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  1. - Top - End - #1
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    Default The foundations of a StarCraft D20 Wargame

    I've got this goal... to create a d20 version of the beloved RTS game, starcraft and make room for roleplaying within the universe as well.

    I've looked over many of the templates for zerg and I've seen races like light and dark protoss, but how would this be incorporated into a wargame tabletop?

    No doubt it would be complex, if for the sake of fluff, you allowed zerg to assimilate any creature, or allowed time traveling protoss space craft to be wizard munchkins. Terran on the other hand, seem to only falter in the respect that a GM might get into an argument with a player over craft DCs for technology that the player decided he might try to invent or whatever.

    The main idea here is to allow for the custom diversity inherent in 3rd ed D&D as well as include influences from modern and future (such as wealth and the space age stuff). For protoss, I'd obviously need to homebrew a few psionic splatbook things and reflect how much more godly a protoss is than a human.

    Zerg would become one big compendium of monsters unless you want an infested character, in which case you are applying a zerg template to an existing creature.

    All of this together would be sewn into a war game by way of having creatures like cerebrates be given the ability to command hordes of zerg telepathically to construct biomass structures which have functions (just like in game), and to spawn an army in a way completely apart from acquiring followers or raising an army of humans.

    Terran in war game is a simple matter of bringing over rules for creating a dominion in D&D (acquiring followers or being given an army as a commanding officer).

    Protoss in war game are just like terran.
    ------

    So any other suggestions? In your opinion, is it possible to create a game like this with the described foundations?

    I'm not looking for someone to tell me to start from the ground up since I may as well work for profit then (and this is meant to be free, please).

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    Default Re: The foundations of a StarCraft D20 Wargame

    There's an existing starcraft tabletop game, based on alternity.

    If you're dedicated to doing this, you're going to have your work cut out for you. It's hard to judge how to do conversions, I'd recommend not trying to do it as a large scale wargame (that's what the game is for), try to balance out playable Marine, Protoss, and Zerg heroes and figure out an advancement pattern and equipment availability.
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    My motto: Repensum Est Canicula.

    Quote Originally Posted by turkishproverb View Post
    I am not getting into a shootout with Golentan. Too many gun-arms.
    Leiningen will win, even if he must lose in the attempt.

    Credit to Astrella for the new party avatar.

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    Default Re: The foundations of a StarCraft D20 Wargame

    Quote Originally Posted by golentan View Post
    There's an existing starcraft tabletop game, based on alternity.

    If you're dedicated to doing this, you're going to have your work cut out for you. It's hard to judge how to do conversions, I'd recommend not trying to do it as a large scale wargame (that's what the game is for), try to balance out playable Marine, Protoss, and Zerg heroes and figure out an advancement pattern and equipment availability.
    Well the idea is that if I was doing it as a D&D adventure, then I'd just have to homebrew up everything for D&D and then the universe would already be available for people to roleplay in.

    Instead I wanna take on a larger challenge and make it a wargame.

    EDIT: Or at least playable as both a wargame and a D&D adventure. There'd be 'rules of engagement' for a wargame scenario and 'fluff' for an adventure. Rules of engagement depend on certain mechanics that are built upon the existing fluff - so say you wanna command a zerg army but your character is human. You might wanna get infested but chances are you'll just turn into an exploding walking tumor like what happens with most terrans (the GM would do this almost every time because they detest easy prerequisites; even if your guy is psychic, probably), so the matter is completely out of the question. Instead, if your GM allows it, roll up another character but this time choose the race as cerebrate. The GM then covers much of your existing background since most of what a cerebrate knows beyond what it psionically witnesses in its ever persisting is what the lead hive mind knows.

    Pretty much the only reason a player would roll a cerebrate is to command a zerg army (and maybe roleplay what its like to be a psychic slug that glows every so often with powerful psi and dark energy, but is very lazy; something that comes as a racial trait and renders adventuring nigh-impossible for the creatures).
    Last edited by imp_fireball; 2009-11-14 at 05:53 PM.

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    Default You Wanna Piece of Me, Boy?! >=O

    Starting Wealth

    In this d20 starcraft conversion, starting wealth differs for each class, because each class, reflecting that of a distinguished hero, has a different life style from the other and one that is certainly more extraordinary than that of a commoner.

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    Adept: 1d3
    Aristocrat: 3d8
    Artificer: 2d4
    Barbarian: 3d2
    Bard: 3d2
    Cleric: 2d4
    Commoner: 2d4
    Crusader: 1d6+1d4
    Druid: 1d3
    Expert: 1d4
    Favored soul: 2d4
    Fighter: 1d6+1d4
    Healer: 3d2
    Hexblade: 1d4
    Magewright: 1d3
    Marshal: 2d4
    Monk: 1
    Ninja: 3d2
    Paladin: 1d6+1d4
    Psion: 1d4
    Psychic Warrior: 2d4
    Ranger: 1d6+1d4
    Rogue: 2d4
    Samurai: 1d6+1d4
    Scout: 2d4
    Shaman: 2d3
    Sohei: 1d6+1d4
    Sorcerer: 1d4
    Soulknife: 2d4
    Spellthief: 3d2
    Spirit Shaman: 1d4
    Swashbuckler: 3d2
    Sword Sage: 1d4
    Warblade: 1d6+1d4
    Warlock: 3d2
    Warmage: 1d4
    Warrior: 1d4
    Wilder: 3d2
    Wizard: 1d4
    Wu Jen: 1d4

    NOTE: Wealth cannot fall below 0. At GM discretion, Wealth can fall into negatives, however this will likely spur an adventure to pay off overwhelming debts.


    Also NOTE: Some classes have not been included, and others (such as wizard/sorceror) are not allowed under the rule that there is ordinarily no magic in the setting.


    Government Oppression

    For humans, government oppression is always present and is reflected to a degree upon each lifestyle, according to a human's wealth. This also depends on the type of government.

    Meritocracy: -1d4 wealth if wealth is below 20 and +1d4 wealth if wealth is > 20
    Communist/Autocracy: -1d4 wealth for everyone except those with occupations in upper political echelons
    Plutocratic Oligarchy: -1d4 wealth if wealth is below 40 and +3d4 wealth if wealth is > 40
    Capitalist Free Market Democracy: No wealth penalty/bonus

    Terran Factions and their levels of Oppression


    The Confederacy of Man - Plutocratic Oligarchy
    Terran Dominion - Autocracy
    Kel Morian Combine - Meritocracy
    United Earth Directorate - Meritocracy

    Definition of a Government under StarCraft d20 - A government is a faction that has jurisdiction upon a peace of territory and codifies all the laws. Only governments can have an oppression level. A faction such as 'Raynor's Raiders' is too small to be a government.

    Converting Wealth into Credits
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    If you enjoy the haggling and the flexibility involved in handling actual cash as opposed to a wealth level, use this simple formula conversion.

    DC 3 is 15 credits. . . DC 15 is 550 credits.
    DC 4 is 20 credits. . . DC 16 is 700 credits.
    DC 5 is 30 credits. . . DC 17 is 900 credits.
    DC 6 is 40 credits. . . DC 18 is 1200 credits.
    DC 7 is 55 credits. . . DC 19 is 1500 credits.
    DC 8 is 70 credits. . . DC 20 is 2000 credits.
    DC 9 is 90 credits. . . DC 21 is 3000 credits.
    DC 10 is 120 credits. . DC 22 is 4000 credits.
    DC 11 is 150 credits. . DC 23 is 5500 credits.
    DC 12 is 200 credits. . DC 24 is 7000 credits.
    DC 13 is 300 credits. . DC 25 is 9000 credits.
    DC 14 is 400 credits.

    Every 8 DC above the previous DC is 10 times that value.

    Wealth checks can still be made for purchase DCs. Additionally, Knowledge: Local checks (reflecting knowledge of the local economy) can be made to accelerate searching for items, or Gather Information. Either of these checks may be substituted or even used altogether.


    New Occupations
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    Marine (Resocialized)
    Prerequisite: Must be resocialized. Any age.

    Marines that have been resocialized are usually the downtrodden, desperate members of society. Most of them are low level warriors, relying only on a faint government promise to get them back up on their feet - that is, if they survive the war. Resocialization is a powerful tool that suppresses memory and even basic emotions. A resocialized person loses all of their previous feats, class features and skills and typically gains levels in a class that reflects the occupation of a marine, such as warrior.

    Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.
    Spot, Listen, Survival, Martial Lore, Jump, Swim, Climb, Tumble.
    Bonus Feat (choose one): Weapon Focus: (firearm), Great Fortitude, Exotic Weapon Proficiency (choose one weapon, any)
    Bonus Feat (receive all of these): Heavy Armor Proficiency (CMC Battle Armors)
    Wealth Bonus: +1

    Ghost (Resocialized)
    Prerequisite: Must be resocialized, Wild Talent Feat or 1st level Manifester, other psychic racial extraordinary ability such as Telepathy, Detect Psionics, or Telekinetic Force

    The ghosts are a psychic special forces unit that has seen use in the UED, Confederacy and Dominion. Ghosts usually must have a 'level' of psychic power to be chosen for this occupation, and when they are they are usually not given a choice. Other ghosts can join voluntarily. If you are human and psychic, you may probably need to give a good reason to the GM why you are not a ghost if you do not take this occupation.

    Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.
    Tumble, Climb, Jump, Concentration, Autohypnosis, Spot, Listen, Move Silently, Hide, Disable Device, Balance
    Bonus Feat (choose one): Skill Focus: Concentration, Improved Initiative, Lightning Reflexes, Evasion, Overchannel
    Bonus Feat (receive all of these): Exotic Weapon Proficiency (C-10 Rifle, C-10 Sniper), Exotic Armor Proficiency (Ghost Armor), Tech Familiarity (Lock Down Device, Armor Cloaking Device)
    Special Equipment (Receive all of these from hiring organization unless an outside rule specifies otherwise): Neural Suppressors (limit power use to what armor allows), Ghost Optics (+6 Equipment bonus to Spot Checks; Cybernetic Implant)
    Wealth Bonus: +3

    NOTE: Occupation has no affect on Organization/Association. It merely presents 'what you were trained for', your 'credentials', and the product of education. Your organization may give you different jobs, result in new adventures, etc.

    Also note that you may only receive special equipment from your occupation if you are involved with an organization that explicitly hires those of your occupation. Their are even exceptions to this rule. Having an occupation does not require you to be with an organization (it could be a former occupation, ie.). The general feat 'dual occupation' also allows for more than one occupation to be taken.

    New organizations (large and small, terran and protoss alike) will be included in the future.



    Template Features
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    Resocialized

    Resocialization gives a -2 penalty to wisdom and forces you to behave towards all individuals of superior 'rank' to you in the association you work for, as if dominated by them as 'dominate person'.

    There are various techniques that result in resocialization, most are drug based, but some can be the result of psionic 'treatment' (read: torture).

    Anyone with telepathy can psionically torture a character with missives and the application of interrogation techniques (use regular rules for torture, intimidation, etc.), however the more efficient method is drugs.

    Type 1

    Simply dubbed 'type 1' by confederate doctors, as the product is not commercially available and as such strictly classified for use in resoc.

    Most likely it acts as a sedative, and some kind of a highly reactive psychotropic neural stimulator. The patient is then hooked up to electrodes which feed off neural impulses. Using a brain map on a simple hard drive (or holo drive/quantum virtual bank) and techniques resulting from the advanced application of scientific psionic study, they are able to 'overlap' the patient's memories right down to the subconscious while the patient is in a comatose dreaming phase, 'exhaling memories' through bubbles in a tank.

    Type 2

    Like 'type 1', it is simply dubbed such by confederate doctors. Considered 'non-invasive', it can force an individual to obey any strongly given order from anyone. Assuming they both speak the same language, if the person giving the order is not of higher rank than the victim, they may make an opposed intimidate check with the victim as a standard action (victim can oppose with intimidate check of their own or will save) and if successful, the victim must obey.

    Type 3

    Ordained for 'reapers' that have visited the 'ice house', Type 3 was developed by dominion doctors. In addition to the usual affects of resoc (but not the affects of type 2 or 1), it grants 'alertness' as the feat, above and beyond the usual increased aggression offered by standard marine-level resoc. Note that this also stacks with alertness, if the feat is taken or is granted by some other means such as racial or familiar.

    NOTE: Resocialized can be taken as a flaw or as a roleplaying niche. If the latter, then discuss with the GM how this can be played into an adventure effectively. Usually, their are logically some mechanical benefits (that correspond with the fluff) such as bonus physical related skill points (Strength and Dex but not necessarily Constitution's concentration), bonus levels in an NPC class such as warrior or bonus martial feats, proficiencies, EXAs, etc.

    Telepathy

    Telepathy usually has a range of about 1 mile, and functions as if having a mind link to every creature within 1 mile. The mind link is one sided in that only you can read a creature's thoughts and not vice versa. This affect cannot be suppressed.

    Wrangler's Detect Psionics

    A wrangler is a human that is psychic but only psychic enough to feel the presence of other psionics and not to be able to manifest powers. Most wranglers already have wild talent as the feat as a template ability.

    A wrangler can detect psionics up to 120ft. radius but must make a will save equal to DC 10 + manifester level of the psionic presence or become sickened until out of range. Usually a wrangler knows that a psychic emanation exists when they begin feeling this type of 'headache'. A psi-craft check is required to determine the exact power, manifester level, etc.

    NOTE: If you also have telepathy, you can identify the nature of whoever left behind the power, such as their levels in psychic classes, alignment, and thoughts projected at the time via a neural imprint left behind. However, the DC for this Psicraft check is much higher (usually above 30).

    Psychokinetic Surge (Ps)

    By expending your psionic focus, you can unleash a torrent of telekinetic force as an immediate action (25 pounds per manifester level) within line of sight. You can also use it for precision based maneuvers, such as weapon jamming (ranged sabotage in combat) or picking locks. Both use manifester level + wisdom (or Key ability modifier of psionic class), to substitute for a check otherwise.

    Jamming a weapon is a disable device check, made as a free action (use manifester + highest mental ability score modifier + actual disable device modifier). To perform other surges in the same round, you must succeed on a concentration check (DC 10 + 5 per additional surge) and sacrifice a move action - or full action for one additional free surge before a concentration check.

    This can also be taken as a perk, assuming you meet the prerequisites: Manifester level 3 with Psychokinesis Chosen Discipline or Psicraft (6 ranks) and Wild Talent (or Hidden Talent).

    Improved Psychokinetic Surge (Ps)

    As Psychokinetic Surge, except that it's 100 pounds per manifester level. You may also fly (perfect) by devoting a one round action to concentration without distractions. Your speed is 10ft. per the number of pounds you equal your weight. So in order to fly; if you weigh 200 pounds ie., you must sacrifice 200 pounds of your surge to fly perfect at a rate of 10ft./round (any less weight means you cannot fly at all). Additionally, in order to fly beyond the first round, you must maintain concentration with a concentration check (DC 20; essentially the check required to regain psionic focus each round). You cannot perform any other actions while flying (since it requires an entire round of devotion in itself), except other telekinesis, where the full round action to fly also allows other simultaneous actions to be performed within line of sight, as Telekinetic Sphere (radius 5ft. times 1/2 manifester level).

    This can also be taken as a feat, assuming you meet the prerequisites: Manifester level 9, psychokinesis chosen discipline or psicraft (12 ranks)

    Greater Psychokinetic Surge

    As improved psychokinetic surge, except that you can wield weapons at range, and perform precision damage with them. Weapons have BAB equal to your manifester level and use your key ability modifier for its strength and dexterity. You can control a number of weapons equal to the amount of weight you can lift with your surge, and anything the weapon 'sees', you can see (you can only use a number of weapons to 'see' (grant of line of sight) equal to your key ability modifier). If you have special qualities (non-technological or granted through a spell) such as dark vision, then this applies to the weapon as well. You may also apply any combat associated feats that you have to the weapon as well as your BAB (this is in addition to the BAB granted by your manifester level; wielding with your mind is just that much easier).

    The range of control for the weapons and how fast they move works in a way similar to lesser psychokinetic surges (10ft. perfect flight per multiples in pounds of telekinetic force added to the weapon - 16 pounds on an 8 pound weapon equals 20ft. perfect flight, ie.). Because line of sight can be expanded through use of this ability, maximum range is a 1 mile radius. You can control the weapons for a number of rounds equal to 1d(manifester level); so if your manifester level is 12, roll 1d12, ie.

    If you can properly visualize a target, then you can affect it with your surge, assuming it would fall into line of sight were it not hidden.

    This can also be taken as a feat, assuming you meet the prerequisites: Manifester level 12, psychokinesis chosen discipline or psicraft (15 ranks)

    Mind Fuel

    For anything that requires psionic focus, if you do not have it, you may take 1d4 temporary wisdom or charisma damage (your option; alternatively, 1d2 wisdom and 1d2 charisma damage) to substitute instead.

    Heat

    If you concentrate as a full action for 1 round, you may heat metal as the spell. After two rounds concentration, you can melt copper and deal 1/2 manifester level/d6 fire damage in a 5ft. radius. After 3 rounds, this can become a fire storm of radius equal to 2x(manifester level)5ft. radius (non-bursting, ignores cover).

    The range on this is always line of sight. You are immune to your own fire.

    If you can properly visualize the target (as if visualizing an area to teleport to), you can heat it, assuming it falls into your line of sight if it weren't hidden (such as by cover, etc.).

    Psychic Humans

    Humans are considered psychic when they have anywhere from wild talent or hidden talent to up to the ability to manifest as a 4th level manifester from first level.

    {table]Psychic Level|Ability|Level Adjustment
    Has wild talent| Wrangler's Detect Psionics|LA +0
    1st Level Manifester| Telepathy (constant, cannot be suppressed)| LA +1
    2nd level Manifester| Telekinetic Force, Telekinetic Maneuver, Psychokinetic Surge, Telekinetic Thrust| LA +2
    3rd level Manifester| Improved Psychokinetic Surge, Ubiquitous Vision (constant, cannot be suppressed), Death Urge, Decerebrate, Mind Fuel| LA +3
    4th level Manifester| Ultra Blast, Shatter Mind Blank, Heat, Greater Psychokinetic Surge| LA +4[/table]

    NOTE: Anything below in the table has the abilities of anything above. None of the given abilities have a power point cost and are all considered extraordinary (alternatively, may be supernatural and use wisdom instead of charisma for the ability modifier) and at-will. Having manifester levels only qualifies you towards manifesting powers if you take levels in a manifesting class (the levels by themselves do not allow a selection of powers).


    Terran Equipment Classifications
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    Cybernetics - Cybernetics are artificial additions to the body that apply a bonus affect. Some have draw backs, while others have none whatsoever. Cybernetics can range from minor to drastic alterations - although the latter is much less common among terrans, mostly due to cost, practicality and technological limitations (without being player invented, of course).

    Cybernetics are either considered implants or grafts. Implants are internal additions, such as an artificial heart or neural jack, while a graft might be a robotized limb. Both can be obvious, as sometimes there may be a large metal port in the back of a person's skull, as is the case with some implants, while others aren't so obvious (an artificial limb graft may be concealed with human skin and nerves grown in a lab). Sometimes, both implants may even provide similar affects. A metal limb may be equally as strong as a chip sewn into a natural arm that fuels muscle growth in that area.

    Entire adventures may also revolve around cybernetics -

    Ie. The PCs are mercenaries hired to keep a top corporate executive of Kel Moria alive on escort. The catch though is that this person was given a faulty artificial heart! Every so often he must brutally shock himself to keep the batteries running. To make matters worse, another company has hired assassins to finish him off and kill anyone that gets in the way. Apparently, the zerg also got involved somehow.

    If an implant or graft isn't immediately obvious, checks can determine such. If player judgement does not apply, then sense motive helps detect 'strange behavior', perhaps caused by a mental implant, 'insanity' from a graft/implant, psychic influence, resocialization, or some other means of alteration, drug or otherwise. Knowledge: Science and Technology may also apply, while Techcraft does not since it determines the device itself that is being used rather then whether or not exists at all.

    If a device is cybernetic, it will be marked as an implant or graft, usually either in the name, or description. In general, cybernetics cannot be equipped in the general sense - they must be put in with an appropriate heal check that requires a number of hours based on how high the check rolls. Heal checks may also ignore 'necessary equipment' required for the surgery if the check is high enough, however neglecting some basic things, such as anesthesia for grafts, will cause trauma in the form of 1d4 CON damage. The same occurs when improperly removing a graft (this does not include situations where the graft may be cut off by an enemy in combat).

    Grafts and implants both count towards the 'cybernetic limit' that a character receives. If they go over this limit, they suffer 1 negative level for each graft or implant. The fighter bonus feat 'cyborg adversary' increases a character's cybernetic limit and stacks.

    In most cases that involve implants or grafts, a character suffers 50% additional electrical damage, although this can be negated, by a feature of the implant or graft itself, by another implant or graft, or by psionic power or template.
    Last edited by imp_fireball; 2010-09-09 at 09:03 PM.

  5. - Top - End - #5
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    Default Alright! Bring it on! >=D

    Terran Equipment
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    Note that all of the equipment below can be modified with appropriate Techcraft checks.

    Pressurized Power Suit
    The Pressurized Power Suit (aka Assault Armor) was issued some time before the CMC-300 and -400 series became prevalent. Edmund Duke was once issued a Pressurized Power Suit. These models were effectively replaced by CMC Powered Combat Suits.
    AC: +6; DR: 6/high velocity or neosteel; Str Boost: +4, Other: Fire, Cold, Electricity, Vacuum Resistance 2; Max Dex: +2; Check Penalty: -6; Weight: 300 lbs, nonencumbering.

    The wearer is immune to blindness, deafness and vacuum damage. Suit can be fitted to allow drugs to be pumped into the wearer as an immediate action independent of any action performed by the wearer (the wearer speaks a command; suit is treated as a separate creature for this purpose). The suit can help resist temperatures up to 800 degrees and can last for a day before needing to be refueled (recharge generator). A critical strike will bypass the suit's DR. The suit cannot be breached, as its systems will auto seal with foam. If the suit is de-limbed, a tourniquet will seal the breach and help stop any bleeding.

    Donning the suit is 4d5 minutes for non-proficient users and 1d4 minutes for proficient ones. Special equipment (such as a fitting array) can allow a user to don a suit in just 2 rounds.

    The CMC is a line of body armors developed by the Cirion Mutlinational Corporation.

    CMC-200 Powered Combat Suit
    The CMC-200 Powered Combat Suit was used in the 25th century. By 2478 is was being phased out by its successor, the CMC-300. Colonial Militias and law enforcement continued to use the CMC-200.
    AC: +6; DR: 6/high velocity or neosteel; Str Boost: +4; Max Dex: +2; Check Penalty: -6; Weight: 300 lbs, nonencumbering.

    The CMC-200 has all the features of the Pressurized Power Suit, including the following:
    - +8 to fortitude saves to resist poison from radiation and chemicals as well as disease.
    - Can last seven days before it requires refueling (recharge generator or new batteries)
    - Can last 8 hours on life support. Life support includes immunity to vacuum, and suffocation.

    CMC-300 Powered Combat Suit
    The CMC-300 Powered Combat Suit is the much improved successor to the CMC-200. It was already in service by 2478 and was standard issue to marines during the Great War. The CMC-300 masses several hundred pounds and adds a foot to the wearer's height.
    AC: +8; DR: 10/high velocity or neosteel; Str Boost: +8; Max Dex: +2; Check Penalty: -7; Weight: 800 lbs, nonencumbering.

    The CMC-300 has all the features of the previous suits, including the following:
    - Life support for a week. Life support includes immunity to vacuum, and suffocation, as well as the ability to survive at a range of temperatures between -200 - 1800 (note that this does not count as fire damage, so you will still burn but not suffer something like heat stroke in this temperature range; terran engineers tend to push it a little in some areas more then others).
    - Can last a month before needing refueling (recharging fuel cells or changing batteries)
    - A critical strike forces the suit to make a fortitude save equal to confirmation attack roll or power down.
    - Infrared vision allows user to ignore concealment from enemies that emit heat (although cloaking devices can dampen emitted heat).
    - Built in navigation system on visor allows uploading of maps. Visor can also record videos.
    - A DC 20 Use Technological Device check and a full round action will turn the suit off and render the user encumbered by its weight, but not crushed. The suit can be reactivated as a standard action, however the wearer cannot reactivate it themselves.
    - Due to the servos, user can run eight times the number of rounds they would normally before tiring. Run speed is now x7, but user can run full out at x10, which will cause them to tire normally. Falling damage is reduced by 40 feet.
    - Integrated communication system. No need to mod a radio. Military grade and encrypted. Proper equipment and Use Technological Device check required for external listener to bypass.
    - Reduced heat signature means creatures with line of sight to this person must treat their infrared visual range as half its limit (so if a camera has 60ft. infrared vision, and the suit wearer is 40ft. away, they won't show up on infrared video).
    - Shoulder and chest mounted illuminators. Light can be dampened or extended up to a cone of 120ft as a free action (creates an additional half as much low light beyond cone).
    - Aural Directional Enhancers. +4 bonus to listen checks.
    - NBC shielding: +16 to fortitude saves to resist poison from radiation and chemicals as well as diseases
    - Gravity Generator. Suit can remain on the ground as if under standard gravity when reduced gravity (or complete lack thereof) would otherwise prevent it from doing so.
    - Can power heavy weapons such as the C-14 impaler gauss rifle when connected to the suit (functions as external power supply)

    CMC-400 Powered Combat Suit
    The CMC-400 was in service by 2491 but was still considered new eight years later at the beginning of the Great War.

    Based on observations, it appears to be a heavier model and thus provides more protection, albeit without the inclusion (or effective use) of mufflers. In addition, a more sophisticated, if exposed servo system is used, theoretically allowing the suit greater flexibility. The visor colour has also changed from black to gold, maintaining the in-built HUD of its predecessor, though is now capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, and can even detect motion to some extent.
    AC: +8; DR: 12/high velocity or neosteel; Str Boost: +8; Max Dex: +2; Check Penalty: -5; Weight: 950 lbs, nonencumbering.

    The CMC-400 has all the features of the previous suits, with exceptions:
    - Wearer is aware of amount of ammunition in the magazine of any weapon they equip as well as how much life support remains.
    - No longer has mufflers. User is no longer immune to deafness.
    - Motion tracking gives a +2 equipment bonus to all ranged attacks.

    CMC-405 Light Combat Suit
    The CMC-405 Light Combat Suit is armor used by Alliance medics.
    AC: +6; DR: 4/high velocity or neosteel; Str Boost: +4; Max Dex: +2; Check Penalty: -4; Weight: 350 lbs, nonencumbering.

    - Due to the servos, user can run eight times the number of rounds they would normally before tiring. Run speed is now x7, but user can run full out at x10, which will cause them to tire normally. Falling damage is reduced by 20 feet.
    - +10 to fortitude saves to resist poison from radiation and chemicals, as well as diseases.
    - Life support for a week
    - In-built comm unit, as CMC-300.
    - Refuels as CMC-300

    CMC-660 Heavy Combat Suit

    The CMC-660 Heavy Combat Suit is the standard issue suit of Firebats. Heavier, more durable and far more heat resistant than than its counterpart models, the Heavy Combat Suit provides additional protection. Possessing the same features as the CMC-300 model, it features special systems to protect its user from the plasma and flame wielded. Plasma tanks are located on the back, presenting a hazard to the user given the chance of their detonation. The tanks are reinforced with containment fields.
    AC: +8; DR: 15/high velocity or neosteel; Str Boost: +8; Max Dex: +2; Check Penalty: -6; Weight: 1100 lbs, nonencumbering.

    CMC-660 has all the features of CMC-400 with exceptions:
    - Fire Resistance 30
    - Standard model comes with perdition flame throwers and mounted tanks. A called shot to the tanks and enough damage to sunder either tank will cause the following to occur in the next round.
    Roll 1d4:
    1 - Suit becomes a 15x15ft. fireball dealing 20d8 fire damage to anything within it (including the wearer). Fireball will move wherever the wearer of the suit commands it for 1d4 rounds (even if the wearer is dead) before stopping where it is in a massive 15x15ft. bonfire of plasma.
    2. Suit explodes in a 10x10ft. area dealing 20d8 fire damage. Plasma quickly disperses.
    3 - Same as 1 except the GM controls where the fireball goes.
    4 - Suit explodes in a 20x20ft. area dealing 20d8 fire damage. A small 5x5ft. bonfire remains.

    Ballistic Shield
    AC: +2; Max Dex: -; Check Penalty: -2; Weight: 20 lbs

    The ballistic shield grants partial cover to ranged attacks. It's neosteel composition gives it hardness 100 and 80hp. If worn with CMC powered armor, the shield does not prevent the wearer from using two handed weapons, and clamps to the arm as a buckler. Unlike the buckler, it imposes no penalty to attacks.

    Fire Arms

    Firearms come in four distinct types:

    Semi-automatic

    Semi-automatics can have select fire (which is listed under 'special' in the weapon description). All semi-automatics are also considered both 'repeaters' (multiple bullets in one magazine), and 'self sufficient' (can load a new round into a chamber on their own).

    Due to the ease of shooting a semi-automatic, iterative attacks and feats that allow you to make additional attacks based on speed are altered slightly (by half, round up). Someone who is proficient with the semi-automatic only takes a -3 penalty on iterative attacks, rather than the normal -5. As well, for any feat that allows him to make additional attacks, reduce the penalty by half (for example, rapid shot's penalty is reduced to a -1 instead of -2.) This is because a trained user can simply pull the trigger with a slight muscle movement, rather than a whole swing, so it's easier to be accurate.

    Shots that are made with a semi-automatic without performing any other actions in a round have a +2 circumstantial modifier. This does not apply on readied actions unless you have the 'sure shot' feat.

    As well, due to ease, a proficient user can utilize a reckless attack. As a swift action, the user of the semi-automatic may make a single attack with it. However, this shot has no focus or thought into the action, and so the attack takes a -20 penalty on the shot, and the user cannot do any form of precision damage with the attack. The user may only use this function of the weapon when he makes no other attacks with the semi-automatic this round (otherwise, he would take the focused shot).

    Repeater

    Repeaters are like semi-automatics in the sense that they can carry multiple shots/magazine, except that they don't automatically re-chamber themselves with each consecutive shot. Re-chambering a repeater is a free action (usually by pulling back a hammer), but only if you wield it in two hands - wielding a repeater in one hand means that cocking now becomes a swift action.

    Full Manual

    A full manual gun is any gun that can only hold one bullet in its chamber (or one shot per barrel); any gun that does not include the use of a magazine is also considered 'full manual' - this includes revolvers, which require a full action to reload.

    After each shot (or all compartments/barrels are emptied within the device), the weapon must be reloaded. Reloading any fire arm, whether it be a magazine, or a single bullet cartridge, is always a move action; unless the weapon is considered 'heavy', in which case it becomes a full action. Some weapons like revolvers need each bullet to be reloaded into each chamber of a cylinder (or other lengthy process) and are also full actions. In addition, rapid reload no longer requires proficiency with crossbows - a character can substitute the prerequisite for proficiency in firearms instead.

    Full Automatic

    Full automatic firearms always hold many bullets in each cartridge.

    Each automatic firearm lists the amount of damage a single standard bullet (that is, solid and un-modified) from the gun can dish.

    Each automatic firearm also lists the area that it effects with an attack action. Attack actions can expend a number of bullets at the attacker's choice, up to the maximum listed - however they deal less damage in accordance with the damage/bullet formula.

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    Multiple Firing Rates In One Class

    An automatic firearm lists minimum, standard and maximum firing rates.

    Minimum (the first number before the slash) is the minimum amount of rounds it can expend in a single attack action and utilizes so little heat that the weapon is considered to immediately cool off whatever heat was expended next round; mechanically, this means the weapon will not heat up when fired at minimum firing rate. Because a weapon's minimum firing rate is its absolute minimum expenditure, using it in conjunction with the burst fire feat causes it to use up a number of bullets equal to its minimum firing rate and deal an additional die of damage per additional bullet beyond the three rounds explicitly stated as a minimum requirement for application of the feat. If you have any recoil penalties with use of the weapon when applying the feat, double the penalty, because burst fire requires precise aim with a weapon that isn't normally surgical.

    Standard firing rate (the middle number between the two slashes) is the amount of bullets it expends in a normal attack action. Standard fire causes a weapon to heat up normally.

    Maximum firing rate (the final number beyond the second slash) is the amount of rounds it expends in a full attack action - reflecting uninterrupted fire (review the rules below for full attacks with full automatic firearms). Maximum fire causes a weapon to heat up quite quickly.

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    Maximum Firing Rate and Full Attacks

    A full action can target any amount of spaces - provided the damage to each space covered by a single attack action is divided into the number of spaces covered in your full action, with the total damage dealt by the full action divided by the value.

    Ie. You target 8 spaces in a full action. A normal attack action would cover 2 spaces. 8 divided by 2 equals 4. If the total damage rolled is 18, then each space is dealt 4 damage (divide 18 by 4; round down).

    Note that a full action attack with an automatic still counts as making one attack (you can't aim at separate spaces). Normally, you cannot exceed the damage dealt by a full attack action with the given weapon.

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    Other Specifics

    Automatic firearms provoke a reflex save equal to the attack roll of the wielder from all occupants in the space that are not helpless. The usual rules apply for reflex saves and conditional modifiers. A successful save halves automatic firearm damage. Additionally, each space or grid intersection has an AC of 5. In order to affect the targeted area, the wielder of the automatic must roll above this, or miss entirely.

    As well, due to ease, a proficient user can utilize a reckless attack. As a swift action, the user of the automatic may make a single attack with it. However, this shot has no focus or thought into the action, and so the attack takes a -20 penalty on the shot. The user may only use this function of the weapon when he makes no other attacks with the automatic this round (otherwise, he would take the focused shot).

    Finally, automatics cannot be used to perform precision damage, unless the wielder has the 'Burst Fire' feat. Precision damage cannot be performed with a reckless attack, even with Burst Fire, however.

    Note: All the features of automatics can be applied to semi-automatics, but only those with multiple listed firing rates in their stat block.

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    Qualities that apply to multiple firearm groups

    Even though repeaters, full manuals and semi automatics usually deal piercing damage, they can be used to sunder, but deal 50% less damage.

    They can also be used to disarm. Disarm rules apply as normal, except that the only conditional penalty for the ranged weapon is range increment. Size modifier doesn't apply to ranged weapons.

    Finally, they can be used to 'wild fire', which means fire one additional time upon any given target, but without applying the +2 conditional modifier for firing without moving. A -8 penalty applies to this sort of attack (-4 penalty for semi-automatics). You may wild fire a number of times equal to your dex or wisdom bonus (whichever is higher). Each additional time beyond the first wild fire incurs an additional -4 penalty.

    Weapon Classification Shorthand

    - Full Manual
    - Repeater
    - Semiautomatic
    - Full Automatic
    - #Burst - The weapon fires a burst of # of bullets per pull of the trigger. This is only if it is integrated.

    Firearms Summary

    - All firearms have recoil but only some take mechanical affect. This can be discerned if 'recoil: #Strength' is listed in the weapon's stat block

    - A firearm lists its classifications under 'firing rate' in the weapon's block with shorthand (detailed above)

    - All firearms can utilize reckless shots except those of the full manual firing rate class.

    - All firearms can be fired while prone or kneeling without penalty

    - A (Full Automatic) firearms have a minimum and maximum firing rate, listed in the weapon's stat block under firing rate specifics. The standard firing rate is how much it expends in a normal attack action with the weapon. The maximum is how much it expends in a full attack, which has its own special rules and can be made to hit multiple targets in a wide dispersion. Minimum firing rate does not cause the weapon to heat up ever, but deals minimal damage.

    - Firearms may have different levels of recoil when fired in their separate listed firing rates. This is listed in the recoil section under the weapon's stat block as recoil: #Strength (firing rate class, ie. A, #B, etc.). Weapons that can be modified with feats or technology are unchanged in amount of recoil needed to fire unless the feat or tech modification lists otherwise or there is an exception written under 'special' in the weapon's stat block.


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    C-14 'Impaler' Gauss Rifle
    Type: Martial
    Wield: Two Handed
    Rate of Fire: A
    Rate of Fire Specifics (A): 5/30/180 spikes. 1d2/2d6/12d6 Piercing (19-20/x3), 10x10ft./10x10ft./10x10ft.
    Damage/Round: At most, 2 Piercing/5 rounds (0.4/round).
    Recoil: 15 Strength
    Heat/Cool: 10%/8% - 60%/8% (full attack action)
    Magazine: 500 spikes.
    Special: Hyper-accelerated - Deals an additional +70 Piercing damage to objects and constructs for purposes of bypassing hardness. Also considered 'high velocity' for purposes of bypassing DR. Finally, for the purposes of objects used as total cover, it deals an additional 60 damage to that object (however the object isn't destroyed). When reduced to 0, the exit wound quality is applied - otherwise, it does not apply.

    The C-14 'impaler' Gauss Rifle is quite large and bulky, with an LED ammo indicator. It also has a port for an external power supply, ie. from a power suit, to be hooked in.

    Firearm Nomenclature

    - Recoil: While all weapons technically have recoil (even a sword bouncing off of armor), only some are significant enough to impose a mechanical affect. Weapons with a strength requirement to wield are usually either exceptionally heavy or have particularly stubborn recoil (the latter usually applies to firearms).

    Say, if your firearm has a strength requirement of 13 - even though you might be proficient in it, if you attempt to wield it with 8 strength, your going to take a penalty to attacks. 8 already gives you -1 strength and having 13 strength would be a +1 strength modifier. In order to get +1 you must add 2 to -1. Thus you take a -3 penalty (5 strength below = -2.5 rounded up) to all attacks with this firearm due to recoil. There is no benefit for wielding a weapon with strength that exceeds the required strength in its modifier - although weapons with recoil generally do more damage then weapons without. Because determining recoil penalties involve always rounding up, you will always take at least a -1 penalty to attacks unless you meet the strength requirement of the weapon.

    - Exotic: An exotic firearm is either new and unfamiliar compared to existing models and not mainstream on the market, awkward to wield, or is potentially unique in application. It's a good idea to make any exotic firearms somewhat better then their martial or simple predecessors, or it generally won't be considered worth taking exotic weapon proficiency (feat) for.

    - Heat/Cool

    A firearm heats up by a percentage (the one before the slash), with each attack made with it. Its cool down rate (the percentage after the slash) is per round. Both qualities can be changed around with weapon mods.

    - Hyper Acceleration

    'Hyper Accelerated' is a special property of a firearm, made to propel a bullet at speeds many times greater than the speed of sound. Due to hyper acceleration, it provides the 'exit wound' quality (CW), except that it does not add an additional 1d6 damage; it also does not divide damage dealt to objects by 2, even though it is a ranged weapon. Creatures with the ability to avoid exit wounds are listed as such and are an exception to this rule. Hyper acceleration also operates functionally as a damage type, as an aside to the listed damage type for purposes of bypassing damage reduction - listed as DR/material (with a listed amount of hardness right here in (brackets)); most 'high velocity' weapons will list an amount of hardness bypassed (+x so-and-so damage for the purpose of bypassing hardness) and if this bypasses the material's hardness, then the full damage reduction (DR) is bypassed.

    Note that the exit wound quality does not apply to objects (but it does apply to constructs), unless the object is to reduced to 0hp. For this reason, additional damage is usually dealt to objects for the sake of applying the exit wound quality but not destroying the object (unless regular damage from the weapon reduces the object's hp to 0).

    Neat Stuff you can do with Firearms

    - You can fire from a prone position without penalty.
    - You can apply different types of ammo. Although the same goes for arrows in regular D&D settings as well, whether they can be poisoned or made magical.
    - Weapons have mod slots, which tell you how many add-ons you can apply (each add-on takes up a slot). Applying an add-on is a tech craft check that is usually of a very low DC like 10 for martial, 8 for simple, or 15 for exotic weapons (assuming you have proficiency in the weapon). Applying add-ons take time, usually about 30 seconds (5 rounds per roll of the die). Indeed, you can also take 20, which takes 10 minutes.

    Stabilize: Stabilizing a firearm helps reduce its recoil. This reduces the strength requirement to wield the weapon, usually by 4 or 5. Unfortunately, you can't eliminate the penalty for wielding a weapon larger then yourself without the 'Artillery Toter' feat.

    Firearm Mishap

    Firearms in the 26th century don't usually mishap due to industry standards maintaining them in top-shape anywhere that a war may be conducted. However, rigging a gun or custom designing something new and impractical can cause a mishap. For the latter, it's up to GM discretion. Weapon modifications will incur mishaps at certain levels.

    Overheated - An overheated weapon cannot fire until it has cooled down (marked by it's cooling rate; the percentage to the right of the heat up rate). Weapons overheat when they reach 100% heat or over and must wait until they cool down to 0% to be used again without causing fire damage to the weapon and wielder (usually 1d4 for medium sized fire arms, and 1 die up or down for sizes larger and smaller).

    A use technological device check can remove the overheated condition from a weapon as a full action (usually by taking apart the weapon). DC 10 if the weapon is simple, DC 15 if martial, and DC 20 if exotic. The DC increases by 5 for every additional round that the weapon operates without being allowed to 'cool down'. Accelerating this action from standard to immediate adds a +20 to the check DC.

    Jammed - A jammed weapon can appear in two forms - severe or minor.

    Severe weapon jams are a result of its internal components being locked in some manner (whether by mechanical malfunction, hacking, or otherwise). Jammed martial and exotic weapons cannot fire, while firing jammed simple weapons will cause the round (or rounds) to go off inside the device (unless the listed otherwise), causing both the wielder and weapon to suffer damage that the gun normally deals. User can make a reflex save DC 15 to drop the weapon and suffer no damage.

    A tech craft check to repair the weapon can resolve a severe weapon jam. DC 10 for simple weapons, DC 15 for martials, and DC 20 for exotics. Some weapons have components that allow you to resolve a jam faster. At GM discretion, a jam can be more severe and serious, possibly damaging the internal components of the gun (dealing any amount of sunder damage as normal rules in SRD) and require a higher DC at their own option. A jam by way of a hack can be opposed by a use technological device check.

    A jam by way of a supernatural force (such as a psychic expending her focus to keep the weapon jammed), is a dexterity check with the same DC as the tech craft + manifester level of the jammer.

    A minor jam simply disallows a weapon from firing and can be fixed with 1d4 minutes of cleaning, or a dexterity check (as a general rule: DC 5 for simple, 10 for martial, 15 for exotic or higher), as a full round action.

    Slip Grip - The recoil of the weapon causes you to fall prone. You can make a DC 8 reflex save to let go of the weapon, although it'll fly in a random direction at a radius of 1d4*5ft. centered on the wielder (consult PHB for exact landing). If the chance of Slip Grip is higher than 50%, then you'll fall prone and take 1d4 bludgeoning damage and the reflex DC to drop increases by 4 for every 20% above 50% (round up).

    Slip Grip increases by 10% for every 3 points that a firearm's recoil strength rating exceeds the user's strength.

    Weapon Modifications

    Weapons can be modified with an appropriate . 'Masterwork' is a value that no longer exists, as the industry of the 26th century is always competing for new levels of quality. There are two types of modification - integrated and add-on. Integrated modifications use the usual rules for crafting in the SRD - requiring that the modification be applied to the weapon in its pre-crafted stage. Add-ons are more flexible - with a tech craft check, they can be replaced without the cost and time expenditure required to produce an entirely new weapon.

    Rate of Fire (Add-On, Power)

    Basic - Increase rate of fire by 10% and heat by 10% of original value (rounded up) - Techcraft DC 15

    Advanced - Increase rate of fire by 25% and heat by 25% of original value (rounded up) - Techcraft DC 20

    Master - Increase rate of fire by 50% and heat by 50% of original value (rounded up) - Techcraft DC 30


    Heat Sink (Add On, Control)


    Applying a heat sink to a firearm helps prevent it from overheating, allowing it to take on additional power based modifications.

    Basic - Raises cool by 5%. 1500 credits.

    Advanced - Raises cool by 10%. 4500 credits.

    Master - Raises cool by 15%. 20,000 credits.

    Additional Mod-Slot (Integrated)

    Some modifications are limited as to how many can be applied to a weapon. Note that some modifications also become redundant when there are multiples - ie. more than one motion tracker; both do the same job and provide the same results and cannot co-operate with one another to stack equipment bonuses.

    You can add an additional 'slot', allowing for one additional modification of the limited, non-redundant variety to be applied to your weapon. Note that this upgrade only applies to Add On modifications. Price is 6000 credits per additional slot. Note that weapon becomes unwieldy after the first slot, imposing a -1 penalty to all checks involving it, except damage.

    Ergonomic (Integrated)

    For 150 credits, the weapon is made easier to wield for whoever crafted it. Ordinary penalties that result from the weapon being difficult to wield are reduced by 1 for the crafter. Alternatively, at +5 being added to the DC, the crafter can personalize this feature for another character. This modification is limited to one per weapon.

    Miniaturized (Integrated)

    Weapon is cut down to make it more convenient to wield in a certain manner. A two handed weapon becomes a one handed weapon, while still dealing the same amount of damage, a heavy weapon becomes a regular 'small arms' weapon, etc. Weapon is now considered to require +3 strength to wield due to recoil (stacks with any other strength requirements). If there was no recoil condition on the weapon, the conditional requirement is now 13 strength. Price is 800 credits.

    Reduce Recoil (Add On, Control)

    Pressure dampeners are applied to weapon to reduce the Strength needed to wield by 2 and apply a +1 equipment bonus to attack. Price is 1400 credits.

    Exhaust Vent (Integrated, Control)

    The weapon is built with an additional trigger that vents the hot air from its internal components and simultaneously flushes it with nano-polymer coolant that rapidly re-adjusts the weapon to optimal temperature (0%) any time the weapon overheats. Activating the trigger is an immediate action.

    Unfortunately, the device must be reloaded with more coolant canisters after 1d4 flushes (this number is rolled every time coolant is re-supplied; write the number down and then refer to it later for each time the weapon overheats).

    3000 credits on top of regular craft price to apply this feature. 300 credits for each coolant canister.

    Increased Lethality (Integrated, Power)

    Through a simple formula, a firearm can add more impact to its bullets, allowing it to deliver more punishment. Bonus damage applies per attack, thus automatics do not apply this modifier to each individual bullet they expend.

    Basic - +2 damage of firearm type. 450 credits.

    Advanced - +5 damage of firearm type. 2900 credits.

    Master (first degree) - +10 damage of firearm type. 6200 credits. Imposes 15 Strength requirement to wield due to recoil. Stabilizing gun (ie. firing from a tripod, or with a surface to keep steady) reduces strength required to wield to 10. If strength is already required to wield, then the strength requirement increases by 4.

    Master (second degree) - +15 damage of firearm type. 10,000 credits. Imposes 17 Strength requirement to wield. Stabilizing gun reduces conditional strength required to wield to 13. If strength is already required to wield, then the strength requirement increases by 6.

    Master (third degree) - +25 damage of firearm type. 18,000 credits. Imposes 21 Strength requirement to wield. Stabilizing gun reduces strength required to wield to 17. If strength is already required to wield, then the strength requirement increases by 10.

    Master (fourth degree) - +40 damage of firearm type. 35,000 credits. Imposes 27 strength requirement to wield. Stabilizing gun reduces strength requirement to wield to 22. If strength is already required to wield, then the strength requirement increases by 16.

    Master (fifth degree) - +60 damage of firearm type. 70,000 credits. Imposes 37 Strength required to wield. Stabilizing gun reduces strength required to wield to 32. Strength is already required to wield, then the strength requirement increases by 26.

    Anything beyond master (fifth degree) requires additional components such as an external power supply.
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    Terran Equipment Part 2
    Spoiler
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    Grenades

    Some grenades are ammo for firearms, and do not fall into this category of weaponry. Most grenades of this sort are simple thrown weapons that have a timed detonation. Grenades can have various special qualities.

    Grenade Name
    Type: Martial or Simple, Etc.
    Range: Usually thrown. Some can be easier to throw then others and aren't listed as thrown.
    Wield: Usually in one hand. Some heavy bombs require more then one hand to lift and throw.
    Damage: Damage is listed here, as well as damage type, critical threat range and multiplier.
    Detonation: Describes how the grenade detonates (is it timed, does it go off upon contact, etc.; most grenades are listed as 'burst' meaning they begin at the square that the grenade is in and then expand from there - this is because things like total cover can negate a grenade's explosive radius in a certain way), area of effect (usually a radius), etc.
    Special: Any other qualities that the grenade might have. Most grenades have at least one special quality, such as 'blast wave' (pushes all victims to the edge of radius if they fail a fortitude save) or 'does not affect friendlies (allies)'.

    What applies to all grenades

    What applies to all grenades is what applies to grenades in the PHB, which includes the rules for what square a grenade may end up in. Targeting a single square is always an attack roll against AC 5 + partial cover. Attacking a square that you can't see is attacking something that has total concealment (something is completely blocking your view, ie.) or partial concealment (darkness, ie.), where a miss means you must make a clockwise directional roll (detailed in the PHB for splash weapons). If the directional roll causes the grenade to impact with a surface, or if the grenade contacted a surface prior to making the directional roll, an additional roll must be made, called a 'bounce roll'.

    The bounce roll involves rolling 1d4, with the rolled number being the numerator of a fraction with a denominator of four (ie. a roll of 2 indicates 2/4). The fraction is then multiplied by the range increment of the weapon - this is how much distance the weapon will achieve when bouncing. Before determining where the bounce of the weapon takes it, you must roll another clockwise directional roll to determine its new direction - if it never took any direction in the first place, use the original directional roll.

    For each additional bounce of the grenade (assuming it contacts additional surfaces), roll another clockwise directional roll. Subtract 1 from the numerator of the bounce roll and then multiply the new fraction by the amount of distance (in feet) traveled by the initial bounce (how far the grenade traveled after contacting a surface, prior to contacting another surface).

    Finally, you may deliberately allow a grenade to bounce in a direction you desire - by adding +4 to the AC, you may choose a direction with a precision of 4 spaces (rather then the usual 8 determined by 1d8), or a precision of 2 spaces by adding +10 the AC, or a precision of 1 space by adding +15 to the AC. A failed attack means that the grenade bounces randomly as normal - note also that your attack must still surpass AC 5 in order to reach the right space or grid intersection.

    Grenade Special Qualities

    Here's a list of some special qualities that can apply to certain grenades that are listed as having them in the 'special' section of their stat block.

    Cook

    Some grenades can be 'cooked', meaning that if the user accurately estimates the time that it will go off, they can throw it in a way that is unavoidable for the enemy.

    Cooking requires a readied action to throw the grenade in the round that it is set to go off (usually done in the previous round), while priming the grenade is a free action (must be declared to GM). Non-proficiency with the grenade means that this costs a full action rather then the regular standard to ready it.

    When you ready the action, have the GM secretly make a concentration check for you (using your modifier) and then write it down. This is the grenade's initiative for the next round, upon which it will explode. A natural 1 on the concentration check means that the grenade will explode while your character is still holding onto it next round (you are allowed a reflex save to halve damage for this), while a natural 20 means that no enemy can roll a reflex save to avoid the detonation area of effect without the evasion special quality (allies can roll to avoid as normal; assume that your character may have warned them ahead of time or whatever).

    If the grenade's initiative happens to be higher then the initiative of any enemy, then you have the option of choosing when the grenade will explode.

    If you are non-proficient with the grenade, take a -4 penalty to your concentration check to determine the grenade's explode initiative. Additionally, the grenade will explode in your hands on any roll between 1 and 5, rather then simply a natural 1.

    You may also cook a grenade by readying an action in the same round that it detonates. If your initiative surpasses the grenade's initiative, then you may roll a concentration check to determine its initiative against every other creature's initiative. Alternatively, you don't even need to ready an action and can merely the lob the grenade at your pleasure after making the concentration check. If your initiative does not surpass the grenade's initiative (its regular initiative, not the initiative determined by your concentration check), then it explodes in your hand.

    Finally, you can make sleight of hand checks with a grenade to conceal it while it is being cooked. Even if the enemy is not flat footed to you, you can add sneak attack, or other precision damage that requires the enemy to be denied their dexterity modifier, onto the rolled grenade damage, but only if the enemy is unaware of the grenade.

    Normal: If you do not cook a grenade, then it usually rolls its own initiative (some grenades have higher initiatives then others but most are simply +0). Grenades that cannot be cooked often have higher initiatives.

    Sticky

    Some grenades, by whatever means allow them to do so, are designed to stick to the target. A sticky grenade does not bounce. While most grenades merely bounce off a target, a sticky grenade will stick. Making a sticky grenade stick to a target relies on a ranged or melee touch attack.

    Removing the grenade once stuck to a creature is a strength check and standard action, listed in the grenade's stat block. A sticky grenade usually has a timed detonation (rolled initiative) as normal and may or may not be able to be cooked. A character stuck by such a grenade cannot roll a reflex save to avoid damage unless they have evasion - in which case they only halve damage upon success. Only improved evasion can eliminate the damage entirely.

    Blast Wave

    Quite simply, a blast wave relies on a grenade with a 'burst' area of effect quality. When detonated, the grenade pushes all objects and creatures to the edge of the area of effect in random directions and the creatures affected must make a balance check or fall prone - this all applies if they fail a fortitude save (objects usually have a weight value, meaning it's up to GM discretion whether or not they are pushed to the edge). Creatures in total defense or with partial cover have a +2 to this fortitude save. Balance check to not fall prone is Fort DC +4. Creatures that impact with objects take an additional 1d6 damage, and there's a 50% chance that they will keep moving to the edge (unless the object is a barrier such as a wall), and stop otherwise. 10% chance to continue moving if the object covers an entire space.


    Melee Weapon Qualities
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    Later


    Terran Tools
    Spoiler
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    Major Improvised Checks

    Some checks absolutely require tools. Checks that are done without tools impose a -10, -15, or -20 penalty for improvisation at a degree of severity of GM discretion.

    As a guide

    - Hacking with a very low quality computer. (-10)

    - Traveling at warp speed without any navigation system. (-20)

    - Traveling at sub warp speed without any navigation system. (-10)

    - Turning a high-tension nut without a wrench (-10)

    - Picking a lock or cracking a vault without thief's tools; which typically include items like a stethoscope (-2).

    - Screwing in a bolt without a screw driver (-2).

    - Cracking a 6-digit digital code without any hacking software at all (-15).

    Use Technological Device

    Use Technological Device, assuming you have the software (which usually comes standard with any deck), can be made to crack security measures very quickly. In some circumstances, you can take 10 in exchange for spending more time, but never take 20.

    Try Again

    You cannot try again when hacking (or 'cracking') with a Use Technological Device check. Further checks are Decipher Script and can take upwards of hours to days or even weeks.
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    Items

    External Power Supply

    Usually some kind of a generator, powered by any means. An external power supply can be of any size, and provide power according to the following table:

    - Size Tiny (inefficiently fuel powered); 3000 credits to purchase, Craft (Engine) DC 10 and Tech Craft DC 10 to create blueprint - Can power a 20x20x20ft. house for a week, providing heat and light. Uses inefficient fuel (basically anything oil based). Fuel based means that it must be re-fueled with what it was designed to consume, which costs 100 - 500 credits.

    The degrees of care provided by the house can shave off days, thus:

    - Basic Care: Basic care provides room for 'cheap' appliances, such as water circulation (when external pipe system is not provided; note that pipes are still needed within the house for the transference of water), power outlets for television, a simple civilian dish (for the assistance of HAM radios and cell phones), a battery recharger/adapter (for anything less than a car battery), and a computer. Shaves one day off the power.

    - Excessive Care: In addition to basic care, provides a washing machine, dish washer, sound system, artificial atmosphere, and outlets for recharging larger batteries such as an electric car battery (which usually takes 30 minutes to an hour as standard), but nothing larger such as a huge sized truck battery. Shaves off ten days.

    - Lavish Care: In addition to the above, provides a garbage and waste incinerator, artificial gravity (very expensive), military grade com sat dish, computer fleet (80 stations and 5 servers; note that this may require more space than 20x20x20ft., although computer rooms can be constructed in spirals with cramped conditions), magneto metric (or some other tele-metric) scanner up to the radius of military grade com sat dish (provides mapping system and appropriate relays can be used to ping themselves to you), and outlets for recharging up to a gargantuan sized truck battery, SCV, or 3 suits of powered armor. Shaves off 80 days.

    - Ridiculous Care: For running a physics lab or a repair/manufacture factory where high energy is put to the test (not to mention thick cables are utilized to funnel all the energy at once). Enough power to recharge a dozen siege tanks, vultures, or goliaths. Minimum requirement is 190,000 cubic feet. Shaves off 20,000 days from a tiny inefficient fueled generator.
    Last edited by imp_fireball; 2010-05-25 at 06:33 PM.

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    Default Re: The foundations of a StarCraft D20 Wargame

    Pretty awesome campaign. Nice work here. Can't wait for the Terrans.
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    Default Re: The foundations of a StarCraft D20 Wargame

    First of all, I love what you're doing. My avatar should be evidence enough of that. I'm currently running my own StarCraft game using GURPs and it is working really well. it's quite hard to overpower the system and you can make just about anything you can imagine.

    with the system you're making here I see a few problems/contradictions. in the starting wealth list you have sorcerer and wizard even though you said they were not valid player choices. I also noticed you have psion and psychic warrior but no lurk. dark templar are still around right? :P

    the other thing I noticed is the CR of the zergling at 4. if this is correct starting characters would have to be 4th level. unless you were planning on it being really gritty which I have no objection to.

    some points with the templates, slave infested's flavor doesn't quite match up with what I know about the game. yes the original zerg creatures could infest, but it's implied that they've lost that ability (the closest thing to the original zerg are the larvae) and it's now the queen (from sc1) or the infester (from sc2) that do the infesting. of course I'm just being a nitpick here. just thought I'd point that out. giving fast healing equal to con mod is a great idea (one I might steal for something in eberron) unless the con mod is 0 or less. perhaps giving it a (minimum 1) clause.

    "- An amount of natural armor, DR/neosteel (hardness 100), and aberration HD equal however much you wish to allow the GM to adjust the LA. May also add bonus monster feats. Aberration HD can also be special HD that interacts with class levels for determining iterative class bonuses (ie. manifester levels)."
    this is rather confusing and could be worded better.

    for the psychic humans you should check out the racial classes in expanded psionics, towards the end of the book. they allow for characters to gain racial abilities along with class levels and in one case they even gain racial hit dice. it seems these racial classes work the way you want psychic humans to work.

    you mention armies and characters. will the game play be army based, character based or in between (squad based)? in army or squad based, how do you plan on treating advancement? does the leader have some sort of free leadership feat or some other mechanic entirely? these basic questions should be answered first (if you haven't already thought about them) before content is made as these will help you balance the content in to fit the overall idea.

    please consider my post general advice and suggestions more than anything. I do not want to be seen as taking over although I am willing to give advice and help create content if you wish.

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    Default Re: The foundations of a StarCraft D20 Wargame

    Hmm- maybe a set of game conversion based on the various 40K rules systems?

    Dark Heresy for the adventuring party
    Battlefleet Gothic for space battles
    40K for army vs army

    And so on.

    I'm not sure what D20 wargames there are that come in a wide range of scales- though Star Wars Saga Edition might work as a baseline- there's quite a few things in that based on small-ish scale land battles, and space battles.
    Last edited by hamishspence; 2010-03-29 at 02:34 PM.
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    Terran Feats
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    Shape Burst
    Prerequisite: Proficiency with at least one automatic firearm

    The shape of the area that an automatic firearm can affect can now transformed in any manner that the wielder desires - ie. a 10x10ft. area can be turned into a 20x5ft. area, but not a 20x10ft. area, since that would be twice the area of the 10x10ft. area (100 square feet or 500 cubic feet in 3 dimensions). Full attack actions can be of any shape, as long as it suits up to the maximum number of squares it can target and does not separate.

    Without this feat: You must use the stated shape in the weapon's description and full attack actions deal multiples of the stated shape (ie. Can be 10ftx80ft. but not 10x40ft. and then 5ft.x80ft. - 800ft. square feet/4000 cubic feet in both cases).

    Vehicle Expert
    Prerequisite: Pilot Any (4 ranks; must apply to selected vehicle class)

    Choose one class of vehicle (surface, air, ship, or space). You may attack with any weapon that you wield in a free hand(s) (not weapons operated by the pilot that are a part of the vehicle's function) while piloting this vehicle without the -4 penalty (note that piloting the vehicle still requires a main hand). In addition, choose one stunt that can be performed with the vehicle with a Pilot DC of 20 or less. You may automatically succeed on any pilot check to perform this stunt, however you cannot shorten the action required to perform the stunt (ie. shorten move action to swift action), and must make an appropriate Pilot check as normal.

    Improved Vehicle Expert
    Prerequisite: Vehicle Expert, Pilot Any (6 ranks; must apply to selected vehicle class)

    You may now make a pilot check to avoid a number of attacks up to your Dex Modifier in order to substitute for your vehicle's AC or your own while piloting a vehicle, as well as reflex saves. However, this counts as a stunt made by you.

    Special: If you have 'Eyes in the Back of your Head' or 'Uncanny Dodge', you can make this pilot check to avoid a number of attacks directed at each passenger in the vehicle you are piloting to equal to your Dex Modifier, as well; but this will count against your maximum that can be performed with one stunt in the round.

    Greater Vehicle Expert
    Prerequisite: Improved Vehicle Expert, Pilot Any (9 ranks; must apply to selected vehicle class)

    If a stunt requires a pilot DC of 30 or less, you may perform it as a free action, however you must roll for this check without automatic success. This can only be done once in a round - each additional stunt requires a move action as normal.

    Burst Fire
    Prerequisites: Wisdom 13, proficiency with automatic firearm
    Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –2 penalty on the attack roll, but deals +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has at least five bullets in it.

    Normal: Autofire deals an amount of damage specified in its per attack description and heats up accordingly (more so on full attacks), targets a X-foot-by-Y-foot area (or several Xft.xYft. connecting areas on a full attack), and can’t be aimed at a specific target. Without this feat, if a character attempts an auto fire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

    Special: If the firearm has a three-round burst setting, firing a burst expends only three bullets instead of five and can be used if the weapon has only three bullets in it. If the firearm's burst setting fires more then 5 rounds, it deals an additional die of damage per round over the 5 rounds and expends the listed amount of bullets. The same goes for a Full Automatic weapon's minimum rate fire being beyond 5 rounds.

    If a character is using this feat with a weapon that they incur a recoil penalty with when wielding, double the recoil penalty for attacks made in conjunction with this feat.

    Heroic Surge
    Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.

    {table]Character Level |Times per Day
    1st–4th |1
    5th–8th |2
    9th–12th |3
    13th–16th|4
    17th–20th|5 [/table]

    Surface Vehicle Operation
    Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.
    The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels that require a helmsmen to make the pilot check. Tracked vehicles include bulldozers, tanks and other such military vehicles.

    Prerequisite: Pilot Watercraft (4 ranks) or Pilot Landcraft (4 ranks).

    Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating a surface vehicle of the selected class.

    Normal: Characters without this feat take a –4 penalty on Pilot checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons that require the pilot to initiate. There is no penalty when you operate a general-purpose surface vehicle.
    Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different class of surface vehicle.

    Double Tap
    Prerequisites: Dexterity 13, Point Blank Shot, Proficiency with at least one Semiautomatic Firearm
    Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

    Slide It
    Prerequisite: Double Tap, Proficiency with at least one Repeater Firearm

    The action required to recock a repeater firearm is reduced by one step (ie. move to swift, swift to free). In addition, you may incorporate the double tap feat, and treat the firearm as if it were semiautomatic for this purpose - with the exception that you must roll for both attacks (instead of just one roll), and not take the usual penalty for the double tap feat. You may also recock any repeater firearm with one hand instead of two.

    Hyper Reload
    Prerequisite: Rapid Reload, Double Tap, BAB +6
    Reduce the time it takes to reload a firearm by one step. If this reduces reloading any full manual firearm to a free action then treat the weapon as semi-automatic for all times when such a class would be beneficial - it's magazine is equivalent to however much ammunition you are carrying.

    When reloading magazines for other firearms besides full manual firearms, you cannot reduce the action it takes to reload below immediate.

    Special
    You can gain Hyper Reload multiple times. Each time you take the feat, it stacks.

    For Full Manuals, the action ladder is thus (top to bottom):
    - Full
    - Standard
    - Move
    - Swift
    - Free

    For all other firearms, the action ladder is thus (top to bottom):
    - Full
    - Standard
    - Move
    - Swift
    - Immediate


    Terran Vehicles
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    Vehicle Brainstorm:
    - Take a bit from combat facing variant rules for vehicle facing?
    - Take a bit from flight maneuverability rules for maneuverability? Modifiable with pilot checks?
    - Vehicle tricks? Require pilot checks?
    - Take from modern concerning speed bonuses? Don't take a speed penalty for melee attacks, however you do apply the penalty to ranged attacks. If you are the pilot, take a -4 penalty to all attacks performed in the vehicle, unless you take the Vechicle Expert feat.
    - Vehicle has base slam attack when running into creatures? Increase damage and to-hit with speed bonus like a STR modifier? Overrunning with a vehicle can do trample damage?
    - Vehicles can be modified or come standard with extra features
    - Enough damage can damage passengers and pilot/crew without destroying vehicle
    - Pilot check or lose control in the event that a reflex save is normally provoked for a non-construct (non-vehicle)? In the event that it takes enough damage?
    Last edited by imp_fireball; 2010-06-03 at 04:11 PM.

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    Default Fit For the Swarm! >=E

    Zerg Creature Stat Blocks
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    Zergling

    Skraaahhhg!
    - Zerg Zergling

    Medium Aberration (Of the Swarm)
    Hit Dice: 5d8+5 (27hp)
    Initiative: +5
    Speed: 100' (20 squares), Climb Speed (always half)
    Armor Class: 21 (+5 DEX, +5 Natural Armor, +1 Speed), 16 (touch), 15 (flatfooted)
    Base Attack/Grapple: +3/+10
    Attack: Two Talons (1d6 +3 Slashing/Piercing), Bite (1d4 +3 Slashing/Bludgeoning/Piercing), Gore (1d6 +3 Piercing/Bludgeoning), Two Claws (1d6 +3 Slashing)
    Full Attack: Talons +6/+1, Bite -4, Gore -9, Claws -14/-19
    Space/Reach: 5ft./5ft.
    Special Attacks: Pounce, Tear at Flesh, Ravager
    Special Qualities: Of the Swarm Qualities, Scent, Burrow 20ft., Damage Reduction 5/Neosteel and Fire, Acid, Cold, Electricity, and Vacuum Resistance 10
    Saves: Fort +4, Ref +8, Will +0
    Abilities: Str 16, Dex 21, Con 12, Int 2, Wis 10, Cha 4
    Skills: Tumble +11, Balance +10, Jump +31, Climb +11
    Feats: Wild Rush, Improved Grapple
    Environment: Any
    Organization: Scout (1 zergling), Pair (2 zerglings), Pack (24 zerglings), Horde (100 zerglings), Swarm (1000+ zerglings)
    Challenge Rating: 4
    Treasure: None
    Alignment: Alignment of Controlling Cerebrate
    Advancement: 4-7HD (medium), 8-12HD (large)
    Level Adjustment: +2

    Wild Rush (Monster)

    If a creature is the first to act in initiative order (before any opponent acts), they may initiate a grapple and pin, or grapple and attack action against grappled victim (in addition to grapple damage), as part of one standard action. Additionally, they may charge while ignoring the usual AC penalty for doing so, but only if the usual requirements for a charge attack action are obeyed.

    Tear At Flesh (Ex)

    If creature has at least two natural weapons and are grappling with an opponent, they may ignore the penalty for attacking with a second natural weapon after the first (but not any natural weapons beyond those). In addition, if both attacks hit, they deal double damage.

    Ravager (Ex)

    Receive a +4 circumstantial modifier to attacks against opponents you are grappling with.

    Burrow (Ex)

    Burrowing is a full action that provokes attacks of opportunity. Creature acquires tremor sense equal to their dark vision range while burrowed - this applies only to surfaces above them. Burrow is limited by stated range. Detecting a burrowed creature requires Track (DC 15 + creature hide skill modifier) or proper sensory equipment (cannot be detected by scent, improved scent, blind sense, or blind sight; can be detected by psi-sight in the way that a listener pin points the location of a noise or tremor sense if the creature moves). Coming up from a burrow is a move action.


    Zerg Templates
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    Of The Swarm

    Of the Swarm are the direct children of the Overmind, or whomsoever has had their genetic code integrated directly into the swarm to be replicated and adapted as re-usable soldiers.

    Of the Swarm have the following qualities:

    - Hive Mind (Ex) - 10 mile range. Augmented by a multiple of 10 if an overlord is present within communication range. In order to augment by a further multiple of 10, another overlord must be present in the greater range - thus, overlords operate like relay stations in this sense; a zerg sends a telepathic message, the message requires an overlord in order to bounce off of and allow the signal to reach its target. Any mind-affecting spell, power, or ability needs to overcome a SR/PR 10 + Cerebrate Manifester Level (or 25 by default).
    - Fast Healing equal to Constitution modifier; minimum 1
    - Dark Vision and lowlight vision equal to 50ft. * Wisdom modifier. Always at least 50ft. Darkvision is full color.
    - Intelligence shifts to 2, alignment to Lawful Neutral (unless listed otherwise). Intelligence returns to pre-template score if no 'cerebrate' is present within hive mind range.
    - Some Of the Swarm are immune to vacuum damage, but not all - the exceptions usually have vacuum resistance. Of the Swarm do not sleep or breathe.
    - Any natural weapons are now considered to bypass hardness up to 100 and damage reduction bypassed by similar materials of less or equal hardness.
    - When poisoned or affected by disease, it takes 3d8 - cerebrate intelligence score + cerebrate level hours to adapt and become immune to that specific poison or disease.
    - The hive mind (overlord) is commanded by the cerebrate who is in turn, commanded by the 'over mind' or some other prime entity. Note that a brood also does not need a cerebrate to be lead and commanded, although cerebrates are useful for managing many broods in an entire swarm. For more information, see 'zerg hierarchy'.
    - CR +1

    Slave Infested

    Slave infested are creatures that have had their bodies corrupted by the presence of a zerg larva (parasitic zerg in its most raw genetic form) invading its body and controlling its mind. Slave infested aren't integrated into the greater 'genetic database' of the swarm and so cannot be reproduced/replicated.

    Slave Infested have the following qualities:

    - Hive Mind (Ex) - 10 mile range. Augmented by a multiple of 10 if an overlord is present within communication range. In order to augment by a further multiple of 10, another overlord must be present in the greater range - thus, overlords operate like relay stations in this sense; a zerg sends a telepathic message, the message requires an overlord in order to bounce off of and allow the signal to reach its target. Any mind-affecting spell, power, or ability needs to overcome a SR/PR 10 + Cerebrate Manifester Level (or 25 by default).
    - Fast Healing equal to Constitution modifier; minimum 1
    - Dark Vision and lowlight vision equal to 50ft. * Wisdom modifier. Always at least 50ft. Darkvision is full color.
    - Intelligence shifts to 2, alignment to Lawful Neutral. Intelligence returns to pre-template score if no 'cerebrate' is present within hive mind range, but character has severe delusions, considering everyone an enemy, likely resulting in a shift in alignment to Chaotic Evil and a madness score increase of 2d6 at GM discretion.
    - Gain 1d4 natural weapons that may be of any type (ie. claw, talon, bite, etc.). Damage is 1d6 if size medium, and one size die up or down for each size larger or smaller respectively. If attack naturally deals bonus damage or has a higher critical threat range/multiplier, invoke a -2 penalty for each bonus (Doubling threat range is one bonus, as is raising the multiplier by one and applying +4 damage). These natural weapons are considered to deal acid damage in addition to the regular type of damage they are listed as doing.
    - Slave Infested do not need to breathe or sleep. They are immune to damage suffered due to vacuum.
    - Sacrifice Me! (Ex), Creature is filled with bloated sacs of volatile gas. At will as a swift action, they may explode in a 30ft. radius (centered on the creature), dealing 20d10 acid/fire/bludgeoning damage.
    - When poisoned or affected by disease, it takes 3d8 - cerebrate intelligence score + cerebrate level hours to adapt and become immune to that specific poison or disease.
    - The hive mind (overlord) is commanded by the cerebrate who is in turn, commanded by the 'over mind' or some other prime entity. Note that a brood also does not need a cerebrate to be lead and commanded, although cerebrates are useful for managing many broods in an entire swarm. For more information, see 'zerg hierarchy'.
    - CR +3

    Infested

    Infested stand apart from slave infested in that they have been given 'extra care' in the process of conversion. This may be for a variety of reasons, particularly if a 'cerebrate' or other creature with command in the swarm values the creature for use beyond that of a living bomb.

    - Hive Mind (Ex) - 10 mile range. Augmented by a multiple of 10 if an overlord is present within communication range. In order to augment by a further multiple of 10, another overlord must be present in the greater range - thus, overlords operate like relay stations in this sense; a zerg sends a telepathic message, the message requires an overlord in order to bounce off of and allow the signal to reach its target. Any mind-affecting spell, power, or ability needs to overcome a SR/PR 10 + Cerebrate Manifester Level (or 25 by default).
    - Fast Healing equal to Constitution modifier; minimum 1
    - Dark Vision and lowlight vision equal to 50ft. * Wisdom modifier. Always at least 50ft. Darkvision is full color.
    - Creature has free will. That is, their Intelligence score and alignment remain the same as pre-template. However, they are compelled to obey any designated 'commander' creature in the swarm, as has been hard coded into their new custom DNA (ie. they may be allowed to ignore certain cerebrates, but will always follow the Overmind or other prime entity right to the measure). The mental compulsion can not be dispelled by any means, as this is now a racial feature. Alternatively, at GM discretion, each compulsion is a suggestion and can only be avoided with a natural 20 will save.
    - Any natural weapons are now considered to bypass hardness up to 100 and damage reduction bypassed by similar materials of less or equal hardness.
    - Gain 2d4 natural weapons that may be of any type (ie. claw, talon, bite, etc.). Damage is 1d6 if size medium, and one size die up or down for each size larger or smaller respectively. If attack naturally deals bonus damage or has a higher critical threat range/multiplier, invoke a -2 penalty for each bonus (Doubling threat range is one bonus, as is raising the multiplier by one and applying +4 damage). Alternatively, you may remove such a penalty with careful LA adjustment. You may also add other effects to the natural weapon such as Fort save or poison, Fort save or wracking pain, reach, mind of its own (has its own attacks of opportunity, strength score, not penalized as a secondary/tertiary natural weapon, and may still operate freely when creature is unable to due to compulsion), etc. Applying these affects to a natural weapon works in a way similar to enhancement bonuses and magical affects for manufactured weapons (with the exception that there is no actual magic in the StarCraft universe beyond psionic devices, psi-like abilities, and power manifestation; and technology rules for enhancing weapons vary somewhat).
    - When poisoned or affected by disease, it takes 3d8 - cerebrate intelligence score + cerebrate level hours to adapt and become immune to that specific poison or disease.
    - The hive mind (overlord) is commanded by the cerebrate who is in turn, commanded by the 'over mind' or some other prime entity. Note that a brood also does not need a cerebrate to be lead and commanded, although cerebrates are useful for managing many broods in an entire swarm. For more information, see 'zerg hierarchy'.
    - Depending on the amount of natural armor, hardness, DR/-, monster bonus feats, extraordinary/psi-like/supernatural abilities, energy resistance or aberration HD you add for this template, you must consult the GM for how the LA shall be adjusted accordingly. Note that aberration HD are sometimes special HD that interact with class levels for determining iterative class bonuses (ie. manifester levels), when listed as such.

    Ie. Your infested template gives you 5 aberration HD, and two psi-likes. Top that off with your 2 levels of psion, and that allows you to treat your manifester level as 7th - although you can still only manifest 1st level powers from your discipline's power list (as you are technically just a 2nd level psion).

    The GM gives you a level adjustment of 3, making you ECL 10, roughly fit for a 5th level party.


    Ie. (again) Your infested template gives you 3 aberration HD. You also have 2 levels in rogue. Your sneak attack damage is 3d6, since it is a progressive class ability however your other abilities only match up to a 2nd level rogue, since they are not progressive. Nonetheless, the GM gives you LA +2, making you ECL 7.

    As normal, level adjustment from a template stacks with level adjustment from other templates as well as base racial level adjustment.
    Last edited by imp_fireball; 2010-06-03 at 04:06 PM.

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    Default Re: The foundations of a StarCraft D20 Wargame

    Bumped for good welfare.

    Also updated. Opinions?

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