Editing DnD5 DragonStar

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 4: Line 4:
 
[[File:DragonStar5E.jpg]]
 
[[File:DragonStar5E.jpg]]
 
== BASIC HOUSERULES ==
 
== BASIC HOUSERULES ==
'''Character Classes and Basic Rules''': classes and races from the '''''Player’s Handbook''''' 5th ed. (PHB) along with '''''Xanathar's Guide to Everything''''' (XGE), '''''Mordenkainen’s Tome of Foes''''' (MTF), '''''Volo’s Guide to Monsters''''' (VGM) the '''''Wayfinder’s Guide to Eberron''''' (WGE) and '''''Eberron: Rising from the Ashes''''' (ERA).
+
'''Character Classes and Basic Rules''': classes and races from the '''''Player’s Handbook''''' 5th ed. (PHB) along with '''''Xanathar's Guide to Everything''''' (XGE), '''''Mordenkainen’s Tome of Foes''''' (MTF), '''''Volo’s Guide to Monsters''''' (VGM) and the '''''Wayfinder’s Guide to Eberron''''' (WGE).
  
 
'''Resolve Points''': as Hero Points in the DMG pg. 264 but with a few new extra uses.
 
'''Resolve Points''': as Hero Points in the DMG pg. 264 but with a few new extra uses.
Line 50: Line 50:
  
 
'''CHANGELING'''[https://www.pinterest.com/pin/36310340735640124/]</br>
 
'''CHANGELING'''[https://www.pinterest.com/pin/36310340735640124/]</br>
'''Ability Score Increase''' and '''Shapechanger''' per WGE pg. 60 and ERA pg. 18</br>
+
'''Ability Score Increase, Change Appearance, Changeling Instinct'''s and '''Unsettling Visage''' per WGE pg. 60</br>
'''Changeling Instinces''' (updated) gain two of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery. </br>
+
'''Divergent Persona''' (changed) instead gain one of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery. </br>
 
'''Polyglot''': You pick up new languages in 30 days (instead of 90).</br>
 
'''Polyglot''': You pick up new languages in 30 days (instead of 90).</br>
 
'''Slippery Mind''': You have advantage saving throws against the charmed condition.</br>
 
'''Slippery Mind''': You have advantage saving throws against the charmed condition.</br>
'''Unnerving Vingate''': You can flash a quick vistage of horror over your face. As a bonus action you gain advantage with Intimidation.</br>
 
  
 
'''DRAGONBORN'''[https://www.pinterest.com/pin/11962755249797123/]</br>
 
'''DRAGONBORN'''[https://www.pinterest.com/pin/11962755249797123/]</br>
Line 171: Line 170:
  
 
'''SHIFTERS'''[https://www.pinterest.com/pin/1970393573299721/]</br>
 
'''SHIFTERS'''[https://www.pinterest.com/pin/1970393573299721/]</br>
'''Darkvision''' and '''Shifting''' per WGE pg. 64-66 and ERA pg. 36</br>
+
'''Ability Score Increase, Darkvision, Keen Senses''' and '''Shifting''' per WGE pg. 64-66</br>
'''Keen Senses''': Shifters have heighened senses then most and gain proficiency in the Perception skill.</br>
+
'''Shifting''' (change): you can now use this trait a number of times before requiring a short or long rest equal to your Constitution modifier (minimum 1 time per rest).</br>
'''Shifting''' (updated): you can now use this trait a number of times before requiring a short or long rest equal to your Constitution modifier (minimum 1 time per rest).</br>
+
'''Survivors''': Shifters were born on the frontier and gain proficiency in the Survival skill.</br>
''Subraces'': '''Beasthide, Longtooth, Swiftstride''' and '''Wildhunt''' from WGE pg. 66 or ERA pg. 37</br>
+
''Subraces'': '''Beasthide, Longtooth, Swiftstride''' and '''Wildhunt''' from WGE pg. 66</br>
  
 
'''TABAXI'''[https://www.pinterest.com/pin/3940718413854597/]</br>
 
'''TABAXI'''[https://www.pinterest.com/pin/3940718413854597/]</br>
Line 213: Line 212:
  
 
'''WARFORGE'''[https://www.pinterest.com/pin/8303580548514573/]</br>
 
'''WARFORGE'''[https://www.pinterest.com/pin/8303580548514573/]</br>
'''Ability Score Increase, Construction Resilience, Sentry’s Rest, Intergrated Prptectiom''' and '''Specialized Design.''' per WGE pg. 67-70 or ERA pg 36. ''Note'' that your Integrated Protection armor count as advanced armor again advanced weapons.</br>
+
'''Ability Score Increase, Warforged Resilience, Sentry’s Rest''' and '''Integrated Protection''' per WGE pg. 67-70. ''Note'' that your Integrated Protection armor count as advanced armor vs. advanced weapons.</br>
'''Fixed Origin''': You don’t select a background. Instead you gain any three Skill proficiencies at first level</br>
+
''Subraces'': '''Envoy, Juggernaut''' and '''Skirmisher''' from WGE pg. 69-70.</br>
 +
''Note'' that Envoy’s Specialty Design grants them two addition Skill proficiencies (instead of Tool Proficiency; so with Fixd Origin the start with four total skills of choice).</br>
 +
'''Fixed Origin''': You don’t select a background. Instead gain any two Skill proficiencies</br>
 
'''Full-Body Prosthesis''': As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).</br>
 
'''Full-Body Prosthesis''': As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).</br>
 
'''Hard to Read''': Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.</br>
 
'''Hard to Read''': Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.</br>
Line 224: Line 225:
 
'''Size''': Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.</br>
 
'''Size''': Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.</br>
 
'''Speed''': Your base walking speed is 35 feet.</br>
 
'''Speed''': Your base walking speed is 35 feet.</br>
'''Bite Attack''': You can use your fangs or claws to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to ld4 + your Strength modifier,
+
'''Bite Attack''': Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d4 + Strength modifier as piercing damage. You are always considered proficient with this bonus attack. </br>
instead of the bludgeoning damage normal for an unarmed strike. </br>
+
'''Scent''': Wolfen have the Scent ability. Within 30 feet, a creature with scent has the equivalent of Blindsense (PHB pg. 183). But note that the species must be able to use its sense of smell (so if they are wearing a filter mask or in a void suit, etc. they cannot benefit from scent). Strong winds or overpowering smells can also lower or eliminate this ability. This also grants them advantage on Wisdom (survival) checks to follow trails, when hunting, etc.</br>
'''Scent''': Wolfen have the Scent ability. Within 30 feet creatures do not gain advanced against you unless you are incapitabed. You can also 'guess' squares where invisible creatures are hiding within that range. But note that you must be able to use its sense of smell (so if they are wearing a filter mask or in a void suit, etc. they cannot benefit from scent). Strong winds or overpowering smells can also lower or eliminate this ability. This also grants them advantage on Wisdom (survival) checks to follow trails, when hunting, etc.</br>
 
 
'''Shifting Stance''': If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.</br>
 
'''Shifting Stance''': If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.</br>
 
'''Survivalist''': Wolfen gain proficiency in the Survival skill.</br>
 
'''Survivalist''': Wolfen gain proficiency in the Survival skill.</br>
Line 787: Line 787:
 
This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.</br>
 
This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.</br>
  
'''DISCHARGE'''[https://www.pinterest.com/pin/2462974783382323/]</br>
+
'''DISCHARGE'''</br>
 
3rd level abjuration</br>
 
3rd level abjuration</br>
 
Bards, Clerics, Sorcerers, Warlocks, Wizards</br>
 
Bards, Clerics, Sorcerers, Warlocks, Wizards</br>
Line 939: Line 939:
 
In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.</br>
 
In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.</br>
  
'''WIRE WALK'''[https://www.pinterest.com/pin/1266706136197635/]</br>
+
'''WIRE WALK'''</br>
 
4th level conjuration (technomagic)</br>
 
4th level conjuration (technomagic)</br>
 
Bards, Sorcerers, Warlocks, Wizards</br>
 
Bards, Sorcerers, Warlocks, Wizards</br>
Line 1,450: Line 1,450:
 
=== ARMOR ===
 
=== ARMOR ===
 
LIGHT ARMOR</br>
 
LIGHT ARMOR</br>
'''Synthetic Weave'''[https://www.pinterest.com/pin/16325617390344081/visual-search/?imageSignature=234cd0e940fd8057fd5d8a0bb4b3da52]: through the predecessor to advanced aromatic polyamides this full body armor provides light protection.</br>
+
'''Synthetic Weave''': through the predecessor to advanced aromatic polyamides this full body armor provides light protection.</br>
 
'''Armored Longcoat''': an armored dusker or trenchcoat worn by cheap gangers and anyone wanted to look a little shady.</br>
 
'''Armored Longcoat''': an armored dusker or trenchcoat worn by cheap gangers and anyone wanted to look a little shady.</br>
 
'''Light Flak Vest'''[https://www.pinterest.com/pin/108156828539153670/]: a light but resistant compressed ballistic cloth flak that protects the user’s chest area. </br>
 
'''Light Flak Vest'''[https://www.pinterest.com/pin/108156828539153670/]: a light but resistant compressed ballistic cloth flak that protects the user’s chest area. </br>
Line 1,463: Line 1,463:
 
'''Force Body Vest''': a rigid hardened force chest and back plate.</br>
 
'''Force Body Vest''': a rigid hardened force chest and back plate.</br>
 
'''Blinder-Mail''': this resembles a lightened version of the mithril carbide armor. It incorporates a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using. When the unit is activated the wearer has advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a normal roll). The stealth feature lasts up to one hour of continuous use on a C powercell. When not in use the wearer does not suffer disadvantage with stealth.</br>
 
'''Blinder-Mail''': this resembles a lightened version of the mithril carbide armor. It incorporates a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using. When the unit is activated the wearer has advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a normal roll). The stealth feature lasts up to one hour of continuous use on a C powercell. When not in use the wearer does not suffer disadvantage with stealth.</br>
'''Aramid Combat Suit'''[https://www.pinterest.com/pin/65161525850493816/]: the combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic.</br>
+
'''Aramid Combat Suit''': the combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic.</br>
'''Aramid Survival Suit'''[https://i.pinimg.com/originals/cf/2d/ba/cf2dbaab189111158e6606ee963cafcd.jpg]: as the combat suit but includes sealed environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). The Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.</br>
+
'''Aramid Survival Suit''': as the combat suit but includes sealed environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). The Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.</br>
 
'''Combat Void Armor'''[https://www.pinterest.com/pin/914862414922508/]: this is an armored void suit and incorporates all of the features of one with the added benefit of rigid armor plating and superior ballistic cloth blends. Includes the same environmental features as a Void suit.</br>
 
'''Combat Void Armor'''[https://www.pinterest.com/pin/914862414922508/]: this is an armored void suit and incorporates all of the features of one with the added benefit of rigid armor plating and superior ballistic cloth blends. Includes the same environmental features as a Void suit.</br>
 
'''Nanotech Armor'''[https://www.pinterest.com/pin/193725221458212678/]: this suit uses molecule-sized machines to alter the composition of the armored suit at the instant of impact. Usually, the combat suit remains elastic and comfortable. Anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack. The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons. The suits nanobits also have the effect of negating critical hits causes by any of the damage types listed above (even magical and AP version).</br>
 
'''Nanotech Armor'''[https://www.pinterest.com/pin/193725221458212678/]: this suit uses molecule-sized machines to alter the composition of the armored suit at the instant of impact. Usually, the combat suit remains elastic and comfortable. Anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack. The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons. The suits nanobits also have the effect of negating critical hits causes by any of the damage types listed above (even magical and AP version).</br>
Line 1,470: Line 1,470:
 
HEAVY ARMOR</br>
 
HEAVY ARMOR</br>
 
'''Flak Longcoat''': this heavy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. It counts as Winter Clothing (see Clothing and Protective Gear) when button up tight</br>
 
'''Flak Longcoat''': this heavy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. It counts as Winter Clothing (see Clothing and Protective Gear) when button up tight</br>
'''Carbide Armor'''[https://www.pinterest.com/pin/2111131068424499/]: Super-strong plates of tungsten carbide are strapped inside a flexible nylon suit to offer remarkable stopping power. However, these plates are heavy and significantly reduce the user’s flexibility.</br>
+
'''Carbide Armor''': Super-strong plates of tungsten carbide are strapped inside a flexible nylon suit to offer remarkable stopping power. However, these plates are heavy and significantly reduce the user’s flexibility.</br>
 
'''Tactical Body Armor'''[https://www.pinterest.com/pin/184647653461960681/]: This is a slightly less advantaged version of the full combat plate armor. It offers similar protection in a lighter package. It sacrifices several of its carbide/adamantine plates to make the suit less expensive for those on a budget, and does not have the advanced systems.</br>
 
'''Tactical Body Armor'''[https://www.pinterest.com/pin/184647653461960681/]: This is a slightly less advantaged version of the full combat plate armor. It offers similar protection in a lighter package. It sacrifices several of its carbide/adamantine plates to make the suit less expensive for those on a budget, and does not have the advanced systems.</br>
 
'''Advanced Wastelander''': this armor is enhanced tactical body armor that provides additional environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The suit also offers Resistance to fire and cold damage.</br>
 
'''Advanced Wastelander''': this armor is enhanced tactical body armor that provides additional environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The suit also offers Resistance to fire and cold damage.</br>
Line 1,606: Line 1,606:
 
'''Hazmat Suit'''[https://no.pinterest.com/pin/3237030973818628/]: Full body suit with filtration system to provide +4 equipment bonus and advantage to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Powercell 2A/8hrs, Wt. 8lbs, Cost 500 credits.</br>
 
'''Hazmat Suit'''[https://no.pinterest.com/pin/3237030973818628/]: Full body suit with filtration system to provide +4 equipment bonus and advantage to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Powercell 2A/8hrs, Wt. 8lbs, Cost 500 credits.</br>
 
'''Wet Suit''': skintight wetsuit and air tank for up to eight hours underwater, advantage with saving throws vs. cold and advantage with Strength (Athletics) skill checks when swimming. Powercell B/4hrs, Wt. 10lbs, Cost 300 credits.</br>
 
'''Wet Suit''': skintight wetsuit and air tank for up to eight hours underwater, advantage with saving throws vs. cold and advantage with Strength (Athletics) skill checks when swimming. Powercell B/4hrs, Wt. 10lbs, Cost 300 credits.</br>
'''Skinsuit'''[https://www.pinterest.com/pin/146296687886469600/]: are extremely advanced void suits, using elastic pressure of the suit’s material to protect the wearer from the void (see Environmental rules). They are common throughout the Known Worlds in come in all shapes and sizes for the various species, but must be custome fit for their specifics. The suits contain thermal conductors and heat radiators to protect them from the extreme temperatures of space and the dangerous radiation (while powered ignores deadly radiation levels and grants advantage on saves vs. Extreme levels). Suits include a clear, flexible polymer head-covering bubble that automatically activates if the suit’s dataslate detects vacuum conditions. Other integrated systems include a squawker, a basic dataslate and HUD that can project standard data onto wear’s visor cover. The suits run on two B powercells that provide protection from the void of space for 18 hours. Skinsuits can be worn underneath armor to provide benefits. Wt. 8lbs, Cost 100 credits.</br>
+
'''Skinsuit''': are extremely advanced void suits, using elastic pressure of the suit’s material to protect the wearer from the void (see Environmental rules). They are common throughout the Known Worlds in come in all shapes and sizes for the various species, but must be custome fit for their specifics. The suits contain thermal conductors and heat radiators to protect them from the extreme temperatures of space and the dangerous radiation (while powered ignores deadly radiation levels and grants advantage on saves vs. Extreme levels). Suits include a clear, flexible polymer head-covering bubble that automatically activates if the suit’s dataslate detects vacuum conditions. Other integrated systems include a squawker, a basic dataslate and HUD that can project standard data onto wear’s visor cover. The suits run on two B powercells that provide protection from the void of space for 18 hours. Skinsuits can be worn underneath armor to provide benefits. Wt. 8lbs, Cost 100 credits.</br>
  
 
=== COMMUNICATIONS AND COMPUTERS ===
 
=== COMMUNICATIONS AND COMPUTERS ===
 
All of the following pieces of equipment includes voice recognition, photo & video recorder, chorno-time piece, datafiles & memory storage, etc.</br>
 
All of the following pieces of equipment includes voice recognition, photo & video recorder, chorno-time piece, datafiles & memory storage, etc.</br>
'''Comlink/Squawker''': a basic hand-held radio mik, 10 miles range under perfect conditions. Powercells AA/24hrs, Wt. 1lb, Cost 25 credits. Upgrades: '''''Whisper Pin''''' ads hand-free and subtle when speaking for +50 credits. '''''Image Projector'''''[https://www.pinterest.com/pin/Ab_a-d2o-CyWq6BpUNcyxNVivnAuCzWeMTgAwtu98Il6qg-P_1SyOUU/] adds a small holo-project or whom you are speaking with for +100 credits</br>
+
'''Comlink/Squawker''': a basic hand-held radio mik, 10 miles range under perfect conditions. Powercells AA/24hrs, Wt. 1lb, Cost 25 credits (Whisper Pin upgrade ads hand-free and subtle for +50 credits)</br>
'''Voice Caster''': backpack or shoulder pad style-comlink with satellite uplink unit, otherwise have an effective 500 miles range. Powercells 2B/24hrs, Wt. 10lbs, Cost 500 credits</br>
+
'''Voice Caster''': backpack or shoulder pad style-comlink with satellite uplink unit, otherwise have an effective 500 miles range. Powercells 2B/24hrs, Wt. 10lbs, Cost 500 credits
'''Image Lantern''': heavier holographic com-projector. Range 50 miles with a satellite uplink. Powercells 2A/2hrs, Wt. 6lbs, Cost 2,000 credits</br>
+
'''Image Lantern''': holographic com-projector. Range 50 miles with a satellite uplink. Powercells 2A/2hrs, Wt. 6lbs, Cost 2,000 credits</br>
 
'''Dataslate'''[https://ar.pinterest.com/pin/58335757656821553/]: a standard wrist or hand-held ‘smart’ computer with comlink. Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills (it takes an action to use a dataslate skill): Computers Use, Culture, Investigation, Perception and Technology. Powercell A/48hrs, Wt. 2lbs, Cost 150 credits</br>
 
'''Dataslate'''[https://ar.pinterest.com/pin/58335757656821553/]: a standard wrist or hand-held ‘smart’ computer with comlink. Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills (it takes an action to use a dataslate skill): Computers Use, Culture, Investigation, Perception and Technology. Powercell A/48hrs, Wt. 2lbs, Cost 150 credits</br>
 
DATASLATE UPGRADES</br>
 
DATASLATE UPGRADES</br>
Line 1,827: Line 1,827:
 
'''Tracked Explorer'''[https://www.pinterest.com/pin/546624473530798432/]: these are extremely rugged and tough tracked vehicles of with environmental sealed standard. Can be upgraded to Life Support for +5,000 credits. Runs on a seperate D powercells for up to 20 hours for up to 20 crew. Cost: 90,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 9,000lbs; Maneuver: +4; Speed: 25ft (50 MPH); Cover: Full; Powercell: 4G-8hrs; AC: 16; HD: 14; HP: 140; Hardness: 10; Threshold: 54; Save: +1; Abilities: Strength 48, Dexterity 10; Grab +23. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Environmental sealed, Multi-Speck Sensor (asauspex hand scanner but range 5miles +5DC +1mile).</br>
 
'''Tracked Explorer'''[https://www.pinterest.com/pin/546624473530798432/]: these are extremely rugged and tough tracked vehicles of with environmental sealed standard. Can be upgraded to Life Support for +5,000 credits. Runs on a seperate D powercells for up to 20 hours for up to 20 crew. Cost: 90,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 9,000lbs; Maneuver: +4; Speed: 25ft (50 MPH); Cover: Full; Powercell: 4G-8hrs; AC: 16; HD: 14; HP: 140; Hardness: 10; Threshold: 54; Save: +1; Abilities: Strength 48, Dexterity 10; Grab +23. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Environmental sealed, Multi-Speck Sensor (asauspex hand scanner but range 5miles +5DC +1mile).</br>
 
'''Battle Tank''': an older low-cost but reliable battle tank. Cost: 475,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 5,000lbs; Maneuver: +5 (+0); Speed: 40ft (80 MPH); Cover: Full; Powercell: 5G-8hrs; AC: 19; HD: 28; HP: 280; Hardness: 25; Threshold: 57; (Save: +6); Abilities: Strength 54, Dexterity 12; Grab +26. Note: Tracked. A.I. & Automation (Intelligence 18, Wisdom 12; Drive +3, Notice +3; attack +6), Environmental Seal, Ether-Scope (Darkvision 1,000ft), (Electromagnetic Shielding II). Fixed 2 turret with Heavy Cannon and Heavy Machinegun; Two Fixed turrets with Heavy Machineguns.</br>
 
'''Battle Tank''': an older low-cost but reliable battle tank. Cost: 475,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 5,000lbs; Maneuver: +5 (+0); Speed: 40ft (80 MPH); Cover: Full; Powercell: 5G-8hrs; AC: 19; HD: 28; HP: 280; Hardness: 25; Threshold: 57; (Save: +6); Abilities: Strength 54, Dexterity 12; Grab +26. Note: Tracked. A.I. & Automation (Intelligence 18, Wisdom 12; Drive +3, Notice +3; attack +6), Environmental Seal, Ether-Scope (Darkvision 1,000ft), (Electromagnetic Shielding II). Fixed 2 turret with Heavy Cannon and Heavy Machinegun; Two Fixed turrets with Heavy Machineguns.</br>
'''Super Transport'''[https://www.pinterest.com/pin/4433299619928137/]: an extremely large tracked long distance haulers. Cost: 550,000 (Restricted); Size: Colossal (6); Crew: 10; Passengers: 30; Cargo: 80,000lbs; Maneuver: -1; Speed: 20ft (40 MPH); Cover: Full; Powercell: 8H-24hrs; AC: 15; HD: 20; HP: 200; Hardness: 10; Threshold: 70; (Save: +2); Abilities: Strength 60, Dexterity 12; Grab +31. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile).
+
'''Super Transport''': an extremely large tracked long distance haulers. Cost: 550,000 (Restricted); Size: Colossal (6); Crew: 10; Passengers: 30; Cargo: 80,000lbs; Maneuver: -1; Speed: 20ft (40 MPH); Cover: Full; Powercell: 8H-24hrs; AC: 15; HD: 20; HP: 200; Hardness: 10; Threshold: 70; (Save: +2); Abilities: Strength 60, Dexterity 12; Grab +31. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile).
  
 
==== Walkers ====
 
==== Walkers ====
 
Walkers are two to six legged vehicles that have speed and maneuverability advantages over many vehicles but whose height can be a hindrance in battle.</br>
 
Walkers are two to six legged vehicles that have speed and maneuverability advantages over many vehicles but whose height can be a hindrance in battle.</br>
'''Explorer Walker'''[https://www.pinterest.com/pin/445715694362384493/]: these four legged transports are used to explore and scout, even on airless moons. Cost: 300,000; Size: Gargantuan (4); Crew: 2; Passengers: 16; Cargo: 5,000lbs; Maneuver: +6; Speed: 60ft (120 MPH); Cover: Full; Powercell: 8G-12hrs; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 8; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 16; Grab +19. Note: Walker (4-leg). A.I. & Automation (Intelligence 12, Wisdom 18; Drive +5, Notice/expertise +8; attack +3), Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostablization, Life Support for 18 (2D battery 44hrs), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile), Planetary Survey Kit (see Hand Scanners).</br>
+
'''Explorer Walker''': these four legged transports are used to explore and scout, even on airless moons. Cost: 300,000; Size: Gargantuan (4); Crew: 2; Passengers: 16; Cargo: 5,000lbs; Maneuver: +6; Speed: 60ft (120 MPH); Cover: Full; Powercell: 8G-12hrs; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 8; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 16; Grab +19. Note: Walker (4-leg). A.I. & Automation (Intelligence 12, Wisdom 18; Drive +5, Notice/expertise +8; attack +3), Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostablization, Life Support for 18 (2D battery 44hrs), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile), Planetary Survey Kit (see Hand Scanners).</br>
 
'''Combat Walkers'''[https://www.pinterest.com/pin/27514247714085559/]: these are heavy attack two-legged walkers manned by one pilot and a gunner. Cost: 880,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 500lbs; Maneuver: +4 (+2); Speed: 40ft (80 MPH); Cover: Full; Powercell: 6H-18hrs; AC: 16 +Dex/Int (max +2); HD: 18; HP: 180; Hardness: 18; Threshold: 50; Save: +7; Abilities: Strength 50, Dexterity 18; Grab +24. Notes: Walker. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Drive +8, Notice +6; attack +9), Electromagnetic Shieling III, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostabilization, Hardened Powercell. Two Fixed 2 turret Heavy Laser Cannons (one in each arm), one Fixed turret Heavy Mass Cannon (right arm), one Fixed turret Partial Cannon (left arm), two Fixed Missile Launcher (each shoulder; stores 16 light or 8 medium missiles).
 
'''Combat Walkers'''[https://www.pinterest.com/pin/27514247714085559/]: these are heavy attack two-legged walkers manned by one pilot and a gunner. Cost: 880,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 500lbs; Maneuver: +4 (+2); Speed: 40ft (80 MPH); Cover: Full; Powercell: 6H-18hrs; AC: 16 +Dex/Int (max +2); HD: 18; HP: 180; Hardness: 18; Threshold: 50; Save: +7; Abilities: Strength 50, Dexterity 18; Grab +24. Notes: Walker. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Drive +8, Notice +6; attack +9), Electromagnetic Shieling III, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostabilization, Hardened Powercell. Two Fixed 2 turret Heavy Laser Cannons (one in each arm), one Fixed turret Heavy Mass Cannon (right arm), one Fixed turret Partial Cannon (left arm), two Fixed Missile Launcher (each shoulder; stores 16 light or 8 medium missiles).
  
Line 1,852: Line 1,852:
 
Another variant instead ads a forward Fixed 2 Tractor Beam (restrained +19, Range 500/5,000ft, or Space 10/50, powered) +75,000 credits</br>
 
Another variant instead ads a forward Fixed 2 Tractor Beam (restrained +19, Range 500/5,000ft, or Space 10/50, powered) +75,000 credits</br>
  
'''''Raptor'' Light Attack Fighter'''[https://www.artstation.com/artwork/jaguar-9e1bcdb3-f854-4c55-884d-aa0706e4b3ad]: his is a fast and affordable attack starfighter used by both the Empire and many mercenary companies. It’s too small to carry a StarCaster of its own and must rely on larger carries to be transported between the stars. Cost: 945,000 (Military); Size: Gargantuan (4); Crew: 1; Cargo: 400lbs; Maneuver: +4 (+1); Speed: 110ft (1,100 MPH, Space 11); Energy: 5; AC: 12 + Dex/Int; Life Support: 2 days; HD: 18; HP: 180; Hardness: 15; Save: +5; Threshold: 45; Abilities: Strength 40, Dexterity 26; Grab +19. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +3, Intelligence 20, Wisdom 16; Notice +6, Pilot +11; attack +8), Atmospheric, Electromagnetic Shielding II.</br>
+
'''''Raptor'' Light Attack Fighter'''[https://www.pinterest.com/pin/73605775149713355/]: his is a fast and affordable attack starfighter used by both the Empire and many mercenary companies. It’s too small to carry a StarCaster of its own and must rely on larger carries to be transported between the stars. Cost: 945,000 (Military); Size: Gargantuan (4); Crew: 1; Cargo: 400lbs; Maneuver: +4 (+1); Speed: 110ft (1,100 MPH, Space 11); Energy: 5; AC: 12 + Dex/Int; Life Support: 2 days; HD: 18; HP: 180; Hardness: 15; Save: +5; Threshold: 45; Abilities: Strength 40, Dexterity 26; Grab +19. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +3, Intelligence 20, Wisdom 16; Notice +6, Pilot +11; attack +8), Atmospheric, Electromagnetic Shielding II.</br>
 
Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)