#psionic x3
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so anyways heres why i needed to make those refs LMFAO
its low effort i was gonna trace all the three front figures but then i got tired bc my fingers were cramping so i just added the skin and the colors and hair
not pictured: their father that walked off to find their flight gate and has not returned for several minutes (he has gotten lost)
#my art#my ocs#homestuck fantroll#shitpost#oc: Treble [insert surname]#she/her#gold blood#psionic#oc: Eusble [surname]#she/her x2#mutant teal blood#psionic x2#oc: Tresne [surname]#he/him#mutant teal blood x2#psionic x3
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with the way humanity seems to be at the very start of the war with the coalition, are they preparing for a potential invasion of the solar system? Potential preparations might include: calling the members of the small outposts back to earth, like the ones that can’t defend themselves very long against a squadron (basically trying to get the more venerable humans out of coalition territory so the coalition can’t taunt them with losses), I could also see humanity putting all their shipyards at their max production rate, and potentially setting up a military blockade around the solar system. I know the first one seems a little weird, but they probably thought death kebab would be able to fend for itself, and guess what happened. Having all the engineers, physicists, and scientists back on earth would also be really helpful.
This is a classic situation of - you've thought about this more than I did, so now I am thinking about it some more as well :D
Let's start with the SuperweaponTM. The Coalition had been building their own Battle Moon prior to Humanity reemerging, and Humans one-upped it with Battle Moon x3 Plus Railgun. It's a move that everyone knows you must react to, cuz if you don't, that's still a world ending 600km long cannon. So you either build an even bigger one or destroy your opponent's (of course diplomacy is also an option in a more realistic setting, but eh).
The death of the Death Kebab was one of the expected outcomes, and it would never be a crucial part of any overarching strategy, more of a "It'd be cool to have for this occasion". It happened a bit more suddenly than anticipated, but such is conflict - you never have perfect information on your enemy.
So war it is. With Humanity on one side of the Galaxy and the Coalition somewhere about half-way across on the other. Plus there's the Federation that Humanity is part of (though I think the names are the other way around, but minor detail) so it's closer to a cold war with skirmishes along the border and neutral systems and stealth operations further within enemy territory.
As mentioned in the very first post - Humanity emerges with ships and weapons far superior to anything else in the Galaxy at the time, and in an arms race, where Humanity also competes with itself all the time, the Quality gap will take a very long time to fill. Quantity, however, is what basically everyone else has over Humans, and that's also not something that can change that quickly.
Earth has BS levels of protection with no chance of anyone actually surviving an invasion of the Solar system, and most of the official ventures further out are also kind of: "You're crazy smart people with crazy ideas about dinosaurs and teleportation swords and psionic ants - here's infinite money, go do science or whatever, tell us if you find anything useful, otherwise we don't want to know, but also we won't be surprised if you die due to #humans_are_dumb".
Overall as this is getting long: it's very haphazard and surrounded by layers of Intergalactic powers and politics - Humanity could destroy them if push came to shove (after all, how do you counter someone changing your system's gas giant's orbit to collide with your core industrial planet within a decade?), but do you really want to destabilize a large chunk of the Galaxy just like that with no proper plan for how to deal with the now liberated hundreds of planets and their people? And what do you do with the hostile remnants now scattered around without a central governing force? How do you deal with your fairly small self now becoming the actual practically proven boogeyman of the entire Galaxy?
Sometimes, even in a dumb universe like mine, being sensible at scale feels like the only natural path to take.
#humans are space orcs#humans are space australians#humans are space oddities#humans are deathworlders#humanity fuck yeah#carionto
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This is going to sound unhinged but I had a kinky thought: Trolls out in space discovering one of Vriska's various fart clouds. They presume it to just be a typical nebula but are mesmerized by its distinctive blueish green glow, upon studying it they learn that breathing in the cosmic substance actually imbues the individual with some degree of psionic power, along with seriously boosting the power of those who already possess psionics (I'm going off how you fart inflated that one girl into being a demigod). Eventually the word gets out and soon cans of concentrated "nebulaic vapor" become the equivalent of a performance enhancing drug across the Alternian empire; from the non powered looking to see what it's like being psychic, to various psionics looking for a boost, and even some in the empire's military using it like a combat stim. I mean sure, it makes you a little bloated, and your breath stinks, along with inducing strange visions of a large derriere clad in some badly stained jeans, but it's worth it for the power you can feel coursing through your system and the sheer *rush* of it all~
"Huh... you know, given Condy's penchant for merchandising and desire for conquest I could see her definitely endorsing something like this for her troops and selling it for a profit to losers across whatever system she happens to 8e flinging trolls into. I mean I feel like it'd taste and smell HORRENDOUS 8ut if they like it than who am I to say no so long as I get my cut."
[[AHHHHH this is so cool anon I'm so glad my stupid fetish blog gave you such cool ideas x3!!!]]
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📖 Encounter log, Kharmi or Arcayd, dealers choice x3. @hemo--havoc
==> A Limeblood's Encounter Logs (accepting!)
NAME: Kharmi Merdir
CASTE: Gold
DANGER LEVEL: Moderate. I haven't seen her fight yet, but I've known most psionic users to be at least a Street Buster in terms of destructive potential.
FIRST MEETING: I just. Watched her sicc an ENTIRE SEA OF BEES on some jackass who literally asked for it. She seemed cool, so I reached out.
OVERVIEW: One of the first trolls I actually got acquainted with outside of a few brief rescued trolls and clients for my mechanic work. We seem to share a lot of interests, be it East Alternian Strife animations, playing music, or just generally causing trouble. She's got a lot of responsibilities as a part of her lusus' hive, but she seems to manage okay enough.
She has psionic potential similar to a lot of goldbloods, but she seems to be most experienced using it to enhance her physical prowess, much like myself using my magic.
Kharmi is ultimately a good friend, a fun jam partner, and an awesome troll in general. I trust her with my life. She's probably one of my best pals on this rock.
Maybe I should tell her the tr
She doesn't deserve to have to put up with my
If she gets hurt 'cause of me I
NAME: Arcayd Macyne
CASTE: Gold
DANGER LEVEL: Relatively Docile in my experience, but I suspect probably City Buster potential or worse, if they ever got the itch to hook themselves up to something nasty.
FIRST MEETING: Found him wounded and half-dazed after fucking CRASH LANDING near my hive. I helped patch a few wounds and got them to shelter.
OVERVIEW: Arcayd in my experience... is an earnest and well-meaning troll with a wealth of enhancements, energy and sincerity.
They fell out of the FUCKING sky apparently, having routed the path of a damaged ship to Alternia. He's capable of taking complete control of any machine he's plugged into with his tails; a powerful ability they've always been restricted from using to its full potential.
There's something deeper there though, in the annuls of whatever it is they went through on their ship. He tends to disassociate whenever the topic of the fleet comes up, but I want to get to know him better before trying to scratch the surface of whatever's there. Given my own time plugged into a fleet machine, I know how much that can fuck with you.
They've also got a bad habit of downplaying their own pain, brushing it off with a laugh, and seemed excited at even the prospect of me helping them do shit the fleet kept him from doing, and seemed to be extremely interested in my little machining hobby.
Is it bad that I want to take him under my wing a bit? They clearly have a lot to unpack and unlearn, and I don't want someone dangerous coming along to take advantage of that.
...I should visit them more. I still owe them that monocycle I promised to build them.
#A Rebellion of One [ic; vyrgyl]#worldbuilding#oh my fucking god putting these two in the same post just highlights vyrgyl throwing stones at glass houses when it comes to bad habits lma#fix your OWN horrific self-worth issues before you come for arcayd's you traumatized dork lmao
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Modron, Nonaton
Image © @tredlocity
[In the original Monster Manual 2, the nonaton is the only modron to have psionic powers. No rationale is given, and there’s only the suggestion of a thematic link; is it because they’re inquisitorial, so reading and manipulating minds would be useful? I guess? I took that off of the nonaton and will be giving some occult abilities to the septon, which is getting slotted into a knowledge based role. The “cluster limbs” ability I gave the nonaton is inspired by this art, which bundles the tentacles into larger, more humanoid limbs in a fun way. I love his little helmet. ]
Modron, Nonaton CR 11 LN Outsider (extraplanar) This construct is cylindrical and half again as tall as a man. It has a single eye and an underslung jaw and the top of its head is shaped in a style reminiscent of a helmet. It has nine cable-like limbs, which slide up and down its body in order to combine into thicker arms.
Nonaton modrons are security chiefs and guard captains among the modrons. They ensure that law and order is maintained in Regulus. Nonatons coordinate and direct the attention of the pentadrones, and are the first responders if any incursions attack modron territory. Mortal visitors to Regulus are typically ordered to check in with a nonaton and provide an account of their business before being allowed to proceed past limited enclaves within the continent-city.
A nonaton modron can fight with all nine of its prehensile limbs at once, striking with them as tentacles. However, they prefer to bundle the limbs into four stronger arms and wield weapons in combat. They use combat maneuvers mixed with their spell-like abilities to hinder and frustrate enemies, as well as making them easier for their pentadrone minions to damage. Nonatons are invested by Primus with a sense of divine fury, granting them a flexible judgment ability like that of mortal inquisitors. Nonatons prefer to mix offensive and defensive judgments (justice and protection is a frequently used combination).
Nonatons are surprisingly good swimmers, and Regulus has a number of water features to both provide potable water for mortal visitors and to provide nonatons with unobtrusive spy outposts. A nonaton is always exactly nine feet tall.
Nonaton CR 11 XP 12,800 LN Large outsider (extraplanar, lawful, modron) Init 20 (fixed); Senses darkvision 60 ft., detect chaos, Perception +25, see invisibility Defense AC 25, touch 14, flat-footed 20 (-1 size, +5 Dex, +11 natural) hp 145 (11d10+55 plus 30) Fort +8, Ref +12, Will +12 DR 10/chaotic; Resist acid 10, cold 10, fire 10; SR 21 Defensive Abilities constructed Offense Speed 50 ft., swim 50 ft. Melee masterwork guisarme +16/+11/+6 (2d6+7/x3) or 4 slams +15 (2d6+5) or 9 tentacles +10 (1d6+2) Ranged masterwork light crossbow +16/+11/+6 (2d6/19-20) Space 10 ft.; Reach 10 ft. (20 ft. with guisarme) Special Attacks judgments (4/day, 2 judgments, destruction +4, healing 4, justice +3, piercing +4, protection +3, purity +3, resiliency DR 3/lawful, resistance 8, smiting adamantine) Spell-like Abilities CL 11th, concentration +15 Constant—detect chaos, see invisibility At will—clairaudience/clairvoyance, detect thoughts (DC 16), dimension door, protection from chaos, slow (DC 17) 3/day—discern lies (DC 18), greater magic weapon, hold monster (DC 19), quickened lend judgment, mirror image, order’s wrath (DC 18) 1/day--dispel chaos (DC 19), greater teleport, judgment light (DC 18), power word stun, true seeing, wall of force Statistics Str 20, Dex 20, Con 20, Int 17, Wis 21, Cha 19 Base Atk +11; CMB +16 (+18 trip); CMD 31 (33 vs. trip) Feats Alertness, Combat Expertise, Deadly Aim, Improved Trip, Quicken SLA (lend judgement), Rapid Reload (light crossbow) Skills Acrobatics +16 (+24 when jumping), Diplomacy +18, Intimidate +18, Knowledge (local, planes) +17, Perception +25, Sense Motive +23, Stealth +19, Swim +27; Racial Modifiers +2 Perception Languages Celestial, Common, Infernal, Modron, telepathy 100 ft. (4 miles with modrons) SQ bundle limbs Ecology Environment any land or underwater (Regulus) Organization solitary, patrol (1 plus 2-12 pentadrones) or tribunal (2-5) Treasure standard (Large masterwork guisarme, large masterwork light crossbow, 40 bolts, other treasure) Special Abilities Bundle Limbs (Ex) As a move action, a nonaton can choose to bundle its limbs together, giving it four large limbs and one small one, or separate them, giving it nine small limbs. With its limbs bundled, it gains 4 slam attacks and can draw a single small item as a swift action. With its limbs separated, it gains 9 tentacle attacks, gains the undersized weapon SQ, but can draw up to nine small items from its person as a swift action. The statistics above reflect the nonaton with its limbs bundled. Judgment (Su) A nonaton gains the judgment and second judgment abilities of an inquisitor of a level equal to the nonaton’s racial HD. Nonaton HD stack with inquisitor levels for the purpose of the judgment ability.
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To be fair to the Alphas, Jake’s hope bubble was shown fighting Jade’s green sun boost to a stalemate, Dirk has an ability that’s hypothetically an instakill if he gets a free moment, Jane has pretty potent healing, and Roxy can produce items and dodge attacks well (like when she saved Rose from Condy’s psionic blast)
Consider that Jake needed an unwilling buff from an extremely powerful Sylph of Light to unlock his potential early, and seeing his friends in actual mortal danger to awaken his potential against Caliborn- I'm thinking this situation would be a Sparring thing more than a Fight to the Death, so I doubt Jake would be able to 'awaken' anything particularly useful, and similarly I doubt Dirk would try to straight up tear one of his friends' souls during sparring! Then again prior anon did mention about Jade being able to just shrink and Crush the Alphas. X3 So I guess I should have mentioned I'm considering this just Sparring from the beginning.
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sooo I’ve been doing a bit of spring cleaning lately, and today I went through the items stacked on my desk shelf... one of which was my old college D&D binder!
so let me tell you about my favorite character i ever played let me go on and on about my favorite character that i ever played and store it here for my future reminiscence
now this would have been, like, over 10 years ago. what i remember best is that she was a soulknife, which means that she basically psychically manifests a weapon called a mindblade. As you level up you can have cooler weapons or something. which is like, pretty damn awesome if you ask me. psychic sword? YES PLEASE. okay but this is not even the best part. because she leveled up so that her mindblade? could become a LANCE. and she also somehow obtained a pegasus. YES. how fondly i remember the day she charged from the sky and did over 70 damage. *sigh* my wonderful soulknife. this is so far is just what i remember about her.
but like i said, i just found her character sheet. and my notes from that campaign. and OH BOY.
here are things I did NOT remember about my awesome soulknife (i won’t give all of her stats, just the interesting ones):
Name: Aurelia and yep that sure as heck came from Love Actually
Alignment: Lawful Good (well, no surprise there I suppose)
on the top of my character sheet it says “TOTAL ATTACK BONUS +17″ can this be real? is this not a mistake? what does this mean and why and how?
STR = 20. Apparently i had a belt that gave me +4. my total strength modifier says 5 but there’s a 7 written outside the box, I think maybe my mindblade got +2 making a total of 7? [for the record her CHA is 8 for a -1 modifier]
WEAPONS: My mindblade could manifest as a longsword (if i’m reading this correctly it crit anywhere from 17-20, damn), a lance (could only crit at 20 but did x3 damage; and i could only use it on a horse of course); a bastard sword (which has barely any notes so i guess i didn’t much care for it) (there’s a note later in the sheet that says the color of my mindblade -- however it manifests -- is gold)
AC: 24... but WAIT... because below the line it says... 29??? 29???? can i be reading this right? and it says “30 against Zahito” w/e that means. who the fuck is zahito, will my notes tell me later? yes
SKILLS: okay so this was not 5e, obviously, being over 10 years ago, so the skills are done completely differently. so what i see here. is that I gave her 6 ranks in CRAFT (BAKING)!!! i had completely forgotten about this.
POSSESSIONS:
Cookbook +1 cookie recipe +1 devil cookie recipe
EZ Bake Oven
Belt of Giant Strength ahh that explains that
ANIMAL COMPANION: Pegasus
Name (are you ready for this bc i was not): Agamemnononmemaga (i reaaally like palindromes, guys... and despite being a total tool Agamemnon is just fun to say)
Description:
to summarize, she was basically born into a noble family, was basically a snobby jerk who devoted her life to studying the (mind)blade
so I have notes on how her mindblade could split into two, guys, it looks like she just manifests whatever kind of weapons she wants i miss her can i play her again but it wouldn’t be the same
There is another page that just has “PSIONIC VALKYRIE” written across the top, which sounds freaking awesome. underneath it says “Pegasus + Battle Maiden”
Class Feature: “Shape mind blade - beer” - all the effects of beer w/o the enjoyment; hangover; must act drunk ... this seems like something my DM must have given me as a joke lol
next page says “Battle Maiden + Kishi Charger ...ish” and then it’s just random notes and numbers
and finally... the adventure log
across the top is written is cursive: “Long Term Goal: breed pegasi”
it looks like we leveled up every week which was fun bc we got to higher levels faster. that was the only campaign i ever played in that did that. mostly we just slough around up to level 3 until the difficulty in organizing multiple people becomes Too Much
here are some random lines:
King Gustav the Attractive’s Strike Force (I think this was... our team name?)
sneaky guy tries to steal scrying thing (the way I wrote that just amused me, Aurelia was apparently not a good note taker... notes for an 11-session campaign are summarized over 1 slice of paper front and back)
sneak into fortress by posing as traveling bakers (this was it!!! i forgot about this!!!! what fun!!! it became our running cover story bc who DOESN’T want to hire traveling bakers?)
85 damage against earth elemental
“run around doing diplomacy stuff” the note taker strikes again
75 damage to main boss dude in place with people who were experimented on (oh, yikes)
Enemies:
Yuanti - Selhara: good, ally, my bffl (is this sarcastic? did i convert her? i have no idea, i can’t remember)
Nareth: Prince of the Thousand Flames Student Council of the Diminishing Ember, annoying arrogant demon fiend (I do vaguely remember this)
The Mask deMask: knows where Arion’s library is, hard to find, sells secrets, arcane magic, show off
Za Hiito (oh, so that’s what that was): likes poison cookies
#my self indulgent trip down memory lane#a good happy lane it was#liz's adventures in dnd#my current character is a lawful good cleric with a background in the city watch#i like her#but i've been playing her for years (we only meet like once a month and we did a few other campaigns#this is actually my second time playing her#because the first campaign ended too abruptly)#(droop's troop always remember)#(we had a goblin NPC friend named Droop who became our mascot)#we're starting a second campaign (diff ppl)#and i'll be playing an elf ranger with a red panda animal companion#i'm really excited about her#ANYWAYS THANKS FOR INDULGING ME if you read this far#why would you#you must be bored#go do something fun#like play D&D#:)#dungeons and dragons#liz plays dungeons and dragons
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Characters Thus Far
Itsari Phobos Pathfinder Conversion
Your description here. Female Fetchling (Kayal) Dread 7 Mask
Earned XP 23,000 CN Medium, Fetchling Outsider (Native) Init +10; Senses low-light vision, darkvision 60ft., Perception +10 -------------------- Defense -------------------- AC 21, touch 17, flat-footed 14 (+6 Dex, +1 dodge, +3 armor) hp 77 (7d8+21) Fort +5, Ref +12, Will +6
Defensive Abilities shadow blending (50% in dim), Immunities fear, Resist cold 5, electricity 5; +2 vs cold and electricity, +2 vs charms
-------------------- Offense -------------------- Speed 30 ft. Melee +1 conductive short sword +13 (1d6+3/19-20/x2), mw silver kukri +12 (1d4+2/18-20/x2), or +1 conductive short sword +11 (1d6+3/19-20/x2) and mw silver kukri +10 (1d4+2/18-20/x2)
Ranged comp(+2str) short bow +11 (1d6+2/x3) Special Attacks devastating touch +11 (1d6+12), Terror 15/day(horrible strike (+1d6, 2PP +1d6), mind drain (DC 18 Will), overwhelming fear (DC 18 Fort))
Spell-Like Abilities (CL 7th)
1/day – disguise self
Powers (ML 7th, concentration +12)
3rd—mental barrier
2nd – side step, true terror, strength of my enemy
1st – untouchable aura, lingering touch, mind thrust
Power Points 33, Max PP Use 7 -------------------- Statistics -------------------- Str 14, Dex 22, Con 14, Int 12, Wis 11, Cha 20 Base Atk +5; CMB +7; CMD 24 Feats Extra TerrorsRegional, Improved Initiative, Weapon Finesse, Weapon Focus (Short Sword), Touch of TerrorDread, Dodge, Two-Weapon Fighting Skills Acrobatics +16, Autohypnosis +4, Bluff +7, Climb +6, Diplomacy +3, Intimidate +15, Sense Motive +2, Stealth +18, Swim +6, Use Magic Device +12, Perception +10, Knowledge (psionics) +7 Languages Common, Draconic, Netherese (dead language) SQ aura of fear
Combat Gear +1 conductive short sword, mw kukri, comp(+2str) short bow, 20 arrows, 20 silver arrows, +1leather armor, headband of alluring charisma +2, amulet of natural armor +1, cloak of resistance +1, burglars outfit, wand of cure light wounds (50 charges), belt of dexterity +2, mw potion belt (potion of cure moderate wounds x2, potion of invisibility x2) Other Gear mw backpack, bedroll, water skin, trail rations (10), 30pp, 4gp,9sp, 4cp
Sanity Score 43; Damage ___
Sanity Threshold 5
Sanity Edge 21
Madness’
Paranoia The afflicted character gains a +2 bonus on saving throws against charm effects, but takes a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. When the afflicted character attempts a Sense Motive check, the GM rolls the check in secret, and failure gives the afflicted character the impression that those whose motives he is trying to sense are plotting against him in some way. Lastly, any time the afflicted character tries to use or gain a benefit from the aid another action, or is the target of a beneficial spell or effect from an ally, he must succeed at a Will saving throw in order to take the aid another action or gain the benefit from the action, spell, or effect. Description A paranoid character is convinced that the world and society are conspiring toward his ruin. Typically those afflicted with paranoia are fidgety, argumentative, sullen, or extremely introverted.
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Pertyr Grimthorne Pathfinder Conversion
Your description here. Male Half-Drow Wizard 5 Fighter 1 of Mystra
Earned XP 28,483 LN Medium, Half-Elf Init +6; Senses low-light vision, Perception +5 -------------------- Defense -------------------- AC 22, touch 14, flat-footed 19 (+2 Dex, +6 armor, +1 dodge, +1 deflection, +1 shield, +1 nat) hp 71 (5d6+2d10+21) Fort +8, Ref +5, Will +9; +2 vs enchantments, +1 will vs fear
Immune sleep
-------------------- Offense -------------------- Speed 30 ft. Melee mw elven curved blade +9(1d10+6/18-20x2), +1 called heavy mace +9(1d8+5/x2), +1 adamantine frost long spear +9(1d8+7+1d6cold /x3) Special Attacks hand of apprentice (8/day)
Wizard Spells Prepared (CL 5th; concentration +10)
3rd – fireball (DC 18)
2nd – knock, scorching ray, web (DC 17)
1st – burning hands (DC 16), enlarge person, magic missile, sleep (DC 16), shocking grasp (DC 16)
0 (at will) – detect magic, light, message, prestidigitation
School Universal -------------------- Statistics -------------------- Str 18, Dex 14, Con 15, Int 20, Wis 16, Cha 13 Base Atk +4; CMB +7; CMD 21 Feats Craft Wonderous Item, Dodge, Arcane Armor Training, Improved Initiative, Point Blank Shot, Cosmopolitan, Craft Magical Arms and Armor, Quick Draw Skills Appraise +12, Bluff +3, Climb +9, Diplomacy +3, Fly +7, Handle Animal +7, Intimidate +10, Linguistics +13, Ride +6, Sense Motive +5, Spellcraft +15, Survival +13, Swim, +9, Perception +5, Knowledge (arcana, dungeoneering, history, local, nature, religion) +9, Knowledge (engineering, geography, nobility, planes) +9 Languages Abyssal, Auran, Chondathan, Common, Celestial, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Illuskion, Orc, Terran, Undercommon SQ arcane bond(bonded ring), bravery +1
Combat Gear
mithril breastplate, buckler, mw elven curved blade,+1 called heavy mace,+1 adamantine frost long spear, amulet of natural armor +1, cloak of resistance +2, bonded ring of protection +1, ring of sustenance,
mw potion belt (cure light wounds (6), cure moderate wounds (2), cure serious wounds (2)), potion of bulls strength, wand of cure light wounds (24 charges)
Other Gear
spell book, travelers outfit, spell component pouch, backpack, paper (25), ink+pen, bedroll, 50ft hemp rope, scroll organizer, water skin,starry gonosis, bag of holding type II,utter dark wine, jewelry (100gp), 480pp, 78gp, 7sp
Sanity Score 49; Damage ___
Sanity Threshold 5
Sanity Edge 24
Madness’
Melancholia ??
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Lillie (Gwanod Leben) Pathfinder Conversion
Your description here. Female Half-Elf Ranger 7 of Fenmarel Mestarine
Earned XP 27,000 CN Medium, Half-Elf Init +2; Senses low-light vision, Perception +18 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 19 (+2 Dex, +8 armor, +1 luck) hp 90 (7d10+20) Fort +9, Ref +9, Will +7; +2 vs enchantments
Immune sleep
-------------------- Offense -------------------- Speed 30 ft. Melee +1 rhoka +13/+8 (1d8+6/18-20x2), or +1 cold iron Warhammer +13/+8 (1d8+6/x3), or mw short sword +13/+8 (1d6+5/19-20x2)
Ranged comp (+5 Str) longbow +9/+4 (1d8+5/x3) Special Attacks favored enemy (aberration +2, undead +4)
Ranger Spells Prepared (CL 2th; concentration +5)
1st – endure elements, detect animals or plants
2nd – spike growth
-------------------- Statistics -------------------- Str 20, Dex 14, Con 15, Int 13, Wis 16, Cha 13 Base Atk +7; CMB +12; CMD 24 Feats Endurance, Two Weapon Fighting, Improved Two Weapon Fighting, Exotic Weapon Proficiency (Rhoka), Double Slice, Combat Reflexes, Power Attack, Luck of the Hero, Quick Draw Skills Acrobatics +7, Climb +14, Disable Device +3, Heal +11, Intimidate +10, Stealth +11, Survival +11(Track +14), Perception +18, Knowledge (dungeoneering) +8 Languages Common, Damaran, Draconic, Elven SQ favored terrain (forest), hunters bond (shared favored enemy bonus), track +14, wild empathy +7, woodland stride
Combat Gear +2 mithril breastplate, +1 rhoka, +1 cold iron warhammer, mw short sword, comp (+5 Str) longbow, cloak of resistance +1, ring of sustenance, slippers of spider climbing, mw potion belt (cure light wounds (10), cure moderate wounds (2), cure serious wounds (1)), potion of bulls strength, wand of cure light wounds (37 charges) Other Gear explorers outfit, backpack, spider silk rope (50ft), sun rod (2), 20 arrows (3), 3 orc slaying arrows, 3 grappling arrows, chalk (10), flint and steel, mug, piton (4), periscope, powder (2), earplugs, blanket, 916pp, 20gp
Sanity Score 38; Damage ___
Sanity Threshold 3
Sanity Edge 19
Madness’
Phobia ??
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Vairlim Greycastle Pathfinder Conversion
Your description here. Male Aasimar Cleric 7 of Lathander
Earned XP 23,000 CG Medium, Aasimar Init +1; Senses darkvision 60ft., Perception +8 -------------------- Defense -------------------- AC 22, touch 12, flat-footed 21 (+1 Dex, +8 armor, +2 shield, +1 luck) hp 65 (7d8+9) Fort +9, Ref +6, Will +14
Resist acid 5, cold 5, electricity 5
-------------------- Offense -------------------- Speed 30 ft. Melee +1 heavy mace +12 (1d8+5/x2)
Ranged mw crossbow light +7 (1d8/19-20x2) Special Attacks channel positive energy 11/day (DC 19 4d6)
Spell-Like Abilities (CL 7th)
1/day – daylight
Domain Spell-Like Abilities (CL 7th)
9/day – touch of good, resistant touch
Cleric Spells Prepared (CL 7th; concentration +13)
4th – blessing of fevor, resoration, holy smited
3rd – blindness/deafness (DC 19), dispel magic, searing light (DC 19), protection from energyd
2nd – bull’s strength, death knell, gentle repose, grace, lesser restoration, shield otherd
1st – divine favor, doom, sanctuary, shield of faith, spiked armor, stunning barrier, protection from evild
0 (at will) – detect magic, light, read magic, stabilize
D domain spell; Domains Good, Protection -------------------- Statistics -------------------- Str 18, Dex 13, Con 13, Int 14, Wis 22, Cha 22 Base Atk +5; CMB +9; CMD 20 Feats Channel Smite, Extra Channel, Guided Hand, Quick Channel, Selective Channel, luck of the Hero’s Skills Bluff +6, Climb +3, Diplomacy +18, Heal +16, Intimidate +6, Sense Motive +14, Survival +6, Swim +3, Perception +8, Knowledge (arcana, nobility) +7, Knowledge (history) +6, Knowledge (planes) +9, Knowledge (religion) +10 Languages Chondathan, Common, Celestial, Draconic, Elven SQ aura
Combat Gear +2 mithril breastplate, +1 light steel shield, +1 heavy mace, mw light crossbow, mw potion belt (cure light wounds (10)), headband of alluring charisma +2, belt of giant strength +2, Other Gear travelers outfit, bedroll, water skin, handy haversack, trail rations (5), holy symbol tattoo, bolts (10) x3, 510gp
Sanity Score 58; Damage ___
Sanity Threshold 6
Sanity Edge 29
Madness’
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Tell us about the soulknives
Ok so the soulknife is a solid psionic class that gets magic weapons made out of their minds. They’re a pretty fun, tier 3-4 class that is easy to play because you get a free weapon. (Not good because non-PoW martial noises but you can do some fun things.)Soulknives (and the ranged variant, soulbolts) get access to blade skills at level 2. These are basically neat tricks that a soulblade/bolt can do with their magic mind swords, and one of them is a cute little thing called Emulate Melee/Ranged Weapon. See, normally the mindblade takes a standard shape and does standard damage, but at the cost of a blade feat, you can turn it into the shape of any specific weapon you pick, and get that statline. When the Soulknife was written, the only cost-gated weapons were firearms (which are very good, but also forbidden from use with Emulate Ranged Weapon); every other weapon in the game had a base form that was less than 200gp. Emulate Melee/Ranged Weapon was and is clearly intended for people to specialize in a single weapon type and use feats associated with it.
However, some assholes introduced the setting of Numeria, adding lots of anachronistic tech into the setting. There’s a lot of other bullshit you can do with it, but the important thing about Numerian weapons is that they are price gated.
So, let’s talk about the monowhip. Right away you may notice that this thing costs 70k gold. That’s fine! We don’t care, we’re not paying for it. Moving right along, we get to the basic stats and see 2d6 damage, 18-20 x3 crit. For those of you not familiar with pathfinder weapons, this is insane, especially for a light weapon; it opens up absurd potential for crit builds. But it gets better! Monowhips attack against touch AC (meaning you’ll almost never miss) and have a range of 15 feet. They consume their power quickly, but a soulknife emulating one can just reform the blade, power cell fully charged.
Too tame for you? Well, scroll down. See, while a soulknife can emulate monowhips and become a melee terror, the soulbolt can emulate heavy ranged weapons. I made the mistake of mentioning this build once and a few weeks later our DM decided to throw a soulbolt using a rocket launcher at us. (We survived because we’re all minmaxing assholes, but Jesus Christ it did a lot of damage)
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A random Encounter for your players
A Short high level encounter based on an old Marvel Comics story (Tales to Astonish #46 August, 1963)
A typical A-Chiltarian Scouting Party (EL15)
If the A-Chiltarian people become interested in conquering a planet, they will dispatch a Scouting party to observe the planet. A typical scouting party will include 6 Scouts to maintain equipment and do most of the grunt work, 2 Warriors to provide security and do most of the heavy lifting a captain to keep the unit on mission, and a Reaper combat Robot (Futuretech pg90). For transport the party will have either a Scout class Ultralight (d20 Future pgs 121-122) or 1d4 Courier class Ultralights (d20 Future pgs 119-120), but, these most likely won't be used during the encounter.
A-Chiltarian Scout CR6. Medium Monstrous Humanoid Smart Hero3/Engineer3. HD: 6d6+6. HP29. Mas. Init:-1. Spd 20ft (base 30). Defense:20, Touch11, FF20(-1dex,+2Class,+9Equip). Bab+3. Grapl+5. Atk:/Full Atk:+5melee(1d8+3/x3 Battle Axe) or +2ranged (2d8 RI; 40ft Laser Pistol or Special RI; 10ft Tangler Grenade). FS:5ftx5ft. R:5ft. SQ: Darkvision 60ft, Extreme Natural Biome, Improve Kit, Latent Psychic Potential Monstrous Humanoid Traits, Quickcraft, Superior Repair. AL: Clan. Sv Frt+4, Ref+2, Wil+4. AP: 6. Rep+2. Str15, Dex8, Con13, Int10 Wis12, Cha8.
Occupation: Rural (Survival, Swim)
Skills: Computer Use+8, Craft (Electronic and Mechanical)+11, Craft (Structural)+6,Demolitions+6, Disable Device+6, Drive+5, Knowledge (Technology)+6, Pilot+5, Read/Write/Speak (Chiltarian), Repair+6, Search+2, Survival+6, Swim+0 (Includes armor penalty)
Feats: Aircraft Operation (Spacecraft), Archaic Weapons Proficiency, Armor Proficiency (Light, Medium, Heavy), Builder (Electronic and Mechanical), Gear Head, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents: Savant (Craft [Electronic and Mechanical])
Power Points: 2
Possessions: Laser Pistol w/3 Power cells (3lb), Battle Axe (7lb), 1d4 Tangler Grenades (1lb each), Environmentally Sealed Force Entry Unit Armor (20lb), Deluxe Electrical Tool Kit (33lb), Deluxe Mechanical Tool kit (45lb), Lap-top (5lb), Professional Walkie-Talkie (1lb), various gear and personal possessions
A-Chiltarian Warrior CR12. Medium Monstrous Humanoid (large for calculating carrying capacity) Tough Hero4/Helix Warrior4/Dreadnaught4 HD:8d10+24 plus 4d12+12. HP110. Mas18. Init:-1. Spd 20ft (base 30). Defense:24, Touch15, FF24 (-1dex,+6Class,+9Equip). Bab+10. Grapl+12. Atk:+12melee(1d6+2 Hatchet) or +9ranged (1d6+2, RI; 10ft hatchet or special, RI; 10ft Tangler Grenade). Full Atk:+5/+0/+5melee(1d6+2 nonlethal 2 slams) or +9/+4ranged (2d8 RI; 60ft, charge Pistol) or +5/+0 (charge Pistol Auto-fire). FS:5ftx5ft. R:5ft. SQ: Ability Surge 1/day, Darkvision 60ft, Extreme Natural Biome, Fearless, Haul, Latent Psychic Potential, Light Sleeper, Master Defender, Monstrous Humanoid Traits, Stability, Steam Roller, Strong as an Ox, Survivor, Unhindered. AL: Clan. Sv Frt+9, Ref+2, Wil+5. AP12. Rep+3. Str15 (19 for calculating carrying capacity), Dex8, Con16, Int10 Wis11, Cha8.
Occupation: Military (Navigate, Pilot)
Skills: Craft (Electronic)+2, Craft (Mechanical)+2, Computer Use+2, Intimidate+5, Knowledge (Tactics)+3, Listen+4, Pilot+1, Read/Write/Speak (Chiltarian), Spot+4
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium, Heavy), Brawl, Endurance, Improved Damage Threshold, Personal Firearms Proficiency, Simple Weapons Proficiency, Starship Gunnery or Starship Operation (any One)
Talents: Remain Conscious, Second Wind
Power Points: 2
Possessions: Charge Pistol w/3x 30 round magazines (2lb), 1d4+1 hatchets, 1d4 Tangler Grenades (1lb each), Environmentally Sealed Force Entry Unit Armor (20lb), Professional Walkie-Talkie (1lb),various gear and personal possessions
A-Chiltarian Captain CR15. Medium Monstrous Humanoid Strong Hero3/Field Officer 10/Glamourist 2. HD:13d8+13 plus 2d6+2. HP84. Mas13. Init:-1. Spd 20ft (base 30). Defense:26, Touch17, FF26(-1dex,+8Class,+9Equip). Bab+14. Grapl+16. Atk:+14melee(1d8+2/19-20 Saber) or +14ranged (Special RI; 10ft Tangler grenade). Full Atk:+16/+11/+6melee(1d8+2/19-20 Saber) or +9/+4/-1ranged (2d10 RI; 100ft M-60 machine gun auto-fire). FS:5ftx5ft. R:5ft. SQ: Action Trust, August Leadership, Commanding Presence, Darkvision 60ft, Extreme Natural Biome, Hidden Motive, Latent Psychic Potential, Leadership, Monstrous Humanoid Traits, Self-Confidence, Tactical Expertise, Tactical Mastery, Uncanny Survival. AL:.Sv Frt+6, Ref+6,Wil+8. AP:15. Rep+4. Str15, Dex8, Con13, Int10 Wis11, Cha11.
Occupation: Novitiate (Concentration, Diplomacy, and Sense Motive)
Skills: Bluff+6, Computer Use+5, Diplomacy+6, Disguise+4, Forgery+4, Intimidate+13, Knowledge (Tactics)+6, Listen+2, Pilot+4, Read/write/Speak (Chiltarian),Sense Motive+6, Spot+6.
Feats: Alertness, Archaic Weapons Proficiency, Armor Proficiency (Light Medium Heavy), Divine Heritage, Improved Initiative, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Starship Gunnery, Starship Operation (any one), Wild Talent
Talents: Ignore Hardness, Melee Smash
Power Points: 2
Spells and Psionics: 3/day; Missive1/day; Cure Minor Wounds, Inflict Minor Wounds, Light
Possessions: Saber (4lb), M-60 machine gun w/300 rounds of ammo (22lb), 1d4 Tangler grenades (1lb each), Environmentally Sealed Force Entry Unit Armor (20lb), lap top (5lb), Professional Walkie-Talkie (1lb), various gear and personal possessions.
A-Chiltarian
Species Traits
Ability Modifiers: +4Str, -2Dex, +2 Con, -2Cha, life on A-Chiltar III has gifted the A-Chiltarians with great physical strength and endurance at the cost of reduced mobility, and many creatures find their bestial appearance off-putting.
Creature Type: A-Chiltarians are considered Monstrous Humanoids.
Size: Medium, A-Chiltarians receive no size based bonuses or penalties
Darkvision (Ex): A-Chiltarians have Darkvision out to a range of 60ft
Base Land Speed: 30ft.
Bonus Feats: A-Chiltarians receive Archaic Weapons proficiency as a bonus feat.
Skills: Their compound eyes grant A-Chiltarians a +4Species bonus to spot checks
Extreme Natural Biome (Ex): A-Chiltar III is a harsh world with roughly 1.5x the gravity of earth and a methane heavy atmosphere nearly 3 times as dense as earth's. A-Chiltarians must normally wear sealed environmental suits when operating on most planets, but, some seem to be able to adapt themselves to milder conditions
Latent Psychic Potential (Su): While most A-Chiltarians don't properly develop it, all members of the species have a small amount of psionic power, allowing them to operate psy-tech gear and increasing their Power Points per day by 2.
Starting Languages: All A-Chiltarians begin play with the ability to Read/write and Speak (Chiltarian) at GM's descretion the A-Chiltarian character's tribe may also have their own languages.
Level Adjustment:.
Base Progress Level: Debatable +1 or -1 compared to base line humans(see note below)
The controversy of A-Chiltarian Technology: A-Chiltarians possess Sub-light spaceships, the ability to build massive remote controlled robots, brainwave based technology that can be used to control said robots or read the minds of other species to obtain useful information, and environmentally sealed combat suits, but, are otherwise claimed to lag behind humans technologically. On the other hand, between people like Tony Stark or Doctor Doom and nations like Wakanda, it could easily be argued that Marvel Earth would be considered in the early to middle stages of Progress Level 6 by d20 Modern's reckoning.
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an AU where 17 kids escape alternia and their imminent deaths with the help of four exasperated adults. features 5 group bonding moments, 3 complete breakdowns and 1 brush with death. takes like a sweep and a half. start off premolt.
green seadweller mutant(catfish, troblemaker)- yellow- helmsbait(has a crush on sol)jade- life in caverns(keeps to self) teal- damaged blue- 4tehlolz (troublemaker)
lime- illegal brown- damaged (very messed up)yellow- damaged(variant of voidrot, leeches off of psionics till she molts) red-mutant (trouble solver)yellow- helmsbait
red x3- rebels(these are the prime gossip girls) brown- rebel(chill, but a troublemaker) red-rebel (the biggest troublemaker) green- sickly(this is that jade from FS WHOOPS) lime illegal and damaged (troublemaker, not shy at all)
crew- captain teal (old, seen it all) engineer green (Sweet, looks like jim from the office) communication red (uhura from ST) yellow helmsman (of the very illegal removable kind, a bro)
#jartart#homestuck#fantrolls#fantroll#some of these ive repurposed for sip36#yes they all have signs#no they are not all good signs#oh captans sign seems to have been cropped out :(
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Shardmind
Plot Seed - One villager, upon being asked about a strange and reclusive petrel who moved in, says that that must be the strange woman who lives south of town
1 - On investigation, the party sees a woman playing with three children outside a large cottage by a well. Her skin is an odd shade of purply red, revealing her as something other than human - A Perception 15 check reveals her to be made of crystal, a fact mostly hidden by her housewife attire
As the party approaches, she freezes, and shoes the children inside. They walk into the cottage, watching through the windows. The woman stands at attention, walks cautiously over to a barrel, and grabs a longspear from a nestle of tools. She looks serious, and ready to fight, and asks the party why they sought her out.
Depending on the party's actions, the two groups may fight. Once she is hit three times, her children come out to shield her at the turn's end.
The woman is named Elinor. She is motherly and patient, but can be fiercely protective.
She is of a planar race, created from the shards of the barrier that protects the world from the far planes. Once, she was a warrior who assisted in hunting others of her kin - In killing each one, she would improve the barrier's power. She has since deserted; In her old age, she has tired of killing for the strength of a barrier that may never recover.
She is protective of her adoptive children, all orphans, and is willing to defend herself to make sure they have a good life as a sort of penance.
2 - The party should be able to speak with her afterwards; her children cooking them a delicious soup from a cauldron (Elinor can not eat.)
This encounter should be an introduction to the cosmic destinies, and the mortal's reactions to them, indicative of the Angelpoint setting. Ideally, it should also earn the party an ally with great knowledge of planar history.
On the scholar: Elinor knows of the scholar the party seeks, saying that he goes by West and he helped her through her thoughts 40 years ago. It was on his advice that she took up this life, though her adoption of the orphans was simply something that happened. As a Storm Petrel, West embraces the need to choose your own destiny - Not abide by the destinies that were chosen for you.
She knows he's still in town, but hasn't seen him in months... She bemoans that he has grown increasingly reclusive and paranoid, as he grows closer to death in a life that rejects the guidance of gods. She does not know his address, as she respected his desire for privacy too much. However, she says that he once mentioned a basement lab on the few occasions he visited; "knowing him, it's probably hidden."
Elenor (CR 2)
Shardmind Commoner 4
Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 13
HP 22 (4d6+8)
BAB 2 Fort 3 Ref 3 Will 3
AC 14 (Fighting Defensively 17)
Feats:
Weapon Proficiency: Longspear, Combat Reflexes, Dodge
Skills:
Acrobatics 6, Knowledge: Planes 6, Knowledge: History 6, Perception 9, Profession: Homemaker 9
Languages: Common, Deep Speech
Items:
+1 Deep Crystal Longspear // +6 1d8+5 20/x3, 2309g
Dusty Rose Prism Ioun Stone // +1 insight bonus to AC, 5000g
Shardmind racial stats:
Living Construct traits
+2 Intelligence and Wisdom
Crystalline Mind: +2 on saves vs psionics
Agreless: Shardminds are naturally immortal, and do not age
Telepathy: The shardmind can speak to others within 30 feet telepathically.
Shard Swarm: A shardmind can weaken the bonds holding their humanoid form together for a short time, becoming a cloud of crystals and then near-instantly reforming. Once per day, they can 'teleport' to a location up to 15 feet away as a move action that does not provoke Attacks of Opportunity; though this is not a true teleportation effect and cannot phase through solid objects or be stopped by spells such as Dimensional Anchor.
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Starcraft 2 Commander Idea: Tosh
This was a bit of a toss up between making him like Raynor or Nova. So, I went with making Tosh similar to Nova but gave him a bit of a twist. I’ll say this commander is not beginner friendly. -Wolf E.
Tosh, Dominion Specter
Tosh:
Spectral Operations: Tosh is permanently cloaked.
Psionic Prowess: Tosh can use Mind Blast, Psi Shield, and Consumption.
Call Nuke: Tosh can call down a nuclear missile from the Shadow Ops.
Units: Reaper x4, Medic x2, Specter x2, Diamondback x2, Predator x3, Widow Mine x4, Raven x1, Banshee x2, Wraith x2, Missile Turret, Psi Disruptor
Hero Unit: Tosh (240/90 Sec)
Structures:
Command Center, Barracks, Factory, Star Port, Shadow Ops, Engineering Bay, Armory, Missile Turret, Tech Lab, Jorium Synthesizer, Terrazine Synthesizer, Psi Disruptor
Upgrades:
LV1: Spectral Operations: Tosh has a 100 supply maximum, but his units and structures have increased life, deal additional damage, and are resistant to stun effects. Trained units require Jorium and Terrazine and are deployed instantly onto the field. SCV’s can build Jorium and Terrazine Synthesizers.
LV2: Auto Refineries: Refineries collect Vespene without the aid of SCV’s
LV3: Assault Mode: Tosh becomes a high damage melee unit. Can use Psionic Projection, Psi Shield, and Consumption
LV4: Barracks Upgrade Cache: Reapers can heal outside of combat, Medics can cloak themselves and their heal target.
LV5: New Unit, Psi Disruptor: Defensive structure that can slow enemy units and drain energy from casters
LV6: Factory Upgrade Cache: Allows Predators to jump cliffs, Widow Mines can deep tunnel, Diamondbacks can stun air units.
LV7: Psi Disruptor Upgrade Cache: Psi Disruptors can restore leached energy to ally units, Psi disruptors deal damage to units in a small area around it.
LV8: Project Shadow Blade: Jorium and Terrazine manufacturing increased 50%
LV9: Shadow Ops Upgrade Cache: Tosh Life regeneration increased. Specters can use Psionic Lash
LV10: Starport Upgrade Cache: Wraiths can attack while moving, Banshee’s can send out a hologram to fight alongside them.
LV11: Advanced Manufacturing: The Shadow Ops can automatically create nukes and store up to 5 at a time.
LV12: Raven Upgrade Cache: Ravens can heal mechanical units, Ravens can stun targets and disable stealth.
LV13: Auto Synthesizers: Jorium and Terrazine Synthesizers no longer need the aid of SCV’s
LV14: Tosh Upgrade Cache: Mind Blast/Psionic Projection damage and duration increased, Consumption deals less damage and regens more energy, Tosh can autocast nukes.
LV15: Universal Stealth Drive: Unlocks Infantry and Vehicle Stealth Drive upgrades at the Engineering Bay and Armory.
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Or high-power psychics/psionics just flying across lands because they don't need planes. Which is also great because highly psychically-attuned grubs are weeded out in Alternia, but now they can just fly on top of a jpeg Statue of Liberty.
Pft X3 I know you mean the grubs are weeded out and the Trolls fly around, but I'm also thinking of just a little grub power-flying around.
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You ever think about what a POS sburb/skrub is from a game design standpoint? No accessibility settings, no customer support, zero fucks given about photosensitive players, the meta is basically hardware based with the most powerful players being psionic/physic/trolls. no replay value, ect. ect. anything to add?
I’d argue that, considering the fact it is 100% fully customizable, and it allows you to Ascend to Godhood, overcoming physical limits such as ‘breathing in Space’ or ‘Flying’, it is actually very accessible. X3
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d20 Modern stats for X-Com aliens Part 4 “Finale” Example X-Com Operatives and some example X-Com weapons
Recruit CR3. Medium Humanoid (Human) Strong Hero2/Tough Hero1 HD:2d8+4plus1d10+2. HP24. Mas15. Init:+1. Spd 30ft. Defense:16, Touch14, FF15 (+1dex,+3Class,+2Equip). Bab+2.Grapl+4. Atk/Full Atk:+4melee(1d6+2 Rifle-butt or 1d4+2 Pistol-whip) or +3 ranged (2d8 60ft M4A1 or 2d6 40ft Beretta 92FS or 4d6 Frag Grenades) or -1ranged (2d8+2d8 M4A1 Burst fire). FS:5ftx5ft. R:5ft. SQ:N/A. AL: X-Com. Sv Frt+5, Ref+1,Wil+1. AP: 3. Rep+0. Str14, Dex13, Con15, Int8 Wis12, Cha10.
Occupation: Military (Demolitions, Pilot)
Skills: Demolitions+3, Drive+3, Pilot+5, Profession+3, Read/Write/Speak(any one)
Feats: Advanced Firearms Proficiency, Burst Fire, Combat Reflexes, Light Armor Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents: Extreme Effort, Stamina
Possessions: M4A1 (7lb), 150 rounds 5.56x45mm, 5x 30 round magazines, Beretta 92FS (3lb), 75 rounds 9x19mm, 5x 15 round magazines, Light Undercover Shirt (2lb), Uniform, Personal Radio, 1d4 Frag Grenades, Various gear and personal possessions.
A newly recruited Soldier to the X-Com Initiative
Veteran CR8. Medium Humanoid (Human) Strong Hero3/Tough Hero2/Soldier3 HD:3d8+6plus6d10+12. HP68. Mas15. Init:+2. Spd 30ft. Defense:16, Touch14, FF15 (+2dex,+6Class,+9Equip). Bab+6.Grapl+8. Atk:+8melee(1d6+2 Rifle-butt or 1d4+2 Pistol-whip) or +9ranged (3d10 80ft Plasma Rifle) or +8 ranged (2d10 40ft Plasma Pistol or 5d6 Shrapnel Grenades) or +5ranged (3d10+3d10 Plasma Rifle Burst fire) Full Atk: +8/+3melee(1d6+2 Rifle-butt or 1d4+2 Pistol-whip) or +9/+4ranged (3d10 80ft Plasma Rifle) or +8/+3 ranged (2d10 40ft Plasma Pistol or 5d6 Shrapnel Grenades) or +5/+0ranged (3d10+3d10 Plasma Rifle Burst fire) . FS:5ftx5ft. R:5ft. SQ: Weapon Specialization (Plasma Rifle). AL: X-Com. Sv Frt+8, Ref+5,Wil+4. AP: 9. Rep+0. Str14, Dex14, Con15, Int8 Wis12, Cha11.
Occupation: Military (Demolitions, Pilot)
Skills: Demolitions+3, Drive+3, Knowledge (Tactics)+2, Listen+5, Pilot+5, Profession+3, Read/Write/Speak(any one), Spot+5, Survival+5
Feats: Advanced Firearms Proficiency, Burst Fire, Combat Reflexes, Exotic Firearms Proficiency (Cannons), Armor Proficiency (Light, Medium, Power), Personal Firearms Proficiency, Simple Weapons Proficiency, Toughness, Weapon Focus (Plasma Rifle)
Talents: Extreme Effort, Ignore Hardness 1, Stamina
Possessions: Plasma Rifle (8lb) w/5 Power Cells, Plasma Pistol (3lb), w/5 power cells, Space Combat Suit (40lb), Uniform, Personal Radio, 1d4 Shrapnel Grenades, Various gear and personal possessions.
An Elite X-Com operative, has survived multiple missions and cross trained in multiple X-Com Weapon systems
Assault CR6. Medium Human Strong Hero3/Soldier3 HD:3d8+6 plus 3d10+6. HP. Mas15. Init:+2. Spd 25ft (30base). Defense:22,Touch16, FF20(+2dex,+4Class,+6Equip). Bab+5. Grapl+6. Atk/Full Atk:+7melee(1d6+2 nonlethal brawl) or +8ranged (4d4+2 RI;30ft Beretta M3P) or +7ranged (2d8 RI;40ft Laser Pistol) or+7ranged Touch (1d4plus Paralysis 1d6 rounds [Fort DC15 negates], Range 5ft, Tazer). FS:5ftx5ft. R:5ft. SQ: Weapon Specialization (Beretta M3P). AL: X-Com. Sv Frt+6, Ref+5,Wil+3. AP:6. Rep+0. Str14, Dex14,Con15, Int10 Wis12, Cha8.
Occupation: Athlete (Balance, Tumble)
Skills: Balance+1, Climb+1, Knowledge (Tactics)+4, Listen+6, Read/Write/Speak (Any One), Repair+2,Spot+6, Tumble+1
Feats: Armor Proficiency (Light+Medium), Brawl, Combat Reflexes, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus (Beretta M3P)
Talents: Extreme Effort and Improved Extreme Effort.
Possessions: Beretta M3P Shot gun (9lb) w/1d4+1 5 round magazines, Laser Pistol (3lb) w/1d4+1 Power Cells, Tazer, Tactical Vest (10lb, -5AP).
A seasoned X-Com fighter specialized in Close-Quarters Combat
Sniper CR7. Medium Human Fast Hero3/Gun Slinger4 HD:3d8 plus 4d10.HP39. Mas10. Init:+2. Spd ft. Defense:,Touch,FF(+2dex,+6Class,+2Equip). Bab+5. Grapl+7. Atk/Full Atk:+7melee(1d6+3 Rifle Butt or 1d4+2 Pistol Whip) or +8ranged (3d8 RI; 180ft [240ft w/move action] or 2d6/x3 RI; 60ft Colt Python). FS:5ftx5ft. R:5ft. SQ: Close Combat Shot, Defensive Position. AL: X-Com. Sv Frt+2, Ref+6,Wil+4. AP:7. Rep+2.Str14, Dex15, Con10, Int14, Wis12, Cha8.
Occupation: Law Enforcement (Gather Information, Listen)
Skills: Balance+7, Bluff+6, Demolitions+9, Gather Information+8, Hide+7, Listen+7, Move Silently+7, Read/Write/Speak (Any One), Sleight of Hand+8, Spot+8, Survival+8
Feats: Armor Proficiency (Light), Dodge, Far Shot, Mobility, Personal Firearms Proficiency, Point Blank shot, Shot on thr Run, Simple Weapons Proficiency, Weapon Focus (Laser Rifle)
Talents: Evasion, Uncanny Dodge I
Possessions: Laser Rifle (14lb)w/attached Electro-Optic Scope (Darkvision 180ft) and 1d4+1 Power cells, Scout Armor w/integrated Grapnel launcher (4lb -1penalty), Colt Python (3lb) 17 w/3d10 rounds .357magnum and 4 speed loaders.
Elite sharp shooters sent in to support assaults against fortified positions and for long range defense of X-Com facilities.
Heavy CR6. Medium Human Tough Hero3/Dreadnought3 HD:3d10+6plus 3d12+6. HP52. Mas17. Init:+0. Spd 25ft (Base 30). Defense:,Touch,FF(+3Class,+6Equip). Bab+4. Grapl+6. Atk/Full Atk:+6melee(1d6+2 Rifle Butt) or +4ranged (2d10 RI; 150ft Charge Rifle, 3d6 RI; 70ft M79, 10d6 RI; 110ft LAW, or 5d6 RI; 10ft Shrapnel Grenade). FS:5ftx5ft. R:5ft. SQ:Ability Surge 1/day, Fearless, Stability, Steam Roller. AL: X-Com. Sv Frt+7, Ref+2, Wil+4. AP:6. Rep+1. Str14, Dex11, Con15, Int13, Wis12, Cha8.
Occupation: Blue Collar (Climb[+1], Drive[+1], Intimidate[+1])
Skills: Balance+3, Climb+9, Drive+7, Intimidate+6, Read/Write/Speak (Any One), Spot+7, Survival+4, Tumble+3
Feats: Advanced Firearms Proficiency, Armor Proficiency (Light+Medium), Exotic Firearms Proficiency (Grenade or Rocket launcher), Improved Damage Threshold, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents: Second Wind, Stamina
Possessions: Charge Rifle (14lb) w/1d2+1 50 round magazines, M79 Grenade Launcher(7lb) w/1d4 40mm grenades or 1d2 M72A3 LAWs (5lb each), 1d4 Shrapnel Grenades, Tactical Vest (10lb, -3 Penalty)
A Fire support specialist sent in to draw alien aggro from a regular squad or in a massed formation of Heavies when collateral damage is not a concern.
Support CR6. Medium Human Dedicated Hero3/Fast Hero1/Field Medic2 HD:3d6+3plus 3d8+3. HP31. Mas12. Init:+1. Spd 35ft. Defense:20, Touch17, FF19(+1dex,+6Class,+3Equip). Bab+3. Grapl+3. Atk/Full Atk:+4melee(1d6+1 Rifle Butt) or +4ranged (2d6 RI; 50ft MP5, 2d10 RI; 40ft Plasma Pistol or Special RI; 10ft Smoke Grenade) or +ranged (MP5 Auto-fire). FS:5ftx5ft. R:5ft. SQ: Medical Expert, Expert Healer. AL: X-Com. Sv Frt+6, Ref+3, Wil+6. AP:6. Rep+2. Str10, Dex13, Con12, Int9 Wis15, Cha14.
Occupation: Technician (Computer Use, Craft [Electronic], Repair)
Skills: Balance+3, Computer Use+7, Craft (Electronic)+5, Craft (Pharmaceutical)+5, Diplomacy+6, Listen+8, Read/Write/Speak (Any One), Repair+7, Spot+8, Treat Injury+13
Feats: Armor Proficiency (Light), Gear Head, Medical Expert, Personal Firearms Proficiency, Simple Weapons Proficiency, Surgery
Talents: Healing Knack, Healing Touch I, Improved Speed
Possessions: H&K MP5 (7lb) w/1d4+1 30 round magazines, Plasma Pistol (3lb) w/1d4+1 power cells, Undercover vest (3lb, -2penalty), Medical Kit, Surgery Kit, Basic Tool kit, 1d4 Smoke Grenades
A combat medic and field mechanic sent in along side other operatives to keep them in the fight
Psi-Op CR7. Medium Human Dedicated Hero3/Field Medic1/Psionic Agent3 HD:3d6-3plus 4d8-4. HP24. Mas9. Init:+1. Spd 30ft. Defense:21, Touch18, FF20(+1dex,+5Class,+3Equip,+2Deflect). Bab+4. Grapl+5. Atk/Full Atk:+5melee(1d4+1 Pistol whip) or +5ranged (2d8 RI; 60ft Charge Pistol). FS:5ftx5ft. R:5ft. SQ: Medical Expert, PsionicFocus, Psionic Skills. AL: X-Com. Sv Frt+4, Ref+5, Wil+6. AP:7. Rep+2. Str12, Dex13, Con9, Int10, Wis15, Cha14.
Occupation: Military (Hide, Move Silently)
Skills: Autohypnosis+5, Concentration+2, Diplomacy+7, Hide+5, Listen+5, Move Silently+5, Read/Write/Speak (Any One), Sense Motive+8, Spot+8, Treat Injury+11
Feats: Advanced Firearms Proficiency, Armor Proficiency (Light+Medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Surgery, Wild Talent (Burst, Daze, Distract)
Talents: Empathy, Healing Knack
Psionics: Power Points;4. 0(3); Far Punch, Finger of Fire, Verve.1(1); Lesser Confussion.
Possessions: Charge Pistol (2lb) w/1d2+1 30 round magazines, Telekinetic Shield (4lb), Light Combat Armor (6lb, -2Penalty)
A Field Operative with newly awoken psychic powers
MEC Trooper CR6. Medium Human Tough Hero3/Dreadnought1/Mecha Jockey2 HD:5d10+10 plus 1d12+2. HP50. Mas17. Init:+2. Spd 30ft. Defense:15, Touch15, FF13(+2dex,+3Class). Bab+3. Grapl+5. Atk/Full Atk: +5melee(1d6+2 non-lethal Brawl) or +5ranged. FS:5ftx5ft. R:5ft. SQ: Fearless, Luv My Mecha (+1), Stability, Unhindered. AL: X-Com. Sv Frt+6, Ref+6, Wil+5. AP:6. Rep+1. Str14, Dex14, Con15, Int10, Wis12, Cha8.
Occupation: Blue Collar (Climb[+1], Dive[+1], Intimidate[+1])
Skills: Computer Use+5, Drive+9, Intimidate+6, Pilot+7, Read/Write/Speak (Any one), Spot+8, Tumble+5
Feats: Armor Proficiency (Light), Brawl, Mecha Operation, Mecha Weapons Proficiency, Personal Weapons Proficiency, Simple Weapons Proficiency
Talents: Roboust, Second Wind
Cybernetics: Vehicle Control Jack (+4 Drive/Pilot), Upgraded Prosthetic arms (x2), Upgraded Prosthetic legs (x2)
Possessions: Mecha.
An elite heavy weapons specialist trained to use and operate the Mechanized Exoskeleton Cyber(MEC)suit.
Specialist CR7. Medium Human Smart Hero3/Techno Mage4 HD:7d6-7.HP20. Mas9. Init:+2. Spd 30ft. Defense:17,Touch15, FF15(+2dex,+3Class,+2Equip). Bab+3. Grapl+3. Atk/Full Atk:+3melee(1d6 Rifle Butt) or +5ranged (2d8/19-20 RI; 80ft Flechette Rifle, or Special RI;10ft EMP Grenade). FS:5ftx5ft. R:5ft. SQ: Arcane Skills, Program Spells, Machine Empathy. AL: X-Com. Sv Frt+1,Ref+5,Wil+6. AP:7. Rep+2. Str10, Dex14, Con9, Int15, Wis13, Cha12.
Occupation: Military (Hide, Move silently)
Skills: Computer Use+11, Concentration+6, Craft (Electronic)+8, Craft (Mechanical)+8, Demolition+11, Disable Device+11, Hide+10, Knowledge (Arcane Lore)+8, Knowledge (Technology)+9, Move Silently+10, Navigate+8, Read/Write/Speak (1 Human plus 3 Alien), Repair+11, Research+8, Spellcraft+9
Feats: Advanced Firearms Proficiency, Armor Proficiency (Light), Iron Will, Personal Firearms Proficiency, Simple Weapons Proficiency, Smart Plus, Spell Penetration,Stealthy
Talents: Exploit Weakness, Plan, Savant (Computer Use), Trick
Spells: 0(4 per day); Haywire, Mending, Daze, Light. 1 (4 per day); Degauss, Mage Armor, Trace Purge, Power Device. 2 (3 Per Day); Burglar's Buddy, Data Read, See Invisibility
Possessions: Flechette Rifle (12lb) w/1d4+1 30 round magazines, 1d4 EMP Grenades, Basic Tool kits (Mechanical and electronic), Scout Armor (4lb, -1armor Penalty), Digital Homunculus, Card Computer w/Integrated HUD (Stores Spells)
Elite Tech wizards deployed to support X-Com covert operations.
Ranger CR6. Medium Human Strong Hero3/Shadow Slayer3 HD:6d8+12. HP42. Mas14. Init:+. Spd 25ft (Base 30). Defense:19, Touch13, FF19(-1dex,+4Class,+6Equip). Bab+6. Grapl+8. Atk:+9melee(1d8+4/19-20 Long Sword) or +5ranged (5d4 RI;30ft Browning BPS). Full Atk:+9/+4melee(1d8+4/19-20 Long Sword). FS:5ftx5ft. R:5ft. SQ: Detect Shadow, Shadow Immunity. AL: X-Com. Sv Frt+,Ref+,Wil+. AP. Rep+.Str16, Dex8,Con14, Int10 Wis12, Cha13.
Occupation: Military (Demolitions, Survival)
Skills: Balance-3, Climb+0, Demolitions+3, Intimidate+4, Jump+0, Read/Write/Speak (Any One), Survival+4, Swim+0, Tumble+0
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light+Medium), Cleave, Great Cleave, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency.
Talents: Ignore Hardness, Improved Ignore Hardness
Possessions: Browning BPS Shot gun (11lb 5 round tube) w/3d4+3 10 Gauge shells, Long Sword (4lb), Tazer, Tactical Vest (10lb, -5AP).
A deadly melee combatant ready to fight the alien menace when Earth falls.
Some X-Com Weapons
Auto-Cannon (UFO)
The auto-cannon combines the versatility and power of a heavy cannon with a faster rate of fire.
Auto-Cannon PL 5 Damage: 4d8 Magazine: 14 (Clip) Critical: 20 Size: Huge Damage Type: Varies Weight: 55lb Range Increment: 60ft Purchase DC: 26 Rate of Fire: S,A Restriction: Military+3
Special: Has a 3 Round Burst Setting (-2 Attack +4d8 damage), Requires Exotic Firearms Proficiency (Cannons)
Auto-Cannon Ammo types
Name Type Quantity PDC Special
Armor Piercing Ball 14 15 +2Atk vs Armored targets
Explosive Ball 14 16 x3 Crit, Splash (2d8 dmg to creatures within 5ft Ref12 negates)
Incendiary Fire 14 16 Targets struck/in are must make a DC 15 Fort save or catch fire
Heavy Cannon (UFO)
The Heavy Cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive.
Heavy Cannon PL 5 Damage: Varies Magazine: 6 (Clip) Critical: 20 Size: Huge Damage Type: Varies Weight: 55lb Range Increment: 80ft Purchase DC: 23 Rate of Fire: S Restriction: Mil+3
Requires Exotic Firearms Proficiency (Cannons)
Heavy Cannon Ammo types
Name Dmg/Type Quantity PDC Special
Armor Piercing 4d12/Ball 6 13 +2Atk against Armored targets High Explosive 4d10/Slash 6 13 20ft Burst, Ref15 for half Incendiary 4d12/Fire 6 14 10ft Burst, Ref15 ignites fires
Heavy Laser (UFO)
The next step up from the Laser Rifle, the Heavy Laser generally fails to impress due to its weight and lack of an auto-shot feature. The aimed mode is very slow.
Heavy Laser PL 6 Damage: 4d8 Magazine: 400 (Cell) Critical: 19-20 Size: Huge Damage Type: Fire Weight: 25lb Range Increment: 150ft Purchase DC: 30 Rate of Fire: S Restriction: Mil+3
Special: The Heavy laser uses a non-removable internal battery, the battery can be recharged from any suitable power source at a rate of one shot per Round. Requires Exotic Firearms Proficiency (Cannons)
Heavy Plasma (UFO)
The larger cousin of the Plasma Rifle, the Heavy Plasma Gun is a powerful squad support weapon which is nonetheless light enough to be usable by any soldier. It is the most powerful weapon available to X-Com agents short of the Blaster Launcher, plus it has a fast rate of fire and high accuracy.
Heavy Plasma PL 7 Damage: 4d10 Magazine: 35 (Cell) Critical: 20 Size: Large Damage Type: Fire Weight: 16lb Range Increment: 100ft Purchase DC: 35 (24 per powercell) Rate of Fire: S,A Restriction: Mil+3
Requires Exotic Firearms Proficiency HMGs, 3 Round Burst Setting (-2Attack, +4d10)
Dart Gun (TFTD)
The X-COM dart gun is a small, accurate, high powered unit with a 10* hollow dart ammo clip. The darts are fired by a gas cartridge in the ammo pod.
The Dart Gun is a low powered one-handed personal firearm that stores and fires 12 darts. It will function in any environment.
Dart Gun PL5 Damage: 2d4 Magazine: 12 (box) Critical: 19-20 Size: Medium Damage Type: Piercing Weight: 4lb Range Increment: 20ft Purchase DC: 17 (8 per 12 round clip) Rate of Fire: S Restriction: Licensed+1
Jet Harpoon (TFTD)
This aqua-rifle is accurate and powerful, firing hollow steel harpoons from sealed packs of 10. Each harpoon has its own gas reservoir.
The Jet Harpoon fires a high pressure jet propelled armour piercing harpoon. Like the harpoons used by divers for hunting dangerous sea creatures, the Jet Harpoon has been adapted as X-COM's initial standard underwater rifle. They can be fired in any environment with no loss in power or accuracy.
Harpoon Jet PL 5 Damage: 2d8 Magazine: 10 (box) Critical: 19-20 Size: Large Damage Type: Peircing Weight: 12lb Range Increment: 60ft Purchase DC: 25 (12 per 10 round clip) Rate of Fire: S,A Restriction: Res+2
Special: 3 Round Burst Setting (-2Atk, +2d8)
Torpedo Launcher (TFTD)
A real heavyweight, this large launcher fires three types of torpedo, each with its own propulsion unit. A devastating weapon, with only manual loading being its drawback. Ammunition types available include large or small high explosive and phosphor tipped torpedoes, all for submerged use only.
The Torpedo Launcher is a man-portable torpedo launcher. It only functions underwater.
Similar to the Gas Cannon, the Torpedo Launcher specializes in arming variable ammunition types. It takes two flavours of high explosive torpedoes: the Small Torpedo and Large Torpedo as well as a special Phosphor Torpedo.
Torpedo Launcher PL5 Damage: Varies Magazine: 1(Int) Critical: N/A Size: Large Damage Type: Varies Weight: 15lb Range Increment: 40ft* Purchase DC: 23 Rate of Fire: Sin Restriction: Mil+3
*When Fired Above Water
Special: When Fired below water the Torpedo launchers range increases to 120ft, torpedoes have enough fuel to travel 5 range Increments, The listed Burst radius of all Torpedoes is doubled under water. Requires Exotic Firearms Proficiency (Rocket Launchers)
Torpedo Types
Model Dmg/Type PDC Burst(Ref) Wgt Special
Heavy 15d6/Conc 17 20ft(Ref17) 25lb None
Light 10d6/Conc 16 10ft (Ref15) 15lb None
Phosphorous 6d6/Fire 18 10ft (Ref15) 15lb Illuminates a 40ft radius 1d4 rounds
Disruptor Pulse Launcher (TFTD)
The Disruptor Pulse Launcher which can be carried with one hand is perhaps the worst thing since the Blaster Launcher from the First Alien War. Though it depends on whose fingers are on the trigger: human or alien.
In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one Gillman, and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?
Disruptor Pulse Launcher PL 6 Damage: 20d6 Magazine: 1 (Cell) Critical: 20 Size: Huge Damage Type: Sonic Weight: 20lb Range Increment: 50ft Purchase DC: 33 (25 per spare cell) Rate of Fire: Sin Restriction: Mil+3
Special: Burst Radius 30ft (Ref17 for half) Burst Radius and Range Increment are doubled under water
Requires Exotic Firearms Proficiency (Rocket Launchers)
Alloy Cannon (EU2012)
The alien alloys have proven to be extremely difficult to forge and manipulate for use in our theoretical designs. Machining the alloy was an arduous process, leaving us with limited options as to what it could be used for. Although we considered the alien alloy's density a benefit, one that made it ideal for use as an advanced form of projectile ammunition, the material proved to be so dense that it ate directly into the weapon's barrel...making it useless after a single firing. After a number of failed attempts, we finally managed to develop a barrel sleeve made from the alloys, which has so far survived several hundred test firings during our experiments. With the "alloy cannon," as we've been calling it, now operational, we've had ample time to study the effects of its design. Although similar to a traditional shotgun configuration, because of its specialized ammunition, the alloy cannon is substantially more powerful, and deadly. Testing on targets made up of a modified ballistic gel proved pointless, as the targets were completely penetrated by the alloy munitions, despite an average thickness of roughly two meters. Needless to say, this weapon will have a similar effect on any hostile targets our troops might encounter.
By developing a firing mechanism capable of projecting machined shards of the alien alloy, we've created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances.
The most advanced version of the shotgun that XCOM can engineer.
Like all shotgun variants, has a high base chance to cause critical hits but limited range.
Alloy Cannon PL6 Damage: 4d10 Magazine: 4 (box) Critical: 20 Size: Large Damage Type: Slash Weight: 10lb Range Increment: 10ft Purchase DC: 22 Rate of Fire: S Restriction: Res+2
Special: -1 damage die per range increment, creatures within 5ft of target must make a DC15 Ref save or take equal damage from 2 Range increments onward.
Plasma Lance (XCom2)
The Plasma Lance is a primary weapon in XCOM 2.
The aliens' focused beam technology has obvious applications for improving sniper rifles. The Plasma Lance is an unmatched sniper rifle.
Plasma Lance PL7 Damage: 3d12 Magazine: 3 (Cell) Critical: 20 Size: Large Damage Type: Fire Weight: 15lb Range Increment: 120ft Purchase DC: 23 Rate of Fire: S Restriction: Mil+3
Special: Integrated Electro Optic Scope (+60ft RI, Darkvision 180ft, Move Action to Acquire target)
Laser SMG (Bureau)
The Bureau's iteration of the Laser Rifle, most Outsiders will carry this gun, until they become phased out with the Pulse Laser Rifle. It's firing rate is similar to that of the M14, and your commandos can take this weapon.
Laser SMG PL 6 Damage: 2d6 Magazine: 35 (Cell) Critical: 20 Size: Large Damage Type: Fire Weight: 7lb Range Increment: 70ft Purchase DC: 24 Rate of Fire: S.A Restriction: Mil+3
Blaster Launcher (Bureau)
Similar in build to the M79 grenade launcher (think: Terminator 2, the gun Arnold uses to blow open the T-1000 at the end), this rear-loading Plasma artillery weapon launches 3 explosive rounds that follow a wavy path towards their target. It has a very low accuracy, so naturally it is best suited for unaware or large targets. The blaster launcher description says that rockets will auto acquire targets, but in practice you are best off aiming.
Blaster Launcher PL7 Damage: 4d6 Magazine: 1 (Int) Critical: N/A Size: Large Damage Type: Fire Weight: 7lb Range Increment: 60ft Purchase DC: 28 Rate of Fire: S Restriction: Mil+3
Special: Burst 10ft (Ref15), 3 Round Burst (-2Attack, +4d6 dmg, +5ft Radius, +5Ref)
Scatter Laser (Bureau)
A laser-variant shotgun, the Scatter Laser will be the first alien weapon you procure, during the mission to rescue Dr Wier from his research laboratory. Carter will radio Director Faulke, pointing it's availability out (when, prior, any and all alien weapons exploded when the user died). Faulke thinks it may be a trap, but you should take it, as you'll be fighting a Sectopod and a Gunship later in this mission. Engineers will be able to equip this weapon, once you get to a resupply station, or back to base.
Scatter Laser PL6 Damage: 4d8 Magazine: 7 (Cell) Critical: 20 Size: Large Damage Type: Fire Weight: 10lb Range Increment: 10ft Purchase DC: 25 Rate of Fire: S Restriction: Res+2
Special: -1 damage die per range increment, creatures within 5ft of target must make a DC15 Ref save or take equal damage from 2 Range increments onward.
Minigun (EU2012)
Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage
Only equipped by MEC troopers
Risk of catastrophic overheating precludes suppression with this weapon
Always available, does not need to be manufactured.
Can only be used by MEC Troopers.
It has a very high ammo consumption level, allowing only for a couple of shots. Using the Collateral Damage ability will completely deplete its ammo level.
The ammo capacity can be increased by 50% with the Expanded Storage ability and by a further 100% with the Ammo Conservationproject.
While the listed Critical Damage (on the EW DLC) is 8-10, the actual values are either 7 (33% of the shots) or 9 (66%) due to a game bug.
Minigun (PL5)
Damage: 4d8
Weight: 75lb (Huge)
RoF: A (100 rounds Auto-fire[20x20 square], 50 rounds burst [-4Attack, +4d8])
Slots: 1 (must be hand or arm) for Weapon +200 round Belt drum, 1 per 2x additional 200 round drums
Activation: Attack
Range Increment: 60ft
Target: Single Target within 600ft or Auto-fire
Duration:Instant
Saving Throw: none or Auto Fire (Ref 20 for half)
Purchase DC: 26 for weapon, 19 per Drum
Restriction: Military
Railgun (EU2012)
This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source.
Effective range: Medium; 6-8 base damage, 10% critical chance, 11-13 critical damage
Miniaturized power supply derived from laser tech.
Only equipped by MEC troopers
Risk of catastrophic overheating precludes suppression with this weapon
Can only be used by MEC Troopers.
While the listed Critical Damage (on the EW DLC) is 11-13, the actual values are either 10 (33% of the shots) or 12 (66%) due to a game bug.
It has a very high ammo consumption level, allowing only for a couple of shots. Using the Collateral Damage ability will completely deplete its ammo level.
The ammo capacity can be increased by 50% with the Expanded Storage ability and and by a further 100% with the Ammo Conservation project.
Rail Gun (PL6)
Two Setting MEC assault weapon
Damage: 8d6 Ball/Elect (Single shot) or 4d6 Ball/Elect (area effect, Expends 2 rounds per attack).
Weight: 80lb
RoF: Semi Auto (Standard) or Single (AoE).
Slots: 1 (must be Hand or arm) for weapon plus 1 4 round box magazine, plus 1 for 2 additional 4 round box magazines
Activation: Attack
Range Increment: 60ft
Target: Single Target within 600ft or area.
Duration:Instant
Saving Throw: none or Ref20 Burst 10ft
Purchase DC: 27for weapon, 18per 4 round magazine
Restriction: Military+3
Particle Cannon (EU2012)
Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems.
Effective range: Medium; 9-11 base damage, 10% critical chance, 15-17 critical damage
Devastating plasma-based MEC weapon
Only equippable by MEC Troopers
Risk of catastrophic overheating precludes suppression with this weapon
Can only be used by MEC Troopers.
While the listed Critical Damage (on the EW DLC) is 15-17, the actual values are either 15 (66% of the shots) or 16 (33%) due to a game bug.
It has a very high ammo consumption level, allowing only for a couple of shots. Using the Collateral Damage ability will completely deplete its ammo level.
The ammo capacity can be increased by 50% with the Expanded Storage ability and and by a further 100% with the Ammo Conservation project.
Particle Cannon (PL7)
Two Setting MEC assault weapon
Damage: 10d6 Energy/Piercing (Single shot) or 5d6 Energy/Piercing (area effect, Expends 2 rounds per attack).
Weight: 95lb
RoF: Semi Auto (Standard) or Single (AoE).
Slots: 1 (must be Hand or arm) for weapon plus 1 4 round power cell, plus 1 for 2 additional 4 round power cell
Activation: Attack
Range Increment: 60ft
Target: Single Target within 600ft or area.
Duration:Instant
Saving Throw: none or Ref20 Burst 10ft
Purchase DC: 30for weapon, 21per Power cell
Restriction: Military+3
Grenade Launcher
The Grenade Launcher is a Tactical Subsystem available to MECs in XCOM: Enemy Within.
Launches a grenade over long distances that is similar to an ordinary grenade but does 4 damage over 3 tiles. Automatically upgraded after Alien Grenades is researched in the Foundry, granting +1 to damage and different visual effects.
The launch radius is larger than the sight radius of the MEC and of most enemies.
Grenade Launcher (PL5)
Damage: 6d6 Slashing
Weight: 65lb
RoF: Single
Slots: 1 (Must be Back or Shoulders) for weapon plus 4 grenades
Activation: Attack
Range Increment: 120ft
Target: Target area within 600ft
Duration:Instant
Saving Throw: Ref15 Burst 10ft
Purchase DC: 25for weapon, 17 per 4 grenade pack
Restriction: Military+3
Proximity Mine Launcher
The Proximity Mine Launcher is a Tactical Subsystem available to MECs in XCOM: Enemy Within.
The MEC launches a mine that is triggered by enemy movement. The mine causes 8 explosive damage and has a relatively wide radius. The movement of XCOM soldiers will not trigger the mine, but any caught in the explosion will be injured.
The launching radius of the mine is even further than that of the grenade launcher. However, the mine cannot bounce off surfaces, so it is possible for "dead angles" to exist.
Proximity Mine Launcher (PL5)
Damage: 6d6 Ballistic
Weight: 65lb
RoF: Single
Slots: 1 (Must be Back or Shoulders) for weapon plus 3 mines
Activation: Attack
Range Increment: 150ft
Target: Target area within 750ft
Duration:Instant
Saving Throw: Ref15 Burst 15ft
Purchase DC: 25for weapon, 17 per 3 mine pack
Restriction: Military+3
Special: Mines detonate when an enemy passes within 5ft.
Restorative Mist
Restorative Mist is a Tactical Subsystem for MECs in XCOM: Enemy Within.
Restores a maximum of 4 health per use to all allies within 2 tiles of the MEC (including the MEC itself), but cannot be used to stabilize or revive fallen allies. Health restoration limit is increased to 6 after Improved Medikit is researched.
Restorative Mist (PL6)
Releases a cloud of healing gas
Slots: 1
Activation: Move Action
Range: 10ft
Target: All targets within 10ft of the mecha
Duration: Instantaneous
Saving Throw: None
Purchase DC: 5+1/2 Mecha Purchase DC
Restriction: Licensed+1
d20 Rules: All creatures within 10ft of the mecha are healed for 2d6 points of damage,the tank can store 2 charges
Electro Pulse
Electro Pulse is a Tactical Subsystem for MECs in XCOM: Enemy Within.
Electro Pulse is an Area of Effect ability that deals 5 damage to all units (excluding the user) within its radius, with a 2 turn cooldown. Robotic enemies are stunned for one turn in addition to being damaged.
Electro Pulse is recommended for MECs with Kinetic Strike Module (KSM), as the extra movement will allow the MEC to get into position easier. Furthermore, disabled robotic enemies will be an easy target for the KSM.
Electro Pulse has a radius of 4 tiles. It is relatively large and care should be exercised lest your own soldiersbe affected by it.
The shock wave of Electro Pulse goes through any obstacle, including walls. It is therefore possible for a MEC that is outside of a building to Electro Pulse enemies that are inside.
Electro Pulse does not break the effects of a Ghost Grenade, allowing the MEC to easily approach a Sectopod in Overwatch mode.
Electro Pulse ignores the 50% damage reduction normally granted to Sectopods, and Mechtoids under the effect of Mind Merge. With the Sectopod's buff in Enemy Within, this effectively doubles the value of the 5 damage that Electro Pulse deals (which is equivalent to 10 damage from other weapons which would be halved), which is extremely valuable even without taking into account the EMP effect that will stun the Sectopod for a full turn.
Electro Pulse (PL6)
Anti-Robot counter-measure
Slots: 1
Activation: Attack
Range: 20ft
Target: All targets within 20ft of the mecha.
Duration: Deals 4d6 electric damage and stunned 1d6 rounds (Effect), must recharge for 1d4 rounds between uses
Saving Throw: All mechanical objects, Constructs, vehicles and Cyborgs must make a DC 15 Fort save
Purchase DC: 5+1/2 Base Mecha purchase DC
Restriction: Restricted+2
Mechanized Exoskeleton Cybersuit (PL6)
A MEC or Mechanized Exoskeletal Cybersuit (aka MEC Suit) is a specialized combat rig utilized by a MEC Trooper in XCOM: Enemy Within.
Mechanized Exoskeletal Cybersuits, or MECs, are powerful battlesuits that mount an array of useful weaponry and support equipment. Each MEC can be customized to fit specific tactical approaches. If a MEC Trooper dies, his MEC can be recovered and repaired in the Cybernetics Lab.
The Stats Below represent the base Frame with no weapons
Size: Large Heavy Assault(-1size) HP:100 Super Structure: Duralloy Hardness: 15 Armor: Dura Plastic Defense:+3 Penalty: -4 Reach: 10feet Strength:+8 Dexterity: N/A Speed: 30feet, Fly 100ft (clumsy) Purchase DC: 45 Equipment Package: Crew: Cockpit (Torso, Helmet), Jet Pack (Boots)
Defenses: None
Weapons: None
Open Slots: Back, Left arm, Left hand, Right arm, Right hand, Shoulders, Back
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