DnD5 DragonStar

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This conversion are the rules for playing a fantasy D&D5th edition game is a modified version of the Dragon Star setting.

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) 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.

  • A spell-caster type character could spend a Resolve point as an Action and regain ½ (round down) his level in spell levels back (4th level wizard could regain 2 levels of spells back, either a 2nd level spell or two 1st level spells). You must complete a long rest to use this feature again.
  • During a rest (short or long) you can spend a Resolve Point to re-gain ½ your HD (round down, min 1) in additional healing rolls that you must use immediately during this rest. These don’t count towards your Hit Die used for healing. You must completed a long rest to spend a Resolve point this way again. One can also spend a Resolve Point and recover one level of Exhaustion as an Action. You must complete a long rest before you can use a Resolve point this way again.

Melee Combat and Firing While Prone: When you target a foe with a ranged attack and when that target is in melee range with an ally your attack rolls is at disadvantage (just like making a ranged attack while in melee). You are not at disadvantage when using a firearm when prone.

Hardness: Vehicles and material stop so much damage automatically (ala Damage Reduction of older editions). Hardness reduces all damage by its level before applying it to the target.

Primitive Weapons & Armor: are ineffective at penetrating advanced armor and advanced weapons tend to cut right through primitive armor (see Gear). Natural weapons and armor are not primitive.

Slow Natural Healing: per the DMG pg. 267. You regain HD after a long rest but NO Hit Points. You can also recover one level of Exhaustion after a short rest (in additional to one you regain after a Long Rest).

Tool Proficiencies: is not being used. Instead covered by normal skills (see new skills).

TECHNOLOGY OF THE DRAGONSTAR

An important note about the setting is technology and magic. Over the last two thousand years technology has grown a great deal but so has magic. Today magic is so ingrained in the design and creation of most technological devices that the two are rather indistinguishable. This gear then counts as “magical” and can be affected by anti-magic. ‘Analog’ items are made with magi-tech but at a very low level and are not affected by anti-magic, dispel, ion attacks, etc.

Any item with a Powercell will not work with in an Anti-Magic or similar areas. These items can be subject to the Dispel magic spell. A caster choices one item and the wielder must make an Intelligence save. Failure means the item stops functioning for one minute (10 round). With an action a Mechanic skill check vs. the same DC can restore an items function. Items with powercells of C or D gain a +2 bonus to this save, E or F powercells gain a +5 and G or H powercells gain a +10. If the item has multiple powercells add +1 for two cells and +2 if it has 4 or more cells.

CHARACTER CREATION

1. Distribute 27 points to your 6 characteristics as per PHB
2. Pick one of the Species listed below and modify characteristics, add skills & abilities.
3. Pick a Class from the PHB or new classes Marshal and Technician. Assign skills and abilities.
4. Pick a Background from the choices below.
5. Pick any one Feat (from the PHB, VGM, MTF, XGE, WGE or the New Feats in Houserules).
6. Purchase additional gear with your starting cash. In DragonStar, 1 credit equals one gold piece.

SPECIES OF THE DRAGONSTAR EMPIRE

There are a multitude of intelligence species that make their home within the DragonStar Empire and beyond. These are only a few of those. Many of the following have been updated from the PHB, MTF, VGM, XGE and WGE. Additional notes in the PDF Volo’s Complete Subrace Handbook (VCSH).

Note that because not using Tools and Vehicle proficiencies any race or class that normally gets a tool proficiency should instead gain a Skill that is most appropriate (GM’s call)

HUMAN

Ability Score Increase: Add +1 to all ability scores.
Human Versatility: You gain proficiency with any one Skill of choice. You can speak, read and write in Common and one extra language of your choice.
Human Domination: add +1 to your base Resolve total and the number you gain each new level.

AASIMAR

Ability Score Increase, Darkvision, Celestial Resistance and Light Barer: per VGM pg. 104-5.
Magical Understanding: gain proficiency with the Arcana skill for free.
Subraces: Protector, Scourge and Fallen per VGM pg. 105

CHANGELING

Ability Score Increase, Change Appearance, Changeling Instincts and Unsettling Visage: WGE pg. 60
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.
Polyglot: You pick up new languages in 30 days (instead of 90).
Slippery Mind: You have advantage saving throws against the charmed condition.

DRAGONBORN

Ability Score Increase, Dragon Ancestry and Damage Resistance: per PHB
Breath Weapon (changed): as PHB but you can use your breath attack as a Bonus action.
Scales: Dragonborn have a natural AC of 13 + their dexterity modifier if they are not wearing armor.
Scary: Dragonborn tend to be intimidating and start with proficiency in the Intimidate skill.

DWARF

Ability Score Increase, Darkvision, Dwarf Resilience and Stonecunning: per PHB
G-Adaption: don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver (Environment, pg. 13-4) and advantage on any check to recognize gravity fluctuations.
Tool User: gain proficiency in either Mechanics or Technology skill for free.
Subraces: Hill and Mountain Dwarf per PHB and
Wild Dwarf
Ability Score Increase: Your Strength and Wisdom score increase by +1
Druidic: You know the druidcraft cantrip. Wisdom is your spellcasting ability.
Wildborn: You do not start with the Tool User dwarf racial trait. Instead you gain proficiency in the Nature and Survival skills and gain Weapon Proficiency with Blowguns. Finally you have advantage when attempting to make a poison.
Resilience: You have advantage on saving throws verses diseases.
Primitive: This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds.

ELF

Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry and Trace: per PHB
Nature’s Way: start with proficiency in either Nature or Physical Science skill for free.
Zero G Adaptive: Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see Environments).
Subraces: High, Wood and Drow elves as PHB and
Avariel (Winged Elves)
Ability Score Increase: Your Wisdom score increases by 1.
Flight: You have a flying Speed of 30 feet. You can only be wearing light armor to use this trait. Also in order to benefit from a vacuum suit or similar environmental protects your wings must be bond within the sealed system. Having them unborn provides no environmental protection.
Languages: you also speak, read and write in Auran.
Eladrin (Fey Travelers)
Ability Score Increase: Your Intelligence and Charisma scores increase by +1 each.
Fey Step: as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you have used this trait, you can’t do so again until you finish a short or long rest.
Shifting Seasons: At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.
Season Cantrip and Outlook.
* Autumn – Friends. This is the season of peace and goodwill, when summer’s harvest is shared with all.
* Winter – Chill Touch. Is the season of dolor, when the vibrant energy of the world is slumber. It is a time of sadness and regret.
* Spring – Minor Illusion. Is the season of cheerful and unfettered celebration, marked by merriment as winter’s sorrow has passed.
* Summer – Firebolt. Is the season of boldness and aggression, time of unfettered energy.
Grugach (Wild Elf)
Ability Score Increase: Your Strength and Wisdom scores increase by 1.
Druidic: You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per long rest as a 1st level spell using this trait. Wisdom is your spellcasting ability.
Weapon Training: You are proficient with spears, javelins and nets.
Primitive: as Wild Dwarfs and the updated Barbarian class (see there)
Languages: you also speak, read and write in Sylvan.
Sea Elf
Ability Score Increase: Your Strength and Constitution scores increase by 1.
Child of the Sea: You have a swimming speed of 30 feet and you can breathe in air and water.
Friend of the Sea: Using gestures and sounds you can communicate simple ideas with Small sized and smaller beasts that have an inborn swim speed.
Languages: you also speak, read and write in Aquan.

GITHZERAI (only subrace of Gith allowed)

Ability Score Increase, Monastic Training and Githzerai Psionics: per MTF pg. 96
Limited Telepathy: the Gith can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. This costs no action or concentration. The mental link must be established while the target creature is within sight of the Gith but afterwards they can maintain it without sighting the target creature (so long as they are within the 30ft area).

GNOME

Ability Score Increase, Darkvision and Gnome Cunning: per PHB
Social: gain proficiency in either the Deception or Persuasion skill for free.
Subraces: Deep, Forest and Rock Gnomes from the SC and PHB plus…
Deep Gnomes: Mask of the Deep. You can cast the disguise self-spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. If you are in direct sunlight, enemies have advantage on rolls made to see through your disguise. Intelligence is your spell casting ability with this spell.
Forest Gnomes: Wilderness Tracker. You gain proficiency in the Survival skill. You have advantage on Wisdom (Survival) checks made to track a creature in the forest, grassland, hill or jungle terrain.
Rock Gnome: Whatever’s at Hand. You have proficiency with improvised weapons, and your damage die when striking with improvised weapons becomes a d6 instead of a d4. You also gain proficiency with the Technology skill.

GOBLIN (ignoring VGSR pg. 12-14.)

Ability Score Increase: Increase your Dexterity by 1 and your Intelligence by 2.
Age: Goblins reach maturity around 12 years of age and live to around 50 years or so.
Alignment: Goblins tend towards a chaotic outlook on life (individual freedom to do whatever they want) but they can be of any.
Size: Goblins are short, usually 3 to 4 feet but weigh about 80 pounds. Your size is Small.
Speed: Your base walking speed is 30 feet.
Darkvision: Goblins can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.
Foul Mouthed: Goblins are natural insulters and gain the use Vicious Mockery cantrip naturally. This is a natural ability and not subject to Dispel, etc. Intelligence is your spell casting ability.
Sneaky: Goblins start with proficiency in Stealth for free.
Tool Users: Goblins start with proficiency in either Mechanic or Technology for free.
Languages: You can speak, read, and write Basic and Goblin.

GOLIATH

Ability Score Increase, Natural Athlete, Stone’s Endurance, Power Build and Mountain Born: per the VGM pg. 108-9
Looming Size: You deal the Versatile damage of a melee weapon when wielding it in only one hand.

HALF-ELF per the PHB, no changes

HALF-ORC

Ability Score Increase, Darkvision, Relentless Endurance and Savage Attack: per PHB
Survivors: gain proficiency with the Survivor skill for free.

HALFLING Ability Score Increase, Lucky, Brave and Halfling Nimbleness: per PHB Subraces Lightfoot and Stout per PHB plus…  Lightfoot: Weightless Step: While you are hidden your footsteps make no noise. In addition traps whose trigger are pressure or weight activated do not activate if you cost them at half speed. Lightfoot Halflings also gain proficiency in Stealth for free.  Stout: Hearty: You have advantage on all Hit Dice rolls to recover hit points from any source (healing magic, short and long rest, second wind, etc.) Tallfellow Ability Score Increase: You Intelligence increase by 1. Schooled Language: Tallfellow spend years studying their elven heritage and reading old works. You can speak, read and write in Elvish. Honed Shooter: You gain proficiency in slings and spears. When using slings and spears, long range does not impose disadvantage to you range attack weapon rolls. Keen Senses: You have proficiency in the Perception skill. Learned: gain proficiency in either Nature or Physical Science. LIZARDFOLK Ability Score Increase, Bite, Cunning Artisan, Hold Breath, Hunter’s Lore and Natural Armor: per VGM pg. 111-113 but updated with two additional subraces from VGSR pg. 32. Subraces Blackscale Alerted Base Statistics, Ability Score Increase, Ravenous Maw and Powerful Built: VGSR pg. 32 Poison Dusk Replace your Ability Score Increase and Hungry Jaw traits. Poisonous Maw amends but does not replace your Bite trait. Alerted Base Statistics, Ability Score Increase, Poison Maw and Color Shift: VGSR pg. 32

WOLFEN Ability Score Increase: Increase your Constitution by 2 and Dexterity by 1. Age: Lupus reach maturing around 15 years of age and tend to live about as long as humans. Alignment: Lupus are a very diverse people socially but then towards chaotic alignments. Size: Most Lupus are taller than humans, average 6’6” and around 200lbs. You are Medium sized. Speed: Your base walking speed is 35 feet.

CLASSES UPDATES FROM THE PHB

New Classes

BACKGROUNS

NEW SPELLS

GEAR & EQUIPMENT

Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its’ part of bonus gear. Afterwards characters purchasing such but must find dealers to make these purchases (with a Gather Information check, DC15-25). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs 10% to 50% more (the “license fees”), while Illegal hardware or Military grade items cost 100% to 200% more (the black market price).
Purchasing items from the PHB costs of one gold piece is equal to one credit.

POWERCELLS
Most powercells are interchangeable, except for weapon cells, which must be custom made to match the specific weapon it will be used in. Powercells can be hardened verse Dispel, EMP, Pincher and Ion attacks for x5 the base cost. Hardened powercells have advantage with saves against such affects.

  • AAA – 60 to a pound. Cost 1 credit each. 10 minutes to recharge.
  • AA – 16 to a pound. Cost 5 credits each. 10 minutes to recharge.
  • A – 4 to a pound. Cost 15 credits each. 15 minutes to recharge.
  • B – 1 pound. Cost 40 credits each. 20 minutes to recharge.
  • C – 5 pounds. Cost 100 credits each. 30 minutes to recharge.
  • D – 15 pounds. Cost 250 credits each. 45 minutes to recharge.
  • E – 50 pounds. Cost 750 credits each. 1 hour to recharge.
  • F – 150 pounds. Cost 2,500 credits each. 2 hours to recharge.
  • G – 500 pounds. Cost 7,500 credits each. 4 hours to recharge.
  • H – 1,500 pounds. Cost 25,000 credits each. 8 hours to recharge.

NOTE that any of those weapons, armor, and other gear with (*) it means that this item does not use an Powercell or Energy source of a starship and counts as 'Analog' quality and not subject to Dispel or Anti-magic zones.

WEAPONS PROPERTIES

NEW DAMAGE TYPES

  • Explosive: Deals Force, Bludgeoning and Piercing damage.
  • Flux: includes Force and either Bludgeoning or Slashing (depending on weapon) damage types.
  • Mist: include Fire, Force, Radiant and Slashing damage types.
  • Plasma: includes Fire, Force and Radiant damage types.
  • Poison: targets must make a Constitution save or gained the Poisoned condition. The target can make a new save at the end of each of its rounds against the same DC but with a cumulative +1 to the roll for each additional turn it fails. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune.
  • Restrained: a target to must make a Strength save gained the Restrained condition. The target can make a new save at the same DC at the end of its round. An ally can aid another as an action to grant Advantage. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune.
  • Splinter: weapons deal Bludgening, Piercing and Slashing damage.
  • Stun: a ‘living’ target must make a Constitution save or gain the Stunned condition. The target can make a new save at the end of its turn at the same DC but with a cumulative +1 to the roll for each additional turn it fails. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune.

NEW WEAPONS PROPERTIES

  • AP (Armor Penetrating): these weapons ignore all forms of Resistance, including that provided by class features, feats, cover, vehicles and starships. Corporal creatures that have immunity to the damage of a weapon with AP instead only have resistant to this damage.
  • Auto: this weapon has the Autofire option, expending 10 rounds each time it is fired this way. See Autofire rules in Houserules. Autofire Only weapons must always fire full auto while Heavy Autofire weapons must always fire full auto and use 20 rounds. Heavy Autofire has twice the normally listed area of affect. Switching modes between single fire and autofire mod takes 15ft of move during the attackers’ round. The weapon must have 10 rounds (20 for heavy auto only) remaining and in the autofire mod to use this feature.
  • Bulky: attack checks are at Disadvantage on the same round that the attacker moves (anything about Speed 0) and attacks with this weapon.
  • Burst Fire: this weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 1d10 piercing damage deals 2d10 instead or 3d10 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.
  • Cold: cold attack weapons have a chance of slowing a target down. Anytime a living creature is struck with a cold weapon, they must make a Strength save (at disadvantage if the attack roll was a critical) with the DC listed in properties. If they fail they are at ½ Speed. Target gets a new save at the end of each of its rounds. Success ends the condition.
  • Direct Fire: These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets gain Resistance to the damage (and ¼ damage with a successful Dexterity saving throw).
  • DT: Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.
  • Feed: is a type of reloading ammunition for firearms. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round requires 15 feet of movement to load. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder (revolver) that between 4 and 8 rounds.
  • Flame: these weapons can set targets on fire. This is an Area of Effect attack; these weapons fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions. Anything the area must make a DC8 (DC12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier Dexterity save. Success suffer half damage. Failure full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making Intelligence saving through at the same DC. The target has advantage on this roll if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water.
  • Laser: weapons fire a condensed, well-defined beam of light that inflicting heat (fire) damage. All lasers can fire a special type of Pulse attacks. The first consumes two shots of ammunition and with a successful hit deals +2 damage. The second pulse attack consumes five shots of ammunition and adds +1d weapon dice damage with a successful hit (i.e. a Laser Carbine would deal 2d10 on a successful hit). Both features require that the weapon have enough ammunition. A critical hit also imposes the Blind condition on the target until the start of your next turn. Lasers are recoilless and do not impose any extra disadvantage when fired in zero-gravities.
  • Magnetic: weapon accelerate metal shells using magnetic coil technology. If the weapon kills the target, the round continues in a straight light past it. The attacker can make a free attack roll on any target in a straight line behind the dead one, if such a target exists. Critical hits inflict a one additional weapon die of damage over the normal doubling (i.e. a railgun deals 2d8 normally and 5d8 on a critical hit). Magnetic weapons are recoilless and do not impose any extra disadvantage when fired in zero-gravities.
  • Mist-Blade: these are extremely advanced force-blade weapons (think lightsabers). When powered off they are simply a handle of the weapon. These blades deal double damage to Energy Shields Hit Points. Requires a special powercell (dedicated cost x20 normal) that lasts for two hours of continues use.
  • Painful: these violent weapons inflict massive pain onto living creatures with a successful hit. The target must make a DC10 + ½ the damage inflicted Wisdom save. Failure means the target suffers Disadvantage for all attack rolls, and ability and skill checks until the end of its’ next turn.
  • Pincher: these weapon deliver an electromagnetic pulse that can disrupt any item that requires a power cell. With a hit, choice one item on the target that is using a powercell. The target gets a DC8 + your proficiency bonus (if you proficient with the weapon) + your Dexterity modifier Intelligence save. Failure means that an item turns off until the end of your next turn. A critical hit forces the target to make a DC8 + ½ the damage inflicted (max DC20) Constitution save or gain the Stunned condition until the start of your next turn.
  • Plasma: these weapons damage affects the entire body of the target. They ignore all resistance unless the target is within a full sealed environmental (or vacuum) suit. On a critical hit the deal an extra +1d weapon dice to (i.e. a Plasma pistol deals 2d8 damage on a critical hit would deal 5d8 damage) and the next round they deal the basic, unmodified, weapon dice of damage to the target again (i.e. the plasma pistol above would deal another 2d8 damage the following round).
  • Power (Flux) Weapons: an advanced flux-power field surround the weapon making it incredibly deadly. When not charged it acts as a normal weapon of the same type (i.e. Power Swords are just longswords when not powered). A typical powercell last for 20 minutes of continues use.
  • Primitive: all weapons and armor from the PHB are considered primitive. Anyone wearing advanced armor of any type gains Resistance against damage (even magical) from primitive weapons. Primitive armor and shields provide no AC vs. advanced melee or ranged weapons.
  • Reload: weapons with ammunition require time to reload the magazine or powercell. If the weapon only says reload it requires some of your Move to reload the weapon (except for bows and crossbow, then see PHB). With lower case lettering, reload stands for – ‘m’ (magazine) requires 15ft of Move to expend and reload a new clip into the weapon; ‘pc’ (powercell) requires 15ft of Move to expend and reload a weapon with one new powercell (for weapons that require multiple powercells). If you wish to also collect an empty clip or spent powercell (too reload or recharge later) it takes 30ft of Move. When its not listed how long a powercell will last assume 30 minutes of continual use.
  • Shotgun: impact with tremendous force at close range but diminish rapidly further out. Within 10ft of the target adds one additional weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8).
  • Silent: these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a DC15 Wisdom (Perception) at disadvantage if within 15ft.
  • Sonic: these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute (10 rounds).
  • Tearing: weapons are vicious weapons tear up the flesh of targets. When ‘powered’ these weapons improve the critical hit range to 19 and 20 (so long as the 19 would still hit) and inflict one additional weapon die of damage with a critical (i.e. a fangblade that would normally deal 2d6 damage would now deal 5d6 with a critical hit). Anyone with a talent or feat that grants a greater critical range, lowers it by an additional one (i.e. if normally get a critical on a 19 or 20, they now score one on an 18, 19 or 20, etc. so long as it still hits). The powercell lasts about 10 minutes of continues use.
  • Three(3)-Handed: this weapon requires to be wielding with three arms (Thri-kreen or with cybernetics Extra Arms).
  • Touch: this weapon requires a simple melee touch attack to hit and gains +2 to melee weapon attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage or affects.
  • Toxic: these weapons have specially treated poisonous rounds. Any target struck, after suffering the base damage, must also make a DC15 Constitution save against poison. Success means they suffer 1d4 poison damage; failure results in them suffering 2d4 poison damage and gained the Poisoned condition. At the end of each of its rounds the target gets a new Constitution save against the same DC. Success removes the Poisoned condition.
  • Under-Mount (UM): These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space and count as two light weapons (see Two-Handed fighting PHB).
  • Vibro-Blades: microscopic vibrating strands have been added along the edges of a piercing or slashing weapon, that when powered vibrate at incredibly high frequency to increase cutting powers. When powered off they deal the basic weapon damage (i.e. a virbo-dagger only deals the basic dagger damage). The powercell lasts for 10 minutes of continue use.
  • Wire-Blades: a microscopic monofilament wire is held rigidly within an electrical-field making an extremely dangerous weapon in melee combat. Targets require a reaction to make a DC15 Wisdom (Perception) check or the attacker gains advantage on its first attack roll each round (but only the first) against the target. If however the attack rolls a natural 1 on its attack roll, it instead hits itself (unless it spends a Resolve point to avoid). Powercells last about 10 minutes of continues use.

ADVANCED WEAPONS

The weapons listed below are mostly just weapons from the PHB that have been upgraded. All automatically lose the Primative quality.

ADVANCED MARTIAL MELEE WEAPONS
These weapons count as Martial Weapons for proficiency.
Fangblade: this longsword style weapon if fitted with a spinning-rotating chain of diamond or adamantine-edge blades along its edge. This is extremely loud, but also very effective of tearing through its targets. Unpowered the blade is a normal longsword (Restricted).
Fangblade Axe: as the fangblade but fitting onto the edge of a battleaxe (Restricted).
Mist Blade: also called Light-Blades, this weapon is only a handle until activated which produces a blade of pure energy (Military).
Power Axe: as a power sword but build on a battleaxe (Military).
Power Gauntlet: these gauntlets deliver a powerful blast with one’s punch, allow them to damage even structures. Each is sold separately, but if a pair is worn add +1 to your AC (Restricted).
Power Maul: as a power sword but build on a maul (Restricted).
Power Staff: as a power sword but build on a quarterstaff (Restricted).
Power Sword: these are swords that have advanced generators components built within the weapons handle and along the blade itself that can create a powerful force-field like effect. When activated its field acts as a super cutter that can inflict damage against structures (Military).
Vibro-Dagger: this weapon has a monofilament wire embedded along the edge of the blade that when activated vibrates on a microscopic scale but allowing it to cut through most material with easy. When powered there is a distinctively loud buzzing (Restricted).
Vibro-Spear: as a vibro-dagger but fitted to the blade of a spear (Restricted).
Vibro-Sword: as a vibro-dagger but fitted to the edge of a bladed rapier (Restricted).
Wire-Blade: advance and dangerous weapon (Military).
Zap Baton: this metal truncheon deliver powerful electrical shocks.

WEAPON COST DAMAGE WT PROPERTIES
Fangblade 2,000 2d6 slashing 9 Heavy, loud, reload (pc/C), tearing, versatile (2d8)
Fangblade axe 3,000 2d8 slashing 12 Heavy, loud, reload (pc/C), tearing, versatile (2d10)
Mist blade 80,000 2d12 mist 2 AP, finesse, holdout, light, reload (pc/B)
Power axe 25,000 2d10 flux (slashing) 6 AP, heavy, reload (pc/B), versatile (2d12)
Power blade 20,000 2d8 flux (slashing) 4 AP, heavy, reload (pc/B), versatile (2d10)
Power gauntlet 12,500 2d6 flux (bludgeoning) 3 AP, finesse, light, reload (pc/B)
Power maul 18,000 2d12 flux (bludgeoning) 10 AP, heavy, reload (pc/B), 2-handed
Power staff 15,000 2d6 flux (bludgeoning) 5 AP, reload (pc/B), versatile (2d8)
Vibro-dagger 400 1d8 piercing 1 Finesse, holdout light, loud, reload (pc/A)
Vibro-spear 650 1d10 piercing 3 Loud, reach, reload (pc/2A). versatile (2d6)
Vibro-sword 850 1d12 piercing or slashing 3 Finesse, loud, reload (pc/2A)
Wire-Blade 5,000 2d10 slashing 2 Finesse, holdout, light, loud, reload (pc/B)
Zap-stick 500 2d6 lighting 2 Finesse, light, pincher, reload (pc/2A), touch

ADVANCED SIMPLE MELEE WEAPONS
These weapons count as Simple Weapon proficiency.
Brass Knuckles: are a piece of metal shaped to fit around one’s knuckles to enhance your punching.
Collapsible Baton: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).
Combat Knife: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage when used in such a way but becomes 2-handed).
Pain Pod: somewhat illegal in most civilized areas, this evil weapons can deliver painful electrical jolts to their target and a favored weapon of pirates and slavers. (Restricted).
Solid Core Staff: a dense metal core quarterstaffs that can strike with considerable force.
Shock Gloves: these deliver a powerful electrical shocks that can stun a target with a punch.

WEAPON COST DAMAGE WT PROPERTIES
Brass knuckles* 5 1d4 bludgeoning ½ Finesse, holdout, light
Collapsible baton* 25 1d4 bludgeoning 1 Finesse, holdout, light
Combat Knight* 50 1d6 piercing or slashing 1 Finesse, light, UM
Pain prob 200 1d6 lightning 2 Finesse, light, painful, reload (pc/B), stun (15), touch
Solid-core staff* 75 1d8 bludgeoning 7 Heavy, versatile (1d10)
Stock glove 100 n/a ½ Finesse, holdout, light, reload (pc/A), stun (15), touch

MARTIAL RANGED WEAPONS
These weapons count as Martial Weapon Proficiency. All count as Silent (pg. 54) and can be fitted with a red-dot laser weapon upgrade
Carbon Crossbow: made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.
Compound Bow: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. This allows the user to add both its Strength and Dexterity modifier to damage.
Double-Bow: a huge bow that requires at least three arms to pull and medium size creature or larger.

WEAPON COST DAMAGE WT PROPERTIES
Carbon crossbow* 250 2d6+1 piercing 4 Ammunition (range 150/500), heavy, loading, 2-handed
Compound bow* 250 1d10 piercing 3 Ammunition (range 150/500), heavy, 2-handed
Double bow* 250 2d6 piercing 5 Ammunition (range 200/600), heavy, 3-handed

SUPER HEAVY MARTIAL MELEE WEAPONS
These huge weapons as listed above and are built for exo-suits or giants (at least huge) sized creatures. Are considered Martial Weapons for these creatures.

WEAPON COST DAMAGE WT PROPERTIES
Mecha power-axe 50,000 3d12 flux (slashing) 70 AP, reload (pc/2D)
Mecha power-guantlet 25,000 2d10 flux (bludgeoning) 40 AP, finesse, reload (pc/D)
Mecha flangblade 30,000 3d10 slashing 60 Reload (pc/2D), tearing
Mecha mist-blade 800,000 3d12 mist 30 AP, finesse, reload (pc/2C)
Mecha sword* 2,000 2d8 slashing 50 Versatile (2d10)

FIREARMS

PISTOLS
You are not at disadvantage using a pistol in melee (as with most ranged weapons). Also small sized creatures can use heavy pistols in two handed and not be at disadvantage with it. This only works for pistol weapons though.
Palm Pistol: these are light, easily concealable auto-loading slug-throwing pocket pistols.
Derringer: a two barreled (one on top of the other) break-barrel loader pocket pistol.
Revolver: a simple repeating handgun with six revolving cylinder.
Heavy Revolver: a heavy version of the standard revolver.
Autoloader Pistol: a light semi-automatic pistol, fairly cheap and reliable and popular for self-defense.
Heavy Autoloader: a high caliber semi-automatic pistol often used by law enforcement and the military forces.
Hand Cannon: a five cylinder, heavy caliber revolver popular with bounty hunters and big game hunters due to its high stopping power (Restricted).
Shotgun Pistol: this two barreled (over-under or side-by-side) pistol fires shotgun rounds.
Machine Pistol: a light, fully automatic pistol (Restricted).
Splinter Pistol: This weapons use advantage ballistic rounds that ‘splinter’ on impact, something like hollow-point rounds, but possess a denser core that splints the round at designated points and tears through the target’s flesh with superior power. Add bludgeoning to their damage type (Military).
Caseless Pistol: the rounds of this semi-automatic pistol are consumed when the weapon fires, allowing additional ammunition to be fitted into the magazine clip and for a more compact firearm (as it does not require the ejector mechanism, etc.) (Restricted)
Stun Pistol: this non-lethal pistol is popular with the non-violent or those who want prisoners.
Coil Pistol: this pistol uses advanced magnetic coils to accelerate a metal round at supersonic speeds.
Holdout Laser: a pocket laser pistol, firing concentrated light beam.
Laser Pistol: standard laser pistol, popular throughout society.
Blaster Pistol: packing more punch via particle acceleration, the blaster pistol is popular with most militaries (Restricted).
Reever Pistol: pistol that fires necrotic rays that literally rotting living flesh off the target’s bones. Affected targets cannot benefit from healing until the start of your next turn and require a DC15 Constitution saving throw or lower their maximum Hit Point total by the amount of damage they just suffered. These lost hit points can only be restore during a long rest at ½ the normal rate (Illegal).
Grenade Launcher (GL) Pistol: a one-shot break-barrel pistol that can be loaded with a variety of rifled grenades and fired for distance (Military).
Air Dart Pistol: this specially designed semi-automatic pistol fires small needles via air compression (including in the clip). They inflict no damage but can deliver any medical or toxic injections.
Needler Pistol: somewhat illegal, this semi-automatic pistol fires poisonous, high-density needles (Restricted).
Hand Flamer: this bulky pistol with large powercell protects flames out in a fifteen foot cone. (Military).
Capsicum Sprayer: a special spray pistol that contains pure capsaicin, with a Scoville rating more than 10,000,000 (double pepper spray). If the attacker scores a critical hit against the target its’ at disadvantage with its initial save.
Screamer: firing concentrated sounds at extremely high decibels, this weapon literally rips flesh apart. (Restricted).
Restraint Pistol: this heavy pistols fires a super-tech, ultra-fast hardening goo that restrains a target in place.
Plasma Pistol: heavy pistol firing devastating concentrated plasma bolts. (Military)

WEAPON COST DAMAGE RANGE WT PROPERTIES
Palm pistol* 100 1d6 piercing 40/200 1 DT, holdout, light, reload (8m), silent
Derringer* 65 1d6 piercing 40/200 1 DT, feet (2b), holdout, light
Revolver* 200 1d8 piercing 50/250 2 Feed (6c)
Heavy Revolver* 250 1d10 piercing 50/250 3 Fead (6c), heavy
Autoloader Pistol* 400 1d8 piercing 50/250 2 DT, light, reload (18m)
Heavy autoloader* 500 1d10 piercing 50/250 3 DT, heavy, reload (12m)
Hand cannon* 550 2d6 piercing 50/250 5 Feed (5c), heavy
Shotgun pistol* 350 2d6 piercing 20/80 4 DT, feed (2b), heavy, shotgun, UM
Machine pistol* 450 1d8 piercing 50/250 3 Auto, light, reload (30m)
Splinter pistol* 1,000 1d12 splinter 50/250 3 DT, reload (13m)
Caseless pistol* 700 1d8 piercing 50/250 2 Auto, DT, light, reload (30m)
Stun pistol 250 n/a 10/60 2 Light, reload (pc/A shots 10), stun (13)
Coil pistol 2,000 1d8 piercing 100/400 2 Holdout, light, meganetic, reload (10m)
Holdout laser 600 1d6 fire 100/400 1 DT, holdout, laser, reload (pc/A shots 10)
Laser pistol 750 1d8 fire 100/400 2 DT, burst, laser, light, reload (pc/2A shots 40)
Blaster pistol 850 2d6 fire 50/200 5 DT, heavy, reload (pc/B shots 15)
Reever pistol 1,500 1d10 necrotic 20/200 4 Light, reload (pc/B shots 15)
GL pistol* 600 type 80/200 5 Grenades type, loading, UM
Air dart pistol* 250 special 20/100 4 Light, reload (4i), UM
Needler pistol* 500 1d6 piercing 50/250 2 Light, reload (8m), toxic
Hand flamer 800 2d6 fire special 6 Flame, heavy, reload (pc/C shots 10), UM
Capsicum sprayer* 200 n/a 5/20 2 Light, poison (21), reload (3m)
Screamer 1,000 2d6 thunder 50/100 4 Reload (pc/B shots 12), sonic
Restraint pistol 2,000 n/a 50/200 5 Reload (pc/B shots 8), restrained (18)
Plasma pistol 5,000 2d8 plasma 50/200 6 Direct fire (AOE 5ft), heavy, plasma, reload (pc/2B shots 10)

RIFLES
Note that all rifles are automatically 2-handed weapons.
Bolt-action Rifle: this simple rifle requires the shooter to reload the muzzle chamber after each shot. He pulls back the bolt, which ejects the spent round, then pushing forward and locking it reloads it.
Shotgun: a pump action shotgun rifle.
Semi-Automatic Rifle: fairly popular rifle with hunters and colonists for home defense due to cost.
Submachine Gun: a fully automatic light rifled weapon to spray your foes with bullets.
Assault Rifle: a heavier version of a SMG, a standard military weapon for mercenaries (Restricted).
Combat Shotgun: a fully automatic rifled shotgun (Restricted).
Caseless Rifle: as with the caseless pistol (Restricted).
Sniper Rifle: build with advanced sights and scope, this is a military semi-automatic rifle (Restricted).
Heavy Sniper Rifle: a heavier caliber sniper rifle (Military).
Splinter Rifle: a heavier version of the splinter pistol (Military).
Railgun: uses advanced magnetic coil accelerators to fire rounds at hypersonic speeds (Military).
Grenade Launcher: a semi-automatic grenade launcher with internal clip with a pump action reload feature (Military). Sonic Stunner: a non-lethal rifle version of the stunner, popular with law-enforcement.
Laser Carbine: very popular, the laser carbine is light enough to be used by most creatures.
Laser Rifle: standard issue military combat laser (Restricted).
Sniper Laser Rifle: somewhat delicate laser rifles with enhanced sights for accuracy and range. (Military).
Blaster Rifle: heavy particle acceleration rifles. (Military).
Assault Blaster Rifle: a fully automatic, medium squad support blaster rifle. (Military).
Cold Gun: fire a freezing ray of cold that can inhibit target’s speed (as well as kill them) (Restricted).
Lightning Rifle: packing a powerful electrical blast they can even short out electronic devices (Restricted).
Air Rifle: specialize rifle that fires injector rounds.
Needler Rifle: a rifled version of the pistol needler, it has a better range (Restricted).
Flamer: these heavy rifles project flames out in a thirty foot cone. (Military).
Plasma Rifle: heavy plasma weapons to take out even bunkers. (Military)

WEAPON COST DAMAGE RANGE WT PROPERTIES
Bolt-action rifle* 400 2d6 piercing 200/1,000 8 Feed (5i)
Shotgun* 400 2d8 piercing 50/120 10 Feed (5i), heavy, shotgun, UM
Semi-auto rifle* 550 2d6 piercing 200/1,000 7 DT, reload (20m)
SMG* 600 1d10 piercing 150/800 6 Auto, burst, DT, reload (50m)
Assualt rifle* 750 2d6 piercing 200/1,000 9 Auto, burst, DT, heavy, reload (60m)
Combat rifle* 700 2d8 piercing 50/120 15 Auto, burst, DT, heavy, reload (30m), shotgun
Caseless rifle* 1,200 2d6 piercing 200/1,000 10 Auto, burst, DT, reload (100m)
Sniper rifle* 850 2d8 piercing 300/2,500 12 Bulky, DT, feed (5i), heavy, silent
Heavy sniper rifle* 1,500 2d10 piercing 300/2,500 18 Bulky, DT, feed (5i), heavy
Splinter rifle* 1,400 2d8 splinter 200/1,000 11 Auto, burst, DT, heavy, reload (40m)
Railgun 8,000 2d8 piercing 300/1,500 20 AP, heavy, magnetic, reload (10m)
Grenade launcher* 750 type 100/200 10 Feed (6i), grenade type, heavy, UM
Sonic stunner 700 n/a 50/200 5 Reload (pc/A shots 10), sonic
Laser carbine 950 1d10 fire 250/1,500 6 DT. burst, laser, reload (pc/B shots 120)
Laser rifle 1,250 1d12 fire 250/1,500 9 DT, burst, laser, reload (pc/B shots 100)
Sniper lasgun 1,500 2d8 fire 500/3,000 14 Bulky, DT, heavy, laser, reload (pc/C shots 30)
Blaster rifle 2,000 2d8 fire 100/800 12 Heavy, reload (pc/C shots 25)
Assault blaster 10,000 2d8 fire 100/800 24 Auto, bulky, burst, heavy, reload (pc/2C shots 50)
Cold gun 5,000 2d8 cold 100/500 15 Cold, reload (pc/C shots 20)
Lightning rifle 5,000 2d6 lighting 200/1,000 14 Pincher, reload (pc/C shots 20)
Air dart rifle* 300 n/a 50/200 6 Reload (20m), silent
Needler rifle* 1,000 1d8 piercing 100/500 6 Reload (16m), toxic, silent
Flamer 1,200 2d6 fire special 22 Flame, heavy, reload (pc/D shots 30)
Plasma rifle 15,000 2d10 plasma 100/500 20 AP, direct fiure (AOE 10ft), bulky, heavy, plasma, reload (pc/C shot 10)

HEAVY WEAPONS
Automatically 2-handed weapons. Heavy weapons not mounted (bipod, tripod, Weapon Gimble or Grav-Suspensors) can only be used by Medium sized or larger creatures, but they are at disadvantage to weapon attack check with them. Larger sized creatures are not at disadvantage. All have the Bulky weapon feature and firing a heavy weapon is at Disadvantage on the same rounds where the firer also moves. All are Military availability.
Machinegun: squad support weapons to lay down heavy automatic fire.
Caseless Machinegun: caseless version.
Splinter Machinegun: a heavier splinter machinegun.
Anti-Armor Rifle: these heavy rifles fire super dense rounds to penetrate bunkers, tanks, etc.
Auto-Grenade Launcher: this grenade launcher includes an oversized 20 round cylinder magazine. It can fire up to three grenades with an attack action. The shooter determines where each grenade lands, including making them land on each other (thus targets in the area suffering three affects at the same time).
Rocket Launcher: one-shot/use weapon is fired directly at a vehicles. Against Large sized targets or smaller have advantage on their save.
Lasgun: a heavy, semi-portable laser rifle for assault and infantry squad support weapon.
Heavy Assault Blaster: heavy fully automatic particle acceleration rifles.
Heavy Railgun: a heavy railgun using advanced magnetic acceleration.
Heavy Plasma Gun: heavier version of the plasma rifle.

Ammunition and Powercells

For energy weapons like lasers, they require a powercell to fire. Look under the weapons properties and then add the cost for any multiple powercells for each weapon cell. For example a Laser Rifle uses B cells, so a new fully charged powercell cost 40 credits and weights 1 lbs.
For slug-throwers, magnetic coil guns, etc. they require slugs and clips.
For most pistols is costs 50 credits for 100 rounds that weight around 8 lbs. New clips cost 10 credits each and weight ¼ lb. when empty. Hand Cannons ammo cost 100 credits for 100 rounds and weight 12 lbs. Speed-loading Revolver & Hand Cannon cylinders are also available for 25 credits and weigh ½ lb. each and change them from Feed to Reload (m). Most rifle rounds cost 100 credits for 100 rounds and weight 12 lbs. A new rifle magazine clip cost 15 credits and weights ¼ lb. empty. Splinter Pistol rounds cost 150 credits and weigh 10 lbs. for 100 rounds, while the Rifle version cost 250 credits and weigh 15 lbs. and machine gun splinter rounds weigh 20 lbs. and cost 400 credits for 100 rounds. Mags cost the same as normal firearms. Sniper rifle and machinegun rounds cost 150 credits for 100 and weigh 15 lbs. New sniper magazine clips are 10 credits and weight ¼ lb. empty. Heavy machineguns, autocannons and chaingun ammo cost 250 credits for a 100 and weigh 25 lbs. Machineguns use belts or boxes for ammo that cost 25 credits each and weigh 1 lb. ‘empty’.
For caseless weapons, full clips must be purchased. Each costs 2 credits times the number of rounds for a full chip and the full weigh is on average ½ lb. for pistols, 1 lb. for rifles, 5 lbs. for a machinegun and 30 lbs. for a heavy machinegun.
Capsicum cartridge cost 25 credits each and weigh ¼ lb.
A full clip for a Needler pistol cost 100 credits and weighs ¼ lb. and a rifle cost 250 credits at ½ lb. (and they are Illegal).
Magnetic/Coil/Railgun/Mass Drive weapons are sold as full clips also and cost 10 credits times the number of rounds in a full clip times the full clip’s weigh. This includes a powercell incorporated into the clip. Full clips generally weight one-fourth the weapon itself weight (i.e. a Coil pistol clip is ¼lb and cost 25 credits, while a Mass Drive mag is 125lbs and cost 3,750 credits).

SPECIAL AMMUNTION
One advantage that the basic slug throwers have is that they can use a variety of different types of slugs in the weapon. These modifiers can also be applied to bow’s arrows or a crossbow’s bolts but assume that each special arrow or bolt has a base costs one credits for each.

  • Acid Slug: deal +1d6 acid damage to base damage. On the following round the target suffers another 1d6 acid damage. Cost is 25 times the normal cost. (Restricted)
  • Adamantine Rounds: dense heavy-core rounds for heavy autoloaders, hand canons, shotguns, and rifles (and arrow and bolt). Ten times the cost per round and add the AP property to the weapon.
  • Cold Iron: triples the cost of the rounds and deals extra damage to certain creatures.
  • Rubber Rounds: deal minimum damage but target is at disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target instead gains the Stunned condition until the start of your next turn. Cost is double for normal rounds.
  • Shaped Capsules: military grade shape-charged explosive rounds for heavy autoloaders, hand canons, shotguns, rifles, arrow and bolt. Add properties AP and +1d8 explosive damage to the weapon. Cost is 30 times the normal round cost. (Military)
  • Shock Slugs: Cost 20 times the normal cost and adds the Pincher weapon quality and lightning damage to the round.
  • Silver Rounds: ten times the base cost of the round and deals extra damage to certain creatures.

INJECTOR ROUNDS
These rounds are fired from an Air firearms, but can also be delivered through a hypospray injector or syringe (see Medical gear). Huge sized creatures and larger along with anyone in an Exo-suit or with an active Energy Shield is immune to these rounds. Large size creatures and anyone wearing Heavy armor impose disadvantage on Air Pistil attacks. Injectors do not work on undead or incorporate creatures. All injected drugs are considered analogy except Detonator nanites.

  • Detonator: This injection introduces nanites into the subject that are programed to activate based on parameters you set before injection. As a reaction to a condition you determine, the target takes 3d6 necrotic damage and gain the Poisoned condition until the end of its next round, DC18 Constitution for half and not suffer the Poisoned condition. Cost 25 credits dose (Military).
  • Fear: A psychotropic that makes the subject see the thing it most fears all around it. The subject makes a DC15 Constitution save or gains the Frightened conditions which includes all friends and foes. At the end of its turn the subject makes another Constitution save, success means it recovers, otherwise it remains frightened until the save is made. Cost 50 credits dose (Illegal).
  • Narcosynthesis: Truth serum multiplied by fifty. Subject must make a DC20 Constitution save or for the next hour it is at disadvantage with all Charisma (Deception) checks and others gain advantage on all Wisdom (Insight) checks against it. Cost 25 credits dose.
  • Open Mind: This injection is a concoction of barbiturates, amphetamines akin to LSD. The subject makes a DC15 Constitution save or gains the Charmed condition against any and all suggestions made to it by anyone speaking to it that the target can hear and understand. It can make new save at the end of each of its turns to remove the condition. Cost 50 credits dose.
  • Pain: This injection does not inflict pain, but rather hypersensitive the dermal nerve network, making the subject fell all sensations with uncomfortable intensity. The subject gets a DC15 Constitution save or each time the target takes damage it suffers and additional 1d6 damage from each attack that hits it this round. This is not double by critical hits. The subject can make a new save at the end of each of its turns to remove the affect. Cost 30 credits dose (Restricted).
  • Paralysis: This broad-spectrum mélange of neuromuscular-blocking drugs can inflict near instant paralysis in a subject. A subject hit must make a DC15 Constitution save or gain the Paralyzed condition. At the end of each of its turns afterwards it gets a new save. Success removes the condition. Cost 75 credits dose (Illegal).
  • Sleep: This heavy dose of diazepam and various opioids might actually kill a horse. A creature hit must make a DC15 Constitution save or fall Unconscious. If hit again with the same injection within 1 minute, the DC increases by +5 (cumulative to a max DC25). The target remains unconscious for five minutes or until the sleeper takes damage or something takes an action to shakes it awake. Also gains one level of Exhaustion on failed save. Cost 100 credits dose.
  • Slow: This strange medley of drugs causes muscle relaxation by depressing the central nervous system. A subject hit must make a DC15 Constitution save or its Speed is halved (round down to nearest 5ft) and is at disadvantage on Dexterity ability and skill checks and attack rolls. At the end of its turn the subject can make a new save to remove this affect. Cost 75 credits dose.

WEAPON UPGRADES AND MODIFICATIONS

These modifiers can be added to most weapons (melee or firearms).
Advanced Alloy Metals*: added to any Primitive weapon. Removes the Primitive quality from all weapons and adds +2 damage to piercing and slashing (only) weapons damage. Cost x10 base PHB price in credits (arrows and bolts can also have this affect but at x20 the cost).
Bipod*: for heavy weapons mount. Takes 1 action to set up or take down. Medium sized creature not at disadvantage for firing Heaving weapons. Wt. 10lbs, Cost 50 credits.
Concealed Hostler*: Shoulder or hip holster that hides under a coat (+4 equipment bonus to users’ Stealth to hide a pistols or melee weapon on himself). Has space for 4 extra clips. Wt. ½lb, Cost 50 credits.
Enhanced Sights*: These sights doubles the weapon range (a 50/200 becomes 100/400) but only with the Aim maneuver. Cost 250 credits.
Expanded Magazine*: slug throwers only. Double the shots available for weapons with magazine. This also doubles the weight of the clip. Doubles the reload Move cost. Triple clip cost (not available for revolvers or their speed loaders).
FOF Limiter: a smartgun upgrade is capable of avoiding friendly targets. When making autofire area of affect attacks exclude any squares that contain friendly creatures. The allies must be programmed into the system. Takes 5 minutes and a DC10 Computer Use Skill for each ally added. Wt. +2lbs, Cost 1,500 credits.
Forearm Weapon Mount'*: a hands-free attachment allowing the use of one light one-handed weapon (melee or firearm). Wt. +2lbs, Cost 200 credits.
Hidden Arm Sling*: Auto-draw sling for a light pistol or knife. Does not count as an item manipulation to draw and hidden under sleeve (+4 equipment bonus to Stealth to hide from others seeing it when not employed). Wt. ½lb, Cost 150 credits.
Hotshot: blasters, laser and plasma weapons only. Supercharges the weapon, causing it to burn through more charges to increase the damage. Adds +1d8 to base damage (i.e. and laser carbine would deal base 1d10+1d8 damage) using 5 charges each attack. Wt. +1lb, triple the base weapons cost. To add a selector (allowing normal damage/charges and hotshot, changing between the two requires 15ft of movement), the cost is instead times ten (Military).
Melee Attachment*: melee weapon under-mount (think bayonet). Wt. +½lb, Cost 50 credits.
Motion Predictor: complex target-tracking cogitator. Autofire weapon only. Disadvantage for others to make their Dexterity save against AOE attack and allows the users to use its reaction to make an Opportunity attack within ½ the base range of the weapon. Wt. +1lb, Cost 2,500 credits.
Recoil Gloves: advanced grav glove ignore Double-Tap penalty and Burst Fire and reduces Auto-fire to -3 (none if braced). Wt. 2lb, Cost 1,500 credits for each hand (pistols and rifles only).
Red-Dot Laser Sight: ranged weapon attacks within a weapon’s base range (i.e. not long range) adds +2 damage. Wt. +½lb, Cost 150 credits.
Silencer*: Can be attached to most slug thrower weapons only but not shotguns or revolvers. Disadvantage on DC15 Perception checks to hear the gun fire but only with semi-auto fire (single shot or double-tap). Does not work for revolvers or shotguns (Restricted). Wt. ½lb, Cost 500 credits.
Suppressor*: Can be attached to most slug thrower weapons only. Disadvantage on DC15 Perception checks to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted). Wt. ½lbs, Cost 500 credits.
Variable Tanks: for flame weapons only. Triple the cost of the flamer base powercell cost of the special canisters for the various damage effects. Note also that the powercells only provide ½ the normal shots. These special powercells can contain any ONE of the following effects…

* Liquid Nitrogen: change damage to cold and add property Cold. Targets who failed their save also move at ½ their base Speed (round to the nearest 5ft) until the end of their next round.
* Corrosive: change damage to acid and add property AP. Also the weapon deals ½ of the original damage against the target the following round.
* Toxin: change the damage to poison and requires the target to make a Constitution save vs. the damage dealt or gain the Poisoned condition for 1d6 rounds.
* Adhesive: non-damage affect but still roll the damage. This is the DC that all subject in the area of affect must make Strength saves against or gain the Restrained condition. They can make a new save at the end of their turn against the same DC to end the condition.

Weapon Gimble*: a harness that allows a medium sized creature to fire a Heavy Weapons without disadvantage (still at disadvantage if attacker moves and attacks in the same round). It does have the draw-back of reducing the wearer’s speed by 10 feet. Wt. +25lbs, Cost 250 credits.

GRENADES and EXPLOSIVES

Explosives do not add ability modifiers (Dexterity or Strength) to damage total.  Indirect: These weapons can be thrown or fired over osculates or into area that the attacker cannot see. The range remains the same. If you cannot see the target area, chose a space where the explosive will land but targets automatically gain advantage on their saving throw. All ranged explosives and grenade weapons have two range increments. Within the first increment use the standard AOE attack as above. For long range (the second increment) all targets in the area gain Advantage on their saving throws against the affects. If this attack is also an indirect attack (see above) then the targets also gain Resistance to any damage dealt by the attack. This stacks with ½ damage from a successful save. Hand grenades count as Simple Weapons for proficiency and are thrown with a range of 30/90. Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a DC10 Mechanics use check to set property and always requires 15 feet of movement. Explosive packs are heavy explosives. They have detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a DC15 Mechanics skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack). Mortars are really just big grenades with a range of 500/2,000. Add +2d weapon dice to damage, four times the weight, triple the AOE and ten times the cost (i.e. a Fragmentation mortar deals 4d8 explosive damage, weighs 4lbs, AOE of 30ft, costs 250 credits each). They share all other features of grenades and launchers (including setting fusses, etc.). Generally because of the range, Mortar operators often rely on forward observes relying coordinates to them. This is a Perception check by the forward observer and an Insight check by the attacker with the following DC - direct communications between both 12 each, some interference 15 each. If these rolls are made they can ignore the indirect penalty. If one is made then indirect penalty applies, if both fail they the round is wasted and falls short/long (auto miss).

DESCRIPTIONS Concussion: light explosive using air pressure as well as shrapnel to disrupt enemy lines. Smoke: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster. Fragmentation: deadly antipersonnel explosives with hundreds of steel flechettes (Military). Photo-Flash: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted). Riot: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and halves Movement (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Restricted). Tangler: these grenades release an inky super adhesive substance within their area of affect. Anyone who fails their save gains the Restrained condition. Each round after that as an action they can attempt to escape with a Strength saving throw vs. the same DC. Success means they have pull themselves free and are not Restrained. HEAT: high-explosive, anti-tank explosives that affect a forward cone not a sphere area of affect (Military). EMP: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Effects all technology that employs a powercell. Device holder and golems require an Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Vehicle operators can make a Dexterity or Intelligence save (but max ability modifier the same as the max for AC bonuses). Huge vehicles and larger, are immune vs. grenades, while mortar rounds will effect up to Colossal size. Vehicles are at a disadvantage for all operations for 1d4 minutes. A DC20 Intelligence (Mechanic) check will restore power to a device as an action. Cryo: super-cooling gas released that not only damages but can also slow targets movement for those who failed their saves (Restricted). Electrical: releasing a powerful electrical discharge that can also fry advanced devices (Restricted). Flame: specialized semi-adhesive gel that burns in the radius for 2d6 rounds after the explosive is set. As with the Flame weapon property, targets who fail their save also catch fire. Anyone starting their turn or moving through the area (counts as difficult terrain) must make a save or also suffer the damage and have a chance of catching fire (if they fail their save) (Military). Geode: advanced frag grenades that release sharpened adamantine flechette shards (Military). Toxic: releasing lethal and illegal poisonous toxic gases. Failure results in the damage and the target gaining the Poisoned condition, with a successful save taking only ½ damage and not poisoned. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the poisoned condition also takes the listed damage at the start of its turn. They can make a new save at the same DC at the end of their turn. Success means they are no have the poisoned condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who does not have the poisoned condition that starts its turn in the area must make a save or suffer effects as listed above (Military and Illegal). Hallucinogenic: powerful hallucinate gases that disorient living targets. Failed save the target acts as if under the Confusion spell (PHB pg. 224) and gains the Frightened condition. Each round afterwards, at the end of its turn, a target can make a new save to remove the condition BUT only after two rounds of successful saving throws! After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Military and Illegal). Virus: these illegal grenades release a necrotic toxin that literally melts living flesh but has no effect on anything not alive. Failure results in the damage and the target gaining the Paralyzed condition, with a success taking ½ damage and not paralyzed. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the paralyzed condition takes the listed damage each round after that. They can make a new save at the same DC at the end of their turn. Success means they are no have the condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions (and ½ the damage) as listed above (Military and Illegal). Plasma: one of the most powerful hand grenade created (Military). Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted). Mining Pack: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted). Anti-Armor Pack: specialized bomb with an adhesive pull-stripe that can stick to almost any surface (Military).

ARMOR

Energy Shields

CLOTHING AND PROTECTIVE GEAR

COMMUNICATIONS AND COMPUTERS

Hand Scanners

MEDICAL GEAR AND DRUGS

MISCELLANEOUS GEAR AND OTHER ITEMS

SECURITY GEAR

Counter Security

SURVIVAL GEAR

Light

Packs and Rations

SPELLWARE (CYBERNETIC)

GOLEM (ROBOTS)

ATMOSPHERIC VEHICLES

Aerocraft and Coppers

Filtters and Skimmers

Landcraft

Walkers

Watercraft

STARSHIPS

Starship Navigation

Starship Maintenance and Resupply

OTHER HOUSE RULE

PROFICIENCIES - SKILLS

STRENGTH
Athletics: includes things like Climbing, Jumping and Swimming. See PHB pg. 175-6 for most uses. With a move of at least 10 feet in a straight line make a check, every 2 you get over a DC10 adds 1 foot to a long jump and ½ foot height for a high jump. Standing jumps halve these distances.
'Carrying Capacity: Strength x 10 lbs. Small is Strength x 5, Tiny x2, Large x20, Huge x40, etc.
DEXTERITY
Acrobatics: per PHB pg. 176-7. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. The DC18 or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature of any size without causing an Opportunity attack if your check vs. DC15. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check vs. DC20 to gain the Disengage action as a Bonus action. Acrobatics is also used when making natural flying maneuver checks like flying through obstacles, etc.
Drive (new): control of hovercraft, wheeled, tracked, walker and watercraft.
Pilot (new): control of all aerocraft, helicopters, anti-grav, spacecraft and transports.
Sleight of Hand: per PHB pg. 177 Stealth: per PHB. pg. 177
INTELLIGENCE
Arcana: per PHB pg. 177
Capital Ship Pilot (new): piloting of capital classed starships (Behemoth size or larger)
Computer Use (new): is use and program computers and golems, using scanners, etc.
Culture (includes/renamed History): per PHB pg. 177, but also races, planets, laws, etc.
Mechanic (new): basic fixing skill of golem, equipment, starships, etc.
Investigation: per PHB pg. 178
Nature: per PHB pg. 178, includes life sciences and biology.
Physical Science (new): includes astronomy, geography, planetology, etc.
Religion: per PHB pg. 178
Technology (new): this skill covers understanding and working with most technological devices.
Thievery (new): this skill covers using most illegal devices like security and forgery kits.
WISDOM
Animal Handling: per PHB pg. 178
Insight: per PHB pg. 178
'Medicine': per PHB pg. 178
Perception: per PHB pg. 178
Survival: per PHB pg. 178
CHARISMA
Deception: per PHB pg. 178
Gambling (new): covers all games of chance and gambling styles.
Gather Information (new): gain information from talking to people.
Intimidate: per PHB pg. 178
Performance: per PHB pg. 178
Persuasion: per PHB pg. 178

Expanded and New Skills Uses

Capital Ship Pilot (Intelligence): Piloting the capital class starships (Behemoth size or larger) is more about logical thinking and controlling vector thrust from various engine banks. As these ships are not as maneuverable as smaller starships most checks are for only avoiding collision with something big or maneuvering into position to fire weapons. See Vehicle Houserules (pg. 14-19).

Computer Use (Intelligence): This skill can be used to access data (both hidden and public) from a computer system, and for crafting of programs which are used to program or reprogram a golem (drone and robots), etc.
Getting information from a computer system requires that you are connected to the appropriate network or system, have found the system that you wish to access and the system having at least an Indifferent attitude towards you (hence it will share its information with you). In the DragonStar universe there are two major computer systems types. Most are connected via the EtherRealm – a semi-magical internet which is connected over the vastness of space via hyperspace communication boosters and independent systems. The EtherRealm connects millions or billions of different systems (think modern servers and data-houses) creating HUGE amounts of data that might easily overwhelm a searcher who doesn’t know what they are looking for. The second are Closed Systems which are not connected to the galactic network and can only be access locally (physically at their location). In both cases one must be connected in some way to the system to access information. This can be wirelessly or while working on a connected terminal. Public systems or boards treat all uses as Indifferent with no formal security setup for access of basic information by default. Remember this is the information that someone wants to share with everyone, be it the publicity information for an interstellar corporation or an open public chat room.
Private systems treat all users as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas.
In order to improve a systems attitude requires one hour of full concentration work and a DC10 Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the DC by +5 (Indifferent DC15, Unfriendly DC20 and Hostile DC25). Success improve the systems attitude by one level. You can decrease this DC by 5 if you spend twice as much time working in the system, and you can reduce the DC by 10 by spending at least six hours working on the system. However the lowest the DC can be reduced in this way is to a 10. To make a check every 10 minutes increase the DC by +5.
With a Hackers kit (pg. 79) the base time decreases to 10 minutes and uses the Intelligence (Thievery) skill instead. A hacker can reduces the DC by 5 if you spend 30 minutes working on the system or by 10 for spending one hour but the minimum DC is skill 10. For making a check every minute increase the DC by +5 and to reduce the time to 1 Action increases the DC by +10.
Every hour you are in a computer section that you are not allowed in the systems its A.I. and/or security operates looking for such intrusions, gets a chance to detect you. Makes an opposed Intelligence (Computer Use) with it. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but is made every minute (10 rounds) in a restricted area and every round in a private or secure area. If it successes you are kick out of the system and you cannot access it. You must wait at least 24 hours to try and access a system again.
To access the specific information that you wish requires an Action and a Computer Use skill check DC5 with a Helpful system, DC10 Friendly system or a DC15 with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.
Systems Attitude

Hostile Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection.
Unfriendly Treats you as an unauthorized users and blocks your access to its programs and information.
Indifferent Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks.
Friendly Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands).
Helpful Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command).

Computer Use is also used to plot a jump course (see StarCaster Navigation) or use scanners (both starships pg. 19 and hand scanners, see Gear).
You can also use Computer Use to program a Golem or Vehicle A.I., this includes installing a Skill, Weapon or Armor Proficiency or adding a Feat to one. First the programmer must have to access to a program that can be installed into a Golem or Vehicle. See Vehicle and Golem creation rules for cost. To install it takes one hour of work and a DC15 Computer Use skill check.

Drive (Dexterity): This skill covers the control all landcraft (bikes and landcars), skimmers (hovercraft), walkers (2 or more legs), tracked and watercraft (including submersibles) vehicles. A basic maneuver checks (i.e. avoiding object or making your way around a tight corner) would require a DC15 skill check. Failure should deal 1d6 damage equal to the vehicle size modifier +1. See Vehicle Houserules.

Gambling (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base DC15 is a good starting point.

Gather Information (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a DC10 check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a DC15 and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a DC20 and cost 1d8 x100 credits.
One could also try and grease the wheels by offering additional credits to either speed up time or gain additional information; GM’s call but as a good basic double the amount above could halve the time required or gain a bit more info at each level.

Mechanic (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing starships and restoring shields. See Spellware for fixing cybernetics and Vehicle Houserules for repairing vehicles and starships, rerouting power and restoring force fields. For a Golem it takes one hour of work and a DC15 check and restores 1d4 + the mechanic’s proficiency bonus and Intelligence modifier. All of these repair types require 10 credits worth of spare parts per Hit Point repaired (from Widget Bags or purchasing the parts).
Planting explosives base DC15. This will allow one to know where best to plant an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see Gear) the DC increases by +5 or +10 if no tools are available (like a repair kit). With a DC20+ the explosives will ignore Hardness of structures or vehicles that they are placed on.

Physical Science (Intelligence): This skill covers a lot of sciences and is mostly used in the field of astronomy, climatology, geography, mathematics, physics, planetology and related fields. It can be used to recognize the tools that are used in this field (telescopes, weather pattern radar, etc.) and how to use them.
It can be used to understand planetary readings from sensors (and what one might except onsite based on those readings), understand stellar fluctuation readings, etc. The GM should set the skill DC depending on how much information the user can gain and what its’ trying to discover.

Pilot (Dexterity): This skill is use to control Aerocraft (propeller and jet aircraft), Choppers (helicopters), Filters (anti-grav) and non-Capital Starcraft. For most checks are the same as Drive (see above) but also see Vehicle Houserules.

Technology (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology. It is a DC10 skill check to recognize a model of a simple or common piece of tech like a comlink or dataslate. A DC15 for a more complete model like a Maglock or hand weapon scanner and for extremely advanced items increase to DC20 to recognize a rare or advanced piece of tech like a StarCaster engine.
If you are untrained in the use of a particular technology and you made your check to recognize it, you can use your Intelligence (Technology) proficiency to try but the DC is always increase by at least +5 over the basic difficulty it would normally be. If you fail any such check is at disadvantage.
Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years depending on the system/upgrade and available resources.

Thievery (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Hacking kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use).
A Security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). See GeneLocks, MagLock, etc. in Gear for most DC of standard locks. Without the correct tools the DC is +5 or 10 higher or can be attempted with a Computer Use skill by hacking the system. To overcome a weapons or similar security system or hand scanner requires a DC20 Intelligence (Thievery) skill check.
Forgery kit to make fake documents that will fool security check points, the DC15-25 depending on the level of security, area, etc. Most Identification in the DragonStar setting are paperless and maintained on a securer dataslate for most people but others still carry physical IDs in some regions. These can allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc.

PROFICIENCIES - WEAPON AND ARMOR

Weapons: Simple Weapons, Martial Weapons (from the PHB), Pistols, Rifles and Heavy Weapons (Super-Heavy weapons use the Heavy Weapons proficiency. Also has a special feature that you use your Dexterity or Intelligence modifier to attack and damage, but only with these weapons).

Armor: Light Armor, Medium Armor, Heavy Armor, Shields and Exo-Armor.

NEW FEATS

ADAPTIVE
Increase your Strength or Constitution score by 1, maximum of 20. You are not at disadvantage to attacks, ability checks, saving throws or skill rolls in high, super-high, low or micro-gravity environments. You have advantage with melee attacks against those who are at disadvantage in these situations. See Environment.

BOLT-STORM
Spray and pray! You are skilled at creating even bigger threat area of your automatic weapon attacks. Whenever you use an Autofire feature with an Automatic weapon, you can change the area of effect from a 10x10ft area to either a 15x15ft area or a 5x30ft line area. You only suffer ½ (round up) the penalty for autofire when making AOE attacks. For heavy autofire only weapons the area changes from a base 20x20ft area to either a 30x30ft area or a 10x40ft area.

COVERING FIRE
Increase your Strength or Dexterity score by 1, maximum of 20. While wielding a modern range weapon you can, as a bonus action, designate one space within the weapon’s basic range. You are considered to be threatening this five-foot area that you can make opportunity attacks with your ranged weapon. With an auto weapon you can threaten a 10x10ft area but use 10 rounds with OA (or larger if using a Heavy Autofire weapon or Bolt-Storm feat).

EXO-ARMOR PROFICIENCY
Increase your Strength or Dexterity score by 1, maximum of 20. Gain proficiency with exo-armors.

FIRE DISCIPLINE
Prerequisite: Heavy armor proficiency.
Increase your Strength or Dexterity score by 1, to a maximum of 20. You have better control when firing autofire weapons (not heavy autofire only weapons). When you autofire at just one target you have superior trigger control to only use 5 rounds of ammunition (instead of 10). You also suffer no penalty to your attack rolls when using either of the Burst Fire and Double Tab weapon feature.

FIREARM EXPERTISE
Prerequisite: Pistol, Rifle or Heavy Weapon proficiency.
You can reload one clip, magazine, or cell using five feet of movement (instead of 15ft) or 10ft to also collect the expended clip or powercell (instead of 30ft). This only works for firearms, not advanced melee weapons with powercells. Before making a ranged attack with a firearm (no autofire/burst fire) that you are proficient with, you can choose to take a penalty to the attack roll up to your Proficiency bonus. If the attack hits, you add double this penalty to the weapon’s damage (i.e. taking a -2 to hit adds 4 damage with a successful hit).

SPACER
Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You are comfortable in zero gravity environments. You no longer suffer disadvantage in weightless/z-g situations. See Environments with basic Strength and Dexterity based skills. You have advantage on any Dexterity (Acrobatics) check to right yourself when tumbling and Intelligence saves if trapped in a vacuum without protection. Zero-gravities does not count as difficult terrain. Finally you have advantage with melee attack rolls in zero-g against those who are normally at a disadvantage (i.e. anyone without this feat, an Elf, voidborn, etc.).

SNIPER
Prerequisite: Rifle or Heavy Weapons proficiency.
You marksmanship training has enable you to make incredible shots. While wielding a Rifle or Heavy Weapon and when you take the Aim Special Action, as an action you make a single ranged attack at advantage if the target is at least 80 feet away from you. If both checks to make this attack would have resulted in a hit, roll the weapon’s damage again and add that to the final damage.

SUPPRESSING FIRE
Increase your Strength or Dexterity score by 1, maximum of 20. You are skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save (DC8 + your proficiency bonus + your Dexterity bonus) or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. This is in addition to their Dexterity save for ½ damage.

Updated Feats from the PHB

First, not using the Healer Feat (most covered by a Medical Kit). Updating Great Weapon Fighter' and Sharp Shooter to say “Take a penalty up to your Proficiency bonus to your attack and add double that to your Damage if you successfully hit (i.e. at 1st level character can only take a -2 to attack to gain a +4 to damage)”. Sharp Shooter only works for archery and crossbow weapons. For Heavy Armor Specialization, you only gain the reduced damage from advanced weapons if the armor you are wearing is also advanced. Weapons with the AP feature count as magical when used against a heavy armor specializations damage reduction. Weapon Master Feat allows you to also choice Pistol, Rifle or Heavy weapons.

NEW SITUATIONS/ACTIONS

Aim: if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover.

Area of Effects (Explosives): (PHB pg. 204) When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other weapon AOE style attack, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save).

Autofire: When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. an assault rifle that deals 2d8 damage deals 4d8 damage and a critical hit deals 6d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (AOE; PHB pg. 204) must make a Dexterity saving throw vs. DC8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing double damage).

Special – the attacker can use a Bonus action to “Brace” to reduce the Autofire penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Also bracing grant advantage from all attacks against the attacker until the start of its next turn.

For both Explosive and Autofire AOE

Special - you do not include Strength or Dexterity modifier nor any range Feat or non-specific Feature (like Grenade Expert) bonuses to damage to any AOE damage types listed above.

Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to shot it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 15 HP, ¾ Cover can absorb 30 HP, Full Cover has 60 HP, and all have Resistance to damage. Full cover that is reduced to 30 HP only provides ¾ cover now, and ¾ cover reduces to 15 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness. It takes ½ movement to initially benefit from cover and when “pop-out” attacking to gain the benefiting from either Full Cover or ¾, also costs the attacker ½ movement.

Falling Prone: unless you are forced Prone, you use 5ft of Movement to fall to the ground prone. Also as a Reaction, if you have at least 5ft of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 5ft of movement) and gain advantage on any Dexterity saving throws against area of affect spells or weapons that you just reacted too.

THE ENVIRONMENT

In DragonStar and many sci-fi setting the environment can be as dangerous as an enemy.

ATMOSPHERE
Most major life forms of the setting breathe nitrogen, oxygen, or a mixture of the two. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous (Toxic).
Vacuum: The void of space contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as void suits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), every round it suffers 1d6 hit points of damage and must make a DC15 Constitution save or also suffer one level exhaustion of from decompression. If a breathing being expels all air from its lungs (requiring a DC15 Intelligence save) it can avoid this roll for ¼ it Constitution score (round down).
The victim recovers back hit points and exhaustion per regular means in normal atmosphere.
Thin: Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized void suits or rebreathers to operate safely in a Thin atmosphere. Creatures without a this protection require a DC15 Constitution save every 5 minutes of exposer. Heavy activity can increase save to every minute or every round of combat like activity. Failure causes a level of exhaustion. This can lead to death.
The victim recovers back exhaustion lost this way level every 10 minutes if returned to standard atmospheric pressure.
Normal: Standard atmospheres have no special effects. Types between Normal and Thin or Dense may also exist. Use whatever condition is closest but either extend the time before requiring a save and/or decrease the DC of the save. Also a maximum of 4 levels of exhaustion can be caused from these lower conditions.
Dense: A Dense atmospheres have a higher pressure than standard and are generally not as difficult time breathing as in a thin atmospheres. A being must wear some sort of breathing apparatus or make a DC15 Constitution save every 30 minutes or 5 minutes with heavy activity. Failure results in one level of exhaustion. This exhaustion can kill the subject.
Victims recover these lost exhaustion levels every 10 minutes if returned to standard atmospheric pressure.
Hazardous: Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy life. This can include hostile planets or toxic wastelands (both natural and from pollution, etc.) or do to some natural toxic atmospheric conditions. A creature without some kind of breathing apparatus and/or biosuit to protect their skin must make a DC10-20 (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments, as determined by the GM) or suffer an exhaustion level that can lead to death. Any failed Constitution save also imposes the Poisoned condition onto the target. This condition is not removed until all of the subject’s exhaustion levels have been removed.
Recovery is only possible when the creature receives air at standard pressure and one exhaustion level is recovered every 10 minutes.

GRAVITY
Different levels of gravity can affect individuals differently, as they suffer some physical disorientation in gravities different than what they’re used to. Being in higher gravity inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws.
In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They can still suffer disadvantage on Strength and Dexterity saves.

  • Super-Heavy G': Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 5ft base).
  • Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 5ft base).
  • Low G: Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal.
  • Micro-G: Carrying capacity, lifting, leaping distances and Speed are doubled over normal. However, when firing non-recoilless weapons in micro-g environments when not braced (same as Zero-G, but a failed check knocks the attacker prone instead of tumbling).

Zero-G Effects: Movement and combat in zero-g is tricky due to momentum and disorientation. When not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. Firing non-recoilless weapons in a zero-g environment automatically sends a target tumbling and is at disadvantage. When tumbling the creature has a Speed 0 (if it was moving then it is still moving in that direction and cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature attempts a DC15 Dexterity (Acrobatics) skill check to ‘right’ itself (at disadvantage). Success means it is no longer tumbling. A creature can spend its Action and make a DC12 Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface or with a DC15 if firing a non-recoilless weapon using burst fire or autofire weapon features. Magnetic books can latch onto a metal hull as a bonus action and with no check required. Being anchored in this way allows normal Strength and Dexterity based skills checks and attack rolls that will not send you tumbling. However your speed that round is 0.

OTHER HAZARDS
COLD WEATHER
Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a DC15 Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing normal winter clothing (or a wetsuit if underwater). If not increase the DC20. Advanced arctic suits ignore the basic condition and grant advantage on the save below 0° F down to around -40° F then standard saves and finally at disadvantage on saves below -80° F.
Below -100° F (uncommon except in space) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute.

EXCESSIVE HEAT
Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day (for a typical Medium sized creature; half that for a Small and double for a Large sized creature), they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make DC15 Constitution check every four hours, add +2 to the DC if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the DC for every 5 degrees above 90 the temperature is. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature.
The void of space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact on this.

PRESSURE
Pressure can come from dense atmospheres on some alien worlds or being deep underwater or hard-g maneuvers in an atmosphere. Dense atmospheric pressure requires a DC10 Constitution saving throw every hour, 10 minutes if exerting oneself.
Extreme pressure, such as from high-g maneuvers in flight or certain atmospheric conditions, increase this to DC15 each round. Failing either causes a level of exhaustion. These level of exhaustion can kill the subject.
Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a DC15 Constitution save. Failure results in 1d6 pressure damage that also reduces the subject’s maximum hit point total by the same amount. Taking ½ the safe time is a DC20 or suffer 3d6 pressure damage (½ if you saved) that also reduces your maximum hit point total by the same amount and costs one level of exhaustion. Taking ¼ the safe time is a DC25 or suffer 5d6 damage pressure (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total. Recovering all lost exhaustion can only be done at one level per long rest with complete rest by the target (no actively heavier then walking).

RADIATION
There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.
Dangerous levels of radiation require a DC12 save every hour or suffer 1d6 hit points of radiation damage and also a reduction of the creatures maximum hit point total by the same amount. Extreme levels of radiation require a DC15 save every minute or suffer 2d6 hit points of radiation damage (½ if you saved) an also a reduction of the creatures maximum hit point total by the same amount. Deadly levels of radiation require a DC15 save but every round or suffer 3d6 hit points of radiation damage (½ if you saved) and a reduction of the creatures maximum hit point total by the same amount. For all levels a failed Constitution save also imposes the Poisoned condition onto the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total. The poisoned condition is not removed until you have restored you maximum hit points to full first.
The void of space is considered to have a Dangerous levels of radiation.

VEHICLES

Vehicles ranged from the smallest scoter-bikes to the greatest capital starships. In all cases – the Vehicle Operator is the pilot or driver of the vehicle. The Systems Operator is anyone else although on some smaller vehicles a Vehicle Operator might fill all roles, depending on its actions. Certain actions can only be performed by the Vehicle Operator; see Vehicle Actions below for these cases. A vehicle operations check is the appropriate skill – Capital Ship Pilot, Drive or Pilot – modified by the vehicle’s maneuver modifier.

VEHICLE NOTES
Modifiers: are a bonus or penalty of the vehicle’s Dexterity modifier minus the vehicle’s size modifier for maneuver actions. Based on the vehicle’s size: Large size 1, Huge 2, Gargantuan 4, Colossal 6, Behemoth 8, Titan 10, Leviathan 12 and Dreadnaught 15.
Attack Modifier are only applies to weapons mounted on a vehicle and fired by an operator or gunner or autonomous vehicles (A.I.). It is based on vehicle’s Intelligence modifier minus the vehicle’s size modifier.
'Vehicle Armor Class = 10 - size modifier + armor bonus. Smaller, more maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some only to a max of +2). Note that the operator must be proficiency with the vehicle to gain its ability modifier bonuses (penalties always count).
Vehicle Damage Threshold = 10 + vehicle’s Strength mod + size bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100)

A vehicle’s Damage Threshold is the amount of damage that it can take in one hit without suffering ill effects. When an attack deals more damage than this threshold it becomes 'Partially Disable. When this happens all actions taken by the A.I, the operator and all of the crew are at Disadvantage for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.).
Vehicles that have be partially disbled i this way and again take the damage equal to exceeding its Damage Threshold becomes Disabled. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash. Other actions that the crew attempts with the vehicle’s systems, while the vehicle is Disable, are at a Disadvantage. Vehicles cannot recover from either Partially Disabled or Disable ‘naturally’. Instead the operator or crew member must Re-rout power (see Vehicle Actions).
At zero hit points vehicles is Disabled and out of control and is no longer functioning, all systems tied to the vehicle stop funtioning (if weapons have a seperate power sourse or ammo source it can still fire BUT not missile type weapons). All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, etc.) the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the vehicle’s Mod +1 (i.e. a Large vehicle 2 round, while a Colossal vehicle 7). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its Damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants suffer some of this damage; ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a DC15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage. On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a DC15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage).

Special Vehicle Rules

Area of Effect: Attackers of such weapons can pick a square and make an attack check AC10 to successfully hit this area, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check equal to DC10 + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. Starfighters and small vehicles can have Resistance and Cover to certain heavy weapons (see Gear). Also see Missile Lock.
Autofire: see new Situation Houserules. Vehicles and Starships can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10 or higher on its attack check. See Area of Effect for maneuver check.
Collision Damage: Vehicle size Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful DC18 Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed)./br> Ion Damage: As with Golems and other devices, after applying all modifiers (SR and Hardness reductions, etc.) double the remaining damage dealt compare it to the vehicle’s Damage Threshold for purposes of Partially Disabling and Disabling a vehicle (Don’t double the damage applies). Ion Vulnerability devices suffer double the damage but do not double it again against the Damage Threshold. Ion Resistant device do not suffer the double affect. Ion damage does not have as lasting affects as other damage. When making regular repairs, a success triples the amount of damage fixed and when making jury-rigging repairs the fixed damage does not go away at the end of the scene.
Out of Control: An out of control vehicle (one that is Disabled) is no long under control of the vehicle operator. Ground vehicles require a DC15 Drive check at disadvantage or it crashes (MPH equal feet in falling). Otherwise is skids to a haul in 1d4 rounds moving in the same general direction. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 500 feet plus an additional 2,000 feet for each additional round until it either hits the surface or is reactivated. The pilot can attempt a DC15 Piloting check to take ¾ falling damage or with a DC20+ for ½ falling damage. Otherwise resolve falling damage as normal, and all passengers and crew suffer ½ this damage.
Scale: For space scale, any vehicles smaller than Behemoth can occupy the same square. Colossal and smaller vehicles can occupy the same square as Tiran or larger vehicles. For Colossal vehicles and smaller to enter dogfighting with a larger vehicle share the same square.
Shields: Stop any damage first. If the damage exceeds the SR level, subtract 5 points from the rating. When it reaches 0 the shields stop functioning. Shields must be repairs or recharged (see below).
Tractor Beams: Work like Grappling (PHB pg. 195) but on a much larger scale. Vehicles have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the beam operator wins, the target has the Restrained Condition and the beam can move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). The target moves 60 feet a round towards the Grappler (or one square in Space scale).
Turning: Atmospheric vehicles cannot turn instantly. Instead a vehicle must move at least 50% of its total movement that turn (including from Dash and Increase Speed) to turn 45⁰. If the total movement that turn is more than 180 feet all passengers and crew must constitution save against a high-g turn (pg. 13). In space a ship can turn 180⁰ with just 1 square of movement but this requires a save verses high-g if the vehicle’s movement is greater than 6 squares total that turn. A turn of 90⁰ requires a save verses high-g if the vehicle’s movement is greater than 12 squares total that turn.

Vehicle Actions

Attack. As an action a vehicle operator can fire one fixed forward vehicle weapon system. Crew can fire weapons that are manning. For example within the turret or fixed gun point on the vehicle.

Attack Run (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a DC18 Wisdom (Insight) check then target’s saves are at disadvantage instead.

Computer/A.I. Control. Many vehicles employ A.I. automation control. It can act as or aid the Vehicle or System Operator with making any Vehicle Operator tests (if they have the proficiency). A non-combat A.I. can also perform the following tasks independently – Attack, Hide, Maneuver, Move, Raise/Lower Shields, Repair, Reroute Power, Restore Shields, or Sensor Scan.

Dogfight (Vehicle Operator Only). Only aircraft or starcraft may engage in Dogfights. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage they can be ‘forced’ with a contested vehicle maneuver check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is initiated and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat.

  • Dogfighting: At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed IF the craft are of equal size or smaller.
  • Disengage from a Dogfight: When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight. If the target fails it can still leave but all enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Behemoth ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so.
  • Firing into a Dogfight: for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Behemoth size or larger.

Hide (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system.

Maneuver (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to the vehicle’s Mods +1. This damage is not reduced by Resistance or Hardness.

  • Dash: The operator can use its’ action to move the vehicle its Base speed movement again. This is a DC12 maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
  • Dodge: As its action the operator may take the Dodge action with a vehicle it controls. This is a DC15 maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
  • Fighter Wings': For aircraft and starships of Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a DC12 operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks plus +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice.
  • Increase Speed: As a bonus action, the operator can try and increase the speed of its vehicle. Make a DC15 operator check. Success increase the ship’s speed by +50% this round. A DC20+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round.
  • Tight Turns: Atmospheric vehicle operators can attempt to turn with only 20% of the total movement that turn with a DC15 maneuver check. To do a bootleg turn – 180⁰ with only 20% of the total movement that turn – requires a DC20 maneuver check. In either case if the vehicle moves more than 90ft that turn all passengers and crew require a save against high-g.

Missile Lock. Unguided rockets, missile and torpedoes can only make Area of Effect attacks (as above). The operator or gunner can also attempt to make a direct attack against a target with an Action and an Intelligence (Computer Use) check against the target’s AC (with base attack bonuses and penalties). If it succeeds it gains a “partial lock” onto the target and can make a standard attack check the following round as an Action. If it exceeds the AC by +5 or more it gains a ‘missile lock’ and is at advantage on it attack on the following round’s Attack action. A missile lock attack that misses can attempt a follow up attack against the same target on the following round but without advantage as a Bonus action. If this second attack or a partially locked attack misses, the weapon exploded as a failed AOE attack (i.e. all targets in the area have advantage on their maneuver saves).

  • Avoid Missiles and Torpedoes: As a reaction, the vehicle operator can attempt to avoid a missile or torpedo that has just successfully struck his vessel. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage.

Move (Vehicle Operator Only). As vehicle can move up to its base Speed in the round.

Raise or Lower Shields. As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s power systems.

Ram (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check.
If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement).
As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check “missed”.

Repair. A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a DC15 Intelligence (Mechanics) check. A success repairs 1d8 + proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check.

  • Jury-Rig: To jury-rig damage of a non-disable vehicle requires a DC20 Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers.
* You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a DC15 Intelligence (Mechanic) check for most situations (GM’s call).
* To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a DC20 Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Partially Disable for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation.

Force Field systems that have been dropped to 0 total points it must also be repaired before the crew can attempt to restore additional points (see Restore Force Fields). This is a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field. This takes a number of rounds equal to twice vehicle’s size mod, min 1 (i.e. a large vehicle takes two round, while a colossal vehicle takes twelve rounds). The crew can attempt to jury-rig this in ½ the time (round down, minimum 1 round) but the DC increases to 20 and failure results in the system being destroyed (requiring days to repair it, and at least one-tenth the overall vehicle’s cost in supplies).

Reroute Power. If a vehicle still has at least 1 HP a crew can make a DC15 Intelligence (Mechanics) check to remove the Partially Disabled or the Disable effects from a vehicle (note that the Disabled must first be fixed before the crew can attempt to fix the Disabled). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the DC increases to 20. Failure at jury-rigging causes a Partially Disabled vehicle to suffer the Disabled effects for one round (then returns to Partially Disabled at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Disabled vehicle to suffer a number of 1d6 damage equal to vehicle’s size Mod +1 (ignores Resistant and Hardness) and the vehicle is still Disabled.

Restore Force Fields. A crew can attempt a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). For every 5 points the Mechanics check exceeds the DC the crew restores an additional +5 points to the depilated Force Field points, up to its maximum rating or reduces the time required to restore the base amount by one round. This can be combined in any order (i.e. if an operator made its check by +15 it could restore 5 points, 2 rounds earlier, etc.) Failure simply fails to restore any of the force fields rating.

Sensor Scans. Scanning the area has slightly different rules for planet side and in space...
In space other starships and objects are not automatically seen or detected. At the maximum range this is a DC20 Intelligence (Computer Use) check. At optimal range this drops to DC15. Sensor Operators can make this check every hour using passive sensors as a free action. All full round actions, can switch to active sensors to make a check every 30 minutes but then others have advantage on detecting them when doing so. Automated Computer A.I. can fulfil this function but it uses the automations Notice check instead of Computer Use.
The activation of a StarCaster teleportation ‘fissure’ grants advantage on be detected within the range at the base DCs and a normal DC out to double these ranges.
Active weapons fire lowers the DC of being detected by 5. Ships traveling at full speed lower the DC by others by 5 while ships moving at ¼ maximum speed increase the DC of being detected by 5. Ships that are powered down and ‘gone quite’ increase this DC by 10.
No matter the factors the DC cannot be lower the 10.
Ships can travel its Space Scale speed in AU per hour (i.e. a Raptor Light Starfighter have a space scale speed of 11, it can travel 11 AU an hour in space). This gives a general how long ships take to get close to each other and passing over sensor distances.