol to attack an opponent 40 meters away, his
attack roll would have a penalty of -4 (two full range increments, but not quite three).
All thrown weapons, whether a grenade or a dagger, has a maximum range of five range increments. Projectile
weapons, whether a bow or a rifle, have a maximum range of ten range increments. There is no maximum range
limit to the number of range increments for energy weapons except the user’s ability to find and see his target. But
energy weapons have their damage reduced by 50% - roll damage normally, but apply only half of the damage,
rounded down - every ten range increments. So for example, a GalTech Assault laser pack will do only 50%
damage from range increments 11 to 20 and will only do 25% damage from range increments 21 to 30. Energy
weapon damage loss is listed on the table below:
Table 12.2: Energy Weapon Damage Loss
Range
Increment
0-10
11-20
21-30
31-40
41-50
51-60
61-70
Damage
Loss
0%
50%
75%
94%
97%
98%
99%
Damage
Done
100%
50%
25%
6%
3%
2%
1%
Other Attack Modifiers
There are other circumstance modifiers that can apply to your characters attack roll DC, depending on the
circumstances.
Table 12.3: Attack Roll Modifiers
Circumstance
Attacker flanking defender*
Attacker on higher ground
Attacker prone
Attacker invisible
Defender sitting or kneeling
Defender prone
Melee
+2
+1
-4
+2***
+2
+4
Ranged
--+0
**
+2***
-2
-4
Defender stunned, cowering,
+2***
+2***
or off balance
Defender climbing
+2***
+2***
(cannot use shield)
Defender surprised or
+0***
+0***
flat-footed
Defender running
+0***
-2***
Defender grappling
+0***
+0****
(attacker not)
Defender pinned
+4***
-4***
Defender has cover
See Cover
See Cover
Defender concealed or
See Concealment
See Concealment
invisible
Defender helpless
See Helpless Defenders
*A character flanks a defender when the character has an ally on the opposite side of the defender and that ally
threatens the defender
**Some ranged weapons can't be used while the attacker is prone, but a character can use a firearm or crossbow
while prone.
***The defender loses any Dexterity bonus to AC.
****Roll randomly to see which grappling character is struck when an attack is made against two or more grappling
characters. The character attacked also loses any Dexterity bonus to AC.
Damage
When your character successfully attacks an opponent (either melee or ranged), he inflicts damage according to
the description of the weapon or ammunition used and all damage modifiers from skills, feats, or class abilities that
can modify the weapon's damage. Any unarmed attacks your character does receive all of the same bonuses that
apply to his melee weapon damage. Penalties to damage cannot reduce your damage below 1 -- the only exception
to this rule is Damage reduction.
Your character’s damage with a ranged or melee weapon will be typically:
[Weapon Damage + Strength Modifier (if applicable) + other damage modifiers] x damage multiplier x High
Damage Multiplier + bonus damage dice - Damage Reduction.
Weapon Damage
Each weapon will do a different amount of damage to your character’s target (see Chapter 8 Earth Equipment,
Chapter 9 Posleen Equipment, and Chapter 10 GalTech Equipment). Unarmed attacks generally only inflict 1D3
(depending on race) damage, unless martial arts are used, or the character is of a non-human race.
Strength Modifier
You add your character's Strength modifier to damage rolls when using a melee weapon, most thrown weapons
(unless specified in the weapon description), bow, sling or similar weapon that your character’s actual physical
strength plays a factor in how effective your character is with the weapon. Any Off-Hand attacks that your character
makes receive only half of your character’s normal Strength modifier, while attacking with a weapon two-handed
allows your character to receive one and a half times his normal Strength modifier. Explosives such as grenades
never have their damage modified by the Strength modifier, whether thrown or not.
Other Damage Modifiers
Certain equipment, feats and situations will, at times, modify the damage that your character is able to do. As long
as these additional damage modifiers do not take the form of additional damage dice (such as from sneak attack),
they are counted when multiplying damage.
Damage Multiplier
Sometimes your character multiplies damage by some factor, such as when a character scores a critical hit. Roll
the damage (with all modifiers) multiple times and total the results.
Sneak Attack Bonus Damage Dice
Sneak attack bonus damage dice are added in after all multipliers have been applied to your character’s damage
total. So if an attack that dealt 1D4 had both an additional +1D6 bonus die and a x2 multiplier applied to it, the final
damage would be 2D4+1D6.
Damage Reduction
Some abilities, creatures, equipment and armor grant damage reduction. Damage reduction represents a target
being tough enough or well enough constructed to resist the effects of some types of damage. Damage Reduction is
subtracted from damage after all other modifiers have been applied. Usually, a certain type of weapon can overcome
this reduction. This information is separated from the damage reduction number by a slash. If a dash follows the
slash then the damage reduction is effective against any attack that does not ignore damage reduction. Whenever
damage reduction completely negates the damage from an attack, it also negates most special effects that accompany
the attack. Damage reduction does not negate energy damage dealt along with an attack. Nor does it affect poisons
or diseases delivered by inhalation, ingestion, or contact.
Whenever Damage Reduction reduces damage to 0, it also negates special effects that accompany damage, such
as poison. Touch attacks (such as a Stun Baton) are not negated, nor does Damage Reduction cancel effects
delivered by inhalation, ingestion, or contact. Characters can tell when Damage Reduction has reduced their damage
to 0. Unless otherwise specified in the source of the damage reduction, all damage reduction is ignored by energy
damage (acid, cold, electric, fire, and sonic damage are the five types of energy damage present in the game).
Some creatures also have natural armor, such as scales or fur, which improve their Damage Reduction.
Armor Class (AC)
Your character's Armor Class will determine how hard it is for his opponents to hit him. It is used as the DC for
your opponents' attack rolls. The Armor Class for a normal starting character is 10. Your character's Armor Class is:
10 + class bonus + Dexterity modifier + size modifier + other modifiers
Class Bonus
Your character’s class will gives him an innate bonus to his Armor Class that always applies, even when he is flatfooted. This class bonus to your character’s Armor Class will improve over time.
Dexterity Modifier
Your character’s Dexterity is the one factor that most affects your character's ability to dodge incoming attacks.
However, if your character is wearing armor, it can restrict his mobility and limit how much of your character’s
Dexterity bonus he will be able to count for Armor Class purposes. Worse, if your character cannot react to an
attack, you cannot use his Dexterity bonus to Armor Class. (If your character does not have a Dexterity bonus, there
is no additional adverse penalty applied to his Armor Class). For example, your character cannot use his Dexterity
bonus while rapelling from a helicopter, or when he is attacked by a sneak attack.
Equipment Modifier
If a character wears armor, it provides a bonus to her Armor Class and DR. This bonus represents the armor’s
ability to protect the character from blows.
Armor provides a minimum bonus to anyone who wears it, but a character who is proficient in the use of a certain
type of armor receives a larger bonus to Armor Class.
Sometimes a character can’t use her equipment bonus to Armor Class. If an attack will damage the character just
by touching her, equipment bonuses cannot count against that attack (see Touch Attacks, below).
Other Modifiers
If your character has the Dodge feat, it gives your character a +1 dodge bonus to his AC against a single opponent.
The Improved Dodge feat however, allows your character to have a dodge bonus to his Armor Class against either a
single opponent or a lesser dodge bonus against all visible opponents attacking him. However, any situation that
would prevent your character from using his Dexterity modifier will also negate all dodge bonuses your character
may normally have. Note that dodge bonuses are not limited by armor (unlike Dexterity modifiers), and they stack
with each other, unlike most bonuses.
Initiative Check
When your character enters combat, make an initiative check to determine the point during the combat round in
which he gets to act. Initiative checks work like attack rolls, with a D20 roll plus a bonus from the character's class
level, Dexterity modifier, and any other modifiers provided by race, class or feat, such as the +4 for Improved
Initiative. Your final initiative is:
Initiative roll + Dexterity Modifier + other modifiers.
Characters act in order of highest initiative result to lowest initiative result. Once you have made your initiative
check for a particular combat, you keep that result for the rest of the combat. Whenever your character's turn comes
up in the initiative sequence, he will perform his entire round's worth of actions, unless he possess a feat that allows
him to do otherwise. There are no simultaneous actions. All effects of your character's action are fully resolved
before the next character acts. A character cannot split an action to allow another character to act between portions,
unless he posses a feat that allows him to do so. If two or more characters have the same initiative check result, the
characters that are tied act in the order of Dexterity (highest first). If there is still a tie, roll dice to break the tie.
Rounds
Each round represents about 6 seconds in the game world. Anything your character could reasonably do in 6
seconds, a character can do in 1 round.
Saving Throws
When your character is attacked by an unusual attack, such as brainwashing or explosives, he usually gets a
saving throw to reduce or avoid the effect. Saving throws work similar to attack rolls, except that it is to avoid or
reduce an effect instead of trying to cause an effect (i.e. dealing damage). Your character rolls a D20 roll and adds
any bonuses from your class level and ability score. Your character’s saving throw result is:
Saving throw roll + Base Save Bonus +ability modifier + other modifiers
Base Save Bonus
Each character class has specific bonuses to their Fortitude, Reflex, and Will saving throws. These Base Saving
Throw bonuses increase as your character goes up in level.
Other Modifiers
Some abilities, feats or races give bonuses to certain types of saving throws. Add the appropriate bonuses to
saving throws made by your character.
There are three types of saving throws, each with a different use and applicable ability. They are:
Fortitude: Used when you suffer tremendous physical damage, or an attack against your health, such as poison,
diseases, or paralysis. Your Constitution modifier is added to Fortitude saving throws.
Reflex: Used when you are trying to dodge massive attacks such as explosives, or to react quickly to a deadly
situation, such as a swinging blade. Your Dexterity modifier is added to Reflex saving throws.
Will: Used to resist mental influencing or coercion such as seduction or brainwashing. Your Wisdom modifier is
added to Will saving throws.
Movement Rate
Your character's Movement Rate tells you how fast or far your character can move in a single half action. Humans
have a base Movement Rate of 10 meters; other races have different Movement Rates. Your character can Hustle,
taking two standard move actions in order to move up to twice his base Movement Rate in a round, or he can run
and move up to four times his base Movement Rate in a round (unless he is wearing Heavy Armor, in which case
he can run at three times his base Movement Rate in a round). Your character’s Movement Rate is reduced when
wearing armor or carrying a lot of weight.
Hit Points
Your Character’s Hit Points determine how much damage your character can take before he falls unconscious or
starts dying.
Your character’s starting Hit Points are:
Your character’s Constitution Modifier + Your Hit Point Die Type (as determined by your race) + your Class Hit
Point Modifier (as determined by your class)
As you gain additional levels, through experience, you also gain additional Hit Points, as follows:
Constitution Modifier + Hit Point Die Type + Class Hit Point Modifier.
Your character's Hit Point total, when uninjured, is considered his maximum hit points. No amount of rest or
healing can cause your character’s hit points to exceed his maximum hit points -- he will have to gain another level
in order to increase his hit points.
When your character reaches 0 hit points, he falls unconscious. If his hit points fall to -1, he is dying and starts to
lose 1 hit point every round. If his hit points reach -10, he is dead (see Chapter 12: Injury and Death).
Actions in Combat
During combat, there are a variety of actions that your character can perform, the majority of which are different
forms of attack. This section explains what actions your character can during a round of combat.
Rounds and Duration
A round is defined as a span of time from one round to the same initiative number (initiative count) in the next
round, unless otherwise stated. Effects that last a certain number of rounds end just before the same initiative count
that they began on. For example, if your character lays down cover fire for a friend at initiative count 10, the
covering fire lasts for one round, so the benefits of the cover fire would expire at the beginning of initiative count 10
during the next round.
Action Types
Over the course of a combat round (defined as roughly six seconds; see above) your character can only do a
limited number of actions. In order to help you determine just what your character can and cannot do in a single 6
second round, all actions list how much of your character’s time that specific action takes be it a: full, half, and free
action. When your character's turn comes up in the initiative order (see Chapter 12 Section: Initiative), your
character must perform his entire round's worth of actions, as described below.
Full Round Actions
A Full Round Action consumes all of your character's time during a combat round. The only movement your
character can take during a full round action is the 2-meter step before, during or after his action. Your character can
also perform free actions. Some full round actions do not allow your character to take a 2-meter step.
Half Action
A Half Action allows your character to do something and take a Half action move or move your character at his
indicated speed during combat or take a half move action.
Free Action
A Free Action takes up little or no time. Your character may perform one or more free actions while taking
another action. However, your GM may place reasonable limits on just what your character can really do for free.
Bonus Step
In addition to all of your character's other non-movement actions that she can take during the round, she may take
a free 2-meter step before or after one of her actions during the round. However, if your character takes (or plans to
take) a movement action (such as run or charge) during the round, then she cannot use her bonus step.
Table 12.4: Actions Types
Action
Initiative Actions
Delay
Ready
Regroup
Refocus
Attack Actions
Auto-Fire Attack
Bull Rush
Burst-Fire Attack
Coup de grace
Cover Fire
Dive Attack
Type
Free
Full
Half
Full
Full
Half
Full
Full
Full
Full
Feint (uses Bluff skill)
Multiple Attacks
Overwatch Fire
Standard Attack
Strike a weapon
Strike an Object
Suppressing Fire
Taunt (uses Bluff skill)
Use a two-handed weapon
one-handed
Substitute Attack Actions
Aid another
Disarm
Grapple
Trip
Movement Actions
Charge
Climb
Climb
Drop to the ground
Overrun
Run
Stand up
Standard move
Total defense
Withdraw
Move Equivalent Actions
Activate an item
Aim a ranged weapon
Control a frightened mount
Brace a firearm
Draw or holster a weapon
Drop an item
Escape from a net
Half
Full
Full
Half
Half
Half
Full
Half
Full
Half
Half
Half
Half
Full
Full
Half
Free
Half
Full
Half
Half
Full
Full
Half
Half
Half
Half
Half
Free
Full
Table 12.4: Actions Types (Continued)
Action
Type
Move Equivalent Actions
Extinguish Flames
Full
Heal a friend
Special*
Load or Reload a weapon
Half
Mount or dismount
Full
Move a heave object
Half
Move an extremely heavy or
Full
awkward object
Open a door
Half
Pick up an item
Half
Retrieve a stored item
Half
Sheathe/Sling a weapon
Half
Speak
Free
Stabilize a dying person
Special*
Stand up from being prone
Half
Start full round action
Half
Use an Extraordinary Ability
Special*
Use a skill or feat
Special
Other actions
GM's discretion
*See skill, heat, or extraordinary ability description for details.
Initiative
Initiative determines which character goes first during combat. A high initiative allows your character to act early
in the combat round, which can often be an advantage.
The Sequence of Combat
1) Each combatant starts the battle flat footed. Once a combatant has the opportunity to act, he is no longer
flat-footed.
2) Combat is carried out in the following steps. The GM determines which characters/NPCs are aware of their
opponents at the start of the battle. If some but not all of the characters are aware of their opponents, a surprise
round happens before the regular round begins. All aware combatants make an initiative check. The characters that
are aware of their opponents can act in the surprise round, so they roll for Initiative. In initiative order (highest to
lowest), characters that started the battle aware of their opponents each take a Half action during the surprise round.
Characters who are unaware do not get to act in the surprise round. If no one or everyone starts the battle aware,
there is no surprise round. Characters who are unaware of their opponents are still considered flat-footed, until they
become aware of the attack.
3) All combatants who have not yet rolled for Initiative do so at this time.
4) Normal round begins. All characters act in the order of their initiative. All characters and NPCs may make any
number of actions that do not total more than a full action (one Full action, two Half actions, a combination of Free
actions and one Full action, and a combination of Free actions and two Half actions). In addition, any Character or
NPC who does not otherwise take a Movement action during the combat round may take a single 2-meter step
during their turn.
5) When everyone has had a turn, a new combat round begins, and the character with the highest initiative acts
again. Step 4 and five are repeated until combat ends.
Rules on Initiative
The following rules should be used as guideline by the GM to determining who goes first during combat:
Rolling for Initiative
At the start of combat, each character makes a single initiative check, as explained under Initiative Check. This
modified Initiative total check gives your character's total initiative result. The GM then has the character and NPCs
going in initiative order (highest to lowest), with each character/NPC acting in turn. Unless a character takes an
action that changes it, his total initiative result remains the same for the rest of the combat.
The GM may want to write down the name or race of each character and NPC in initiative order so that combat
goes faster. If two or more combatants are tied for initiative, the character with the highest Dexterity goes first. If
their Dexterity is the same, roll dice to determine which goes first.
Joining a Battle
If a character enters combat after it has already begun, he must immediately make an initiative check and he then
acts whenever his turn comes up next in the existing initiative order.
Opponent Initiative
It is suggested that the GM makes a single initiative check for all GM controlled opponents, adjusting each NPC’s
Initiative Total due to their Initiative modifiers.
Flat-Footed
Until your character's turn to act comes up at least once in the initiative order during combat, he is flat-footed.
This means that your character cannot add his dexterity or dodge bonuses to his Armor Class, and certain opponents
may be able to perform a sneak attack on him, doing a great deal of damage.
Rules on Surprise
When combat starts, if your opponents are aware of you but you are unaware of them, then you are surprised and
are considered flat-footed.
Determining Awareness
The GM determines who is aware of their opponents at the start of combat. Skill checks are often appropriate to
determine whether or not a character is surprised. Some skills and the situations in which they might apply are:
Listen: When a character is being stalked with Move Silent.
Sense Motive: When a trusted friend suddenly draws a weapon.
Spot: When an opponent using Hide is ambushing a character.
It is not practical to list all of the possible situations in which a character can be surprised; in the end, the GM
must be the final arbiter of who is surprised and who is not.
Initiative Actions
Initiative actions generally allow you to modify your character's initiative result.
Delay (Free Action)
Description: When your character delays, he voluntarily reduces his initiative result for the rest of the combat.
When your character's new lower initiative count comes up later in the same round, your character can act normally.
Your character can specify this new initiative result or just wait until some time later in the round and act then, thus
fixing his new initiative count at that point.
Your character can voluntarily lower his initiative only to -10 minus his initiative bonus. When the initiative count
reaches -10 minus a delaying character's initiative bonus, your character must act or forfeit any action that round.
If multiple characters are delaying, the one with the highest initiative bonus (or highest Dexterity, in case of a tie)
has the advantage. If two or more delaying characters both want to act on the same initiative count, the one with the
highest bonus gets to go first. If two or more delaying characters are trying to go after the other, the one with the
highest initiative bonus gets to go last.
Regroup (Half Action)
Description: Sometimes it is better for your character to wait and observe the developing situation, and then decide
on his next course of action. By taking this half action, your character's initiative result is increased by 10 for the rest
of the combat. Your character can take this action as often as you would like him to take it.
Ready (Half Action)
Description: The ready action lets your character prepare to take an action later, after your character's turn is over
but before his next one has begun. Readying is a half movement action, so your character can move as well. Only
half actions can be readied.
Specify the half action your character will take and the conditions under which it will be taken. When those
conditions are met, your character may take the readied partial action. The half action comes before the action that
triggers it. For the rest of the fight, your character's initiative result is the count on which your character took the
readied action, and he acts immediately ahead of the character whose action triggered the readied action.
If your character takes the readied action into a subsequent round, and the conditions are met before your
character's normal initiative, your character's initiative rises to that new point in the order of battle. Your character
may take the readied action, and whether that action is taken or not, the character does not get a regular action that
round.
Refocus (Full Action)
Description: Refocus is a full round action during which your character cannot move. By taking this action, your
character's initiative result is increased as if his initial initiative roll was a natural 20 for the rest of the combat.
Attacking
Usually your character's primary goal in combat is to survive while stopping the threat that his opponents pose to
him, by any means necessary. Normally, this will involve killing or subduing them.
Melee and Unarmed Attacks
With a normal melee weapon, your character can strike any opponent adjacent to him (i.e. within 2 meters). This
also goes for unarmed attacks.
Ranged Attacks
With a ranged weapon, your character can attack any opponent who is within line of sight of your character as
long as the target is within the weapon's maximum range (five range increments for thrown weapons, and ten range
increments for ballistic weapons). There is no limit to the number of range increments for energy weapons, but when
fired beyond ten range increments, the damage of the energy weapon is reduced by 50% -- roll damage normally,
but apply only half of the damage, rounded down. A target is in line of sight if there are no obstacles completely
obscuring the target from your character's view.
Attack Rolls
An attack roll either represents a single attack, or multiple attacks within the same combat round, at the discretion
of the player and depending on the character's level and feats. Your character's attack roll is 1D20 + her attack
bonuses with the weapon she is using. If the result is greater than or equal to the target's Armor Class, she hits and
deals damage.
Damage Rolls
If an attack hits, roll the damage for your character's weapon. The result is then applied to the target Damage
Resistance and Hit Points. The damage that penetrates the damage resistance is subtracted from the target's hit
points. If the target's hit points drop to 0 or less, then he is unconscious and dying.
Automatic Misses and Hits
A natural 1 (an actual 1 on a D20) is always a miss, while a natural 20 (an actual roll of 20 on a D20) is always a
hit. A natural 20 might also be a critical hit and inflict extra damage (see Critical Hits below).
Critical Hits
Whenever your character makes an attack roll and gets a natural 20 (the D20 is actually showing a 20) on an
attack roll, your character hits regardless of the target's AC. In addition your character has scored a threat. This
threat might be a critical hit (or a "crit"). To find out if it is a critical hit, you immediately make a critical roll for
your character, another attack roll with all of the same modifiers as the attack roll that you just made. If the critical
roll also results in a hit against the same AC, your character's original hit is a critical hit. If the critical roll is a miss,
then your character's hit is just a regular hit.
A critical hit means that you roll the damage for your character more than once, as indicated by the weapon
description for the weapon that scored the threat, with all of the your character's usual bonuses, and add the rolls
together to get your character's total damage.
Exception: Bonus damage representing an extra die is not multiplied when your character scores a critical hit.
Increased Threat Range
Sometimes your character's threat range is greater than 20. That is, your character can score a threat on an attack
roll lower than 20. In such cases, a roll below 20 is not an automatic hit for your character. Any attack roll of your
character's that does not result in a hit is not a threat.
Multiple Attacks
Your character will typically gain multiple attacks through level advancement or through the feats that your
character has taken. If your character gets more than one attack per action, your character must use a full action to
use these additional attacks. You do not need to specify the targets of your character's attacks ahead of time. Your
character can see how the earlier attacks turn out before assigning the later ones.
Your character may take a 2-meter step before, after, or between the attacks.
If your character gets multiple attacks based on his base attack bonus, your character must make the attacks in
order of the highest Base Attack Bonus to the lowest Base Attack Bonus.
There are certain feats that allow your character to make Burst-Fire and Auto-Fire attacks while making Multiple
Attacks.
Unarmed Attacks
Normally, an unarmed attack from a medium-sized character inflicts 1D3 points of damage (plus Strength
modifiers, as usual). This damage is normally subdual damage, and will not cause a critical hit, unless certain
martial arts feats are taken that can modify your character's unarmed attacks in a number of ways.
Unarmed attacks are considered a light weapon for purposes of off-hand penalties.
Attacking With Two Weapons
Description: If your character wields a second weapon (fights two-handed), without the multi-attack and/or
multi-dexterity feats, your character can get one extra attack per round with that weapon. Fighting in this way is very
hard, however, and your character suffers a -6 penalty for regular attacks with the first hand and a -10 penalty to the
attack with the other hand. Your character can reduce these stiff penalties in three ways:
* If your character's second weapon is light, the penalties are reduced by 2 each.
* The Ambidexterity feat reduces the penalty against the second weapon by 4.
* The Two-Weapon Fighting feat reduces both penalties by 2.
Firing Two Weapons
The following rules address shooting firearms with one hand and shooting two firearms at the same time.
*You can shoot a firearm that is light for your character with one hand at no penalty. A weapon is light if its size
category is at least one step smaller than your character's size category.
*If the firearm is the same size category as your character, your character can fire it one handed at a -4 penalty.
*Your character can shoot a firearm off-handed at the usual -4 penalty for the off-hand attack. Ambidexterity
eliminates this penalty.
*Your character can shoot a firearm in each hand, if his size is equal to or greater than the weapon's, at a -6
penalty. This means that your character's primary attack is at a -6 penalty and your character's off-hand attack is at a
-10 penalty (-6 base, -4 for the off-hand attack).
These penalties are reduced if both weapons are light or your character has the Ambidexterity or Two-Weapon
Fighting feat. The penalties of all of the possible combinations are listed in the table below.
Table 12.5: Two-Weapon Shooting Penalties
Circumstances
Normal Penalties
Both weapons are light
Ambidexterity
Two-Weapon Shooting
Both weapons are light, Ambidexterity
Both weapons are light, Two-Weapon
Fighting
Ambidexterity, Two-Weapon Fighting
Both weapons are light, Two-Weapon
Fighting, Ambidexterity
Primary
-6
-4
-6
-4
-4
-2
Secondary
-10
-8
-6
-8
-4
-6
-4
-2
-4
-2
Attack Actions
Attack actions allow your character to hurt his opponents in some way. Even 1st level characters can make two
attacks in a round (both half actions), as long as they are not moving or attempting other actions that round.
Additional attacks can be gained by going up in level, or through the use of feats or certain types of equipment.
Standard Attack (Half Action)
When taking this action, your character makes a single attack on the target of your choice, following the
guidelines under Rules on Attacking. Certain feats or equipment may allow your character to make more than one
attack during a standard attack - their description will explain how the extra attacks work. If your character is using a
weapon with ammo or charges, a standard attack (or each attack, if feats or equipment allow more than one) uses up
one round or charge.
Your character attacks an opponent in a space that your character threatens. The attack roll is:
D20 + Attack modifiers vs. AC of target
Attack modifiers consist of the character's base attack bonus, size adjustment, strength adjustment, and any other
bonuses that apply to the attack roll.
A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit.
If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may
also be a Threat. See Critical Hits and Dealing Damage, below, for more details.
If the character is attacking an armed opponent while unarmed, the character provokes an immediate attack of
opportunity from the target, which is resolved before the character's attack. Note that under certain circumstances, a
character attacking without a weapon is still considered "armed".
A character can choose to fight defensively when taking the attack action. If a character does so, the character
takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.
If your character attacks an opponent in line of sight of your character, and within range of the ranged weapon
your character is using. A target is in line of sight if no obstructions between the character and the target grant 100%
cover. The maximum range for a thrown weapon is five range increments, for projectile weapons it is ten range
increments, unless your character has the Sniper feat. The attack roll is:
d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the character's base attack bonus, size adjustment, dexterity adjustment, and any other
bonuses that apply to the attack roll. Each range increment of distance between the character and the target after the
first will impose a penalty, per the weapon description.
A natural 1 on the d20 is always a miss. A natural 20 on the d20 is always a hit unless the attack modifiers due to
target size, range, and cover combined give +10 or more to AC in which case a rolled 20 is resolved based on the
roll plus modifiers.
If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may
also be a Threat. See Critical Hits and Dealing Damage, for more details.
If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, that character
suffers a -4 penalty on its attack roll. Two characters are engaged in melee if they are enemies of each other and
either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he
is actually being attacked.)
If your character's target (or the part of a target a character is aiming at, if it's a big target) is at least 10 feet away
from the nearest ally, your character can avoid the -4 penalty. Even if the target being aimed at is engaged in melee
with an ally.
Your character can choose to fight defensively when taking the attack action. If a character does so, the character
takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.
Burst-Fire Attack (Full Action)
Some Martial weapons can fire single shots or multiple shots, called burst, with a single pull of the trigger. Single
shots with these weapons are handled just like a standard attack action. A burst from a weapon - unless the weapon
description says otherwise - fires three shots. Your character chooses a single target, makes his attack rolls, and you
note the margin by which your character exceeded the target’s Armor Class. For every 5 full points by which his
attack exceeded the target’s Armor Class, your character hits with one additional shot. When your character fires a
burst-fire attack from a weapon with a 3 round burst capability, he can therefore hit with up to three shots.
For example, Jessica Eagle fires her assault rifle at a Posleen normal. She needs to hit a result of XX or better on
her attack roll to hit. Her total, with attack bonuses included, is 24. Jessica hits with the first shot for rolling XX or
better. The second shot hits at 18, and the third shot connected at 23. Since Jessica’s total was 23, all three shots in
the burst hit the Posleen.
Roll damage for each shot separately. If you score a critical hit on the attack roll, your character only gets the
bonus damage for the first shot. It is impossible to aim the subsequent shots in the burst precisely enough to score
critical hits.
A