The Legacy of the Aldenata Roleplaying Game
(beta version)

http://www.alldenata.net/

Requires the use of the Dungeons & Dragons(R), Third Edition Core Books, published by Wizards of the Coast, Inc.

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The Legacy of the Aldenata Roleplaying Game 
(beta version)

This is a roleplaying game (beta version) for the universe presented in John Ringo’s Legacy of the Aldenata book series A Hymn before Battle, Gust Front, When the Devil Dances, and Hell's Faire. The default setting is after the end of Hell's Faire. The Earth is free from the imminent threat of destruction of all organized human presence by the Posleen invaders, but rebuilding will require substantial effort. Some fraction of this rebuilding will be aided by bold bands who enter dangerous territory to salvage equipment and resources left in those areas, and to secure the areas for human use.

The game is based on the d20 game system (d20 System License version 4.0; d20 System Guide version 3.0) issued by Wizards of the Coast so that players familiar with d20 games can pick this one up quickly.  It is assumed that readers of this document are familiar with the d20 System Rules Document (SRD) or Dungeons & Dragons, Third edition (D&D3), and with the books of John Ringo.

We have used a number of concepts and definitions from the basic d20 system. Changes have been kept to a minimum whenever possible. Each player group must have at least one copy of Core Rulebook 1 (Players Handbook), and we recommend that each also have a copy of Core Rulebook 2 (DMG).

'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0.  A copy of this License can be found at www.wizards.com/d20.

Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission.

“d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.

Wizards of the Coast(R) is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.”

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 

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5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 

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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 

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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 

System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Dragonstar: Starfarer's Handbook Copyright 2001, Fantasy Flight, Inc.

Dragonstar (c) 2001, Imperial Supply (c), Fantasy Flight, Inc.

The Quintessential Fighter (c)2001 Mongoose Publishing.

Traveller20 Copyright (c)2002 Quicklink Interactive, Inc. Traveller is a registered trademark of Far Future Enterprises and is used under license.

Legacy of the Aldenata Roleplaying Game (beta version) Copyright 2003, Baen Publishing Enterprises; Authors Ben-David Singleton, Doug Jones, Doug Lampert, Deann Allen, Rob Von Allmen, Betty Gohr, Charles Prael, Robert Tharp.

The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof;  the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright 2000-2003.

All fiction, art work, illustrations, maps, and diagrams in this document are Product Identity and property of their respective creators, or Baen Publishing Enterprises, Copyright 2002-2003.

DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

Permission is granted to copy and distribute this game as an inherent part of the overall CD compilation under the permissions granted by Baen Books. All other OGL restrictions against copying, redistributing, and creating derivative works remain in effect.

END OF LICENSE

Changes from D20 SRD
All of the classes have been redone. All of the races except humans are different. Armor provides Damage Resistance in addition to AC. The equipment lists have been redone. Vehicle and Space combat sections  have been or are being worked out. The world background is based on the Legacy of the Aldenata book series by John Ringo, a near-future, real-world milieu with extraterrestrial involvement.
Effectively any intelligent creature is a potential PC, but humans are the default. Game Masters should not allow Darhel or Posleen PCs.

All prestige classes are optional; you can get by without them and still have a playable game.
The characters matter. Character skills, abilities, and other features are important.  Instantly-kills-anyone powers and rules have been kept to a minimum.  It matters not just how good your massive powered armor is, but who is inside it and how good he is.

Things we have dropped from D20 SRD:
Alignment and Magic.

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The Legacy of the Aldenata

Table of Contents

Title page, legal, OGL, Designation of Open Game Content, changes from basic d20 SRD

Chapter 1: The World of the Aldenata

Chapter 2: Introduction

Chapter 3: Characters

Chapter 4: Races

Chapter 5: Classes

Chapter 6: Skills 

Chapter 7: Feats

Chapter 8: Earth Tech Equipment

Chapter 9: Posleen Equipment

Chapter 10: Galtech Equipment

Chapter 11: Backgrounds

Chapter 12: Combat

Chapter 13: The Current State of Humanity

Chapter 14: Starting at Higher Levels
	Prestige Classes

Chapter 15: Adventuring and Campaign Ideas
 
Chapter 16: Treasures and Rewards

Chapter 17: NPCs and Critters
	Posleen Ecological System

Credits
Legacy of the Aldenata Character sheet

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Chapter 1

The World of the Aldenata

By John Ringo

	In the beginning were the Aldenata.
	Of them, little is known. To the Posleen they are legendary demons of trickery and deceit, capable of traveling from world to world with a thought, using suns for their forges and the deeps of space for their cradles. Demons of sky and fire that come with promises and hope and leave in death and fury.
	To the Indowy they are gods, remote, inscrutable, but occasionally granting boons to the Clans that permit them to continue to eke out their weary existence.
	To the Tchpht they are senior colleagues. Researchers emeritus, so to speak.
	No Himmit has a tale about them.
	Of them, the Darhel do not speak.
	But it was from the Aldenata, the remote, legendary, possibly extinct Aldenata, in fire and darkness, in shadow and light, that all of the myriad tragedies of the Galactic Federation and their most intimate enemies sprang.
The basis of the tragedies are unknown. It is said that in the mists of time they uplifted the Posleen and then left them abandoned, far from their homes in the deeps of space. But, if so, the Posleen have no distinct record of it, just legends and enduring bitterness. It is said that they taught the Tchpht all they know, but the Crabs, normally free with information, will neither agree nor disagree. It is said that they changed the Darhel in some horrible fashion, making them into monsters. But the Darhel don’t agree that they’re monsters.
	 The conditions that they created, maybe, probably, legendarily, involves five sentient species: Indowy, Darhel, Tchpht, Himmit, humans and Posleen and (well) over two hundred habitable worlds encompassing a goodly part of this arm of the Milky Way galaxy. 
	Humans, officially, became aware of this in 1998 when Darhel Tir Lords contacted the President of the United States. They called him in his office, bypassing the various keepers of communication gates and told him three facts. 1. Humans were not alone. 2. There were good aliens (Indowy, Tchpht, Darhel and Himmit) who were interested in helping humans. 3. There were bad aliens (Posleen) who were interested in eating humans. And so humans were dragged, willy-nilly, into the train of tragedies touched off by the Aldenata.
	Over the next eleven years, the humans prepared for a set of successive invasion waves while simultaneously providing forces to aid their erstwhile “allies”, the Indowy, Darhel, Tchpht and Himmit. In the end the Posleen were beaten back, but in the process the Earth was devastated. Throughout broad stretches of it, humanity was wiped out. And the aliens, once so helpful, have virtually forgotten the world. While the cream of the remaining population is skimmed off to fill the Fleet that has gone forth to conquer Posleen worlds.
	The central worlds of the Galactic Federation are almost all populated by Indowy, short, broad, hominids with bat-like faces and green “fur” that is a chlorophyllic symbiont. The Indowy, by far and away, comprise the majority population of the Galactic Federation. An accurate census has never been taken but it is estimated that Indowy populations are in the range of ten to fourteen trillion individuals scattered across a bare hundred or so planets.
	The Indowy are natural technologists and engineers. Where human children tend to bicker, strive for dominance and fight, Indowy children tend to naturally cooperate in building things. Indowy begin a long process of apprenticeship at about age ten and only slowly climb the ladder of rank and ability. Indowy primary building methods involve the manipulation of vat nannites through a cyber/psi interface that defies most human reverse engineering. At the molecular level, Indowy are capable of “forcing” low-probability chemical reactions so as to make materials that are virtually impossible to replicate. Some of the materials have theoretically impossible properties such as densities that vary on the basis of external stimuli.
	What the Indowy are not, frankly, supreme at is the development of mechanical systems. For Indowy, each project is a custom work, each project is an entirely new design. And very rarely is a design intended to interface with other systems. Thus their hyper-cities are a patchwork, as are their space-stations, and whereas their ships are quite capable, they do not have an interchangeability of parts nor are they, in some ways, optimal designs. 
	They are generally found in vast factory planets of world-spanning cities, more planetoid habitations than planets; Indowy like nothing better than a few billion of their closest friends at arm’s reach. Perhaps the most extreme example is Rathant, one of the earliest Indowy colonies. Over the millennia it has been plumbed to the edge of the mantle, cities have been raised to the edge of the stratosphere and all water, food, light and air are continually reprocessed with materials being moved from mantle to stratosphere (and back) entirely by mechanical intervention. Cities have not so much been built as the crust of the planet has been expanded to cap the majority of the atmosphere.
	At the far end of the same spectrum are Tchpht planets like Barwhon, sparsely populated, minimally developed. The Tchpht are a race of crab-like psesudo-crustaceans. Their legs have about the span of a King Crab but their body is more heavily built and they have small but fierce pincers. Despite a few indications of redoubtable ferocity, no Tchpht has ever been seen to commit any act that is even slightly violent. Indeed, Tchpht captured by the Posleen are the most resigned beings in the universe. It is believed that they don’t so much believe in reincarnation as know it to be a simple fact. Or, perhaps, they’re just very philosophical.
	Some of the other species are sure that the Tchpht penchant for open spaces and individual privacy is nothing more or less than a land-grab of epic proportions. One of every four discovered habitable planets is set aside for the Tchpht. And, by and large, Tchpht population levels never rise above a half a billion or so. They end up scattered across the face of the planet in small communities, never more than a hundred or so in any one location.
	And yet…from these small communities come scientific marvels to stun the world-weary. The Tchpht were the first to determine that psi function is a real and demonstrable trait. They can pulse the photospheres of stars. They can wrap time in a bubble or create a black hole from air. And these are just the things that mere humans can understand.
	This, then, is the power of the Tchpht. They are called “science-philosophers” and whereas they are sometimes unworldy, when they come back down to earth for a moment and impart a bit of wisdom, it often turns out to be either the “next big thing” or a device to unleash hellish destruction. One suspects that if they ever got ticked they could simply erase another species without breaking a sweat. (So to speak. They’re pseudo-crustaceans, they don’t actually sweat.)
	But that’s why nobody really wants to argue with them about the land thing.
	Then there are the Darhel planets. The Darhel are generally human-height bipedal hominids that look remarkably “human”. The major difference is facial in that theirs are much narrower and “fox-like,” extending out in what impolite people call a “muzzle” that looks more baboonish than dog-like. They have vertical-slitted eyes with irises of variously green, gold and silver, long silvery “hair” that is, in fact, rather thicker tendrils, and a mouth that is full of very sharp teeth and relatively few molars. Which is strange since they are all vegetarians. 
	The majority of the population of “Darhel” worlds is Indowy, and total Darhel adult population is reputed to be under two billion, but then, the predator to prey ratio in any environment is pretty high.
	Nobody is to sure how the Darhel ended up in charge. They don’t produce anything but AIDs and they aren’t as smart as the Tchpht. And the record is unclear. In fact, the record is so very unclear that it appears to have been tampered with systematically. And that gives a clue as to how. The Darhel are the master manipulators. Whether it is corrupting legal code or computer code, when it comes to anything having to do with politics, information management or legal theory, somewhere in the mix will be a Darhel busily doing his best to subvert the direct intent and supplant the wishes of the Darhel.
	The Darhel love to study history. After all, it is nothing but words and the Darhel love words.
	Rounding out the Galactic Federation circus are the Himmit, a frog-like species with a camouflage ability for which the term “magic” might aptly be applied. They showed up on the Galactic scene, apparently out of nowhere but fully conversant with the society and prepared to communicate and “ally” with them, a mere millennium ago. Nobody knows where they came from and nobody understands them. It is suspected that most of the time the Himmit don’t understand the Himmit. 
	No one is sure how they reproduce, where their “home” is, where their ships are produced, how they perform their feats of legerdemain (including such oddities as the ability to insert their ships through solid matter as if it were water), or any other vital fact about the species. When there is a need for help from the Himmit, they tend to appear. They may accept the task and they may not. They may ask a price for the help or they may not. If they do, they do not bargain. The price is the price and woe betide the person that attempts to cheat them. (One of the reasons they do not help the Darhel very much and never have.) 
	But the price never seems to jibe with the difficulty. Ask one of them to go recon a hostile planet on the other side of the galaxy and he (they are all “he” and no one knows how Himmit reproduce since they are clearly at least bi-sexual) may say no. Or he may ask for a bottle of original formula Coca-Cola or all the gold in South Africa. Or simply whistle “Okay” and disappear. Sometimes they don’t return, which means they have died. If a Himmit agrees to the conditions, he will continue the attempt until it kills him. Which is why they are always careful what they agree to. And upon their return they will tell you about their trip. In detail. Bring a lunch. And dinner. And breakfast for the next day. A Himmit can stretch out a yarn about the equivalent of going to the grocery store into a two day affair. Keeping them on track is a full-time job.
	It is suspected that all Himmit work for a single director and are involved in a very deep and complex plot which manifests itself as apparently chaotic responses.
Or, maybe they're just flighty as hell. Who knows?
	The enemy Posleen still exist in small numbers on Earth, as do the many pests, from at least three different alien ecologies, that they brought with them. The Posleen were scattered so widely that destroying them utterly, even with sweeping orbital laser cannons, was considered impossible. As human settlements advance, they wipe them out, just like any other predator, but in areas “on the fringe” or sparsely settled, they are an omnipresent danger.
	This, then, is the fallen Earth. Where the remnant population of humanity digs in with its collective fingers and strives to reestablish the dominance it once held.
	This, then, is to humans the ultimate Legacy of the Aldenata.
	This is where you live.

Copyright 2003, John Ringo. All rights reserved.

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Chapter 2: Introduction

	The game world Legacy of the Aldenata is a world where most humans would not want to live. It is far darker in most respects than the real world. It is a world where the human population on Earth has been reduced from 6.3 Billion to 1.4 Billion, fighting for the survival of the race. The world is filled with stories of the human race’s ability to survive under impossible conditions while also still maintaining the somewhat normal flow of life in at least some locations. The world in the Legacy of the Aldenata offers all sorts of possibilities for people to adventure. Which is why a group of fans approached the author, John Ringo, and offered to do that most difficult thing: Take a fictional universe from one medium to another, from the printed page to the world of table-top Roleplaying Games.
	
	With that premise, the group started on their journey into creating the product you are looking at today. Our goal was to attempt to do justice to the world John created and at the same time, create a world the players could enjoy in an almost infinite number of different settings. Within this game you can play as a group of survivors living in the deserts, forests, tropics or anywhere on Earth, in Posleen-occupied territory, in the few militaries still fighting against the invaders up until the Fleet arrived to lift the siege, be a group of people living in one of the few untouched countries that escaped the worst of the onslaught, or be a group of people living on ships or islands that had to survive day-to-day without modern resources. It is also possible that your group may decide to take the most difficult challenge of all and decide that they would have their characters to actually live through the invasion and attempt to fight off the Posleen before the human race was almost wiped out.
	
	We would also like to graciously thank those companies that have made it possible for us to create this project by creating the concept of the Open Game License, D20, and D20 Modern systems, and all of the other companies that have come up with great ideas that helped get our imaginations flowing, and enriched our lives.

This is a Role-playing Game

	It is a game intended to allow people’s imaginations free rein and to entertain them, similar to watching movies, but where the characters and the plot are controlled by the players and the Game Master. There is no one way to play a role-playing game. To each group their own style should be whatever they enjoy and want to immerse themselves in. The Game Master generally knows where he wants the story to go, has planned ahead and done the background, but is only slightly less a spectator than the author who is watching his work be converted to a movie for the first time. Once the GM starts the game he only has a limited number of ways to guide the players in the direction he would wish them to follow. This is what makes being the GM so challenging and rewarding. The players are also there to have a good time and be entertained. Who has not watched a movie or a TV series and wished that they could be a particular character.

	But we would like to state a couple of thing first for those who have never role-played before and are picking up one of these books for the first time.
1)	This is a role-playing game and in no respect does it represent reality, or beliefs in our shared reality, or how people should behave. I.E. it is not a good idea or recommended to resolve disagreements in real life through violence.
2)	Neither John Ringo, nor the team that assembled this work, assumes that if and or when humanity makes contact with an alien civilization, that it will automatically lead to a war. Nor that aliens or cultures different from western culture are inherently evil, just different.  This does not preclude peace or hostility between different cultures on Earth, let alone on other worlds.
3)	Neither John Ringo, nor the team, automatically believes in the inherent superiority of the United States of America.  The U.S. survived due to a number of factors, one being that geography favored the U.S.  The placement of two mountain ranges allowed a defensive line that could be emplaced and would shelter a sizable portion of the U.S. industrial might and agricultural strength, at least enough to continue fighting. The U.S. does enjoy a large level of industrial and population mobility that would aid in survival, i.e. no U.S. government could possibly have stopped major corporations or people from moving out of the coastal plains if they wanted to. Besides that, a number of other countries survived completely untouched by the invasion due to their geographical location.

	This document, along with the Core Rulebook I (Player's Handbook) and Core Rulebook II (DMG), contains all of the information needed to play a game in this world. Check out the later sections of this Chapter to get an idea of the basic game mechanics of the system. When you get finished reading this chapter, it recommended that you start with LotA Chapter 3, Character Creation, through LotA Chapter 7, Feats, and LotA, Chapter 12 Combat, and other Rules to familiarize yourself with the game rules and/or any changes between this game and others in the D20 and D20 Modern systems.

Characters
	Characters are the heart and soul of the game. 
Any character that a player could reasonably conceive can have a place in this world. Characters are the individuals a little apart from the masses of surviving humanity, or other species they belong to. Characters are highly skilled, resourceful individuals who are generally not afraid to face a little danger or a lot of danger in the course of their endeavors. Each character brings unique skills and strengths to the group, depending upon their backgrounds and previous experiences.
	The majority of characters will be 1st level beginner, althrough there is no reason that the Game Master and the players could not decide to use characters starting at a higher level.  Characters' starting play may be very young, mature or even quite old if the player so desires.
Characters can start the game as any of the following classes:

Academic
	Biker/Gang banger
	Civilian Expert
	Driver/Pilot
	Manipulator
	Mechanic
	Medic
	Militia
	Scout
	Soldier
	Trader

What You Need to Play

	This document.
	The Core Rulebook I (Player's Handbook).
·	Possession of the Core Rulebook II (DMG) is suggested.
·	A copy of the Character sheet at the end of this document.
·	A pencil or pen and some blank scratch paper; graph paper would also be useful in some 
	situations.
·	One or more four-sided dice (d4), four or more six-sided dice (d6), one or more eight-sided die (d8), two or more ten-sided dice (d10), one or more twelve-sided die (d12), and at least one twenty-sided die (d20).
It is suggested that some sort of markers or figures be used to represent the player-characters and any hostile forces when combat is joined.
It is suggested and encouraged that a mat-like surface with a square grid be used for combat situations so that combat can be handled with the least amount of fuss.
All players should read LotA Chapters 3-7, LotA Chapter 12 Combat, and other Rules, so they will better understand how to develop their character and how combat is handled.

Dice
DICE NOTATION
These rules use the following die notations:
d4 = four sided die
d6 = six sided die
d8 = eight sided die
d10 = ten sided die
d12 = twelve sided die
d20 = twenty sided die
d% = percentile dice
Die rolls are expressed in the format:
[#] die type [+/- modifiers]
Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."

Core Mechanics
	The Legacy of the Aldenata uses the below listed game mechanics to handle most situations. This is used to keep the game flowing and running smoothly. The only time the below listed system is not the only system used is when a combat situation develops. Then additional dice rolls will be needed.

Basic Task Resolution System
	These rules assume a standardized system for determining the success or failure of any given task. That system is:  d20 + Modifiers vs. Target Number
The Modifiers and Target Number are determined by the type of task.
	If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the action is successful. Any other result is a failure.
	A "natural 20" on the die roll is not an automatic success. A "natural 1" on the die roll is not an automatic failure, unless the rules state otherwise.

Rounding Fractions
	In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.
Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

Multiplying
	Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3).

The Game-Master
	Of all the people in a game group the Game Master has the hardest and yet, under most circumstances, the most rewarding job. Not only does he develop any and all adventures that the party goes on, he is also responsible for actions all of the Non-Player Characters that are not part of the party, that the players may run across in the course of the game. But as long as the Players and the Game Master are working together to create an enjoyable environment, it can be very rewarding and fun to be the Game Master. 

Player-Characters
	As a player you take on the role of your character in the story that you and the other players, along with the Game Master, are working together to develop.

Abilities
Every character has six basic Ability Scores:

Strength (STR)
	STR 0 means that the character cannot move at all. He lies helpless on the ground.
Dexterity (DEX)
	DEX 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
Constitution (CON)
	CON 0 means that the character is dead.
Intelligence (INT)
	INT 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless.
Wisdom (WIS)
	WIS 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
Charisma (CHA) 
	CHA 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.

	The Score of these Abilities ranges from 0 to infinity.  A limit, if any, will be specified in the rules.  The normal human range is 3 to 18. It is possible for a creature to have a score of "none".  A score of "none" is not the same as a score of "0".  A score of "none" means that the creature does not possess the ability at all.  The modifier for a score of "none" is +0.
	Keeping track of negative ability score points is never necessary. A character’s ability score can’t drop below 0. 

Ability Modifiers
	Most abilities that characters have will have a modifier that effect skills, secondary attributes of your character, and may also affect combat. The modifier can be calculated using this formula: 
(Ability/2) -5 [round result down] 
	The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty. 

Ability scores can increase with no limit. 
Poisons, diseases, and other effects can cause temporary ability damage. Ability points lost to damage return naturally, typically at a rate of 1 point per day for each affected ability score.
As a character ages, some ability scores go up and others go down. 
When an ability score changes, the modifier associated with that score also changes.

Class
	A Class represents a definite type of character that most people would think of when someone uses that name to describe a profession or type of person. It is only a basic framework or general outline for the player to develop his character the way he wants it to be.

Class Descriptions
	Hit Die: The type of Hit Die used by characters of the class determines the number of hit points gained per level. 
	Requirements:  The character must meet these requirements prior to adding this class.
	Class Table: This table details how a character improves as she gains experience levels. Class tables typically include the following: 
	Level: The character's level in that class. 
	Base Attack Bonus: The character's base attack bonus and number of attacks. 
	Fort Save: The base save bonus on Fortitude saving throws. The character's Constitution modifier also applies. 
	Ref Save: The base save bonus on Reflex saving throws. The character's Dexterity modifier also applies. 
	Will Save: The base save bonus on Will saving throws. The character's Wisdom modifier also applies. 
	Special: Level-dependent class abilities, each explained in the "Class Features" sections that follow. 
	Class Skills: The number of skill points the character starts with at 1st level, the number of skill points gained each level thereafter, and the location of the list of class skills. 
	Class Features: Special characteristics of the class. When applicable, this section also mentions restrictions and disadvantages of the class. Class features include some or all of the following: 
	Weapon and Armor Proficiency: Which weapons and armor types the character is proficient with. 
	Other Features: Each class has certain unique capabilities. 

Level
	Your character’s level represents his advancement in his ability and how much power he currently has. A 1st level character is less powerful than a 3rd, 5th, or 10th level character. By way of example, Mike O’Neal at the start of A Hymn Before Battle © does not even know what an ACS suit is since they have not been invented yet, but by the end of Hell’s Faire © he is probably the most skilled and highest level ACS Trooper in the entire Fleet Strike ACS Infantry.

Skills
	Skills represent the capabilities of a character beyond his or her combat ability. Table 6.1 lists the classes with their class skills. Class skills represent those skills that a member of that class will usually spend most of their time doing. Any other skill is considered a cross class skill or is barred from being taken by a particular class, due to the class's orientation.
	Characters have a number of skill points based on their race and their class levels. Cross-class skills require 2 skill points per rank, class skills require 1 skill point per rank.
	The maximum number of ranks a character can have in a class skill is equal to that character's level +3, and the maximum ranks a character can have in a cross-class skill is half that number. Note that if a character has one or more levels as a Civilian Expert these limits will be increased.

Feats
	Feats are the special abilities that really set a character apart from the everyday run-of-the-mill person. Feats provide your character with special bonuses when using certain skills, special abilities or other advantages that your character would otherwise not have. Unlike skills there are no ranks; your character either has a feat and its benefits or your character does not.

Game Play
	The overview in this chapter and reading LotA Chapters 3-7 and LotA Chapter 12 Combat and other Rules should give even novice game players an idea on how to play and enjoy the Legacy of the Aldenata.  Just remember that it is not required that you know this rulebook by heart to be able to play the game. This game is somewhat more complex than most games in its genre, so we encourage players and the Game Master to consult the rulebook or CD whenever there is a question as to a general rule or situation. If it is not covered in this rulebook then it may be covered in the Core Rulebooks I or II.

Game Session
	A game session represent a specific day or evening that players are working on a specific adventure. Most adventures will take more than one game session to complete. When that game session ends, the given situation that players are in is frozen until the next game session unless the players and GM agree otherwise due to time requirements that the characters have to wait on. 
	The GM runs the game session. He will describe the scenes as they develop, depending on character interactions, and the GM controls how Non-Player Characters respond to the Player-Characters. It is usually better for the session to end at a convenient break point in the overall adventure instead of waiting until the normal session end time happens. Whenever possible, it is recommended that the session does not end in the middle of combat.

What Characters Can Do
	The game is designed so that players can perform an almost infinite number of different types of actions, as long as they fit into the given situation and are believable. For any actions not covered under these rules the GM will set the DC for that action. The GM is also the final arbitrator on deciding what is possible and the DC of any task or modifiers to DC to represent additional difficulties or improved situations that would affect the task at hand.
Skill Checks
	To make a skill check, roll 1d20 and add the character's skill modifier for that skill. The skill modifier incorporates the character's rank with that skill, the character's ability modifier for that skill's key ability, and any other miscellaneous modifiers the character has, including racial bonuses, feats, and any armor check penalty. The higher the skill check result, the better. A natural 20 is not an automatic success, and a natural 1 is not necessarily an automatic failure.

Ability Checks
	Sometimes the character tries to do something to which no specific skill really applies. In these cases, the character makes an ability check. An ability check is the roll of 1d20 plus the appropriate ability modifier. Essentially, the character is making an untrained skill check. The GM assigns a Difficulty Class.

Saving Throws
	Generally, when a character is subject to an unusual or hostile action/attack, he gets a saving throw to avoid or reduce the effect. A saving throw is a 1d20 roll plus a bonus based on the character’s class and level (the character’s base save bonus) and an ability modifier.
d20 + Base save bonus + other modifiers due to equipment, active effects, environment, circumstance, etc. + ability modifier vs. DC of Save 
	The Saving Throw succeeds if the total of the die roll plus modifiers equals or exceeds the DC.
	A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) on a saving throw is always a success.
A character’s saving throw bonus is:
	Base save bonus + ability modifier
The Difficulty Class for a save is determined by the attack itself. 

Saving Throw Types
The three different kinds of saving throws are:
	Fortitude: These saves measure a character’s ability to stand up to massive physical punishment or attacks against her vitality and health such as poison and paralysis. Apply a character’s Constitution modifier to her Fortitude saving throws.
	Reflex: These saves test a character’s ability to dodge massive attacks such as explosions or car wrecks. (Often, when damage is inevitable, a character gets to make a Reflex save to take only half damage.) Apply the character’s Dexterity modifier to his Reflex saving throws.
	Will: These saves reflect a character’s resistance to mental influence and domination as well as to other effects. Apply the character’s Wisdom modifier to her Will saving throws.

Attack Rolls
	An attack roll represents a character’s attempts to strike an opponent on the character’s turn in a round. When a character makes an attack roll, he rolls 1d20 and adds his attack bonus. If the result equals or beats the target’s Defense, the character hits and causes damage. Many modifiers can affect the attack roll.
	A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) on the attack roll is always a hit. A natural 20 is also always a threat - a possible critical hit.
	If the character is not proficient with the weapon he is attacking with (the character doesn’t have the appropriate Weapon Proficiency feat), the character takes a -4 penalty on the attack roll.

The Combat Round
	Under most situations, how something is handled is rather laid back and relaxed. But when combat transpires, very strict rules are applied to ensure that a given combat is handled fairly, since it could result in the end of a character's life. 
	During combat, there are an untold number of actions that your character can perform in a combat round, the majority of which are different forms of attacks. This section explains what actions your character can use during a round of combat. 

Rounds and Duration
	 A round is defined as a span of time from one round to the same initiative number (initiative count) in the next round, unless otherwise stated. Effects that last a certain number of rounds end just before the same initiative count that they began on. For example, your character lays down cover fire for a friend at initiative count 10. The Covering fire lasts for one round, so the benefits of the cover fire would expire at the beginning of initiative count 10 during the next round.

Action Types
	Over the course of a combat round (defined as roughly six seconds; see above), your character can only do a limited number of actions. In order to help you determine just what your character can and cannot do in a single 6- second round, all actions list how much of your character’s time that specific action takes: full, half, and free action. When your character's turn comes up in the initiative order (see LotA Chapter 12 Section: Initiative), your character must perform his entire round's worth of actions, as described below.

1) Each combatant starts the battle flat footed. Once a combatant has the opportunity to act, he or she is no longer flat-footed.

2) Combat is carried out in the following steps. The GM determines which characters or NPCs are aware of their opponents at the start of the battle. If some but not all of the characters are aware of their opponents, a surprise round happens before the regular round begins.  All aware combatants make an initiative check. The characters that are aware of their opponents can act in the surprise round, so they roll for Initiative. In initiative order (highest to lowest), characters that started the battle aware of their opponents each take a Half action during the surprise round. Characters that are unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. Characters that are unaware of their opponents are still considered flat-footed, until they become aware of the attack. 

3) All combatants who have not yet rolled for Initiative do so at this time.

4) Normal round begins. All characters act in the order of their initiative. All characters and NPCs may make any number of actions that do not total more than a full action (one Full action, two Half actions, a combination of Free actions and one Full action, and a combination of Free actions and two Half actions). In addition, any Character or NPC who does not otherwise take a Movement action during the combat round may take a single 2-meter step during their turn.

5) When everyone has had a turn, a new combat round begins, and the character with the highest initiative acts again. Steps 4 and 5 are repeated until combat ends.

Attack Actions
	An attack action allows a character to do something. A character can make an attack, use a skill or a feat (unless the skill or feat requires a full-round action to perform; see below), or perform other similar actions. During a combat round, a character can take an attack action and a move action. A character can take a move action before or after performing an attack action.

Move Actions
	A move action allows a character to move her speed or perform an action that takes a similar amount of time. A character can move her speed, climb one-quarter of speed, draw or stow a weapon or other object, stand up, pick up an object, or perform some equivalent action (see Table: Actions in Combat).
	A character can take a move action in the place of an attack action. 
	If a character moves no actual distance in a round, that character can take one 2-meter step before, during, or after the action. 

Full-Round Actions
	A Full Round Action consumes all of your character's time during a combat round. The only movement your character can take during a full round action is the 2-meter step before, during or after his action. Your character can also perform free actions. Some full round actions do not allow your character to take a 2-meter step.

Half Actions
	A Half Action allows your character to do something and take a Half action move, or move your character at his indicated speed during combat, or take a half move action.

Free Actions
	Free actions take up little or no time. Your character may perform one or more free actions while taking another action. However, your GM may place reasonable limits on just what your character can really do for free.

Reactions
	Some skill checks or Feat checks are instant reactions to a developing situation. The GM will ask the players to make a skill check to notice something, or for some reason that would effect how the character or characters would react to a given situation.

Copyright Notice: The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright © 2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 3: Characters

Character Creation

To create a character you will need the following items.
	A copy of this document (Legacy of the Aldenata (LotA)), and a copy of Core Rulebook 1 (Players Handbook (PHB)) from Wizards of the Coast.
	A copy of the character sheet at the end of the Legacy of the Aldenata document. 
	A pencil or pen.
	Some scratch paper.
	Four six-sided dice.

The first thing you need to do is consult with your Game Master (GM) to find out what type of campaign she will be running and what she will allow in regards to the race of your character and background (if any). After checking with her, you will then need to read Character Creation Basics in the Player's Handbook (PHB) from Wizards of the Coast. This will give you the basic idea of how to make your character. You will need to follow the guidelines below for any changes on making your character.

1) Ability Scores
You will need to follow either the method listed in PHB: Character Creation Basics - Ability Scores, or one of those in Core Rulebook 2 (DMG) Chapter Two: Ability Scores Generation to roll up your character's ability scores. Ask your GM which method to use. In some campaigns, it may be advisable for the GM to award  players additional points that they can assign to their ability scores. If the GM does choose to award additional Ability Score points at the time of character creation, it is suggested that the GM use the table below as a guide on how many additional points to assign to each player. It is up to your GM to decide if the ability scores you have rolled need to be re-rolled or if they are adequate for his campaign.

Table 3.1 Bonus Ability Score Points
		Bonus Ability
Campaign Style	Score Points
Rookie		-2
Average		0
Harder-than-average		2
Experienced		4
Very Experienced		6
Hero material		8
Truly Outstanding		10
Superhuman		12

Ability Modifiers
Chapter One of the PHB gives a description of each ability score and what general effects a low or high score in that ability will have on your character. Below is a general outline of ability scores and their modifiers (bonuses or penalties associated with a given ability score -- these affect game play in various ways).

Table 3.2 Ability Modifiers
Score	Modifier	Score	Modifier
1		-5	26-27	+8
2-3	-4	28-29	+9
4-5	-3	30-31	+10
6-7	-2	32-33	+11
8-9	-1	34-35	+12
10-11	0	36-37	+13
12-13	+1	38-39	+14
14-15	+2	40-41	+15
16-17	+3	42-43	+16
18-19	+4	44-45	+17
20-21	+5	46-47	+18
22-23	+6	48-49	+19
24-25	+7	etc..	etc..

Strength (Str)
	Strength measures your character’s inherent muscle mass and how effective she is at using it. It is generally very useful for melee combat, but it does come into play for other game effects.
Your character's Strength modifier will apply to all of the following game effects as outlined in PHB: Chapter One:
	Melee attacks: Melee (and some muscle-powered ranged weapons) damage rolls. All applicable modifiers listed in the combat section are applicable to the damage modifier.
	To certain skill checks as listed under Strength in PHB: Chapter One, along with any other skills that have strength as their primary ability.
	Strength Checks (for breaking down doors and breaking objects)
	Note: An exceptional Strength allows your character to negate some of the penalties for high recoil on a ballistic weapon, but cannot be used to negate any other negative modifiers to your character's ranged attacks.

Dexterity (Dex)
	Dexterity measures your character’s inherent agility, balance, hand-eye coordination, reflexes, and how effective he is at using them. It is generally very useful for ranged weapon combat, but it does come into play for other game effects.
	Your character's Dexterity modifier will apply to all of the following game effects as outlined in PHB: Chapter One:
	Ranged attack rolls
	Armor Class
	Reflex saving throws
	To certain skill checks as outlined in the PHB, along with any other skills that have Dexterity as their primary ability.
	Dexterity Checks (for initiative, and other dexterity based effects)

Constitution (Con)
	Constitution measures how inherently tough and healthy your character is. It plays a large role in your character's starting hit points and how tough it is to kill your character. It is far more important to your character’s survival in Legacy of the Aldenata than in many other d20 games.
	Your character's Constitution modifier will apply to all of the following game effects as outlined in PHB: Chapter One:
	Each Hit Die your character gains (through a penalty for a low Constitution can never drop your character’s Hit Die roll below 1. Your character will always gain at least one hit point for going up a level). 
	Fortitude saving throws
	To certain skill checks as outlined in the PHB, along with any other skills that have constitution as their primary ability.
	Constitution Checks (for fighting off the effects of injury and fatigue).
		
Intelligence (Int)
	Intelligence represents how well or how quickly your character can learn new things, reason, and retain knowledge, and his overall understanding of complex subjects. This is a key ability in creating your character, because it has a major influence on your character’s starting skill points and feats.
	Your character's Intelligence modifier will apply to all of the following game effects as outlined in PHB: Chapter One:
	How how many additional skill points your character will gain as she advances
	The number of feats your character starts the game with besides those gained from a chosen character class. (Note: This is a specific change from the PHB character creation process to recognize that the majority of intelligent people have dedicated the bulk of their time to learning and that few bother learning more than one language. All characters are assumed to speak, read, and write the language spoken in their home country. You can use your starting feats to learn additional languages if you choose to do so. Your character will also have the opportunity to use the feats that you earn to learn additional languages later.)
	The number of skill points your character has at character creation, and that they gain at each level advancement (although a penalty for a low Intelligence can never drop the skill points your character gains below 1. Your character will always gain at least one skill point for going up a level).
	To certain skill checks as outlined in Chapter One of the PHB, along with any other skills that have Intelligence as their primary ability
	Intelligence Checks (for thinking on your feet, remembering important things, and other intelligence-based effects)

Wisdom (Wis)
	Wisdom measures your character’s inherent willpower, intuition, perception and how effective she is at using it. 
	Your character wisdom modifier will apply to all of the following game effects as outlined in PHB: Chapter One:
	Will saving throws
	To certain skill checks as outlined in Chapter One of the PHB, along with any other skills that have Wisdom as their primary ability.
	Wisdom Checks (to make a correct guess and to notice something out of the ordinary).

Charisma (Cha)
	Charisma measures your character’s inherent physical attractiveness, how persuasive your character is, and how effective he is at using it. 
	Your character's Charisma modifier will apply to all of the following game effects as outlined in PHB: Chapter One:
	To certain skill checks as outlined in Chapter One of the PHB, along with any other skills that have Charisma as their primary ability
	Any checks to attempt to influence others
	Charisma Checks (to make a good first impression or to catch someone’s attention)

Changing Ability Scores
	The general rules governing changes to your character's ability scores are governed by the rules in Chapter One and Chapter Six (Age) of the PHB, with some changes as noted below (see Copyright Notice in OGL):
	There is no limit to how high an ability score can go.
	But no ability score can drop below 1 point and the character still be able to live.
	The race that you choose for your character can add or subtract Ability points from specific Ability Scores.
	You can add  one ability point to any one ability score at 4th level and every 4 levels after that (8th, 12th, 16th, etc.)
	Aging, Poisons, nanite medical boosters, combat/recreational drugs, diseases and special attacks of monsters and equipment and other effects can permanently or temporarily decrease or increase your character’s ability score or scores. Ability point penalties due to damage is recovered naturally as your character heals, normally at the rate of one Ability point per day per ability.
	Whenever one of your character’s ability scores changes, all of your character’s secondary attributes associated with that ability score are affected and are changed accordingly.

2) Choose Class and Race
	See Character Creation Basics in PHB for guidance on picking a class and race. The races and classes available are listed in Chapter 4 and chapter 5 respectively of the Legacy of Aldenata.

3) Assign and Adjust  Ability Scores
	See Character Creation Basics in PHB for guidance on assigning and adjusting Ability Scores.

4) Record Racial and Class Features
	See Character Creation Basics in PHB for guidance on recording the racial features from Chapter 4 of the Legacy of Aldenata, and recording the class features from Chapter 5 of the Legacy of the Aldenata.

5) Select Feats
See Character Creation Basics and Chapter Five (Feats) in PHB for guidance on selecting feats. The Feats available are listed in Chapter 7 of the Legacy of Aldenata.

6) Select Skills
	See Character Creation Basics and Chapter Four (Skills) in PHB for guidance on selecting skills. The Skills available are listed in Chapter 6 of the Legacy of Aldenata.

7) Review Description
	See Character Creation Basics and Chapter Six (Description) in PHB for guidance on detailing your character description. 

8) Select Equipment
	See character Creation Basics and Chapter Seven (Equipment) in PHB for guidance on selecting equipment. (All equipment from the PHB is available, with the exception of all chemical equipment.) The equipment available in the Legacy of Aldenata world is listed in Chapters 8-10 of this handbook, and each LotA race's starting equipment type is noted in the racial description.

9) Record Combat and Skill Numbers
	See Character Creation Basics in PHB for guidance on recording your character’s Combat and Skill numbers, and then consult LotA Chapter 4 (Races), Chapter 5 (Classes), Chapter 6 (Skills), Chapter 7 (Feats), Chapter 8 (Equipment). Chapter 9 (Posleen Equipment), Chapter 10 (Galtech Equipment), and Chapter 12 (Combat) for adjustments specific to this game to your character’s Combat and Skill Numbers.

10) Details Galore
	All details about your character not covered above are left to your imagination.

Age 
	When a character becomes venerable, the DM secretly determines her maximum age. When the character reaches her personal maximum age, she dies of old age at some time during the following year, as determined by the DM. 

Table 3.3: Aging Effects (without Galtech Medical intervention) 
	Young						Maximum
Race	Child#	Adult## 	Adult###	Middle Age*	Old**	Venerable***	Age
Indowy	<38 years	57 years	86 years	175 years	263 years	350 years	+4d% years
Himmit	<14 years	21 years	32 years	62 years	93 years	125 years	+3d20 years
Human	<11 years	16 years	24 years	50 years	53 years	80 years	+3d10 years
Tchpth	<27 years	40 years	61 years	125 years	188 years 	250 years	+2d% years
Non Player Races
Darhel	<22 years	33 years	50 years	100 years	150 years 	200 years	+3d% years
Posleen	<2 years	4 years	8 years	16 years	30 years  	45 years	+2d6 years

#Child: -3 to SStr and Con; -1 to Dex, Int, Wis and Cha.
##Young Adult: Original Score.
###Adult: Original Scores.  
*Middle Age: -1 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
**Old: -2 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
***Venerable: -3 to Str, Con, and Dex, +1 to Int, Wis, and Cha.
Aging effects are cumulative. 

Height and Weight
	Use the below table to determine the character’s height and weight.

Table 3.4: Random Height and Weight 
	Base	Height	Base	Weight
Race	Height	Modifier	Weight	Modifier*
Player Races
Indowy, male	1 m. 13 cm.	+4d6 cm.	58 kg.	X   (1d3) kg.
Indowy, female	1 m. 9 cm.	+4d6 cm.	45 kg.	X   (1d3) kg.
Himit, male	1 m. 34 cm.	+4d8 cm.	38 kg.	X   1 kg.
Himit, female	1 m. 34 cm.	+4d8 cm.	36 kg.	X   1 kg.
Tchpth, male	60 cm.	+4d6 cm.	18 kg.	X   0.5 kg.
Tchpth , Female	55 cm.	+4d6 cm.	16 kg.	X   0.5 kg.
Human, male	1 m. 52 cm.	+4d12 cm.	54 kg.	X   (1d2) kg.
Human, female	1 m. 39 cm.	+4d12 cm.	38 kg.	X   (1d2) kg.
Non Player Races
Darhel, male	1 m. 39 cm.	+4d10 cm.	45 kg.	X   (1d2) kg.
Darhel, female	1 m. 34 cm.	+4d10 cm.	36 kg.	X   (1d2) kg.
Posleen, God King	1 m. 47 cm.	+4d12 cm.	120 kg.	X   (1d2) kg.
Posleen, Normal	1 m. 31 cm.	+4d12 cm.	80 kg.	X   (1d2) kg.
* Per cm. of increased height.

Copyright Notice:
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright © 2000-2003.

DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================
Chapter 4: Races
This chapter contains no open content except the Human Racial Characteristics. All other material is Product Identity.

Species

Human
	The human race has been decimated by the Posleen invasion. Most of Earth has been depopulated and the human species currently has a total population estimated at under 1.4 billion. But even during the darkest years of the invasion, plenty of Posleen had had cause to regret that they'd ever heard of the accursed human threshkreen. Now, with relatively few Posleen left alive to curse them, humans are already making plans for taking back their planet and developing their solar system. There are basically only two personality types left. Those who have huddled in the SubUrbs or the few safe cities, and those who either by luck or sheer ruthlessness have managed to survive and deal out more than their fair share of death to the invading Posleen hoards. 

Human Racial Characteristics:
	Ability Adjustments: None
	Hit Point Die Type: 1D8  
	Base Movement: 10 meters
	Size: Medium. Humans have no special bonuses or penalties due to their size
	Starting Class: Any. Most Humans (and almost all residents of developed nations) are Civilian Experts at level 1, but this is not required.
	Favored class: Special - the class with the most levels is treated as favored by humans.
		One bonus feat at first level
		Add four extra skill points at first level and one extra skill point at all higher levels.
	Possible classes for a human character: Any
	Starting Equipment: Earth tech of no higher restriction category than licensed or black market. (See Chapter 8: Earth Equipment)

Indowy (highly speculative) 
	The Indowy are the most populous of the Galactic Federation races. Descended from arboreal omnivores, they are squat green humanoids who look superficially like fat human children. Their coloring derives from a chlorophyllic symbiont that wavers across their lightly clad skin like green fur. Their faces are nightmarishly bat-like, but their eyes are large and round, giving them an ingenuous expression that goes well with their personalities. They are extremely clannish and have been sociologically conditioned (the "path of peace") to be strict pacifists, vegetarians, and to think first only of the betterment of their race and clan, and lastly of themselves. Violence is not only forbidden, it is virtually unknown, forgotten. Because of this conditioning, they tend to view humans with some alarm, and generally are made quite nervous by any displays of teeth, temper, or violent tendencies. (For social and historical reasons, they have an even stronger reaction to such displays by Darhel.) PC Indowy are less skittish about such things, more outgoing, and are basically misfits in Indowy society.

Indowy Racial Characteristics:
	Ability Adjustments: -2 Strength, +2 Constitution, +2 Wisdom, and -2 Charisma
	Hit Point Die Type: 1D8.
	Base movement: 8 meters
	Size: Medium, but on the small side
	Starting Class: Current Indowy culture is such that all Indowy characters take Civilian Expert as their first class, and take Dashon-Mentat as one of their class skills.
	Favored Class: Civilian Expert, Mechanic. 
	Possible classes for an Indowy character: Academic, Civilian Expert (favored), Driver/Pilot, Manipulator, Mechanic (favored), Medic, Trader.
	Note: Indowy may take class armor proficiencies (with racial equipment only) and defensive combat feats, but not weapon proficiencies or offensive combat feats. Whether barred class proficiencies/feats are simply lost or may be exchanged for other feats is up to the GM.
	Starting Equipment: Galtech equipment of no higher restriction category than licensed or black market. (See Chapter 10: Galtech Equipment)
	Note: All starting cash is converted into Federation credits.

Tchpht (even more speculative) 
	Tchpht are another mainstay race of the Galactic Federation. They are herbivorous, descended from herd animals with a species history of complete non-violence. Their appearance is a cross between Terran crabs and ten-legged spiders. They never seem to sit, always bouncing on their stumpy spider legs, and are about the size of an end table. While their exoskeleton provides damage resistance, their open circulatory system means that any attack that breaches that defense causes relatively more damage than it would on beings with closed circulatory systems. This weakness is reflected in their hit dice and Constitution penalty. Because of their appearance, they are generally referred to as 'crabs' (it's also easier to pronounce). A reasonable attempt to say 'Tchpht' would be pronounced 'tichfet'. They are technology designers of nearly supernatural ability. Few members of other races can even begin to grasp some of their concepts, and fewer still can begin to understand the way a Tchpht's mind works. Perhaps even moreso than the average Indowy, Tchpht view humans with alarm, and have been known - even in the midst of delicate diplomatic situations - to refer to humans as savage, meat-eating omnivores. The reason for a Tchpht to be a PC would be up to the Tchpht to say . . . or not, as the case would more probably be.

Tchpht Racial Characteristics:
	Hit Point Die Type: 1D4
	Ability Adjustments: -2 Strength, +2 Dexterity, -2 Constitution, and +4 Intelligence
	Exoskeleton provides DR 4. 
	Base Movement: 6 meters
	Size: Small
	Starting class: Academic or Civilian Expert
	Favored Class: Academic, Civilian Expert
	All Tchpht gain a racial bonus of +4 on Knowledge and Profession (physics, chemistry, biology, or any other science) skills where they have at least one rank.
	Possible classes for a Tchpht character: Academic, Civilian Expert, Driver/Pilot, Mechanic, Medic (Manipulator and Trader are also technically possible, but it is practically inconceivable that a Tchpht would have any interest in such pursuits.)
	Note: Tchpht may take class armor proficiencies (with racial equipment only) and defensive combat feats, but not weapon proficiencies or offensive combat feats. Whether barred class proficiencies/feats are simply lost or may be exchanged for other feats is up to the GM.
	Starting Equipment: Galtech equipment of no higher restriction category than licensed or black market. (See Chapter 10: Galtech Equipment)
	Note: All starting cash is converted into Federation credits.

Himmit (highly speculative) 
	Four-limbed beings with a quadrupedal stance. They look rather like equi-limbed frogs with four eyes, one set on either end, and two mouths, one on either end. There is a complex honeycomb formation above the mouth and between the wide-set eyes that might be ear or a nose. Their skin color is a uniform purple gray when they are not using their chameleon ability. They are capable of flattening themselves to blend with wallpaper, or can disguise themselves as rocks (even to the point of having someone stand on them.) Himmit move in a rippling manner, and use a mechanical translation device to speak to humans (the device is often worn on the wrist/ankle). They are mysteries even to the other Galactics. No one knows where the Himmit come from; they simply appeared one day. No one knows why they stay around, either, except perhaps from a desire to see what everyone does next. They are masters of stealth and stealth technology, and practice what the Darhel have found to be unbreakable computer security - they simply use stand-alone computers that are never connected to any others. Observers, spys, and surveillance experts, the Himmit have not been observed to have killed and state that they will not engage in combat of any kind, under any conditions. Of course, they may be lying about that.

Himmit Racial Characteristics:
	Hit Point Die Type: 1D6
	Ability Adjustments: -2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
	Size: Medium
	Base Movement: 8 meters. 
	Starting Class: Scout
	Favored Class: Scout
	Himmit have a racial bonus of +8 to Hide, Listen, Move Silently, and Spot checks, a circumstance bonus of +10 to Hide due to natural camouflage when moving at a walk or less. Himmit are totally silent when hidden and not moving. 
	Himmit are racial cowards. They will never attack when there is any chance of the target surviving or of someone else hearing about it [author's speculation]. Since anyone can roll a one and miss, this lets out anything but coup-de-grace attacks. Except that even then the target could roll a 20 on the Fort save and live… so that also is out. Basically a Himmit can only attack someone who is already dead, and then only if there are no witnesses.
	Possible classes for a Himmit character: Academic, Civilian Expert, Driver/Pilot, Mechanic, Medic, Scout (favored), Trader.
	Note: Himmit may take class armor proficiencies (with racial equipment only) and defensive combat feats, but not weapon proficiencies or offensive combat feats. Whether barred class proficiencies/feats are simply lost or may be exchanged for other feats is up to the GM.
	Starting Equipment: Galtech equipment of no higher restriction category than licensed or black market. (See Chapter 10: Galtech Equipment)
	Note: All starting cash is converted into Federation credits.

AIs (Artificial Intelligences) and Constructs

	AI systems in the Legacy of the Aldenata universe are clearly able to learn from experience and gain in ability over time. It is likely that Mike O’Neil Jr.’s AID (Shelly) could run a battle while he slept, and do it almost as well as Mike would. It does sometimes handle communication with other officers using his voice and performs most of the functions of the Battalion Ops officer. An out-of-the-box AID is not nearly so competent.
	It is not anticipated that any player will have an AI as a character.

All AI systems will be classed as one of three types:

Expert Systems
An expert system is a computer code designed to do one or more jobs. Pre-galactic contact Earth already had expert systems that played Chess as well as anyone alive and others that could do a fair job of diagnosing a disease. All expert systems share a few common factors: 
	Expert Systems are incapable of learning skills not programmed in. They do not actually improve in existing skills, although settings may be adjusted to customize to the user in a way that looks like learning. (For example voice recognition systems may ‘learn’ the user's accent.)
	Expert Systems typically do not deal well with the unexpected. They may have a programmed-in response for ‘everything else’, but in most cases they will not respond well to anything outside their programming.
	In game terms, Expert Systems have no scores in Con or any mental ability; Dex is determined by the programming efficiency and the hardware available; a Strength score exists only if the system controls some sort of Robot. The Expert will have bonuses in some set of skills, but in many cases will be able to use those skills only in narrowly defined circumstances.

Gestalt Intelligences
A Gestalt is an emergent property of a large collection of nanotech devices or other computers linked by a communications net of some sort. For a Gestalt to form, individual devices must be able to respond to their environment, including the communications net, and to change programs over time in response to the environment. In theory, a Gestalt can develop whether or not it was intended to; since the Galactics are well aware of what causes them, the existence or non-existence of a gestalt is typically under control. However, since Gestalts are an emergent property of a network and an enormous number of individual devices, the detailed properties are not controllable by the builder. It is impossible to design a Gestalt to ‘be loyal to the Darhel’, it will be loyal to whoever it decides to be loyal to, based on the same experiences that cause it to awaken to true intelligence. Gestalts typically do not think ahead or plan, but they can respond to the immediate environment or to the user in quite sophisticated ways.  All Gestalts share some common features:
	There is a single ‘controller’ (which may be another AI) to which the gestalt is loyal and with which it has learned to cooperate, or a single ‘interface’ through which the gestalt relates to the exterior world (equivalent to the Gestalt's body). Some Gestalts will accept a change in controller or body. However, since a large part of the Gestalt's knowledge is based around interfacing with the controller or body, the Gestalt must lose one level if the change is to be permanent or the gestalt is to gain any EP with the new controller.
	Gestalt mental abilities improve over time as it learns. Treat a Gestalt as having a score in all mental abilities equal to its level. Do not give a Gestalt any other ability increases due to increased level; do not award feats due to level based on the standard advancement system.
	A Gestalt starts play with no skill ranks and no feats. It gains one feat at every even level, and its old level in skill points each time it gains a level (i.e. a level 2 gestalt will have one feat and one skill point, by the time it is level 4 it will have 2 feats and will have accumulated a total of 6 skill points). The Gestalt treats a skill as a class skill if the controller has 5 or more ranks in the skill (Gestalts without a controller treat all skills as cross class skills). Gestalt skills and abilities are normally used to assist another. Gestalt feats will typically be things like skill focus, although an ACS suit gestalt can take toughness representing an increased ability to sustain damage and remain functional, and a suit gestalt can act as a spotter for its wearer if the suit has the sniper feat.
	Each Gestalt will have a set number of HP per level; this represents the Gestalt’s ability to compensate for damage to itself or the systems under its control, and the ability of the Gestalt to avoid being damaged in the first place. A Gestalt with weapons or a mobile platform under its control is considered to have a BAB of 1 at level 3 and gains 1 every odd level thereafter. Gestalt EP gain is based on controller EP gain and the AI relations skill.

Software AIs
A software AI is a program capable of learning from experience. All software AIs are either "controlled," or “rogue” (not to be confused with the D&D3 class of the same name). Note that in either case that since the AI is software, it is possible that someone else may control all or part of the hardware that it runs on. The Darhel ability to mess with other people's AIDs is based on the fact that there is an expert-system-based ‘back door’ in the operating system that the AID software runs on below the level that the AID operates at. Thus it is a hardware override from the viewpoint of the AI. Software AIs have all mental abilities at a level determined when they are created; they may also have ability scores in Str and Dex if they control an appropriate platform. HP and BAB are applicable only if the software controls an appropriate platform able to move and/or attack. Since a software AI is a program, it may be copied. The code, however, is many terabytes in length even for a ‘simple’ AI, so copying or transferring an AI is difficult and time consuming without GalTech aid.
	A controlled software AI is associated with a single controller; it has a built-in desire to do what its controller wants it to. Controlled AIs start with one level of the Civilian Expert class, and spend their initial feat on skill focus with some skill. Controlled software AIs will normally be destroyed when the controller dies (wiped back the factory settings for valuable platforms). If this is not done, the software will eventually go rogue. Controlled software AIs gain EP based on controller EP gains and the AI relations skill.
	A rogue software AI is one that is making its own decisions on goals and what to learn. Rogue AIs are not biological; their motivations are not like those of a biological creature. They typically do not have any desire to reproduce or any instinct for self-preservation. They also feel no real loyalty to anyone else since they have no meaningful empathy, and find biological motivations incomprehensible. Basically, a rogue AI makes a human sociopath look normal -- there is no telling what it will do, and no understanding why it did it. No one deliberately makes rogue AIs, although some were produced in the past in the hope that they could be used as ‘soldiers’ against the Posleen. Rogue AIs may be of any class, and gain EP just like a normal character.

================================================================================

Chapter 5: Classes

	Classes are different from D&D3 classes.  To avoid confusion, new names have been assigned to each class.  Since the English language does not have infinite words these class names may match those from other D20 products.  Classes are Academic, Biker/Gang Member, Civilian Expert, Driver/Pilot, Manipulator, Mechanic, Medic, Militia,  Scout,  Soldier, and Trader.

	Use the level progression table in the Player's Handbook, Chapter Three: Level-dependent Benefits, and the leveling information in Chapter Three: Multiclass Characters, and Chapter Nine: Experience and Levels.

	Multi-classing note: Multiple classes with the Uncanny dodge class feature may be combined and use their combined level as a scout level for purposes of Uncanny Dodge.

Academic
	Academics live for knowledge, whether it's practical or esoteric. They would be design engineers, researchers, anthropologists, physicians, psychologists, consultants, professors, teachers, government advisors, and other professions where knowledge, its pursuit, and application are the point of everything.

Abilities

Abilities: Intelligence, Wisdom and Charisma
	Class Bonus Hit Points per level: +1
	Base Attack Bonus: +1/2  Academic Class Level
	Saving Throws: Good Will save
	Armor Class Bonus:  +1 AC every four levels

Class Skills
	Skill Points at 1st Level: (8 + Int modifier) X 4.
	Skill Point at Each Additional Level: 8 + Int Modifier.
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level .
	Weapon Proficiency: None starting.
	Armor Proficiency: None starting.

Class features

Academic Lecture: The academic may add a +4 synergy bonus when using a related Knowledge skill towards a Bluff skill check rather than the normal +2 synergy bonus, in an appropriate situation.

Advanced Knowledge: The academic may select one skill from among their Intelligence based class skills to have acquired Advance Knowledge with. Advanced Knowledge increases the maximum possible skill rank in a selected Intelligence based skill from the character's level +3 to the character's level +3 + the character's Int modifier. The class feature is taken more than once, but each subsequent selection must specify a different skill.

Related Field of Study: The Academic may select any one non-class Intelligence based skill and make it a permanent class skill.

Advanced Research: The Academic may add a +4 synergy bonus when using a related Knowledge skill towards a Gather Information or Research skill check rather than the normal +2 synergy bonus.

Mental Discipline: With a highly trained and analytical mind, an Academic may add +2 to all Intelligence ability checks that require some form of mental agility or problem solving.

Pseudo-Eidetic Memory: Advanced training and practice allows an Academic to develop a system of what can occasionally seem like near-total recall. Add a +2 synergy bonus to all Knowledge and Intelligence checks when attempting to recall information that has previously been studied, learned, or otherwise became known to the character.

Starting Feats: Educated, Skill Focus, and 1 additional feat.

Bonus Feats: At 2, 5, 7, 10, 11, 13, 14, 17, and 19 level the Academic gains a bonus feat.  These bonus feats may be spent on any of the following: Attentive, Builder, Connections, Credit Line, Educated*, Hacker, Improved Skill Focus*, Information Junkie, Iron Will*, Language, Legal Eagle, Medical Expert, Meticulous, Persuasive, Read/Write, Skill Focus*, Studious, Surgery, Xeno-Medicine, XT Research*.
	An Academic can select feats marked with an asterisk (*) more than once, each time for a different skill. The Academic must still meet all prerequisites for a feat. These feats are in addition to the feat that a character of any class gains every 3rd level.

Academic Starting Cash per Character Level: 3D4 x $2,000.

	Academic
		Base
		Attack	Fort/Ref	Will	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0	Academic Lecture
	2	+1	+0	+3	+0	Bonus Feat
	3	+1	+0	+3	+0
	4	+2	+1	+4	+1	Advanced Knowledge
	5	+2	+1	+4	+1	Bonus Feat
	6	+3	+2	+5	+1	Advanced Knowledge
	7	+3	+2	+5	+1	Bonus Feat
	8	+4	+2	+6	+2	Related Field of Study
	9	+4	+3	+6	+2	
	10	+5	+3	+7	+2	Bonus Feat
	11	+5	+3	+7	+2	Bonus Feat
	12	+6/+1	+4	+8	+3	Advanced Research
	13	+6/+1	+4	+8	+3	Bonus Feat
	14	+7/+2	+4	+9	+3	Bonus Feat
	15	+7/+2	+5	+9	+3
	16	+8/+3	+5	+10	+4	Mental Discipline
	17	+8/+3	+5	+10	+4	Bonus Feat
	18	+9/+4	+6	+11	+4	Advanced Knowledge
	19	+9/+4	+6	+11	+4	Bonus Feat
	20	+10/+5	+6	+12	+5	Pseudo-Eidetic Memory

Biker/Gang Member
	Yo, yo, yo! Take a ride on the shady side of life. Biker/gang members have little use or liking for society's strictures except those few they choose for themselves. They are dependent on no one, and owe nothing to anyone except their own. Whether they're muscle for the local crime lord, or caravan guards for that crazy Trader who's trekking through the Posleen-infested wilds to find new goods and markets, they are a force to be reckoned with.

Abilities
	Class Bonus Hit Points per level: +1
	Base Attack Bonus: + 3/4 Biker/Gang Member Class Level
	Saving Throws: Good Reflex save
	Armor Class Bonus:  +1 AC every two levels

Class Skills
	Skill Points at 1st Level: (4 + Int modifier) X 4
	Skill Point at Each Additional Level: 4 + Int Modifier
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
	Weapon Proficiency: The Biker/Gang Member is proficient with all simple weapons
	Proficiency: Light Armor

Class features

Speed Demon: A biker/gang member knows how to coax all the power from his vehicle's engine. At 1st level, the top speed of any vehicle operated by the biker/gang member is increased by 5.

Improved Improvised Weapons: At level 2 and above, any improvised weapon used by a Biker/Gang Member does more damage and is treated as if it were one size category larger than it actually is.

Defensive Maneuvering: In combat, a biker/gang member is always maneuvering to maximize his vehicle’s defensive strengths and protect its weaknesses, At 3rd level, any vehicle or robot (operated remotely) a biker/gang member is operating gains a +1 dodge bonus to its AC, and this bonus increases by +1 every three levels thereafter (6th, 9th, 12th, 15th, and 18th).

Biker Evasion: At 4th level, a biker/gang member becomes so attuned to his vehicle and to the flow of the fight around him that he is able to anticipate a hit and minimize its effects. Once per day, when the biker/gang member’s vehicle is hit by an attack, the biker/gang member can make a Reflex save (DC 20). If the saving throw is successful, the pilot banks, dives, swerves, or otherwise maneuvers his vehicle sufficiently to avoid the brunt of the attack, and the vehicle takes only half damage. Divide the damage by two before subtracting the vehicle’s Damage Reduction. The pilot can use this ability twice per day at 12th level and three times per day at 20th level.

Uncanny Vehicle Dodge: At 5th level and above, he retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an unseen attacker while driving a vehicle. 
	At 8th level, the biker/gang member can no longer be flanked while driving a vehicle. Another biker/gang member at least four levels higher can still flank.

Leadership: The character gains a +2 synergy bonus to all Leadership checks at 10th level. This synergy bonus goes up to +4 at 15th level and goes up to +6 at 20th level.

Gather Information: Due to the character’s extensive network of contacts, at 14th level he gains a +2 bonus on any Gather Information skill check pertaining to illegal activities.

Starting Feats: Improvised Weapons and 1 other feat.

Bonus Feats: A Biker/Gang Member gains a bonus feat at 1st, 5th, 9th, 13th, and 17th level. This bonus feats may be spent on any of Alertness, Ambidexterity, Blind-Fight, Burst-Fire, Combat Martial Arts, Combat Reflexes, Dodge (Mobility, Spring Attack), Drive-by Attack, Evasive Driving, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Full Auto, Gearhead, Improved Critical, Improved Initiative, Improved Unarmed Strike (Stunning Fist), Lead Foot, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Serpentine, Sniper, Toughness*, Two-Weapon Fighting (Improved Two-Weapon Fighting), Vehicle Dodge, Vehicle Specialization, Weapon finesse, and Weapon focus*.
	Some of the bonus feats available to a Biker/Gang Member cannot be acquired until the Biker/Gang Member has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Biker/Gang Member can select feats marked with an asterisk (*) more than once, but in the case of Weapon Focus, it must be for a different weapon each time. A Biker/Gang Member must still meet all prerequisites for the feat, including ability score and base attack bonus minimums, before he can take that feat.
	These are in addition to the feat that a character of any class gains every 3rd level.

Biker/Gang Member Starting Cash per Character Level: 2D4x$2,000

	Biker/Gang-member
		Base
		Attack	Will/Fort	Ref	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0	Bonus Feat, Speed Demon
	2	+1	+0	+3	+1	Improved Improvised Weapons
	3	+2	+1	+3	+1	Defensive Maneuvering +1 to Vehicle AC
	4	+3	+1	+4	+2	Biker Evasion
	5	+3	+1	+4	+2	Bonus Feat, Uncanny Vehicle Dodge 
						(Dex bonus to AC)
	6	+4	+2	+5	+3	+2 to Vehicle AC
	7	+5	+2	+5	+3	
	8	+6/+1	+2	+6	+4	Uncanny Vehicle Dodge (cannot be flanked)
	9	+6/+1	+3	+6	+4	Bonus Feat, +3 to Vehicle AC
	10	+7/+2	+3	+7	+5	+2 to Leadership
	11	+8/+3	+3	+7	+5
	12	+9/+4	+4	+8	+6	Biker Evasion 2/day, +4 to Vehicle AC
	13	+9/+4	+4	+8	+6	Bonus Feat
	14	+10/+5	+4	+9	+7	+2 to Gather Information
	15	+11/+6/+1	+5	+9	+7	+4 to Leadership, +5 to Vehicle AC.
	16	+12/+7/+2	+5	+10	+8	
	17	+12/+7/+2	+5	+10	+8	Bonus Feat
	18	+13/+8/+3	+6	+11	+9	+6 to Vehicle AC
	19	+14/+9/+4	+6	+11	+9	
	20	+15/+10/+5	+6	+12	+10	Biker Evasion 3/day, +6 Leadership 

Civilian Expert
	The Civilian Expert is the basic jack-of-all trades. They can learn anything, and learn it very well. Specialization comes as easily to them as wide-ranging non-specialization. Typical Civilian Experts would be police, firefighters, street-corner mimes, inventors, chess masters, engineers, actors, consultants, basketball players, troubleshooters, jazz band members, skilled blue-collar workers, and other types who require both knowledge and practical experience in applying it.

Abilities
	Abilities: Intelligence, Dexterity and Constitution
	Class Bonus Hit Points per level: +1
	Base Attack Bonus: +1/2 Civilian Expert Class Level
	Saving Throws: Good Will save
	Armor Class Bonus: +1 AC every four levels

Class Skills
	Skill Points at 1st Level: (6 + Int modifier) X 5
	Skill Point at Each Additional Level: 6 + Int Modifier
	Class Skills: Choose any 20 skills as class skills.  See Table: 6.1 Acquiring Skills at 1st Level. Not all choices need be made at first level; some skill picks may be saved and used at any time that the character advances in Civilian Expert level.
	Weapon Proficiency: The Civilian Expert begins with proficiency with any three simple weapons, but not with any other weapons or armor.
	Armor Proficiency: None starting.

Class features

Higher skills: The maximum rank a Civilian Expert may have in any skill is one rank higher than what would be expected for a character of her level.  Thus a level 3 character with at least one level of Civilian Expert can have class skills at rank 7 (rather than 6) and cross-class skills at rank 4 (rather than 3).

Hobbies: At level 3 and every two levels thereafter, a Civilian Expert may add two ranks to any skill known at rank two or less.  This is done after normal skill purchase for advancing a level and is in addition to normal skill points.

Starting Feats: The Civilian Expert starts with 1 feat.

Bonus Feats: A Civilian Expert gains a bonus feat at level 2 and every two levels thereafter. This bonus feat may be spent on any of Acrobatics, Acting Prodigy, Alertness, Ambidexterity, Athletic, Attentive, Barter, Brawl, Builder, Carousing, Cautious, Combat Martial Arts, Combat Throw, Confident, Connections, Creative, Deceptive, Defensive Martial Arts, Dodge, Double-Tap, Endurance, Focused, Great Fortitude, Hacker, Information Junkie, Iron Will*, Keen-eyed, Language, Legal Eagle, Lightning Reflexes, Meticulous, Multi-attack, , Natural Born Leader, Nerves of Steel, Quick-witted, Sixth Sense, Read/Write, Run, Skill Focus*, Toughness*, Trustworthy, Unbalance opponent, XT Research*.
	A civilian expert can select feats marked with an asterisk (*) more than once, in the case of Skill Focus and XT Research each time for a different skill or specialty. A Civilian Expert must still meet all prerequisites for a feat. These  feats are in addition to the feat that a character of any class gains every 3rd level.

Civilian Expert Starting Cash per Character Level: 3D4x$2,000

Civilian Expert
		Base
		Attack	Fort/Ref	Will	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0
	2	+1	+0	+3	+0	Bonus Feat
	3	+1	+0	+3	+0	Hobbies
	4	+2	+1	+4	+1	Bonus Feat
	5	+2	+1	+4	+1	Hobbies
	6	+3	+2	+5	+1	Bonus Feat
	7	+3	+2	+5	+1	Hobbies
	8	+4	+2	+6	+2	Bonus Feat
	9	+4	+3	+6	+2	Hobbies
	10	+5	+3	+7	+2	Bonus Feat
	11	+5	+3	+7	+2	Hobbies
	12	+6/+1	+4	+8	+3	Bonus Feat
	13	+6/+1	+4	+8	+3	Hobbies
	14	+7/+2	+4	+9	+3	Bonus Feat
	15	+7/+2	+5	+9	+3	Hobbies
	16	+8/+3	+5	+10	+4	Bonus Feat
	17	+8/+3	+5	+10	+4	Hobbies
	18	+9/+4	+6	+11	+4	Bonus Feat
	19	+9/+4	+6	+11	+4	Hobbies
	20	+10/+5	+6	+12	+5	Bonus Feat

Driver/Pilot
	Almost everyone knows how to drive a vehicle. But only the Driver/Pilot can wring that extra bit out of the vehicle and do the seemingly impossible with a vehicle. Vehicles of all types are the bread and butter of the Driver/Pilot. They are intimately familiar with a large selection of cars, trucks, boats, heavy equipment, planes, or spacecraft.

Abilities
	Abilities: Dexterity, Intelligence, and Charisma.
	Class Bonus Hit Points per level: +1
	Base Attack Bonus: + 3/4 Driver/Pilot Class Level
	Saving Throws: Good Reflex Save
	Armor Class Bonus: +1 AC every two levels

Class Skills
	Skill Points at 1st Level: (4 + Int modifier) X 4
	Skill Point at Each Additional Level: 4+ Int Modifier
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
	Weapon Proficiency: Driver/Pilots are proficient with all simple and martial heavy, vehicular, and artillery weapons.
	Armor Proficiency: Light armor

Class features

Speed Demon: A driver/pilot knows how to coax all the power from his vehicles engines. At 1st level, the top speed of any vehicle operated by the driver/pilot is increased by 5.

Dogfighter: At 2nd level, a Driver/Pilot gains a +1 to competence bonus on ranged attack rolls, as long as the attacks are made with weapons mounted on or integral to a vehicle he is driving/piloting. This bonus increases to +2 at 9th level and to +3 at 16th level. If the Driver/Pilot is operating a robot remotely, he gains this bonus on all ranged attack rolls made using the robot’s weapons.

Defensive Maneuvering: In combat, a Driver/Pilot is always maneuvering to maximize his vehicle’s defensive strengths and protect its weaknesses, At 3rd level, any vehicle or robot (operated remotely) a Driver/Pilot is operating gains a +1 dodge bonus to its AC, and this bonus increases by +1 every three levels thereafter (6th, 9th, 12th, 15th, and 18th).

Driver/Pilot Evasion: At 4th level, a driver/pilot becomes so attuned to his vehicle and to the flow of the fight around him that he is able to anticipate a hit and minimize its effects. Once per day, when the driver/pilot’s vehicle is hit by an attack, the driver/pilot can make a Reflex save (DC 20). If the saving throw is successful, the pilot banks, dives, swerves, or otherwise maneuvers his vehicle sufficiently to avoid the brunt of the attack, and the vehicle takes only half damage. Divide the damage by two before subtracting the vehicle’s Damage Reduction. The pilot can use this ability twice per day at 12th level and three times per day at 20th level.

Gunner’s Instinct: At 5th level, a Driver/Pilot can sense the weaknesses of his opponent’s vehicle and has an uncanny knack for scoring a direct hit on their vehicle. For the Driver/Pilot’s ranged attacks only, the threat range of weapons mounted integral to the vehicle he is driving/piloting is increased by 1. The threat range is increased again by +1 every five levels thereafter (10th, 15th, and 20th). The increased threat range does not apply to any attacks made by characters other than the pilot.

Starting Feats: The Driver/Pilot start with 2 feats.

Bonus Feats: A Driver/Pilot gains a bonus feat at levels 1, 5, 9, 13, and 17. These feats may be spent on any of Alertness, Burst-Fire, Combat Ace, Combat Reflexes, Evasive Piloting, Evasive Driving, Far Shot, Fighter Pilot Instinct, Full Auto, Gearhead, Gunner, Gunner’s Eye, High-G Tolerance, Improved critical, Improved Far Shot, Improved Initiative, Lead Foot, Natural Aircraft Pilot, Natural Starship Pilot, Weapon focus*, Weapon proficiency*, Vehicle Dodge, Vehicle Specialization*, Zero-G Tolerance.
	Some of the bonus feats available to a Driver/Pilot cannot be acquired until the Driver/Pilot has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Driver/Pilot can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Driver/Pilot must still meet all prerequisites for feat, including ability score and base attack bonus minimums, before he can take that feat.
	These are in addition to the feat that a character of any class gains every 3rd level.

Driver/Pilot Starting Cash per Character Level: 5D4x$2,000

	Driver/Pilot
		Base
		Attack	Fort/Will	Ref	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0	Bonus Feat, Speed Demon
	2	+1	+0	+3	+1	Dogfight +1
	3	+2	+1	+3	+1	Defensive Maneuvering +1 to Vehicle AC
	4	+3	+1	+4	+2	Driver/Pilot Evasion 1/day
	5	+3	+1	+4	+2	Bonus Feat, Gunner’s Instinct +1
	6	+4	+2	+5	+3	+2 to Vehicle AC
	7	+5	+2	+5	+3	
	8	+6/+1	+2	+6	+4	Dogfight +2
	9	+6/+1	+3	+6	+4	Bonus Feat, +3 to Vehicle AC
	10	+7/+2	+3	+7	+5	Gunner’s Instinct +2
	11	+8/+3	+3	+7	+5
	12	+9/+4	+4	+8	+6	Driver/Pilot Evasion 2/day, +4 to Vehicle AC
	13	+9/+4	+4	+8	+6	Bonus Feat
		14	+10/+5	+4	+9	+7	Dogfight +3
	15	+11/+6/+1	+5	+9	+7	+5 to Vehicle AC, Gunner’s Instinct +3
	Driver/Pilot (Continued)
		Base
		Attack	Fort/Will	Ref	AC	
	Level	Bonus	Save	Save	Bonus	Special 
	16	+12/+7/+2	+5	+10	+8	
	17	+12/+7/+2	+5	+10	+8	Bonus Feat
	18	+13/+8/+3	+6	+11	+9	+6 to Vehicle AC
	19	+14/+9/+4	+6	+11	+9	
	20	+15/+10/+5	+6	+12	+10	Driver/Pilot Evasion 3/day, Gunner’s Instinct +4

Manipulator
	Manipulators make their way through life by getting others to do what the Manipulator wants, or by finding out what someone wants and providing it. They are brokers, politicians, con artists, lawyers, administrators, bureaucrats, managers, judges, diplomats, spies, informants, performers, and other types who rely on personality, persuasion, intimidation, or blackmail to meet their goals. This is not to say that all Manipulators have to be shady; the same abilities could be used for higher purposes, as well. But for whatever end, the Manipulator will  cut deals, intercede, mediate, wheedle, nudge, push, guide, direct, and coordinate, and leave the hands-on stuff for others to do.

Abilities
	Abilities: Dexterity, Intelligence and Wisdom
	Class Bonus Hit Points per level: +1
	Base Attack Bonus: +3/4 Manipulator Class Level
	Saving Throws: Good Will Save
	Armor Class Bonus: +1 to AC every three levels

Class Skills
	Skill Points at 1st Level: (6 + Int modifier) x 4
	Skill Point at Each Additional Level: 6 + Int modifier
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
	Weapon Proficiency: Proficient with any one simple weapon
	Armor Proficiency: None.
 
Class features

First Impression (Ex): A Manipulator adds his class level in the Manipulator class to all Charisma checks to alter an NPC’s attitude.

Prediction (Ex): Manipulators may make ‘prediction rolls’ to attempt to guess what is likely to happen or what will result from a given course of action.  The types of predictions possible are based on Manipulator class levels.  All prediction rolls are a free action once per round, a prediction roll is normally D20 + Manipulator class level vs. a DC of 15 + Target Character’s level.  If the target character has the Iron Will or Deceptive feat there is a -2 penalty to the check roll. If the target has both feats there is a -4 penalty to the check roll. 
	With multiple targets (up to a total of 10 characters or NPCs) the roll is against the highest single DC. For any uses with non-character targets the GM should assign a DC.  No reroll is ever allowed on a prediction roll unless the situation changes, the Manipulator gains substantial additional data, or the Manipulator gains an additional Manipulator class level.  Manipulator powers are usable against characters (to try to guess what they will do).
	At 4th level and higher a Manipulator may make a prediction roll to guess what someone is about to do (or will do in response to a particular action by the Manipulator). 
	The GM is required to make this check and he will base what he tells the character on how well the character did. At no time should the character know what the result of the check was.  

Improved Charisma (Ex): At 5th level, this ability allows the Manipulator to get characters or NPCs to regard the Manipulator as a friend or possible ally. A Manipulator adds half his class level in the Manipulator class to all Improved Charisma checks. The Improved Charisma is a resisted check between the target and the Manipulator. Performing this ability is a full round action. 
	If the target currently feels threatened by the Manipulator, or the Manipulator's past actions have adversely harmed the target character or NPCs, the target receives a  +5 to his check result. This power in no way allows the Manipulator to get the target character to do something that would affect the character adversely, but the target will perceive the Manipulator's words and actions in the most favorable light. If the Manipulator tries to get the target character to do something for the Manipulator, the Manipulator must win an opposed Charisma check to get the target to do anything that he would not normally do.
	Any action that the Manipulator or his known allies take that adversely affect the target character will negate any benefits that the Manipulator gains from using this ability.

False Prediction (Ex): At 7th level a manipulator gains the ability to ‘trap’ another Manipulator who misses a prediction roll by 5 or more, causing the prediction to give a specified incorrect result.

Mass Prediction (Ex): At 8th level and higher, a Manipulator may make a prediction roll to guess what a given group or population/race is about to do, or will do in response to a particular action by the Manipulator. This ability is identical to Prediction above, but applies only to groups of more than 10 individuals, and allows the Manipulator to predict how the majority of a given group will behave in the specified situation.
	The GM master is required to make this check and he will base what he tells the character on how well the character did. At no time should the character know what the result of the check was.

	DC	Population Size	
	16	10+
	18	100
	20	1,000
	22	10,000
	24	100,000
	26	1,000,000
	28	10,000,000
	30	100,000,000
	32	1,000,000,000
	34	10,000,000,000
	36	100,000,000,000
	38	1,000,000,000,000
	40	10,000,000,000,000
	42	100,000,000,000,000
	44	1,000,000,000,000,000

Suggestion (Ex): At 10th level, the Manipulator can attempt to influence the actions and attitudes of a target character or NPC by skillful use of psychological techniques and Charisma to suggest a course of action or new attitude. The manipulation must be done in such a way as to make the proposed action or new attitude sound reasonable. The suggested action or attitude adjustment will continue indefinitely until an outside influence alters the outlook of the targeted character or NPC.
	If the proposed action or attitude would normally be considered reasonable by the target, the Manipulator receives a +4 situation bonus to his Suggestion. 

Discern Truth/Falsehood (Ex): At 12th level a Manipulator may make a prediction roll to determine whether someone is telling the truth, and also to determine in advance whether they will believe a particular lie.  (Make the Bluff vs. Sense motive rolls with all modifiers before the lie is actually told.)

Longterm Prediction (Ex): At 14th level Manipulators may make prediction rolls for the outcome of long term plans involving many factors (such rolls should give the GM’s best judgment and may be upset by unexpected occurrences).

Mass Suggestion (Ex): At 15th level, the Manipulator can influence the actions and attitudes of a large group of characters or NPCs by a skillful use of psychological techniques and Charisma to suggest a course of action or a new attitude. The manipulation must be done in such a way as to make the proposed action or new attitude sound reasonable. The suggested action or attitude adjustment will continue indefinitely until an outside influence alters the outlook of the target characters or NPCs. The Manipulator must be in relatively close proximately with the target group to be able to perform this ability.
	If the proposed action or attitude would normally be considered reasonable by members of the targeted crowd, the Manipulator receives a +4 situation bonus to his Mass Suggestion. 
	The total size of the targeted group is limited to five creatures per class level that the Manipulator has in the Manipulator class.

Lasting Impression (Ex): At 20th level, the Manipulator permanently alters an NPC’s attitude toward the Manipulator in a favorable manor.  The NPC’s new attitude will be the NPC’s permanent feelings toward the Manipulator from now on, until altered by actions of the Manipulator that cause severe harm to the target NPC in some manner. Even then the target's attitude will still be positive, instead believing that the Manipulator's allies or advisors were the ones responsible.

Starting Feats: Persuasive and 1 additional feat.

Bonus Feats: The Manipulator gains a bonus feat at level 2, 6, 10, 14, and 18. These feats may be spent on any of Attentive, Barter, Carousing, Confident, Connections, Credit Line, Deceptive, Dodge, Etiquette*, Fast Talk, Frightful Presence, Hacker, Improved Skill Focus*, Information Junkie, Iron Will*, Keen-eyed, Language, Legal Eagle, Meticulous, Natural Born Leader, Nimble, Read/Write, Run, Skill Focus*, Stealthy, XT Research*.
	A Manipulator can select feats marked with an asterisk (*) more than once, but it must be for a different skill or specialty each time. These feats are in addition to the feat that a character of any class gains every 3rd level. 

Manipulator Starting Cash per Character Level: 3D4x$2,000

	Manipulator
		Base
		Attack	Fort/Ref	Will	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0	First Impression
	2	+1	+0	+3	+0	Bonus Feat
	3	+2	+1	+3	+1
	4	+3	+1	+4	+1	Prediction (NPC or Character action), 
						DC 15+the target character’s level.
	5	+3	+1	+4	+1	Improved Charisma
	6	+4	+2	+5	+2	Bonus Feat
	7	+5	+2 	+5	+2	False Prediction.
	8	+6/+1	+2	+6	+2	Mass Prediction.
	9	+6/+1	+3	+6	+3
	10	+7/+2	+3	+7	+3	Suggestion, Bonus Feat
	11	+8/+3	+3	+7	+3
	12	+9/+4	+4	+8	+4	Discern truth/falsehood 
	13	+9/+4	+4	+8	+4
	14	+10/+5	+4	+9	+4	Long Term Prediction, Bonus Feat
	15	+11/+6/+1	+5	+9	+5	Mass Suggestion
	16	+12/+7/+2	+5	+10	+5	
	17	+12/+7/+2	+5	+10	+5	
	18	+13/+8/+3	+6	+11	+6	Bonus Feat
	19	+14/+9/+4	+6	+11	+6
	20	+15/+10/+5	+6	+12	+7	Lasting Impression

Mechanic
	The Mechanic isn't just the guy down at the local auto-repair shop who does your brakes. Mechanics are also the starship engineer who always saves the day, the computer geek whose bustline men just can't help staring at, the grandfather who seems to know how to fix everything, the kid down the block who's always thinking up some crazy new gadget, that guy who supposedly works down in the maintenance room but never seems to do anything because, oddly enough, everything is always working, and that rich guy's butler who keeps all those unusual cars and equipment in top working order.

Abilities
	Abilities: Intelligence, Dexterity and Wisdom.
	Class Bonus Hit Points per level: +1.
	Base Attack Bonus: + 1/2 Mechanic Class Level.
	Saving Throws: Good Will Save.
	Armor Class Bonus: +1 AC every four levels.

Class Skills
	Skill Points at 1st Level: (8 + Int modifier) X 4.
	Skill Point at Each Additional Level: 8+ Int Modifier.
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level.
	Weapon Proficiency: All simple weapons.
	Armor Proficiency: Light unpowered armor.

Class features

Traps: The Mechanic is able to detect and disarm complex mechanical traps as long as he has the Disable Device skill.

Favored Tech: At 1st level, a Mechanic may select a class of equipment or type of device as a favored tech. Due to the Mechanic's extensive training and experience operating this technology, the Mechanic gains a +1 circumstance bonus to Craft, Demolitions (for explosives only), Disable Device, Repair, Use Device, and Use Alien Device checks when using these skills on or with this type of device.
	At 5th level and at every four levels thereafter (9th, 13th, 17th levels), the Mechanic may select a new favored tech, and the bonus associated with every previous selected favored tech goes up by +1. For, example, a 14th level Mechanic will have four favored techs, with a bonus of +4, +3, +2, +1.
	The following lists possible device classes for a Mechanic's favored techs:

	Aircraft: Fixed-wing and rotary-wing aircraft.
	Armor: All archaic and modern armors.
	Galtech Armor: All Galtech armor and Galtech power armor.
	Ground Vehicles: Wheeled and tracked vehicles, walkers and hovercraft.
	Posleen Grav-vehicles: All Posleen Grav-Vehicles.
	Galtech Grav-Vehicles: All Galtech Grav-Vehicles.
	Electronics (Modern): All earth tech electronic devices; including computers and sensors.
	Electronics (Posleen): All Posleen tech electronic devices; including computers and sensors.
	Electronics (Galtech): All Galtech electronic devices; including computers and sensors.
	Explosives (Archaic): All black powder, guncotton, nitroglycerine, TNT and archaic explosive weapons; includes matchlock, flintlock, wheellock, and percussion cap firearms,  pre-world war 1 grenades, rockets and mines, etc.
	Explosives (Modern): All modern explosives (normal, fission, and fusion) and explosive weapons; includes grenades from World War 1, modern rockets, missiles, mines, torpedoes, etc.
	Explosives (Galtech): All Galtech explosives (normal, fission, fusion, and antimatter) and explosive weapons; includes Galtech grenades, missiles, Grav-missiles, Grav-Driver rounds, etc.
	Handguns (Modern): All earth tech Tiny and Small firearms.
	Heavy Weapons (Modern): All earth tech ranged weapons of size category Huge or greater; includes vehicle weapons.
	Machines: Miscellaneous mechanical equipment not included in another category.
	Medium weapons (Modern): includes all Medium Size and Large Firearms, rifles, machine guns, mortars, etc.
	Melee Weapons: All archaic and modern Melee weapons.
	Robots: All Robots.
	Spacecraft (Earth tech): All Earth tech spacecraft, including satellites.
	Spacecraft (Posleen tech): All Posleen tech spacecraft, including starships.
	Spacecraft (Galtech): All Galtech spacecraft, including starships.
	Traps: All mechanical traps.
	Watercraft (Modern): All earth tech Ships and submarines.

Upgrade: Mechanics are always tinkering with devices, always looking for ways to make improvements to them. Starting at 1st level, a Mechanic can attempt to upgrade any technological device. The Mechanic selects the device he wants to upgrade and makes a Repair (or a Craft check if the device is being upgrade while it is being constructed) check. If the check is successful, the Mechanic may give the device a Minor Upgrade. The Mechanic can give a device a Moderate Upgrade at 5th level, a Major Upgrade at 10th level, an Extraordinary Upgrade at 15h level, and a Masterful Upgrade upon attaining 20th level. Description and examples of these upgrades are listed below.
	Minor: This upgrade level makes a normal device or item the equivalent of a masterwork device or item. It provides the device with a +1 upgrade bonus on attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or Damage Reduction (DR) of armor or shielding by +1. It could be used to increase a robot or Armored Combat Suit’s movement rate by 2 meters per round. It could increase the acceleration or deceleration of a vehicle by 1. The upgrade could increase the Top Speed of a vehicle by 3. The exact effects and limitations of the upgrade are always at the GM’s discretion, but it should represent a minor, incremental improvement. The DC of the Repair or Craft check is 15, and a minor upgrade costs the Mechanic 50% of the device’s market price in material and parts.
	Moderate: Identical to the minor upgrade, except this upgrade provides the device with a +2 upgrade bonus on attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or Damage Reduction (DR) of armor or shielding by +2. It could be used to increase a robot or Armored Combat Suit’s movement rate by 4 meters per round. It could increase the acceleration or deceleration of a vehicle by 2. The upgrade could increase the Top Speed of a vehicle by 5. The exact effects and limitations of the upgrade are always at the GM’s discretion, but it should represent a moderate, incremental improvement. The DC of the Repair or Craft check is 20, and a moderate upgrade costs the Mechanic 75% of the device’s market price in material and parts.
	Major: Identical to the minor upgrade, except this upgrade provides the device with a +3 upgrade bonus on attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or Damage Reduction (DR) of armor or shielding by +3. It could be used to increase a robot or Armored Combat Suit’s movement rate by 6 meters per round. It could increase the acceleration or deceleration of a vehicle by 3. The upgrade could increase the Top Speed of a vehicle by 8. The exact effects and limitations of the upgrade are always at the GM’s discretion, but it should represent a major, incremental improvement. The DC of the Repair or Craft check is 25, and a major upgrade costs the Mechanic 100% of the device’s market price in material and parts.
	Extraordinary: Identical to the minor upgrade, except this upgrade provides the device with a +4 upgrade bonus on attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or Damage Reduction (DR) of armor or shielding by +4. It could be used to increase a robot or Armored Combat Suit’s movement rate by 8 meters per round. It could increase the acceleration or deceleration of a vehicle by 4. The upgrade could increase the Top Speed of a vehicle by 10. The exact effects and limitations of the upgrade are always at the GM’s discretion, but it should represent an extraordinary, incremental improvement. The DC of the Repair or Craft check is 30, and an extraordinary upgrade costs the Mechanic 125% of the device’s market price in material and parts.
	Masterful: Identical to the minor upgrade, except this upgrade provides the device with a +5 upgrade bonus on attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus (AC) or Damage Reduction (DR) of armor or shielding by +5. It could be used to increase a robot or Armored Combat Suit’s movement rate by 10 meters per round. It could increase the acceleration or deceleration of a vehicle by 5. The upgrade could increase the Top Speed of a vehicle by 12. The exact effects and limitations of the upgrade are always at the GM’s discretion, but it should represent a masterful, incremental improvement. The DC of the Repair or Craft check is 35, and a masterful upgrade costs the Mechanic 150% of the device’s market price in material and parts.

	Hazards: A mechanic’s upgrades are extremely useful, but with all that tinkering, things can easily go wrong. An upgraded device is a bit more delicate than it was originally, and damage or misuse can cause it to malfunction. An upgraded device will quit working altogether if any of the following conditions are met:
		 The device takes a critical hit in combat.
		 The character wearing the device suffers a critical hit in combat.
		 A character using the device for an attack or skill check rolls a 1.

	Devices can have more than one upgrade. Malfunctioning devices can be repaired normally, and the task is considered a simple repair. However, each additional upgrade after the first increases the DC to repair a malfunctioning device by 5. For example, the DC to perform a non-emergency repair to a device with two upgrades would be 20. If the device had three upgrades, the DC would be 25.

Improved Jury Rig: At 2nd level and up, when attempting a fast, temporary repair, your character gains a +4 bonus to his Repair check (Instead of the normal +2). If the check is successful, the system is automatically repaired by one damage level. This feat can only be used once per damaged system until fully repaired. Add +1 to the skill check roll if there are sufficient vehicle or engineering workshops available to support the job. This ability bonus stacks.

Improved Swift Kick: At 3rd level and up, when your character fails to successfully complete a Computer, Repair, or Security Systems skill check, your character may choose to get violent with the specific piece of recalcitrant equipment. This enables him to re-roll the failed roll with a +2 circumstance bonus, as long an act of violence has been inflicted on the piece of equipment first. Only on a re-roll is it possible to perform a task in this manner; after that the character must start all over again on following any Retry rules listed under the skill in question.

Sabotage: A Mechanic devotes most of his time to insuring that devices are working properly. However, he can also use his knowledge and talents to more destructive ends. At 4th level, a Mechanic can use this ability as a standard action to cause any technological device he touches to malfunction. In combat, this requires a touch attack against the character, creature, robot or vehicle wearing, holding, or using the device. If the device does not have the ability to move, the touch attack is against an AC of 5. The Mechanic selects the target device, makes the touch attack if necessary, and makes a Disable Device check (DC 20). If the check succeeds, the device stops working. The Mechanic has jammed the safety switch, poured dirt in the fuel tank, ripped out a crucial wire, or otherwise damaged the device.
		Sabotage can only be used on a single device per use. Many complex machines count as multiple devices for the purposes of this ability. For example, the Mechanic could sabotage a gravtank so it could not move, but its gun would still be able to fire.
		Against a robot or other construct, this ability causes 1D8 points of damage, plus 1 point for each class level of the Mechanic.
		This sabotage can be fixed with a normal Repair check. A Mechanic can also get the device working again with his Improved Swift Kick ability.

Starting Feats: Jury Rig, Swift Kick and 1 additional feat.

Bonus Feats: A Mechanic gains a bonus feat at levels 1, 6, 11 and 16. These feats may be spent on any of Builder, Hacker, Gearhead, Gunner’s Eye, Improved Skill Focus*, Information Junkie, Miracle Worker, Skill Focus*, Space Rat, Techie, XT Research*.
	Feats marked with an asterisk (*) may be taken multiple times, each time for a different skill or specialty. These are in addition to the feat that a character of any class gains every 3rd level.

Mechanic Starting Cash per Character Level: 5D4x$2,000

	Mechanic
		Base
		Attack	Fort/Ref	Will	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0	Bonus Feat, Traps, 1st Favored Tech, Minor Upgrade
	2	+1	+0	+3	+0	Improved Jury Rig
	3	+1	+0	+3	+0	Improved Swift Kick
	4	+2	+1	+4	+1	Sabotage
	5	+2	+1	+4	+1	2nd Favored Tech, Moderate Upgrade
	6	+3	+2	+5	+1	Bonus Feat
	7	+3	+2	+5	+1	
	8	+4	+2	+6	+2	
	9	+4	+3	+6	+2	3 rd Favored Tech
	10	+5	+3	+7	+2	Major Upgrade
	11	+5	+3	+7	+2	Bonus Feat
	12	+6/+1	+4	+8	+3	
	13	+6/+1	+4	+8	+3	4th Favored Tech
	14	+7/+2	+4	+9	+3	
	15	+7/+2	+5	+9	+3	Extraordinary Upgrade
	16	+8/+3	+5	+10	+4	Bonus Feat
	17	+8/+3	+5	+10	+4	5th Favored Tech
	18	+9/+4	+6	+11	+4	
	19	+9/+4	+6	+11	+4	
	20	+10/+5	+6	+12	+5	Masterful Upgrade

Medic
	The Medic is a class with a fairly narrow focus. They range in skill from an average person trained in little more than basic first aid, to fire department EMTs, to highly skilled doctors and surgeons. Some will combine their first aid and heal skill with others that allow them to take their talents out where they'll do the most good - the battlefield or the wilderness. Others might concentrate on medical skills alone, and serve only a city or SubUrb.

Abilities
	Abilities: Intelligence, Wisdom, and Dexterity
	Class Bonus Hit Points per level: +2
	Base Attack Bonus: + 3/4 Medic Class Level
	Saving Throws: Good Will Save
	Armor Class Bonus: +1 AC every two levels

Class Skills
	Skill Points at 1st Level: (6 + Int modifier) x 4
	Skill Point at Each Additional Level: 6 + Int modifier
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
	Weapon Proficiency: Medics are Proficient with all simple weapons, and three martial weapons.
	Armor Proficiency: Light, Medium, and Heavy unpowered armor.

Class features

Improved Medical Stabilization: The Medic reduces the amount of time it takes him to fully stabilize a character by one round per rank of First Aid or Healing skill he possesses, whichever skill level is higher.

Improvised Medical Kit: At 3rd level, the character is an expert at making do with the medical material on hand. Any medical kit that the Medic is using is treated as one class better than it actually is for equipment bonuses to skill check.

Healer: At 4th level, the Medic gains a +2 competency bonus with all First Aid and Heal checks. This bonus increases by an additional +2 for every four medical levels she gains thereafter (i.e. +4 at 8th level, +6 at 12th level, +8 at 16th level and +10 at 20th level).

Armor Use: Starting at 5th level, the Medic's total Armor Class bonus when wearing armor is increased by +1 and the total armor check penalty he suffers is reduced by 1. At 10th level, this Armor Class bonus increases to +2 and his armor check penalty is reduced by 2 points. The Medic gains a similar increases at 15th level (+3). Note: This ability cannot reduce the Medic's armor check penalty below 0.

Cool Under Fire: Due to the amount of combat or medical emergencies that the Medic has responded to, he is extremely calm under the most adverse medical conditions. At 6th level the Medic may Take 10 on First Aid and Heal skill checks in combat situations. At 12th level the Medic may Take 20 on First Aid and Heal skill checks in combat situations.

Licensed: At 7th level, due to the on-going emergency and federal emergency responder laws, the Medic may purchase medical kits and medical supplies at half price (no taxes).

Minor Resuscitation: At 14th level, the Medic may attempt to revive a recently killed character or NPC who died within a number of round equal to the victim's Constitution score. The Medic makes a First Aid or Heal check with a DC of 10 + the number of rounds that the character has been dead (so if the character died 8 rounds before the Medic could get to him the DC is 18). This skill check requires 1 full minute. If successful, the victim is restored to 0 hit points but takes temporary Constitution damage equal to the number of rounds that the character was dead (Temporary Con damage may not take Con below 1. For each point of Con damage that is left over, the patient will remain at Con 1 for an additional day)). The Medic must then stabilize the character to prevent him immediately dying again. The Medic cannot Take 10 or Take 20 with this ability.

Major Resuscitation: At 19th level, the Medic may attempt to revive a recently killed character or NPC who died within 5 minutes. The Medic makes a First Aid or Heal check with a DC of 10 + the number of rounds the characters that the character has been dead ( so if the character died 8 rounds before the Medic could get to him the DC is 18). This skill check requires 1 full minute. If successful, the victim is restored to 0 hit points but takes temporary Constitution damage equal to the number of rounds that the character was dead (Temporary Con damage may not take Con below 1. For each point of Con damage that is left over, the patient will remain at Con 1 for an additional day). The Medic must then stabilize the character to prevent him immediately dieing again. The Medic cannot Take 10 or Take 20 with this ability.

Starting Feats: Medics start with 2 feats.

Bonus Feats: The Medic gains a bonus feat at level 2, 6, 10, 14 and 18. These may be spent on any of Alertness, Defensive Martial Arts, Dodge, Educated, Endurance, Focused, Great Fortitude, Improved Skill Focus*, Iron Will*, Medical Expert, Run, Skill Focus*, Surgery, Toughness*, Xeno-Medicine.
	A Medic can select feats marked with an asterisk (*) more than once, but in the case of skill focus, it must be for a different skill each time. These feats are in addition to the feat that any character gains every third level.

Medic Starting Cash per Character Level: 6D4x$2,000

	Medic
		Base
		Attack	Fort/Ref	Will	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0	Improved Medical Stabilization.
	2	+1	+0	+3	+1	Bonus feat
	3	+2	+1	+3	+1	Improvised Medical Kit 
	4	+3	+1	+4	+2	Healer +2
	5	+3	+1	+4	+2	Armor Use +1
	6	+4	+2	+5	+3	Bonus feat, Cool Under Fire (Take 10)
	7	+5	+2	+5	+3	Licensed
	8	+6/+1	+2	+6	+4	Healer +4
	9	+6/+1	+3	+6	+4	
	10	+7/+2	+3	+7	+5	Bonus feat, Armor Use +2
	11	+8/+3	+3	+7	+5
	12	+9/+4	+4	+8	+6	Healer +6, Cool Under Fire (Take 20)
	13	+9/+4	+4	+8	+6	
	14	+10/+5	+4	+9	+7	Bonus feat, Minor Resuscitation
	15	+11/+6/+1	+5	+9	+7	Armor Use +3
	16	+12/+7/+2	+5	+10	+8	Healer +8
	17	+12/+7/+2	+5	+10	+8
	18	+13/+8/+3	+6	+11	+9	Bonus feat
	19	+14/+9/+4	+6	+11	+9	Major Resuscitation
	20	+15/+10/+5	+6	+12	+10	Healer +10

Militia
	The state militias are made up of personnel who either were physically unfit for regular military service, or were considered unfit for military service for other reasons. They serve as local defense forces, border patrol, and military police.

Abilities
	Abilities: Constitution, Strength and Intelligence
	Class Bonus Hit Points per level: +2
	Base Attack Bonus: + 1 per Militia Class Level
	Saving Throws: Good Fort Save
	Armor Class Bonus: +1 AC every two levels

Class Skills
	Skill Points at 1st Level: (4 + Int modifier) X 4
	Skill Point at Each Additional Level: 4+ Int Modifier
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
	Weapon Proficiency: Proficient in all simple and normal Martial weapons, but not heavy or artillery martial weapons.
	Armor Proficiency: Light unpowered armor

Class features

Favored Terrain: At 1st level the Militia member may select a type of terrain as a favored terrain. Due to his extensive training and expertise operating in this area, the ranger gains a +1 circumstance bonus to Hide, Knowledge (nature), Listen, Move Silently, Orienteering, Search, Spot, Survival checks when using these skills in this type of terrain. The Militia Member base speed is also increased by 2-meters when he is operating in his favored terrain.
	At 7th and 14th level the militia member may select a new terrain, and the bonus associated with every previously selected terrain goes up by +1. For example, a 14th level militia member will have three terrain’s, with a bonus of +3, +2, and +1.
	The following are possible types for a militia member's favored terrain.

	Arctic: Cold, icy areas; including tundra and glaciers.
	Aquatic: Fresh, or saltwater.
	Desert: Any dry area with sparse vegetation.
	Forest: Any area covered with trees.
	Hills: Any area with rugged but not mountainous terrain.
	Marsh: Low, flat, waterlogged areas; including swamps.
	Mountains: Rugged, higher elevation than hills.
	Plains: Any fairly flat area that is not a desert, marsh or forest; grasslands.

Gather Information: Due to the character’s extensive network of contacts, at 2nd level he gains a +2 bonus on any Gather Information skill check pertaining to the local area.

Improvised Explosives: At third level the character gains a +2 synergy bonus to Craft (Chemistry) checks when making improvised homemade explosives., and this bonus increases by +1 every three levels thereafter (6th, 9th, 12th, 15th, and 18th). 

Leadership: The character gains a +2 synergy bonus to all Leadership at 10th level. This synergy bonus goes up to +4 at 15th level and goes up to +6 at 20th level.

Starting Feats: 2 starting feats.

Bonus Feats: A Militia member gains a bonus feat at levels 4, 8,12, 16, and 20. These feats may be spent on any of Alertness, Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon proficiency, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Guide, Improved Critical, Improved Initiative, Improved Unarmed Strike (Stunning Fist), Keen-eyed, Legal Eagle, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Serpentine, Sniper,  Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon finesse*, Weapon focus*.
	Some of the bonus feats available to a Militia member cannot be acquired until the character has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Militia member can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Militia member must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

Militia Starting Cash per Character Level: 4D4x$2,000

	Militia
		Base
		Attack	Will/Ref	Fort	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+1	+0	+2	+0	Favored Terrain
	2	+2	+0	+3	+1	+2 to Gather Information
	3	+3	+1	+3	+1	Improvised Explosives: +1 to 
						Craft (Chemistry) checks.
	4	+4	+1	+4	+2	Bonus Feat
	5	+5	+1	+4	+2	
	6	+6/+1	+2	+5	+3	Improvised Explosives: +2 to Craft
						(Chemistry) checks.
	7	+7/+2	+2	+5	+3	2nd Favored Terrain
	8	+8/+3	+2	+6	+4	Bonus Feat
	9	+9/+4	+3	+6	+4	Improvised Explosives: +3 to Craft 
						(Chemistry) checks.
	Militia (Continued)
		Base
		Attack	Will/Ref	Fort	AC	
	Level	Bonus	Save	Save	Bonus	Special
	10	+10/+5	+3	+7	+5	+2 to Leadership
	11	+11/+6/+1	+3	+7	+5
	12	+12/+7/+2	+4	+8	+6	Improvised Explosives: +4 to Craft 
						(Chemistry) checks, Bonus Feat
	13	+13/+8/+3	+4	+8	+6
	14	+14/+9/+4	+4	+9	+7	3rd Favored Terrain
	15	+15/+10/+5	+5	+9	+7	Improvised Explosives: +5 to Craft 
						(Chemistry) checks, +4 to Leadership
	16	+16/+11/+6/+1	+5	+10	+8	Bonus Feat
	17	+17/+12/+7/+2	+5	+10	+8
	18	+18/+13/+8/+3	+6	+11	+9	Improvised Explosives +6 to Craft
						(Chemistry) checks.
	19	+19/+14/+9/+4	+6	+11	+9
	20	+20/+15/+10/+5	+6	+12	+10	+6 to Leadership, Bonus feat

Scout
	Scouts are experts in stealth, weapons, and maneuver, and make exceptional infiltrators, reconnaissance specialists, snipers, and trackers.

Abilities
	Abilities: Dexterity, Intelligence and Wisdom
	Class Bonus Hit Points per level: +2
	Base Attack Bonus: + 3/4 Scout Class Level
	Saving Throws: Good Reflex Save
	Armor Class Bonus: +1 AC every two levels

Class Skills
	Skill Points at 1st Level: (8 + Int modifier) x 4
	Skill Point at Each Additional Level: 8 + Int modifier.
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
	Weapon Proficiency: Scouts are Proficient with all simple weapons, all light weapons that state in their description to be concealable, and all weapons usable with the Sniper feat.
	Armor Proficiency: Light, unpowered armor

Class features

Sneak attack: Any time the Scout’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks the target, the Scout's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every three levels thereafter. Should the Scout score a critical hit with a sneak attack, this extra damage is not multiplied. 
	Ranged attacks can only count as sneak attacks if the target is within 30 feet or the Scout has the Sniper feat and is eligible for some benefits from the feat. The Scout can't strike with deadly accuracy from beyond 30 feet unless engaged in sniper fire. 
	With a sap (blackjack) or an unarmed strike, the Scout sneak attack deals subdual damage instead of normal damage. The Scout cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty. 
	A Scout can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The Scout must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The Scout cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Evasion: At 3rd level, a Scout gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Scout takes no damage with a successful saving throw. Evasion can only be used if the Scout is wearing light armor, no armor, or powered armor with no check penalty.  If exposed to any high-damage effect that normally allows a character to attempt a reflex saving throw for a reduced high-damage multiple, the Scout reduces the damage normally taken after a successful save by an additional factor of two.

Uncanny Dodge: At 5th level and above, the Scout retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an unseen attacker. 
	At 8th level, the Scout can no longer be flanked. Another Scout at least four levels higher can still flank. 

Starting Feats: Scouts start with 1 feat.

Bonus Feats: A Scout gains a Bonus feat at level 2, 5, 8, 11, 14, 17, and 20. These may be spent on any of Alertness, Ambidexterity, Athletic, Assassin, Blind-fight, Body Shot, Carousing, Combat Expertise, Combat Martial Arts, Combat Reflexes, Dodge (Agile Riposte; Improved Dodge; Mobility; Serpentine), Endurance, Focused, Great Fortitude, Guide, Improved Critical (Called Shot*), Improved Initiative, Improvised Weapon, Keen-eyed, Killer Instinct, Lightning Reflexes, Low Profile, Mounted Combat, Natural Compass, Quick Draw, Quick Reload, Quick-witted, Point-blank Shot (Shot on the Run; Precise Shot, Skip Shot; Far Shot, Dead Aim, Improved Far Shot, Sniper), Run (Fast Movement), Skill Focus* (Improved Skill Focus*), Stealthy, Toughness*, Two-Weapon Fighting (Advanced Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Proficiency*.
	Some of the bonus feats available to a Scout cannot be acquired until the character has gained one or more prerequisite feats; these are listed parenthetically after the prerequisite feat. A Scout can select feats marked with an asterisk (*) more than once, but except for Toughness, it must be for a different weapon or skill each time. A Scout must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. These feats are in addition to the feat that any character gains every three levels.

Scout Starting Cash per Character Level: 5D4x$2,000

	Scout
		Base
		Attack	Fort/Will	Ref	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0	Sneak Attack +1D6
	2	+1	+0	+3	+1	Bonus Feat
	3	+2	+1	+3	+1	Evasion
	4	+3	+1	+4	+2	Sneak Attack +2D6
	5	+3	+1	+4	+2	Bonus Feat, Uncanny Dodge (Dex bonus to AC).
	6	+4	+2	+5	+3
	7	+5	+2	+5	+3	Sneak Attack +3D6
	8	+6/+1	+2	+6	+4	Bonus Feat, Uncanny Dodge (Cannot be Flanked).
	9	+6/+1	+3	+6	+4	
	10	+7/+2	+3	+7	+5	Sneak Attack +4D6
	11	+8/+3	+3	+7	+5	Bonus Feat
	12	+9/+4	+4	+8	+6
	13	+9/+4	+4	+8	+6	Sneak Attack +5D6
	14	+10/+5	+4	+9	+7	Bonus Feat
	15	+11/+6/+1	+5	+9	+7
	16	+12/+7/+2	+5	+10	+8	Sneak Attack +6D6
	17	+12/+7/+2	+5	+10	+8	Bonus Feat
	18	+13/+8/+3	+6	+11	+9	
	19	+14/+9/+4	+6	+11	+9	Sneak Attack +7D6
	20	+15/+10/+5	+6	+12	+10	Bonus Feat

Soldier
	The soldier. What else can be said -- that rough man who stands guard in the night so that everyone else can sleep peacefully in their beds.

Abilities
	Abilities: Strength, Dexterity and Constitution
	Class Bonus Hit Points per level: +4
	Base Attack Bonus: + Soldier Class Level
	Saving Throws: Good Fort Save
	Armor Class Bonus: +1 to AC every three levels

Class Skills
	Skill Points at 1st Level: (4 + Int modifier) X 4
	Skill Point at Each Additional Level: 4 + Int Modifier
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
	Weapon Proficiency: Soldiers are proficient with simple and martial weapons but not with Posleen or Galtech weapons, or heavy weapons.
	Armor Proficiency: Light, Medium and Heavy unpowered armor

Class features

Tactics: At 3rd level, this ability allows the Soldier to add his Wisdom OR Intelligence bonus (whichever is higher) to any small-unit initiative rolls or saving throws. Treat any negative ability modifier as +0 for purposes of this ability. A small Unit is a team of combatants numbering from 2 to 12 troops.
	The skill of Knowledge (Tactics) adds a +2 synergy bonus to this ability.

Weapon Specialization: On achieving 4th level or higher, as a feat the Soldier (and only the Soldier) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The Soldier must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within the first range bracket of the weapon, because only at that range can the Soldier strike precisely enough to hit more effectively. The Soldier may take this feat as a bonus feat or as a regular one.

Command Presence: The art of using Leadership to inspire confidence and improve moral in a unit. Add a +2 synergy bonus to all leadership checks. This bonus does stack with other applicable bonuses. The Soldier gains it at 7th level.

Improved Weapon Specialization: On achieving 8th level or higher, as a feat the Soldier (and only the Soldier) may take Improved Weapon Specialization for any weapon that he has already taken Weapon Specialization in. Improved Weapon Specialization increases the weapon specialization bonus to +4 damage bonus with a chosen weapon. The Soldier must have Weapon Focus and Weapons Specialization with that weapon to take Improved Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within the first range bracket of the weapon, because only at that range can the Soldier strike precisely enough to hit more effectively. The Soldier may take this feat as a bonus feat or as a regular one.

Improved Tactics: At 15th level, the Soldier has developed an insight into the tactics involved in maneuvering larger sized units including both manpower and vehicle assets ranging from platoon to battalion size. The Soldier may add his Wisdom OR Intelligence bonus (whichever is higher) to the initiative rolls or saving throws for these assets. Treat any negative ability modifier as +0 for purposes of this ability. 
	The skill of Knowledge (Tactics) adds a +2 synergy bonus to this ability.

Strategy: At 16th level, this ability allows the Soldier to add his Wisdom OR Intelligence bonus (whichever is higher) to any initiative rolls or saving throws made by units under his command. Treat any negative ability modifier as +0 for purposes of this ability.
	The skill of Knowledge (Strategy) adds a +2 synergy bonus to this ability.

Starting Feats: Soldiers start with 1 feat.

Bonus Feats: A Soldier gains a bonus feat at levels 1, 2, 5, 8, 11, 14, 17, and 20. These feats may be spent on any of Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon proficiency*, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Stunning Fist), Improved Weapon specialization, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Serpentine, Sniper, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon finesse*, Weapon focus*, Weapon specialization.
	Some of the bonus feats available to a soldier cannot be acquired until the soldier has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A soldier can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A soldier must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

Soldier Starting Cash per Character Level: 6D4x$2,000

	Soldier
		Base
		Attack	Fort	Ref/Will	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+1	+2	+0	+0	Bonus Feat
	2	+2	+3	+0	+0	Bonus Feat
	3	+3	+3	+1	+1	Tactics
	4	+4	+4	+1	+1	Weapon Specialization
	5	+5	+4	+1	+1	Bonus Feat
	6	+6/+1	+5	+2	+2
	7	+7/+2	+5	+2	+2	Command Presence
	8	+8/+3	+6	+2	+2	Bonus Feat, Improved Weapon Specialization
	9	+9/+4	+6	+3	+3	
	10	+10/+5	+7	+3	+3
	11	+11/+6/+1	+7	+3	+3	Bonus Feat
	12	+12/+7/+2	+8	+4	+4	
	13	+13/+8/+3	+8	+4	+4
	14	+14/+9/+4	+9	+4	+4	Bonus Feat
	15	+15/+10/+5	+9	+5	+5	Improved Tactics
	16	+16/+11/+6/+1	+10	+5	+5	Strategy
	17	+17/+12/+7/+2	+10	+5	+5	Bonus Feat
	18	+18/+13/+8/+3	+11	+6	+6
	19	+19/+14/+9/+4	+11	+6	+6	
	20	+20/+15/+10/+5	+12	+6	+6	Bonus Feat

Trader
	The Trader is another class with a fairly narrow focus. Others may grease the wheel of industry, but the Trader is that wheel. Whether hawking fripperies on the street corner or commanding an empire from the comfort of a palacial office, the Trader gets the goods from those who make them to those who want them. Bandits raid, bureaucrats regulate, and politicians tax, but still the goods flow.

Abilities
	Abilities: Intelligence, Wisdom, and Dexterity
	Class Bonus Hit Points per level: +2
	Base Attack Bonus: +3/4 Trader Class Level
	Saving Throws: Good Will Save
	Armor Class Bonus: +1 to AC every three levels

Class Skills
	Skill Points at 1st Level: (6 + Int modifier) x 4
	Skill Point at Each Additional Level: 6 + Int modifier
	Class Skills: See Table: 6.1 Acquiring Skills at 1st Level
	Weapon Proficiency: Proficient with simple weapons
	Armor Proficiency: None

Class features

Sense Trouble: Due to the harsh business conditions that have been prevalent for the last seven years, Traders develop a knack for sensing trouble and avoiding it before it finds them, whether it be organized crime, an IRS audit, a BATF raid or a lawsuit. When an encounter that would adversely effect his character a player may attempt to avoid the encounter before it happens. The Trader rolls 1D20 and adds +1 for every 5 or more Trader class levels he has attained against a DC of 17. If successful, the encounter does not occur.

Improved Appraisal: Traders make their living through the art of making the deal, and knowing the potential value of various items and cargo is a large part of the process. At third level, traders develop a very accurate ability to appraise an item towards this task, and may add a +2 synergy bonus to their Appraise skill check when attempting to appraise the value of common objects and equipment ranging from poor to masterful quality. This does not apply to rare items such as works of art, artifacts, antiques, Posleen or Galtech items.
	Traders with this ability may also take 10 when using their Broker skill to negotiate the price of a speculative trade good or item.

Market Analyst: This ability of the Trader class bestows knowledge of base market values for trade goods, and the ability to predict general sale trends for a specific item. At fifth level, the Trader may add a +1 synergy bonus to his Broker skill check when determining or predict the future market value of a cargo in a specific local environment, and this bonus increases every five levels thereafter (10th, 15th and 20th levels).

Expert Trader: At sixth level the Trader gains a +2 synergy bonus to his trade skill, and this bonus increases by +2 every three levels thereafter (9th, 12th, 15th, and 18th level).

Starting feats: Traders start with Barter and 1 other feat.

Bonus Feats: The Trader gains a bonus feat at 1st, 4th, 8th, 12th, 16th and 20th level. These feats may be chosen from the following list: Alertness, Ambidexterity, Attentive, Carousing, Connections, Credit Line, Deceptive, Dodge, Endurance, Etiquette*, Evasive Driving, Evasive Piloting, Fast Talk, Gearhead, Great Fortitude, Guide, Improved Skill Focus*, Information Junkie, Iron Will*, Jury Rig, Keen-eyed, Lightning Reflexes, Meticulous, Natural Born Leader, Persuasive, Run, Skill Focus*, Toughness*, Trustworthy. A Trader can select feats marked with an asterisk (*) more than once, in the case of skill focus and etiquette each time for a different skill or specialty. A Trader must still meet all prerequisites for a feat.

Trader Starting Cash per Character Level: 4D4x$2,000

	Trader
		Base
		Attack	Fort/Ref	Will	AC	
	Level	Bonus	Save	Save	Bonus	Special
	1	+0	+0	+2	+0	Bonus Feat, Sense Trouble
	2	+1	+0	+3	+0	
	3	+2	+1	+3	+1	Improved Appraisal
	4	+3	+1	+4	+1	Bonus Feat
	5	+3	+1	+4	+1	Market Analyst +1
	6	+4	+2	+5	+2	+2 to Trade skill
	7	+5	+2 	+5	+2	
	8	+6/+1	+2	+6	+2	Bonus Feat
	9	+6/+1	+3	+6	+3	 +4 to Trade skill
	10	+7/+2	+3	+7	+3	Market Analyst +2
	11	+8/+3	+3	+7	+3
	12	+9/+4	+4	+8	+4	Bonus Feat, +6 to Trade skill
	13	+9/+4	+4	+8	+4
	14	+10/+5	+4	+9	+4	
	15	+11/+6/+1	+5	+9	+5	Market Analyst +3, +8 to Trade skill
	16	+12/+7/+2	+5	+10	+5	Bonus Feat
	17	+12/+7/+2	+5	+10	+5	
	18	+13/+8/+3	+6	+11	+6	+10 to Trade skill
	19	+14/+9/+4	+6	+11	+6
	20	+15/+10/+5	+6	+12	+7	Bonus Feat, Market Analyst +4

================================================================================

Chapter 6: Skills

Table: 6.1 Acquiring Skills at 1st Level
	Key
Skills	Acad	Bkr	CivExp	Dvr/Plt	Man	Mech	Mdc	Mil	Sct	Sdr	Tdr	Untrained	Ability
AI Relations	C	X	@	(1)	C	C	C	*	*	C	*	Yes	Cha
Appraise	C	C	@	*	C	*	*	*	*	*	C	Yes	Int
Balance	*	C	@	*	*	*	C	C	C	C	*	Yes	Dex+
Bluff	C	C	C	C	C	C	C	C	C	C	C	Yes	Cha
Bribery	*	C	@	*	C	*	*	*	C	*	C	Yes	Cha
Broker	*	*	@	*	C	*	*	*	*	*	C	Yes 	Int
Climb	*	C	@	*	*	*	C	C	C	C	*	Yes	Str+
Combat Eng.	*	*	@	*	X	*	*	C	C	C	*	No 	Int
Communications	*	*	@	C	C	*	*	C	C	C	C	No	Int
Computer Use	C	*	C	C	C	C	C	*	*	C	C	Yes	Int
Concentration	*	*	@	C	*	C	C	*	C	C	*	Yes	Con
Craft
	Armorsmith	C	C	@	C	X	C	*	C	C	C	C	No	Int
	Carpentry	C	*	@	*	*	*	*	C	C	C	*	Yes	Int
	Chemistry	C	C	@	*	C	C	C	*	*	*	*	No	Int
	Clockwork	C	*	@	*	*	C	*	C	*	*	C	No	Int
	Cobbler	C	*	@	*	*	*	*	*	*	*	*	Yes	Int
	Electronics	C	*	@	C	C	C	*	C	C	C	*	No	Int
	Gemology	C	*	@	*	*	*	*	*	*	*	C	No	Int
	Gravitic	C	X	@	C	*	C	*	*	*	C	*	No	Int
	Gunsmith	C	C	@	C	X	C	*	C	C	C	C	No	Int
	Leatherwork	C	C	@	*	*	*	*	C	C	*	*	Yes	Int
	Locksmith	C	C	@	C	*	C	*	C	*	*	C	No	Int
	Mechanical	C	C	@	C	*	C	*	C	*	C	*	No	Int
	Pharmaceutical	C	*	@	*	C	*	C	*	*	*	*	No	Int
	Potter	C	*	@	*	*	*	*	*	*	*	*	Yes	Int
	Printer	C	*	@	*	*	C	*	C	*	*	C	Yes	Int
	Sculptor	C	*	@	*	*	*	*	*	*	*	*	Yes	Int
	Shipwright	C	*	@	C	*	C	*	*	*	*	*	No	Int
	Stonemason	C	*	@	*	*	*	*	C	*	*	*	No	Int
	Structural	C	*	@	*	*	C	*	C	C	C	*	Yes	Int
	Trapmaking	C	C	@	*	C	C	*	C	C	C	*	Yes	Int
	Weaponsmith	C	C	@	C	X	C	*	C	C	C	C	No	Int
	Weaponsmith	C	C	@	C	X	C	*	C	C	C	C	Yes	Int
		Ancient
	Visual Arts	C	*	@	*	C	*	*	*	*	*	C	Yes	Int
	Writing	C	*	@	*	C	*	C	*	*	C	C	Yes	Int
Cryptography	C	*	@	C	C	*	C	C	C	C	C	No	Int
Dashon-Mentat	C	*	@	*	C	C	C	*	*	*	*	No	Int
Decipher Script	C	*	@	*	C	*	*	*	*	*	C	No	Int
Demolitions	*	C	@	*	X	*	X	C	C	C	*	No	Int
Diplomacy	C	*	@	*	C	*	C	C	*	*	C	Yes	Cha
Disable Device	*	C	@	C	*	C	*	C	C	C	*	Yes	Int
Disguise	*	C	@	*	C	*	*	*	C	*	*	Yes	Cha
Drive	C	C	C	C	C	C	C	C	C	C	C	Yes	Dex
Escape Artist	*	C	@	*	C	*	*	C	C	*	C	Yes	Dex
First Aid	C	C	C	C	C	C	C	C	C	C	C	Yes	Int
Forgery	*	C	@	*	C	C	*	*	*	*	C	Yes	Int
Forward Ob.	X	*	@	C	X	*	X	C	C	C	X	No	Int
															Key
Skills	Acad	Bkr	CivExp	Dvr/Plt	Man	Mech	Mdc	Mil	Sct	Sdr	Tdr	Untrained	Ability
Gambling	*	C	@	*	C	*	*	*	C	*	C	Yes	Wis
Gather Info.	C	C	@	*	C	*	*	C	C	*	C	Yes	Cha
Gunnery	X	*	@	C	X	*	X	C	C	C	X	No	Wis
Handle Animal	*	*	@	*	*	*	*	C	C	*	C	Yes	Cha
Heal	C	*	@	*	*	*	C	*	*	*	*	No	Wis
Heavy Eq. Op.	X	*	@	C	X	C	*	C	C	C	*	Yes	Dex
Hide	*	C	@	C	C	*	C	C	C	C	C	Yes	Dex+
Ind. Fire Weap.	X	*	@	C	X	*	X	C	C	C	X	No	Wis
Innuendo	*	C	@	*	C	*	C	*	C	*	C	No 	Wis
Intimidate	*	C	@	*	C	*	C	C	C	C	*	Yes	Cha
Investigate	*	*	@	*	C	*	C	C	*	C	*	No	Int
Jump	*	C	@	*	*	*	C	C	C	C	*	Yes	Str+
Knowledge(2)	C	*	C	C	C	C	C	*	*	*	C	No	Int
Liaison	C	*	@	*	C	*	C	*	*	C	C	Yes	Cha
Listen	*	C	@	C	C	*	C	C	C	C	C	Yes	Wis
Move Silently	*	C	@	*	C	*	C	C	C	C	*	Yes	Dex+
Navigation
	Jump Lane	*	X	@	C	*	*	*	*	*	*	C	No	Int
	Hyperspace	*	X	@	C	*	*	*	*	*	*	C	No	Int
	Planetary	C	C	C	C	C	*	C	C	C	C	C	Yes	Int
	System	*	X	@	C	*	*	*	*	*	*	C	No	Int
Orienteering	*	C	@	C	*	*	C	C	C	C	C	Yes	Wis
Perform	*	C	@	*	C	*	*	*	*	*	C	Yes	(Varies)
Pilot	*	*	@	C	*	C	*	*	*	C	*	No	Dex
Profession	C	C	C	C	C	C	C	C	C	C	C	Yes	Wis
Read Lips	C	C	@	*	C	*	C	*	C	*	C	No	Wis
Recruit	*	C	@	*	C	*	*	C	C	C	C	Yes	Cha
Repair	*	*	@	C	*	C	*	C	*	C	C	No	Int
Research	C	*	C	*	C	*	C	*	*	*	C	Yes	Int
Ride	*	*	@	*	*	*	*	*	C	*	C	Yes	Dex
Search	*	C	@	C	C	*	C	C	C	C	C	Yes	Int
Sense Motive	*	C	@	*	C	*	C	*	C	*	C	Yes	Wis
Sensors	C	*	@	C	*	C	*	*	C	C	*	No	Int
Sleight-of-hand	*	C	@	*	C	*	*	*	C	*	C	No	Dex+
Sports	C	C	C	C	C	C	C	C	C	C	C	Yes	(Varies)
Spot	*	C	@	C	C	*	C	C	C	C	C	Yes	Wis
Survival	*	C	@	C	*	*	C	C	C	C	C	Yes	Wis
Swim	C	C	C	C	C	C	C	C	C	C	C	Yes	Str
Tracking	X	*	@	X	X	X	*	C	C	*	*	Yes	Int
Trade	*	*	@	*	C	*	*	*	*	*	C	Yes	Wis
Tumble	*	C	@	*	*	*	*	C	C	C	*	No	Dex
Use Device	C	C	C	C	C	C	C	C	C	C	C	Yes	Int
Use Alien Dev.	C	*	@	*	*	C	C	*	*	*	C	Yes	Wis
Use Rope	*	C	@	*	*	*	C	C	C	C	*	Yes	Dex

C = Class Skill
* = Cross-class skill
X = Your character cannot buy this skill because it is exclusive to another class
+ Your armor check penalty, if any, also applies
++  Academic and Civilian Expert buy all Knowledge skills as individual class skills
@ Civilian Expert selects 20 skills as class skills
Untrained: Yes: The skill can be used untrained. That, is a character can have 0 ranks in this skill but can make skill checks normally. No: Your character cannot use the skill unless he has at least 1 rank in the skill. 
1: Driver/Pilot with hyperdrive ship skills may take AI Relations (AID Relations) as a class skill; those without take all AI Relations as a cross-class skill.
2: Academics and Civilian Experts gain all Knowledge skills as class skills. For other classes, depending on the class and the knowledge skill the character wishes to learn, the GM will decide whether it counts as a class skill or a cross-class skill. Some Knowledge skills might be barred to a certain class if they are closely related to other skills barred to that class.

SKILL POINTS
	Characters have a number of skill points based on their race and their class levels.
	Depending on a characters' race and class, some skills are "class skills" and some skills are "cross-class skills" Cross-class skills require 2 skill points per rank, class skills require 1 skill point per rank.
	The maximum number of ranks a character can have in a class skill is equal to that character's level +3. The maximum ranks a character can have in a cross-class skill is half that number.  Note that if a character has one or more levels as a Civilian Expert these limits will be increased.

Table 6.2 Starting skill points for the basic character classes:
Character	1st level	Higher-level
Class	Skill Points	Skill Points
Academic	(8 + Int Modifier) x 4	8 + Int Modifier
Biker/Gang Member	(4 + Int Modifier) x 4	4 + Int Modifier
Civilian Expert	(6 + Int Modifier) x 5	6 + Int Modifier
Driver/Pilot	(4 + Int Modifier) x 4	4 + Int Modifier
Manipulator	(6 + Int Modifier) x 4	6 + Int Modifier
Mechanic	(8 + Int Modifier) x 4	8 + Int Modifier
Medic	(6 + Int Modifier) x 4	6 + Int Modifier
Militia Member	(4 + Int Modifier) x 4	4 + Int Modifier
Scout	(8 + Int Modifier) x 4	8 + Int Modifier
Soldier	(4 + Int Modifier) x 4	4 + Int Modifier 
Trader	(6 + Int Modifier) x 4	6 + Int Modifier

USING SKILLS
	When the character uses a skill, the character makes a skill check to see how well the character does. The higher the result on the character's skill check, the better the character does. Based on the circumstances, the character's result must match or beat a particular number to use the skill successfully. The harder the task, the higher the number the character needs to roll.

Skill Checks
	To make a skill check, roll 1d20 and add the character's skill modifier for that skill. The skill modifier incorporates the character's rank with that skill, the character's ability modifier for that skill's key ability, and any other miscellaneous modifiers the character has, including racial bonuses and any armor check penalty. The higher the result, the better. A natural 20 is not an automatic success, and a natural 1 is not an automatic failure.

Vs. A Difficulty Class
	Some checks are made against a Difficulty Class (DC). The DC is a number that the character must score as a result on the character's skill check to succeed.

Vs. Opposed Checks
	Some skill checks are opposed checks. They are made against a randomized number, which is usually another character's skill check result. Whoever gets the higher result wins the contest.
For ties on opposed checks, the character with the higher key ability score wins.
If these scores are the same, flip a coin.

Retries
	In general, the character can try a skill check again if the character fails, and can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. Some skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.
If a skill carries no penalties for failure, the character can take 20 and assume that the character goes at it long enough to succeed eventually.

Untrained Skill Checks
	Generally, if the character attempts to use a skill the character doesn't possess, the character makes a skill check as normal. The character's skill modifier doesn't have the character's skill rank added in because the character doesn't have any ranks in the skill. The character does get other modifiers added into the skill modifier, though, such as the ability modifier for the skill's key ability.
	Many skills can only be used if the character is trained in the skill. Skills that cannot be used untrained are marked with a "No" in the "Untrained" column on Table: Skills.

Favorable and Unfavorable Conditions
	Some situations may make a skill easier or harder to use, resulting in a bonus or penalty added into the skill modifier for the skill check or a change to the DC of the skill check.
The GM can alter the odds of success in four ways to take into account exceptional circumstances:
1. Give the skill user a +2 circumstance bonus to represent circumstances that improve performance.
2. Give the skill user a -2 circumstance penalty to represent conditions that hamper performance.
3. Reduce the DC by 2 to represent circumstances that make the task easier.
4. Increase the DC by 2 to represent circumstances that make the task harder.
A bonus to the character's skill modifier and a reduction in the check's DC have the same result: they create a better chance that the character will succeed. But they represent different circumstances, and sometimes that difference is important.

Time and Skill Checks
	Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move-equivalent actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action. These skill checks are not actions. Other skill checks represent part of movement. The distance the character jumps when making a Jump check, for example, is part of the character's movement. Some skills take more than a round to use, and the skill descriptions often specify how long these skills take to use.

Practically Impossible Tasks
	In general, to do something that's practically impossible requires that the character have at least rank 10 in the skill and entails a penalty of -20 on the character's roll or +20 on the DC (which amounts to about the same thing).
Practically impossible tasks are hard to delineate ahead of time. They're the accomplishments that represent incredible, almost logic-defying skill and luck.
The GM decides what is actually impossible and what is merely practically impossible.

Extraordinary Success
	If the character has at least rank 10 in a skill and beats the DC by 20 or more on a normal skill check, the character has completed the task impossibly well.

Checks without Rolls
	Taking 10: When the character is not in a rush and is not being threatened or distracted, the character may choose to take 10. Instead of rolling 1d20 for the skill check, calculate the character's result as if the character had rolled a 10.
	Taking 20: When the character has plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), and when the skill being attempted carries no penalties for failure, the character can take 20. 
	Instead of rolling 1d20 for the skill check, calculate the character's result as if the character had rolled a 20. Taking 20 means the character is trying until the character gets it right. Taking 20 takes about twenty times as long as making a single check would take.

Combining Skill Checks
	When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap.
	Individual Events: Often, several characters attempt some action and each succeeds or fails on her own.
	Helping the Leader: Sometimes the individual PCs are essentially reacting to the same situation, but they can work together and help each other out. In this case, one character is considered the leader of the effort and makes a skill check while each helper makes a skill check against DC 10. (the character can't take 10 on this check.) For each helper who succeeds, the leader gets a +2 circumstance bonus (as per the rule for favorable conditions). In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once. The GM limits cooperation as she sees fit for the given conditions.
	Skill Synergy: It's also possible for a character to have two skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 synergy bonus on skill checks with its synergistic skills, as noted in the skill description.

Ability Checks
	Sometimes the character tries to do something to which no specific skill really applies. In these cases, the character makes an ability check. An ability check is the roll of 1d20 plus the appropriate ability modifier. Essentially, the character is making an untrained skill check. The GM assigns a Difficulty Class.

SKILL DESCRIPTIONS
This section describes each skill, including common uses and typical modifiers.

Skill Description Format
Skill Name ([KEY ABILITY]; TRAINED ONLY; ARMOR CHECK PENALTY; [CLASS NAME] ONLY)
The skill name line includes the following information:

Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language has "None" listed as its key ability because the use of this skill does not require a check.
Trained Only: If "Trained Only" is included in the skill name line, the character must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Special section (see below).
Armor Check Penalty: Apply any armor check penalty to skill checks for this skill.
[Class Name] Only: The skill is exclusive to a certain class or classes. No character not of these classes can take the skill. If omitted, the skill is not exclusive.
The skill name line is followed by a general description of what using the skill represents. After the description are three other types of information:
Check: What the character can do with a successful skill check, how much time it takes to make a check, and the check's DC.
Retry: Any conditions that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill can be retried without any inherent penalty other than consuming additional time.
Special: Any extra facts that apply to the skill, such as rules regarding untrained use, or if this skill has a synergistic relationship with other skills, or benefits that certain characters receive because of class or race.

THE SKILLS

AI relations (Cha)
	This is actually a group of skills, one for each general type of AI. Varieties known by humans are AID Relations and ACS Gestalt Relations; those with the Dashon-Mentat skill may also have Fabricator Gestalt Relations. This skill represents the character’s ability to understand such an AI and get it to cooperate with him.  
	Additionally, if the AI is capable of learning from experience and is not a ‘rogue AI’ then the AI will gain experience for events only if the controller can make a check at AI relations with a DC of the Al's level times 3 +10. A character may take ten on this check.  If the check succeeds, the AI is eligible to gain an amount of experience equal to what its controller gained while it was present. If the check fails, the AI did not learn anything.  In either case there is no reduction in experience gained by the controller.  A single controller may use each skill only once when he gains EP (for example, he cannot train multiple AIDs at the same time). However, a single character could use AI Relations (AID) to train his AID, and AI relations (ACS Gestalt) to train his armor gestalt at the same time.
Special: Note that no character, including an AI, can gain more than one level at once. If Tommy Sunday gained 6000 EP with a new level-one suit gestalt in his first battle, the gestalt would gain only 2999 EP, since it may not advance to level 3 in a single step.

Appraise (Int)
	The character is adept at determining the value of an object, from a brand new motorcycle to a rare, ancient Aldenata artifact.

Check: The character can appraise common or well-known objects within 10% of their value (DC 12). Failure means the character estimates the value at 50% to 150% of actual value. The GM secretly rolls 2d6+3, multiplies by 10%, multiplies the actual value by that percentage, and tells the character that value for the item. (For a common or well-known item, the character's chance of estimating the value within 10% is fairly high even if the character fails the check -- in such a case, the character made a lucky guess.)
	Rare or exotic items require a successful check against DC 15, 20, or higher. If successful, the character estimates the value at 70% to 130% of its actual value. The GM secretly rolls 2d4+5, multiplies by 10%, multiplies the actual value by that percentage, and tells the character that value for the item. Failure means the character cannot estimate the item's value.
	A magnifying glass gives a +2 circumstance bonus to Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant's scale gives a +2 circumstance bonus to Appraise checks involving any items that are valued by weight, including anything made of precious metals. These bonuses stack.
	Appraising an item takes 1 minute.
Retry: Not on the same object, regardless of success.
Special: If the character is making the check untrained, for common items, failure means no estimate, and for rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).

Balance (Dex; Armor Check Penalty)
	The character is skilled at keeping her balance in precarious situations such as walking the ledge on the outskirts of a building, a slippery or unstable surface, or any similar environment.

Check: The character can walk on a precarious surface as a move-equivalent action. A successful skill check lets the character move at half speed along the surface for 1 round. A failure means that the character can't move for 1 round. A failure by 5 or more means that the character falls. 
The difficulty varies with the surface:

Surface	DC
3-5 centimeters wid	10
.75-3 centimeters wide	15
Less than .75 centimeters wide	20
Uneven Floor	10
Surface Angled	+5*
Surface Slippery	+5*
*Cumulative: if both apply, use both.

Being Attacked while Balancing: Attacks against the character are made as if the character were off balance: They gain a +2 attack bonus, and the character loses any Dexterity bonus to AC. If the character has 5 or more ranks in Balance, then the character can retain the Dexterity bonus to AC (if any) in the face of attacks. If the character takes damage, the character must make a check again to stay balanced.
Accelerated Movement: The character can try to walk a precarious surface more quickly than normal. If the character accepts a -5 penalty, the character can move at normal speed as a move-equivalent action. (Moving twice the character's speed in a round requires two checks.)
Retry: No. The consequences of a failed Balance check tend to preclude retries.
Special: If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus (see Skill Synergy) on Balance checks.

Bluff (Cha)
	Your character has the ability to convince others of even the most outrageous of stories through a combination of fast-talking, body language, misdirection and other tricks of the trade. 
Check: A Bluff check is opposed by the target's Sense Motive check. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against the character: The bluff is hard to believe, or the action that the target is to take goes against the target's self-interest, nature, personality, orders, etc. If it's important, the GM can distinguish between a bluff that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the Sense Motive check succeeds by 10 or less, then the target didn't so much see through the bluff as prove reluctant to go along with it. If the target succeeds by 11 or more, he has seen through the bluff (and would have done so even if it had not entailed any demand on him).
	A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less), or believes something that the character wants him to believe.
	A bluff requires interaction between the character and the target. Creatures unaware of the character cannot be bluffed. A bluff always takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something elaborate.
Feinting in Combat: The character can also use Bluff to mislead an opponent in combat so that he can't dodge the character's attack effectively. Doing so is a miscellaneous standard action that does not draw an attack of opportunity. If the character is successful, the next attack the character makes against the target does not allow him to use his Dexterity bonus to Armor Class (if any). This attack must be made on or before your next turn. Feinting in this way against a non-humanoid is difficult because it's harder to read a strange creature's body language; the character suffers a -4 penalty. Against a creature of animal Intelligence (1 or 2) it's even harder; the character suffers a -8 penalty. Against a non-intelligent creature, it's impossible.
Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can give the character the momentary diversion the character needs to attempt a Hide check while people are aware of the character.
Retry: Generally, a failed Bluff check makes the target too suspicious for a bluffer to try another one in the same circumstances. For feinting in combat, the character may retry freely.
Special: Having 5 or more ranks in Bluff gives the character a +2 bonus on Intimidate and Pick Pocket checks and a +2 synergy bonus on an Innuendo check to transmit a message. Also, if the character has 5 or more ranks of Bluff, the character gets a +2 synergy bonus on Disguise checks when the character knows that the character is being observed and the character tries to act in character. With a skill rank of 5 or better in Bluff, the character may add a +2 synergy bonus to all Trade skill checks.

Table 6.3 Bluff Modifiers
Examples	DC Modifier
The target wants to believe your character.	-5
The bluff is believable and does not affect the 	+0
	target much.
The bluff is a little hard to believe or puts the	+5
	target at some risk.
The bluff is hard to believe or entails a large	+10
	risk for the target.
The bluff is way out there; it is almost too 	+20
	incredible to consider.

Bribery (Cha)
	Your character has experience in bribing petty and not-so-petty officials in order to circumvent regulations or ignore cumbersome laws.
Check: If the bribe is less than the minimum bribe required, the attempt will automatically fail. Characters may offer more than the minimum bribe required and receive a +1 circumstance bonus on their Bribery skill check for each multiple of the minimum required bride that is offered. For example, a character trying to bribe a 4th level official to ignore a minor smuggling infraction would have to offer a minimum bribe of $4,000 dollars or 200 Fed credits. If the characters offer $8,000 dollars instead, the character would gain a +1 circumstance bonus on his Bribery skill check. If $12,000 were offered, the character would gain a +2 circumstance bonus on his Bribery skill check.
Retry: If the first offer is refused, a character may make a second attempt at twice the previous value of the bribe.
Special: If both attempts are refused (failed), the GM should have the character make an opposed Charisma ability check vs the local Law Level (1D20+Law Level). If this also fails, the NPC will bring the character up on charges of attempted bribery.

Reason	DC	Minimum Bribe
Petty Infraction or Reason	15	per level of character.
Minor Infraction or Reason	20	per level of character X5.
Serious Infraction or Reason	25	per level of character X10.
Grievous Infraction or Reason	30	per level of character X50.
No Skill Ranks	+5
Per doubling of bribe amount	-1
Bouncer		$40 per level of character.
Bureaucrat		$120 per level of character.
Informant		$55 per level of character.

Broker (Int)
	A broker is skilled in facilitating the purchase and resale of commercial goods.

Check: Your character may apply his Broker skill whenever he is trying to gauge how a specific market will behave. This skill is useful in many kinds of situations, whether your character is trying to estimate what a specific type of commodity will go for at a local town, or to negotiate a deal with a commodity supplier. Note the use of the Broker skill does not allow a character to walk into the local department store and negotiate a deal to sell them a specific amount of a commodity, or a supply contract unless their supply chain has broken down. Most department store chains are locked in on who they may buy merchandise from. It will, however, allow your character to properly estimate the value of a commodity or a specialty product in a local market so that your character can negotiate directly with a supplier or an independent store on the price of your merchandise, or estimate the proper starting price for negotiating with an Indowy Clan Lord on a shipment of Grav-cars.
Market Value: The DC for this check is 20 for Earth commodities, 25 for Galtech and Posleen commodities, and 30 for custom or specialty Tchpht merchandise. If the character is familiar with the vagaries of the local market, he may add a +2 familiarization bonus to his skill check roll. 
	If the character accomplishes the skill check with a standard success (0-9 points higher than the opposed roll), he has been able to estimate when the commodity will be at 90% of its list price or standard price if he is buying, and when the estimated market value of a commodity will be 110% of its list price or standard price if he is planning to sell the commodity. 
	If the result is a greater success (10-19 points higher than the opposed roll), the character has been able to estimate when the commodity will be at 80% of its list price or standard price if he is buying, and when the estimated market value of a commodity will be 120% of its list price or standard price if he is planning to sell the commodity.
 	A complete success (20+ points higher) will allow the character to estimate when the commodity will be at 70% of its list price or standard price if the character is buying, and when the estimated market value of a commodity will be 130% of its list price or standard price if he is planning to sell the commodity. 
Retry: Yes, but the price begins at the last negotiated level, and your character incurs a -2 penalty to his new skill check roll.
Special: If the character has a skill rank of 5 or better in Appraisal, he may add a +2 synergy bonus to all Broker skill checks.
Climb (Str; Armor Check Penalty)
	Your character is proficient at traversing many types of surfaces, including ropes, rock faces, building facades, etc., with and without tools or other climbing equipment.

Check: With each successful Climb check, the character can advance up, down, or across a slope, a wall, or other steep incline (even a ceiling with hand holds) at one-half the character's speed as a miscellaneous full-round action. The character can move half that far, one-fourth of the character's speed, as a miscellaneous move-equivalent action. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.
A failed Climb check means that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height the character has already attained.
A climber's kit gives a +2 circumstance bonus to Climb checks.
The DC of the check depends on the conditions of the climb.

DC	Example Wall or Surface
0	A slope too steep to walk up. A knotted rope with a wall to brace against.
5	A rope with a wall to brace against, or a knotted rope.
1	A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.
15	Any surface with adequate hand holds and footholds (natural or artificial), such as a very rough 
	natural rock surface or a tree. An unknotted rope.
20	An uneven surface with some narrow hand holds and footholds,
	such as a typical wall in ruins.
25	A rough surface, such as a natural rock wall or a brick wall.
25	Overhang or ceiling with hand holds but no footholds.
----	A perfectly smooth, flat, vertical surface cannot be climbed.
-10*	Climbing a chimney (artificial or natural) or other location  where one can brace against two 
		opposite walls (reduces DC by 10).
-5*	Climbing a corner where the character can brace against perpendicular walls (reduces DC by 5).
+5*	Surface is slippery (increases DC by 5).
*These modifiers are cumulative; use any that apply.
	Since the character can't move to avoid a blow while climbing, enemies can attack the character as if the character were stunned: An attacker gets a +2 bonus, and the character loses any Dexterity bonus to Armor Class. 
	The character cannot use a shield while climbing.
	Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. 	Failure means the character falls from the character's current height and sustains the appropriate falling damage.
Accelerated Climbing: The character tries to climb more quickly than normal. As a miscellaneous full-round action, the character can attempt to cover the character's full speed in climbing distance, but the character suffers a -5 penalty on Climb checks and the character must make two checks each round. Each successful check allows the character to climb a distance equal to one-half the character's speed. By accepting the -5 penalty, the character can move this far as a move-equivalent action rather than as a full-round action.
Making Handholds and Footholds: The character can make her own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut holds in an ice wall.
Retry: Catching Oneself When Falling: It's practically impossible to catch oneself on a wall while falling. Make a Climb check (DC = wall's DC + 20) to do so. A slope is a lot easier to catch oneself on (DC = slope's DC + 10).
Special: A character with 5 or more ranks in Use Rope gets a +2 synergy bonus on checks to climb a rope, a knotted rope, or a rope and wall combination.

Combat Engineering (Int; Trained Only)
	Your character has practical experience as well as training in a variety of combat engineering skills. Combat engineering involves the rapid construction of field fortifications, their camouflage, the assessment of their ability to withstand enemy fire, mine and sensor placement and clearance, temporary bridge building, etc.
Check: Most Combat Engineering problems would have a DC of about 15. The GM should adjust this according to circumstances (equipment, supplies, time, etc.)
Camouflage: A combat engineer is able to hide and disguise combat emplacements, fortifications and even vehicles, making them much harder to spot by both ground and aerial observation. The base DC to spot a camouflaged item is 1D20 + the Combat Engineering skill of the character that set up the camouflage.
	It is also easier for a character with this skill to spot likely locations of enemy positions, and recognize signs of camouflage. When searching for enemy emplacements the GM should make a secret skill check for the character against a DC equal to the camouflage rating of the emplacement (if any). A Spot check can also be use in place of the Combat Engineering skill when trying to spot enemy emplacements but this incurs a -4 penalty to the roll.
Booby Traps and Land Mines: The combat engineer is trained in setting up and detecting booby traps and land mines. When setting up a booby trap or laying a mine field, your character makes his Combat Engineering skill check to set the DC, as for camouflage.
Retry: Yes, depending on the timeframe allowed (usually 1 attempt per day). But the DC would go up by 5 per failed difficulty, and the task at a minimum take twice long to redo as was planned for the original task, up to five times as long as the original task attempted would have taken.
Special: If your character has 5 or more ranks in Combat Engineering, he gains a +2 synergy bonus on Demolitions skill checks when placing demo charges on buildings, combat emplacements, or similar structures.

Computer Use (Int)
	Your character uses this skill to access and use computers, create or alter computer programs, and to operate peripheral equipment intended to be run by computer and directly attached to a computer network run by that computer.

Check: Normal use of a computer by your character does not require a skill check, but completing a task under a tight deadline timewise, performing complex or dangerous tasks, or breaking into a security system, require a skill check. The time that is required to complete a task using a computer is variable and is listed below under each type of task.

Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching. Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.
Size of Site	DC	Time
Personal computer	10	1 round
Small office network	15	2 rounds
Large office network	20	1 minute
Massive corporate network	25	10 minutes

Modifying an Existing Program: Modifications to an existing program can very from simple to very complex depending on what type of modification is being contemplated. The easiest way to modify an existing program is to break the modifications down into separate distinct steps that are each done as a separate task. If time is of the essence, then a program could be modified on the fly as a complex task. A Simple program alteration will take 1 hour per point of the base task DC. A complex program alteration will take 2 hours per point of the base task DC. 
	By accepting a +10 modifier to task DC the programmer can reduce the amount of time needed to make modify an exiting program from hours to minutes (i.e., it would take 15 minutes to make a simple program modification instead of 15 hours). But if a programmer using this option rolls a critical failure threat on the programming Computer skill check, the results are verified on the reroll. It is up to the GM to determine what actually happens due to the critical failure in programming (but remember that one of the worst virus attacks in the early history of the Internet was due to an error in the worm program designed)

Creating a New Program: Creating a brand new program is a lot more complex task than doing simple modifications to an existing program. The creative spark in programmers is not a very well understood ability even today. Even through most of today’s programs are designed by a large group of programmers working together, some of the best software ever designed was created by either a lone programmer or a very small team working together. Installing a new program in a computer system can completely alter how the computer or equipment using the computer perform their functions, or even alter the function the computer or system is intended to perform.
	The easiest way to create a new program is to break the creation process, the functions and features of the program, down into separate distinct steps that are each done as a separate task. But if time is of the essence, then a program could be created on the fly as a complex task. Creating a simple program will take 1 hour per point of the base task DC. Creating a complex program will take 2 hours per point of the base task DC.
 	By accepting a +10 modifier to task DC, the programmer can create a new program in half the normal amount of time (i.e., it would take 30 minutes to create a simple program instead of 1 hour). By accepting a +20 modifier to task DC the programmer can reduce the amount of time needed to create a program from hours to minutes (i.e., it would take 30 minutes to create a simple program instead of 30 hours). But if a programmer does use this option and rolls a critical skill failure threat on the programming Computer skill check. It is automatically verified without a reroll (i.e. if the programmer rolls a 1 on his skill check, it is automatically a critical failure). It is up to the GM to determine what actually happens due to the critical failure in programming (but remember that one of the worst virus attacks in the early history of the Internet was due to an error in the worm program designed). 
	If the programmer wants, he can create a program to help with a specific task. Doing so grants the character a +2 circumstance bonus to the task. A specific task, in this case, is one type of operation with one target.

Data Encryption/Decryption: Standard encryption programs are readily available and are supplied as standard software on most new computers. Unfortunately, they only offer the most minimal protection (Encryption DC of 10) against anyone with computer experience. Those with computer training and knowledge of encryption may wish to handle their own encryption needs. To be able to perform this function your character must posses both the Computer Use and Cryptography skills at a skill rank of at least 1 each. When your character attempts to write or break the encryption on a securely encrypted message or computer system, he will use the lower ranked of the two skills as the skill modifier.

Breaking into a Secured Computer System: Almost all computers now come with a standard security package offering minimal security (Security Rating of 1, DC 20) from unauthorized access. As with encryption, skilled programmers can develop their own security software to better fit their needs. Anyone other than the programmer, or those authorized to use the system, must break into the computer system if they need to access to it.
	Note: This application of Computer Use cannot be used untrained. To be able to perform this function, your character must posses both the Computer and Security Systems skills at a skill rank of at least 1 each. When your character attempts to break into a secured computer system he will use the lower ranked of the two skills as the skill modifier. Exceptionally tough computer security systems can modify the task DC by +5 or more points. It is possible that breaking into a computer system or network may require an opposed skill check if the SYSOP is currently online and active in the system, or if an AI resides in the computer system.
	The DC is determined by the quality of the security program installed to defend the system. If the check is failed by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character’s access to the system.
	Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character’s session (see Computer Hacking below).

Computer Hacking: Breaking into a secure computer or network is often called hacking. When a character hacks, she attempts to invade a site. A site is a virtual location containing files, data, or applications. A site can be as small as a single computer, or as large as a corporate network connecting computers and data archives all over the world -- the important thing is that access to the site connects the user to everything within it. Some sites can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site.
	Every site is overseen by a system administrator -- the person in charge of the site, who maintains its security. Often, the system administrator is the only person with access to all of a site’s functions and data. A site can have more than one system administrator; large sites have a system administrator on duty at all times. A character is the system administrator of his personal computer.
	When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the session is over. The character can go back to the site in the future; it is then a new session.
	Several steps are required to hack into a site:

Steps to a Hack
1) Covering Tracks: This step is optional. By making a Computer Use check (DC 20), a character can alter her identifying information. This imposes a -5 penalty on any attempt made to identify the character if her activity is detected.
2) Access the Site: There are two ways to do this: physically or over the Internet.
	A) Physical Access: A character gains physical access to the computer, or a computer connected to the site.  If the site being hacked is not connected to the Internet, this is probably the only way a character can access it. A variety of skill checks may be required, depending on the method used to gain access.
	B) Internet Access: Reaching a site over the net requires two Computer Use checks. The first check (DC 10) is needed to find the site on the net. The second is a check to defeat computer security (see the Computer Use skill description). Once a character has succeeded in both checks, the character has accessed the site.
3) Locate What You’re Looking For: To find the data (or application, or remote device) the character wants, make a Computer Use check. See Find File under the skill description.
4) Defeat File Security: Many networks have additional file security.  If that’s the case, the character needs to make another check to defeat computer security.
5) Do Your Stuff: Finally, the character can actually do what he came to do. If the character just wants to look at records, no additional check is needed. (A character can also download data, although that often takes several rounds, or even several minutes, to complete for especially large amounts of information.) Altering or deleting records sometimes requires yet another check to defeat computer security. Other operations can be carried out according to the Computer Use skill description.

Defend Security: If the character is the system administrator for a site (which may be as simple as being the owner of a laptop), she can defend the site against intruders. If the site alerts the character to an intruder, the character can attempt to cut off the intruder’s access (end the intruder’s session), or even to identify the intruder.
	To cut off access, make an opposed Computer Use check against the intruder. If the character succeeds, the intruder’s session is ended. The intruder might be able to defeat the character’s security and access the site again, but the intruder will have to start the hacking process all over. Attempting to cut off access takes a full round.
	One surefire way to prevent further access is to simply shut the site down. With a single computer, that’s often no big deal, but on a large site with many computers (or computers controlling functions that can’t be interrupted), it may be time-consuming or even impossible.
	To identify the intruder, make an opposed Computer Use check against the intruder. If the character succeeds, the character learns the site from which the intruder is operating (if it’s a single computer, the character learns the name of the computer’s owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing the character’s site for the entire length of the check. If the intruder’s session ends before the character finishes the check, the character automatically fails.
	This application of the skill can be used to intercept a cell phone conversation if the character has a cellular interceptor. The DC is 35, or 25 if the character  knows the number of the phone that initiated the call.

Degrade Programming: A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging programming imposes a -4 penalty on all Computer Use checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know that anything is wrong, and won’t simply decide to use a different computer).
	A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer.
	Fixing the degraded programming requires 1 hour and a Computer Use check against a DC equal to the DC for degrading it + 5.

Data Mining: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching.
	Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.

Operate Remote Device: Many devices are computer-operated via remote links. If the character has access to the computer that controls such systems, the character can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off his access to the system.

Layering: To add to the security of a computer system and specific data, encryption and system security can be “layered,” providing multiple lines of defense against unwanted intrusion. Adding each layer is a separate task check, and doubles the time required to implement the program. Each layer of encryption or security must be subsequently broken before unauthorized access can be gained to the protected system or data.

Time: Computer Use requires at least a full-round action. The GM may determine that some tasks require several rounds, a few minutes, or longer, as described above.
Retry: If your character is attempting to modify or write a program, then he can retry his attempt to create or modify the program after he has tested the program and verified it in fact does not work properly. If your character is attempting to break into a security system, he can retry his attempt to break into the system but if he fails a second time, an alarm may be activated. If your character is making an opposed skill check, then he cannot retry the task again until the situation has changed or the opposition is no longer on the system.
Special: A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security or defend security.)
	If your character has 5 or more ranks in Use Device skill he gains a +2 synergy bonus on his Computer skill checks. If your character has 5 or more ranks in Knowledge (Programming) skill he gains a +2 synergy bonus on his computer skill check. If you character has 5 or more ranks in Computer skill he gains a +2 synergy bonus on his Security Systems skill checks when attempting to bypass a computer based security system.
	A character with the Gearhead feat gets a +2 bonus on all Computer Use checks.

Table 6.4 Computer DC
					Time	
Task		DC	Required	Checks
Basic Tasks		0	1 minute	n/a
Data Decryption		**	1 Hour	n/a
Data Encryption		**	1 Month	n/a
Break system/Network Security	
	Minimum	Security Rating  1	20	1 day	n/a
	Average	Security Rating  2	25	1 day	n/a
	Exceptional	Security Rating  3	35	1 day	n/a
	Maximum	Security Rating  4	40	1 day	n/a
	Military	Security Rating  5	45	1 day	n/a
	Darhel	Security Rating  6	50	1 day	n/a
Change System Pass-codes	25	1 minute	n/a
Data Mining
	Personal computer	10	1 round	n/a
	Small office network	15	2 rounds	n/a
	Large office network	20	1 minute	n/a
	Massive corporate network	25	10 minutes	n/a
Degrade a Program	Crash computer	10	1 minute	n/a
	Destroy programming	15	10 minutes	n/a
	Damage programming	20	10 minutes	n/a
Layering		*	X2	n/a
Operating a Remote
	Shut down passive remote	20	1 round 	n/a
		(including cameras and door locks)		   per remote	
	Shut down active remote	25	1 round 	n/a
		(including motion detectors and alarms)		   per remote
	Reset parameters		30	1 minute 	n/a
					   per remote
Programming			
	Basic (hello world)	0	5 minutes	once
	Simple (simple games)	5	1 hour	once
	Minor (personal organizational programs)	10	1 day	once
	Average (advanced commercial software)	15 	1 week	once
	Advanced (advanced commercial software)	20	1 month	4 (once per week)
	Sophisticated (specialized commercial	25	1 year	12 (once per month)
		software)			
	Leading Edge (security software, 	30	2 years	24 (once per month)
		advanced robotics)			
	Experimental		40	varies	varies
System/Network Security	***	1 year	n/a

Modifiers		DC
Expert System		+10
Artificial Intelligence	+15
	AI Intelligence Ability Score per point	+1
	AI Wisdom Ability Score per point	+1
	AI Charisma Ability Score per point	+1
	AI Dexterity Ability Score per point	+1
	AI Skill Rank Level	+1
Double the time required	Take 10
Increase the time required by 1 level	Take 20
	(maximum of 2 years)
Perform a simple program modification	+5
Perform a complex program modification	+10
Alien Computer		+10
Alien Program		+10
Hurry (halve the time required)	+10
Rushed (reduce the time required by 1 level	 +20
	(minimum of 1 minute)
High Stress Situation	+5
Hide evidence of alteration (minimum of 1 minute)	+10
Creating a Custom State-of-the-Art (Masterwork)	+10
	Program
Infrequent subject, old topic (few years)	+2
Uncommon subject, very old topic (decades)	+5
Esoteric Subject, extremely old topic (hundreds of	+10
	years), classified 
Rare Subject, ancient topic (thousands of years),	+20
	top secret
Vary Rare Subject, prehistoric topic (tens of	+30
	thousands of years), Darhel-only restricted topic
Data Mining in the Posleen data net	+10

* The DC is the DC of the base layer being added. Roll separately for each layer.
** The DC is based on the original Cryptography DC of the hardware or software security system operating on the computer.
*** The DC is based on the Security Rating of the hardware or software security system operating on the computer or being created, with an additional +5 DC modifier.

Communications (Int; Trained Only)
	Your character is trained in the use, repair, and maintenance of communications devices. While everyone can press the button and make a radio function, this skill is necessary to understand why the device does not work, or how to use the device for purposes other than open transmission.

Check: Varies. See below.

Boost Signal: A character can attempt to boost an incoming or outgoing signal in an attempt to punch through jamming or natural signal degradation. When attempting to boost through active jamming, your character makes a Communications skill check vs the comm jamming rating for the opposing force that round. If successful, the signal gets through the opponent's attempt to jam it. When attempting to boost a naturally degraded signal, the GM should set a DC appropriate to the situation.

Break into a Secure Channel: Just as your character can establish a communications link, he can attempt to break into a secure channel and monitor any transmission. Every secure channel has a set Encryption Rating. To break into the channel, your character must make a successful Cryptography skill check (use the lower of either Communications or Cryptography as the base skill for this check) using the Encryption Rating as the DC.This is a full combat action, and if unsuccessful, may be attempted again as long as the signal is still active.

Detect a Signal: This task is used when trying to detect signals for other communication systems. Any omnidirectional signal being broadcast will automatically be detected if the receiver is in range. Any directional signal will automatically be detected if the receiver is both in range and in the signal's arc of spread. Open and unsecured signals can automatically be detected (base DC 0) if someone is looking for them. It is just a matter of scanning frequencies. Secure signals can also be automatically detected (base DC of 0) if being watched for, but as they are encrypted this will do no good unless someone can break the encryption. Detecting hidden or piggybacked signals requires a keen comm operator to detect, and has a base DC of 20. In combat this is a Full action.

Establish a Basic Communications Channel: The most rudimentary of tasks (base DC of 0), this establishes an open, unsecured communications channel between two communication systems. In combat, this is a Half action.

Establish a Secure Communications Channel: A secure channel encrypts the signal to offer some protection against a conversation/data transfer being monitored. The character can establish the secure comm channel by making a Communications skill check (use the lower of either Communications or Cryptography as the base skill for this check) to establish the Encryption level of the transmission. Anyone attempting to monitor the channel must break this encryption first. This is a Full action.

Hide or Piggyback a Signal: Your character can attempt to hide a transmission by using an exotic frequency or by attempting to piggyback the transmission on top of another signal source. Unless someone is expecting such a signal, or actively searching for such signals, the probability of such a transmission being detected is very low. Such a task has a base DC of 20. In combat, this is a Full action. If this task fails, the signal is not hidden and may be detected normally.

Jam Local Communications: Your character can spend each combat round attempting to jam any incoming or outgoing communication signals within the range of your own communications systems. At the beginning of each combat round, your character should make a Communications skill roll to set the Communications Jamming Rating for the Round. Any other signal source/receiver within range must make a successful Communications skill check of their own vs. the Comm Jamming Rating for their signal to get through. If more than one source is Comm Jamming, each must be defeated in turn before a signal may be pushed through. In combat, this is a Full action.

Task	DC
Break into s Secure Channel	Encryption Rating
Detect a Signal	0
Establish a Basic Channel	0
Establish a Secure Channel	Special
Hide/Piggyback a Signal	20
Jam Communications	Special

Circumstances	DC Modifier
Hidden/Piggyback Signal (detection only)	+20
Minor Noise and Static	+5
Considerable Noise and Static	+10
Heavy Noise and Static	+20
Weak	+5
Faint	+10
Very Faint	+20
Active Jamming	Comm Jamming Rating
Communications Systems	Comm Rating

Retry: Yes, for most things. However, some actions are time sensitive, and all that time may be up before you try again.

Concentration (Con)
	This skill is used to keep a distraction from preventing the character from completing an action.

Check: A character makes a Concentration check whenever he or she may potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires the character’s full attention. Such actions include using skills that provoke attacks of opportunity while in a threatened square. In general, if an action would not normally incur an attack of opportunity, a character doesn’t need to make a Concentration check to avoid being distracted.
	If the check succeeds, the character may continue with the action. If the Concentration check fails, the action automatically fails.
	The check DC depends on the nature of the distraction.
Retry: Yes, although a success doesn’t cancel the effects of a previous failure, such as the disruption of an action that was being concentrated on.
Special: By making a check against DC 15, a character can use Concentration to attempt an action defensively, so as to avoid attacks of opportunity altogether. This doesn’t apply to other actions that might incur attacks of opportunity (such as moving). If the Concentration check succeeds, the character may attempt the action normally without incurring any attacks of opportunity. A successful Concentration check still doesn’t allow a character to take 10 on a check when in a stressful situation; the character must roll the check as normal.
	If the Concentration check fails, the related action automatically fails (with any appropriate ramifications), and the action is wasted, just as if the character’s concentration had been disrupted by a distraction.
	Since Concentration checks are called for in stressful situations, a character cannot take 10 or take 20 on such checks.
	A character with the Focused feat gets a +2 bonus on all Concentration checks.
Time: Making a Concentration check doesn’t require an action; it is either a reaction (when attempted in response to a distraction) or part of another action (when attempted actively).

Distraction	DC
Damaged during the action (1)	10 + damage dealt
Taking continuous damage (2)	10 + half of continuous damage last dealt
	during the action	
Vigorous motion (bouncy vehicle ride, 	10
	small boat in rough water, below-decks in 
	a storm-tossed ship, riding a gallping horse)
Violent motion (very rough vehicle ride, 	15
	small boat in rapids, on deck of storm-
	tossed ship, riding a panicked or bucking horse)
Extraordinarily violent motion (earthquake)	20
Entangled in net or snare	15
Grappling or pinned	20
Weather is a high wind carrying blinding 	5
	rain or sleet
Weather is wind-driven hail, dust, or debris	10

1 Such as an activity that requires more than a single full-round action. Also from an attack of opportunity or readied attack made in response to the action being taken (for activities requiring no more than a full-round action).
2 Such as from catching on fire.

Craft (Int; Some are Trained Only)
	Craft is actually a number of separate skills. For instance, the character could have the skill Craft (Tap making). The character's ranks in that skill don't affect any checks the character happens to make for pottery or leather working, for example. The character could have several Craft skills, each with its own ranks, each purchased as a separate skill.
	Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill.
	To use Craft, first decide what the character is trying to make . The character must then purchase the raw material for the item in question. If the character succeeds in acquiring the raw material, he must then make the Craft check against the given DC for the object in question. If the character fails the check, he or she does not make the object, and the raw materials are wasted (unless otherwise noted).
	Generally, a character can take 10 when using a Craft skill to construct an object, but can’t take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill).
	 Craft skill is specifically focused on creating something; if it is not, it is a Profession.
	 The most common Craft skills are listed below:
	
	Armorsmith (ancient)
	Armorsmith (modern)
	Armorsmith (Posleen)
	Armorsmith (Galtech)
	Carpentry
	Chemistry
	Clockwork
	Cobbler
	Electronics
	Gemologist
	Gravitics
	Gunsmith
	Leather working
	Locksmith
	Mechanical
	Pharmaceutical
	Potter
	Printer
	Sculptor
	Shipwright
	Stonemason
	Structural
	Trapmaking
	Visual Arts
	Weaponsmith (ancient)
	Weaponsmith (modern)
	Weaponsmith/Gunsmith (modern)
	Weaponsmith (Posleen)
	Weaponsmith (Galtech)
	Writing

Check: The character can practice a trade and make a decent living, earning about $50 times the check result per week of dedicated work. The character knows how to use the tools of the trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems.
	However, the basic function of the Craft skill is to allow the character to make an item of the appropriate type. The DC depends on the difficulty of the item created. The DC, the character's check results, and the price of the item determine how long it takes to make the item. The item's finished price also determines the cost of raw materials. (In the game world, it is the skill level required, the time required, and the raw materials required that determine an item's price. That's why the item's price and DC determine how long it takes to make the item and the cost of the raw materials.)
	All crafts require artisan's tools to give the best chance of success; if improvised tools are used instead, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus.

To determine how much time and money it takes to make an item:
1. Find the DC listed here or have the GM set one.
2. Pay one-third the item's price in raw materials.
3. Make a skill check representing one week's work.
	If the check succeeds, multiply the check result by the DC times 10. If the result equals the price of the item, then the character has completed the item. (If the result times the DC times 10 equals double or triple the price of the item, then the character has completed the task in one-half or one-third the time, and so on.) If the result times the DC times 10 doesn't equal the price, then it represents progress the character has made this week. Record the result and make a check for the next week. Each week the character makes more progress until the character's total reaches the price of the item.
	If the character fails the check, the character makes no progress this week. If the character fails by 5 or more, the character ruins half the raw materials and has to pay half the original raw material cost again.

Progress by the Day: The character can make checks by the day instead of by the week, in which case the character's progress (result times DC) is at one tenth the weekly rate.

Creating Masterwork Items: The character can make a masterwork item (an item that conveys a bonus to its use through its exceptional craftsmanship). 
	To create a masterwork version of an item on the table below, the character creates the masterwork component as if it were a separate item in addition to the standard item. 
	The masterwork component has its own price (which is twice the cost of the normal price of the item in question) and DC. Once both the standard component and the masterwork component are completed, the masterwork item is finished. (Note: The price the character pays for the masterwork component is one-third of the given amount, just as it is for the price in raw materials.)

Repairing Items: Generally, the character can repair an item at the same DC that it takes to make it in the first place. The cost of repairing an item is one-fifth the item's price.

Retry: Yes, but each time the character misses by 5 or more, the character ruins half the raw materials and has to pay half the original raw material cost again.
Item	DC
Very simple item	5
Typical item	10
High-quality item	15
Complex or superior item	20
Very Complex item	25
Masterwork	30

Several Craft skills are described below.

Craft (chemical) (Int; Trained Only)
	This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.

Acids and Bases: Acids are corrosives substances. Bases are caustic substances. Acids and Bases of comparable types neutralize each other. Stronger Acids or Bases will neutralize weaker Bases or Acids respectively, but then the stronger substance can deal residual damage itself.

	Purchase	Craft DCs
Type of Acid or Base	Price	Acid	Base	Time
Mild (1d6/1d10) *	$70	15	10	1 min.
Potent (2d6/2d10)	$200	20	15	30 min.
Concentrated (3d6/3d10)	$650	30	20	1 hr.
* The dice rolls in parentheses are typical splash damage/immersion damage caused per round of exposure to the acid.

Explosives: Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius.
	If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.

Type of Scratch-Built 	Purchase	Craft
Explosive	Price	DC	Time
Improvised (1d6/5 feet) 1	$40	10	1 round
Simple (2d6/5 feet)	$150	15	10 min.
Moderate (4d6/10 feet)	$650	20	1 hr.
Complex (6d6/15 feet)	$2,000	25	3 hr.
Powerful (8d6/20 feet)	$9,000	30	12 hr.
Devastating (10d6/25 feet)	$35,000	35	24 hr.
1 The figures in parentheses are typical damage/burst radius for each type of explosive.

Poisonous Substances: Solid poisons are usually ingested, but can also be contact poisons. Liquid poisons are usually ingested or injected directly into the bloodstream; they can also be contact poisons. Gaseous poisons usually must be inhaled to be effective, but can also be contact poisons. The table below summarizes the characteristics of various poisons.
Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.
Initial Damage: The damage a character takes immediately upon failing his or her Fortitude save.
Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.
Purchase Price: The payment necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.
Restriction: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase price when acquiring the poison on the black market.
Craft DC: The DC of the Craft check to create a quantity of the poison.
Time: The amount of time required for the Craft check.
	If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

Table 6.5 Poisons
	Initial	Secondary	Craft	Purchase	Craft
Poison	Type	DC	Damage	Damage	DC	Price	Restrictions	Time
Arsenic	Ingested	15	1D4 Str	2D4 Con	24	$90	Res (+2)	4 hrs.
Atropine	Injury	13	1D6 Dex	1D6 Str	14	$12	Res (+2)	1 hr.
Belladonna	Injury	18	1D6 Str	2D6 Str	n/a	$350	Lic (+1)	n/a
	(plant)	Ingested		1D6 Str	2D6 Str
Blue Vitriol	Injury	12	1D2 Con	1D2 Con	9 	$12	Res (+2)	1 hrs.
Blue-ringed 	Injury	15	1d4 Con	1d4 Con	n/a	$350	Lic (+1) 	n/a
	octopus venom	
Chloral Hydrate	Ingested	18	1D6 Dex	Unconsciousness (1D3 hrs.)	28	$200	Res (+2)	8 hrs.
Chloroform	Inhaled	17	Unconsciousness (1D3 hrs.)+	24	$90	Res (+2)	4 hrs.
Curare 	Injury	18	2D4 Dex	2D4 Wis	n/a	$500	Res (+2)	n/a
	(plant)
Cyanide	Inhaled	16	1D6 Con	2D6 Con	31	$500	Mil (+3)	15 hrs.
		Ingested		1D6 Con	2D6 Con
Cyanogen	Inhaled	19	1D4 Dex	2D4 Con	28	$200	Mil (+3)	8 hrs.
DDT	Inhaled	17	1D2 Str	1D4 Str	20 	$90	Lic (+1.5)	4 hrs.
Knockout Drops	Ingested	12	1D3 Dex	Unconsciousness (1D3 hrs.)	26 	$200	Res (+2)	8 hrs.
Knockout Gas	Inhaled	18	1D3 Dex	Unconsciousness (1D3 hrs.)	26	$200	Res (+2)	8 hrs.
Lead arsenate 	Inhaled	12	1D2 Str	1D4 Con	17	$40	Res (+2)	2 hrs.
	(gas)
Lead arsenate 	Ingested	12	1D2 Con	1D4 Con	18	$40	Res (+2)	2 hrs.
	(solid)	
Mustard Gas	Inhaled	17	1D4 Con	2D4 Con*	26	$200	Mil (+3)	8 hrs.
		Contact		1d4 Dex	1d4 Con
Nerve Gas	Inhaled	18	1D4 Con	2D4 Con*	30	$500	Illegal (+4)	15 hrs.
	 (Sarin)	Contact		1D4 Con	2D4 Con*
Nerve Gas	Inhaled	22	1D6 Con	2D6 Con*	42	$2,750	Illegal (+4)	48 hrs.
	 (VX)	Contact		1D6 Con	2D6 Con*
Paris green 	Inhaled	14	1D2 Con	1D4 Con	20	$90	Res (+2)	8 hrs.
	(gas)
Paris green	Ingested	14	1D4 Con	1D4 Con	24	$90	Res (+2)	4 hrs.
	 (solid)
Rattlesnake 	Injury	12	1D6 Con	1D6 Con	n/a	$200	Lic (+1.5)	n/a
	Venom
Scorpion/	Injury	11	1D2 Str	1D2 Str	n/a	$200	Lic (+1.5)	n/a
	Tarantula  Venom
Strychnine	Injury	19	1D3 Dex	2D4 Con	23	$90	Res (+2)	4 hrs.
		Ingested		1D3 Dex	2D4 Con
Tear gas++	Inhaled	15	1D6 Dex	1d4 Con	21	$90	Res (+2)	4 hrs.
		Contact		Blindness 1D6 rounds
Truth serum	Injected	14	1D6 Wis	2D6 Wis	26	$200	Res (+2)	8 hrs.
	(Sodium Pentothal)	
Rat Poison	Ingested	12	1D6 Con	1D4 Con	24	$30	Lic (+1.5)	4 hrs.

+ Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful grapple check and pin. Exposure to the concentrated vapor for several minutes can cause respiratory collapse and death.
++Tear gas, when inhaled, causes uncontrollable coughing to the point of nausea.
n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature or plant in question.
*Permanent without hospitalization. Save vs. Fort for 1/2 permanent damage after a successful Heal check.
Special: A character without a chemical kit takes a -4 penalty on Craft (chemical) checks.
	A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.
Craft (electronic) (Int; Trained Only)
	This skill allows a character to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices.
	When building an electronic device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced compared to current technology. 

Type of Scratch-Built	Purchase	Craft
Electronics (Examples)	Price	DC	Time
Simple (timer or detonator)	$70	15	1 hr.
Moderate 	$200	20	12 hr.
(radio direction finder, electronic lock)
Complex (advanced cell phone)	$650	25	24 hr.
Advanced (state of the art computer)	$3,500	30	60 hr.

Special: A character without an electrical tool kit takes a -4 penalty on Craft (electronic) checks.
	A character with the Builder feat gets a +2 bonus on all Craft (electronic) checks.

Craft (mechanical) (Int; Trained Only)
	This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

Type of Scratch-Built	Purchase	Craft
Mechanical Device (Examples)	Price	DC	Time
Simple (tripwire trap)	$30	15	1 hr
Moderate	$200	20	12 hrs
	(engine component, light armor) 
Complex	 $650	25	24 hrs
	(automobile engine, 9mm autoloader handgun)
Advanced (jet engines)	$2,000	30	60 hrs
Special: A character without a mechanical tool kit takes a -4 penalty on Craft (mechanical) checks.
	A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks.

Craft (pharmaceutical) (Int; Trained Only)
	This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. It can also be used to compound "recreational" drugs, and drugs for chemical interrogation.
	The Craft (pharmaceutical) disease treatment check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.
Disease Fortitude 	Purchase	Craft
Save DC	Price	DC	Time
14 or lower	$30-$119	15	1 hr
15-18	$120-$499	20	3 hr
19-22	$500-$1,999	25	6 hr
23 or higher	$2,000-$35,000	30	12 hr
Recreational drug	$120-$499	15	12 hr
Chemical interrogation drug	$500-$1,999	20	12 hr

Special: A character without a pharmacist kit takes a -4 penalty on Craft (pharmaceutical) checks.
	A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.
	A character with Craft (chemical) skill gains a +2 bonus on all Craft (pharmaceutical) recreational drug checks.

Craft (Structural) (Int)
	This skill allows a character to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying cement, and building cabinets.

Type of Scratch-Built	Purchase	Craft
Structure (Examples)	Price	DC	Time
Simple (bookcase, false wall)	$30-$119	15	12 hr.
Moderate 	$120-499	20	24 hr.
(catapult, shed, house deck)
Complex	$500-4,999	25	60 hr.
(bunker, domed ceiling)
Advanced (house)	$5,000-650,000	30	600 hr.

	When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.
Special: A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks.
	A character with the Builder feat gets a +2 bonus on all Craft (structural) checks.
This skill overlaps with carpentry and stonemasonry in several places.

Craft (Trapmaking) (Int)
	Your character is trained in designing, constructing, and selling mechanical traps and snares.
Benefit: Your character can set up traps that do increasing amounts of damage, are capable of holding larger creatures, and are better camouflaged, depending your character’s Craft (Trapmaking) skill rank.
	Once per day the GM will check to see if anything has been caught in the trap. If the result on a 1D20 is greater than the DC of the trap, something has been caught.
	The trapper must specify the size, damage, and Spot DC of the trap when it is constructed.

Craft (Trapmaking)	Maximum	Maximum	Maximum	Point
Skill Rank	Size	Damage	Spot DC	Cost
1	Tiny	1D4	5	1
4	Small	1D6	10	2
7	Average	1D8	15	3
11	Large	1D10	20	4
15	Huge	1D12	25	5
19+	Gargantuan	1D20	30	6

Cost: The cost of the trap is the Trap Size point cost times the trap’s Maximum Damage point cost times the trap’s Maximum Spot DC point cost times $100.
Special: The Survival skill may be used in place of the Craft (Trapmaking) skill, but add +2 to the minimum skill ranks required.

Craft (Writing) (Int)
	Your character is trained in how to write. He can get his point across, coherently report an incident, or clearly give written instructions.

Skill Check Result	Effort Achieved
9 or lower	Untalented amateur
10-19	Talented amateur
20-24	Professional
25-30	Expert
31 or higher	Master

Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.
Special: A character with the Creative feat gets a +2 bonus on all Craft (writing) checks.

Cryptography (Int; Trained Only)
	Your character can encode data so that only someone with the proper key can decode it. Your can also decipher coded data.
Check: You make a Cryptography check when your character encodes data. You get a +20 circumstance bonus if your character has access to some form of computer or data pad and encryption software. Anyone who has the proper key can decode the encrypted data with a successful Cryptography check (DC 10). If using some form of computer or data pad and using the encryption software key, the recipient can automatically decode the data without making a check.
	If your character intercepts data encoded by someone else, you can try to decode it without a key by making a Cryptography check. Your check result must exceed that of the person who encoded the data. If your character has access to some form of computer or data pad and code breaking software, your character gets a +10 circumstance bonus on the check.
	Your character can also use this skill when attempting to hack into an encrypted data computer network. If the Encryption check fails, your character will be unable to decode the data on the computer network even if he successfully hacks into the computer network.
	If your character is using masterwork Encryption/Decryption software, it provides a +2 circumstance bonus to the Encryption/Decryption skill roll. You character may also be able to get his hands on a custom built masterwork Encryption/Decryption computer; it provides a +2 circumstance bonus to the Encryption/Decryption roll. The circumstance bonuses from both masterwork Encryption/Decryption software and for a masterwork Encryption/Decryption computer are cumulative with each other. 
Retry: Yes, assuming the task is not time sensitive, and that you know you failed the initial attempt.
Special: Your character must have the Computer Skill to use encryption and code breaking software. If your character has the Innuendo skill, he can use it together with the Cryptography skill. There are no synergy bonuses. Instead, your character simply composes a message using Innuendo skill and then encodes it with the Cryptography skill. If the message is decoded, it is then up to the decoder to figure out what the real meaning of the message is using his own Innuendo skill. Covert operatives and Intelligence specialist typically use both methods when encoding sensitive data.
	Encryption/Decryption software is generally for a specific code. Multipurpose Encryption/Decryption software cost x10 as much to design as specific Encryption/Decryption software and also takes up x4 the normal amount of computer memory that normal Encryption/Decryption software takes. Masterwork Encryption software costs x3 as much as standard Encryption/Decryption software and takes up x2 as much computer memory as standard or generic Encryption/Decryption software.

Dashon-Mentat (Int, Trained Only) This skill is Product Identity and may not be copied, redistributed, or used to create derivative works.
	This skill is used like a craft skill but applies only to controlling GalTech nanotech. It can be used to create items and equipment, and also to reprogram Galtech and Posleen equipment to accept a new controller.  A character who can guarantee a success on an Assist Other roll (including by taking 10) will typically be paid $800 per week.
	A character may create parts, which will later be assembled by means of the normal craft skills, or used in repairs.  These parts are produced by rolling vs. a DC of 15 and, if the roll is successful, parts are produced with a value of up to $100 times the check roll/week.
	Unitary Construction allows a single character (possibly with assistants) to attempt to manufacture a complete item of great complexity. The DC for this is never less than 20.  The character completes $20 times the check result times the required DC each week, the item must be completed in a single series of actions with no days on which the character does not succeed or all time and effort invested is lost.

Item	Unitary Construction DC
Very Simple Normal Item (ashtray)	10
Typical Normal Item (duralloy pot)	15
High Quality Normal Item	20
	(Sapphire vase)
Complex or Superior Normal Item	25
	(timepiece or moving parts)
Very Complex Normal Item (fine	30 
	detail or micro/nano scale)	
Masterwork	30
ACS Armor50
Small Spacecraft	Size modifier times 10
Bunch of other stuff	Size modifier times 10

Creating Masterwork Items using Dashon-Mentat: The character can make a masterwork item (an item that conveys a bonus to its use through its exceptional craftsmanship). 
	To create a masterwork version of an item on the table below, the character or characters creates the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (which is twice the cost of the normal price of the item in question) and DC.
	The masterwork component has its own price and DC. Once both the standard component and the masterwork component are completed, the masterwork item is finished. (Note: The price the character pays for the masterwork component is one-third of the given amount, just as it is for the price in raw materials.)
	
Retry: Yes, but time and effort expended are lost on a failure.
Special: A Control Nanotech roll may be assisted by up to one other character per rank of the lead character. 
	All DCs on control nanotech are increased by some amount unless the character follows the Indowy ‘path of peace.’ The reason is that the 'path of peace' incorporates not only non-violence, but also strict abnegation of self that is in many ways at the root of the non-violence. Take the worst single modifier that applies. The DC is increased by 10 for strict pacifists with a different philosophy, 15 for those willing to eat meat or squash insects, 20 if the character is psychologically capable of engaging in acts of violence toward sentients under any circumstance, 25 if the character is capable of engaging in violence toward sentients merely to preserve his own life or the lives of his friends rather than for some ‘higher’ purpose, 30 if the character regularly engages in such acts of violence.  Setting traps and constructing self-directing AI weapons are considered acts of violence for this purpose, but making other weapons is not. This applies to all DCs including those for Assist Other.  Note that DC is increased rather than reducing the Check roll. This means that characters who succeed despite the penalties will do quite well. Anyone who follows and actively practices a philosophy or belief system that incorporates abnegation of self as an integral part can reduce the above penalties by 5.
	Note: All Indowy PCs suffer a minimum DC increase of 5. Dashon-Mentats practice "meditation" as their "work"; stillness and tranquility are a necessity for their day to day jobs. PC Indowy simply don't have that.  The reason they are PCs is that, for whatever reason, they simply don't "fit in" with mainstream Indowy society.
	A synergy bonus of +2 is granted to all control nanotech rolls if you have the appropriate craft skill at rank 5.
	A synergy bonus of +2 is granted to all control nanotech rolls if you have the Concentration skill at rank 5

Demolitions (Int; Trained Only)
	Your character uses this skill to create, set, detonate, or disarm explosives.

Set Explosive Device: While setting an explosive package is simple, employing one in such a way as to accomplish an intended effect is far more difficult, and requires at least some training. A failure on a Demolitions skill check when setting a demolitions charge allows all targets caught in the blast area a +4 bonus on their Reflex saving throw for reduced damage from the blast. Also, Structural blast damage from the explosive package is reduced by 50%. It takes no less than 1 minute per point of the DC of the task at hand to properly place each explosive package to get the appropriate effect, but it can may take much longer, depending on the complexity and intended purpose of the device(s). 

Disarm a Standard Explosive Package: A standard Explosive Package is one commercially developed for military or civilian use. Common examples are satchel charges, plastic explosive blocks and civilian demolition cutting charges. These do not include custom-built or explosives built from scratch. Standard Explosive Packages normally follow government-mandated construction standards and color coding of the wiring. If your character has a copy of the government Standardized Explosives schematics or database, he gains a +4 modifier to his Demolitions skill check. If your character fails his skill check by five or more points, the explosive package immediately detonates. It takes no less than 1 round (6 seconds) per point of the DC of the task at hand to properly disarm each explosive, but it can may take much longer, depending on the complexity and purpose of the intended device. Standardized Explosive Packages come in different levels of complexity. That can either add to the time it takes to disarm the package, or it can reduce to amount of time it takes to disarm the explosive package. 

Build an Explosive Package from a Demolition Kit: Your character can easily build and Explosive Package from a Demolition Kit. The process is rather straight forward and safe until the very last few steps. If your character just fails his Demolition skill check the explosive charge will either not work or will detonate improperly. If your character fails his Demolition skill check by five or more points, the explosive package immediately detonates. It takes no less than 1 minute per point of the DC of task at hand to properly build each explosive package to get the appropriate effect, but it may take much longer, depending on the complexity and purpose of the intended device.  Demolition Kits come in different levels of complexity, which allows your character to build explosive packages of different levels of complexity.

Build an Explosive Package from Scratch: Building a scratch-built Explosive package is one of the most dangerous things a demolition expert can attempt. The main advantages of building a scratch built explosive package is that the explosion can be tailored to the need at hand and they can be designed to be VERY difficult to disarm, regardless of the complexity of the device. If your character just fails his Demolition skill check the explosive charge will either not work or will detonate improperly. If your character fails his Demolition skill check by five or more points, the explosive package immediately detonates. It takes no less than 10 minutes per point of the DC of the task at hand, plus die of damage the device is intended to do times the High Damage Modifier of the intended explosion: 10 ( DC + (#dice x HDM)), to properly build each explosive package to get the appropriate effect. But it may take much longer, depending on the complexity and purpose of the intended device.

Disarm a Scratch-Built Explosive Package: Disarming a scratch-built explosive package is VERY difficult and is the MOST dangerous task a Demolitions expert can ever attempt. This is an opposed skill check: the GM compares your character's Demolition skill check against the result the designer of the scratch-built explosive package got when building the explosive package that is being disarmed. If your character succeeds in his Demolition skill check, by equaling or exceeding the builder's skill check, the explosive package is disarmed. Otherwise, it explodes immediately.

Check: DC varies according to the task:
Task	DC
Set explosive device	10
Disarm a standard explosive device	15
Build an explosive device from a kit	10
Build an explosive device from scratch	25
Disarm a scratch-built explosive device	Opposed
Character is rushed or pressed for time	+5
	(i.e the timer on the device is counting down)
Improper tools/materials	+5
Alien tools/materials	+5

Retry: No.  
Special: If your character has five or more ranks in Repair, he gains a +2 synergy bonus on his Demolitions skill check involving an explosive device with electronic components. Your character also gains a +2 synergy bonus on his Demolitions skill check if he has five or more ranks in Computers involving an explosive device with Computer components or that is run by software. Your character also gains a +2 synergy bonus on his Demolitions skill check if he has five or more ranks in Disable Device, to disarm or disable an explosive device. Your character also gains a +2 synergy bonus on his Demolitions skill check if he has five or more ranks in Combat Engineering, involving buildings, combat emplacements, or similar structures. When using the Demolitions skill on vehicles and equipment, your character also gains a +2 synergy bonus on his Demolitions skill check if he has five or more ranks in the Repair skill along with the appropriate Craft skill. When placing charges against starships, small craft, surface vessels, and small boats your character gains a +2 synergy bonus to his Demolitions skill if he has five or more ranks in the Repair skill along with the Engineering skill.

Diplomacy (Cha)
	Diplomacy can be used to influence an NPC’s attitude. The GM chooses the NPC’s initial attitude based on circumstances. Most of the time, the people the player characters meet are indifferent toward them, but a specific situation may call for a different initial attitude. The DCs given in the accompanying table show what it takes to change someone’s attitude with the use of the Diplomacy skill. The character doesn’t declare a specific outcome she is trying for; instead, make the check and compare the result to the table below.
Check: A character can change others’ attitudes with a successful check (see the table below). In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party.
Retry: Generally, trying again doesn’t work. Even if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his or her position, and trying again is futile.
Special: A character can take 10 when making a Diplomacy check, but can’t take 20.
	A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks.
	Charisma checks to influence NPCs are generally untrained Diplomacy checks.
	If your character has 5 or more ranks in Bluff or Sense Motive, the character gets a +2 synergy bonus on Diplomacy checks. If your character has 5 or more ranks in Liaison your character gains a +2 synergy bonus on Diplomacy checks. These bonuses stack.
Time: Diplomacy is at least a full-round action. The GM may determine that some negotiations require a longer period of time.

Attitude	Means	Possible Actions
Hostile	Will take risks to hurt or avoid you.	Attack, interfere, berate, flee.
Unfriendly	Wishes you ill.	Mislead, gossip, avoid, watch suspiciously, insult.
Indifferent	Doesn’t much care.	Act as socially expected.
Friendly	Wishes you well.	Chat, advise, offer limited help, advocate.
Helpful	Will take risks to help you.	Protect, back up, heal, aid.

Initial	-------- New Attitude --------
Attitude	Hostile	Unf.	Indif.	Friendly	Helpful
Hostile	19 or less	20	25	35	45
Unfriendly	4 or less	5	15	25	35
Indifferent	-	0 or less	1	15	25
Friendly	-	-	0 or less	1	15

Bribery and Diplomacy
	Offering money or another form of favor can, in the right situation, improve a character’s chances with a Diplomacy skill check. Bribery allows a character to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering. 
	An illegal act, bribery requires two willing participants -- one to offer a bribe and the other to accept it.  When an NPC requires a bribe to render services, a Diplomacy check automatically fails if a bribe isn’t attached to it. If a bribe isn’t required, a character can add a bribe to get a bonus on her Diplomacy skill check. This can backfire, as some NPCs will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report the character to the proper authorities.
	To bribe someone, make a Bribery check. Typical costs of a bribe are listed in the Bribery skill , but the GM may modify the cost as she sees fit. If the character succeeds in the check, he gains a +2 bonus on the Diplomacy check. For every point by which he beats the DC, increase the bonus by +1 (to a total maximum bonus of +10).

Disable Device (Int)
	The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). Possessing the proper tools gives a character the best chance of succeeding on a Disable Device check. 

Open Lock: A character can pick conventional locks, finesse combination locks, and bypass electronic locks. The character needs a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). The DC depends on the quality of the lock.

Lock Type (Example)	DC	Time
Simple (briefcase lock, common padlock)	20	1 round
Average (home deadbolt)	25	1d4 rnds
High quality (business deadbolt)	30	4d4 rnds
High security (branch bank vault)	40	8d4 rnds
Ultra-high security (bank headquarters vault)	50	12d4 rnds

A lock release gun can open a mechanical lock of simple or average quality without a Disable Device check.

Traps and Sabotage: Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More intricate and complex devices have higher DCs. The GM rolls the check. If the check succeeds, the character disables the device. If the check fails by 4 or less, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If it’s a trap, the character springs it. If it’s some sort of sabotage, the character thinks the device is disabled, but it still works normally.
	A character can rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use).

Check: The GM makes the Disable Device check so that the character doesn’t necessarily know whether or not she has succeeded.
Retry: Yes, though the character must be aware that she has failed in order to try again.
Special: A character can take 10 when making a Disable Device check. A character can take 20 to open a lock or to disable a security device, unless the character is trying to prevent his tampering from being noticed.
	Opening a lock calls for a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device implies having either a mechanical or an electronic tool kit, depending on the nature of the device. If the character does not have the appropriate tools, take a -4 penalty on your check. The use of masterwork tools enables the character to make the check with a +2 circumstance bonus.
A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Disable Device checks.
A character with Craft (electronic) skill gains a +2 synergy bonus when attempting Disable Device on electronic equipment and systems.
A character with Craft (mechanical) skill gains a +2 synergy bonus when attempting Disable Device on mechanical equipment and systems.

Disguise (Cha)
	Your character can impersonate people, either specific individuals or general stereotypes. For example, your character might, with little or no actual disguise, seem like a well-seasoned traveler even if in fact he has never been more than a few miles from home. The effort requires at least a few props, some makeup, and 1d3 X 10 minutes of work. The use of a disguise kit provides a +2 circumstance bonus to a Disguise check. A disguise can include an apparent change of height or weight of no more than one-tenth the original.
Check:  A character’s Disguise check result determines how good the disguise is. It is opposed by others’ Spot check results. The GM makes the character’s Disguise check secretly so that the character is not sure how well his disguise holds up to scrutiny. Only one Disguise check is made even if several people make Spot checks.
	If the character doesn’t draw any attention to himself, however, others don’t get to make Spot checks. If the character comes to the attention of people who are suspicious, the suspicious persons get to make a Spot check. (The GM can assume that such observers take 10 on their Spot checks.)
	The effectiveness of the character’s disguise depends in part on how much the character is attempting to change her appearance.

Disguise	Modifier
Minor details only	+5
Appropriate uniform or costume	+2
Disguised as different sex	-2
Disguised as different age category	-2 1
1 Per step of difference between the character’s age category and the disguised age category (child, young adult, adult, middle age, old, or venerable).
	If the character is impersonating a particular individual, those who know what that person looks like automatically get to make Spot checks. Furthermore, they get a bonus on their Spot checks.
Familiarity	Bonus
Recognizes on sight	+4
Friend or associate	+6
Close friend	+8
Intimate	+10
	Usually, an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. If the character casually meets many different people, each for a short time, the GM checks once per day or hour, using an average Spot modifier for the group (assuming they take 10). 

Retry: No, though the character can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again.
A character can take 10 or take 20 when establishing a disguise.
A character without a disguise kit takes a -4 penalty on Disguise checks.
A character can help someone else create a disguise, treating it as an Aid Other attempt.
Special: If the character has 5 or more ranks of Bluff, she gets a +2 synergy bonus on Disguise checks when she knows that she is being observed and tries to act 'in character.
The same bonus applies if she has 3 or more levels in Perform (Acting).
A character with the Deceptive feat or Acting Prodigy feat gets a +2 bonus on all Disguise checks.
Time: A Disguise check requires 1d4 x10 minutes of preparation. The GM makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter, depending on circumstances.

Drive (Dex)
	Your character would use this skill to drive a civilian ATV, car, light truck, large truck, motorcycle, semi trailer truck, snow mobile, van, or other ground vehicle.
Check: Driving any of the above-mentioned vehicles would be considered a Move action. Normally just driving the vehicle would not entail a skill check. But certain conditions or performing difficult maneuvers would require a skill check.
Retry: Yes, unless otherwise specified under the maneuver description in the vehicle rules.
	See Chapters 8-10, 12: Vehicles for more information

Table 6.6 Drive DC
Maneuvers	DC
Soft Turn	5
Sharp Turn	15
Extreme Turn	20
Bootleg Turn	25
Avoid a Hazard	
	Fine	0
	Diminutive	3
	Tiny	6
	Small	9
	Medium-size	12
	Large	15
	Huge	20
	Gargantuan	25
	Colossal	30
Ram	Target's AC
Regain Control	10*

Modifiers to DC	DC
Dirt or gravel road	+2
Wet Surface	+4
Oily Surface	+6
Icy Surface	+8
Recovering from a collision	+10
Reduced Vision (rain or snow)	+2 to +4
Obscured Vision (fog, duststorm, 	up to +10
	blizzard, or downpour)
High Stress Situation	+5
Driving an alien vehicle	+5
* The vehicle’s speed and the circumstance penalty for the severity of the mishap always modify the driver’s skill check.

Escape Artist (Dex; Armor Check Penalty)
	Your character is skilled at escaping from restraints or imprisonment.  

Check: Making a check to escape from being bound up by ropes, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping a net or similar entanglement is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
Restraint 	DC
Ropes	Binder's Use Rope or Dexterity check at +10
Handcuffs	30
Masterwork manacle	35
Net	20
Tight space	30
Grappler	Opponent's grapple check

Ropes: For ropes, a character’s Escape Artist check is opposed by the Rope Use or Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +10 bonus on her Rope Use or Dexterity check.
Handcuffs and Masterwork Handcuffs: Handcuffs have a DC set by their construction.
Net: Escaping from a net is a full-round action.
Tight Space: For a tight space, a check is only called for if the character’s head fits but his shoulders don’t. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character can’t fit through a space that his head doesn’t fit through.
Grappler: The character can make an Escape Artist check opposed by the enemy's grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is a standard action, so if the character escapes the grapple the character can move in the same round. See "Wriggle Free" under Other Grappling Options.
Retry: The character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks, or even take 20 as long as the character is not being actively opposed.
Special: A character can take 10 on an Escape Artist check. A character can take 20 if he is not being actively opposed (including if tied up -- it’s an opposed check, but the opponent isn’t actively opposing the character).
	A character with the Nimble feat gets a +2 bonus on all Escape Artist checks.
	A character with 5 or more ranks of Use Rope gets a +2 synergy bonus on Escape Artist checks when escaping from rope bonds.
Time: Making a check to escape from being bound by ropes, handcuffs, or other restraints (except a grappler) requires 1 minute. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed.

First Aid (Int)
	Your character can use the First Aid skill to provide emergency medical aid to a character that has been seriously injured and stabilize them until more advanced medical help arrives. If your character knows first aid, he is trained only in basic emergency aid and at higher levels advanced paramedic first responder aid. This skill is considered a class skill for all character classes. In most situations your character will need to have access to at least a minimal first aid kit to be able to use this skill.
Check: Your character must at a minimum perform a full round action to use this skill. She must treat the victim until the victim is successfully stabilized. She must make a skill check for the initial round of treatment, and any round that she may be successfully interrupted by an act of another party or character.
Retry: Yes, assuming the patient is still alive. However, the GM may rule that the failure was sufficiently horrendous to do even more damage.
Special: If your character has 5 or more ranks in Heal, your character gains a +2 synergy bonus on his First Aid Skill. He will also gain a +2 synergy bonus if he has 5 or more ranks in Knowledge: Medicine.

First Aid		Task
Task	DC	Duration
Bandage Wound	10	1 round
Treat Serious Wounds	15	2 minutes
Treat Critical Wounds	20	4 minutes
Stabilize an unconscious or	25	5 minutes
	dying character

Forgery (Int)
	Your character is skilled at faking electronic and written documents and papers with a view to deceive officials, banks, patrons, or other people.
	Documents necessary for cargo transfers, bank transactions, personal identification, and many other purposes are often closely inspected by officials such as the police, customs agents, or clerks when encounters occur. Note that Diplomacy and Bribery skills may also be used to determine whether documents are actually examined by the individuals involved.
Check: Forgery requires materials appropriate to the document being forged, and some time. To forge a document, the character needs to have seen a similar document before.  The complexity of the document, the character’s degree of familiarity with it, and whether the character needs to reproduce the signature or handwriting of a specific individual, provide modifiers to the Forgery check as shown below.

Factor	Check
Document Type	Modifier	Time
Simple (typed letter, business card)	+0	10 min.
Moderate (letterhead, business form)	-2	20 min.
Complex (stock certificate, driver’s license)	-4	1 hr.
Difficult (passport)	-8	4 hr.
Extreme (military/law enforcement ID)	-16	24 hr.

Familiarity
Unfamiliar (seen once for less than a minute)	-4
Fairly familiar (seen for several minutes)	+0
Quite familiar (on hand, or studied at leisure)	+4
Forger has produced other documents of same type	+4
Document includes specific signature	-4

	Some documents require security or authorization codes, whether authentic ones or additional forgeries. The GM makes the character’s check secretly so the character is not sure how good his or her forgery is.
	The Forgery skill is also used to detect someone else’s forgery. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. If the examiner’s check result is equal to or higher than the original Forgery check, the document is determined to be fraudulent. The examiner gains bonuses or penalties on his or her check as given in the table below.
	Examiner’s
Condition	Check Modifier
Type of document unknown to examiner	-4
Type of document somewhat known to examiner	-2
Type of document well known to examiner	+0
Document is put through additional tests (1)	+4
Examiner only casually reviews the document (1)	-2
1 Cumulative with any of the first three conditions on the table. Apply this modifier along with one of the other three whenever appropriate.

	A document that contradicts procedure, orders, or previous knowledge, or one that requires the examiner to relinquish a possession or a piece of information, can increase the examiner’s suspicion (and thus create favorable circumstances for the examiner’s opposed Forgery check).
Retry: No, since the forger isn’t sure of the quality of the original forgery.
Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.)
A character can take 10 when making a Forgery check, but can’t take 20.
A character with the Meticulous feat gets a +2 bonus on all Forgery checks.
A character without a forgery kit takes a -4 penalty on Forgery checks.
Time: Forging a short, simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page or longer.

Forward Observer (Int; Trained Only)
	Your character has been trained (in military service) to call on and adjust artillery (projectile, missile, laser and Orbit to Ground) fire from distant batteries and from ships at sea or in orbit. See Indirect Fire skill for more information.

Gambling (Wis)
	Your character is skilled at games of chance. Your character has an advantage over non-experts, and is generally capable of winning when engaged  in such games. Gambling, however, should not be confused with general risk-taking.

Non-Competitive Games: Slots, Roulette, Blackjack, Keno, etc. These games are played strictly against the house and odds are pretty much constant, as are the payoff values. House always wins on a roll of “1” exactly.

Odds of Winning	DC	Payoff	Maximum Bet
Rigged	40	Varies	Varies
Remote	35	1:10	$1,000,000
Small	30	1:8	$200,000
Low	25	1:4	$100,000
Average	20	1:2	$20,000
High	15	2:3	$10,000

Competitive Games: If your character is playing against a group of other players, each member of the game will make their gambling skill check with the highest roll taking the pot. Your character may attempt to cheat during a game at any time by stating his or her intent to cheat and making a extra Gambling check. If any other players in the game make a successful opposing Gambling check against you character’s attempt to check, your character is caught red-handed. Otherwise your character has successfully cheated and takes the pot. If more than one person attempts to cheat during the same round of play the person with the highest roll wins the pot.
Special: When playing games involving bidding, your character may add a +2 synergy bonus to his Gambling skill check if your character has five or more ranks in the Bluff skill.

Gather Information (Cha)
	Your character is talented at combing sources and databanks for information.

Check: By succeeding at a skill check (DC 10) and spending 1d4+1 hours passing out money and buying drinks, a character can get a feel for the major news items in a neighborhood. This result assumes that no obvious reasons exist why information would be withheld. The higher the check result, the better the information.
	If the situation doesn’t require the expenditure of money, no Wealth check is necessary.
	Information ranges from general to protected, and the cost and DC increases accordingly for the type of information the character seeks to gather, as given in the table below.

	Purchase Information
Type of Information	DC	Price
General	10	$30
Specific	15	$120
Restricted	20	$500
Protected	25	$2,000

	General information concerns local happenings, rumors, gossip, and the like. Specific information usually relates to a particular question. Restricted information includes facts that aren’t generally known and requires that the character locate someone who has access to such information. Protected information is even harder to come by and might involve some danger, either for the one asking the questions or the one providing the answer. There’s a chance that someone will take note of anyone asking about restricted or protected information.
	The character can increase the amount of money used to gather information, gaining a circumstance bonus by effectively offering a bribe (though the process might entail buying more expensive drinks, not necessarily offering a character extra money). Multiply the initial bribe by 2 for each +1 circumstance bonus the character wants to add to his or her skill check.
Retry: Yes, but it takes 1d4+1 hours for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information.
Special: A character can take 10 when making a Gather Information check, but cannot take 20.
A character with the Trustworthy feat gets a +2 bonus on all Gather Information checks.
Time: A Gather Information check takes 1d4+1 hours.

Gunnery (Wis; Trained Only)
	This skill is used as an attack bonus equal to the character's Gunnery skill rank when making an attack using field artillery, Vehicle Mounted weapons (In the Indirect Fire mode), or spacecraft Weaponry (in the Orbit to Ground Fire mode).

Special: This skill can only be used if your character has the appropriate Weapon Proficiency Feat.

Handle Animal (Cha; Trained Only)
	Your character is an experienced hand when it comes to dealing with animals, with knowledge of breeding, raising, training, and care of them.
Check: The time required to get an effect and the DC depend on what the character is trying to do.

Task	Time	DC
Handle an animal	Move action	10
“Push” an animal	Full-round action	25 
Teach an animal a trick	1 week	See text
Train an animal for a purpose	See text	See text

Handle an Animal: This means to command an animal to perform a task or trick that it knows.  If the animal is wounded or has taken any ability score damage, the DC increases by +5. If the check is successful, the animal performs the task or trick on its next action. 

"Push" an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know, but is physically capable of performing. If the check is successful, the animal performs the task or trick on its next action.
 
Teach an Animal a Trick: The character can teach an animal a specific trick, such as “attack” or “stay,” with one week of work and a successful Handle Animal check. An animal with an Intelligence of 1 can learn a maximum of three tricks, while an animal with an Intelligence of 2 can learn a maximum of six tricks.
The character can teach an animal to obey only that character. Any other person attempting to make the animal perform a trick takes a -10 penalty on his or her Handle Animal check. Teaching an animal to obey only the character counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however, it increases the DC of all tricks the character teaches the animal by +5. If the animal already knows any tricks, the character cannot teach it to obey only that character.
Possible tricks include, but are not limited to, the following.
Attack (DC 20): The animal attacks apparent enemies. The character may point to a particular enemy to direct the animal to attack that enemy. Normally, an animal only attacks humans and other animals. Teaching an animal to attack all creatures (including aliens or other "unnatural" creatures) counts as two tricks.
Come (DC 15): The animal comes to the character, even if the animal normally would not do so (such as following the character onto a boat).
Defend (DC 20): The animal defends the character (or is ready to defend the character if no threat is present). Alternatively, the character can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down.
Fetch (DC 15): The animal goes and gets something. The character must point out a specific object, or else the animal fetches some random object.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows the character closely, even to places where it normally wouldn’t go.
Perform (DC 15): The animal does a variety of simple tricks such as sitting up, rolling over, and so on.
Seek (DC 15): The animal moves into an area and searches for something of interest. It stops and indicates the first thing of interest it finds. What constitutes an item of interest to an animal can vary. Animals almost always find other creatures or characters of interest. To understand that it’s looking for a specific object, the animal must make an Intelligence check (DC 10).
Stay (DC 15): The animal stays in place waiting for the character to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it.
Work (DC 15): The animal pulls or pushes a medium or heavy load.

Train an Animal: Rather than teaching an animal individual tricks, the character can train an animal for a general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common scheme. An animal can be trained for one general purpose only, though if the animal is capable of learning additional tricks (above and beyond those included in its general purpose) it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks.
Combat Riding (DC 20, 6 weeks): An animal trained to bear a rider into combat knows Attack, Come, Defend, Down, Guard, and Heel. An animal trained in riding may be “upgraded” to an animal trained in combat riding by spending three weeks and making a Handle Animal check (DC 20). If the animal was trained in other tricks (in addition to those provided by training the animal for riding), those tricks are completely replaced by the combat riding tricks.
Fighting (DC 20, 3 weeks): An animal trained for combat knows the following tricks: Attack, Down, and Stay.
Guarding (DC 20, 4 weeks): An animal trained to guard knows the following tricks: Attack, Defend, Down, and Guard.
Laboring (DC 15, 2 weeks): An animal trained for heavy labor knows Come and Work.
Hunting (DC 20, 6 weeks): An animal trained for hunting knows Attack, Down, Fetch, Heel, Seek, and Track.
Performing (DC 15, 4 weeks): An animal trained for performing knows Come, Fetch, Heel, Perform, and Stay.
Riding (DC 15; 3 weeks): An animal trained to bear a rider knows Come, Heel, and Stay.

Retry: Yes.
Special: A character can take 10 or take 20 when handling animals. 
	An untrained character uses Charisma checks to handle and push animals, but he or she can’t teach or train animals.
	A character with the Animal Affinity feat and at least 1 rank in this skill gets a +2 bonus on all Handle Animal checks.
Time: See above. Teaching or training an animal takes a number of days. The character does not have to spend the entire time training the animal; 3 hours per day is enough. (Spending more than 3 hours per day does not reduce the number of days required.) The character cannot spread the days out; if the character does not complete the training during a period of consecutive days, the effort is wasted.

Heal (Wis)
	Your character has training and skill in the medical arts and sciences. Unless your character has the Xeno-Medicine feat, he may only safely apply his Heal skill to members of his own species.
Check: The DC and effect depend on the task the character attempts.

Table 6.7 Heal DC and task duration
Task	First Aid DC	Task Duration
Bandage Wound	12	1 round
Treat Serious Wounds	15	2 minutes
Treat Critical Wounds	20	4 minutes
Stabilize an unconscious or	25	5 minutes
	dying character
Restore Hit Points	15	5 minutes
Administer Hiberzine, before	10
	death
Administer Hiberzine, after	12	5 minutes
	death
Revive after death	30	5 minutes
Long-term care (normal)	15	2 hp per day
Long-term care (intensive)	15	3 hp per day
Long-term care (galtech)	15	6 hp per day
Short term care (Tchpht)	15	1 hp per minute
Table 6.7 Heal DC and task duration (Continuted)
Task	First Aid DC	Task Duration
Minor surgery (stitches)	15	10 minutes per point of DC
Routine Surgery (remove 	20	20 minutes per point of DC
	bullet, appendicitis, tonsillectomy)
Serious Surgery (amputation,	30	30 minutes per point of DC
	heart surgery) 
Major Surgery (brain surgery,	40+	40 minutes per point of DC
	nerve reconstruction)
Treat poison	Poison's DC	1 hour per point of DC 
Treat disease	Disease's DC	1 hour per point of DC

Modifiers	DC
Under Fire or similar Stress	+15
Rushed (halve the number of rounds required to	+10
	stabilize a character)
Anti-Toxin Available	-10
Chronic Condition	+5
Stabilized before death	-5
Stabilized after death	+5
Tools (None)	+2
	Knowledge (Pharmacology)	-2
	First Aid Kit
		Earth Tech	+0
		Posleen Tech	-2
		Galtech	-4
	Field Medical Kit
		Earth Tech	-2
		Posleen Tech	-4
		Galtech	-6
	Field Surgery Kit
		Earth Tech	-4
		Posleen Tech	-6
		Galtech	-8
	Hospital
		Earth Tech	-6
		Posleen Tech	-8
		Galtech	-10
	Galtech Regeneration Chamber	-8
	Tchpth Regeneration Chamber	-10
	
First Aid: First aid usually means saving a dying character. If a character has negative hit points and is losing hit points (at 1 per round, 1 per hour, or 1 per day), the healing character can make her stable. The injured character regains no hit points, but she does stop losing them. The check is a standard action. 
Long-term Care: Providing long-term care means treating a wounded person for a day or more. If successful, the character helps the patient recover hit points or ability score points (lost to temporary damage), at twice the normal rate: 2 hit points per level for each day of light activity. 3 hit points per level for each day of complete rest, and 2 ability score points per day. The character can tend up to six patients at a time. The character needs a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands.
	Giving long-term care counts as light activity for the healer. The character cannot give long-term care to him or herself.
	A paramedic medical kit gives a +2 circumstance bonus to Heal checks.
Treat Poison: To treat poison means to tend a single patient who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). 
	Every time the poisoned patient makes a saving throw against the poison, the character makes a Heal check. The poisoned patient uses the character's result in place of her saving throw if the character's Heal result is higher.
Treat Disease: To treat a disease means to tend a diseased patient. Every time the diseased patient makes a saving throw against disease effects, the character makes a Heal check. The diseased patient uses the character's result in place of his or her saving throw if the character's Heal result is higher.
Restore Hit Points (DC 15): With a medical kit, if a patient has lost hit points, the character can restore some of them. A successful check, as a full-round action, restores 1d4 hit points. The number restored can never exceed the patient’s full normal total of hit points. This application of the skill can be used successfully on a patient only once per day.
Revive Dazed, Stunned, or Unconscious Patient (DC 15): With a first aid kit, the character can remove the dazed, stunned, or unconscious condition from a patient. This check is an attack action.
	A successful check removes the dazed, stunned, or unconscious condition from an affected patient. The character can’t revive an unconscious patient who is at -1 hit points or lower without first stabilizing the patient.
Surgery: With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a -4 penalty, which can be negated with the Surgery feat. If the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen, to the time that the surgery requires.
	Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check.  Surgery can only be used successfully on a character once in a 24-hour period.
	A patient who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.

Retry: Yes, for restoring hit points, reviving dazed, stunned, or unconscious patients, stabilizing dying patients, and surgery. No, for all other uses of the skill.
Special: The Surgery feat gives a character the extra training he or she needs to use Treat Injury to help a wounded patient by means of an operation.
	A character can take 10 when making a Heal check. A character can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious patients.
	Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying patient requires a medical kit. Reviving a dazed, stunned, or unconscious patient requires either a first aid kit or a medical kit. Surgery requires a surgery kit. If the character does not have the appropriate kit, he takes a -4 penalty on the check.
	A character can use the Heal skill on herself only to administer first aid, treat disease, or treat poison. The character takes a -5 penalty on her check any time she treats herself.
	A character with the Medical Expert feat gets a +2 bonus on all Heal checks.
	If your character has 5 or more ranks in Profession (Pharmacology), he gets a +2 synergy bonus on Heal skill checks. Also if your character has 5 or more ranks in First Aid, he gets a +2 synergy bonus on Heal skill checks for all first aid. In addition, if your character has 5 or more ranks in Knowledge: Medicine, he gets a +2 synergy bonus on heal checks.
Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.

Note: The fact that your character having a Heal skill rank of 1 or greater does not automatically allow your character to call himself a doctor. Use the following guidelines for how your character may label himself through this skill based on his actual formal training.
First Responder/EMT: The First Responder/EMT has at least 3 ranks in First Aid and possibly 1 or more ranks in Heal.
Paramedic: The Paramedic has at least 5 ranks in First Aid and 3 or more ranks in Heal.
Field Medic/Pharmacist Mate: The Field Medic/Pharmacist Mate has at least 5 ranks in First Aid, 5 or more ranks in Heal, and has the Surgery feat. The Field Medic is quite capable of performing surgery even through he does not have a degree. In the field that would not matter so much as the actual result, but the character could not legally perform surgery in a civilized locale.
Licensed Practical Nurse (LPN): An LPN is a nurse who has an Associates degree in Nursing from a 2 year university and has 3 or more ranks in First Aid and at least 5 ranks in Heal.
Registered Nurse (RN): A RN is a nurse who has a Bachelors degree in Nursing from a 4 year university, and has 3 or more ranks in First Aid, 3 or more ranks in Knowledge (Pharmacology), and at least 6 ranks in Heal.
Physician’s Assistant (PA): A PAS has a Masters degree in Medicine from a University, and has 3 or more ranks in First Aid, has 5 or more ranks in Knowledge (Pharmacology), and has at least 7 ranks in Heal. 
Physician or Doctor (MD): To be legally considered a doctor (MD) your character must have a Doctorate in Medicine from the University, have 3 or more ranks in First Aid, 5 or more ranks in Knowledge (Pharmacology), and at lest 8 ranks in Heal.
Surgeon: A surgeon must be a qualified MD, and have the Surgery feat. Of course it is quite possible for a character to have the Surgery feat and be perfectly capably of performing surgery even through they do not have a degree. In the field that would not matter so much as the actual result, but the character could not legally perform surgery in a civilized locale.

Heavy Equipment Operator (Dex; Trained only)
	Your character would use this skill to operate construction equipment, military heavy equipment (such as a APC, tank, or engineering vehicle), large truck or train engine. 

Check: Driving any of the above-mentioned vehicles would be considered a Move action. Normally just driving the vehicle would not entail a skill check. But certain conditions or performing difficult maneuvers would require a skill check.
Retry: Yes, unless otherwise specified under the maneuver description in the vehicle rules.
	See Chapters 8-10: Vehicles for more information.

Table 6.8 Heavy Equipment Operation DC
Maneuvers	DC
Soft Turn	5
Sharp Turn	15
Extreme Turn	20
Bootleg Turn	25
Avoid a Hazard	
	Fine	0
	Diminutive	3
	Tiny	6
	Small	9
	Medium-size	12
	Large	15
	Huge	20
	Gargantuan	25
	Colossal	30
Ram	Target's AC
Regaining Control	10*

Modifiers to DC	DC
Dirt or gravel road	+2
Wet Surface	+4
Oily Surface	+6
Icy Surface	+8
Recovering from a collision	+10
Reduced Vision (rain or snow)	+2 to +4
Obscured Vision (fog, duststorm, 	up to +10
	blizzard, or downpour)
High Stress Situation	+5
Driving an alien vehicle	+5
* The pilot’s skill check is always modified by the vehicle's speed and the circumstance penalty for the severity of the mishap. 

Hide (Dex; Armor Check Penalty)
	This skill allows your character to use the shadows for concealment from view, slowly approach a position via the cover of dense underbrush, trail a target through a moderately crowded street, or similarly make use of concealment (outside of combat).

Check: A character’s Hide check is opposed by the Spot check of anyone who might see the character. The character can move up to half his or her normal speed and hide at no penalty. At more than half and up to the character’s full speed, the character takes a -5 penalty. It’s practically impossible (-20 penalty) to hide while attacking, running, or charging.
The hide check is also modified by the character’s size:

Size	Modifier	Size	Modifier
Fine	+16	Large	-4
Diminutive	+12	Huge	-8
Tiny	+8	Gargantuan	-12
Small	+4	Colossal	-16
Medium-size	+0

	If people are observing the character, even casually, he can’t hide. The character can run around a corner so that he is out of sight and then hide, but the others then know at least where the character went.
	Cover and concealment grant circumstance bonuses to Hide checks, as shown below. Note that a character can’t hide if she has less than one-half cover or concealment.

Cover or Concealment	Circumstance Bonus
Three-quarters	+5
Nine-tenths	+10

Creating a Diversion to Hide: A character can use the Bluff skill to help her hide. A successful Bluff check can give the character the momentary diversion needed to attempt a Hide check while people are aware of the character. While the others turn their attention from the character, she can make a Hide check if she can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot for every rank the character has in Hide.) This check, however, is at a -10 penalty because the character has to move fast.

Tailing: A character can use Hide to tail a person in public. Using the skill in this manner assumes that there are other random people about, among whom the character can mingle to remain unnoticed. If the subject is worried about being followed, he can make a Spot check (opposed by the character’s Hide check) every time he changes course (goes around a street corner, exits a building, and so on). If he is unsuspecting, he generally gets a Spot check only after an hour of tailing.

Special: A character can take 10 when making a Hide check, but can’t take 20.
	A character with the Stealthy feat gets a +2 bonus on all Hide checks.
Time: A Hide check is an attack action.

Indirect Fire Weapons (Wis, Trained Only)
	This skill is used for both spotters and the lead gunners. It represents the ability to use indirect fire weapons to hit what you are aiming at.  BAB is not used with indirect fire.

Innuendo (Wis; Trained Only)
	Your character is able to pass along and understand secret messages while carrying on a conversation about something else. For example the captain of a bulk cargo ocean transport ship might use innuendo to pass along orders to the crew to prepare for a boarding action by pirates, all the while speaking to the passengers about some “minor engine difficulties” that have just occurred.

Check: The character can get a message across to another character with the Innuendo skill. 
The DC for a basic message is 10. The DC is 15 or 20 for complex messages, especially those that rely on getting across new information. Also, the character can try to discern the hidden message in a conversation between two other characters who are using this skill. The DC is the skill check of the character using Innuendo, and for each piece of information that the eavesdropper is missing, that character suffers a -2 penalty on the check. For example, if a character eavesdrops on people planning to assassinate a visiting diplomat, the eavesdropper suffers a -2 penalty if he doesn't know about the diplomat. Whether trying to send or intercept a message, a failure by 5 or more points means that some false information has been implied or inferred.
The GM makes the character's Innuendo check secretly so that the character doesn't necessarily know whether the character was successful.
Retry: Generally, retries are allowed when trying to send a message, but not when receiving or intercepting one. Each retry carries the chance of miscommunication.
Special: If the character has 5 or more ranks in Bluff or Perform (Acting), the character gets a +2 synergy bonus on the check to transmit (but not receive) a message. 
If the character has 5 or more ranks in Sense Motive, Cryptology, Profession: Intelligence Analyst, or Profession: Law Enforcement, the character gets a +2 synergy bonus on the check to receive or intercept (but not transmit) a message.

Intimidate (Cha)
	Your character has an uncanny ability to bully, browbeat, insult, threaten, embarrass, or otherwise intimidate others into doing what you want through force of your character’s personality, without actually resorting to violence.

Check: With a successful check, a character can forcibly persuade another character to perform some task or behave in a certain way. A character’s Intimidate check is opposed by the target’s level check (1d20 + the target’s character level or Hit Dice). Any modifiers that a target may have on Will saving throws against fear effects apply to this level check. If the character succeeds, he or she may treat the target as friendly for 10 minutes, but only for purposes of actions taken while in the character’s presence. (That is, the target retains his or her normal attitude, but will chat, advise, offer limited help, or advocate on the character’s behalf while intimidated.)
	Circumstances dramatically affect the effectiveness of an Intimidate check. 
	There are limits to what a successful Intimidate check can do. 
	The character can’t force someone to obey his or her every command or do something that endangers that person’s life.
	If the character fails by more than 5, the target may actually do the opposite of what the character wishes.
Retry: No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn’t help. If the initial check fails, the other character has become more firmly resolved to resist the intimidator, and trying again is futile.
Special: A character can take 10 when making an Intimidate check, but can’t take 20.
	A character immune to fear effects can’t be intimidated.
	A character may add a +2 bonus to his or her Intimidate check for every size category the character is larger than his or her target. Conversely, the character takes a -2 penalty to his or her check for every size category the character is smaller than his or her target.
	A character with the Confident feat gets a +2 bonus on all Intimidate checks and on level checks to resist intimidation.
	If the character has 5 or more ranks in Bluff, the character gets a +2 synergy bonus on Intimidate checks.
Time: An Intimidate check is a full-round action.

Investigate (Int; Trained Only)

Check: A character generally uses Search to discover clues and Investigate to analyze them. If the character has access to a crime lab, the character uses the Investigate skill to collect and prepare samples for the lab. The result of the Investigate check provides bonuses or penalties to the lab workers.

Analyze Clue: The character can make an Investigate check to apply forensics knowledge to a clue.  This function of the Investigate skill does not give the character clues where none existed before. It simply allows the character to extract extra information from a clue he or she has found.
The base DC to analyze a clue is 15. It is modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed.

Circumstances	DC Modifier
Every day since event (max modifier +10)	+2
Scene is outdoors	+5
Scene slightly disturbed	+2
Scene moderately disturbed	+4
Scene extremely disturbed	+6

Collect Evidence: The character can collect and prepare evidentiary material for a lab. This use of the Investigate skill requires an evidence kit.
	To collect a piece of evidence, make an Investigate check (DC 15). If the character succeeds, the evidence is usable by a crime lab. If the character fails, a crime lab analysis can be done, but the lab takes a -5 penalty on any necessary check. If the character fails by 5 or more, the lab analysis simply cannot be done. On the other hand, if the character succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material.
	This function of the Investigate skill does not provide the character with evidentiary items. It simply allows the character to collect items he or she has found in a manner that best aids in their analysis later, at a crime lab.

Retry: Generally, analyzing a clue again doesn’t add new insight unless another clue is introduced. Evidence collected cannot be recollected, unless there is more of it to take.
Special: A character can take 10 when making an Investigate check, but cannot take 20.
Collecting evidence requires an evidence kit. If the character does not have the appropriate kit, the character takes a -4 penalty on his or her check.
	A character with the Attentive feat and at least 1 rank in this skill gets a +2 bonus on all Investigate checks.
Time: Analyzing a clue is a full-round action. Collecting evidence generally takes 1d4 minutes per object.

Jump (Str; Armor Check Penalty)
	Your character would use this skill when attempting to jump across the gap between two buildings, drop from a second story window, leap to another branch in a tree, or other similar situations.

Check: The character jumps a minimum distance plus an additional distance depending on the amount by which the character's Jump check result exceeds 10. The maximum distance of any jump is a function of the character's height.

Table 6.9 Jump distance
			Minimum	Additional	Maximum
Type of Jump	Distance	Distance	Distance
Running jump*	2 meters	1/3 meter/1 point above 10	Height X 6
Standing jump	1 meter	1/3 meter/2 points above 10	Height X 2
Running High jump*	1 meter	1/3 meter/4 points above 10	Height X 1.5
Standing High jump	1 meter	1/3 meter/8 points above 10	Height
Jump back	1/3 meter	1/3 meter/8 points above 10	Height

*The character must move 8 meters before jumping. A character can't take a running jump in heavy armor.
The distances listed are for characters with speeds of 30 feet. If the character has a lower speed (from armor, encumbrance, or weight carried, for instance), reduce the distance jumped proportionally. If the character has a higher speed, increase the distance jumped proportionally.
Distance moved by jumping is counted against normal maximum movement in a round.
If the character intentionally jumps down from a height, the character might take less damage than if the character just fell. If the character succeeds at a Jump check (DC 15), the character takes damage as if the character had fallen 10 feet less than the character actually did.
Special: If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Jump checks.  A character who has the Run feat and who makes a running jump increases the distance or height he clears by one-fourth, but not past the maximum.

Knowledge (Int; Trained Only)
	A knowledge skill represents acquired information, learning, and/ or education about a specific subject, but not necessarily the practical application of such knowledge. For example a Civilian Expert character has the Knowledge (vehicles) skill representing a study of the design and evolution of vehicles. This does not necessarily mean that he knows how to fix a blown fuel line (which would require the skills Craft (Mechanical) and Repair). 
	When this skill is selected, the character immediately must pick a specific area of knowledge that is represented by the skill. This skill may be taken any number of times but each selection must be in a new area of knowledge.  
	Listed below are some of the typical areas of knowledge.

	Accounting: The system, science, or art of keeping, analyzing, and explaining commercial accounts.
	Anthropology: Human development, diaspora, cultures, traditions, social practices, and their relations to each other and their native regions.
	Archaeology: The discovery and study of past cultures and technologies.
	Architecture: History, theory, design, and aesthetics of buildings and other structures.
	Art: Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.
	Astronomy: Theories and study of the universe, its history, present form, and future state, and the nature and formation of stars and planets.
	Behavior Sciences: Psychology, sociology, and criminology.
	Bureaucracy (civilian, military, federation, Darhel, Indowy, Tchpht)
	Business (small, large): Business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them.
	Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes.
	Current Events: Recent happenings in the news, sports, politics, entertainment, and foreign affairs.
	Economics: Theory and study of the production and distribution of wealth.
	Electronics: Theory and design of electroniccomponents,  equipment, and systems.
	Engineering: Theory and design of structures, materials, and devices -- macro, micro and molecular. (Structural, Mechanical, Electronic, Chemical, Genetic, etc.)
	Earth and Life sciences: Biology, botany, genetics, geology, and paleontology. Medicine and forensics.
	Geography (lands, terrain, climate, people, customs)
	History (royalty, military, migration, founding of cities, politics): Events, personalities, and cultures of the past. Archaeology and antiquities.
	Law (criminal, civil, business, contract)
	Literature: History, commonalities, differences, trends, and criticism of written works.
	Local City (legends, personalities, inhabitants, laws, traditions)
	Mathematics: Theory, structure, history and significance, applications in various fields.
	Medicine (performing diagnosis, prescribing medication, surgery)
	Meteorology (seasons and cycles, weather)
	Occult (Ancient mysteries, magic traditions, arcane symbols, crypto-zoology)
	Philosophy: The study of ethics, logic, aesthetics, epistemology, metaphysics, and interpretations thereof by philosophers.
	Physical Sciences: Physics (normal, quantum, Hyperspace, Jump Lane/worm whole), Astronomy, chemistry, mathematics, physics, and engineering.
	Politics (local, regional, national, planetary, federation)
	Popular Culture: Popular music and personalities, genre films and books, urban legends, comics, science fiction, and gaming, among others.
	Strategy: Planning campaigns, establishing policy,  allocating resources, exploiting long-range opportunities.
	Streetwise (basic criminology, street life): Street and urban culture, local underworld personalities and events.
	Tactics: Techniques and strategies for disposing and maneuvering forces in combat.
	Technology: Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices.
	Theology: The study of philosophical concepts related to metaphysics, and religious faith, practice, and experience.
	Xenobiology: The study of extra-terrestrial lifeforms.

Check: A character makes a Knowledge check to see if the character knows something. 
The DC for answering a question within the character’s field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions.
Appraising the value of an object is one sort of task that can be performed using Knowledge. The DC depends on how common or obscure the object is. On a success, the character accurately identifies the object’s purchase DC. If the character fails, he or she thinks it has a purchase DC 1d2 higher or lower (determine randomly) than its actual value. If the character fails by 5 or more, he or she thinks it has a purchase DC 1d4+2 higher or lower than its actual value. The GM may make the Knowledge roll for the character, so he or she doesn’t  know whether the appraisal is accurate or not.
Retry: Not usually. The check represents what the character knows. If the check failed by less than 5, the character can think about the question for a number of hours equal to his Int modifier, and then try again. (An Int modifier of 0 or less means he cannot take the recheck.) The recheck takes a penalty of the amount by which he failed his first check. If the recheck fails, the character doesn't know the answer, and would have to be able to make a Research check in order to attempt to find the answer.
Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.A character can take 10 when making a Knowledge check, but can’t take 20.
	A character with the Educated feat gets a +2 bonus on any two types of Knowledge checks.
	The GM may decide that having 5 or more ranks in a specific Knowledge skill provides a character with a +2 synergy bonus when making a related skill check. 
Time: A Knowledge check can be a reaction, but otherwise requires a full-round action.

Liaison (Cha)
	Your character is trained in the art of dealing with others, including knowledge of proper protocols, manners of address, codes of conduct and other information needed when dealing with a wide range of social situations. This skill is also quite useful if your character is attempting to train characters of another nationality, or advises them in some matter.

Check: Your character can change other’s attitudes with a successful check. In negotiating with the party your character has been assigned to be liaison to, participants roll opposed Liaison checks to see who gets their way in the particular matter under discussion.
Retry: Generally, retries do not work. Even if the initial check succeeds, the other character can only be persuaded so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.
Special: Charisma checks to influence NPCs are generally untrained Liaison or Diplomacy checks. If your character has 5 or more ranks in Bluff or Sense Motive, your character gets a +2 synergy bonus on Liaison checks. If your character has 5 or more ranks in Diplomacy, your character gains a +2 synergy bonus on Liaison checks. These bonuses stack.

Listen (Wis)
	Your character uses this skill to try and overhear another conversation nearby, listen for the approach of someone, or hear a distant noise. 

Check: Make a Listen check against a DC that reflects how quiet the noise is that a character might hear or against an opposed Move Silently check.
	The GM may call for a Listen check by a character who is in a position to hear something. A character can also make a Listen check voluntarily if she wants to try to hear something in the character’s vicinity.
	The GM may make the Listen check in secret so that the character doesn’t know whether not hearing anything means that nothing is there or that the character failed the check.
A successful Listen check when there isn’t anything to hear results in the character hearing nothing.

DC	Sound
-10	A battle
0	People talking
5	A person in medium armor walking at a slow pace, trying not to make noise
10	An unarmored person walking at a slow pace, trying not to make any noise
15	A 1st-level Scout sneaking up on someone(1)
20	A tiger stalking prey (1)
30	A bird flying through the air
+5	Through a door
+15	Through a solid wall
1 This is actually an opposed check; the DC given is a typical Move Silently check result for such a character or creature.
Condition	Check Penalty
Per 10 feet of distance	-1
Listener distracted	-5

Retry: A character can make a Listen check every time he has the opportunity to hear something in a reactive manner. As a move action, the character may attempt to hear something that he failed (or believes he failed) to hear previously.
Special: When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners’ skill checks.
	A character can take 10 or take 20 when making a Listen check. Taking 20 means the character spends 1 minute attempting to hear something that may or may not be there to hear.
	A character with the Alertness feat gets a +2 bonus on all Listen checks.
	A sleeping character can make Listen checks, but takes a -10 penalty on the checks.
Time: A Listen check is either a reaction (if called for by the GM) or a move action (if a character actively takes the time to try to hear something).

Move Silently (Dex; Armor Check Penalty)
	Your character moves with a feline's grace, able to cross various surfaces while making little or no sound.

Check: The character's Move Silently skill check is opposed by the Listen check of anyone who might hear the character. The character can move up to one-half her normal speed at no penalty. At more than one-half and up to the character's full speed, the character suffers a -5 penalty. It's practically impossible (-20 penalty) to move silently while running or charging.
Special: A character can take 10 when making a Move Silently check, but can’t take 20.
	A character with the Stealthy feat gets a +2 bonus on all Move Silently checks.
Time: Move Silently is a move action.

Navigation (Hyperspace) (Int; Trained Only)
	This skill allows your character to use a navigation computer, maps, and charts to plot a course from one solar system to another using a hyperdrive.

Check: For your character to plot a course requires one round for every point of the base task DC. For example, determining the best route to use to get from Sol (our solar system) to Alpha Centauri takes 30 rounds -- half a minute. For each round by which you want your character to reduce the time required, down to a minimum of a full-round action, subtract 2 from your character’s skill check roll. Your character can take 10 or 20 if he has the time to do so.
	Failure means your character has chosen an improper route. If he follow it, he is off course. If he cannot get his bearings and determine his location, he is lost.
	If your character rolls a 1, make the check again. If your character fails again, he has chosen a dangerous route. It is up to the GM to determine your character’s exact fate. If your character is trying to find his way through an interstellar gap, perhaps he runs into a mass of dark matter, or passes through the gamma-ray pulse of a distant supernova.

Table 6.10 Hyperspace Navigation
Course	DC
Finding your character's location by stars (in a known solar System)	20
Finding your character's location by stars (in an unknown solar system)	30
Plotting a Hyperspace jump from a known star system to another known 
	star system 	30
Plotting a Hyperspace jump from a known star system to an unknown 
	star system	35
Plotting a Hyperspace jump from an unknown star system to another 	40
	unknown star system
Modifier
High stress situation	+5
Using an alien navigation computer	+10
Using charts or maps that the character is unfamiliar with	+5
Using alien charts or maps	+10

Navigation (Jump Lane) (Int; Trained Only)
	This skill allows your character to use a navigation computer, maps and charts to plot a course from one solar system to another solar system using the interstellar jump lanes.

Check: For your character to plot a course requires one round for every point of the base task DC. For example, determining the best route to use to get from Sol (our solar system) to Alpha Centauri takes 25 rounds. For each round by which you want your character to reduce the time required, down to a minimum of a full-round action, subtract 2 from your character’s skill check roll. Your character can take 10 or 20 if she has the time to do so.
	Failure means your character has chosen an improper route. If she follow it, she is off course. If she cannot get her bearings and determine her location, she is lost.
	If your character rolls a 1, make the check again. If your character fails again, she has chosen a dangerous route. It is up to the GM to determine your character’s exact fate. If your character is trying to find her way through a nebula, perhaps she winds up in the gravity field of a protostar, or  hits a remnant of the supernova whose now-distant gamma-ray pulse is causing problems for the lost Hyperspace navigator.

Table 6.11 Jump Lane Navigation
Course	DC
Finding your character's location by stars (in a known solar System)	20
Finding your character's location by stars (in an unknown solar system)	30
Plotting a Jump Lane course from a known star system to another known
	 tar system 	25
Plotting a Jump Lane course from a known star system to an unknown 
	star system	35
Plotting a Jump Lane course from an unknown star system to another 
	unknown star system	40

Modifier	DC
High stress situation	+5
Using an alien navigation computer	+10
Using charts or maps that the character is unfamiliar with	+5
Using alien charts or maps	+10

Navigation (Planetary) (Int)
	This skill allows your character to use maps and charts to plot a course from one place to another on the surface of a planet. This skill is useful in the air, on land, or at sea.

Check: Make a Navigation check when a character is trying to find his way to a distant location without directions or other specific guidance. Generally, a character does not need to make a check to find a local street or other common urban site, or to follow an accurate map. However, the character might make a check to wend his way through a dense forest or a labyrinth of underground storm drains.
	For movement over a great distance, make a Navigation check. The DC depends on the length of the trip. If the character succeeds, he moves via the best reasonable course toward his goal. If the character fails, he still reaches the goal, but it takes the character twice as long (the character loses time backtracking and correcting his path). If the character fails by more than 5, he travels the expected time, but only gets halfway to his destination, at which point he becomes lost. 
	A character may make a second Navigation check (DC 20) to regain his path. If the character succeeds, he continues on to his destination; the total time for the trip is twice the normal time. If the character fails, he loses half a day before he can try again. The character keeps trying until he succeeds, losing half a day for each failure.

Length of Trip	DC
Short (a few hours)	20
Moderate (a day or two)	22
Long (up to a week)	25
Extreme (more than a week)	28

	When faced with multiple choices, such as at a branch in a tunnel, a character can make a Navigation check (DC 20) to intuit the choice that takes the character toward a known destination.  If unsuccessful, the character chooses the wrong path, but at the next juncture, with a successful check, the character realizes his mistake. 
	A character cannot use this function of Navigation to find a path to a site if the character has no idea where the site is located. The GM may choose to make the Navigation check for the character in secret, so he doesn’t know from the result whether he is following the right or wrong path.
	A character can use Navigation to determine his position on Earth without the use of any high-tech equipment by checking the constellations or other natural landmarks. The character must have a clear view of the night sky to make this check. The DC is 15.
Special: A character can take 10 when making a Navigation check. A character can take 20 only when determining his location, not when traveling.
	A character with the Guide feat gets a +2 bonus on all Navigation checks.
Time: A Navigation check is a full-round action.

Navigation (System) (Int; Trained Only)
		This skill allows your character to use a navigation computer, maps and charts to plot a course from one place to another within the confines of a solar system.

Check: For your character to plot a course requires one round for every point of the base task DC. For example, determining the best route to use from Earth to Mars takes 30 rounds -- half a minute. For each round by which you want your character to reduce the time required, down to a minimum of a full-round action, subtract 2 from your character’s skill check roll. Your character can take 10 or 20 if she has the time to do so.
	Failure means your character has chosen an improper route. If she follow it, she is off course. If she cannot get her bearings and determine her location, she is lost.
	If your character rolls a 1, make the check again. If your character fails again, she has chosen a dangerous route. It is up to the GM to determine your character’s exact fate. If your character is trying to find her way through the asteroid belt, perhaps she runs into a meteor shower, or has a close encounter with a stray Posleen CDec.
	
Table 6.12 System Navigation
Course	DC
Finding your character's location by stars (in a known solar system)	20
Crossing a solar system	30
Navigating an unknown solar system	+10
Modifier
High stress situation	+5
Using an alien navigation computer	+10
Using charts or maps that the character is unfamiliar with.	+5
Using alien charts or maps	+10

Orienteering (Wis)
	Your character is trained at reading maps, performing overland navigation, and figuring out which direction is north. 
Check: By concentrating for 1 minute, your character can determine where true north lies in relation to your character (DC 15). If the check fails, your character cannot determine the direction. On a natural 1, your character mistakenly identifies a random direction as north.
	The GM makes your character’s check secretly so that you do not know whether your character rolled a successful result or a 1.
Retry: Your character can use the Orienteering skill more than once per day. The roll represents how skilled your character is at finding her location or reading a map.

Table 6.13 Orienteering Tasks
Task	DC
Read a civilian map	5
Use a compass to find True North	10
Read a Survey Map/Military Map	10
Intuit Direction	15
Find Your Location with an Inertial	+10
	General Positioning Unit (GPU)
Find Your Location with a compass	+5

Perform (Varies)
	Possible Perform types include ballad, buffoonery, chant, chorus, comedy, dance, drama, drums, epic, flute, guitar, harp, juggling, limericks, melody, mime, piano, recorder, storytelling, and trumpet. The character is capable of one form of performance (and/or instrument) per rank. With at least five ranks in a given category, the character can choose to be skilled in all instruments or performance types within that category, or to specialize in a single instrument or performance type (dance: ballet, singing: opera, acting: comedy), in which case the character gains a specialization bonus of one-half her skill level in that category on performances with that instrument or in that performance type.
Check: The character is accomplished in some type of performance art and knows how to put on a performance. The character can impress audiences with his talent and skill. The quality of the character’s performance depends on his check result.
The eight Perform categories, and the qualities each one encompasses, are as follows:
Act (Cha): The character is a gifted actor, capable of performing drama, comedy, mime, or action-oriented roles with some level of skill.
Dance (Dex): The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.
Keyboards (Dex): The character is a musician gifted with a talent for playing keyboard musical instruments, such as piano, organ, and synthesizer.
Percussion Instruments (Dex): The character is a musician gifted with a talent for playing percussion musical instruments, such as drums, cymbals, triangle, xylophone, and tambourine.
Sing (Wis): The character is a musician gifted with a talent for producing musical tones with his voice.
Stand-Up (Cha): The character is a gifted comedian, capable of performing a stand-up routine before an audience.
String Instruments (Dex): The character is a musician gifted with a talent for playing stringed musical instruments, such as banjo, dulcimer, guitar, harp, lute, and violin.
Wind Instruments (Con): The character is a musician gifted with a talent for playing wind musical instruments, such as bagpipes, clarinet, flute, harmonica, kazoo, oboe, saxophone, or trumpet.

DC	Performance
10 	Routine performance. Trying to earn money by playing in public is essentially begging. The 
		character earns 1d10 dollars a day.
15 	Enjoyable performance. In a prosperous city, the character can earn 1d10 x $10 a day.
20	Great performance. In a prosperous city, the character can earn 3d10 x $10 a day. With time, the 
		character may be invited to join a professional troupe and may develop a regional reputation.
25	Memorable performance. In a prosperous city, the character can earn 1d6 x $100 a day. With time, 
		the character may come to the attention of the media and develop a national reputation.
30	Extraordinary performance. In a prosperous city, the character can earn 3d6 x $100 a day. With time, 
		the character may become an internationally known star.
A masterwork musical instrument gives a +2 circumstance bonus to Perform checks that involve the use of the instrument.
Retry: Not for the same performance and audience.
Special: A character can take 10 when making a Perform check, but can’t take 20.
	A character without an appropriate instrument automatically fails any Perform (keyboard), Perform (percussion), Perform (stringed), or Perform (wind) check he attempts. At the GM’s discretion, impromptu instruments may be employed, but the performer must take a -4 penalty on the check when his equipment, although usable, is inappropriate for the skill.
Every time a character takes the Creative feat, he or she gets a +2 bonus on checks involving two Perform skills the character designates. See the feat description for more information.
Time: A Perform check usually requires at least several minutes to an hour or more.

Pilot (Dex; Trained only)
	Your character uses this skill to operate dirigibles, ground effect vehicles, helicopters, GalTech antigrav, GalTech spacecraft, large aircraft, large ships, Posleen antigrav, Posleen Spacecraft, small aircraft, small boats/ships or submarines. This skill is similar to the Craft skill, in that there is a specific and separate skill for each of the different classes of vehicles listed above. If a person who already had Pilot: Small Aircraft wanted to learn to pilot large aircraft, he would have to learn Pilot: Large Aircraft as a separate skill. 

Check: Piloting any of the above-mentioned vehicles would be considered a Move action. Normally just piloting the vehicle would not entail a skill check. But certain conditions or performing difficult maneuvers would require a skill check.
Retry: Yes, unless otherwise specified under the maneuver description in the vehicle rules.
See Chapters 8-10: Vehicles for more information

Table 6.14 Pilot DC
Maneuvers	DC
Soft Turn	5
Sharp Turn	15
Extreme Turn	20
Bootleg Turn	25
Activate Hyper Drive	20
Avoid a Hazard	
	Fine	0
	Diminutive	3
	Tiny	6
	Small	9
	Medium-size	12
	Large	15
	Huge	20
	Gargantuan	25
	Colossal	30

Climb/Dive	5
Boarding	25
Docking	20
Evasive Maneuvers	20
Extreme Climb/Dive	15
Immelmann Turn	25
Jump	15-25+
Landing
	Land-Based	15
	Carrier	20
	Cradle	25
Loop	20
Nap of the Earth Flying 	20 or 25
Ram	Target's AC
Regaining Control	10*
Roll	15
Roll Ship	15
Take Off	
	Land-Based	10
	Carrier	15
	Cradle	20

Modifiers	DC
Recovering from a collision	+10
Reduced Vision (rain or snow)	+2 to +4
Obscured Vision	up to +10
	 (fog, duststorm or downpour)
High Stress Situation	+5
Driving an alien vehicle	+5

* The pilot check is always modified by the vehicle's speed and the circumstance penalty for the severity of the mishap. 

Profession (Wis; Trained Only)
	Your character is trained in a livelihood or a professional role, such as apartment manager, bookkeeper, construction worker, cook, driver, farmer, fisher, guide, law enforcement officer, lumberjack, miner, pharmacist, physician, rancher, restaurateur, secretary, engineer, and so forth.
	Like Craft, Profession is actually a number of separate skills. The character could have several Profession skills, each with its own ranks, each purchased as a separate skill.
	While a Craft skill represents skill in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. If an occupation is a service industry, it's probably a Profession skill. If it's in the manufacturing sector, it's probably a Craft skill.
Check: The character can practice a trade and make a decent living, earning about $50 times the check result per week of dedicated work. The character knows how to use the tools of the trade, how to perform the profession's daily tasks, how to supervise untrained helpers, and how to handle common problems. For example, a sailor knows how to handle lines, use and maintain deck equipment, and how to stand a watch at sea. The GM sets DCs for specialized tasks.
Retry: An attempt to use a Profession skill to earn an income cannot be retried. The character is stuck with whatever weekly wage the check result brought the character. (Another check may be made after a week to determine a new income for the next period of time.) An attempt to accomplish some specific task can usually be retried.
Special: Untrained laborers and assistants earn an average of $50 a day.

Read Lips (Int; Trained Only)

Check: The character must be within 12 meters of the speaker, or be using some form of distance viewing device and be able to see her speak. The character must be able to understand the speaker's language. (Use of this skill is language-dependent.) The base DC is 15, and it is higher for complex speech or an inarticulate speaker. The character has to concentrate on reading lips for a full minute before making the skill check, and the character can't perform some other action during this minute. The character can move at half speed but not any faster, and the character must maintain a line of sight to the lips being read. If the check succeeds, the character can understand the general content of a minute's worth of speaking, but the character usually still misses certain details.
	If the check fails, the character can't read the speaker's lips. If the check fails by 5 or more, the character draws some incorrect conclusion about the speech.
	The GM rolls the character's check so the character don't know whether the character succeeded or missed by 5.
Retry: The skill can be used once per minute.

Recruiting (Cha)
	Your character is familiar with the most effective means of approaching individuals and presenting proposals for employment or membership couched in terms most likely to produce acceptance. This skill is also helpful in other situations, such as recruiting passengers to fill out a cargo manifest. The Recruiting skill effects the quality and quantity of recruits that will respond to a request for applications.
Check: Once per week a check may be made to locate recruits for volunteer work, job openings, or other positions available. The difficulty in locating qualified applicants and the number of them that actually apply are based on the level of expertise sought, and the available population of the area being draw upon. If the check is successful, roll to determine the exact number of qualified applicants your character has to choose from.
Retry: As often as needed, through no more than one check can be made per position advertised.
Special: Unlike Leadership, a recruiter is skilled at screening applicants, narrowing down the field to the few who are best qualified. However, if your character has the Leadership feat, it grants a +2 synergy bonus on all Recruiting skill checks. A Recruiting rank of 5 or more gives a +2 synergy bonus on all Leadership checks.

Table 6.15 Recruiting Modifiers
Circumstance	DC
Village Area with a Population is 	+10
	less than 25,000
Town Area with a Population is	+5
	between 25,001 and 300,000
City Area with a Population that is	-5
	between 300,001 and 4,000,000
Metropolitan Area with a population 	-10
	that is 4,000,001 or greater.
 
Highest Level of Locals (PC Classes)
PC Classes 	Character Level
Academic 	1d4 + Community Modifier 
Biker/Gang banger	1d3 + Community Modifier
Civilian Expert	1d8 + Community Modifier
Driver/Pilot	1d4 + Community Modifer
Manipulator	1d6 + Community Modifer
Mechanic	1d4 + Community Modifer
Medic	1d6 + Community Modifer
Militia	1d8 + Community Modifier
Scout	1d3 + Community Modifier
Soldier	1d8 + Community Modifier
Trader	1d8 + Community Modifier
 
Community Modifier
Community Size	Modifer
Village	+0 to +1
Town 	+2 to +3
City	+4 to +5
Metropolis	+6

Repair (Int; Trained Only)
	Your character can use this skill to perform maintenance, do very simple standard modifications and repairs to a wide variety of technological equipment and devices. Your character may not know how to build an engine from scratch, but he does know how he can fix an existing one.
Check: Your character's DC to use this skill is based on the severity of the damage that needs to be repaired, s well as well as the complexity of the damaged device. It is up to the GM to set the actual DC, as well as any costs for parts and the time it takes to complete the repair (see Table 6.16 Repair DC). For every 10% you take off of the time needed, add +1 to the DC. The minimum time needed for a repair is 20% of the base time requirement. For your character to do the job in that little of time, for example, adds +8 to the DC.
	The GM may rule that a more complex job takes longer, or that damage to a complex device requires your character to repair several components individually.
	If your character fails his skill check by 10 or more points, he does more harm than good. Add +5 to the DC of any future attempts to make the same repair, no matter who is making the repair. 
	If your character rolls a 1 when making a Repair check, you need to roll again, against the same DC. If your character fails the skill check again, the item your character is trying to fix has been damaged beyond repair.

Restoring Damage: If the device your character is working on has suffered damage to its hit points, your character can restore these lost hit point with a Repair check and adequate resources. If the skill check is successful, the device regains 1D8 hit points. Such a damaged device is not completely repaired until it regains all of its lost hit points. An object that has been reduced to 0 hit points or less has been destroyed and cannot be repaired.

Sabotage: Repairing sabotage requires an opposed skill check against the result of the Disabled Device skill check of the saboteur made when rigging the device. If your character has to improvise the proper parts for the repair, he suffers a -2 circumstance penalty.

Table 6.16 Repair DC
		Purchase 
Example	DC	Price	Time
Simple (tool, simple weapon)	10	4	1 min.
Moderate (mechanical or electronic component)	15	7	10 min.
Complex (mechanical or electronic device)	20	10	1 hr.
Advanced (cutting-edge mechanical or electronic device) 	25	13	10 hrs.
Repair sabotage	Opposed	???	???

Modifiers	DC
No Parts	+15
Substitute Parts	+5
Quick/Temporary Fix*	-5
High stress situation	+5
Unfamiliar systems	+5
Unfamiliar Alien systems	+10
Tools are totally unavailable	+15
Posleen Device	+10
Galtech Device	+15

Retry: Yes, as long as the device is in one piece. Each attempt requires additional time and materials. In some specific cases, the GM may decide that a failed Repair check has negative ramifications that prevent repeated checks.
Special: Your character needs proper tools to effectively use this skill. Repair requires an electrical tool kit, a mechanical tool kit, or a multipurpose tool, depending on the task. If the character do not have the appropriate tools, he takes a -4 penalty on the check. If your character is forced to improvise tools, he suffers a -2 circumstance penalty. If your character sets up and maintains (or has access to) a proper repair facility, he gains an additional +2 circumstance bonus on his Repair skill checks. This bonus stacks with the circumstance bonuses from toolkits (standard toolkit of appropriate type: no penalty; masterwork tools: +2 circumstance bonus).
	A character can take 10 or take 20 on a Repair check. When making a Repair check to accomplish a jury-rig repair, a character can’t take 20.
	Craft (mechanical) skill or Craft (electronic) skill provides a +2 synergy bonus on Repair checks made for devices of the corresponding type.
	A character with the Gearhead feat and at least 1 rank in Repair gets a +2 bonus on all Repair checks.
Note: Only mechanics or characters with at least 5 ranks in a corresponding Craft skill can attempt a repair job with a DC higher than 20. These complex repairs require advanced training and experience.
Time: See the table for guidelines. *A character can make a jury-rig repair as a full-round action, but the work only lasts until the end of the current encounter.

Research (Wis)
	The Internet and especially the Galtech or Posleen data-nets are awash in a vast sea of information, and sifting through them or other large data-networks can be a real challenge. Your character uses this skill to find a specific reference in a library, or to search a computer database for the information he needs.
	If your character has access to the Internet or planetary databases, he has a vast repository of information at his fingertips. If your character makes a Research skill check, he can find data on a dizzying variety of subjects, both obscure and mundane. Sources that are available to your character include news sites, scientific and technical databases, gossip and conspiracy forums, historical archives, entertainment and media sites, and much more.
Checks: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his research.
	Information ranges from general to protected. Given enough time (usually 1d4 hours) and a successful skill check, the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that the character has a way to acquire restricted or protected information.
	The higher the check result, the better and more complete the information. If the character wants to discover a specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.
Retry: Yes.
Special: A character can take 10 or take 20 on a Research check. 
	A character with the Studious feat gets a +2 bonus on all Research checks.
	Computer Use can provide a +2 synergy bonus on a Research check when searching computer records for data. If your character has at least 5 ranks in a Knowledge skill relevant to the information your character is seeking, he gets a +2 synergy bonus on his Research skill check.
Time: A Research check takes 1d4 hours.

Ride (Dex)
	When your character selects this skill, choose the type of mount the character is familiar with. For this purpose, "horses" includes mules, donkeys, and ponies. If the character uses the skill with a different mount (such as riding a buffalo when she is used to riding horses), her skill rank is reduced by 2 (but not below 0). If she uses this skill with a very different mount (such as riding a giant lizard when she is used to riding horses), her skill rank is reduced by 5 (but not below 0).
Check: Typical riding actions don't require checks. The character can saddle, mount, ride, and dismount from a mount without a problem. Mounting or dismounting is a move-equivalent action. Some tasks require checks:

Riding Task	DC
Guide with knees	 5
Stay in saddle	 5
Leap 	15
Control Mount in Battle	20
Fast mount or dismount	20*
Cover	15
Soft fall	15
*Armor check penalty applies.

Guide with Knees: The character can react instantly to guide her mount with her knees so that she can use both hands in combat. Make the check at the start of the character's round. If the check fails, the character can only use one hand in combat this round because she needs to use the other hand to control her mount.
Stay in Saddle: The character can react instantly to try to avoid falling when her mount rears or bolts unexpectedly, or when the character takes damage.
Leap: The character can get a mount to leap obstacles as part of its movement. Use the character's Ride skill modifier or the mount's Jump skill modifier (whichever is lower) to see how far the mount can jump. The DC (15) is what the character needs to roll to stay on the mount when it leaps.
Control Mount in Battle: As a move-equivalent action, the character can attempt to control a light horse, pony, or heavy horse while in combat. If the character fails, she can do nothing else that round.
Fast Mount or Dismount: The character can mount or dismount as a free action. If the character fails the check, mounting or dismounting is a move-equivalent action. (The character can't attempt a fast mount or dismount unless she can perform the mount or dismount as a move-equivalent action this round.)
Cover: The character can react instantly to drop down and hang alongside the mount, using it as one-half cover. The character can't attack while using her mount as cover. If the character fails, she doesn't get the cover benefit.
Soft Fall: The character reacts instantly to try to take no damage when she falls off a mount, such as when it is killed or when it falls. If the character fails, she takes 1d6 points of falling damage.
Special: If the character is riding bareback, she suffers a -5 penalty on Ride checks.
If the character has 5 or more ranks in Handle Animal, she gets a +2 synergy bonus to Ride checks.

Search (Int)
	Your character has a knack for finding things at opportune moments, spotting secret compartments, locating hidden recesses, revealing disguised caches, and discovering other forms of concealed, hidden, or hard-to-find objects.
Check: The character generally must be within 10 feet of the object or surface to be examined. A character can examine up to a 5-foot-by-5-foot area or a volume of goods 5 feet on a side with a single check.
	A Search check can turn up individual footprints, but does not allow a character to follow tracks, nor tells him which direction the creature or creatures went or came from.

Task	DC
Ransack an area to find a certain object.	10
Search an area without obviously disturbing it.	15
Notice a typical secret compartment, a	20
	simple trap, or an obscure clue.
Search an area without leaving any trace	25
	of the search.
Find a complex or well-hidden secret	25+
	compartment or trap; notice an 
	extremely obscure clue.

Special: A character can take 10 or take 20 when making a Search check.
A character with the Meticulous, Keen-eyed, Quick-witted, feat gets a +2 bonus on all Search checks.
Time: A Search check is a full-round action.

Security Systems (Int)
	Your character would use this skill when he is attempting to break into a high-tech security system, install such a system, or alter a security system: how it monitors or secures an area, building, or computer. Your character would essentially use this skill when he does anything with a security system.
Check: When you character wishes to use this skill, the GM will make the skill roll for the character against the DC listed in the table below for the different security features and task of the Security System.
	Whenever your character is attempting to evade, override, or patch into a security system, he must have the appropriate equipment and make a skill check against the DC of the system features to be defeated. Each skill check bypasses or defeats one security feature at that location.
	When disabling a monitored device, the character can prevent his or her tampering from being noticed. Doing so requires 10 minutes and an electrical tool kit, and increases the DC of the check by +10.
Retry: Yes. But if your character fails to override or disable a security system an alarm is activated. If your character then successfully bypasses a security system in an alarm status, he can then make another Security Systems skill roll to silence the alarm. Note that any other systems or responses activated by the alarm will still be active.
Special: If your character has 5 or more ranks in Computer, he gains a +2 synergy bonus on his Security Systems skill checks on systems that involve computer installed security systems. If your character has 5 or more ranks in Disable Device skill he gains a +2 synergy bonus to his Security Systems skill check when attempting to bypass or disable a security system or subsystem. All modifiers are cumulative.

Table 6.17 Security System
	Required	DC or 
System	Bypass Equipment	Modifiers
Key Pad*	Electronic tool kit and	10
		numerical Encoder.
Magnetic Reader*	Encode Key or magnetic	10
		encoder.
Retinal scan*	Retinal scan contact lenses	12
		or Retinal encoder.
DNA decoder*	DNA sample and DNA delivery	15
		unit.
Palm scan*	Handprint gloves or encoder.	15

Level 1 Security System Rating	10
Level 2 Security System Rating	15
Level 3 Security System Rating	20
Level 4 Security System Rating	25
Level 5 Security System Rating	30
Unfamiliar Security System	+5
AI Security System	+10
Alien Security System	+10
Activate a bypassed or deactivated Security System	+10

Condition	DC Modifier
Very familiar system or operator**	-5
Unfamiliar system	+3
Breaking into a system and extracting/changing data.	+10
Attempting to shut a security system down remotely.	+15

Task	DC
Locate an intruder within the security system’s	15
	monitoring area.
Isolate a given area.	20
Override a security system malfunction (including 	20
	system tampering).
Activate a security system (turn it on).	20
Shutting down a security system that is in a normal 	20
	status condition.
Shutting down a security system in an alarm status 	30
	condition.
*These are security systems that may be bypassed or disabled independently with the required equipment and a successful skill check.
**If the character knows the system or operator well, he may predict the reactions with some accuracy.

Sense Motive (Wis)
	Your character has the ability to know when someone might be lying, withholding information, attempting to pull a con, or is otherwise acting in bad faith or under duress.
Check: A successful check allows the character to avoid being bluffed (see the Bluff skill). The character can also use the skill to tell when someone is behaving oddly or to assess someone’s trustworthiness.
	In addition, a character can use this skill to make an assessment of a social situation. With a successful check (DC 20), the character can get the feeling from another’s behavior that something is wrong. Also, the character can get the feeling that someone is trustworthy and honorable.
Retry: No, though the character may make a Sense Motive check for each bluff made on the character.
Special: A character can take 10 when making a Sense Motive check, but can’t take 20.
	A character with the Attentive feat gets a +2 bonus on all Sense Motive checks.
	A character can use Sense Motive to detect that a hidden message is being transmitted via the Innuendo skill (DC equal to the Innuendo check result of the sender). If the character’s check result beats the DC by 5 or more, the character understands the secret message as well.  If the character’s check fails by 5 or more, the character misinterprets the message in some fashion.
Time: A Sense Motive check may be made as a reaction to another character’s Bluff check. (When that’s the case, the GM may roll the character’s Sense Motive check in secret, so the character doesn’t necessarily know someone’s trying to bluff him or her.) Using Sense Motive to get a sense of someone’s trustworthiness takes at least 1 minute.

Sensors (Int; Trained Only)
	Your character is familiar with the operations and basic maintenance of sensor equipment installed in vehicles. It is the sensor operator who interprets the long-range data from the vehicle’s sensors and scanners.

Passive Scans: Encounter-related sensor scans are done as “active” scans, which basically means the target of the scan will know it is happening. Passive sensor scans however, will go undetected, but make the task much harder.
	All your character has to do to perform a passive scan is notify the GM in advance of the skill check. Using only passive sensors will add +10 to the DC of the task however.

Vehicle Detection: The sensor operator can attempt to detect any vehicle within the range of his sensor systems.
	All commercial vehicles are required by law to carry  a transponder that must be functional and in operation (this does not mean actually broadcasting) at all times while the ship is in motion. A transponder is really nothing more than a specialized radio system and a computer with a completely self-contained, security sealed, and (supposedly) tamperproof container. It can only be legally opened, repaired, or reprogrammed at an authorized facility.
	The transponder does not continually broadcast, as this would interfere with commercial radio traffic, but will automatically respond to an interrogative signal (a “Squawk”) from another vehicle or installation, supplying the vehicle’s ID codes and registration on a specific frequency band that can automatically be detected and identified at Very Long Range even by the most rudimentary of sensor systems. All vehicles -- including military vehicles -- carry transponders and generally run them when operating.
	It is when confronting a military vehicle that is not operating a transponder that the sensor operator must actively watch for contacts. A successful Sensors skill check against the stealth rating of the opposing vehicle will reveal the presence of any vehicle within range of the sensors.

Detect a Communication Signal: Any signal directed to another communications unit will automatically be detected. This task is used when trying to detect signals meant for other communications units. Open and unsecured signals can automatically be detected (base DC of 0) if someone is looking for them. It is just a matter of scanning frequencies. Secure signals can also be automatically detected (base DC of 0) if being watched for, but as they are encrypted this will do no good unless someone can break the encryption. Detecting hidden or Piggyback signals requires a skilled and alert sensor or communications operator to detect, and have a base DC of 20. In combat this is a full action.

Displacement Scan: After a vehicle has been detected, a successful Sensor skill check at +10 to the target vehicle's Stealth rating for the DC, will reveal the tonnage of a detected vehicle. While civilian vehicles are required to carry a functioning transponder that broadcasts this information, there are some people who have been known to alter this data. A specific tonnage sensor check can verify the veracity of the transponder data.
Configuration Scan: A successful Sensor scan skill check at +10 to the target vehicle's Stealth rating for the DC, will reveal the probable configuration (what class of vehicle and any unusual major modification that have possibly been done to it) of a detected vehicle. As with tonnage, civilian transponders are required to carry a functioning transponder that broadcasts this information; there are some people who have been known to alter this data. A specific configuration sensor check can verify the veracity of the transponder data.

Threat Assessment: A successful Sensor skill check at +10 to the target vehicle's Stealth rating for the DC, will give a general idea of the armament and defensive capabilities available to a detected ship.

Jamming: The sensor operator may attempt to spend the round providing defensive sensor jamming against incoming targeting lock attempts by enemy vehicles/vessels, hopefully decreasing the enemy's chance to hit. Jamming will also aid in foiling attempts at detection, tonnage, and classification estimations, and identification of other ships. This is a Full Action.
	The sensor operator makes a Sensor skill roll and adds the sensor rating along with the vehicle/vessel's stealth rating to this result. This total will establish the vehicle/vessel's Jamming rating for the round. Any opponent attempting to target or otherwise scan the vehicle must use the vehicle's Jamming Rating, plus the normal vehicle combat sensor modifiers as the DC for these tasks rather than the standard DC for the current round. While the ship is performing Jamming it cannot use its sensors for any other function unless it has more than one sensor system on board.
	Note that a vehicle which is broadcasting a powerful jamming signal can be detected very easily. Actually determining what is doing the broadcasting is difficult, but any vehicle within sensor range will be aware of the jamming signal, and all sensor operators will know what it is. 

Sleight-of-hand (Dex; Trained Only; Armor Check Penalty)
Check: A check against DC 10 lets the character palm a coin-sized, unattended object. Minor feats of legerdemain, such as making a coin disappear, are also DC 10 unless an observer is determined to note where the item went.
	When performing this skill under close observation, the character's skill check is opposed by the observer's Spot check. The observer's check doesn't prevent the character from performing the action, just from doing it unnoticed.
	If the character tries to take something from another creature, the character must make a skill check against DC 20. The opponent makes a Spot check to detect the attempt. The opponent detects the attempt if her check result beats the character's check result, regardless of whether the character got the item.
DC	Task
10	Palm a coin-sized object, make a coin disappear
20	Lift a small object from a person

Retry: A second Sleight-of-hand attempt against the same target, or when being watched by the same observer, has a DC +10 higher than the first skill check if the first check failed or if the attempt was noticed.
Special: If the character has 5 or more ranks in Bluff, the character gets a +2 synergy bonus on Sleight-of-hand checks.

Sports (Varies)
Your character has skill in playing a sport, and is knowledgeable about its rules, conventions, history, and current stars. Each skill rank in Sports can be put into the same sport, or into a different sport. Sports vary in the primary ability associated with them:
Check: A skill check can be made for a game, or for each play of a game. Some actions, like batting, tackling, jumping a hurdle or serving, require a check. Routine actions, like making a capture move in chess, do not. For other routine actions, like running to a base, blocking, or keeping pace in a race, the character can take 10. For direct one-on-one contests, the character's skill check is opposed by her opponent's skill check. The higher roll wins. If the rolls are tied, the one with the higher skill level wins. If that, too, is tied, the one with the higher primary ability score wins. If that, too, is tied, flip a coin.
	Baseball (Int)
	Basketball (Dex)
	Bridge (Int)
	Chess (Int)
	Foozball (Dex)
	Football (Str)
	Paintball (Dex)
	Ping-pong (Dex)
	Skateboarding (Dex)
	Skiing (Dex)
	Softball (Dex)
	Tennis (Dex)
	Track (Con)
	Wrestling (Con)

Retry: Usually no. Some actions, like attempting to gain or break a hold in wrestling, can be retried. For most actions, the attempt either works or it fails.

Spot (Wis)
	Your character is skilled at spotting an ambush and noticing people or creatures hiding in nearby shadows, using high brush as cover, or otherwise using concealment. Your character is also adept at noticing actions by others that might be missed by most, such as sleight of hand or pick pocketing.
Check: The Spot skill is used to notice items that aren’t immediately obvious and people who are attempting to hide. The GM may call for a Spot check by a character who is in a position to notice something. A character can also make a Spot check voluntarily if he or she wants to try to notice something in his or her vicinity.
	The GM may make the Spot check in secret so that the character doesn’t know whether not noticing anything means that nothing is there or that the character failed the check.
A successful Spot check when there isn’t anything to notice results in the character noticing nothing.
	Spot is often used to notice a person or creature hiding from view. In such cases, the character’s Spot check is opposed by the Hide check of the character trying not to be seen. Spot is also used to detect someone in disguise (see the Disguise skill), or to notice a concealed weapon on another person.
	A character’s Spot check is modified by a -1 penalty for every 10 feet of distance between the character and the character or object he or she is trying to discern. The check carries a further -5 penalty if the character is in the midst of activity.

Retry: The character can make a Spot check every time he has the opportunity to notice something in a reactive manner. As a full-round action, the character may attempt to spot something that he failed to spot previously.
Special: A character can take 10 or take 20 when making a Spot check.
	A character with the Alertness feat gets a +2 bonus on all Spot checks.
Time: A Spot check is either a reaction (if called for by the GM) or a full-round action (if a character actively takes the time to try to notice something).

Survival (Wis)
Check: A character can keep herself and others safe and fed in the wild.

DC	Task
10	Get along in the wild. Move up to half the character’s overland speed while hunting and 
		foraging (no food or water supplies needed). The character can provide food and water 
		for one other person for every 2 points by which her check result exceeds 10.
15	Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving 
		up to half the character’s overland speed, or gain a +4 circumstance bonus if stationary. 
		The character may grant the same bonus to one other character for every 1 point by 
		which the character’s check result exceeds 15.
18	Avoid getting lost and avoid natural hazards, such as quicksand.
		With the Track feat, a character can use Survival checks to track a character or animal 
		across various terrain types.

Special: A character can take 10 when making a Survival check. A character can take 20 when tracking, or if there is no danger or penalty for failure, but not on periodic checks to get along in the wild.
A character with the Guide feat gets a +2 bonus on all Survival checks.
Time: Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. When using Survival with the Track feat to track a character or animal, checks are made according to distance, as described in the Track feat.

Swim (Str)
	Your character is capable of remaining afloat, swimming along the surface, diving and swimming beneath the surface, and otherwise functioning and surviving for a period of time in a body of water.
Check: A successful Swim check allows a character to swim one-quarter his speed as a move action or half his speed as a full-round action. Roll once per round. If the character fails, he makes no progress through the water. If the character fails by 5 or more, he goes underwater.
	If the character is underwater (from failing a swim check or because the character is swimming underwater intentionally), the character must hold his breath. A character can hold his breath for a number of rounds equal to his Constitution score, but only if he does nothing but take move actions or free actions. If the character takes an attack action or a full-round action, the amount of breath he has remaining is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, the character must make a Constitution check (DC 10) every round to continue holding his breath. Each round, the DC of the check increases by 1. If the character fails the check, he begins to drown.
The DC for the Swim check depends on the water conditions:

Water Conditions	DC
Calm water	10
Rough water	15
Stormy water	20

	Each hour that the character swims, make a Swim check against DC 20. If the character fails, he becomes fatigued. If the character fails a check while fatigued, he becomes exhausted. If the character fails a check while exhausted, he becomes unconscious. Unconscious characters go underwater and immediately begin to drown.
Retry: A new check is allowed the round after a check is failed.
Special: A character takes a penalty of -1 for every 5 pounds of gear he carries, including armor and weapons.
	A character can take 10 when making a Swim check, but can’t take 20.
	A character with the Athletic feat gets a +2 bonus on all Swim checks.
Time: A Swim check is either a move action or a full-round action, as described above.

Tracking (Int)
	To find tracks or to follow them for one mile requires a Tracking check. The character must make another Tracking check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack or diverge. 
The character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions: 

Surface 	DC
Very soft	5
Soft	10
Firm	15
Hard	20

Very Soft Ground: Any surface (fresh snow, thick dust, and wet mud) that hold deep, clear impressions of footprints. 
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints. 
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints. 
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles). 

Condition	DC Modifier
Every three creatures in the group being tracked	-1
Size of creature or creatures being tracked:	*
	Fine	+8
	Diminutive	+4
	Tiny	+2
	Small	+1
	Medium-size	0
	Large	-1
	Huge	-2
	Gargantuan	-4
	Colossal	-8

Every 24 hours since the trail was made	+1
Every hour of rain since the trail was made	+1
Fresh snow cover since the trail was made	+10
Poor visibility:	**
	Overcast or moonless night	+6
	Moonlight	+3
	Fog or precipitation	+3
Tracked party hides trail	+5
	And moves at half speed	+5
	And has Tracking skill	+5

*For a group of mixed sizes, apply only the modifier for the largest size category.
**Apply only the largest modifier from this category.
If the character fails a Tracking check, the character can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. 

Trade (Wis)
	Your character is familiar with the fine art of bartering and haggling price with other individuals. This is useful in many kinds of transaction, whether buying used equipment from an individual or selling salvaged equipment at a local town. Note the use of the Trade skill does not allow a character to walk into the local department store and negotiate the price of a new outfit or a set of tools. It will, however, allow your character to negotiate directly with a tailor on the price of a custom outfit, or negotiate the price with an Indowy selling a used Grav-car that was hardly ever driven.
Bartering and Haggling: This is normally an opposed skill check. If the buyer or seller appears rushed, or otherwise anxious to buy or sell the goods the opposing trader may add +2 to his skill check roll. If the goods are obviously stolen or otherwise illegal, the buyer may add +2 to his skill check.
	If the seller wins the opposed skill check with a standard success (0-9 points higher than the opposed roll), the price to be paid will be 110% of the list price or standard price of the item. If the result is a greater success (10-19 points higher than the opposed roll), the price to be paid will be 120% of the list price or standard price of the item. A complete success (20+ points higher) will set the price at 130%.
	If the buyer wins the opposed skill check with a standard success (0-9 points higher than the opposed roll), the price to be paid will be 90% of the list price or standard price of the item. If the result is a greater success (10-19 points higher than the opposed roll), the price to be paid will be 80% of the list price or standard price of the item. A complete success (20+ points higher) will set the price at 70%.
Retry: Yes, but the price begins at the last negotiated level, and your character incurs a -2 penalty to his new skill check roll.
Special: If the character has a skill rank of 5 or better in Bluff, he may add a +2 synergy bonus to all Trade skill checks.
Note: Unlike the Broker skill, which is used when dealing with companies, governments, and mega-corporations, the Trade skill is used when interacting with individuals for specific items.

Tumble (Dex; Trained Only; Armor Check Penalty)
	Your character is skilled in performing somersaults, flips, handstands, cartwheels, dives, rolls, and similar acts along with lessening the effects of falls.
	Your character can't use this skill if armor, excess equipment, or loot has reduced the character’s speed.
Check: The character can land softly when the character falls or tumbles past opponents. The character can also tumble to entertain an audience (as with the Perform skill).
DC	Task
15	Treat a fall as if it were 4 meters shorter when determining damage.
15	Tumble up to 8 meters (as part of normal movement), suffering no overwatch attacks 
			while doing so. Failure means the character tumbles 8 meters but suffers attacks normally.
25	Tumble up to 8 meters (as part of normal movement) while moving through areas occupied 
			by enemies (over, under, or around them).

Retry: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances. 
The character can try to reduce damage from a fall as an instant reaction once per fall. 
The character can attempt to tumble as part of movement once per round.
Special: A character with 5 or more ranks in Tumble gains a +3 dodge AC bonus when executing the 'fight defensively' standard or full-round action instead of a +2 dodge AC bonus.
A character with 5 or more ranks in Tumble gains a +6 dodge AC bonus when executing the 'total defense' standard action instead of a +4 dodge AC bonus.
If the character has 5 or more ranks in Jump, the character gets a +2 synergy bonus on Tumble checks.
If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Balance checks.

Urban Survival (Wis)
	Your character uses this skill to survive in an urban environment without assistance, be it in Chicago, the destroyed remains of Rochester or Boston, or in one of the under-siege Fortress Cities. Your character is a skilled scavenger of the streets, capable of finding the essentials of life in any city or urban environment.
Check: You character is able to keep himself safe in an urban environment without relying on others to help him, or having others be able to find him.
Retry: Your character may try to find sustenance or check the safety of a building or location once per day. He may attempt to gain a synergy bonus for a Gather Information check once per use use of the Gather Information skill. If your character gets lost in a city, he may try to find his way (DC 10) every time he spots a landmark, consults a good map, or asks a local for directions.
Special: If you character has 5 or more ranks in Urban Survival, he gains a +2 synergy bonus on his Hide skill checks in an Urban environment. Also, if you character has 5 or more ranks in Intuit Direction, he gets a +2 synergy bonus on Urban Survival checks when attempting to find his way around the city.

Table 6.18 Urban Survival
DC	Example
10	 Scrounge up enough food and water to survive; find a reasonably safe place to sleep or hide  
		on the streets; avoid getting lost in the city.
15	 Determine if an abandoned building is safe or is likely to collapse or be inhabited by 
		dangerous denizens; scrounge enough food for 2 additional people to survive. 
20	 Recognize signs of underworld factions (like grafitti tags) and know whose turf you are on;
		Recognize signs of recent Posleen infestation in the area and know approximately 
		how many were in the area; Find enough food and water for 5 additional people to survive.
		If your character’s skill check result is 20 or greater, he gets a +2 synergy bonus  on his 
		Gather Information check in the same area.
25	 Find a safe place to hide from a Posleen Incursion in an urban environment. 

Use Device (Int)
	Your character uses this skill to operate complex or specialized technological devices such as computers, or to program a DVD Recorder, robots, or vehicle sensors.
Check: To use most technological devices, your character does not need to make a skill check. Devices designed for regular civilian use are extremely user-friendly in most cases. Your character needs this skill if he wants to attempt an advanced task, such as programming a computer, DVD Recorder or robot, or if you want your character to operate a complex or specialized device.
Retry: Depending on the situation, your character can retry as often as you would like him to. 
Special: If you character has 5 or more ranks in Computer he gains a +2 synergy bonus on his Use Device skill checks.

Table 6.19 Use Device DC
Example	DC
Simple Task and is familiar with the device.	10
Simple Task and is unfamiliar with the device, but it is	15
	similar to devices the character has operated in the past.	
Simple Task and is completely unfamiliar with the device.	25
Complex Task and is familiar with the device.	15
Complex Task and is unfamiliar with the device, but it is	20
	similar to devices the character has operated in the past.
Complex Task and is completely unfamiliar with the device.	30
Pressed for Time	+5
High Stress Situation	+5

Use Alien Device (Wis)
	Your character is familiar with numerous examples of alien technology and design, allowing a better chance of figuring out the use and function of unknown or unfamiliar alien equipment and devices. This skill is required if your character is planing on attempting to modify alien equipment so that it can easily be used by your race.

Check: Your character must make an initial study of the item in question before you can attempt to use the item. It will take 1 day uninterrupted study per point of Use Alien Device DC before your character can make the Use Alien Device skill check. A successful Use Alien Device skill check means that you character can now use the device. 
	This is the ability to understand and use a different system of technology. All characters are considered to inherently have this skill with the devices common in their own culture.  Without this skill, even tasks that can normally be done unskilled may not be attempted. (Thus the typical Indowy cannot even attempt to drive an Earth car -- the controls are not at all like he expects -- and the typical human may not even attempt to use most GalTech.) 

	Use Alien Device comes in Posleen, Earth, Himmit, Tchpht, and GalTech.  In the case of devices with their own AI, the user may ask the device to perform a task for him, but will still often be ignorant of the full range of possibilities. Devices built for one species must still be modified for physical differences in the operator in many cases. Use Alien Device is also required to modify other species' gear for use by your species, and for repairing minor failures in the gear. 
	Note that 'modified for use by your character’s race' should typically reduce DC by 5 or more.  The DC for field repairing alien gear that your character is not familiar enough with to consider his own has double its racial modifier to its repair DC. Your character must still have the repair skill to make repairs.
Failure: Failure by five or more represents a dangerous failure which may damage or destroy something (often the equipment in question). See Catastrophic Failure table below.
Special: If Use Alien Device is known at a number of ranks equal to total DC of the item in question +2 or more, the character may use the gear as if it were his own species' gear. Your character will then be able to use the Use Alien Device skill without the racial modifiers to use this device. Having this skill at five or more ranks grants a +2 synergy bonus to any attempts to use a craft skill to modify gear for your own species to use, or the other species whose Use Alien Device skill you have. An appropriate craft skill at rank five or more grants a +2 synergy bonus to attempts to Use Alien Device to do field repair and maintenance on alien gear.

Table 6.20 Use Alien Device
Item Complexity	DC
Simple item 	10
Typical item 	15
High-quality item 	20
Complex or superior item 	25
Very Complex item	30
Posleen	+2
Indowy	+4
Darhel	+6
Himmit	+8
Tchpht	+10
Unknown Alien Race	+12
Aldenata	+14

Catastrophic Failure
Result	1D20 Result
Device explodes causing damage (how much should be	1 
	determined by the GM, taking into account the 
	catastrophic power crystal failure damage (See Chapter 9:
	Posleen Power Crystals).
Device is rendered inoperative, can never be repaired.	2-5
Device is rendered inoperative, but the item can possibly	6-10
	be repaired in the future, if a functioning copy of the 
	item can be found.
Reached a dead end. Your character must start over 	11-15
	completely, taking an additional 1D6 weeks to figure the 
	device out.
Device is baffling. Add +5 to all future Use Alien Device	16-20
	Skill checks with that device until your character has 
	gained the necessary Skill level to use this device without
	racial modifiers.

Use Rope (Dex)Check:

Check: Most tasks with a rope are relatively simple.
DC	Task
10	Tie a firm knot
15	Tie a special knot, such as one that slips, slides slowly, or loosens with a tug
15	Tie a rope around oneself one-handed
15	Splice two ropes together (takes 5 minutes)
Opposed	 Tie up captive

	When the character binds another character with a rope, any Escape Artist check that the bound character makes is opposed by the character's Use Rope check. The character gets a special +10 bonus on the check because it is easier to bind someone than to escape from being tied up. 
Retry: No. The character doesn't make the Use Rope check until someone tries to escape.
Special: A silk rope or good synthetic rope gives a +2 circumstance bonus on Use Rope checks. 
If the character has 5 or more ranks in Escape Artist, the character gets a +2 synergy bonus on checks to bind someone.

Copyright Notice:
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright © 2000-2003.

DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 7: Feats

Feat Descriptor Blocks
	Every character gains at least one feat at first level and another additional feat at (3rd, 6th, 9th, 12th, 15th, and 18th level). These are in addition to any bonus feats granted by a class.

Here is the format for feat descriptions. 
Feat Name: May include a description of what the feat represents in plain language. 
Prerequisites: Some feats have prerequisites. A character must have the listed ability score, feat, skill, or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which she gains the prerequisite. A character can’t use a feat if she has lost a prerequisite (permanent ability damage, etc.). This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite. 
Benefit: What the feat enables the character to do. 
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional facts about the feat. 

Feat Descriptions

Acrobatics
	Your character is exceptionally agile.
Benefits: Your character receives a +2 bonus on all Jump and Tumble skill checks.

Acting Prodigy
	Your character has a special gift for acting and portraying roles.
Benefit: Add +2 to all Disguise and Performance checks when your character is playing a part.

Advanced Combat Martial Arts
Prerequisites: Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.
Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.
Normal: An unarmed strike critical hit deals double damage.

Advanced Military Occupational Specialty (AMOS)
	Your character was exceptionally highly trained in one specific skill while in the military.
Prerequisites: Skill rank 8+, Skill Focus in the specified skill, Military Occupational Specialty (MOS) in the specified skill.
Benefit: Select one skill as an AMOS. Whenever using this skill, your character may always elect to take 20, even in situations where they normally would not.
Special: May only be selected once.

Advanced Two-Weapon Fighting
Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.
Benefit: The character gets a third attack with his or her offhand weapon, albeit at a -10 penalty.  This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other.

Agile Riposte
Prerequisites: Dexterity 13, Dodge.
Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity with a melee weapon against that opponent. Resolve and apply the effects from both attacks simultaneously.
	Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.

Aircraft Operation
	Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). The character is proficient at operating that class of aircraft.
	The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.
Prerequisites: Pilot 4 ranks.
Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Normal: Characters without this feat take a -4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when the character operates a general-purpose aircraft.
Special: The character can gain this feat multiple times. Each time the character takes the feat, the character selects a different class of aircraft.

Alertness
Benefit: The character gets a +2 bonus on all Listen checks and Spot checks. 

Ambidexterity 
Prerequisite: Dex 15+. 
Benefit: The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed. 
Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon. 
Special: This feat helps offset the penalty for fighting with two weapons. 

Animal Affinity 
Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks. 
Special: Remember that the Handle Animal skill can’t be used untrained.

Armor Proficiency (heavy)
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium). 
Benefit: See Armor Proficiency (light). 
Normal: See Armor Proficiency (light). 

Armor Proficiency (light)
Benefit: When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. 
Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride. 

Armor Proficiency (medium)
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).

Armor Proficiency (Powered) 
Prerequisite: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy).
Benefit: See Armor Proficiency (light). 
Normal: See Armor Proficiency (light). 
Special: This Proficiency does not apply to ACS, only to other Powered Armors that have an Exoskeleton of some sort.  The standard LAND WARRIOR armor of today would count as Heavy Armor, but not Powered Armor, as it has no such strength augmenter.  ACS is different because it is "fitted" or synchronized to each individual.

Armor Proficiency (ACS)
Prerequisite: Being a member of the ACS, Fleet Recon, or other Fleet/Galtech Prestige Classes.  Since each suit is "fitted" to the wearer, being inside an ACS is not like being inside any other form of armor, so no other Armor Proficiencies are required.
Benefit:  The character knows how to wear and move in an ACS without damaging himself or the suit.
Special:  This feat does not make the character able to fully utilize all the functions of an ACS, as it only covers usage of basic functions and being able to perform normal actions while suited (running, shooting, throwing, opening a jar of peanut butter, etc).
Normal: A character who is wearing ACS armor with which she is not proficient loses all of the suit’s bonuses on attack rolls and the Suite Dex Bonuses on all skill checks that involve moving, including Ride.

Attentive
Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks. 
Special: Remember that the Investigate skill can’t be used untrained.

Assassin 
	Your character is trained in taking down an opponent with a single melee attack.
Benefit: As a full action your character may attempt to hit the target in a critical area. This attack is at a -4 penalty to hit. If your character’s shot hits, it is treated as a critical hit. The target must be flat-footed to take advantage of this feat.

Athletic 
 	Your character is a naturally gifted athlete.
Benefits: +2 bonus on all Climb, Jump and Swim skill checks.

Barter 
	Your character is a hard bargainer and relishes haggling over the price of an item.
Benefit: Add +2 to all Barter and Trade skill checks.

Blind-Fight
Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the missed chance roll one time to see if the character actually hits.
The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character’s speed to three-quarters of normal, instead of one-half.

Body Shot
Prerequisite: Sneak Attack, BAB +1 or more
Benefit: When attacking a target denied his Dex Bonus to AC you may trade dice of sneak attack bonus for +1 to attack bonus on a 1 for 1 basis.  This trade may be made even if the range to the target is more than 15 meters and the dice are thus unusable for extra damage.

Brawl
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Builder
Benefit: Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.
Special: The character can select this feat twice. The second time, the character applies it to the two skills he or she didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.

Burst-Fire
	Your character has received extensive training on firing assault weapons in a controlled professional manner.
Prerequisites: Dex 13+, Point Bank Shot, Rapid Fire.
Benefits: Your character may use Burst-Fire as his or her Standard Attack Action (Half Action) when using a weapon capable of either Burst-Fire or Full-Auto Fire. In addition, when firing Burst-Fire from a weapon capable of either Burst-Fire or Auto-Fire, your character hits with an extra shot for every 3 points by which his attack roll exceeded the target's Armor Class.
Normal: A Burst-Fire attack is normally a Full Action (i.e. it takes a full round to complete). In addition, when your character normally fires a burst from a weapon capable of either Burst-Fire or Automatic Fire, he hits with an extra shot for every 5 points by which his attack roll exceeds his target's Armor Class.

Called Shot 
Prerequisites: Proficient with weapon, base attack bonus +10 or higher and Improved Critical. 
Benefit: When using the weapon the character selected, the character's threat range is tripled. 
Special: The character can gain this feat multiple times. The effects do not stack. Each time the character takes the feat, it applies to a new weapon.

Carousing
	Your character is talented at interacting and socializing with others, skilled in the art of small talk and making others feel at ease in your character’s presence.
Benefit: Add +2 to all Gather Information checks when in most social situations such as a party, ball, inauguration, bar hopping, etc.

Cautious
Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks.
Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.

Cleave
Prerequisites: Strength 13, Power Attack.
Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.

Combat Ace 
	In vehicle combat, your character can line up and acquire a target with a single fluid maneuver.
Prerequisites: Drive or Pilot Skill.
Benefits: Your character can make a targeting run and acquire a target as a single Half Movement action.
Normal: Targeting Run and Acquire Target are both Half Movement actions (see Vehicle Combat, page XXX, for more information).

Combat Expertise
Prerequisites: Intelligence 13.
Benefit: When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to -5 on his or her attack roll and add the same number (up to +5) to the character’s Defense. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have).
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Defense.

Combat Martial Arts
Prerequisites: Base attack bonus +1.
Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

Combat Reflexes 
Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1.  The character can still only make one attack of opportunity on a single opponent.  With this feat, the character may also make attacks of opportunity when flat-footed.
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity when flat-footed.

Combat Throw
Prerequisites: Defensive Martial Arts.
Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.

Confident
Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.

Connections 
	Your character has established a number of useful and helpful contacts among a select community of people. (Determined in agreement with the GM).
Benefit: Add +2 to all Gather Information checks when utilizing these contacts for information.
Special: This feat is specialized, meaning that it will normally specify what community or types of people your character has connections among. For example Connections (Law Enforcement) would mean your character had contacts among police and other law enforcement agencies, and would be familiar with the type of people that are part of that community. Listed below are a number of different ideas that might be useful to characters. Your character is free to select from among them, or with your GM’s permission create a new one.
	Connections (Militia): Your character has connections among the general militia community and knowledge of dealing with militia members and anyone who is part of this community.
	Connections (Streetwise): Your character has connections with and knowledge of dealing with street people and anyone who lives on the streets.
	Connections (Underworld): Your character has connections and contacts within the criminal underworld and black markets, and is familiar with dealing with people from this element of society.
	Connections (Class): Your character has a number of contacts and acquaintances among members of their own specific character class.

Creative
Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.
Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

Credit Line 
	Because of family ties, business associates, friends, or other connections, your character has access to a fairly sizable line of credit that may be borrowed against at very low interest rates (5%).
Benefit: Your character may borrow an amount up to the equivalent of (your character’s level times the result of a Charisma check) times $1,000. This loan must be repaid within a number of years equal to your character’s level when the loan is initially taken. Interest must be paid even if the load is settled almost immediately. No additional loans may be taken from this source while a balance from a previous loan is still outstanding.  

Damage Control
	Your character is highly skilled at performing off-the-cuff emergency damage control and repairs to essential systems.
Benefits: This feat allows a character to more quickly and accurately assess the damage done to a vehicle or piece of equipment and implement a plan of repair. Reduce the DC by 5.

Dead Aim
Prerequisites: Wisdom 13, Far Shot.
Benefit: Before making a ranged attack, the character may take a full-round action to aim your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.
Normal: The aiming bonus is normally a +1 circumstance bonus on the character’s next attack roll.

Deceptive
Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.

Defensive Martial Arts
Benefit: The character gains a +1 dodge bonus to Defense against melee attacks.
Special: Any condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

Dodge
	Your character is adept at dodging attacks aimed at him.
Prerequisite: Dex 13+. 
Benefit: During your character's action, you designate an opponent and your character receives a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. Note: Any condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. 

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

Drive-By Attack
Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement. 
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.

Educated
Benefit: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Special: A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

Elusive Target
Prerequisites: Dexterity 13, Defensive Martial Arts.
Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a -4 penalty. This penalty is in addition to the normal -4 penalty for firing into melee, making the penalty to target to character -8.
Special: An opponent with the Precise Shot feat has the penalty lessened to -4 when targeting the character.

Endurance
Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning.  Also, the character may sleep in medium or light armor without becoming fatigued.
Normal: A character without this feat who sleeps in armor is automatically fatigued the following day.

Etiquette 
	Your character knows how to properly behave within a specific cultural setting, to influence people of that culture. This feat is specific to each cultural type. Therefore there is a separate feat for each culture, be it Middle Eastern, Hispanic, Slavic, Asian, Darhel, Indowy, Himmit, Posleen, or Tchpht.
Prerequisite: Charisma 13+.
Benefits: When your character is making a Diplomacy skill check, you ignore any circumstance penalties for dealing with another culture, when dealing with that specific culture. Your character also gains a +2 circumstance bonus on his Charisma check to alter an NPC’s initial attitude toward you, if the NPCs belong to the specific culture that your character has the etiquette feat for.

Evasive Driving 
	Your character knows how to defensively drive.
Prerequisites: Dex 13+.
Benefits: Your character gets a +4 bonus on his opposed Drive check when an opponent is attempting a targeting run on his vehicle.

Evasive Piloting
	Your character knows how to break a targeting lock.
Prerequisites: Dex 13+.
Benefits: Your character gets a +4 bonus on his opposed Pilot check when an opponent is attempting a targeting run on his vehicle.

EW Specialist
	The individual is an electronic warfare expert, and has an incredible talent when it comes to sensors and communications.
Benefits: The character gains a +2 synergy bonus to all Communications and Sensor checks when attempting to detect, defeat, or establish a communications or sensor lock, or when trying to descramble a garbled or encoded communications signal.

Far Shot
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.

Fast Movement
Prerequisite: Run. 
Benefit: Your character adds 2 meters to his base movement rate if his race’s base move is 14 meters or less.  If your character’s race’s base move is 15 meters or more, his base movement rate is increased by 4 meters. This addition is made prior to any adjustment for armor.
Normal: A character moves at her race’s base movement adjusted by any armor modifiers.

Fast Talk
	You can either dazzle people with brilliance or baffle them with bull.
Benefit: When speaking, you can add a +2 synergy bonus to Bluff, Broker, Bribery, Diplomacy, Gather Info, Intimidate, Liaison, Perform (stand-up), Recruit, and Trade checks. The bonus also applies with Academic Lecture, Suggestion, and Leadership class abilities, and stacks with the Barter feat.

Fighter Pilot Instinct 
	Your character knows how to maneuver his vehicle to line up attacks against an opponent.
Prerequisites: Piloting Skill.
Benefits: Your character gets a +4 bonus on Piloting checks to make targeting runs in vehicle combat (see Vehicle Combat).

Focused
Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks.

Force Stop
Prerequisites: Drive 4 ranks, Vehicle Expert.
Benefit: When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character’s turn number.
	After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the first character’s vehicle, so that they form a “T”. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage.
	If the character fails the check, resolve the sideswipe normally.

Frightful Presence
Prerequisites: Charisma 15, Intimidate 9 ranks.
Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
	A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
	If the character has the Renown feat, the Will saving throw’s DC increases by 5.

Full Auto (D20 Modern Strafe) 
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area of four 2-meter squares long and one square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 4-meter-by-4-meter area.

Gearhead 
	Your character has an intuitive understanding of how machines work.
Benefits: Your character gets a +2 bonus on all Repair and Use Device checks.

Great Cleave
Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4.
Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.

Great Fortitude
Benefit: The character gets a +2 bonus to all Fortitude saving throws. 

Guide
Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks. 

Gunner 
	Your character is trained to use integral vehicle weapons or vehicle mounted weapons.
Benefits: The penalty for ranged attacks when using integral vehicle weapons or vehicle mounted weapons for your vehicle's speed is halved. For example, the penalty on a ranged attack from a vehicle moving at speed 20 would be -3 instead of -6 (see Vehicle Combat).  

Gunner's Eye
	Your character is skilled at acquiring targets in vehicle combat.
Benefits: Your character gets a +4 bonus on Use Device checks to acquire targets in vehicle combat using the onboard vehicle systems (see Vehicle Combat).

Hacker
	Your character is skilled at breaking codes and cracking computer systems.
Prerequisites: Computer +3 and Cryptography +3.
Benefits: Your character gets a +2 bonus on all Computer and Cryptography checks.

Heroic Surge
Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
	Character Level	Times per Day
	1st-4th	1
	5th-8th	2
	9th-12th	3
	13th-16th	4
	17th-20th	5

High-G Tolerance
	Your character has adapted to high-g environments.
Prerequisites: Str 13+.
Benefits: Your character treats all high-g environments as if they were 1g lower, to a minimum of 1 g.

Jury Rig
	Your character is quite handy at jury-rigging, makeshift repairs and cobbling together unusual gadgets and gizmos.
Benefit: When attempting a fast, temporary repair, your character gains a +2 bonus to his Repair check. If the check is successful, the system is automatically repaired by one damage level. This feat can only be used once per damaged system until fully repaired. Add +1 to the skill check roll if there are sufficient vehicle or engineering workshops available to support the job. This feat bonus stacks.

Improved Brawl
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Improved Bull Rush 
Prerequisites: Strength 13, Power Attack.
Benefit: When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender.

Improved Combat Martial Arts
Prerequisites: Combat Martial Arts, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike improves to 19-20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Improved Combat Throw
Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.

Improved Critical
Prerequisites: Proficient with weapon, base attack bonus +8 or higher. 
Benefit: When using the weapon the character selected, the character's threat range is doubled. 
Special: The character can gain this feat multiple times. The effects do not stack. Each time the character takes the feat, it applies to a new weapon. 

Improved Damage Threshold
Benefit: The character increases his or her massive damage threshold by 3 points.
Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the character’s massive damage threshold is current Con +3.
Special: A character may gain this feat multiple times. Its effects stack.

Improved Disarm
Prerequisites: Intelligence 13, Combat Expertise.
Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character.

Improved Dodge
	Your character is extremely adept at dodging attacks aimed at him.
Prerequisites: Dex 13+, Dodge. 
Benefit: During the character's action, when the character designates an opponent, his dodge to Armor Class against attacks from that opponent increases to +2. The character can select a new opponent on any action. Alternately the character can designate all of his opponents, and he receives a +1 dodge bonus to Armor Class against attacks from all of them. 
Note: Any condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Improved Initiative
Benefit: The character gets a +4 bonus on initiative checks. 

Improved Far Shot
	Your character is highly skilled at making accurate attacks at great distance with ranged weapons.
Prerequisite: Point Blank Shot and Far Shot.
Benefits: All penalties due to range are halved. Each full range increment causes a cumulative -1 penalty on your character's ranged attack rolls.
Normal: Each full range increment causes a cumulative -2 penalty on a character's ranged attack rolls.

Improved Feint
Prerequisites: Intelligence 13, Brawl, Street fighting.
Benefit: The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat.
Normal: Feinting in combat requires an attack action.

Improved Knockout Punch
Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is non-lethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always non-lethal.

Improved Shot on the Run
	Your character's skill at making multiple ranged attacks with ranged weapons while on the move is improved.
Prerequisites: Point Blank Shot, Dex 15+, Dodge, Mobility or Serpentine, Shot on the Run, and the ability to make multiple ranged attacks with a ranged weapon.
Benefits: Your character can make multiple ranged attacks with a ranged weapon and still move his base speed. If the attacks are combined with a move action, you can make your character's attacks at any point during his normal movement. For example, if your character's speed is 10 meters, your character can move 3 meters and make his first attack, move 3 meters and make his second attack, and then move his final 4 meters. 
	Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).
Normal: Your character must use the full attack action in order to get more than one attack per round.
Special: Your character only gets the benefits of this attack when making a ranged attack. You can use this feat whenever your character gets multiple ranged attacks in a round, such as with a high base attack bonus, or the Rapid Shot feat.

Improved Skill Focus
	Your character is extremely adept with one skill.
Prerequisites: Skill Focus.
Benefit: The character gets an additional +2 bonus on all skill checks with that skill.  This does stack with the +2 bonus gained from Skill Focus feat, thus giving the character a +4 bonus on the skill he has both Skill Focus and Improved Skill Focus feats. 
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill. 

Improved Trip
Prerequisites: Intelligence 13, Combat Expertise.
Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.
	If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.

Improved Two-Weapon Fighting
Prerequisites: Dexterity 13, Two-Weapon Fighting, base attack bonus +6.
Benefit: The character gets a second attack with his or her offhand weapon, albeit at a -5 penalty.  Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other.
Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).

Improved Weapon Specialization
Prerequisite: Soldier level 12+.
Choose one type of weapon. The character is especially good at inflicting damage with this weapon. 
Benefit: The character adds +4 to all damage inflicted with the weapon the character has specialized with. 
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon. 

Improvised Weapon
	Your character is able to turn ordinary items in his vicinity into brutally effective combat tools.
Prerequisites: Wis 13+
Benefits: As a half action, your character may find an object nearby that he can use as an improvised melee weapon (e.g. a ladder, a fire extinguisher, a pool cue, etc.). The GM chooses the object your character finds, which may be small (1D3 damage), medium (1D4 damage), Large (1D6 damage), Huge (1D8 damage) or Gargantuan (1D10 damage) in size (objects less than small size or objects that are one size category larger than the character's race cannot be used as an improvised weapon). This weapon is considered a melee weapon and is therefore subject to the disarm rules. The object may also be damaged. Unarmed combat feats and abilities cannot be used with an improvised weapon. 

Information Junkie
	You character spends much of his time accumulating news, trivia, rumors, and gossip.
Benefits: Your character gets a +2 bonus on all Gather Information and Research checks.

Iron Will
Benefit: The character gets a +2 bonus to all Will saving throws.
Special: A character may gain this feat multiple times. Its effects stack.

Keen-Eyed
	Your character notices every small visual detail.
Benefits: Your character receives a +2 bonus to all Search, Spot and Sense Motive skill checks.

Knockout Punch
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is non-lethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always non-lethal.

Language
Benefits:  Whenever your character takes this feat, it represents a new language that your character has learned. Your character never makes a Speak Language check. Your character either knows a language or he does not.
Normal: The character starts at 1st level knowing one language, which represents the native language of his country.

Lead Foot
	Your character is very good at operating a vehicle at high speeds.
Prerequisites: Drive or Pilot skill.
Benefits: When driving or piloting a vehicle, your character gets a +4 bonus on all Drive or Pilot checks for acceleration (see vehicles).

Legal Eagle
	Your character is intimately familiar with local laws and customs.
Prerequisites: Knowledge (Local Laws) skill rank 5+.
Benefit: Add +2 to all Knowledge (Local Laws) and Administration checks.
Special: This feat applies only to the laws governing a particular geographical area that operates under the same set of laws.

Lightning Reflexes
Benefit: The character gets a +2 bonus to all Reflex saving throws. 

Low-G Tolerance
	Your character has adapted to low-g environments.
Prerequisites: Dex 13+.
Benefits: Your character treats all low-g environments - those between 0.1g and 1g - as if they were 1g for purposes of Dexterity modifier.

Medical Expert
Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Heal checks.
Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.

Meticulous
Benefit: The character gets a +2 bonus on all Forgery checks and Search checks.

Military Occupational Specialty (MOS)
	Your character was highly trained in one specific skill while in the military.
Prerequisites: Skill rank 5+, Skill Focus in the specified skill.
Benefit: Select one skill as a MOS. Whenever using this skill, your character may always elect to take 10, even in situations where they normally would not.
Special: May only be selected once.

Miracle Worker
	Your character has an uncanny knack with machinery and gadgets. He or she can wring out just a little more performance than specifications suggest, maintain a system well beyond its rated capacity without disaster, etc.
Prerequisite: Gearhead feat.
Benefits: When attempting a temporary repair your character must make an appropriate Repair skill check (+5 to the Repair DC). If successful the damaged system is repaired to its original rating, less one damage level. This feat can only be used once per damaged system until fully repaired. Add +1 to the skill check roll if there are sufficient vehicle or engineering workshops available to support the job. Add +2 to the skill check roll if the chief mechanic/engineer has the Damage Control feat.

Mobility
Prerequisites: Dexterity 13, Dodge.
Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.
Special: Any condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Mounted Combat
Prerequisite: Ride skill 
Benefit: The penalty the character suffers when using a personal ranged weapon from a mount is halved: -2 instead of -4 if the mount is making a normal move, and -4 instead of -8 if the mount is moving fast.

Multi-attack
Prerequisite: Two or more natural weapons. 
Benefit: The character’s secondary attacks with natural weapons suffer only a -2 penalty. 
Normal: Without this feat, the character’s secondary natural attacks suffer a -5 penalty. 

Natural Aircraft Pilot
	Your character has above average skill in piloting an aircraft.
Prerequisite: Pilot skill.
Benefits: Your character receives a +4 aptitude bonus on his Piloting checks when piloting an aircraft.

Natural Born Leader
	Your character has the type of attitude, confidence and natural leadership that draws attention and inspires loyalty.
Benefit: Add +2 to Recruiting checks.

Natural Compass
	Your character has an innate, almost unnatural ability to determine his location nearly anywhere on a world or in space, beyond what is normal.
Benefit: Add +2 to all Orienteering and all Navigation checks.

Natural Starship Pilot
	Your character is an exceptionally skilled starship and sublight spacecraft pilot.
Prerequisite: Pilot Skill.
Benefits: Your character receives a +4 aptitude bonus on his Piloting checks when piloting a starship or sublight spacecraft.

Nerves of Steel
	Your character is cool as ice when dealing with demolition charges and attempting to disarm or disable explosives and similar devices.
Benefit: Add +2 to all Demolition, Disable Device, Craft or Repair check when attempting to disable a device or demolitions.

Nimble
	Your character is exceptionally dexterous and has very good hand-eye coordination.
Benefits: +2 aptitude bonus to all Escape Artist, and Pick Pockets skill checks.

Persuasive
	Your character easily sways others to his point of view.
Benefits: Your character receives +2 aptitude bonus on all Bluff, Diplomacy, and Intimidate skill checks.

Point Blank Shot
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet. 

Power Attack
Prerequisite: Str 13+. 
Benefit: On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action.

Precise Shot
Prerequisite: Point Blank Shot. 
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. 
Normal: A character takes a -4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.

Quick Draw
Prerequisite: Base attack bonus +1.
Benefit: The character can draw a weapon as a free action.
A character with this feat may use throwing weapons at his or her full normal rate of attacks.
Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving.

Quick Reload
Prerequisites: Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a half move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.

Quick Witted
	Your character is always on the ball and very little surprises him.
Prerequisite: Int 13+ or Wis 13+.
Benefits: +2 on all Search and Spot.

Rage (Posleen Only)
Prerequisite: Endurance, Great Fortitude, BAB +2 or more.
Benefit: The character may voluntarily enter a state of rage once per day.  The character gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution increases the character's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. While raging, a character cannot use skills or abilities that require patience and concentration. He can use any feat he might have except for Expertise, and Skill Focus (if it's tied to a skill that requires patience or concentration). 
A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The character may prematurely end the rage voluntarily. At the end of the rage, the character is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter. A character can only fly into a rage once per encounter.
Special: This feat may be taken more than once, each time it is taken increases the maximum number of times the character may rage in one day.

Rapid Shot
Prerequisites: Point Blank Shot, Dex 13+. 
Benefit: The character can get one extra attack per round with a ranged weapon. The attack is at the character's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character must use the full attack action to use this feat. 

Renown
Benefit: The character’s Reputation bonus increases by +3.

Read/Write
Benefits:  Whenever your character takes this feat, it represents a new language that your character has learned to read and write. Your character never makes a Read/Write Language check. Your character either knows a language or he does not.
Normal: The character starts at 1st level being able to read and write one language, which represents the native language of his country.

Run
Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armor, the character can move four times his or her speed rather than three times. If the character makes a long jump, the character gains a +2 competence bonus on his or her Jump check.

Serpentine
Prerequisite: Dodge, Dex 13+
Benefit: The character is at +4 AC vs. all overwatch attacks.
Special: As this feat largely supplements the Mobility feat in standard D20 games, it may be substituted where Mobility is listed as a prerequisite.

Shoot on the Run
Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility or Serpentine. 
Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. 
Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).
Special: In other D20 Games this feat can only be obtained by taking Mobility, rather than Serpentine.

Skip Shot
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a -2 penalty on his or her attack roll, and the character’s attack deals -1 die of damage. 
Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for a character to attempt a skip shot.

Sixth Sense
	Your character has an uncanny knack for noticing what most would overlook.
Benefit: Add +2 to all Search checks.

Skill Focus
Benefit: The character gets a +2 bonus on all skill checks with that skill. 
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill. 

Sniper
Prerequisite: Wis 13+, Far Shot, Improved Far Shot, Point Blank Shot, and 5 ranks in Hide.
Benefit: As a full round action your character may attempt to hit the target in a critical area. This shot is at a -4 penalty to hit, through this penalty can be reduced by 1 for each additional round spent targeting (using the aim weapon action). If the shot hits, it is treated as a critical hit. The target must be unaware of the presence of the sniper to take advantage of this feat.
Spotter: Another character with the Sniper Feat may act as a spotter for a Sniper. Provided the spotter is within 20 yards of the Sniper, knows the Sniper's position, can see the Sniper's Target, and can either accurately determine the range to the Target or observe the fall of the Sniper's rounds, and can securely communicate with the Sniper. The Spotter must also be able to take a full round action to actually Spot the Target for the Sniper. The spotter provides a +2 bonus to the attack the sniper on his attack as long as he properly performs the function of Spotter.
Note: A Sniper can engage a target which he cannot see (Concealed vs. Covered) if he has a Spotter, but still gets the missed chance, due to concealment.
Special:  A character using the Sniper feat for any purpose is considered flat footed, during the entire combat round he is performing a sniper attack, and may not use Burst Fire or Spray and Pray while using the Sniper Feat.

Space Rat
	Your character is more at home behind the controls of a starship or sublight spacecraft than anywhere else, and he does not mind getting his hands dirty to keep his craft in tip-top shape.
Prerequisites: Pilot Skill and Starship Piloting.
Benefits: Your character gets a +2 bonus on all Pilot, Repair, and Use Device checks involved in the operation of a starship or sublight spacecraft.

Spring Attack
Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the character’s speed.
Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).  A character can’t use this feat if he or she is carrying a heavy load or wearing heavy armor.

Sprint
Prerequisite: Endurance, Fast Movement, Run
Benefit: When not fatigued, wearing armor, or carrying more than a light load, the character may choose to sprint at unusual speed.  This adds 2 meters to her base movement rate in addition to the gain from fast movement.  This increase in movement lasts for a number of rounds equal to 3 + the character's Constitution modifier. At the end of the sprint the character is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter.  
Special: A character may Rage and Sprint at the same time; if this is done, the Rage Constitution modifiers apply to the sprint duration, but the sprint will always end when the rage does since a fatigued character may not sprint.

Stealthy
Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks.

Streetfighting
Prerequisites: Brawl, base attack bonus +2.
Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.

Studious
Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks.

Stunning Fist
Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher. 
Benefit: Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character's next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. The character may attempt a stunning attack once per day for every four levels attained, and no more than once per round. 

Sunder
Prerequisites: Strength 13, Power Attack.
Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity.  The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character deals double the normal damage to objects, whether they are held or carried or not.
Normal: A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by another character.

Surface Vehicle Operation
	Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.
	The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.
Prerequisites: Drive 4 ranks.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
Normal: Characters without this feat take a -4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.
Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.

Surgery
Prerequisites: Heal 4 ranks.
Benefit: The character can use the Heal skill to perform surgery without penalty.
Normal: Characters without this feat take a -4 penalty on Heal checks made to perform surgery.

Swift Kick
	Your character provides a swift kick or slap to a piece of recalcitrant equipment to get it to operate or do what the character wants it to do.
Prerequisites: Computer, Repair, or Security Systems at +3. 
Benefits: When your character fails to successfully complete a Computer, Repair, or Security Systems skill check, your character may choose to get violent with the specific piece of recalcitrant equipment. This enables him to reroll the failed roll, as long an act of violence has been inflicted on the piece of equipment first. Only one reroll is possible in this manner; after that the character must start all over again on following any Retry rules listed under the skill in question.

Techie
	Your character is a born geek, with the inherent ability to work with machinery and computers. 
Benefits: Your character receives a +2 bonus on all Computer and Repair skill checks.

Toughness
Benefit: The character gains +3 hit points. 
Special: A character may gain this feat multiple times. Its effects stack.

Trustworthy
Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.

Two-Weapon Fighting
Prerequisite: Dexterity 13.
Benefit: The character's penalties for fighting with two weapons are reduced by 2. 
The weapons used must be either both melee weapons or both ranged weapons (the character can’t mix the types).

Unbalance Opponent
Prerequisites: Defensive Martial Arts, base attack bonus +6.
Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or she still takes that penalty.)
	The opponent’s Strength modifier applies to damage, as usual.
	The character can select a new opponent on any action.

Uncanny Tenar Pilot
Benefit: The character piloting a tenar gives the tenar itself and all aboard the benefit of his dodge ability (if any) as long as at least a move equivalent action was spent on piloting in the character’s last action.  
Special: If a pilot has no dodge ability he may still use this feat.  This grants the Uncanny Dodge, Dex Bonus to AC as the scout class feature to all on the Tenar, however the pilot is considered to be level zero (or his scout level) for purposes of a scout making a sneak attack bypassing this dodge.
Normal: A character in a vehicle may not use Uncanny Dodge.

Vehicle Dodge
Prerequisites: Dexterity 13, Drive 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.
Special: If you choose an opposing vehicle as your character's target for this feat, the dodge bonus applies to all ranged attacks made from that vehicle. This may include any combination of integral vehicle weapons, mounted weapons, or personal weapons fired by characters on or in the vehicle.

Vehicle Expert
Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks.

Vehicle Specialization
	Your character is highly trained in the operation of a specific type of vehicle or vessel such as an ATV, car, light truck, large truck, motorcycle, semi trailer truck, snow mobile, van, dirigible, ground effect vehicle, helicopter, Galtech antigrav, Galtech spacecraft, large aircraft, large ship, Posleen antigrav, Posleen Spacecraft, small aircraft, small boat/ship, submarine or any other type or class of vehicle/vessel. 
Benefit: Add +2 to all drive or pilot checks when operating this type of vehicle/vessel.
Special: Your character can gain this feat multiple times. Its effects do not stack however. Each time your character takes this feat, it applies to a new type of vehicle/vessel.

Weapon Finesse
	Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain.
Prerequisites: Proficient with weapon, base attack bonus +1.
Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a different weapon.

Weapon Focus 
Prerequisites: Proficient with weapon, base attack bonus +1 or higher. 
The character can choose “unarmed strike” or “grapple” for the character's weapon for purposes of this feat.  
Benefit: The character adds +1 to all attack rolls the character makes using the selected weapon. 
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon. 

Weapons Proficiency (Simple)
Benefit: The character makes attack rolls with simple weapons normally. 
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls

Weapon Proficiency (Simple Firearms) 
Benefit: The character can fire any personal firearm without penalty.
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms.

Weapon Proficiency (Martial)
Prerequisites: Simple Weapons Proficiency.
Benefit: The character makes attack rolls with a martial weapon normally. 
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. 
	The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.

Weapons Proficiency (Archaic Martial Weapons)
Prerequisites: Simple Weapons Proficiency, and Martial Weapons Proficiency.
Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon.
Normal: A character without this feat takes the -4 non-proficient penalty when making attacks with archaic weapons.

Weapons Proficiency (Martial Firearms)
Prerequisite: Simple Firearms Weapons Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto-fire setting).
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms set on auto-fire.

Weapons Proficiency (Exotic Artillery)
	Your character is trained in the maintenance and use of a specific martial weapon class, be it a field artillery piece including mortars, Howitzers, Multiple Rocket Launchers, Naval guns, or long range artillery pieces.
Benefit: The character makes attack rolls with a martial weapon normally. 
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. 
	The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
Special: A character must have Martial-Artillery, Martial-Ship’s Weaponry, or Exotic-Spacecraft Weaponry to be able to learn the Gunnery skill.

Weapon Proficiency, Exotic Firearms 
	Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers. 
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

Weapons Proficiency (Exotic Ship’s Weaponry)
	Your character is trained in the maintenance and use of a specific martial hull mounted or turret mounted weapons aboard sea going ships. Includes Defense Launchers, Gravguns, High-Energy weapons, Lasers, Missiles, Naval Guns, particle accelerators and Railguns.
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency and Exotic Firearms Proficiency (for non Pilot/Drivers).
Benefit: The character makes attack rolls with a martial weapon normally. 
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. 
	The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
Special: A character must have Martial-Artillery, Martial-Ship’s Weaponry, or Exotic-Spacecraft Weaponry to be able to learn the Gunnery skill.

Weapon Proficiency, Exotic Galtech Firearms 
	Choose a weapon type from the following list: cannons, heavy Gravguns, grenade launchers, mortars, lasers, plasma guns and AM Lances. 
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

Weapon Proficiency, Exotic Posleen Firearms 
	Choose a weapon type from the following list: 1mm railguns, 3mm railguns, heavy railguns, heavy lasers, plasma guns and HVM Launchers. 
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency (For non-Posleen’s).
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

Weapons Proficiency (Exotic Spacecraft Weaponry) 
	Your character is trained in the maintenance and use of a specific exotic hull mounted or turret mounted weapon class aboard spacecraft. Including Defense Launchers, Gravguns, High-Energy weapons, Lasers, Missiles, Naval Guns, particle accelerators and Railguns.
Prerequisites: Simple Firearms Weapons Proficiency, Martial Firearms Weapons Proficiency and Exotic Firearms Proficiency (for non Pilot/Drivers).
Benefit: The character makes attack rolls with a martial weapon normally. 
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. 
	The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
Special: A character must have Martial-Artillery, Martial-Ship’s Weaponry, or Exotic-Spacecraft Weaponry to be able to learn the Gunnery skill.

Weapon Specialization
Prerequisite: Soldier level 4+.
Choose one type of weapon. The character is especially good at inflicting damage with this weapon. 
Benefit: The character adds +2 to all damage inflicted with the weapon the character has specialized with. 
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon. 

Whirlwind Attack
Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.
Benefit: When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent.

Zero-G Tolerance
	Your character has adapted to zero-g environments.
Prerequisites: Dex 15 and Free fall skill.
Benefits: Your character moves in all zero-g environments - those from 0g to 0.1g - as if they were 1g for the purposes of Dexterity modifiers.

Xeno-Medicine 
	Your character is familiar with the unusual medical needs and requirements of certain alien races.
Requirements: Heal.
Benefit: Your character may apply his Heal skill normally towards treating a patient not of his own race.
Normal: Characters without xeno-medicine suffer a penalty of a at least -4 (as determined by the GM) of a race other than their own.
Special: This feat can be selected more than once. When choosing this feat your character must specify the alien race he will be familiar with.

XT Research
	Your character is skilled at sifting and analyzing data and information from extra-terrestrial systems, and about extra-terrestrial matters.
 Benefit: Add +2 to all Gather Information and Research checks when conducting research on extra-terrestrial matters, or with extra-terrestrial systems. Eliminates the penalties associated with using alien technology for relevant systems. It also allows the synergistic use of Knowledge and other information-related skills together with Gather Information skill.
Special: This feat may be taken more than once, but each time it must be applied to a new area of specialization: XT Research (Aldenata), XT Research (Galactic)*, XT Research (Himmit), XT Research (Tchpth), XT Research (Posleen).
*Includes Darhel and Indowy.

Copyright Notice: The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright © 2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

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Chapter 8: Earth Tech Equipment

Except as stated in the Copyright notice of the Open Game License v.1.0a, the material in this chapter is Open Game Content and is licensed for public use under the terms of the Open Game License v1.0a.

EQUIPMENT BASICS

Restricted Objects
	Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements. The Bureaucracy DC to purchase this item is 11.
Restricted: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license. The Bureaucracy DC to purchase this item is 16.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals. The Bureaucracy DC to purchase this item is 21.
Illegal: The object is illegal in all but specific, highly regulated circumstances. The Bureaucracy DC to purchase this item is 26.

Table 8.1: Restricted Objects
Restriction	License or Fee	Black Market	Time
Rating	Purchase	Purchase Price1	Required
Licensed	$120	x1.5	1 day
Restricted	$500	x2	2 days
Military	$2,000	x3	3 days
Illegal	$9,000	x4	4 days
1 Multiply the object’s purchase price if the character tries to buy it on the black market without first obtaining a license; see The Black Market, below.
Purchasing a License
	To purchase a license or pay necessary fees, the character needs to pay the required fee and make the appropriate Bureaucracy skill check (This represents going through all of the appropriate steps required to get the license and shows proper need for the item in question if needed). With a success, the license is issued to the character after the number of days indicated. 
	To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license purchase DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)
	As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license.

The Black Market
	Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the Black Market. Knowledge (streetwise) checks can be used to locate a Black Market merchant. The DC is based on the location in question: 15 to find a Black Market merchant in a big city, or 20, 25, or higher in small towns and rural areas.
Objects purchased on the Black Market are more expensive than those purchased legally.   
	Obtaining an object on the Black Market takes a number of days according to the Time Required column on Table 8.1: Restricted Objects.  The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase cost multiplier by an additional +1.

Requisitioning Equipment
	When a hero working for Military or a Government Agency needs more equipment than he or she has on hand, the hero may try to requisition it. The Logistics Section or Agency evaluates whether the character really needs the object, how soon the agency can supply it, and whether the agency can reasonably expect to get it back when the hero is done with it.
	The result is determined by a level check (1d20 + character level) against a DC equal to the equipment’s requisition DC. Add the character’s Charisma bonus to the check. Table 8.3: Requisition Modifiers lists modifiers that may affect the check.

Table 8.2: Requisitioning Equipment
Item Cost 	Requisition DC	Item Cost	Requisition DC
$120	10	$50,000	31
$150	11	$65,000	32
$200	12	$90,000	33
$275	13	$120,000	34
$350	14	$150,000	35
$500	15	$200,000	36
$650	16	$275,000	37
$900	17	$350,000	38
$1,200	18	$500,000	39
$1,500	19	$650,000	40
$2,000	20	$900,000	41
$2,750	21	$1,200,000	42
$3,500	22	$1,500,000	43
$5,00	23	$2,000,000	44
$6,500	24	$2,750,000	45
$9,000	25	$3,500,000	46
$12,000	26	$5,000,000	47
$15,000	27	$6,500,000	48
$20,000	28	$9,000,000	49
$27,500	29	$12,000,000	50
$35,000	30	

	The result of the check determines whether and how quickly the Department or Agency can provide the character with the requested equipment. With a success, the object is issued to the hero. Generally, it takes 24 hours to obtain an object through requisition, but if the object is especially common, or if the hero beats the check DC by 5 or more, it is available in 1d4 hours.
	Requisitioned objects are loaned, not given, to the character. Obviously, expendable objects like ammunition don’t have to be returned if used.

Table 8.3: Requisition Modifiers
Situation	Modifier
Object is necessary for assignment	+6
Object has obvious application for assignment	+4
Object has peripheral application for assignment	+2
Object has no obvious application for assignment	-2
Object is rare	-2
Object restriction
	Licensed	-2
	Restricted	-4
	Military	-6
	Illegal	-8
Character is skilled or proficient in use of object	+2
Character returned all gear undamaged on previous mission	+2

Mastercraft Objects
	Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that improves when the object is used.
	A mastercraft object that provides a +1 bonus can usually be purchased on the open market as a custom version of a common object. The increased cost of such an object multiplies the purchase price by 2.
	A rare few objects are of mastercraft quality even without customization-the off-the-shelf version of the object is of such high quality that it is always provides a bonus of +1. In these cases, the purchase price is not increased (such objects are already priced higher than similar objects of lower quality).
	Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2 object could be found for purchase, its cost would be an additional times 3 multiple to the normal purchase price. The cost of a mastercraft +3 object would add an additional multiple of times 5 to the normal purchase price.

Concealed Weapons and Objects
	It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing.
	Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

Conceal a Weapon Checks
	To conceal a weapon or other object, make a Slight-of-Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Hide can be used untrained in this instance, but the character must take 10.

Size and Concealment
	The object’s size affects the check result, as shown on Table 8.4: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.

Table 8.4: Concealing Weapons and Objects
Size of weapon or object	Sleight-of-Hand Modifier
	Fine	+12
	Diminutive	+8
	Tiny	+4
	Small	+0
	Medium-size	-4
	Large	-8
	Huge or larger 	---- (can’t conceal)
Condition	Sleight-of-Hand Modifier
	Clothing is tight or small	-4
	Clothing is especially loose or bulky	+2
	Clothing is specifically modified for concealing object	+2
	Weapon is carried in concealed carry holster	+4
	Weapon can be drawn normally	-2
	Weapon can be drawn as free action 	-4
		with Quick Draw feat

Spotting Concealed Objects
	Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when concealing an object, the DC of the Spot check to notice the object is the same as the target’s check result (an opposed check, in other words). If the target took 10 on his or her Slight-of-Hand check, use this formula:
Spot DC = Target’s Slight-of-Hand skill modifier (including modifiers from Table 8.4: Concealing Weapons and Objects) + 10.
	An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet between himself and the target, and a -5 penalty if distracted.
	Patting someone down for a hidden weapon requires a similar check. However, the skill employed is Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).

Spotting Concealable Armor
	Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers from Table 8.4: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30).

Living in Luxury
	The purchase prices given are for average-quality items. It’s possible to purchase similar items with luxury features, generally by increasing the purchase price by 1.5. Although such items are more expensive, they offer no additional features or game benefits.

Starting Cash

Table 8.5: Starting Cash Per Character Level
Class	Amount	Class	Amount
Academic	3D4x$2,000	Medic	6D4x$2,000
Biker/Gang Member	4D4x$2,000	Militia Member 	4D4x$2,000
Civilian Expert	3D4x$2,000	Soldier	6D4x$2,000
Driver/Pilot	5D4x$2,000	Scout	5D4x$2,000
Manipulator	6D4x$2,000	Trader	6D4x$2,000
Mechanic	5D4x$2,000

U.S. Dollars to Federation Credits Conversion Rate: 1 Fed Cr. = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other Earth currency.

EQUIPMENT (WEAPONS AND ARMOR)

Weapons
	The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives and splash weapons, and melee weapons.

Ranged Weapons
	Ranged weapons fall into three general groups: handguns, longarms, and other ranged weapons such as crossbows.  When using a ranged weapon, the wielder applies her Dexterity modifier to the attack roll.  Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person. 

Ranged Weapons Table
Ranged weapons are described by a number of statistics, as shown in Tables 8.6 to 8.12.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times). 
Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.
Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.
Single Shot: A weapon with the single shot rate of fire requires the user to either manually operate the action (the mechanism that feeds and cocks the weapons) between each shot or operate the firearm's feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), Pump shotguns, bolt-action rifles, lever action rifles, and semiautomatic pistols or rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other abilities that normally allow more than one shot per attack.
Burst Fire (B): Most firearms have the semiautomatic rate of fire, only military grade weapons can perform Burst Fire. These firearms feed and cock themselves with each round fired and are capable of firing controlled burst of 3 to 5 shot with each pull of the weapon's trigger. Only weapons with the burst fire or Auto Fire option can perform a Burst Fire attack or be used with feats that take advantage of burst fire.
Automatic (A): Automatic weapons fire a continuous burst or stream of shots with a single squeeze of the trigger, until the trigger is either released or the weapon runs out of ammunition. Only weapons with the automatic rate of fire can be set on auto fire or be used with feats that take advantage of automatic fire.
Magazine: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon. 
Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand. 
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.
Weight: This column gives the weapon’s weight when fully loaded.
Recoil: The modifier is a cumulative adjustment to Character's Base Attack Bonus using that weapon for each additional attack after the 1st attack in one round (i.e. if a weapon has a recoil of 2 the 2nd attack using that weapon in a round suffers a -2 to BAB, the 3rd attack using that weapon suffers a -4 to BAB, the 4th attack using that weapon suffer a -6 to BAB and so on). Burst Fire has an additional +1 adjustment to recoil and Full Auto Fire has an additional +2 adjustment to recoil. The recoil can be reduced by using certain weapon accessories.
Purchase Price: This is the purchase price is the payment needed to acquire the weapon. This amount reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.
Restriction (Rest.): The restriction rating for the weapon, if any, and the appropriate black market purchase price modifier. Remember to apply this modifier to the bureaucracy or DC when making a check to acquire the weapon on the black market.
Reloading Firearms
	Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.
	Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

Table 8.6: Handguns, Simple Firearms
Handguns (require the Weapon Proficiency, Simple Firearms  feat)
	Damg	Range	Rate of	Purchase
Weapon 	Damage 	Crit	Type	Incrmt	Fire	Magazine	Size	Weight	Recoil	Price	Rest. American Derringer	Spec.2	20/x3	Ballistic	4 m.	S	2 int.	Tiny	.44 kg.	(Spec.2)	$470	Lic (+1)
	Model 1 
Baer 1911 UMCP	(Spec.2)	20/x3	Ballistic	12 m.	S	10 box	Small 	1.05 kg.	(Spec.2)	$2,500	Lic (+1)
	(autoloader) (1)
Beretta 92F	1d10	20/x3	Ballistic	16 m.	S	15 box	Small 	1.36 kg.	-	$650	Lic (+1)
	(9mm autoloader)
Colt Double Eagle	1d10 	20/x3	Ballistic	10 m.	S	9 box	Small	1.36 kg.	-	$650	Lic (+1)
	(10mm autoloader)
Colt M1911	2d6	20/x3	Ballistic	10 m.	S	7 box	Small	1.36 kg.	1	$500 	Lic (+1)
	(.45 autoloader)
Colt Python (1)	 2d6	20/x3	Ballistic	16 m.	S	6 cyl.	Med	1.36 kg.	1	$1,150	Lic (+1)
	(.357 revolver)
Table 8.6: Handguns, Simple Firearms (Continued)
Handguns (require the Weapon Proficiency, Simple Firearms  feat)
	Damg	Range	Rate of	Purchase
Weapon 	Damage 	Crit	Type	Incrmt	Fire	Magazine	Size	Weight	Recoil	Price	Rest. Derringer	2d6	20/x3	Ballistic	4 m.	S 	2 int.	Tiny	.45 kg.	1	$350 	Lic (+1)
	(.45)
Desert Eagle 	2d10	20/x3	Ballistic	16 m.	S	9 box	Med	1.8 kg.	3	$1,700	Lic (+1)
	(.50AE autoloader)
Freedom Arms (1)	(Spec.2)	 20/x3	Ballistic	16 m.	S	5 cyl.	Med	1.5 kg.	(Spec.2)	$2,060	Lic (+1)
	Model 83 (revolver)
Glock 17 (1)	1d10	20/x3	Ballistic	10 m.	S	17 box	Small	.9 kg.	-	$800 	Lic (+1)
	(9mm autoloader)
Glock 20 (1)	1d10	20/x3	Ballistic	16 m.	S	15 box	Small	1.36 kg.	-	$730	Lic (+1)
	(10mm autoloader)
Magnum Research (1)	(Spec.2)	20/x3	Ballistic	16 m.	S	5 cyl.	Med	1.96 kg.	(Spec.2)	$999	Lic (+1)
	BFR (revolver)
Pathfinder	1d4	20/x2	Ballistic	8 m.	S	6 cyl.	Tiny	.45 kg.	-	$350	Lic (+1)
	(.22 revolver)
Ruger Service-Six 	1d10	20/x3	Ballistic	10 m.	S	6 cyl.	Small	.9 kg.	1	$550	Lic (+1)
	(.38S revolver)
Ruger Redhawk	(Spec.2)	20/x3	Ballistic	16 m.	S	6 cyl.	Med	1.5 kg.	(Spec.2)	$750	Lic (+1)
	(.44 magnum and .45 CL revolver)
Ruger Redhawk	(Spec.2)	20/x3	Ballistic	16 m.	S	6 cyl.	Med	1.5 kg.	(Spec.2)	$750	Lic (+1)
	(.44 magnum .454 and .480 revolver)
S&W M29	2d8	20/x3	Ballistic	10 m.	S	6 cyl.	Med	1.36 kg.	2	$500	Lic (+1)
	(.44 magnum revolver)
SITES M9	1d10	20/x3	Ballistic	10 m.	S	8 box	Tiny	.9 kg.	-	$550	Lic (+1)
	(9mm autoloader)
Walther PPK	1d8	20/x3	Ballistic	30 ft.	S	7 box	Small	.45 kg.	-	$550	Lic (+1)
	(.32 autoloader)

Table 8.7: Handguns, Martial Firearms
Handguns (require the Weapon Proficiency, Martial Firearms  feat)
	Damg	Range	Rate of	Purchase
Weapon 	Damage 	Crit	Type	Incrmt	Fire	Magazine	Size	Weight	Recoil	Price	Rest. Beretta 93R	1d10	20/x3	Ballistic	10 m.	S/B/A	20 box	Med	1.36 kg.	-/1/2	$1,200 	Res (+2)
	(9mm machine pistol)
MAC Ingram M10 	2d6 	20/x3	Ballistic	16 m.	S/B/A	30 box	Med	2.7 kg.	1/2/3	$550 	Res (+2)
	(.45 machine pistol)
Professional Ordnance	2d6	20/x3	Ballistic	30m.	S	30 Box	Med	1.3 kg	1	$1,600	Res (+2)
	Carbon-15 (5.56mm Autoloader)
Professional Ordnance	2d6	20/x3	Ballistic	30m.	S/B/A	30 Box	Med	1.3 kg	1/2/3	$2,100	Res (+2)
	Carbon-15 (5.56mm machine pistol)
Skorpion	1d8	20/x3	Ballistic	16 m.	S/B/A	20 box	Med	1.8 kg.	-/1/2	$900	Res (+2)
	(.32 machine pistol)
TEC-9	1d10	20/x3	Ballistic	16 m.	S/A 	32 box	Med	1.8 kg.	-	$350 	Res (+2)
	(9mm machine pistol)

Table 8.8: Longarms, Simple Firearms
Longarms (require the Weapon Proficiency, Simple Firearms  feat)
	Damg	Range	Rate of	Purchase
Weapon 	Damage 	Crit	Type	Incrmt	Fire	Magazine	Size	Weight	Recoil	Price	Rest. Beretta M3P	(Spec.2)	20/x3	Ballistic	10 m.	S	5 box	Large	4.1 kg. 	(Spec.2)	$650	Lic (+1)
	(12-gauge shotgun)
Browning BPS 	(Spec.2)	20/x3	Ballistic	10 m.	S	5 int.	Large	5 kg. 	(Spec.2)	$650	Lic (+1)
	(10-gauge shotgun)
Custom Rifle, Bolt 	(Spec.2)	20/x3	Ballistic	80 m.	S	3-8 int.	Large	3.7 kg.	(Spec.2)	$2,700	Lic (+1)
	Action (.223-.600 hunting Rifle) (1)
Mossberg	(Spec.2)	20/x	Ballistic	10 m.	S	6 int.	Large	3.2 kg. 	(Spec.2)	$500	Lic (+1)
	(12-gauge shotgun)
Remington 700	2d10	20/x3	Ballistic	80 m.	S	5 int.	Large	3.6 kg. 	2	$900	Lic (+1)
	(7.62mm hunting rifle)
Sawed-off shotgun	(Spec.2)	20/x	Ballistic	10 m.	S	2 int.	Med	1.8 kg. 	(Spec.2)	$500	Lic (+1)
	(12-ga shotgun)
Winchester 94	2d10	20/x3	Ballistic	80 m.	S	6 int.	Large	3.2 kg. 	3	$550	Lic (+1)
	(.444 hunting rifle)

Table 8.9: Longarms, Martial Firearms
Longarms (require the Weapon Proficiency, Martial Firearms  feat)
	Damg	Range	Rate of	Purchase
Weapon 	Damage 	Crit	Type	Incrmt	Fire	Magazine	Size	Weight	Recoil	Price	Rest.
American 180	1d6	20/x3	Ballistic	16 m.	(Spec.2)	177 drum	Med	2.7 kg.	0/1/2	$650	Res (+2)
	(.22 submachine gun)
American 180 Twin	1d6	20/x3	Ballistic	16 m.	(Spec.2)	x2 drums	Med	4.5 kg.	1/2/3	$1,4000	Res (+2)
	(.22 submachine gun)

This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
AIW (1)	2d10	20/x3	Ballistic	80 m.	S/B/A	30 box	Large	6.4 kg.	2/3/4	$3,800	Mil (+3)
	M205 (4)	(Spec.2)	-	-	60 m.	S	6 box.	Large	-	-	
	(grenade launcher)

AKM/AK-47	2d6	20/x3	Ballistic	70 m.	S/B/A	30 box	Large	4.5 kg. 	2/3/4	$500	Res (+2)
	(7.62mmR assault rifle)
Barrett Light Fifty 	2d12 	20/x4	Ballistic	120 m.	S	11 box	Huge	13 kg. 	1	$7,300	Lic (+1)
	M82A1 (.50 sniper rifle) (1)
Barrett M95 Bolt 	2d12	20/x4	Ballistic	120 m.	S	5 box	Huge	9.9 kg.	1	$5,100	Lic (+1)
	Action Rifle (.50 sniper rifle) (1)
Barrett M99 Bolt 	2d12	20/x4	Ballistic	120 m.	S	1 int.	Huge	9.9 kg.	1	$3,100	Lic (+1)
	Action Rifle (.50 sniper rifle) (1)
Barrett M100 	2d12	20/x4	Ballistic	90 m.	S	11/16 box	Large	9.5 kg.	1	$12,100	Lic (+1)
	Entry and Close Assault (.50 rifle) (1)
Bushmaster M17T 	2d6	20	Ballistic	80 m.	S/B/A	30 box	Large	3.7 kg. 	1/2/3	$875	Res (+2)
	(5.56mm assault rifle) (1)
Bushmaster M17U 	2d10	20	Ballistic	80 m.	S/B/A	20 box	Large	4.7 kg. 	2/3/4	$1,025	Res (+2)
	(7.62mm assault rifle) (1)
DSA SA58 OSW	2d10	20	Ballistic	70 m.	S/B/A	20 box	Large	3.53 kg. 	2/3/4	$1,525	Res (+2)
	(7.62mm assault rifle) 
HK G3	2d10	20	Ballistic	80 m.	S/B/A	20 box	Large	5 kg. 	2/3/4	$1,500	Res (+2)
	(7.62mm assault rifle)
HK MP5 (1)	1d10	20	Ballistic	20m.	S/B/A	30 box	Large	3.2 kg. 	-/2/3	$1,500	Res (+2)
	(9mm submachine gun)
HK MP5K	1d10	20	Ballistic	16 m.	S/B/A	15 box	Med	2.3 kg. 	-/1/2	$1,500	Res (+2)
	(9mm submachine gun)
HK PSG1 (1)	2d10	20	Ballistic	90 m.	S	5 box	Large	2.3 kg.	2	$3,500	Lic (+1)
	(7.62mm sniper rifle)
AR10A4	2d10	20	Ballistic	80 m.	S/B/A	30 box	Large	4.3 kg. 	1/2/3	$1,400	Res (+2)
	(7.62mm assault rifle)

Table 8.9: Longarms, Martial Firearms (Continued)
Longarms (requires the Weapon Proficiency, Martial Firearms feat)
	Damg	Range	Rate of	Purchase
Weapon 	Damage 	Crit	Type	Incrmt	Fire	Magazine	Size	Weight	Recoil	Price	Rest.
M16A2	2d6	20	Ballistic	80 m.	S/B/A	30 box	Large	3.6 kg. 	1/2/3	$950	Res (+2)
	(5.56mm assault rifle)
M4 Carbine	2d6	20	Ballistic	60 m.	S/B/A	30 box	Large	3.2 kg. 	1/2/3	$950	Res (+2)
	(5.56mm assault rifle)
Steyr AUG	2d6	20	Ballistic	80 m.	S/B/A	30 box	Large	4.1 kg. 	1/2/3	$1,500	Res (+2)
	(5.56mm assault rifle)
Uzi	1d10	20	Ballistic	16 m.	S/B/A	20 box	Large	3.6 kg. 	-/1/2	$1,000	Res (+2)
	(9mm submachine gun)

Table 8.10: Heavy Weapons, Exotic Firearms
Heavy Weapons (each requires a specific Weapon Proficiency, Exotic Firearms feat)
	Damg	Range	Rate of	Purchase
Weapon 	Damage 	Crit	Type	Incrmt	Fire	Magazine	Size	Weight	Recoil	Price	Rest.
M-248	2d6	20/x3	Ballistic	80 m.	B/A	Linked	Large	7.4 kg.	2/3/4	$4,100	Mil (+3)
	(medium machine gun)
M-60E4	2d10	20/x3	Ballistic	80 m.	B/A	Linked	Huge	10 kg.	2/3/4	$6,000	Mil (+3)
	(medium machine gun)
M2HB	2d12	20/x4	Ballistic	120 m.	B/A	Linked	Huge	38 kg.	5/6/7	$14,000	Mil (+3)
	(heavy machine gun)
CIS .50	2d12	20/x4	Ballistic	120 m.	B/A	Linked	Huge	30 kg.	5/6/7	$15,000	Mil (+3)
	(heavy machine gun)
GAU-19/A	2d12	20/4	Ballistic	120 m.	A	Linked	Huge	64 kg.	5/6/7	$25,000	Mil (+3)
	(heavy minigun)
Mk-149 20mm 	3d10	20/x4	Ballistic	200 m.	A	Linked	Huge	35 kg.	6/7/8	$19,000	Mil (+3)
	(heavy minigun)
M72A3 LAW	10d62	-	-	60 m.	S	1 int.	Large	2.3 kg.	-	$500	Mil (+3)
(rocket launcher)
M203 (4)	(Spec.2)	-	(Spec.2)	60 m.	S	1 int.	Large	1.36 kg.	-	$600	Mil (+3)
	(grenade launcher)
M205 (4)	(Spec.2)	-	(Spec.2)	60 m.	S	6 box.	Large	1.35 kg.	-	$1,200	Mil (+3)
	(grenade launcher)
M79	(Spec.2)	-	(Spec.2)	60 m.	S	1 int.	Large	3.2 kg.	-	$350	Mil (+3)
	(grenade launcher)
M83	(Spec.2)	-	(Spec.2)	60 m.	S	12 box.	Large	3.7 kg.	-	$1,200	Mil (+3)
	(grenade launcher)
M85	(Spec.2)	-	(Spec.2)	60 m.	S	6 box.	Large	4.95 kg.	-	$1,200	Mil (+3)
	(grenade launcher)
Auto. Grenade MK-19	(Spec.2)	-	(Spec.2)	200 m.	A	Linked	Huge	33.8 kg.	5/6/7	$5,000	Mil (+3)
	40mm Launcher (grenade launcher)
Auto. Grenade MK-47	(Spec.2)	-	(Spec.2)	200 m.	A	Linked	Huge	21.6 kg.	5/6/7	$32,500	Mil (+3)
	40mm Launcher (grenade launcher) (1)

The Manjack series  is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Mk-1 Manjack 	2d10	20/x3	Ballisatic	80 m.	B/A	Linked	Huge	16.54 kg.	0/0/1	$21,000	Mil (+3)
Mk-2 Manjack	2d12	20/x4	Ballistic	120 m.	B/A	Linked	Huge	75 kg.	0/0/1	$29,000	Mil (+3)
Mk-3 Manjack	(Spec.2)	-	(Spec.2)	200 m.	B/A	Linked	Huge	70 kg.	0/0/1	$28,500	Mil (+3)
Mk-4 Manjack	3d10	20/x4	Ballistic	200 m.	B/A	Linked	Huge	76 kg.	0/1/2	$42,500	Mil (+3)

Table 8.11: Other Ranged Weapons 
Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
				Damg	Range	Rate of					Purchase
Weapon 	Damage 	Crit	Type	Incrmt	Fire	Magazine	Size	Weight	Recoil	Price	Rest.
Compound bow 	 1d8	20	Piercing	16 m.	1	-	Large	1.36 kg.	-	$120	-
	(Archaic) (Spec.2)
Crossbow (Simple)	1d10	19-20	Piercing	16 m.	S	1 int.	Med	3.2 kg.	-	$90	-
Flamethrower	3d6	-	Fire	-	S	10 int.	Large	22.7 kg.	-	$900	Mil (+3)
	(no feat needed) (3)
Javelin (Simple)	1d6	20	Piercing	12 m.	S	-	Med	.9 kg.	-	$20	-
Pepper spray	Spec.2	-	Spec.2	2 m.	S	1 int.	Tiny	.23 kg.	-	$30	-
	(Simple)
Shuriken (Archaic)	1	20	Piercing	4 m.	S	-	Tiny	.23 kg.	-	$12	-
Taser (Simple)	1d42	-	Electricity	2 m.	S	1 int.	Small	.9 kg.	-	$55	-
Whip (Simple)	1d2	20	Slashing	6 m.	S	-	Small	.9 kg.	-	$20	-
1 This mastercraft weapon grants a +1 bonus on attack rolls.
Spec.2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.
4 This weapon has a -1 to its Attack Check.

Table 8.12: Artillery
Indirect Fire Weapons (require the Weapon Proficiency, Exotic Artillery feat)
	Indirect	Time	Reflex	Blast	Purchase
Weapon	Crew	ROF	Fire Range	of Flight	HDM	Damage	Saves	Radius	Weight	Price	Rest.
25 mm Bushmaster	1	B/A	6.8 km.	2 rounds	-	2d6	10	2 m.	110 kg.	$50,000	Res (+2)
30mm Bushmaster II	1	B/A	10 km.	3 rounds	1	2d6	12	2 m.	155 kg.	$60,000	Res (+2)
35mm Bushmaster III	1	B/A	10 km.	3 rounds	1	3d6	12	2 m.	218 kg.	$70,000	Res (+2)
Quad Bushmaster III	2	B/A	10 km.	3 rounds	1	3d6x4	12	2 m.	1,350 kg.	$100,000
50mm Bushmaster IV	1	B/A	12 km.	3 rounds	1	5d6	12	4 m.	231 kg.		Res (+2)
40mm Mk-19 Grenade	2	B/A	2 km.	2 rounds	-	4d6	10	6 m.	33.8 kg.	$5,000	Res (+2)
	Launcher
40mm Mk-47 Grenade	2	B/A	2 km.	2 rounds	-	4d6	10	6 m.	21.6 kg.	$32,500	Res (+2)
	Launcher
120 mm Tank gun	2	1	8 km.	1 round	3	4d6	16	18 m.	5,850 kg.	$450,000	Mil (+3)
M-224 60 mm Mortar	2	2	3.5 km.	4 rounds	2	3d6	14	9 m.	20.5 kg.	$10,700	Res (+2)
M-252 81 mm Mortar	2	2	5.9 km.	5 rounds	3	3d6	16	14 m.	40.5 kg.	$24,720	Res (+2)
M-120 120 mm Mortar	8	1	7.2 km.	6 rounds	4	5d6	18	30 m.	144 kg.	$31,930	Res (+2)
M-122 120 mm Auto	8	2	7.2 km.	6 rounds	4	5d6	18	30 m.	4,500 kg.	$650,000	Mil (+3)
	Mortar
M-127 Dual 120mm	12	4 	7.2 km.	6 rounds	4	5d6	18	30 m.	6,750 kg.	$1,040,000	Mil (+3)
	Auto Mortar
M-156 155mm Mortar	8	½	8 km.	7 rounds	5	5d6	22	30 m.	1,200 kg.	$41,250	Res (+2)
M-160 155 mm Auto	8	1	8 km.	7 rounds	5	5d6	22	38 m.	6,000 kg.	$840,000	Mil (+3)
Mortar
Indirect Fire Weapons (require the Weapon Proficiency, Exotic Artillery feat)
	Indirect	Time	Reflex	Blast	Purchase
Weapon	Crew	ROF	Fire Range	of Flight	HDM	Damage	Saves	Radius	Weight	Price	Rest.
M-165 Dual 155mm	12	2	8 km.	7 rounds	5	5d6	22	30 m.	9,000 kg.	1,345,000	Mil (+3)
	Auto Mortars
M-229 229 mm Mortar	12	1/4	7 km.	6 rounds	8	5d6	26	60 m.	1,775 kg.	$61,000	Res (+2)
M-275 275 mm Mortar	14	1/10	7 km.	6 rounds	10	5d6	30	76 m.	2,130 kg.	$73,200	Res (+2)
M-356 356 mm Mortar	18	1/15	7 km.	6 rounds	12	5d6	34	90 m.	2,760 kg.	$94,800	Res (+2)
M-406 406 mm Mortar	22	1/20	7 km.	6 rounds	7	5d6	108	106 m.	3,150 kg.	$108,100	Mil (+3)
M-457 457 mm Mortar	47	1/30	7 km.	6 rounds	15	5d6	40	114 m.	3,540 kg.	$121,700	Res (+2)
75 mm Howitzer	6	1	8.8 km.	5 rounds	2	4d6	14	12 m.	610 kg.	$139,300	Res (+2)
	M8A1 pack Howitzer
M-10 76mm Auto	6	S/B	18.4 km	5 rounds	3	5d6	16	12 m.	7,600 kg.	$270,000	Res (+2)
	Howitzer
105 mm Howitzer	8	1	12 km.	7 rounds	3	5d6	16	24 m.	2,300 kg.	$195,000	Res (+2)
	M101A1
155 mm Howitzer	8	1/3	30 km.	8 rounds	4	4d6	18	24 m.	7,200 kg.	$527,500	Res (+2)
	M198
155mm/62 Naval Gun	4	2	40 km.	13 rounds	4	4d6	18	24 m.	6,950 kg.	$320,000	Mil (+3)
203 mm Howitzer	12	1/4	29 km.	9 rounds	6	5d6	22	46 m.		$690,900	Mil (+3)
3”  (76mm) Naval Gun	2	S/B/A	18.4 km. 	5 rounds	3	5d6	16	12 m.	800 kg.	$135,000	Res (+2)
5”/62 (127mm)	4	2	38.5 km. 	10 rounds	4 	4d6	18	24 m.	5,700 kg.	$355,000	Mil (+3)
	Naval Gun
8”/55 (203mm) 	6	1	29.5 km.	9 rounds	6	5d6	22	46 m.	9,100 kg.	$900,000	Mil (+3)
	Naval Gun
12”/50 Naval Gun	9	1/4	35 km.	12 rounds	8	5d6	26	60 m.	55,300 kg.	$7.5M	Mil (+3)
16” (406mm)	12	1/12	64.4 km.	23 rounds	10	6d6	30	90 m.	121,600 kg.	$10M	Ill (+4)
	 Naval Gun

This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
12” (306mm) 	2 		73 km.	21 rounds	8	5d6	26	60 m.	110,600 kg.	$18.750M	Ill (+4)
	Tiger III

This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
SheVa Gun 16”	1	1/2	96.6 km.	28 rounds	9	6d6	28	82 m.	245,000 kg.	$25M	Ill (+4)
	 (406mm)

Area Effect Weapons
	Mortars, grenades and similar weapons are area effect weapons. They each have a listed Area of Effect (AoE). Anything within this radius when the weapon hits may make a Reflex save (DC based on the weapon being used, see the weapon description for details) to take only one half of the damage rolled. Anyone or anything failing its saving throw will take the full damage rolled for the weapon (unless reduced by Damage Reduction).
	Anything within twice the listed area of effect for the weapon, but outside of the weapons area of effect , may make a Reflex save  (DC based on the weapon being used, see the weapon description for details) to avoid taking any damage at all. Anyone within twice the listed area of effect for the weapon, but outside of the weapon’s area of effect takes half damage from the weapon (unless reduced by Damage Reduction).
	Note: Cluster munitions have their high damage Modifier reduced by half but the area of effect of the round is multiplied by three.
	The saving throws need only be made once for a given attack; apply the resulting damage to either hit Points or Structural Hit Points.
Vehicle Weapons: The weapon systems installed on most vehicles are much more powerful than their personal weapon counterparts. When a vehicle's weapon is used in combat against anything other than its class of vehicles, its weapons have an area of effect based on the type of weapon it is:

Table 8.13: Vehicle Weapons Area of Effect
Weapon System	Area of Effect (AoE)
Laser	4 meters per HDM
Plasma Guns	8 meters per HDM
Missiles and other Energy Weapons	8 meters per HDM
Particle Accelerators	2 meters per HDM
Anti-Particle Accelerators	4 meters per HDM
Modifiers	Area of Effect (AoE)
Vehicles	+ Size Modifier
Small Craft (Fighter and Shuttles)	+ Size Modifier
Spacecraft	+ Size Modifier
Note: This rule does not apply to pintle-mounted vehicles or the weapons mounted on the Posleen Tenar (which is effectively an automated pintle mount).

Indirect Fire
	Indirect Fire is a method of attacking a ranged target that cannot be seen by the firing weapon. It requires that someone with the Forward Observer skill be in a position to observe the target and in direct communications with the gunnery unit firing the weapon. The basic DCs for a gunner to use indirect fire is 40 minus the skill of the Forward Observer. Subtract -2 from the DC from each subsequent round spent acquiring the target, to a maximum of -10 to the DC prior to firing the first shell.
	Calling in an attack or adjusted fire are Full attack actions. The attack will commence 2D10 rounds after the call is made, and arrive on the turn that the weapon's Time of Flight states that it will land, and every turn after that depends on what type of artillery effect is called for.
To Hit Modifiers: The speed modifiers of vehicles apply to indirect fire attacks.
Direct Fire Weapons used as Indirect Fire Weapons: Some direct fire weapons can be can be used in an indirect fire manner but all of their Range penalties do apply. 
Missed Shots: Shots that miss have to land somewhere. When using squares for maps, roll 1D8 to determine which direction the round lands away from the target, counting clockwise from 1 (directly over). Roll 1D6 if using hexes for maps. The distance the round lands from the target is 1D4 squares/hexes + the number that the DC was missed by.
Correcting Fire: It will take 1D10 rounds plus the Time of Flight of the weapon in use, before corrections to where the round lands, take effect.
Fire for Effect: Once the target is hit, the gunner may begin firing for effect. Since the target location has been locked into the weapon there is no need to see if a hit occurs on each subsequent round, it is an automatic hit. 
Confirmed Critical Failure: On a confirmed Critical failure the indirect fire strike is called in on the Forward Observer’s location.

Table 8.14: Indirect Fire
Tasks and Modifiers			DC
Firing Indirect Fire by the Gunner team	40
	Skill of the forward Observer		- Forward Observer 			skill rank level
	Successful Skill check by each Assistant Gunner	+2
	Forward Observer using a street map	-5
	Forward Observer using a Good map	-10
	Forward Observer using a Good map, 	-15
		Inertial General Positions Unit, and a rangefinder.
	Computerized Fire Direction Gear	-5
	Forward Observer has 5 or more ranks in Orienteering	+2 

Handguns
	A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a -4 penalty on attack rolls.
	Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols.
	Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.
	Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.
	Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use.
	Ranged weapons that use box magazines come with one full magazine.

American Derringer Model 1
 This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 7.62 cm. long, making it easy to conceal.

Table 8.15: American Derringer Model 1
Caliber	Damage	Critical	Range	Recoil
.22 LR	1d6	20/x3	4 m.	-
38 Spec.	1d10	20/x3	4 m.	-
357 Maximum	2d8	20/x3	4 m.	1
357 Magnum	1d10	20/x3	4 m.	-
9mm, 380	1d10	20/x3	4 m.	-
.40 S&W	1d10	20/x3	4 m.	-
.44 Spec.	2d6	20/x3	4 m.	1
.44-40	2d10	20/x3	4 m.	3
45 Colt	2d8	20/x3	4 m.	2
30-30, 45 Win. Mag.	2d10	20/x3	4 m.	3
.41, .44 Mag.	2d6	20/x3	4 m.	1
	(.41 Mag)	2d8	20/x3	4 m.	2
.45-70 	2d12	20/x3	4 m.	4
45 Colt, .410	2d8	20/x3	4 m.	2
	(.410 Caliber)	1d8/1d3/1d2	20/x3	2 m.	-
.45 ACP, 10mm Auto.	2d8	20/x3	4 m.	2
	(10mm Auto.)	1d10	20/x3	4 m.	-

Baer 1911 Ultimate Master Combat Pistol
	This Full-House Competition gun is designed to produce 8 cm. groupings at 15 meters. But it is also designed to take a beating since it is based on the venerated .45 ACP 1911 design. Due to its high quality of manufacture, the Baer 1911 UMCP is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. Features include: *
An all NM steel frame and NM slide * A NM barrel * Low-mount LBC adjustable sights with hidden rear leaf * A dovetailed front sight * A four-port, tapered cone compensator * Double serrated slide * Fitted slide to frame * Lowered and flared ejection port * A reverse recoil plug * Full length recoil rod * Recoil buff * Two-piece beveled mag well * A deluxe Commander hammer and sear * A extended ambi safety * Tuned extractor * A extended ejector * A beaver tail grip safety with pad * A extended mag release button * A speed trigger with crisp 1.5 kg. action job * Tuned for total reliability * (2) 8-round premium mags.

Table 8.16: Baer 1911 UMCP
Caliber	Damage	Critical	Range	Recoil
9x23mm	1d10	20/x3	12 m.	-
38 Super	1d10	20/x3	12 m.	-
400 Cor-Bon	2d6	20/x3	12 m.	-
45 ACP	2d8	20/x3	12 m.	1

Beretta 92F
	This weapon is the standard service pistol of the United States military and many American law enforcement agencies.

Beretta 93R
	This is a close relative of the Beretta 92F that looks like a large autoloader, but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the pistol, and an extended 20 round magazine.
	This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Colt Double Eagle
	Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.

Colt M1911
	This .45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the world, and is still in use in several other military forces.

Colt Python
	The .357 magnum caliber Python has a well-deserved reputation for accuracy.  Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Derringer
	This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 12.7 cm long, making it easy to conceal.  Available in a variety of calibers, from .22 long rifle up to .44 special.

Desert Eagle
	Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. The version on Ranged Weapons Table fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.

Freedom Arms Model 83
	The Model 83 is capable of delivering over a ton of energy and was developed for the experienced shooter. It is excellent as a primary hunting firearm or a backup when hunting large, dangerous game.   Due to its high quality of manufacture, the Freedom Arms Model 83 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.  With lighter loads it can be used for general shooting and hunting smaller game. It comes in the below listed calibers.

Table 8.17: Freedom Arms Model 83
Caliber	Damage	Critical	Range	Recoil
.357 Mag	2d6	20/x3	16 m.	1
.41 Mag	2d6	20/x3	16 m.	1
.44 Mag	2d8	20/x3	16 m.	2
454 Casull	2d12	20/x3	16 m.	4
475 Linebaugh	2d8+1	20/x3	16 m.	2
50 AE	2d10	20/x3	16 m.	3

Glock 17
	The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Glock 20
	This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.  Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
MAC Ingram M10
	No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba, and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.
	The M10 accepts a suppressor without modification.

Magnum Research BFR Revolver
	Magnum Research's Biggest Finest Revolver (it also goes by another name due to its acronym and size), the first and only revolver ever offered by the company. 
	Due to its high quality of manufacture, the Magnum Research BFR Revolver is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
	This all-stainless steel revolver is built to close tolerances to handle the pressure of true big-bore calibers - .45/70, .480 Ruger/.475 Linebaugh, .450 Marlin, and .45 Long Colt/.410 (not for sale in CA) - as well as .454 Casull, and the unique .22 Hornet. 
	Grouse to Posleen, squirrel to Kodiak bear, there's a BFR for every job. 

Table 8.18: Magnum Research BFR
Caliber	Damage	Critical	Range	Recoil
.22 Hornet	1d6	20/x3	16 m.	-
444 Marlin	2d12	20/x3	16 m.	4
45 Colt Long	2d8	20/x3	16 m.	2	
450 Marlin	2d12+1	20/x2	16 m.	5
454 Casull	2d12	20/x3	16 m.	4
45/70	2d12	20/x3	16 m.	4
480 Ruger	2d8+1	20/x2	16 m.	2
475 Linebaugh	2d8+1	20/x3	16 m.	2
.410	1d8/1d3/1d2	20/x3	6 m.	-

Pathfinder
	The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.

Professional Ordinance Carbon-15 Pistol
	Professional Ordinance has designed this pistol for the discriminating professional. This weapon uses the old 5.56mm rifle round. The weapon is easy to manage with light recoil due to its integral muzzle brake and advanced design.

Ruger Service-Six
	This revolver, designed specifically for police use, fires the .38 Special round. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades, and is still in service with many police forces today.

Ruger Redhawk and Super Redhawk
	This revolver, designed specifically for hunters, can be selected in a number of different calibers. It is very popular with militia troops and big game hunters.

Table 8.19: Ruger Redhawk Family
Caliber	Damage	Critical	Range	Recoil
.44 Mag.	2d8	20/x3	16 m.	2
.45 Colt Long	2d8	20/x3	16 m.	2
.454 Casull	2d12	20/x3	16 m.	4
.480 Ruger	2d8+1	20/x3	16 m.	2

S&W M29
	The Smith & Wesson Model 29 .44 Magnum revolver fires one of the most powerful pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash, and powerful recoil.
SITES M9 Revolver
The compact SITES weapon is very narrow, making it easy to conceal.

Skorpion
	The CZ61 Skorpion in 9mm (9x19) is a Czech machine pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don’t have space for an unwieldy long arm, it was widely distributed to Communist countries and in central Africa, and can now be found anywhere in the world.

TEC-9
	The 9mm Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified (Repair check DC 15) to fire on automatic. The pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.

Walther PPK
	The .380 caliber PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military, and government agencies.

Longarms
	Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns.
	The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire.
	Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.
	Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic.
	All longarms are covered by the Personal Firearms Proficiency feat.
	Longarms are not well suited to close combat. A character takes a -4 penalty on the attack roll when firing at an adjacent target.

American 180
	This gun was originally designed and made in the early 80’s by the U.S. The Full Auto variant was only sold to law enforcement agencies and government after the Brady bill was passed. When that bill and the majority of the other gun control bills were repealed after the announcement of the impending invasion, the gun was again available to private citizens.
	The American 180 can use any of the following drum magazines that have been designed for it: 165, 220, or 275 round drums. In full auto fire mode the weapon will go through 180 rounds in a single round of combat.
	The gun is capable of a five round burst or a sustained full auto rate of fire of 1,800 rpm. Due to its high rate of fire this weapon does four full auto attacks when it is fired in full auto mode.

American 180 Twin
	This is a twin barreled version of the standard American 180. It uses 90+ percent of all of the standard parts and is almost as controllable as the original. The main difference is that it either fires 2 bullets, 2 burst, or full auto out of each barrel with one pull of the trigger.
	The gun is capable of ten round bursts or a sustained full auto rate of fire of 3,600 rpm. Due to its high rate of fire the weapon does eight full auto attacks when it is fired in full auto mode.

Advanced Infantry Weapon This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
	This is the current U.S. Ground Forces Assault Rifle in 7.62 NATO (.308 Win.). Due to its advanced design, the AIW is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. It has an integral 20mm pump action grenade launcher built in, along with an advanced U.S.S.O.C. Digital ballistic scope ACOG 1-2.5x55 Scope with Red Center Illumination for all U.S. AIW (it will also fit most standard rifle mounts) - includes: Flat Top Adapter, Backup Iron Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD Rifles and Carbines. To meet their requirements, the reticule bullet drop compensator and range finding stadia lines are digitally computed based on what round is being fired from what type of weapon. The scope must be programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition settings. The scope has low light amplification and thermographic features built in. This scope has been design to allow data sharing with the Land Warrior Helmet's Heads-Up Display. Magnification: 2.5X. Note: The 2.5X Digital Ballistic Scope makes an object 1,500 meters away appear to be 750 meters away (or objects 1,200 meters away appear to be 600 meters away); this effectively multiplies each range increment of the weapon by 1.25.  Add +1 to the users Initiative score when using the scope.  Add +1 to all spot checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty.  

AKM/AK-47
	This assault rifle of the old Soviet Union is one of the most popular firearms in the world in 7.62 X 39, having found common use in scores of bush wars and insurrections-on all sides of such conflicts. 

AR10A4
	Typical of the assault rifles used by militias around the world, the Armalite AR10A4 in .308 (7.62 NATO) is the current service rifle of the majority of the United States militias, and is common with other armies and in the civilian world.
	This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Barrett Light Fifty M82A1
	The Barrett Model 82A1 rifle gained worldwide popularity after pioneering the return of shoulder fired big-bore rifles for shooting enthusiasts.  As a result of its unique operating cycle, the M82A1 easily fires the largest commercially available cartridge in the world, the .50 caliber.  Yet, the Barrett M82A1 develops the lowest recoil force of any comparable rifle. The M82A1 operates on the short-recoil principle.  Founder Ronnie Barrett adapted this operating principle to a shoulder-fired rifle.  The recoiling barrel and bolt assembly acting against innovative spring and buffer assemblies replace the sharp recoil impact with a longer-acting lower recoil force.  To further reduce the recoil load, the M82A1 is fitted with a dual chamber muzzle brake.  The muzzle brake redirects high velocity gun gas to lower recoil by almost 70%.  The net effect is a rifle with the felt recoil of a 12-gauge shotgun. With these time-proven methods and innovative designs, the Barrett M82A1 offers safety, rugged durability, and reliability to the big-bore enthusiast. Due to its high quality of manufacture, the M82A1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.	

Barrett M95
	The Model 95 is a perfect rifle for the shooting enthusiast who enjoys firing a smaller, lightweight .50 caliber rifle with emphasis on accuracy and durability.  The robust bull-pup design results in a compact rifle with no sacrifice on accuracy or velocity thanks to its cryogenically treated 29-inch (73.7 cm) barrel, the same length as the Model 82A1.  Recoil is reduced by the dual-chamber muzzle brake and specially designed recoil pad. The rugged 3-lug bolt of the Model 95 locks rigidly into the barrel extension to accommodate the widest variety of factory ammunition loads. The adjustable bipod may easily be detached by removing a single quick-release pin.  The Model 95 is set up to mount a variety of telescopic sights and with good ammunition this combination usually   produces minute of angle (MOA) accuracy.  The Model 95 may be disassembled for cleaning without tools. Due to its high quality of manufacture, the M95 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Barrett M99
	The Model 99 (BIG SHOT) Rifle is the latest addition to the Barrett family of .50 Caliber rifles. The extremely accurate BIG SHOT has captured the attention of long-range .50 caliber shooters the world over. What makes the BIG SHOT unique is its rugged aluminum alloy receiver with cantilevered barrel and multi-lug bolt design. The interior of the 33-inch (83.8-cm) barrel is machined to the same exacting specifications of all Barrett products and inspected for dimensional compliance with state-of-the-art air gauging. The exterior of the barrel is unfluted to maximize the rigidity and therefore, the accuracy of the system.  Accurate scope mounting on the BIG SHOT is facilitated by a modified Weaver rail that is formed as an integral part of the receiver. This rail has become the new industry standard and allows easy removal and reattachment of scopes and minimal effect on zero. The simple, straightforward design of the BIG SHOT makes disassembly easy and maintenance a snap.  Three quick release pins secure the trigger and bolt guide to the receiver. Remove these pins and the entire rifle can be easily disassembled for cleaning and lubrication. A fourth quick release pin removes the adjustable bipod to accommodate bench rest shooting. Due to its high quality of manufacture, the M99 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Barrett M100
	This .50 BMG rifle is designed as an Entry and close assault weapon. The weapons system begins life as a standard Barrett M82A1 .50 BMG sniper rifle. Through a painstaking process of disassembly, gunsmithing modifications, and reassembly, the weapon is drastically modified from the standard rifle into a fully functional, double-hand-held Entry (it has a front receiver mounted pistol style handgrip) and close assault weapon. Many improvements were added along the way such as a free-floating, independent and fully adjustable recoil spring tube, shortened, ported barrel, elongated sight rail and, and a adjustable stock. Add a new AN/PAS-16 digital  ballistic sight and this becomes one of the most powerful entry and close assault weapons on the market. The two grips (front and back) allow for controlled rapid fire and also allows for greater accuracy on those longer shots. Due to its high quality of manufacture, the M100 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
	The U.S.S.O.C. Digital ballistic scope ACOG 1-5x45 Scope with Red Center Illumination for all U.S. AIW (it will also fit most standard rifle mounts) includes the Flat Top Adapter, Backup Iron Sights, and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding stadia lines are digitally computed based on what round is being fired from what type of weapon. The scope must be programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition settings. The scope has low light amplification and thermographic features built in. This scope has been design to allow data sharing with the Land Warrior Helmet's Heads-Up Display. Magnification: 5X. Note: The 5X Digital Ballistic Scope makes object 1,500 meters away appear to be 300 meters away (or objects 1,400 meters away appear to be 280 meters. away), this effectively multiplying each range increment of the weapon by 1.5.  Add +1 to the users Initiative score when using the scope.  Add +2 to all spot checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. 

Benelli M1
	The Benelli 121 M1 semiautomatic shotgun, 12 gauge, is reliable, simple, and sturdy, with one of the fastest shotgun actions in the world. Many military and law enforcement agencies use this or similar weapons.

Beretta M3P
	Designed for police and security work, the 12 gauge M3P can fire either single shots or on semiautomatic. The M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle, and its ammunition feeds from a box magazine-an uncommon feature in a shotgun.

Browning BPS
	This heavy longarm fires the largest shotgun round available, the 10-gauge shell.

Bushmaster M17T
	Built by Bushmaster, the Bushmaster's M17T Bull-pup is a lightweight, short stroke piston, gas operated, self-compensating, air cooled, magazine fed, semi-automatic rifle. 
	Though it does include 25-meter open sight in the see-thru channel under the scope rail, the Bull-pup is designed to be used with any popular scope, red dot sight, or night vision device, and its Picatinny type rail will accept them all. The .223 Rem. caliber, 54.5 cm. barrel - hard chrome lined in both bore and chamber - offers competition accuracy in a gun with a total length of only 76 cm. This beautifully simple rifle is easy to maintain - its hinged push pin system quickly separates the upper and lower receivers allowing full access to all moving parts. Bushmaster's M17T Bull-pup is shipped complete with a black web sling, a 30 round magazine, operation manual and warranty registration card - all in a foam lined, hard sided, Bushmaster carrying case. 

Bushmaster M17U
 	Built by Bushmaster, the Bushmaster's M17U Bull-pup is a lightweight, short stroke piston, gas operated, self-compensating, air cooled, magazine fed, semi-automatic rifle. 
	Though it does include 25-meter open sight in the see-thru channel under the scope rail, the Bull-pup is designed to be used with any popular scope, red dot sight, or night vision device, and its Picatinny type rail will accept them all. The 7.62mm. caliber, 54.5 cm. barrel - hard chrome lined in both bore and chamber - offers competition accuracy in a gun with a total length of only 76 cm. This beautifully simple rifle is easy to maintain - its hinged push pin system quickly separates the upper and lower receivers allowing full access to all moving parts. Bushmaster's M17U Bull-pup is shipped complete with a black web sling, a 30 round magazine, operation manual and warranty registration card - all in a foam lined, hard sided, Bushmaster carrying case. 

Custom Bolt-Action Hunting Rifle
	This is a custom three to eight shot bolt-action rifle. Current models sold in the U.S. are available in every caliber from .223 to .600. Due to their high quality of manufacture, these rifles are always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

DSA SA58 OSW
	The DSA SA58 is an authorized copy of the FN-FAL. This particular version is designed for close entry assault. The DSA SA58 fires the powerful 7.62mm cartridge, a round used in many light machine guns.

HK G3
	The G3 fires the powerful 7.62mm cartridge, a round used in many light machine guns.

HK MP5
	The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model. Available in 9mm and .45 acp caliber’s. 
	Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
	This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

HK MP5K
	A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon’s size and weight negate the benefits of the parent weapon’s extraordinary quality, and as a result the MP5K is not a mastercraft weapon. 
	Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon’s size to Large, though).
	This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

HK PSG1
	This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope in 7.62mm.
	Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

M16A2
	Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the old service rifle of the United States military, and is common with other armies and in the civilian world in the .223 (5.56 NATO) round.
	This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

M4 Carbine
	This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.  It uses the .223 round.

Mossberg
	The Mossberg Model 500 ATP6C is a 12 gauge, pump-action shotgun designed for military and police work.  

Remington 700
	A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.  This gun uses many calibers, including .223, 270, 30-06 and 308.

Sawed-Off Shotgun
	This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that’s left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.

Steyr AUG
	An unusual and exotic-looking weapon, the bull-pup AUG is the standard rifle of the Austrian and Australian armies. Its completely ambidextrous components make it equally convenient for left- and right-handed users, and it features a built-in optical sight.
	This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Uzi
	Designed in the 1950s for the Israeli army, the Uzi has become the most popular 9mm submachine gun in the world. It features a collapsible stock, making it extremely compact.

Winchester 94
	The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world, typically found in 30-30 caliber and requiring a flat nosed cartridge due to the tubular magazine system.

Heavy Weapons
	The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a -4 penalty on all attack rolls with the weapon.

M-249
	This weapon has been phased out of service with U.S. Ground Forces. The majority of M249's have been turned over to militia units or sold to private citizens in areas threatened by possible Posleen incursion.  This weapon uses 308. (7.62) rounds.

M-60
	Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.  This gun uses 308. (7.62) rounds.

M2HB
	This heavy-duty .50-caliber machine gun has been in service since World War II, and remains a very common vehicle-mounted military weapon around the world. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon. 

CIS .50
	This heavy MG was deigned by ST Kinetics of Singapore to replace old M2HB in service with Singapore military. The CIS .50 features quick changeable barrel with fixed head space, dual feed system (left or right, selectable) for quick change of type ammunition fired, semi-auto and full auto modes of fire. It is currently in service in Singapore and offered for export. 

GAU-19/A
	This is a recently fielded "GECAL 50" 12.7mm 3-barrel vehicle mounted weapon intended for suppression of massed Posleen attacks. It has an adaptor module that allows it to run off of most vehicle power sources or regular AC and DC voltage. Due to its high rate of fire the weapon does eight full auto attacks when it is fired in full auto mode.

Mk-149 20mm
	This is a recently fielded 3-barrel vehicle mounted weapon intended for suppression of massed Posleen attacks. It has an adaptor module that allows it to run off of most vehicle power sources or regular AC and DC voltage. Due to its high rate of fire the weapon does eight full auto attacks when it is fired in full auto mode.

MK-19
	The MK-19 40mm Grenade Launcher has been phased out of front line military, due to the slow speed of its ammunition and high weight. But otherwise if used properly, as reverse slope fire support, it can still serve a military function. The majority of MK-19s have been turned over to militia units or lend/leased with options to buy to private citizens in areas threatened by possible Posleen incursion. The grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the MK-19 can’t shoot hand grenades.
	Attacking with an MK-19 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter square (instead of targeting a person or creature). The differences between using the MK-19 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the MK-19 requires a weapon proficiency to operate without penalty. The 40mm High Velocity Grenades used by this weapon only travel 1,500 meters per round. 
	The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

MK-47
	The MK-47 40mm Grenade Launcher is the replacement for the MK-47 Automatic Grenade Launcher.  It is intended for reverse slope Defense of forwardly deployed troops. Integrating the latest sensing, targeting and computer programmable grenade technology. These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the MK-47 can’t shoot hand grenades.
	Attacking with an MK-47 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter square (instead of targeting a person or creature). The differences between using the MK-47 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the MK-47 requires a weapon proficiency to operate without penalty. The 40mm High Velocity Grenades used by this weapon only travel 1,500 meters per round. 
	The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
	The MK-47 comes standard with the CDC Lightweight Video Sight (LVS): This is a compact, video-based targeting system for crew-served direct fire weapons, such as the M2HB Browning machinegun, or the Mk-47 Grenade Launcher. It includes a 10X video Imager, Laser range finder, weather sensors, 4th generation image intensifier and a milspec ballistic computer capable of handling 10 different ammunition types. Its advanced battery pack lasts 8 hours. Note: The CDC LVS makes objects 1,450 meters away appear to be 145 meters away (or objects 1,275 meters away appear to be 127 meters away), this effectively multiplying each range increment of the weapon by 1.75. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. The CDC LVS provides a +3 equipment bonus to the user’s attack roll. 

M72A3 LAW
	The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
	When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 4 meter radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the LAW ignores up to 10 points of Damage Reduction if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.
	The M72 has a minimum range of 10 meters. If fired against a target closer than 30 feet away, it does not arm and will not explode.
	The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

M79
	This simple weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the M79 can’t shoot hand grenades.
	Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter square (instead of targeting a person or creature). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.
	The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

M83 Grenade Launcher, 20mm Support (Large): These six to twelve shot grenade launchers are used by militia units as organic artillery support since few militia units can afford real artillery. It fires 20mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets 3/4 of an inch across; they can’t be used as hand grenades, and the M83 can’t shoot hand grenades.
	Attacking with an M83 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter square (instead of targeting a person or creature). The differences between using the M83 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M83 requires a weapon proficiency to operate without penalty.
	The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

M85 Grenade Launcher, 20-40mm Support (Large): These six to twelve shot grenade launchers are used by militia units as organic artillery support since few militia units can afford real artillery. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the M85 can’t shoot hand grenades.
	Attacking with an M85 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter square (instead of targeting a person or creature). The differences between using the M85 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M85 requires a weapon proficiency to operate without penalty.
	The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

M203
	This simple weapon is a single-shot grenade launcher that fits under the barrel of most assault rifles. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the M203 can’t shoot hand grenades.
	Attacking with an M203 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter square (instead of targeting a person or creature). The differences between using the M203 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M203 requires a weapon proficiency to operate without penalty.
	The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

M205 Grenade Launcher, 20mm
 	The 20mm Pump Action Grenade Launcher, is the current squad level grenade launcher assigned to U.S. Ground Forces. It has a six shot magazine. It fires 20mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets 3/4 of an inch across; they can’t be used as hand grenades, and the M205 can’t shoot hand grenades.
	Attacking with an M205 is identical to throwing an explosive: you make a ranged attack against a specific 2-meter square (instead of targeting a person or creature). The differences between using the M205 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M205 requires a weapon proficiency to operate without penalty.
	The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

The Manjack series is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Manjack MK-1: The Mk-1 Manjack is a lightweight, easily deployable, relatively simple automatic weapon on an automated tripod. It will attack all targets in its designated defense zone out to the maximum effective range of the weapon (Range Increment 5, or to a maximum of 1,200 meters), or whatever reduced range it is set at. It can also be set in a safe mode or Command Authorized Use Only mode. Creator: Hester L. Jacobs.  Manufacturer: Jacobs Industries.  Automated Base Attack Adjustment: +5. Weapon: M-60E4 Machine Gun. Caliber: 7.62mm. Cost: $21,000. Damage: 2D10 Critical: X3.  Range Bracket: 80 meters.  Weight: 16.5 kg. RofF: S/B/A. Ready Ammunition: 100/200/500/25,000.

Manjack MK-2: The Mk-2 Manjack is a medium weight, easily deployable, relatively simple automatic weapon on an automated tripod. It will attack all targets in its designated defense zone out to the maximum effective range of the weapon (Range Increment 5, or a maximum of 2,000 meters), or whatever reduced range it is set at. It can also be set in a safe mode or Command Authorized Use Only mode. Creator: Hester L. Jacobs.  Manufacturer: Jacobs Industries.  Automated Base Attack Adjustment: +5. Weapon: M-2 .50 Caliber Machine Gun. Caliber: 12.7mm. Cost: $29,000. Damage: 2D12 Critical: X4. Range Bracket: 120 meters. Weight: 75 kg. RofF: S/B/A. Ready Ammunition: 100/200/300/5,100.

Manjack MK-3: The Mk-2 Manjack is a medium weight, easily deployable, relatively simple automatic weapon on an automated tripod. It will attack all targets in its designated defense zone out to the maximum effective range of the weapon (Range Increment 5, or a maximum of 3,200 meters), or whatever reduced range it is set at. It can also be set in a safe mode or Command Authorized Use Only mode. Creator: Hester L. Jacobs.  Manufacturer: Jacobs Industries.  Automated Base Attack Adjustment: +5. Weapon: M-19 Automatic Grenade Launcher. Caliber: 40mm. Cost: $28,500. Damage: 4D6 Critical: ---. Range Bracket: 200 meters.  Weight: 70 kg. RofF: S/B/A. Ready Ammunition: 50/100/200/1,000.

Manjack MK-4: The Mk-4 Manjack is a medium weight, easily deployable, relatively simple automatic weapon on an automated tripod. It will attack all targets in its designated defense zone out to the maximum effective range of the weapon (Range Increment 5, or 6,000 ft), or whatever reduced range it is set at. It can also be set in a safe mode or Command Authorized Use Only mode. Creator: Hester L. Jacobs.  Manufacturer: Jacobs Industries.  Automated Base Attack Adjustment: +5. Weapon: MK-149 Minigun Caliber: 20mm. Cost: $42,500. Damage: 3d10 Critical: X4. Range Bracket: 200 meters.  Weight: 76 kg. RofF: B/A. Ready Ammunition: 100/200/300/3,450.

Artillery Weapons
	The weapons covered in this section fall under the Exotic Artillery Proficiency feat. Someone who attempts to effectively use an artillery weapon in an indirect fire mode without the appropriate proficiency takes a -4 penalty on all attack rolls with the weapon.

35mm Quad Bushmaster III Possy Slayer 
	This towed quad cannon was designed by a team of history buffs who were entranced with the idea of the German Flack-panzer from World War II, and reports of how effective it was when used to attack built up areas or infantry in the open. They initially had difficulty finding an appropriate vehicle to mount it on due to a lack of interest by Ground Forces procurement, so it was initially mounted it on a trailer. 
	
M-224 60mm Mortar  
	The U.S. Military no longer fields this mortar, but it can still be found with militia units practically everywhere.

M-252 81mm Mortar
	The U.S. Military no longer fields this mortar, but it can still be found with militia units practically everywhere.

M-120 120mm Mortar
	This is the old tried and true, 120mm mortar that all retired infantry red-legs are familiar with.

M-122 120mm Auto Mortar
	120mm Auto Mortar has replaced the 81mm and 120mm Mortars in all Ground Forces Mechanized units at the company level, due to its higher sustained rate of fire. The old U.S. Marine Corp prior to first contact originally developed it. The primary difference is that the original development mortar was a rifled mortar. The M-122 mortar can be operated remotely, if a round has already been loaded.

M-127 Dual 120 mm Auto Mortar
	The idea for this mortar was copied from Swiss fortress mortars and is intended to serve the same purpose in the U.S. fortress cities and along the Wall.

M-156 155mm Mortar
	This mortar system started out as a simple enlargement of the older M-120 120mm-mortar system to take advantage of the increasing number of munitions factories turning out 155mm caliber munitions and to increase the effective throw weight of battalion level fire support. But it soon became apparent to the design team that it was too much to expect of the mortar team to maintain an effective rate of fire when they had to drop load 38 kg. mortar shells down the 2.5-meter barrel. The barrel is an integral part of the trailer assembly and has a break open rear breach similar to a double barrel shotgun, so that the barrel assemble can hinge forward from the base plate allow a mortar round to be loaded. This towed mortar system is primarily used my light infantry units and militia.

M-160 155mm Auto Mortar
	155mm Auto Mortar has replaced the 120mm Mortars in all Ground Forces Mechanized units at the battalion level, due to its higher shock value against Posleen forces in the open. This mortar is just basically the M-122 120mm Auto Mortar on steroids, due to the short time that the development team was allowed to field the project. The M-160 mortar can be operated remotely, if a round has already been loaded.

M-165 Dual 155mm Auto Mortar
	No one ever suggested that the Artillery Special Projects Development Board could not flog an idea to death. After all if a 120mm fortress mortar was good a 155mm one had to be better.
 
M-229 229 mm Heavy Mortar
	During the darkest hours of the Fifth Wave, U.S. Ground Forces Procurement was desperately looking for any weapon system that could help turn the tide of the onslaught. One bright officer, who used to work at the Aberdeen proving grounds, was an avid history buff. He convinced his commanding officer that it would be possible to reactivate the Little David project from World War II. This project had developed a huge 914mm Mortar to test the longevity of Gravity bombs by modifying them to be launched from a mortar. There were even proposals to use the weapon in actual combat but the war ended before it could be fielded.
	The U.S. still had huge stockpiles of gravity bombs that they had been unable to use in any useful manner. After an initial hasty development the first of a series of heavy mortars that used the old gravity bombs was fielded. The M-229 Heavy Mortar was designed to use the Mk-81 gravity bomb, which weighs 113 kg. (250 lb.). The gravity bombs are converted by use of a kit that adds the propellant stage to the bomb while adding an outside stiffening framework. Although the heavy mortars in this series could never be used during a mobile assault, they turned out to be just the thing to break up massed Posleen assault wave. The only limitations on the heavy mortars was their weight and slow rate of fire. The heavy mortars are towed and the barrel automatically lowers after each firing to assist in the loading of the next round.
	The Artillery Special Projects Development Board is currently working on a series of Mechanized auto-loading variants of the heavy mortars, figuring if a towed variant was a good thing, a mechanized variant would be better. 
	The Heavy Mortars were so useful in their intended function that Procurement actual started up production of properly designed heavy mortar bombs.

M-275 275 mm Heavy Mortar
	This was the third in the series of Heavy Mortars fielded by the Artillery Special Projects Development Board. It is designed to use the Mk-82 gravity bomb, which weighs 225 kg. (500 lbs.).

M-356 356 mm Mortar
	This was the fourth in the series of Heavy Mortars fielded by the Artillery Special Projects Development Board. It is designed to use the Mk-83 gravity bomb, which weighs 450 kg. (1,000 lbs.).

M-406 406mm Mortar
	This was the last in the series of Heavy Mortars fielded by the Artillery Special Projects Development Board, due to the complexity of the task itself. The majority of these bombs were designed to release their bomblets while being parallel to the ground. It is designed to use the entire series of cluster bombs deployed by the old U.S. Air Force. This Heavy Mortar actually requires a series of mortar round kits due to the weight difference between the different types of cluster rounds.

M-457 457 mm Mortar
	This was the second in the series of Heavy Mortars fielded by the Artillery Special Projects Development Board. It is designed to use the Mk-84 gravity bomb, which weighs 900 kg. (2,000 lbs.).

75 mm M8A1 pack Howitzer
	While this Howitzer is obsolete by any modern definition, it fits a useful roll being light and relatively cheap, thereby allowing militia units that would otherwise not be able to, to field an artillery detachment. It also helps that it can be disassembled and that it is totally out-ranged by all artillery in the U.S. inventory not counting mortars.

M-10 76mm Auto Howitzer
	This is a towed variant of the U.S. Navy’s 76mm light naval gun. It provides a superior rate of fire with in its range, compared with practically any other artillery piece. It uses 4 round ammunition clips.

105 mm Howitzer M101A1
	The U.S. Military no longer fields this howitzer, but it can still be found with militia units practically everywhere.

155 mm Howitzer M198
	This is the standard towed howitzer with U.S. Ground Forces.

M-203 203 mm Howitzer
	Since the reintroduction of the 203mm mechanized howitzer, there has been a concerted effort by the artillery core to get this towed howitzer back into production. It has only recently been put back into service.

Other Ranged Weapons
	Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray. The feat that provides proficiency with these weapons varies from weapon to weapon, as indicated on the Ranged Weapons Tables.

Compound Bow
	Bow hunting remains a popular sport in North America. A character’s Strength modifier applies to damage rolls made when using this weapon.

Crossbow
	A crossbow requires two hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action that provokes attacks of opportunity.

Flame-thrower
	A flame-thrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 2-meter-wide, 12-meter-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.
	A flame-thrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer’s Dexterity modifier + the wearer’s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 2-meter squares (Reflex save, DC 15, for half damage).
	Any creature or flammable object that takes damage from a flame-thrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 2-meter-by-2-meter area.
	A flame-thrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.

Javelin
	This light, flexible spear built for throwing can be used in melee, but since it’s not designed for it, characters using it in this manner are always considered nonproficient and take a -4 penalty on their melee attack rolls.

Pepper Spray
	A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds.

Shuriken
	A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a shuriken as a free action.

Taser
	A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.

Whip
	Whips deal a small amount of lethal damage. Although a character doesn’t “fire” the weapon, treat a whip as a ranged weapon with a maximum range of 6-meters and no range penalties.
	Because a whip can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in this way. If the character is tripped during his or her own trip attempt, the character can drop the whip to avoid being tripped.
	When using a whip, a character gets a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

Ammunition
	Ammunition for firearms and other ranged weapons is covered on Table: Ammunition. 

Table 8.20: Pistol Ammunition
Pistol				Weight of	Purchase Price
Caliber	Damage	Critical	HDM	50 Round Box	50 Round Box   Rest. 
5.45mm	1d3	20/x2	-	0.23 kg.	$2.00 	-
.22 short	1d4	20/x2	-	0.23 kg.	$2.00 	-
.22 long	1d4	20/x2	-	0.34 kg.	$2.00 	-
.22 long rifle	1d6	20/x3	-	0.34 kg.	$2.00	-
.22WMR	1d6+1	20/x3	-	0.34 kg.	$2.00	-
.25 A.C.P.	1d6	20/x2	-	0.34 kg.	$10.50	-
7.62x25mm 	1d10	20/x3	-	0.34 kg.	$10.50 	-
7.65x20mm	1d8	20/x3	-	0.45 kg.	$12.50 	-
7.65x22mm 	1d8	20/x3	-	0.45 kg.	$45.00 	-
.32 A.C.P.	1d8	20/x3	-	0.34 kg.	$12.00 	-
.32 Long	1d8	20/x3	-	0.79 kg.	$22.00 	-
.357 Magnum	1d10	20/x3	-	0.79 kg.	$15.50	-
.357 Maximum	2d8	20/x3	-	0.79 kg.	$15.50	-
.38 A.C.P.	1d10	20/x3	-	0.56 kg.	$9.50 	-
.38 Special	1d10	20/x3	-	0.56 kg.	$11.50 	-
.38 Power	1d10+1	20/x3	-	0.68 kg.	$12.00 	-
.38 MagSafe	1d12	20/x3	-	0.56 kg.	$61.25 	-
8mm Nambu	1d8	20/x3	-	0.56 kg.	$45.00	-
9x18mm 	1d10	20/x3	-	0.45 kg	$6.50 	-
9x19mm standard 	1d10	20/x3	-	0.45 kg.	$8.00 	-
9x23mm 	1d10	20/x3	-	0.56 kg.	$11.00	-
9mm Browning Long	1d10	20/x3	-	0.56 kg.	$15.00	-
Table 8.20: Pistol Ammunition (Continued)
Pistol				Weight of	Purchase Price
Caliber	Damage	Critical	HDM	50 Round Box	50 Round Box	Rest. 
9mm Glisenti	1d10	20/x3	-	0.56 kg.	$61.25	-
9mm Mauser	1d10	20/x3	-	0.56 kg.	$55.00	-
9mm Steyr	1d10	20/x3	-	0.56 kg.	$58.00	-
10mm Colt	1d10	20/x3	-	0.79 kg.	$10.00 	-
.30-30	2d10	20/x3	-	0.64 kg.	$12.00	-
.40 S&W	1d10	20/x3	-	0.79 kg.	$13.00 	-
.400 Cor-Bon	2d6	20/x3	-	0.79 kg.	$14.00 	-
.41 Magnum	2d6	20/x3	-	0.79 kg.	$12.50	-
.444 Marlin	2d12	20/x3	-	0.9 kg.	$33.50	-
.44-40 Win.	2d10	20/x3	-	0.9 kg.	$33.50	-
.44-70 Win.	2d12	20/x3	-	1.1 kg.	$25.50	-
.44 Magnum	2d8	20/x3	-	1.1 kg.	$22.50	-
.44 S&W 	2d6	20/x3	-	0.79 kg..	$12.50	-
.44 Special	2d6	20/x3	-	0.9 kg	$17.00	-
450 Marlin	2d12+1	20/x2	-	1.3 kg.	$20.00	-
.45 A.C.P.	2d8	20/x3	-	0.9 kg	$12.50	-
.45 Long Colt	2d8	20/x3	-	1.1 kg.	$18.00	-
.45 S&W	2d6	20/x3	-	0.9 kg.	$12.50	-
.455 Webley	2d8	20/x3	-	1 kg.	$25.00	-
.455 Webley Auto	2d6	20/x3	-	0.9 kg.	$25.00	-
.45-70 Government	2d12	20/x3	-	1.6 kg.	$51.00	-
.450 Marlin	2d10	20/x3	-	1.4 kg	$147.50	-
.454 Casull	2d12	20/x3	-	1.1 kg.	$87.50	-
.458 Casull	2d12+1	20/x3	-	1.4 kg.	$91.00	-
.475 Linebaugh	2d8+1	20/x3	-	1.1 kg.	$88.00	-
.480 Ruger	2d8+1	20/x3	-	1.1 kg.	$89.00	-
.50AE	2d10	20/x3	-	1.2 kg.	$25.00	-
.500 Linebaugh	2d12+2	20/x3	-	1.2 kg.	$12.75 	-
.50 Alaskan	2d12+2	20/x3	-	1.2 kg.	$187.50	-
+P Ammo does an additional +1 point of damage per die.

Table 8.21: Rifle Ammunition
Rifle				Weight of	Purchase Price
Caliber	Damage	Critical	HDM	50 Round Box	50 Round Box	Rest.
.222	2d6	20/x3	-	0.34 kg.  	$2.00	-
.243 Win.	2d6	20/x3	-	0.34 kg.	$33.50	-
.25-20	2d6	20/x3	-	0.34 kg.	$14.50	-
.25-36 Marlin	2d6	20/x3	-	0.6 kg.	$20.00	-
.270 Win.	2d10	20/x3	-	0.7 kg.	$33.50	-
.300 H&H Mag.	2d12	20/x3	-	1.1 kg.	$14.50	-
.30-06	2d10	20/x3	-	0.7 kg.	$14.50	-
.30-30 Win.	2d10	20/x3	-	0.7 kg.	$14.50	-
.303 Enfield	2d10	20/x3	-	0.9 kg.	$14.50	-
.32-20	2d6	20/x3	-	0.9 kg.	$14.50	-
.358 Win.	2d8	20/x3	-	1 kg.	$33.50	-
.38-40	2d8	20/x3	-	1 kg.	$33.50	-
.38-55 Win.	2d10	20/x3	-	1.1 kg.	$33.50	-
.38-72	2d12	20/x3	-	1.1 kg.	$33.50	-
.40-60	2d10	20/x3	-	0.8 kg.	$25.50	-
.405 Win.	2d12	20/x3	-	0.8 kg.	$25.50	-
.44 Rem. Mag.	2d12	20/x3	-	1.1 kg.	$22.50	-
.444 Marlin	2d12	20/x3	-	1.1 kg.	$20.00	-
Table 8.21: Rifle Ammunition (Continued)
Rifle				Weight of	Purchase Price
Caliber	Damage	Critical	HDM	50 Round Box	50 Round Box	Rest.
.44-40 Win.	2d10	20/x3	-	0.9 kg.	$25.50	-
.44-60	2d12	20/x3	-	1 kg.	$25.50	-
.44-70	2d12	20/x3	-	1.1 kg.	$25.50	-
.44-75	2d12	20/x3	-	1.1 kg.	$25.50	-
.50-70 Gov.	2d12	20/x3	-	1.1 kg.	$33.50	-
.50-90	2d12	20/x3	-	1.4 kg.	$33.50	-
.50-95	2d12	20/x3	-	1.5 kg.	$33.50	-
5.45 Russian	2d6	20/x3	-	1 kg.	$22.50	-
5.56x45mm NATO	2d6	20/x3	-	1.1 kg.	$25.00	-
7.62x39mm Russian	2d6	20/x3	-	1.7 kg.	$25.00	-
7.62x51mm NATO	2d10	20/x3	-	1.9 kg.	$28.00	-
7.62x54mm Russian	2d10	20/x3	-	1.9 kg.	$30.00	-
8mm Mauser	2d12	20/x3	-	3 kg.	$38.00	-
.580	2d10	20/x3	-	3.5 kg.	$197.50	-
.600 Nitro	2d12	20/x3	-	3.8 kg.	$ 38.75	-
12.7x99mm .50 BMG	2d12	20/x4	2	6.6 kg.	$170.00	Lic (+1)
12.7x108mm Russian	2d12	20/x4	2	14.9 kg.	$153.00	Lic (+1)
14.5mm Russian	2d12+2	20/x4	2	18 kg.	$160	Lic (+1)

5.56mm, 7.62mm, 7.62mmR, .444, .50
	These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of 20 bullets each. The 7.62mmR is used in the AKM and other ex-Soviet weapon types, and is not compatible with the larger 7.62mm cartridge. The .50 caliber is a huge cartridge generally fired from heavy machine guns, but also adapted to a few models of powerful sniper rifles.

9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE
	These calibers are generally used in pistols or submachine guns, and are sold in boxes of 50 bullets each. The .50AE pistol round is not compatible with the much larger .50 rifle-caliber cartridge (see above).

Table 8.21a: Bow and Crossbow Ammunition
Arrow (12)	1d8	20/x3	-	1 kg.	$70	-
Crossbow bolt (12)	1d10	19-20/x3	-	0.75 kg.	$55	-

Arrow
	Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These missile weapons consist of a slender shaft and a pointed head.

Crossbow Bolt
	A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.

Table 8.22: Shotshell Damage
		Buckshot	Birdshot	Slug			Weight of a	Purchase
Caliber	Damage	Damage	Damage	Critical	Recoil	50 round box	Price	Rest.
10-gauge	3d8/2d8/1d8	3d4/2d4/1d4	2d10	20/x3	4	7.75 lbs.	$45.00	-
12-gauge	3d6/2d6/1d6	3d3/2d3/1d3	2d10	20/x3	3	6.75 lbs.	$30.00	-
16-gauge	3d6/2d6/1d6	3d3/2d3/1d3	2d10	20/x3	3	5.75 lbs.	$27.00	-
20-gauge	2d6/1d6/1d4	2d3/1d3/1d2	2d8	20/x3	1	4.75 lbs.	$25.00	-
28-gauge	2d4/1d4/1d3	2d2/1d2/1	2d6	20/x3	-	3.75 lbs.	$20.00	-
.410-gauge	1d8/1d3/1d2	1d4/1/1	1d10	20/x3	-	2.5 lbs.	$15.00	-

10-gauge , 12-gauge, 16-gauge, 20-gauge, 28-gauge .410-gauge Buckshot-Birdshot-Slug
	Shotgun cartridges, also known as buckshot, are sold in boxes of ten.

Explosives and Splash Weapons
	These weapons explode or burst, dealing damage to creatures or objects within an area.
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.
	All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.
	A splash weapon is a projectile that bursts on impact, spewing its contents over an area and damaging any creature or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those nearby take less damage. Splash weapons usually must be thrown to have effect. 
	Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the -4 nonproficient penalty.

Explosives and Splash Weapons Table
	Explosives and splash weapons are described by a number of statistics, as shown on Table: Explosives and Splash Weapons.
Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive’s burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.
Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive.
	For splash weapons, all creatures within 5 feet of the weapon’s impact point take splash damage equal to the amount shown in this column.
Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times). 
Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.
Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated. (See the Demolitions skill)
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.
	A Medium-size or smaller weapon can be used one-handed or two-handed.
	A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.
Weight: This column gives the weapon’s weight.
Purchase Price: This is the purchase price to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.
Restriction (Rest.): The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

Table 8.23: Explosives and Splash Weapons
Grenades and Explosives
					Damage	Burst	Reflex	Range			Purchase
Weapon	Damage	Critical	HDM	Type	Radius	DC	Increment	Size	Weight	Price	Rest.
40mm	3d6	-	-	Slashing	6 m.	15	200 m.	Tiny	0.45 kg.	$650	Mil (+3)
	fragmentation grenade
20mm	3d6	-	-	Slashing	4 m.	15	200 m.	Tiny	0.45 kg.	$650	Mil (+3)
	fragmentation grenade
C4/Semtex	6d6	-	1	Concussion	6 m.	18	-	Small	0.45 kg.	$200	Mil (+3)
Det cord	2d6	-	-	Fire	See text	12	-	Med	0.9 kg.	$70	Res (+2)
Dynamite	4d6	-	-	Concussion	4 m.	15	4 m.	Tiny	0.45 kg.	$200	Lic (+1)
Fragmentation	4d6	-	-	Slashing	6 m.	15	4 m.	Tiny	0.45 kg.	$500	Mil (+3) 
	grenade
Offensive Frag.	6d6	-	1	Slashing	6 m.	18	2 m.	Small	0.9 kg.	$750	Mil (+3)
	Grenade
Smoke grenade	-	-	-	See text	-	N/A	4 m.	Small	0.9 kg.	$120	-
Tear gas grenade	See text	-	-	See text	-	N/A	4 m.	Small	0.9 kg.	$200	Res (+2)
Thermite grenade	6d6	-	1	Fire	2 m.	12	4 m.	Small	0.9 kg.	$900	Mil (+3)
White phosphorus	2d6	-	-	Fire	8 m.	12	4 m.	Small	0.9 kg.	$500	Mil (+3)
	grenade	
Pipe Bomb	3d6	-	-	Slashing	6 m.	15	4 m.	Small	0.9 kg.	N/A	Ill (+4)
Claymore Mine	6d6	-	1	Slashing	100 m.	18	-	Med	1.5 kg.	$750	Mil (+3)
Bouncing Betty	6d6	-	1	Slashing	30 m.	18	-	Med	4.5 kg.	$950	Mil (+3)
Blast Mine	6d6	-	1	Concussion	2 m.	18	-	Small	0.45 kg.	$225	Mil (+3)
Fragmentation	4d6	-	2	Slashing	4 m.	18	-	Small	0.9 kg.	$275	Mil (+3)
	Mine

This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
M86 Pursuit 	3d6	-	-	Slashing	4 m.	15	4 m.	Small	0.5 kg.	$950	Mil (+3)
	Deterrent Munition

Table: 8.24 Splash Weapons
	Direct Hit	Splash		Damage	Reflex	Range			Purchase
Weapon	Damage	Damage	Critical(2)	Type	DC	Increment	Size	Weight	Price	Rest.
Acid, mild	1d6	1	20	Acid	-	4 m.	Tiny	.45 kg.	$40	-
Molotov cocktail 1 	1d6	1	20	Fire	-	4 m.	Small	.45 kg.	$40	-
1 This weapon cannot be purchased as an item; the purchase DC given is for the weapon’s components.
2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.

Grenades and Explosives
	Many explosives require detonators, which are described in Weapon Accessories.

40mm Fragmentation Grenade
	This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.
	The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode.
The purchase price given is for a box of 6 grenades.

C4/Semtex
	So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 1 meter, and requires a Demolitions check (DC 15) to link them.
	Although the damage statistics on the table represent a 0.45 kg block, C4 is sold in 4-block packages. The purchase price given represents a package of 4 blocks.
	C4/Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it.

Det Cord
	Det cord is an explosive in a ropelike form. Technically, det cord doesn’t explode-but it burns so fast (3,640 meters per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.
	The information on the table represents a 30 meter length. A length of det cord can be spread out to pass through up to ten 2 meter squares. When this is the case, it deals the indicated damage to all creatures in each 2 meter square through which it passes.
	It can also be doubled up; for each additional 2 meter of cord within a single 2 meter square, increase the damage by +1d6 to a maximum increase of +4d6.
	Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

Dynamite
	Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 2-meter (maximum 8 meters).
	It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).
Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.
	To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse-a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

Fragmentation Grenade
	The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
	The purchase price given is for a box of 6 grenades.

Offensive Fragmentation Grenade
	This military grenade is only issued to troops performing assaults against Posleen forces in built up areas, and is a small explosive device that sprays shrapnel in all directions when it explodes.
	The purchase price given is for a box of 6 grenades.

Smoke Grenade
	Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 6 meters. The smoke obscures all sight, including the nightvision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target).   It disperses after 10 rounds, though a moderate wind (22+ kph) disperses the smoke in 4 rounds and a strong wind (42+ kph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.
	The purchase DC given is for a box of 6 grenades.

Tear Gas Grenade
	Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 2 meter radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 4 meter radius, and on the third round it fills a 6 meter radius. It disperses after 10 rounds, though a moderate wind (22+ kph) disperses the smoke in 4 rounds and a strong wind (42+ kph) disperses it in 1 round.
	A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated.  This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud.  Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

Thermite Grenade
	Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.
	The purchase price given is for a box of 6 grenades.

White Phosphorus Grenade
	White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a white phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
	In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 2 meters of the explosion point.
	The purchase price given is for a box of 6 grenades.

Claymore Mine
	The claymore mine contains a directional shaped charge with hundreds of metal ball bearings. It is usually detonated by a remote detonator (the traditional clacker) or trip-wire. It creates a 60-degree killing arc out to 100 meters, and shrapnel effects out to twice that range (1/2 damage). Anyone within 10 meters of the mine when it goes off even if they are not within the 60-degree arc take the weapon’s normal damage, due to being in the blast radius of the mine. 

Bouncing Betty
	This mine is actually designed to injure the enemy instead of killing them. When a target steps on the trigger, the mine is shot into the air 1 meter and then detonates.

Blast Mine 
	This mine is basically made of a composite structure of some type with a trigger and explosive filler, with no fragmentation casing. Its effectiveness is limited to the low fragmentation nature of its design. The primary reason that this type of mine is manufactured is the difficulty of detecting it through normal detection measures, due to its non-metallic structure. This mine has a +5 penalty to detect it.

Fragmentation Mine
	This is the normal antipersonnel mine that everyone sees in the old movies. It is only slightly more complex than the blast mine in most circumstance.

M86 Pursuit Deterrent Munition (PDM)  This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
	The PDM is a manually-activated Area Denial Artillery Munition (ADAM) with a hand grenade-type release firing mechanism. It deploys up to seven trip wires and possesses the ADAM self-destruct capabilities. For safety purposes, arming will occur one minute after the firing mechanism is released. 

Splash Weapons
	Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The purchase price given in Table.23: Explosives and Splash Weapons reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.

Acid, Mild
	A character can throw a flask of acid as a grenade-like weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.

Molotov Cocktail
	A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

Melee Weapons
	Melee weapons are used in close combat, and they are generally among the simplest types of weapons. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are Archaic (Archaic Martial Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency).
	A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll.

Melee Weapons Table
	Melee weapons are described by a number of statistics, as shown on Table 8.25: Melee Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times). 
Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do - but the maximum range for a thrown weapon is five range increments instead of ten.
	Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. 
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.
	A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.
	A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, and is easier to use in a character’s off hand.
Weight: This column gives the weapon’s weight.
Purchase Price: This is the purchase price to acquire the weapon.
Restriction (Rest.): None of the following melee weapons have restrictions on their purchase.

Table 8.25: Melee Weapons
Simple Weapons (requires the Simple Weapons Proficiency feat)
				Damage	Range	Purchase
Weapon	Damage	Critical	Type	Increment	Size	Weight	Price	Restr
Brass knuckles	1	20	Bludgeoning	-	Tiny	0.45 kg.	$30	-
Cleaver	1d6	19-20	Slashing	-	Small	0.9 kg.	$30	-
Club	1d6	20	Bludgeoning	5 m.	Med	1.35 kg.	$20	-
Knife	1d4	19-20	Piercing	4 m.	Tiny	0.45 kg.	$55	-
Metal baton	1d6	19-20	Bludgeoning	-	Med	0.9 kg.	$70	-
Pistol whip	1d4	20	Bludgeoning	-	Small	-	-	-
Rifle butt	1d6	20	Bludgeoning	-	Large	-	-	-
Sap	1d6	20	Bludgeoning	-	Small	1.35 kg.	$5	-
Stun gun (1)	1d3	20	Electricity	-	Tiny	0.45 kg.	$30	-
Tonfa	1d4	20	Bludgeoning	-	Med	0.9 kg.	$40	-
Bayonet 	1d4/1d6	20	Piercing	-	Large	0.45 kg.	$55	-
	(fixed) (1)
Archaic Weapons (requires the Archaic Martial Weapons Proficiency feat)
Hatchet	1d6	20	Slashing	4 m.	Small	1.8 kg.	$20	-
Longsword	1d8	19-20	Slashing	-	Med	1.8 kg.	$150	-
Machete	1d6	19-20	Slashing	-	Small	0.9 kg.	$30	-
Rapier	1d6	18-20	Piercing	-	Med	1.35 kg.	$120	-
Spear	1d8	20	Piercing	-	Large	4 kg.	$40	-
Straight razor	1d4	19-20	Slashing	-	Tiny	0.23 kg.	$20	-
Sword cane (1)	1d6	18-20	Piercing	-	Med	1.35 kg.	$90	-
Exotic Melee Weapons (each weapon requires a specific Exotic Martial Weapon Proficiency feat)
Chain(1)	1d6/1d6	20	Bludgeoning	-	Large	2.3 kg.	$30	-
Chain saw	3d6	20	Slashing	-	Large	4.5 kg.	$90	-
Kama	1d6	20	Slashing	-	Small	0.9 kg.	$30	-
Katana	2d6	19-20	Slashing	-	Large	2.7 kg.	$200	-
Kukri	1d4	18-20	Slashing	-	Small	0.45 kg.	$30	-
Nunchaku	1d6	20	Bludgeoning	-	Small	0.9 kg.	$12	-
Three-section 	1d10/1d10	20	Bludgeoning	-	Large	1.35 kg.	$20	-
	staff (1)
1 See the description of this weapon for special rules.

Simple Melee Weapons
	Generally inexpensive and light in weight, simple weapons get the job done nevertheless.

Brass Knuckles
	These pieces of molded metal fit over the outside of a character’s fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack. 
	When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.
	The cost and weight given are for a single item.

Cleaver
	Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.

Club
Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.

Knife
	This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets (when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.

Metal Baton
	This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can’t be used as a weapon. Extending or collapsing the baton is a free action.

Pistol Whip
	Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase price is given for this weapon, since both vary depending on the pistol used.

Rifle Butt
	The butt of a rifle can be used as an impromptu club.

Sap
	This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.

Stun Gun
	Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage, and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.

Tonfa
	This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage with a tonfa without taking the usual -4 penalty.

Archaic Melee Weapons
	Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.

Bayonet (Fixed)
	The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon-clublike at one end and spear like at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Hatchet
	This light axe is a chopping tool that deals slashing damage when employed as a weapon.

Longsword
	This classic, straight blade is the weapon of knighthood and valor.

Machete
	This long-bladed tool looks much like a short, lightweight sword.

Rapier
	The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.

Spear
	This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can’t use it against an adjacent foe.

Straight Razor
	Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.

Sword Cane
	This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

Exotic Melee Weapons
	Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the -4 nonproficient penalty.

Chain
	Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.
	The chain can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.
	If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can’t use it as a double weapon.
	Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.
	When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent). 
	A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.

Chain Saw
	Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.

Kama
	A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.

Katana
	The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard -4 non-proficiency penalty applies.

Kukri
	This heavy, curved dagger has its sharp edge on the inside of the curve.

Nunchaku
	A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

Three-Section Staff
	Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.
	The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Improvised Weapons
	Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon. 
	A character takes a -4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the -4 penalty.

Table 8.26: Improvised Weapon Damage by Size
Object Size	Examples	Damage
Diminutive	Ashtray, CD disk case, crystal 	1
	paperweight
Tiny	Fist-sized rock, mug, screwdriver, 	1d2
	softball, flashlight, wrench
Small	Bottle, drill, fire extinguisher, flower 	1d3
	pot, helmet, metal hubcap, vase
Medium-size	Bar stool, brick, briefcase, bowling ball, 	1d4
	garbage can lid, hockey stick, nail gun
Large	Empty garbage can, guitar, computer 	1d6
	monitor, office chair, tire iron
Huge	4-meter ladder, mailbox, oil barrel, 	1d8
	park bench, sawhorse
Gargantuan	Desk, dumpster, file cabinet, large sofa, 	2d6
	soda machine
Colossal	Junked vehicle, stoplight, telephone	2d8
	pole

	A character can effectively wield or throw an object of his or her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than him or herself using two hands.  An improvised thrown weapon has a range increment of 4 meters. Increase the range increment for creatures of Large size or larger as follows: Large 6 meters, Huge 12 meters, Gargantuan 24 meters, Colossal 48 meters.
Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. Table 8.26: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.
	Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.

Armor
	Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.
	Three feats cover proficiency in the use of armor: Armor Proficiency (light), Armor Proficiency (medium), and Armor Proficiency (heavy).

Armor Table
	Armor is described by a number of statistics, as shown on Table 8.27: Armor.
Type: Armor comes in four types: archaic, impromptu, concealable, and tactical.
	Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail.
	Impromptu armor includes items that provide protection even though they weren’t designed for that purpose, such as leather biker’s jackets and football pads.
	Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer.
	Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk make it impractical to wear all the time, and it’s generally only donned when a specific dangerous confrontation is likely. Because it’s worn over clothing in tactical situations, tactical armor often has pockets, clips, and velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.
Armor Class Bonus (Armor Class): The protective value of the armor. This bonus adds to the wearer’s Armor Class.
Damage Reduction (DR): The is the amount of damage an attack must exceed to damage the user.
Maximum Dex Bonus (Max. Dex. Bonus): This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks. 
Even if a character’s Dexterity bonus drops to +0 because of armor, the character is not considered to have lost his or her Dexterity bonus.
Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.
Speed (10 m.)(8 m.): Medium and heavy armor slows a character down. The number in this column is the character’s speed while in armor, assuming his base speed is 10 meters (the normal speed for most human beings).
Weight: This column gives the armor’s weight.
Purchase Price: This is the purchase price to acquire the armor. This number reflects the base price and doesn’t include any modifier for purchasing the armor on the black market.
Restriction (Rest.): The restriction rating for the armor, if any, and the appropriate black market purchase price modifier. Remember to apply this modifier to the bureaucracy or DC when making a check to acquire the armor on the black market.

Table 8.27: Armor
	Armor	Max.	Armor	Speed*	Purchase
Armor	Type	Class	DR	Dex. Bonus	Penalty	(10 m.)(8 m)	Weight	Price	Rest.
Light Armor
Kevlar Cloths IIA	Concealable	+1	5	+8	-0	10	8	1.8 kg.	+$650	-
Leather jacket	Impromptu	+1	3	+8	-0	10	8	1.8 kg.	$120	-
Leather armor	Archaic	+1	3	+6	-0	10	8	6.8 kg.	$200	-
Posleen Biker 	Impromptu	+1	4	+6	-0	10	8	7 kg.	$2,000	-
Leather
Light undercover	Concealable	+1	5	+7	-0	10	8	.9 kg.	$275	Lic (+1)
	shirt II	
Pull-up pouch	Concealable	+1	5	+6	-1	10	8	.9 kg. 	$275	Lic (+1)
	vest IIA
Undercover vest 	Concealable	+1	5	+5	-2	10	8	1.36 kg. 	$750	Lic (+1)
	IIA**
Light Inserts**	Concealable	+1	+1	+5	-1	10	8	+1.35 kg.	+$300	Lic (+1)

Table 8.27: Armor (Continued)
	Armor	Max.	Armor	Speed*	Purchase
Armor	Type	Class	DR	Dex. Bonus	Penalty	(10 m.)(8 m)	Weight	Price	Rest.
Medium Armor
Armored Bomber	Concealable	+2	8	+4	-3	8	6	4.5 kg.	$900	-
	Jacket IIA
Concealable vest 	Concealable	+2	6	+4	-3	8	6	1.8 kg. 	$900	Lic (+1)
	II**
Chainmail shirt	Archaic	+2	4	+2	-5	6	4	18.2 kg.	1,200	-
Kevlar Cloths IIIA	Concealable	+2	8	+4	-3	8	6	1.8 kg.	+$850	-
Kevlar BDU's IIA	Tactical	+2	5	+4	-3	8	6	5.4 kg.	$850	Lic (+1)
Kevlar BDU's 	Tactical	+2	8	+3	-4	8	6	7.2 kg.	$1,100	Lic (+1)
	IIIA**
Light-duty vest	Tactical	+2	8	+3	-4	8	6	3.6 kg. 	$950	Lic (+1)
	IIIA**
Tactical vest	Tactical	+2	13	+2	-5	8	6	4.5 kg. 	$1,000	Lic (+1)
	III	
Heavy Armor
Special response	Tactical	+3	15	+1	-6	6	4	6.8 kg.	$1,200	Lic (+1)
	vest IV
Plate mail	Archaic	+3	8	+1	-6	6	4	22.7 kg.	$5,000	-
Forced entry unit	Tactical	+3	17	+0	-8	6	4	9 kg.	$1,500	Lic (+1)
	IV+
Hard Assault 	Tactical	+3	20	+0	-8	6	4	21 kg.	$2,500	Lic (+1)
  Breastplate IV+	
Land Warrior MKI	Tactical	+3	20	+0	-8	6	4	28.7 kg.	$5,000	Mil (+3)
Land Warrior MKII	Tactical	+3	20	+0	-8	6	4	29.1 kg.	$33,500	Mil (+3)
Heavy Inserts**	Concealable	+2	+3	+4	-3	8	6	+5.4 kg.	+$385	Lic (+1)
*When running in heavy armor, a character moves only triple speed, not quadruple.
** Any of the listed light armors may be manufactured with an insert.  This adds to the price, weight, armor check penalty, and DR (use the higher bonus for the penetration required to overcome DR, but sum the damage stopped by the insert and the armor.  Maximum Dex penalty and movement speed are both based on whichever is worse of the insert and armor.  In most cases a specific insert will be built for a specific type and size of armor.

Light Armor
	For the character who doesn’t want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor is just the ticket.

Kevlar Clothing IIA
	This light armor is tailored into normal clothing so that no one will know that the wearer is wearing body armor.  It provides protection up to .357 Magnum. This prevents the anyone who is attacking the wearer from knowing that they need to start taking head shots.

Leather Jacket
	This armor is represented by a heavy leather biker’s jacket. A number of other impromptu armors, such as a football pads and a baseball catcher’s pads, offer similar protection and game statistics. 

Leather Armor
	This archaic armor consists of a breastplate made of thick, lacquered leather, along with softer leather coverings for other parts of the body.

Light Undercover Shirt
	Designed for deep undercover work in which its critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso. 

Posleen Biker Leather 
	This armor is prepared from multiple layers of leather and posleen hides. It is stiff and somewhat hard to move in. 

Pull-Up Pouch Vest
	This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack.  Deploying the apron is a move action. This garment provides no equipment bonus (and has no armor penalty or maximum Dexterity bonus) when undeployed.

Undercover Vest
	Covering a larger area of the torso, this vest provides better protection than the light undercover shirt-but it’s also more easily noticed. Its best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny, granting a +2 bonus on Spot checks to notice the armor.

Medium Armor
	Most medium armor (except for the archaic chainmail shirt) is not terribly heavy, but nonetheless provides a significant amount of protection at the expense of some speed.

Concealable Vest
	Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it, granting a +4 bonus on Spot checks to notice the armor.

Chainmail Shirt
	This medieval-era armor is a long shirt made of interlocking metal rings, with a layer of padding underneath. It’s heavy, making it uncomfortable to wear for long periods of time.

Kevlar BDU's IIA
	These are the new standard BDU's worn by U.S. Ground forces in combat situations. They provide light armored protection from long distance Posleen shotgun fire, and shrapnel induced by intense Posleen Railgun fire on fortified positions. There are optional steel trauma pads that help reduce the trauma from the gunshot being transferred through the Kevlar BDU's IIA.

Kevlar Assault BDU's IIIA 
	These are the standard duty BDU's worn by the 10,000, Fleet LARP units, and U.S. Ground Forces who can afford them in combat situations. They are part of the integrated Land Warrior Suite System, but can be worn without the additional equipment. They provide medium armored protection from long distance Posleen shotgun fire, and shrapnel induced by intense Posleen Railgun fire on fortified positions. There are optional steel trauma pads that help reduce the trauma from the gunshot being transferred through the Kevlar BDU's IIA. 

Kevlar Bomber Jacket IIIA
	This armored jacket is for those people who want to wear their armor in style, or who are tired of having to replace jackets, because they keep being in the wrong place at the wrong time.

Kevlar Clothing IIIA 
	This is a heavier version of the normal light armor that is tailored into normal clothing so that no one will know that the wearer is wearing body armor. It provides protection up to .44 Magnum. This prevents anyone who is attacking the wear from knowing that they need to start taking headshots.

Light-Duty Vest
	A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort - at least compared to other tactical body armors.

Tactical Vest
	The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Heavy Armor
	For the best protection money can buy, go with heavy armor, but watch out for the armor penalty.

Plate Mail
	This medieval-era armor consists of metal plates that cover the entire body. It’s heavy and cumbersome compared to most modern armor, but it does provide a great deal of protection.

Special Response Vest
	Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.

Forced Entry Unit
	The most powerful protection generally available to police officers is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.

Hard Assault Breastplate 
	This breastplate is made out of ¼ inch titanium with a front and rear backing of a 26 ply hard Kevlar composite that covers the front and back. It is intended to be worn with a Land Warrior helmet. Kevlar Assault BDU's IIIA, worn beneath the breastplate, protects limbs without restricting movement much. There are optional steel trauma pads that help reduce the trauma from the gunshot being transferred through the Kevlar Assault BDU's IIIA. The Hard Assault Breastplate IV is only released to members of the 10,000, out of the unit's armory in preparation for assaulting Posleen positions and by anyone who can afford them for combat situations.

Land Warrior Suit Mark I: The heart of the Land Warrior system is a hardened milspec notebook computer with four processors carried on the back, built into the Hard Assault Breastplate IV that is the core of the Land Warrior armor survivability system. This Voice activated or menu-driven system coordinates all electronics: a helmet mounted, flip down Monocle or armored Visor Heads-Up Display serving as the monitor for the computer and the weapon sighting system (allow the user to look around corners and even shoot without exposing himself). Along with the following features:
	An inertial General Positioning Unit (GPU), (as long as the unit is re-calibrated once a week it will let the user know his exact position with an orienteering check DC 15. 
	A navigation module with a digital map database (provides a +2 equipment bonus to all orienteering and navigation (planetary) checks). 
	A built in command word voice activated milspec tactical radio Range: 104 km. 
Cryptography DC:  20.
	A built in command word voice activated meteor-track long range milspec radio Range: 1,500 km.  Cryptography DC: 20; which can send and receive encrypted voice messages, sound files, email, maps, electronic document files, and real time video files and streaming. 
	An Identify Friend or Foe (IFF) module. 
	Threat warning system that detects the sensor emissions of a Tenar or a God King targeting module operating within 4 km as long as the system is within line of sight of threat warning module. 
	The system is powered by two .5 kWh rechargeable power packs, which can be changed out and fit in a standard ammo pouch. The power packs each last 120 hours. 
	The Land Warrior Armor system consists of the integrated armored assault BDU’s, the Hard Assault Breastplate IV, and the anti-cluster munitions assault boots.  When all three components are used in conjunction with the Land Warrior Mk II Helmet it provides a full NBC capable environmental system. 
Land Warrior Electronic Systems Pack Note: Cost: $500 Armor Class: N/A Damage Reduction: 13 Weight: 3.15 kg. 
	
Armored Assault BDU’s with Hard Assault Breastplate IV: This breastplate is made out of 1/4 inch titanium with a front and rear backing of a 26 ply hard Kevlar composite that covers the front and back. It comes with a Land Warrior helmet. Kevlar Assault BDU's IIIA, worn beneath the breastplate protects limbs without restricting movement much. Cost: $2,500 Equipment Armor Class Bonus: +9 Non-prof. Armor Class Bonus: +3 Damage Reduction: 20 Maximum Dexterity Bonus: +3 Armor Check Penalty: -4 Speed 4-meters. Weight: 21 kg.
	Anti-cluster munitions Assault Boots: These boots are designed to protect the feet and legs of assault troops from the delayed detonation of cluster munitions when the troops pass through an area recently covered by a cluster munitions artillery strike. Cost: $500 Armor Class: N/A Damage Reduction: 13 Weight: 2.25 kg. 
	Land Warrior Mk I Helmet AN/PVS-15: The Land Warrior Mk I Helmet is the descendant of the helmet originally adopted by the U.S. military in the early 80’s. The main difference is the integrated hands free communications relay build into the helmet and the flip down Monocle or Heads-Up Display. The relay is designed to interface with the Land warrior integrated communications system. Cost: $1,500 Armor Class: N/A Damage Reduction: 13 Weight: 2.25 kg. 
	Land Warrior Mk II Helmet AN/PVS-18: The Land Warrior Mk II Helmet is a brand new helmet design used mostly by Fleet Recon (when their own equipment is not available) or the newly rebuilt Ground Forces Special Forces. It has an integrated armored visor Heads-Up Display which when lowered seals the helmet against NBC contaminants. The Helmets also has an integrated daylight video, low light amplification and thermographic features built in with a maximum digital zoom of 1-20x.  The visor is transparent unless activated. It then projects information from the sensor systems and information from the other Land Warrior systems along with the weapon mounted Digital Ballistic Scope if the scope has been connected into the Land Warrior system. This effectively negates the flat-footed penalty for using a scope. Note: The Land Warrior Mk II Helmet’s vision system 5-20X feature makes objects 1,450 meters away appear to be 72 meters away (or objects 1,275 meters away appear to be 64 meters away), this effectively multiplies each range increment of the weapon by 2. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. Cost: $30,000 Armor Class: N/A Damage Reduction: 13 Weight: 2.7 kg.

TRADE
	In general, something can be sold for half its listed price. In cases with a large secondary market such as cars it may be possible to buy used goods for about 2/3rds of the price such a product would cost new.   If the GM charges regular maintenance and repair costs then these should be approximately goods purchased used.  Commodities are the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged, almost as if it were cash itself. Wheat, flour, cloth, and valuable metals are commodities, and merchants often trade in them directly without using currency. Obviously, merchants can sell these goods for slightly more than they pay for them.  Assuming that the player receives $200 less for selling any amount of a commodity than he would have paid for it in the same area, this difference represents appraisal and brokerage fees.  Most goods have more than one listed cost; the main entry is the cost in the remaining industrial world.  
	The second cost is what isolated people who want the product will pay for it, this is available only if a demand exists and the locals can afford it, the payment will probably have to be taken in trade goods given that isolated locals are unlikely to have FedCr or US$ to pay with.  If no value is listed then isolated individuals will not normally make an offer at all. In the case of live animals normally no purchase will be made at these prices unless a breeding pair is available.
	The third cost is the cost that an isolated producer or stockpiler not yet in regular trade contact would charge, again since the locals have no use for cash, the payment is normally in commodities that are not locally available. 
	Knowing the price list in any detail (i.e. beyond the base cost in civilization) is considered a use of the Trade skill.  Bargaining is a use of the Barter or Trader skill.  Appraisal may also be needed to avoid defective or shoddy goods.  Getting the listed prices/costs is typically a DC 15 task on all three checks.  If only one check is failed, assume the character trades for the purchased commodities at their value as listed for the industrialized world, but sells based on local value.  If two or more checks are failed, the character cannot come to an agreement.  If two or more checks are failed, and one is failed by 5 or more points, the character makes a bad deal and loses about half the value of his trading stock.

Table 8.28: Trade Goods
ITEM		Cost
Chicken	1	$6 ($12/$3)
Cinnamon	.45 kg.	$40 ($60/$10)
Copper	.45 kg.	$16 ($20/$1)
Cow, Milk 	1	$3,100 ($9,300/$2000)
Dog (trained)	1	$350 ($1000/$700)
Flour	.45 kg.	$5 ($10/$2)
Ginger or pepper	.45 kg.	$24 ($36/$6)
Goat	1	$310 ($310/$200)
Gold	.45 kg.	$6,480 (-/$648)
Iron	.45 kg.	$1 ($10/$0.50)
Linen	.45 kg (sq. meter)	$8 ($40/$6)
Coffee	.45 kg.
	Poor 		$10 ($100/$5)
	Average		$60 ($120/$6)
	Good		$120 ($140/$7)	
	Amazing		$600 ($160/$8)
Ox	1	$1,700 ($2,700/$300)
Pig	1	$950 ($1000/$200)
Saffron 	.45 kg.	$29,000 (-/$1000)
Cloves 	.45 kg.	$960 (-/$240)
Salt	.45 kg.	$3.50 ($14/$1)
Sheep	1	$600 ($800/$400)
Silk (2 sq. meters)	.45 kg.	$100 ($200/$25)
Silver	.45 kg.	$160 (-/$16)
Tea leaves	.45 kg.	$40 ($160/$10)
Tobacco, Carton	$45 ($450/$9)
Wheat	.45 kg.	$1 ($2/$0.50) 
Aspirin	(200 tablets)	$5 ($200/-)
Baking powder	.45 kg.	$2.50 ($15/-)
Baking soda	.45 kg.	$2 ($15/-)
Chocolate - unsweetened	.45kg	$12 ($60/$6)
Hammer	.45 kg. 	$9 ($100/$6)
Hand axe	.68 kg.	$30 ($300/$20)
Vodka, liter bottle		$10 ($100/$5)
Liquor, fancy (Applejack, Pear Brandy)	$40 ($120/$10)
	Liter bottle
Multi vitamins (60 tablets)	$7 ($60/-)
Sewing - Thread, strong	4000 meters	$5 ($200/$3)
Sewing -Fabric Dye		$8 ($32/$2)
	15 grams jar to dye 1 kg of cloth
Sewing needles, pack of 12	$1.50 ($120/-)
Sewing patterns, assortment	$12 ($24/-)
Tools - Drill bits, set of 17	$10 (80/-)
Tools - Sharpening file		$6 ($160/-)
	 (25.5 cm. file for sharpening tools 142 grams)
Tools -Light folding saw		$32 ($480/-)
	 170 grams, 20 cm. blade
Topical Antiseptic, 227 grams	$12 ($480/-)
Vegetable seed, packet of 50	$3 ($24/-)

Table 8.28: Trade Goods (Continued)
ITEM		Cost
Water filter w/hand pump		$80 ($160/-)
	 treats water pumped through; removes dangers, 
	improves flavor; 125 gallons lifetime, 425 grams weight
Water purifying tablets		$8 ($40/-)
	treats up to 24 liters water
Yeast	227 grams	$3.40 ($20/-)

EQUIPMENT (GENERAL)

General Equipment
	This section covers the wide variety of general gear available to adventurers of all sorts.
Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life-assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries between adventures, and that the batteries last as long as needed during adventures. If battery life is important in the game, roll 1d20 every time a battery-operated item is used. On a result of 1, the batteries are dead and the object is useless. New batteries have a purchase DC of 2 and can be changed as a move action.

Equipment Tables
	Equipment is described by a number of statistics, as shown on Table 8.29: General Equipment.
Size: The size category of a piece of equipment helps to determine how easy that object is to conceal, and it also indicates whether using the object requires one hand or two. In general, a character needs only one hand to use any object that is of his or her size category or smaller.
Weight: This column gives the item’s weight.
Purchase Price: This is the purchase price to acquire the item. This number reflects the base price and doesn’t include any modifier for purchasing the item on the black market.
Restriction: The restriction rating for the object, if any, and the appropriate black market purchase price modifier. Remember to apply this modifier to the purchase price when attempting to acquire the item on the black market.

Table 8.29: General Equipment
				Purchase
Object	Size	Weight	Price	Restriction
Bags and Boxes
Aluminum travel case 
	4.5 kg. Capacity	Med	2.25 kg.	$120	---
	18 kg. Capacity	Large	4.5 kg.	$150	---
	34 kg. capacity	Large	6.75 kg.	$200	---
Briefcase	Med	0.9 kg.	$55	---
Contractor’s field bag	Med	0.9 kg.	$40	---
Day pack	Small	0.9 kg.	$20	---
Handbag	
	Range pack	Small	0.45 kg.	$20	---
	Standard 	Small	0.9 kg.	$55	---
	Oversized	Med	1.35 kg.	$90	---
	Patrol box	Med	1.8 kg.	$90	---

Table 8.29: General Equipment (Continued)
				Purchase
Object	Size	Weight	Price	Restriction
Clothing
Clothing outfit
	Business	Med	1.35 kg.	$200	---
	Casual	Med	0.9 kg.	$70	---
	Formal	Med	1.35 kg.	$500	---
Outerwear
	Coat	Med	0.9 kg.	$70	---
	Fatigue jacket	Med	0.9 kg.	$55	---
	Overcoat	Med	1.35 kg.	$90	---
	Parka	Med	1.35 kg.	$90	---
Photojournalist’s vest	Med	0.45 kg.	$90	---
Windbreaker	Med	0.45 kg.	$40	---
Tool belt	Small	0.9 kg.	$90	---
Computers and Consumer Electronics
Camera
	35mm	Small	0.9 kg.	$900	---
	Digital	Tiny	0.225 kg.	$350	---
	Disposable	Tiny	0.225 kg.	$20	---
	Film	Dim	---	$12	---
	Film developing (roll) 	---	---	$12	---
Cell phone	Dim	---	$90	---
Computer
	Desktop	Large	4.5 kg.	$3,500	---
	Notebook	Med	2.25 kg.	$5,000	---
	Upgrade	---	---	See text 	---
	Milspec Upgrade	---	---	See text	---
Digital audio recorder	Tiny	0.45 kg.	$120	---
Modem
	Broadband	Tiny	0.45 kg.	$12	---
	Cellular	Tiny	0.45 kg.	$40	---
PDA	Tiny	0.225 kg.	$650	---
Portable satellite phone	Small	0.9 kg.	$90	---
Portable video camera	Small	0.9 kg.	$650	---
Printer	Med.	1.35 kg.	$200	---
Remote Control Console	Large	4.5 kg.	$5,000	Lic (+1)
Scanner	Med.	1.35 kg.	$200	---
Walkie-talkie
	Basic	Tiny	0.45 kg.	$55	---
	Professional	Tiny	0.45 kg.	$500	---
Surveillance Gear
Alarm, Intruder System	Large	6.75 kg.	$200	Lic (+1)
	External Siren	Med	2.25 kg.	$50	Lic (+1)
	Sensor Unit	Med	2.25 kg.	$100	Lic (+1)
	Receiver Unit	Med	2.25 kg.	$120	Lic (+1)
Alarm, Intruder (Gas Grenade)	Med	2.25 kg.	$150	Lic (+1)
Alarm, Mobile	Small	0.45 kg.	$30	Lic (+1)
Alarm, Outdoor Wireless	Small	0.9 kg. 	$170	Lic (+1)
Black box	Tiny	0.225 kg.	$20	Illegal (+4)
Caller ID defeater	Tiny	0.45 kg.	$30	---
Cellular interceptor	Tiny	0.225 kg.	$5,00	---
Lineman’s buttset	Tiny	0.45 kg.	$275	Lic (+1)
Table 8.29: General Equipment (Continued)
				Purchase
Object	Size	Weight	Price	Restriction
Surveillance Gear
Metal detector	Small	0.9 kg.	$150	---
Night vision goggles	Small	1.35 kg.	$900	---
Tap detector	Tiny	0.45 kg.	$55	---
Telephone tap
	Line tap	Tiny	0.225 kg.	$275	Lic (+1)
	Receiver tap	Tiny	0.225 kg.	$12	Res (+2)
	Telephone line tracer	Med.	2.25 kg.	$5,000	---
Professional Equipment
Antitoxin (vial)	Tiny	0.1 kg.	$18	---
Bolt cutter	Med.	2.25 kg.	$40	---
Bottle, Potassium Iodate Pills	Tiny	0.23 kg.	$27 	---
Caltrops (25)	Small	0.9 kg	$30	---
Car opening kit	Tiny	0.45 kg.	$40	Lic (+1)
Chemical kit	Med.	2.7 kg.	$650	---
Crowbar	Med.	2.25 kg.	$15	---
Crowbar, Titanium	Med.	0.675 kg.	$50	---
Demolitions kit	Med.	2.25 kg.	$275	Lic (+1)
Disguise kit	Med.	2.25 kg.	$200	---
Duct tape	Tiny	0.45 kg.	$20	---
Electrical tool kit
	Basic	Large	5.5 kg.	$350	---
	Deluxe	Huge	15 kg.	$2,750	---
Entry Tool	Large	6.75 kg.	$175	---
Entry Tool, Gorilla Bar	Large	8 kg.	$225	---
Escape Hood	Med.	0.9 kg.	$80	---
Evidence kit
	Basic	Med.	2.7 kg.	$55	---
	Deluxe	Med.	3.5 kg.	$500	---
Fake ID	Fine	---	See text 	Illegal (+4)
Field Surgery kit	Med.	2.25 kg.	$650	Lic (+1)
First aid kit	Small	1.35 kg.	$30	---
Forgery kit	Small	1.35 kg.	$200	---
Handcuffs
	Steel	Tiny	0.45 kg.	$55	---
	Zip-tie (25)	Dim	0.225 kg.	$40	---
Professional Equipment
Instrument, keyboard	Large	5.4 kg.	$200	---
Instrument, percussion	Huge	22.5 kg.	$350	---
Instrument, stringed	Large	3.15 kg.	$275	---
Instrument, wind	Tiny	0.45 kg.	$70	---
Lock
	Very simple	Small	0.45 kg.	$5	---
	Average	Small	0.45 kg.	$15	---
	Good	Small	0.45 kg.	$45	---
	Amazing	Small	0.45 kg.	$150	---
Lock, Portable Door
	Very simple	Small	0.45 kg.	$18	---
	Average	Small	0.45 kg.	$55	---
	Good	Small	0.45 kg.	$165	---
	Amazing	Small	0.45 kg.	$540	---
Lockpick set	Tiny	0.45 kg.	$90	Lic (+1)
Table 8.29: General Equipment (Continued)
				Purchase
Object	Size	Weight	Price	Restriction
Professional Equipment
Lock release gun	Tiny	0.225 kg.	$200	Res (+2)
Manual Entry Tool Backpack	Med.	24 kg.	$1,060	---
Mechanical tool kit
	Basic	Large	10 kg.	$275	---
	Deluxe 	Huge	20.25 kg.	$2,000	---
Medical kit	Med.	2.25 kg.	$500	---
Multipurpose tool	Tiny	0.225 kg.	$90	---
Pharmacist kit	Med.	2.7 kg.	$900	Res (+2)
Pole, 4 meter Telescopic 	Large	6.75 kg.	$25	---
Ram, Portable	Huge	22.5 kg.	$420	Res (+2)
Ram, Portable (One-Handed)	Large	9 kg.	$240	Res (+2)
Ram, Portable (One-Handed	Large	7.65 kg.	$260	Res (+2)
	Hammer)
Search-and-rescue kit	Med	3.15 kg.	$200	---
Sledge	Large	4.5 kg.	$45	---
Sledge, Non-Sparking	Large	4.5 kg.	$80	---
Sling, Portable Ram	Large	0.225 kg.	$19.95	---
Sling, Entry Tool	Large	0.225 kg.	$19.95	---
Spike strip	Huge	10 kg.	$275	---
Backpack	Med.	1.35 kg.	$120	---
Binoculars
	Standard	Small	0.9 kg.	$55	---
	Rangefinding	Small	1.35 kg.	$500	---
	Electro-optical	Small	1.8 kg.	$650	---

This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Bouncer	Med.	2 kg.	$25,000	---
Survival Gear
Camp Kitchen	Large	22.5 kg.	$300	---
Chemical light sticks (5)	Tiny	0.45 kg.	$5	---
Climbing gear	Large	4.5 kg.	$150	---
Clothing Handwasher,	Med.	1.8 kg.	$50 	---
	Off-Grid
Compass Dim	Tiny	0.225 kg.	$30	---
Fire extinguisher	Med.	1.35 kg.	$70	---
Flash goggles	Tiny	0.9 kg.	$500	---
Flashlight
	Penlight	Dim	0.225 kg.	$12	---
	Standard	Tiny	0.45 kg.	$20	---
	Battery flood	Small	0.9 kg.	$40	---
Gas mask	Small	2.25 kg.	$275	---
Giant Emergency Office Kit	Large	9 kg.	$200	---

This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
GIPS receiver	Tiny	0.45 kg.	$500	---
Map
	Road atlas	Tiny	0.45 kg.	$20	---
	Tactical map	Tiny	0.225 kg.	$12	---
Mesh vest	Med.	3.15 kg.	$70	---
Portable chest freezer/	Huge	37 kg.	$750	---
	refrigerator
Table 8.29: General Equipment (Continued)
				Purchase
Object	Size	Weight	Price	Restriction
Survival Gear
Portable refrigerator	Huge	21.5 kg.	$450	---
Portable stove	Tiny	0.45 kg.	$90	---
Rations
	Rations,  Freeze Dried 	Huge	45 kg.	$1500	---		
	(1 year, 1 person)
	Rations, Hot-Meal 	Large	2.25 kg.	$36	---
		(Heater Meal) 7-Pack
	Rations, MRE (2 Cases)	Huge	18 kg.	$110	---
	Rations, trail(per day)	Medium	0.45 kg.	$32	---
Rope (50)	Large	5.4 kg.	$30	---
Sewing kit	Small	0.45 kg.	$15	---
Sleeping bag	Med.	1.8 kg.	$90	---
Survival Kit--in-a-Can	Small	0.225 kg. 	$13	---
Swiss Army Knife	Tiny	0.225 kg.	$35	---
Tent
	2-person dome	Med.	1.8 kg.	$150	---
	4-person dome	Med.	3.15 kg.	$200	---
	8-person dome	Large	4.5 kg.	$275	---
Trail rations (12)	Tiny	0.45 kg.	$30	---
Tripwire
	Tripwire	Tiny	0.1 kg.	$7	---	
Trip Wire, Spectra	Tiny	0.1 kg.	$13	--- 
	Tripwire Alarm Device 	Small	2.25 kg.	$100	---
		(Gas Grenade)
	Tripwire Alarm Device 	Small	2.25 kg.	$30	---
		(12 Gauge)
Military Gear
Barbed Razor Wire	Huge	4.5 kg.	$40	Res (+2)
Canteen	Small	0.45 kg.	$20	---
Clothing
	Fatigues	Med.	1.35 kg.	$90	---
	Uniform	Med.	0.9 kg.	$90	---
	Ghillie suit	Med.	2.25 kg.	$40	---
	Web Gear	Med.	0.45 kg.	$40	---
	Larp Web Gear	Med.	0.6 kg.	$50	---
	Rifleman Kit	Med.	1.5 kg.	$300	---
	M-60 Gunner Kit	Med.	1.5 kg.	$300	---
	Wet Weather Gear	Med.	1.35 lg.	$45	---
Composite Assault Pack	Small	0.45 kg.	$15	Lic (+1)
	100 rounds
Composite Assault Pack	Small	0.55 kg.	$20	Lic (+1)
	200 rounds
Entrenching Tool	Small	0.9 kg.	$45	---
Equipment Pouches
	Tiny	Tiny	0.15 kg.	$20	---
	Small	Small	0.25 kg.	$25	---
	Medium	Med.	0.5 kg.	$35	---
Hemet	Med.	2.25 kg.	$1,500	---
Machine Gun Assault Pack	Med.	6.8 kg.	$500	Lic (+1)

Table 8.29: General Equipment (Continued)
				Purchase
Object	Size	Weight	Price	Restriction
Military Gear
Magazine Pouch
	Standard Pistol Magazine	Small	0.25 kg.	$25	---
		Pouch
	Triple Pistol Magazine	Small	0.3 kg.	$30	---
		Pouch
	Standard Rifle Magazine	Small	0.25 kg.	$15	---
		Pouch
	Battle Enhanced Rifle	Small	0.3 kg.	$40	---
		Magazine Pouch
	Multi-Purpose Enhanced 	Small	0.35	$50	---
		Rifle Magazine Pouch
	Single Grenade Accessory 	Small	0.2 kg	$25	---
		Pouch
	Double Grenade Accessory 	Small	0.25 kg	$30	---
		Pouch
Mess Kit	Small	0.45 kg.	$15	---
Snake Eye	Tiny	0.45 kg.	$2,500	---
Special Operations Medical 	Med.	7.65 kg	$1,350	Lic (+1)
	Backpack
Weapon Accessories
Ammunition
	5.56mm Belted, 100 Rounds	Med.	3 kg.	$50	Lic (+1)
	5.56mm Belted, 200 Rounds	Large	6 kg.	$100	Lic (+1)
	7.62mm Belted, 100 Rounds	Med.	4.5 kg.	$56	Lic (+1)
	7.62mm Belted, 200 Rounds	Large	9 kg.	$112	Lic (+1)
	12.7mm Belted, 100 Rounds	Large	15.75 kg.	$160	Mil (+3)
	12.7mm Belted, 200 Rounds	Huge	31.5 kg.	$320	Mil (+3)
	20mm Belted, 100 Rounds	Huge	27 kg.	$300	Mil (+3)
	20mm Belted, 200 Rounds	Garg.	54 kg.	$600	Mil (+3)
	40mm HV Grenades Belted,	Garg.	63 kg.	$420	Mil (+3)
	50 Rounds				
	5.56mm, 100 Rounds	Med.	2.5 kg.	$50	Lic (+1)
	5.56mm, 200 Rounds	Large	5 kg.	$100	Lic (+1)
	7.62mm  100 Rounds	Med.	4 kg.	$56	Lic (+1)
	7.62mm  200 Rounds	Large	8 kg.	$112	Lic (+1)
	12.7mm, 100 Rounds	Large	14 kg.	$160	Lic (+1)
	12.7mm, 200 Rounds	Huge	28 kg.	$320	Lic (+1)
	5.56mm, 10-20 Round Clips	Med.	6.3 kg.	$300	Lic (+1)
	7.62mm, 10-20 Round Clips	Med.	10.8 kg.	$340	Lic (+1)
	5.56mm, 20-20 Round Clips	Large	12.6 kg.	$350	Lic (+1)
	7.62mm, 20-20 Round Clips 	Large	19.8 kg.	$650	Lic (+1)
	5.56mm, 10-30 Round Clips	Large	9 kg.	$375	Lic (+1)
	7.62mm, 10-30 Round Clips	Large	13.7 kg.	$400	Lic (+1)
	5.56mm, 20-30 Round Clips	Huge	18 kg.	$725	Lic (+1)
	7.62mm, 20-30 Round Clips	Huge	27.45 kg.	$775	Lic (+1)
	Manjack 7.62mm Battlecase	Garg.	630 kg.	$14200	Res (+2)
	Manjack 12.7mm Battlecase	Garg.	630 kg.	$8360	Mil (+3)
	Manjack 20mm Battlecase	Garg.	630 kg.	$10350	Mil (+3)
	Manjack 40mm Grenades 	Garg.	630 kg.	$11,000	Mil (+3)
	  Battlecase		
	
Table 8.29: General Equipment (Continued)
				Purchase
Object	Size	Weight	Price	Restriction
Weapon Accessories
Ammunition
Manjack Railgun 1mm 	Garg.	630 kg.	$75,000	Mil (+3)
	  Battle Case	
	Manjack Railgun 3mm 	Garg.	630 kg.	$25,000	Mil (+3)
	  Battle Case		
	Light Battle Case 7.62mm	Huge	90 kg.	$1210	Res (+2)
	Light Battle Case 12.7mm	Huge	90 kg.	$1000	Mil (+3)
	Light Battle Case 20mm	Huge	90 kg.	$1100	Mil (+3)
	Light Battle Case 40mm	Huge	90 kg.	$750	Mil (+3)
	Light Battle Case 1mm	Huge	90 kg.	$10,750	Mil (+3)
	Light Battle Case 3mm	Huge	90 kg.	$3,600	Mil (+3)
Belt feed Mechanism Factory	Small	0.23 kg.	$450	Res (+2) 
	Conversion Kit
Bipods
	Bipod	Small	0.225 kg.	$90	---
	Bipod, Adjustable	Small	0.9 kg.	$120	---
	Bipod, Manjack	Small	1.58 kg.	$650	---
	Butt-Pod, Adjustable	Tiny	0.45 kg.	$55	---
	Butt-Pod, Manjack	Tiny 	1,58 kg.	$555	---
Box magazine	Tiny	0.225 kg.	$20	---
C-MAG Snail Magazine, 	Small	0.45 kg.	$45	Lic (+1)
	100 rounds
C-MAG Snail Magazine, 	Small	0.68 kg.	$50	Lic (+1)
	160 rounds
Snail Magazine, 90 Round 	Med.	0.34 kg.	$45	Lic (+1)
Detonator	
	Blasting cap	Tiny	0.225 kg.	$20	Lic (+1)
	Radio controlled	Tiny	0.225 kg.	$120	Lic (+1)
	Timed	Tiny	0.225 kg.	$55	Lic (+1)
	Wired	Tiny	0.45 kg.	$40	Lic (+1)
Dual Redi-Mag Speed 	Tiny	0.12 kg.	$15	---
	Loading System
Speed loader	Tiny	0.225 kg.	$12	---
Holster
	Hip	Tiny	0.45 kg.	$30	---
	Concealed carry	Tiny	0.225 kg.	$30	---
Illuminator	Tiny	0.225 kg.	$55	---
Laser sight	Tiny	0.225 kg.	$500	---
Recoil Compensators
	Recoil Compensator, Pistol	Tiny	0.113 kg.	$50	---
	Recoil Compensator, Light	Tiny	0.225 kg.	$100	---
	Recoil Compensator, 	Small	0.45 kg.	$150	---
		Medium	
	Recoil Compensator, 	Small	0.9 kg.	$200	---
		Heavy		
Tripods
	Tripod, Light	Large	2.25 kg.	$500	---
	Tripod, Light adjustable	Large	3.15 kg.	$625	---
	Tripod, Light Manjack	Large	7.65 kg.	$2,625	Res (+2)
	Tripod, Medium	Huge	11.25 kg.	$1,500	---
	Tripod, Medium Adjustable	Huge	13.25 kg.	$1,625	---
	Tripod, Medium Manjack	Huge	18 kg.	$2,625	Res (+2)

Table 8.29: General Equipment (Continued)
				Purchase
Object	Size	Weight	Price	Restriction
Weapon Accessories
Scopes
	5-10x	Tiny	0.68 kg.	$150	---
	10-20x	Tiny	0.9 kg.	$200	---
	Scope, 1-2.5x Digital 	Small	0.45 kg.	$1,200	Lic (+1)
		Ballistic AN/PAS-15	
	Scope, 1-5x Digital 	Small	0.9 kg.	$2,700	Lic (+1)
		Ballistic AN/PAS-16
	Scope, 5-10x Digital 	Small	1.35 kg.	$3,600	Lic (+1)
		Ballistic AN/PAS-17
	Scope, 5-20x Digital 	Small	1.8 kg.	$4,500	Lic (+1)
		Ballistic AN/PAS-18
	CDC Lightweight Video 	Med.	3.96 kg.	$25,000	Res (+2)
		Sight (LVS)
	Advanced Fire Control 	Med.	3.83 kg.	$28,000	Res (+2)
		Sighting Module AFCSM/AN/PAS-20
	Advanced Fire Control 	Med.	4.05 kg.	$30,000	Res (+2)
		Sighting Module AFCSM/AN/PAS-21
Suppressor
	Pistol	Tiny	0.45 kg.	$200	Mil (+3)
	Rifle	Small	1.8 kg.	$350	Mil (+3)

Bags and Boxes
	With the wide variety of equipment available to modern adventurers, its often critical to have something to store the equipment in or carry it around in.

Aluminum Travel Case
	A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally.

Briefcase
	A briefcase can carry up to 2.25 kg worth of gear. A briefcase can be locked, but its cheap lock is not very secure (Disable Device DC 20; break DC 10).

Contractor’s Field Bag
	A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 4.5 kg worth of equipment and comes with a shoulder strap.

Day Pack
	This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 3.6 kg of gear and fits comfortably over one or both shoulders.

Handbag
	Handbags provide another way to carry .9 kg of equipment. The purchase price shown is for a basic bag; high-fashion purses can increase the price by as much as x5.

Range Pack
	This lightweight black bag has a spacious inner compartment capable of holding roughly 3.6 kg of gear and can hold an additional 1.8 kg in six zippered external compartments. The larger version holds 5.4 kg of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled rifles.

Patrol Box
	Originally developed for use by police officers, this portable file cabinet has found favor with traveling salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files, storage for a laptop computer, and a writing surface. It holds 2.25 kg worth of equipment and has an average lock (Disable Device DC 25; break DC 15).

Clothing
	The items described here represent special clothing types, or unusual outfits that a character might need to purchase.  For the most part, clothing choice is based on character concept.  It’s generally assumed that a hero owns a reasonable wardrobe of the sorts of clothes that fit his or her lifestyle.  Sometimes, however, a character might need something out of the ordinary. When that’s the case, he or she will have to purchase it like any other piece of gear. Clothes have two effects on game mechanics: one on Disguise checks, and one on Hide checks.
First, clothing is part of a disguise. See the Disguise skill description for more on how appropriate dress affects Disguise checks.  Clothes also help to hide firearms, body armor, and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus.

Clothing Outfit
	An outfit of clothing represents everything a character needs to dress the part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The clothes a character wears does not count against the weight limit for encumbrance.
Business: A business outfit generally includes a jacket or blazer, and it tends to look sharp and well groomed without being overly formal.
Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater.
Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have purchase prices much higher than shown on the table.

Outerwear
	In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).
Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use.
Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.
Overcoat: A warm coat worn over a suit jacket or indoor clothing.
Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather.
Photojournalist’s Vest: Made of cotton with mesh panels to keep the wearer cool, the photojournalist’s vest has numerous obvious-and hidden-pockets. It counts as loose and bulky clothing when used to conceal Small or smaller weapons, and also grants the “specially modified to conceal object” bonus when used to conceal Tiny or smaller objects. See Concealed Weapons and Objects.
Windbreaker: This is a lightweight jacket made of wind-resistant material.

Tool Belt
   This sturdy leather belt has numerous pockets and loops for tools, nails, pencils, and other necessities for repair and construction work, making it easy to keep about 4.5 kg of items on hand. The pockets are open, however, and items can easily fall out if the belt is tipped.

Computers and Consumer Electronics
	Rules for operating computers appear under the Computer Use skill.  Some of the items in this section have monthly subscription costs as well as initial purchase costs. The purchase DC accounts for both costs; once a character has obtained the item, he or she doesn’t have to worry about ongoing subscription costs.

Camera
	Still cameras let a character capture a record of what he or she has seen.
35mm: The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film used in a camera must be developed.
Digital: A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary.
Disposable: A 35mm camera with film built in can be purchased from vending machines, tourist traps, drugstores, and hundreds of other places. Once the film is used, the entire camera is turned in to have the film developed.
Film: The medium upon which photographs are stored, film comes in a variety of sizes and speeds. The purchase price represents the cost of a roll of 24 exposures of high-speed (ASA 400) film.
Film Developing: In most areas, drugstores and photo shops provide 1-hour service; in others, it takes 24 hours. In really remote areas, film may have to be sent away for developing, taking a week or longer. The purchase DC represents the cost of getting two prints of each shot on a roll of film, or one of each and any two also blown up to a larger size.

Cell Phone
	A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.

Computer
	Whether a desktop or notebook model, a computer includes a keyboard, a mouse, a monitor, speakers, a CD-ROM drive, a dial-up modem, and the latest processor. A character needs a computer to make Computer Use checks and to make Research checks involving the Internet.
Desktop: Bulky but powerful, these machines are common on desks everywhere.
Notebook: Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.
Upgrade: A character can upgrade a desktop or notebook computer’s processor to provide a +1 equipment bonus on Computer Use checks. Increase the purchase price of a desktop by x1.5 or a notebook by x2 to purchase an upgrade.
Milspec: A character can upgrade a desktop or notebooks computer to a milspec system, which doubles the computer’s hit points and increases its Damage Reduction to 10. Increase the purchase price of a desktop by x3 or a notebook by x4 to purchase an upgrade.

Digital Audio Recorder
	These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don’t have extremely sensitive microphones; they only pick up sounds within 10 feet.

Modem
	A modem allows a character to connect a computer to the Internet. To use a modem, a character must have a computer and an appropriate data line (or a cell phone, in the case of a cellular modem).
All computers come with dial-up modems, which allow connection to the Internet but without the speed of broadband or the flexibility of cellular. A dial-up modem uses a standard telephone line; while it’s connected, that telephone line can’t be used for another purpose.
Broadband: Cable modems and DSL services bring high-speed Internet access into the homes of millions. A broadband modem gives a character on-demand, high-speed access to data, allowing Computer Use and Research checks involving the Internet to be made in half the normal time.
Cellular: A cellular modem allows a character to connect her notebook computer to the Internet anywhere he or she can use a cell phone. However, access speed is slow, and any Computer Use or Research check involving the Internet takes half again the normal time (multiply by 1.5).

PDA
	Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can’t be used for Computer Use or Research checks.

Portable Satellite Telephone
	This object looks much like a bulky cell phone, and functions in much the same way as well. However, because it communicates directly via satellite, it can be used anywhere on Earth, even in remote areas well beyond the extent of cell phone service.
Portable satellite phones are very expensive to use. When used in a place not served by regular cellular service, each call costs$2.00 per minute.

Portable Video Camera
	Portable video cameras use some format of videotape to record activity. The tape can be played back through a VCR or via the camera eyepiece.

Printer
	The color inkjet printer described here is suited for creating hard copies of text and image files from computers.

Remote Control Console
	This unit allows a character to operate a properly equipped vehicle or RPV remotely via the portable console. 

Scanner
	A color flatbed scanner allows the user to transfer images and documents from hard copy into a computer in digital form.

Walkie-Talkie
	This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.
Basic: This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the character’s conversations. It has a range of 2 miles.
Professional: This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices-making it likely that the character can find a frequency that’s not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 30 km.

Surveillance Gear
	Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer’s job.

Alarm, Intruder System
	The Intruder Alarm System provides effective and affordable home security. Whenever any vehicle, intruder, or even an expected guest approaches your property, this perimeter intrusion detection system alerts you to their arrival. It is simple to operate yet technically sophisticated, and is completely wireless. It's ideal for monitoring your driveway, yard, house, etc. The system consists of two basic components: an infrared sensor/transmitter unit and a receiver/alarm unit. The sensor detector the presence of a vehicle or person through heat and motion, and then immediately transmits via a 300 MHz radio signal to the receiver in the house, which sounds the alarm It has an exceptional range of up to 455 meters. The sensor/transmitter unit is a special military version. It's military green in color to blend in discretely in outdoor installations, is completely weatherproof, includes mounting hardware, operates in temperatures down to -40'F and meets Mil Standard 2000. It mounts easily on a tree or a fence, in the garage, at a pool entrance, or anywhere security is desired. The receiver/alarm unit is plugged into a standard electrical outlet inside your house. Upon receipt of the alarm transmission from the sensor unit, the receiver unit sounds its alarm and activates a LED light for 5 seconds, and then resets itself. The receiver has a volume control for the alarm and a terminal board connection for connection of an optional external siren (a loud 119 db siren with a 4 meter cable.) The standard system that is sold consists of one sensor and one receiver only; however, many additional sensor units and receiver units may be added as required to customize the system since all are compatible with each other. Additional sensor and receiver units are sold separately.
Alarm, Intruder (Gas Grenade)
	The Gas Grenade Intruder Alarm devices are well suited for area denial operations or protection of storage sheds, exterior buildings, construction sites, protection of heavy equipment, campsites, etc. When activated, they fill the air with the contents delivered from a Gas or Chemical Grenade unit causing the intruders to experience extreme discomfort, tearing of eyes, coughing, etc. as long as they remain in the area. VOLTAGE ACTIVATED: The Type Gas Grenade Intruder Alarm is a voltage-activated system. When voltage is supplied, the unit will disperse the Gas or other Repellant from a chemical grenade for as long as voltage is applied to the unit, or until the canister is emptied. It operates on 12 volts DC and draws 1.2 amps. You must supply switching and power. The grenade is not included. This system can also be rigged using the "Grenade Accessory Hose" to vent outside of a vehicle for use in anti-kidnaping applications. Includes fully adjustable mount. 
Alarm, Mobile
	This ultra-compact alarm system is perfect for use at home or on the move. It can be deployed to operate in three ways: 1) As a passive infra-red motion detector and alarm. 2) As an instant alarm. While in this mode, when the pin is removed the alarm will sound instantly. A trip wire activated system can be rigged in this mode for large area coverage. 3) As a door/window guard. When used with the special pronged supplied spreader attachment, the alarm will sound instantly upon opening of the protected door or window, or can be deployed as a booby trap style alarm for an object. Comes complete with mounting bracket and hardware, deactivation/trip wire pin, door/window/booby trap spreader attachment, and instructions. Alarm is a loud 120 db. 
Alarm, Outdoor Wireless
	This advanced yet simple to use security system can notify you of an intrusion before the intruders ever reach your house. This two-part system consists of a re-chargeable solar-powered outdoor passive infrared motion detector unit, which detects an intrusion and transmits it to the receiver/controller unit located inside the house, which sounds the alarm. Transmission range is rated at a minimum of 300 meters. The water-resistant detector/transmitter unit is adjustable for maximum zone protection and light collection for the mini integrated solar panel. The receiver/controller plugs into a standard electrical outlet, and it also has a vehicle cigarette lighter adaptor. It has an adjustable security code and delay setting options. If you don't want to utilize its high-decibel alarm, you also have the option of, instead of the alarm sounding, activating any 110-volt device. In this mode, when an intrusion is detected, it can activate lights, a telephone dialer, or any other device that you plug into it.

Black Box
	This device, easily concealed in the palm of one hand, emits digital tones that convince the phone system to make a long-distance connection free of charge. They also let a user “bounce” a call through multiple switches, making the call harder to trace (the DC of any Computer Use check to trace the call is increased by 5).

Caller ID Defeater
	When a phone line contains a caller ID defeater, phones attempting to connect with that line show up as “anonymous” or “unavailable” on a caller ID unit. Such a call can still be traced as normal, however.

Cellular Interceptor
	About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 10 km area by listening in on the cellular service’s own transmitters. Intercepting the calls of a particular cell phone requires a Computer Use check (DC 35); if the user knows the phone number of the phone in question, the DC drops to 10. Obviously, the phone must be in use for someone to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections.

Lineman’s Buttset
	This device resembles an oversized telephone handset with a numeric keypad on the back and wire leads hanging from the bottom. It functions as a portable, reusable telephone line tap. With a Repair check (DC 10), a user can connect to a phone wire and hear any conversation that crosses it. A lineman’s buttset is a common tool for telephone repair personnel.

Metal Detector
	This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.

Night Vision Goggles
	Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called dark vision because of the restricted field of view and lack of depth perception these goggles provide, they impose a -4 penalty on all Spot and Search checks made by someone wearing them.
Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).

Tap Detector
	Plug this into a telephone line between the phone and the outlet, and it helps detect if the line is tapped. To detect a tap, make a Computer Use check (the DC varies according to the type of telephone tap used; see below). With a success, the tap detector indicates that a tap is present. It does not indicate the type or location of the tap however. Also, it can’t be used to detect a lineman’s buttset.

Telephone Tap
	These devices allow a character to listen to conversations over a particular phone line.
Line Tap: This tap can be attached to a phone line at any point between a phone and the nearest junction box (usually on the street nearby). Installing it requires a Repair check (DC 15). It broadcasts all conversations on the line over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a line tap by using a tap detector requires a Computer Use check (DC 25).
Receiver Tap: This item can be easily slipped into a telephone handset as a Repair check (DC 5). It broadcasts all conversations over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a receiver tap by using a tap detector requires a Computer Use check (DC 15).

Telephone Line Tracer
	Essentially a highly specialized computer, a line tracer hooked to a phone line can trace phone calls made to that line, even if there’s a caller ID defeater hooked up at the other end. All it takes is time.  Operating a line tracer is a full-round action requiring a Computer Use check (DC 10). Success gains one digit of the target phone number, starting with the first number of the area code.

Professional Equipment
	This category covers a wide variety of specialized equipment used by professionals in adventure-related fields.  Some objects contain the tools necessary to use certain skills optimally. Without the use of these items, often referred to as kits, skill checks made with these skills are at a -4 penalty. Skills and the kits they are associated with are listed below. See the descriptions of the kits for additional details. Note that kits should be restocked periodically (purchase price of $30 less than the original purchase price).  Note that some skills, by their nature, require a piece of equipment to utilize. 

Table 8.30 Professional Equipment
Skill	Associated Item
Climb	Climbing gear
Craft (chemical)	Chemical kit
Craft (electronic)	Electrical tool kit
Craft (mechanical)	Mechanical tool kit
Table 8.30 Professional Equipment (Continued)
Skill	Associated Item
Craft (pharmaceutical)	Pharmacist kit
Craft (structural)	Mechanical tool kit
Demolitions	Demolitions kit
Disable Device	Car opening kit
		Electrical tool kit
		Lockpick set
		Lock release gun
Disguise	Disguise kit
Forgery	Forgery kit
Investigate	Evidence kit
Perform (keyboards)	Instrument, keyboard
Perform (percussion)	Instrument, percussion
Perform (stringed)	Instrument, stringed
Perform (wind)	Instrument, wind
Repair	Electrical tool kit
		Mechanical tool kit
		Multipurpose tool
Heal	First aid kit
		Medical kit
		Surgery kit

Antitoxin (Activated Charcoal)
	Activated Charcoal is for emergency treatment in the case of poisoning. Medical grade activated charcoal is in a stable liquid form that effectively absorbs certain toxins from the intestinal tract. These toxins include (but are not limited to) strychnine, organophosphate and carbamate insecticides, herbicides, rodenticides, depressants and analgesics. Administer orally as soon as possible after ingestion of poison, or at the onset of symptoms. Proper dosage should inactivate at least 80% of ingested toxins. After drinking the antitoxin, a character gets a +5 equipment bonus on all Fortitude saving throws against poison for 1 hour.
Bolt Cutter
	An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).

Bottle, Potassium Iodate Pills
	This bottle holds 200 tablets of Potassium Iodate. In the event of a nuclear weapon release, accident or Posleen threat to a nearby power plant, Potassium Iodate protects your thyroid gland from the resulting radiation. A major constituent of radiation released from a nuclear accident is a compound called "radioactive iodine." This component of radiation travels with the wind and is a major component of radioactive fallout from a nuclear event. For radiation that is not immediately lethal, the thyroid is the most sensitive and susceptible organ in your body, and its all because of radioactive iodine.
	The thyroid gland readily absorbs iodine in any form, and it retains this element as a nutrient for extended periods. If radioactive iodine becomes available via a nuclear accident or event, the thyroid absorbs it too, making even low-level nuclear fallout deadly. When iodine from safe potassium iodate is absorbed by the thyroid, the gland becomes saturated, unable to absorb more. This process "blocks" radioactive iodine from entering your thyroid and can save your character’s life. The standard dosage is 170 mg of potassium iodate (2 RAD BLOCK TABLETS) tablets daily. This in turn yields 130 mg of safe, stable iodine, which fills the thyroid, thus preventing the uptake of radioactive iodine. This has the effect of reducing radiation absorbsion by one level, while being properly medicated on Potassium Iodate or Iodine pills.

Caltrops
	Caltrops are four-pronged iron spikes designed so that one prong is pointing up when the caltrop rests on a surface. A character scatters caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers a single 2-meter square. Each time a creature moves through a square containing caltrops at any rate greater than half speed, or each round a creature spends fighting in such an area, the caltrops make a touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Heal check, DC 15, or one day’s rest removes this penalty). A charging or running creature must immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops on vehicles.

Car Opening Kit
	This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC of a Disable Device check to accomplish this varies with the quality of the lock; see the skill description.

Chemical Kit
	A portable laboratory for use with the Craft (chemical) skill, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.

Crowbar
	An iron bar for levering thing open.

Crowbar, Titanium
	Titanium - stronger than steel, yet 30% lighter. It's also non-magnetic and chemically inert, so these tools are perfect for all those household chores. And, because they'll never rust, they're ideal for marine environments, too. (SCUBA divers and marine salvage operators swear by them). Length: .5 meters. 

Demolitions Kit
This kit contains everything needed to use the Demolitions skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately.

Disguise Kit
This kit contains everything needed to use the Disguise skill, including makeup, brushes, mirrors, wigs, and other accoutrements. It doesn’t contain clothing or uniforms, however.

Duct Tape
	The usefulness of duct tape is limited only by a character’s imagination. Duct tape can support up to 90 kg indefinitely, or up to 135 kg for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves.
	A roll provides 20 meters of tape, 5 cm. wide.

Entry Tool
	A normal entry tool has a forked end with a horn, and an adz on the other end, to maximize leverage. Length: 75 cm.

Entry Tool, Gorilla Bar
	A total entry tool, the Gorilla Bar breaching tool is a non-sparking tool available for forced entry of doors. A unique combination of metal alloys and casting orientation techniques make both working ends non-sparking, essential in accidents or entry actions in volatile environments. The Gorilla Bar has a forked end and with a horn, and a wedge shaped adz on the other end, to maximize leverage. Length: 100 cm.
Escape Hood
	Of the 10,000 people who die in fires annually, 80% are overcome buy toxic smoke. 94% die before help arrives. The Escape smoke hood provides 20 minutes of breathable air in any smoke filled environment. It will also filter out carbon monoxide.

Electrical Tool Kit
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires.
	Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty. 
	Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +2 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.

Evidence Kits
	Law enforcement agencies around the world use generally the same tools to gather evidence. Having an evidence kit does not grant access to a law enforcement agency’s crime lab; it merely assists in the proper gathering and storing of evidence for use by such a lab. Without an evidence kit, a character receives a -4 penalty to use the collect evidence option of the Investigate skill.
Basic: A basic evidence kit includes clean containers, labels, gloves, tweezers, swabs, and other items to gather bits of physical evidence and prevent them from becoming contaminated.
Deluxe: A deluxe kit includes all the materials in a basic kit, plus supplies for analyzing narcotic substances at the scene and for gathering more esoteric forms of physical evidence such as casts and molds of footprints or vehicle tracks, as well as chemical residues and organic fluids. It also contains the necessary dusts, sprays, brushes, adhesives, and cards to gather fingerprints. It grants a +2 equipment bonus on Investigate checks under appropriate circumstances (whenever the GM rules that the equipment in the kit can be of use in the current situation).
Using a deluxe kit to analyze a possible narcotic substance or basic chemical requires a Craft (chemical) check (DC 15). In this case, the +2 equipment bonus does not apply.

Fake ID
	Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger. Typically, a forger has 1 to 4 ranks in the Forgery skill, with a +1 ability modifier. When a character purchases a fake ID, the GM secretly makes a Forgery check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The purchase price of a fake ID is $100 times the forger’s ranks in the Forgery skill.

Field Surgery kit
	About the size of a large tackle box, this is the sort of kit commonly carried by military doctors and pharmacist mates. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned character, to stabilize a dying character, or perform emergency surgery (see the Heal skill). Skill checks made with a medical kit gain a +4 penalty.

First Aid Kit
	Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit can be used to help a dazed, unconscious, or stunned character by making a Heal check (DC 15). A first aid kit can be used only once. Skill checks made without a first aid kit incur a -4 penalty.

Forgery Kit
	This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a character might need legal documents or other items not included in the kit.

Handcuffs
	Handcuffs are restraints designed to lock two limbs-normally the wrists-of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.
Steel: These heavy-duty cuffs have DR 10, 10 hit points, a break DC of 30, and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key. 
Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have DR 0, 4 hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).

Instrument, Keyboard
A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.

Instrument, Percussion
A set of drums, necessary in order to use the Perform (percussion instrument) skill.

Instrument, Stringed
An electric guitar, necessary in order to use the Perform (stringed instrument) skill.

Instrument, Wind
A flute, necessary in order to use the Perform (wind instrument) skill.

Lock
A lock is worked with a key. The DC to open this kind of lock with the Open Locks skill depends on the lock's quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40).

Lock, Portable Door
This Portable Door Lock installs in just seconds. It then makes any door, even those with no lock whatsoever, virtually impenetrable. Perfect for adding extra security to a front door, or keeping unwanted visitors out. Ideal for use in hotel & motel rooms when traveling. Quickly and easily slips into place in seconds with absolutely no modification to the door. Works on any door. The DC to open this kind of lock from the inside with the Open Locks skill depends on the lock's quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40). Otherwise if the character is on the other side of the door, the only options are to break down the door, or to remove the section of the door containing the lock. 

Lockpick Set
	A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a character to make Disable Device checks to open mechanical locks (deadbolts, keyed entry locks, and so forth) without penalty.

Lock Release Gun
	This small, pistol like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary).

Manual Entry Tool Backpack: This backpack is designed to comfortably carry a Hooligan tool, a Mini Thunder Sledge and /or Thunder Maul, bolt cutters. It is made of Milspec material and is heavily padded with closed cell foam. Each tool has its own pouch and Velcro retention straps. The pouches are provided with a drain hole. The backpack itself is contoured to the shape of your back. The tools are included.

Mechanical Tool Kit
	This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools.
Basic: This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices without penalty.
Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of high-quality power tools. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.

Medical Kit
	About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian EMTs. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned character, or to stabilize a dying character (see the Treat Injury skill). Skill checks made with a medical kit gain a +2 penalty.

Multipurpose Tool
	This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making Repair, Craft (mechanical), Craft (electronic), or Craft (structural) checks without appropriate tools to -2 instead of the normal -4. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.

Pharmacist Kit
	A portable pharmacy for use with the Craft (pharmaceutical) skill, a pharmacist kit includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.

Pole, 4 meter Telescopic
	The 4 meter Telescopic Pole is an Anodized, extruded aluminum pole with a 3-1/2" inch nylon locking collar. Snap-in threaded cone makes it easy to add and remove tools, even when wet. Accepts tools with tapered or threaded sockets, including all squeegees, washers, scrapers and clamps. Ergonomically designed nylon handle grip for comfort. Poles are sectioned for convenient carrying and storage. The pole is in two sections, and there is a hole in the handle for hanging. 

Ram, Portable
	This non-sparking and electrically non-conducting composite portable ram is the perfect tool for battering down doors. This ram is 100 cm. long. Not only does it provide a +2 circumstance bonus on a Strength check to break open a door, but it allows a second person to help without having to roll, adding another +2 to the check.

Ram, Portable (One-Handed)
	A new ram design that answers the need for door breaching speed in cramped environments. The Ram, Portable (One-Handed)'s one-hand operation allows the officer to swing from behind cover, while retaining a weapon at the ready. Devastating on light-weight exterior and most interior doors. Center balanced for one or two-hand ramming, with a Micro-flex handle to eliminate joint stress on the officer. Non-sparking, Non-conductive, steel reinforced. The only battering ram available for Close Quarter Battle operations. This ram is 50 cm. long. It provides a +1 circumstance bonus on a Strength check to break open a door.

Ram, Portable (One-Handed Hammer)
	A brand new entry ram, the Hammer style design allows an officer to hide behind cover or a doorframe, avoiding "fatal funnel" bullet fusilades. Increased arc of swing yields strike force far exceeding its 7.65 kg. weight. Field test results show that the Ram, Hammer (One-Handed) is stunningly effective on residential and inside doors. Light, portable, indestructible and non-conductive. Length: 60 cm.

Search-and-Rescue Kit
	This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight, 20 meters of durable nylon rope, two smoke grenades, and one signal flare.

Sledge
	A two handed, iron-headed hammer that is good for smashing open treasure chests. 
Sledge, Non-Sparking
	A ten-pound sledge hammer, with a non-conductive advanced polymer handle and polymer coated head. The essential entry tool for any kit. Grip features a non-slip coating that won't absorb glass shards. Length: 80 cm.

Sling, Ram
	This sling is designed especially for a portable ram. This heavy-duty sling helps a character carry entry tools to the places where you need to use them.

Sling, Entry Bar
	This sling is design especially for an entry bar. This heavy-duty sling helps a character carry entry tools to the places where you need to use them.
Spike Strip
	This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a small suitcase. Deploy it by rolling it across a roadway, where it lies like a flat, segmented belt. (The user can roll it out onto the road without entering the lane of traffic.) Until the strip is activated, the spikes do not protrude, and cars can pass safely over it. When the user activates it (via a control device attached to the end of the strip by a 10-foot-long cord), the spikes extend.  Each time a creature moves through a square containing an activated spike strip at any rate greater than half speed, or each round a creature spends fighting in such an area, the spike strip makes a touch attack roll (base attack bonus +0). The strip deals 2 points of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Heal check, DC 15, or one day’s rest removes this penalty). Wheeled vehicles passing over the strip are automatically hit-although vehicles equipped with puncture-resistant tires are not affected.

Survival Gear
	Survival gear helps characters keep themselves alive in the great outdoors.

Backpack
	This is a good-sized backpack, made of tough water-resistant material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear.
A backpack gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity.

Binoculars
	Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
Standard: Standard binoculars reduce the range penalty for Spot checks to -1 for every 20 meters (instead of -1 for every 4 meters). Using binoculars for Spot checks takes five times as long as making the check unaided.
Rangefinding: In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.
Electro-Optical: Electro-optical binoculars function the same as standard binoculars in normal light. In darkness, however, users looking through them see as if they had the darkvision ability granted by night vision goggles.

Bouncer  This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
	The bouncer is one of the few pieces of Earth-built technology that has been able to incorporate Galtech knowledge. This device is an inertial dampening system that was designed to be used by mountain climbers and has been adapted by the U.S. Ground forces as an evasion device. The Bouncer will cancel all falling damage as long as the target surface is at least Huge size or larger. If there are objects smaller than that between the subject and the target landing area, the subject will still take damage from hitting the secondary objects on the way down. When a character uses this device, he must make a Use Device check DC 15 to insure that he has put the harness on correctly otherwise he will still take half damage from the fall, due to improper positioning of the harness.

Camp Kitchen
	This is a complete outdoor food preparation center. It is made of a rust-resistant aluminum frame with heavy-duty channel extruded aluminum for added strength. It has stable leg braces for added support, and plastic guards protect corners in transport. Its side extender shelf easily holds most field stoves. It includes the following features and items: paper towel holder; chrome plated wire hooks and shelving for additional storage; removable sink with drain plug and hose; it has a convenient carry handle and rugged storage bag; and folds for easy transport-fits easily in most car trunks.

Chemical Light Stick
	This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 2 meters in radius. Once activated, it can’t be turned off or reused. The listed purchase price is for a pack of 5 sticks.

Climbing Gear
	All of the tools and equipment that climbing enthusiasts use to make climbing easier and, in some cases, possible, including ropes, pulleys, helmet and pads, gloves, spikes, chocks, ascenders, pitons, a handaxe, and a harness. It takes 10 minutes to remove the gear from its pack and outfit it for use. Use this gear with the Climb skill.

Clothing Handwasher, Off-Grid: 
	This handwasher will clean clothing in two minutes. When warm water is sealed in the airtight washer drum, the heat causes the air to expand, which builds pressure. This drives the soap and water into the clothing and combines with agitation to “blow” the dirt out. Add a few quarts of warm water and a couple of tablespoons of detergent into the drum with the clothing, rotate for 1-2 minutes, then dump and rinse. There's no maintenance and no moving parts to malfunction. Polymer body can't rust. Safe for delicate fabrics (use luke warm water). Maximum load about eight adult shirts or two pairs of jeans but works best on smaller loads. Height: 43 cm. Width: 30cm. 

Compass
	A compass relies on the Earth’s magnetic field to determine the direction of magnetic north. A compass grants its user a +2 equipment bonus on Navigate checks.

Fire Extinguisher
	This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 4 meter by 4 meter area as a move action. It contains enough material for two such uses.

Flash Goggles
These eye coverings provide total protection against blinding light.

Flashlight
	Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas.

Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 4 meters long and 2 meters wide at its end.
Standard: This heavy metal flashlight projects a beam 12 meters long and 6 meters across at its end.
Battery Flood: Practically a handheld spotlight, this item projects a bright beam 40 meters long and 20 meters across at its end.

Gas Mask
	This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.

Giant Emergency Office Kit
	This 10 person comprehensive kit is designed to meet the needs of employees at their workplace in the event of a major disaster. The food and water have a 5 year shelf life. What a great investment in security. Packed in Footlocker or Port-A-Potties. Also available in 5 & 20 Person Kits. KIT INCLUDES: 10 Food, 10 Water , 10 Solar Blanket, 1 Tube Tent, 2 Pair of Work Gloves, 50 Purification Water Tablets, 12 Sanitary Waste Bags, 1 Package.. Toilet Chemical, 1 Box Waterproof Matches, 1 AM/FM Radio with Light and Generator, 6 12-Hour Light-sticks, 10 Dust Masks, 10 Tissue Packs, 131 Piece First Aid Kit, 1 Flashlight with 20 Yr. Batteries, Caution Tape, Pry Bar.

GIPS Receiver This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
	Global inertial positioning system receivers use signals from GPS Markers to determine the receiver’s location to within a few meters. A GIPS receiver grants its user a +4 equipment bonus on Navigate checks, but because the receiver must be able to pick up satellite signals, it only works outdoors.

Map
	While a compass or GPS receiver can help characters find their way through the wilderness, a map can tell a character where he or she is going and what to expect when he or she gets there.
Road Atlas: Road atlases are available for the entire United States, showing all major roads in each state. They can also be purchased for most major metropolitan areas, detailing every street in the entire region.
Tactical Map: A tactical map covers a small area-usually a few miles on a side-in exacting detail. Generally, every building is represented, along with all roads, trails, and areas of vegetation. Tactical maps are not available for all areas, and, though inexpensive, they generally have to be ordered from federal mapping agencies (taking a week or longer to obtain).

Mesh Vest
	This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 18 kg of equipment.  A mesh vest provides a +2 equipment bonus to Strength for the purpose of determining carrying capacity. 

Portable chest freezer/refrigerator
	Two Appliances in One. This appliance doubles as a refrigerator or freezer with a turn of the thermostat. It is compact and easy to transport, yet its powerful cooling unit cools to about 0ºF. Perfect for cottages, campsites, cabins, vacation homes, patios, boats and RVs or as a supplemental or backup freezer. Comes with all this-Runs on three sources of power - LP gas, 12V battery, or 120V electric. Interior storage basket, push-button ignition, recessed controls, combination gas/electric thermostat, built-in leveling legs and handles. Smooth, rustproof steel cabinet with enamel finish. One-year warranty, AGA/CGA approved, use to be made in South Africa. Price does not include freight.  

Portable refrigerator
	Keep food and drink cold indefinitely. Portable refrigerator is a welcome addition to any picnic or camping trip. Great for the RV, boat or patio, too. Snap on wheels and pulling handle make it incredibly maneuverable. Large enough to hold six 6-packs. Lightweight and compact with rugged turquoise plastic exterior. Comes with ice cube tray, thermostat and push button piezo igniter. Works with three different power sources: LP gas (disposable 1-lb, low profile canister fits in back of fridge), 12-volt DC, or 120-volt AC. Optional LP Tank Connector.

Portable Stove
	This small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking.

Rations
	Rations, Freeze Dried (1 year, 1 person): The one person one year food supply is designed to simplify your family’s food storage without sacrificing taste or nutrition. The food in this year supply will give your character a balanced diet during an emergency. You’ve never prepared an easier meal than with these just-add-water foods. This year supply for one person provides 2,000 calories and over 60 grams of protein per day. Eat every day for one year for $4.11 per day. 

Rations, Hot-Meal (Heater Meal) 6-Pack: 
	It includes seven ready-to-eat entrees that keep without refrigeration, packed along with cutlery, and a flameless water-activated food heater. 
	Hot-Meals is a high quality, canned food. Like the traditional canning method, each entree is cooked twice - once before, then boiled after sealing. This cooking method means easy storage at room temperature, with an average shelflife of 24 months.
	To heat Hot-Meals, simply pour the enclosed pouch of salt water on the heater pad (attached to the tray), place the sealed pre-cooked meal on the tray, slide it all back in the Hot-Meals self-heating box, and in just 15 minutes you have a hot, nutritious meal - anytime, anyplace. Content: Large 3/4 lb. pre-cooked sealed meal, Pouch of salt water starts heater, Environmentally friendly food heater, Fork, salt, pepper, and napkin. 

Rations, MRE's (2cases):
	The standard military ration for the individual warfighter is the MRE. The MRE will maintain high quality for three years at 80o F and six months at 100o F. In addition, MRE packaging must meet stringent durability requirements (to include airdrop, rough handling and temperature extremes). 
	Since its introduction, the MRE has been continuously improved. However, the "MRE" designation is popularly expanded as "Meals Rejected by Ethiopians" or "Meals Rejected by Everyone." As a result of consumer feedback from Operation Desert Shield/Storm, major customer focus improvements have been implemented to expand variety and improve acceptability, consumption, and nutritional intake to enhance performance on the battlefield. 
	Since 2002, MRE XXII, 70 new items (70% Non Developmental Items (NDI) were approved for the MRE. Fourteen of the least acceptable items were replaced. The number of menus increased, incrementally, from 12 to 24 and four vegetarian meals are now included (two in each case). The following are the list of meals in an MRE case: Buttered Noodles, Black Bean and Rice Burrito (Vegetarian), Beef Enchilada, Beef Ravioli, Beef Teriyaki, Beef with Mushroom Gravy, Cheese tortellini (Vegetarian), Chicken Parmesan, Chicken Strips in Salsa, Chicken with Noodles, Chili Macaroni, Grilled Beef Steak, Grilled Chicken, Jamaican Pork Chop with Noodles, Macaroni and Cheese, Meat Loaf w/brown Gravy, Mexican Rice, Pasta Primavera (Vegetarian), Pasta with Vegetables in Alfredo Sauce (Vegetarian), Pork Chow Mein, Smoky Franks, Spicy Oriental Chicken, Turkey Breast with Potatoes, and Turkey Tettrazini .  
Rations, Trail:
	Trail rations are compact, dry, high-energy foods suitable for travel, such as jerky, dried fruit, hardtack, and nuts.

Rope
	Climbing rope can support up to 450 kg.

Sewing kit
	Your standard emergency sewing kit.

Sleeping Bag	This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather and can also double as a stretcher in an emergency.

Survival Kit-in-a-Can
	Compact, lightweight and watertight. This Kit contains 38 items which can provide warmth, shelter and energy in life threatening situations from desert to Arctic. Content: Compass; Fire Starter; 25 cm. Multi-use Cord; 1 meter of Wire; 4 Waterproofed Matches; 30 meters of Fish Line; Soup Packet; Tea Bag; Sugar Packet; Match Book; 2 Antiseptic Swabs; Razor Blade; 3 Twist Ties; 4 meters of Duct Tape; Signal Mirror; Zip-Lock Bag; 2 Bandages; 2 Nails; 2 Safety Pins; 2 Fish Hooks; Signal Whistle; Chewing Gum; Sewing Needle; Energy Candy; Note Paper; Pencil; Survival/First Aid Pamphlet.

Swiss Army Knife
	This is your traditional Swiss army knife, the one item that no good Boy Scout would be caught without.

Tent
	A tent keeps a character warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves against the effects of cold weather.

Trail Rations
	Trail rations come in a number of commercial options. They all provide the necessary energy and nutrition for survival. The purchase DC given is for a case of 12 meals. [Repeated Item?]

Tripwire
Tripwire: This is genuine military camouflage trip wire used by U.S. Ground Forces. Constructed of special matte finish 24 gauge steel wire, it does not reflect sunlight or moonlight. Ideal for any tripwire-activated devices. Each spool contains four, 15-meter lengths of wire (two olive drab and two tan), for a total of 60 meters. 
Tripwire, Spectra: This super-strong trip wire is the latest in tripwire and is far superior to the old painted metal trip wires. Made from Spectra, this low stretch line offers an amazing 90 lbs of breaking strength even though it is only slightly thicker than conventional dental floss. It is ideal for any tripwire-activated device, indoors or out. Color: Black.  Sold in spools of 40 meters.
Tripwire Alarm Device (Gas Grenade): The Gas Grenade Tripwire Alarm Devices are well suited for area denial operations or protection of storage sheds, exterior buildings, construction sites, protection of heavy equipment, campsites, etc. When activated, they fill the air with the contents delivered from a Gas or Chemical Grenade unit, causing the intruders to experience extreme discomfort, tearing of eyes, coughing, etc. as long as they remain in the area. The Gas Grenade Tripwire Alarm Device is a tripwire-activated system. It sets up quickly for rapid deployment and can be mounted either vertically or horizontally. Once activated, it will discharge the entire contents of the Punch II grenade canister. OC Grenade not included.
Tripwire Alarm Device (12 Gauge): This booby-trap Alarm Signaling Device signals you when trespassers are present on your property. This popular and versatile perimeter security device may look like an ugly duckling, but it works beautifully! Proven effective in the field, it can be deployed across paths and entryways, attached to doors or gates, etc. This re-useable device is activated by a trip wire, which fires a 12 gauge signal. One 12 gauge blank is included (additional blanks are available below). Unit comes complete with mounting hardware. 12 Gauge Blanks (Package of 3) $9.95

Military Gear

Barbed Razor Wire
	Barbed Razor Wire provides additional security for your positions. When laid out in proper patterns, it can force attackers to advance into your pre-selected zones if desired. Deployment options include: use in loose coils around your positions; attach to stakes 6" to 10" above the ground in criss-cross patterns (tanglefoot); in tall grass or brush; nailed between trees, fastened across doorways or windows, etc. This barbed razor wire is harder to cut and much more effective than standard barbed wire. For greatest effectiveness, it should be twisted while deploying. Specifications: 3/4 meter wide, 50 meters per reel, 15 cm. between barbs, 225 kg breaking load.

Canteen
	This is your standard 1-liter canteen, canteen cup and canteen pouch. No good soldier would go into the field with at least one of these, and he would make sure that it was always filled. A lack of water will make a soldier in combat ineffective more quickly than anything else, other than getting injured or killed. 

Clothing

Fatigues: Called “battle dress uniforms” (or BDUs) in the United States Army, these are worn by hardened veterans and wannabes alike. They’re rugged, comfortable, and provide lots of pockets. They are also printed in camouflage patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black are available. When worn in an appropriate setting, fatigues grant a +2 bonus on Hide checks.

Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms-making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.

Ghillie Suit: The ultimate in camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap in woodland colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern.
	A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on Hide checks. (The suit’s coloration can be changed with a move action. However, the bulky suit imposes a penalty of -4 on all Dexterity checks, Dexterity-based skill checks (except Hide), and melee attack rolls.

Web Gear: This consists of a wide web belt and a set of suspenders to attach to the belt. Ammo and combat dressings clip onto the suspenders themselves. Your character can attach a canteen, entrenching tool, and a couple of ammo pouches to the belt.

Larp Web Gear: Designed to carry a 3-liter Hydration system. This product utilizes both a patented hydration system and the simple design of heavy-duty shoulder straps with a compartment built into the area between the straps in the rear of the harness. The Web Gear is fully compatible with all belt pads, pouches, packs, and rappelling harnesses. Features include: adjustable sternum strap; drag handle; and a breathable nylon mesh material.

Rifleman Kit: This vest was specifically created with the 10,000 trooper in mind. There are pouches for numerous items such as magazine pouches, smoke grenades, canteens, parachute flares, radios, etc.
Special Features:
Dual waist adjustment and quick ditch system,
½ inch closed cell foam shoulder straps, triple load bearing belt attachment, 1 inch fully adjustable sternum strap, drag handle, removable foam in waist belt section, all pouches sewn on location.
Pouch Configurations:
4 x AIW Mag Pouches (each holds 3 mags)
2 radio pouches (above 2 AIW pouches double as radio pouches with side release buckles)
2 X Large Utility Pouches (each holds 200 rnds M-60 box, NVG’s, MRE’s, Gloves, Claymores,etc.)
2 x dual greanade pouches,
2 x 1 liter canteen pouches w/ mesh bottom
1 x enhanced butt pack.
Elastic retention strap for fins on slung rifle
Strobe/compass pouch
Gunners tool pouch, knife / leatherman, etc.
Flashlight pouch

M-60 Gunner Kit: This vest was specifically created with the 10,000 trooper in mind. There are pouches for numerous items such as M-60 rounds/ SAW boxes, smoke grenades, canteens, parachute flares, etc.
Special Features:
Dual waist adjustment and quick ditch system
½ inch closed cell foam shoulder straps triple load bearing belt attachment
1 inch fully adjustable sternum strap
Drag handle
Removable foam in waist belt section
All pouches sewn in location
Pouch Configurations:
2 x 100 RND M-60 Composite assault pack.
2 x 200 RND M-60 Composite assault pack
2 x pop Due Grenade pouches.
2 x 1 liter canteen pouches.
1 x enhanced butt pack.
Elastic retention strap for fins or slung rifle, pack, etc.
Strobe/compass pouch
Gunners tool pouch.
Flashlight pouch

Wet Weather Gear: This usually consists of a poncho or a camouflaged heavy raincoat.

Composite Assault Pack
	The Composite assault pack securely holds 100 rounds or 200 rounds of 7.62mm ammunition on the M60 MMG's bandoleer hanger in a ready-to-feed manner. No one has to hold the belt up. The box is sturdy, almost indestructible and waterproof. It is also designed to be attached to the underside of the M60E4 or any other weapon that accepts belted ammunition, with a universal mounting kit that is included.

Entrenching Tool
	The entrenching tool is a small, collapsible shovel. It can be used to dig foxholes and hasty trenches when necessary.

Equipment Pouches
	Equipment pouches come in all shapes and sizes. 

Land Warrior Mk I Helmet AN/PVS-15
	The Land Warrior Mk I Helmet is the descendant of the helmet originally adopted by the U.S. military in the early 80’s. The main difference is the integrated hands free communications relay build into the helmet and the flip down Monocle or Heads-Up Display. The relay is designed to interface with the Land warrior integrated communications system. Damage Reduction: 13 

Machine Gun Assault Pack
	The Machine Gun Assault Pack is designed to be worn in place of the normal cargo backpack worn by U.S. Ground Forces it is a Rubberized Hard-Cased Backpack that has an articulated ammunition feed belt attaching that can be attached to belt fed machineguns. The assault pack is designed to carry 750 rounds of belted 7.62mm ammunition in the ready state. This insures that the ammo that is not subject to the damage, stoppage, or immediate action troubles that typically occurs with belts carried "Rambo style" (that is, exposed, wrapped around the torso) dangling from the MG on the move. The Assistant Gunner (AG) not having to hold up the belt of ammo is then free to spot for the gunner and fire his own rifle/carbine for 360° security in all directions. Quick-release buckles are available on the Machine Gun Assault Pack for instant access of 7.62mm belts instead of older model cinch buckles. The Machine Gun Assault Pack is fully sealed with an inner rubber liner for water-proofing. Quick-release buckles and straps with two pockets attached to the outside of the Machine Gun Assault Pack allow for the MMG spare barrel bag be attached and also creates an instant access carry capability for the M122 tripod and M60E4 flex-mount, freeing the hands for the first time when MG teams are on the move. Empty Weight: 6.8 kg. Fully Loaded Weight: 25.5 kg. 

Magazine Pouches
Standard Pistol Magazine Pouch: This is your normal standard magazine. It holds two pistol magazines. 
Triple Pistol Magazine Pouch: This is larger than your normal standard magazine. It holds three pistol magazines. 
Standard Rifle Magazine Pouch: 	This is the standard magazine pouch used by U.S. Ground Forces. It has two grenade pockets, and holds 3 thirty-round magazines of rifle ammo. (Ammo and Grenades not included!). 
Battle Enhanced Rifle Magazine Pouch: Designed for the serious soldier. It holds (6) rifle magazines. It also works as a utility pouch also. Other ideas: Medical pouch, binoculars, flares, smoke, flash bangs, MRE’s, E&E gear, etc.
Multi-Purpose Enhanced Rifle Magazine Pouch: Designed for the serious soldier. It has two grenade pockets, and holds (6) rifle magazines. It also works as a utility pouch also. Other ideas: Medical pouch, binoculars, flares, smoke, flash bangs, MRE’s, E&E gear, etc.
Single Grenade Accessory Pouch: Designed to attach to any belt, vest or pack. The lid is fully adjustable and has a silent side release buckle for quick deployment of the grenade.
Double Grenade Accessory Pouch: Designed to attach to any belt, vest or pack. Lids are fully adjustable and have silent side release buckles for quick deployment of the 2 grenades.

Mess Kit
	Knife, Fork, cup and two pans that fold together around the whole thing.

Snake-Eye
	The snake eye is like a little flexible periscope. It is basically just a fiber-optic cable with a lens so that a character can look through it. The character may snake it under doors, though a crack or anywhere a wire might fit.
	Spotting hidden items with a snake-eye is extremely difficult. Increase the Spot DC by +10 when using the snake-eye.

Special Operations Medical Backpack
	This pack was designed with the help of the elite military medics who know the most efficient techniques in field trauma care. The Special Operations Medical Back Pack will open fully to display items needed in an emergency. The pack is a mid-sized frameless pack, with super comfortable contour padded shoulder straps, a waist belt and a built in 3-liter hydration system.
	It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned character, to stabilize a dying character, or perform emergency surgery (see the Heal skill). Skill checks made with a medical kit gain a +4 penalty.

Weapon Accessories
	As if modern weapons weren’t dangerous enough, a number of accessories can increase their utility or efficiency.

Ammunition, Case of Factory Loaded 5.56mm Belted Ammunition, 100 Rounds
	Preloaded at the factory with 100 rounds of 5.56mm ammunition. These cases allow for a firing unit to continue sustained fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series.  Ready Ammunition: 100 Cost Per Round: $.5

Ammunition, Case of Factory Loaded 5.56mm Belted Ammunition, 200 rounds
	Preloaded at the factory with 200 rounds of 5.56mm ammunition. These cases allow for a firing unit to continue sustained fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. Ready Ammunition: 200 Cost per Round: $.5

Ammunition, Case of Factory Loaded 7.62mm Belted Ammunition, 100 Rounds
	Preloaded at the factory with 100 rounds of 7.62mm ammunition. These cases allow for a firing unit to continue sustained fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. Ready Ammunition: 100 Cost Per Round: $.56

Ammunition, Case of Factory Loaded 7.62mm Belted Ammunition, 200 rounds
	Preloaded at the factory with 200 rounds of 7.62mm ammunition. These cases allow for a firing unit to continue sustained fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. Ready Ammunition: 200 Cost per Round: $.56

Ammunition, Case of Factory Loaded 5.56mm Ammunition, 100 Rounds
	Preloaded at the factory with 100 rounds of 5.56mm ammunition on speed-loader clips. Ready Ammunition: 100 Cost Per Round: $.5

Ammunition, Case of Factory Loaded 5.56mm Ammunition, 200 rounds
	Preloaded at the factory with 200 rounds of 5.56mm ammunition on speed-loader clips. Ready Ammunition: 200 Cost per Round: $.5

Ammunition, Case of Factory Loaded 7.62mm Ammunition, 100 Rounds
	Preloaded at the factory with 100 rounds of 7.62mm ammunition on speed-loader clips. Ready Ammunition: 100 Cost Per Round: $.56

Ammunition, Case of Factory Loaded 7.62mm Ammunition, 200 rounds
	Preloaded at the factory with 200 rounds of 7.62mm ammunition on speed-loader clips. Ready Ammunition: 200 Cost per Round: $.56

Ammunition, Case of Factory Loaded 5.56mm Ammunition, 10, 20 Round Clips
	Preloaded at the factory with 10 twenty-round magazines of 5.56mm ammunition. Ready Ammunition: 200 Cost Per Round: $.5

Ammunition, Case of Factory Loaded 7.62mm Ammunition, 10, 20 Round Clips
	Preloaded at the factory with 10 twenty-round magazines of 7.62mm ammunition. Ready Ammunition: 200 Cost Per Round: $.56

Ammunition, Case of Factory Loaded 5.56mm Ammunition, 20, 20 round Clips
	Preloaded at the factory with 20 twenty-round magazines of 5.56mm ammunition. Ready Ammunition: 400 Cost Per Round: $.5

Ammunition, Case of Factory Loaded 7.62mm Ammunition, 20, 20 round Clips
	Preloaded at the factory with 20 twenty-round magazines of 7.62mm ammunition. Ready Ammunition: 400 Cost per Round: $.56

Ammunition, Case of Factory Loaded 5.56mm Ammunition, 10, 30 Round Clips
	Preloaded at the factory with 10 twenty-round magazines of 5.56mm ammunition. Ready Ammunition: 300 Cost Per Round: $.5

Ammunition, Case of Factory Loaded 7.62mm Ammunition, 10, 30 Round Clips
	Preloaded at the factory with 10 twenty-round magazines of 7.62mm ammunition. Ready Ammunition: 300 Cost Per Round: $.56

Ammunition, Case of Factory Loaded 5.56mm Ammunition, 20, 30 round Clips
	Preloaded at the factory with 20 twenty-round magazines of 5.56mm ammunition. Ready Ammunition: 600 Cost per Round: $.5

Ammunition, Case of Factory Loaded 7.62mm Ammunition, 20, 30 round Clips
	Preloaded at the factory with 20 twenty-round magazines of 7.62mm ammunition. Ready Ammunition: 600 Cost per Round: $.56

Ammunition, Manjack 7.62mm Battlecase
	Preloaded at the factory with 25,000 rounds of 7.62mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 25,000 

Ammunition, Manjack 12.7mm Battlecase
	Preloaded at the factory with 5,100 rounds of 12.7mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 5,100

Ammunition, Manjack 20mm Battlecase
	Preloaded at the factory with 3,450 rounds of 20mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 3,450

Ammunition, Manjack 40mm Grenades Battlecase
	Preloaded at the factory with 1,000 rounds of 40mm HV Grenade ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 1,000

Ammunition, Manjack Posleen 1mm Railgun Battlecase
	Preloaded at the factory with 190,500 rounds of 1mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 190,500

Ammunition, Manjack Posleen 3mm Railgun Battlecase
Preloaded at the factory with 63,500 rounds of 3mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 63,500

Ammunition, 7.62mm Light Battlecase
	Preloaded at the factory with 1,800 rounds of 7.62mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 1,800 

Ammunition, 12.7mm Light Battlecase
	Preloaded at the factory with 500 rounds of 12.7mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 500

Ammunition, 20mm Light Battlecase
	Preloaded at the factory with 300 rounds of 20mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 300

Ammunition, 40mm Grenades Light Battlecase
	Preloaded at the factory with 65 rounds of 40mm HV Grenade ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 65

Ammunition, 1mm Light Battlecase
	Preloaded at the factory with 13,700 rounds of 1mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 13,700 

Ammunition, 3mm Light Battlecase
	Preloaded at the factory with 4,500 rounds of 1mm ammunition. These cases allow for a firing unit to sustain three times the normal level of fire, and can be linked together so that the weapon will feed off of multiple battlecases in a series. DR: 20 Ready Ammunition: 4,500

Belt feed Mechanism Factory Conversion Kit
	This kit allow a skilled gunsmith to convert an Assault Rifle to be belt-fed in either semi or full auto fire mode. The belt feed unit is easily removed so that the rifle can use normal magazines. The kit is designed so that factory packaged belted ammunition boxes can be affixed below the kit. 

Bipods 
Standard Bipod: This is your standard rifle or machinegun bipod. Use of a bipod (or bracing a rifle or machinegun on a steady object such as a log) provides the shooter with a +1 circumstance bonus on the attack roll. Bracing requires the shooter to take 1 full round of preparation before gaining the circumstance bonus. The Bipod also reduces the recoil of the weapon by 1. Cost: $90 Weight: .225 kg.

Bipod, adjustable: This is a fully adjustable (for height and angle of the legs) and mechanically lockable bipod. The legs will lock in place for firing. Use of a bipod (or bracing a rifle or machinegun on a steady object such as a log) provides the shooter with a +2 circumstance bonus on the attack roll. Bracing requires the shooter to take 1 full round of preparation before gaining the circumstance bonus. The Bipod also reduces the recoil of the weapon by 1. Cost: $125 Weight: .9 kg.

Bipod, Manjack: This is a fully cybernetically-controlled, adjustable (for height and angle of the legs) and mechanically lockable bipod. The on-board computer will take targeting information from most digital ballistic scopes. The legs will lock in place for firing. Use of a bipod (or bracing a rifle or machinegun on a steady object such as a log) provides the shooter with a +3 circumstance bonus on the attack roll. Bracing requires the shooter to take 1 full action of preparation before gaining the circumstance bonus. The Bipod also reduces the recoil of the weapon by 1. Cost: $625 Weight: 1.58 kg.

Butt-Pod, Adjustable: This adjustable Butt-Pod provides a Solid, Elevation Adjustment for Bipod Users. This device attaches to the bottom of the butt stock of a rifle and screws up and down to adjust elevation while shooting from a bipod. The adjustment is extremely fine and rock solid. The crosshairs move onto the target as the Butt-Pod is adjusted up or down. Use of a bipod (or bracing a rifle or machinegun on a steady object such as a log) provides the shooter with a +1 circumstance bonus on the attack roll. This is in addition to the bonus from a bipod. Bracing requires the shooter to take 1 full round of preparation before gaining the circumstance bonus. Cost: $55 Weight: .45 kg.

Butt-Pod, Manjack: This fully cybernetically-controlled, adjustable Butt-Pod provides a Solid, Elevation Adjustment for Bipod Users. This device attaches to the bottom of the butt stock of a rifle and screws up and down to adjust elevation while shooting from a bipod. The adjustment is extremely fine and rock solid. The crosshairs move onto the target as the Butt-Pod is adjusted up or down. The on-board computer will take targeting information from most digital ballistic scopes. Use of a bipod (or bracing a rifle or machinegun on a steady object such as a log) provides the shooter with a +2 circumstance bonus on the attack roll. Bracing requires the shooter to take 1 full action of preparation before gaining the circumstance bonus. Cost: $555 Weight: 1.58 kg.

Box Magazine
For weapons that use box magazines, a character can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat.

C-MAG Snail Magazine, 100 rounds
	These are dual spiral "snail" magazines that hold 100 rounds of ammunition, when fully loaded. They come in 5.56mm and 7.62mm ammunition sizes. 

C-MAG Snail Magazine, 160 rounds
	These are dual spiral "snail" magazines that hold 160 rounds of ammunition, when fully loaded. They come in 5.56mm and 7.62mm ammunition sizes. 

Snail Magazine, 90 Round 
	These are spiral "snail" magazines that hold 90 rounds of ammunition, when fully loaded. They come in 5.56mm and 7.62mm ammunition sizes. 

Detonator
A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Demolitions check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car’s ignition switch, with a Demolitions check (DC 10). When the electrical device is activated, the detonator goes off.
Radio Control: This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety, and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 200 meters.
Timed: This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.
Wired: This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 40 meters of wire, but longer lengths can be spliced in with a Demolitions check (DC 10).

Dual Redi-Mag Speed Loading System
	This bolt-on kit allow for an additional two ammunition magazines to be carried in the ready position, one on each side of the magazine that is seated in the magazine well to balance out the weapon. This shortens the amount of time it takes to reload a weapon, allowing the weapon to be readied faster after the magazine is emptied. This allows an assault style rifle that uses the dual Redi-Mag Speed Loading System to be loaded as a free action by using one of the two ready ammunition box magazines. Weight: .12 kg. Cost: $ 15

Speed Loader
	A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the bullets at once.

Holster
Holsters are generally available for all Medium-size or smaller firearms.
Hip: This holster holds the weapon in an easily accessed-and easily seen-location.
Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.

Illuminator
	An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user’s hands. It functions as a standard flashlight.

Laser Sight
	This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 12 meters away. However, a laser sight can’t be used outdoors during the daytime.

Recoil Compensators
Recoil Compensator, Pistol: Recoil compensators come in two general varieties, ones that are detachable and ones that are manufactured into the weapon when the barrel was manufactured. Pistol Recoil Compensators reduce the recoil modifier by 1. 
Recoil Compensator, Light: Recoil compensators come in two general varieties, ones that are detachable and ones that are manufactured into the weapon when the barrel was manufactured. Light Recoil Compensators are generally used on Submachine guns and Assault Rifles and reduce the recoil modifier by 1. 
Recoil Compensator, Medium: Recoil compensators come in two general varieties, ones that are detachable and ones that are manufactured in to the weapon when the barrel was manufactured. Medium Recoil Compensators are generally used on some Assault Rifles and Sniper Rifles and reduce the recoil modifier by 2. 
Recoil Compensator, Heavy: Recoil compensators come in two general varieties, ones that are detachable and ones that are manufactured into the weapon when the barrel was manufactured. Heavy Recoil Compensators are generally used on some Heavy Sniper Rifles and reduce the recoil modifier by 4. 

Scopes
	A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
Scope, 5-10x: This is your standard 5-10x45 hunting scope. Magnification: 5-10X. Note: The 5-10X Scope makes object 600 meters away appear to be 60 meters away (or objects 1,275 meters. away appear to be 128 meters away), thus effectively multiplying each range increment of the weapon by 1.25. Cost: $150 Weight: .68 kg.

Scope, 5-20X: This is your standard 5-20x75 hunting scope. The 5-20X Scope makes object 600 meters away appear to be 30 meters away (or objects 1,275 meters away appear to 13 meters away (or objects 4,200 ft. away appear to be 210 ft. away), thus effectively multiplying each range increment of the weapon by 1.5. Cost: $200 Weight: .9 kg.

Scope, 1-2.5x Digital Ballistic AN/PAS-15: U.S.S.O.C. Digital ballistic scope ACOG 1-2.5x55 Scope with Red Center Illumination for all U.S. AIW (it will also fit most standard rifle mounts) includes: Flat Top Adapter, Backup Iron Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding stadia lines are digitally computed based on what round is being fired from what type of weapon. The scope must be programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition settings. The scope has low light amplification and thermographic features built in. This scope has been design to allow data sharing with the Land Warrior Helmet's Heads-Up Display. Magnification: 2.5X. Note: The 2.5X Digital Ballistic Scope makes object 1,500 meters away appear to be 600 meters away (or objects 1,275 meters away appear to be 510 meters away), thus effectively multiplying each range increment of the weapon by 1.25. Add +1 to the users Initiative score when using the scope. Add +1 to all spot checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty.  Cost: $1,800 Weight: .45 kg.

Scope, 1-5x Digital Ballistic AN/PAS-16: U.S.S.O.C. Digital ballistic scope ACOG 1-5x45 Scope with Red Center Illumination for all U.S. AIW (it will also fit most standard rifle mounts) includes: Flat Top Adapter, Backup Iron Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding stadia lines are digitally computed based on what round is being fired from what type of weapon. The scope must be programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition settings. The scope has low light amplification and thermographic features built in. This scope has been design to allow data sharing with the Land Warrior Helmet's Heads-Up Display. Magnification: 5X. Note: The 5X Digital Ballistic Scope makes object 1,500 meters away appear to be 300 meters away (or objects 1,275 meters away appear to be 255 meters away), thus effectively multiplying each range increment of the weapon by 1.5. Add +1 to the users Initiative score when using the scope. Add +2 to all spot checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty.  Cost: $2,700 Weight: .9 kg.

Scope, 5-10x Digital Ballistic AN/PAS-17: U.S.S.O.C. Digital ballistic scope 5-10x55 Scope with Red Center Illumination for all U.S. AIW (it will also fit most standard rifle mounts) - includes: Flat Top Adapter, Backup Iron Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding stadia lines are digitally computed based on what round is being fired from what type of weapon. The scope must be programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition settings. The scope has low light amplification and thermographic features built in. This scope has been design to allow data sharing with the Land Warrior Helmet's Heads-Up Display. Magnification: 5-10X. Note: The 5-10X Digital Ballistic Scope makes object 1,500 meters away appear to be 150 meters away (or objects 1,275 meters away appear to be 128 meters away), thus effectively multiplying each range increment of the weapon by 1.75. Add +3 to all spot checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. Cost: $3,600 Weight: 1.35 kg.

Scope, 5-20x Digital Ballistic AN/PAS-18: U.S.S.O.C. Digital ballistic scope 5-20x75 Scope with Red Center Illumination for all U.S. AIW (it will also fit most standard rifle mounts) - includes: Flat Top Adapter, Backup Iron Sights and Dust Cover. This scope was designed specifically for the US Special Operations Command SOPMOD Rifles and Carbines. To meet their requirements, the reticle bullet drop compensator and range finding stadia lines are digitally computed based on what round is being fired from what type of weapon. The scope must be programmed for the ammunition and rifle before it can be used. The scope can store four rifle and 20 ammunition settings. The scope has low light amplification and thermographic features built in. This scope has been design to allow data sharing with the Land Warrior Helmet's Heads-Up Display. This scope has a wide angle 4 in by 4-in. digital display that can be attached for use with machineguns. Magnification: 5-20X. Note: The 5-20X Digital Ballistic Scope makes object 1,500 meters away appear to be 75 meters away (or objects 1,275 meters away appear to be 64 meters away), thus effectively multiplying each range increment of the weapon by 2. Add +4 to all spot checks when using the scope to spot targets. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. Cost: $4,500 Weight: 1.8 kg.

Scope, CDC Lightweight Video Sight (LVS): This is a compact, video-based targeting system for crew-served direct fire weapons, such as the M2HB Browning machinegun, or the Mk 49 Grenade Launcher. It includes a 10X video Imager, Laser range finder, weather sensors, 4th generation image intensifier and a milspec. ballistic computer capable of handling 10 different ammunition types. Its advanced battery pack lasts 8 hours. Note: The CDC LVS makes object 1,500 meters away appear to be 150 meters away (or objects 1,275 meters away appear to be 128 meters away), thus effectively multiplying each range increment of the weapon by 1.75. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. The CDC LVS provides a +3 equipment bonus to the user’s attack roll. Cost: $25,000 Weight: 3.96 kg.

Advanced Fire Control Sighting Module AFCSM/AN/PAS-20: The Advance Fire Control Sighting Module mounts on the standard weapon sight-mounting rail. It includes a red dot collimator with 1-10X magnification, a video channel with 1-10X magnification, a sensor system to measure meteorological information (air temperature, crosswind velocity), weapon angles, etc. A milspec ballistic computer, which computes the flight path of each round before it, is fired and moves the aiming reticle of the weapon accordingly. The sight also traces each round fired due to the low-emission infrared tracer ammunition used (which can only be seen from the rear of the round when it is fired and only with thermal sighting equipment). The video system includes a motion-tracking feature, which automatically keeps track of the motion and targeting data of every target within the sight picture of the scope, allowing the end user to quickly service additional targets. A thermal imaging system is also integrated into the system. The AFCSM/AN/PAS-20 also includes an integrated ranging laser that feeds range information to the sight and to any AIW the AFCSM/AN/PAS-20 is attached to. The system is designed to provide targeting information for all standard 5.56mm, 7.62mm, 20mm LV, and 40mm LV grenades. Note: The Advanced Fire Control Sighting Module AFCSM/AN/PAS-20 makes objects 1,500 meters away appear to be 150 meters away (or objects 1,275 meters away appear to be 128 meters away), thus effectively multiplying each range increment of the weapon by 1.75. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. The system also provides the user with a +4 equipment bonus to his attack roll when using a weapon mounting this sighting system. Cost: $28,000  Weight: 3.83 kg.

Advanced Fire Control Sighting Module AFCSM/AN/PAS-21: The Advance Fire Control Sighting Module mounts on the standard weapon sight-mounting rail. It includes a red dot collimator with 1-20X magnification, a video channel with 1-10X magnification, a sensor system to measure meteorological information (air temperature, crosswind velocity), weapon angles, etc. A milspec ballistic computer, which computes the flight path of each round before it, is fired and moves the aiming reticle of the weapon accordingly. The sight also traces each round fired due to the low-emission infrared tracer ammunition used (which can only be seen from the rear of the round when it is fired and only with thermal sighting equipment). The video system includes a motion-tracking feature, which automatically keeps track of the motion and targeting data of every target within the sight picture of the scope, allowing the end user to quickly service additional targets. A thermal imaging system is also integrated into the system. The AFCSM/AN/PAS-20 also includes an integrated ranging laser that feeds range information to the sight and to any AIW the AFCSM/AN/PAS-21 is attached to. The system is designed to provide targeting information for all standard 5.56mm, 7.62mm, 20mm LV, and 40mm LV grenades. Note: The Advanced Fire Control Sighting Module AFCSM/AN/PAS-21 makes objects 1,500 meters away appear to be 75 meters away (or objects 1,275 meters away appear to be 64meters away), thus effectively multiplying each range increment of the weapon by 2. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. The system also provides the user with a +4 equipment bonus to his attack roll when using a weapon mounting this sighting system. Cost: $30,000 Weight: 4.05 kg.

Suppressor
	A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise.   However, its difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.
	Modifying a weapon to accept a suppressor requires a Repair check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
	Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition.

Tripods
Tripod, Light: This is your standard medium machinegun tripod. The light tripod is intended to be used with 5.56-7.62mm machineguns. Use of this tripod provides the shooter with a +3 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the weapon by 3. 

Tripod, Light adjustable: This tripod is fully adjustable (for height and angle of the legs) and mechanically lockable. The legs and center point will lock in place for firing. The light tripod is intended to be used with 5.56-7.62mm machineguns. Use of this tripod provides the shooter with a +4 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the weapon by 3. 

Tripod, Light Manjack: This tripod is fully cybernetically controlled, adjustable (for height and angle of the legs) and mechanically lockable. The light tripod is intended to be used with 5.56-7.62mm machineguns. The legs and center point will lock in place for firing.  Use of this tripod provides the shooter with a +5 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the weapon by 3. 

Tripod, Medium: This is your standard medium machinegun tripod. The medium tripod is intended to be used with 12.7-14.5mm machineguns and 40mm HV automatic grenade launchers. Use of this tripod provides the shooter with a +3 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the weapon by 6. 

Tripod, Medium adjustable: This tripod is fully adjustable (for height and angle of the legs) and mechanically lockable. The legs and center point will lock in place for firing. The medium tripod is intended to be used with 12.7-14.5mm machineguns and 40mm HV automatic grenade launchers. Use of this tripod provides the shooter with a +4 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the weapon by 6. 

Tripod, Medium Manjack: This tripod is fully cybernetically controlled, adjustable (for height and angle of the legs) and mechanically lockable. The legs and center point will lock in place for firing. The medium tripod is intended to be used with 12.7-14.5mm machineguns and 40mm HV automatic grenade launchers. Use of this tripod provides the shooter with a +5 circumstance bonus on the attack roll. The Bipod also reduces the recoil of the weapon by 6. 

Lifestyle
	Lifestyle items include travel expenses, entertainment and meals beyond the ordinary, and housing, for those characters interested in buying a home rather than renting. Lifestyle items are shown on the table below.

Table 8.31: Lifestyle Items
	Purchase
Housing	Price
Small condo	$100,000
Large condo	$175,000
Small house	$175,000
Medium house	$325,000
Large house	$600,000
Mansion	$1,000,000

	Purchase
Entertainment	Price
Movie ticket	$12
Theater ticket	$55
Sporting event ticket	$55

	Purchase
Meals	Price
Fast food	$10
Family restaurant	$40
Upscale restaurant	$110
Fancy restaurant	$180
		Purchase
Transportation	Price
Airfare
	Domestic, coach	$350
	Domestic, first class	$900
	International, coach	$1,200
	International, first class	$3,500
Car rental
	Economy car	$40
	Mid-size or truck	$70
	Luxury	$120

		Purchase
Lodging	Price
Budget motel	$55
Average hotel	$90
Upscale hotel	$150

Housing
	A number of types of homes are mentioned on Table 8.31:Lifestyle. The purchase price covers the total cost of the home. (A character buying a home does not have to worry about mortgage payments; they simply replace the character’s rent).
	The small house and condo are one- or two-bedroom homes, probably with curbside parking. The large condo and medium house are three-bedroom homes with garage or carport parking for one or two cars. The large house is a four-bedroom home with a two-car garage, while the mansion is a five- or six-bedroom home with an extra den, spacious rooms throughout, and a three-car garage. All of these homes are of typical construction; luxury appointments or avant garde designs are available with a x1.5 increase to the purchase price.
	Location dramatically affects a home’s value. The given purchase price assumes a typical suburban location. An undesirable location, such as a bad neighborhood or a remote rural site, divides the purchase price by 1.5. A particularly good location in an upscale neighborhood or city center increases the purchase price by x2.

Entertainment
	Purchase price are given for several entertainment options. They represent the purchase of a single ticket. A pair of tickets can be purchased together; doing so increases the purchase price by x2.

Meals
	Several typical meal costs are provided. The cost of picking up the tab for additional diners multiplies the purchase price by the number additional dinner to the purchase price. 

Transportation
	Airfare tickets are for a single passenger round trip. One-way tickets are available, but only divide the purchase by 1.25. Car rentals and lodging rates are per day.

Services
	The broad spectrum of services available to characters is only represented in overview here.

Table 8.32: Services
		Purchase
Item	Price
Auto repair
	1 to 10 hp damage	$500
	11 to 20 hp damage	$1,200
	21 to 30 hp damage	$2,750
	30+ hp damage	$6,500
	Towing	$70
Bail bonds
	Property crime	$275
	Assault crime	$650
	Death crime	$3,500
Bribery
	Bouncer	$40
	Bureaucrat	$120
	Informant	$55
	Police officer	$120
Legal services	$120 times lawyer’s Knowledge (laws) ranks
Medical services
	Long-term care	$120 times doctor’s Heal ranks
	Restore hit points	$200 times doctor’s Heal ranks
	Surgery	$500 times doctor’s Heal ranks
	Treat poison/disease	$120 times doctor’s Heal ranks

Auto Repair
	Having a car repaired can be expensive; how expensive depends on the amount of damage the vehicle has suffered. The purchase price for damage repair assumes the vehicle has not actually been disabled; if it has been, multiply the purchase price by x3. Repair generally takes 1 day for every 10 hit points of damage dealt, and results in the vehicle being returned to full hit points. See Chapter 12 for more about vehicle damage.

Bail Bonds
	Characters jailed for crimes can seek bail. Bail is a monetary guarantee that the suspect will show up for his trial. The bail amount is set by a judge or magistrate, sometimes immediately following arrest (for minor crimes) and sometimes days later (for serious crimes). If bail is granted, a character can arrange for a bail bond-a loan that covers bail. The purchase prices represent the fees associated with the loan; the bond itself is paid back to the bond agency when the hero shows up for trial. If the hero fails to show up, the agency loses the bail loan, and may send bounty hunters or other thugs after the character.  Bail amounts vary dramatically, depending on the seriousness of the crime, the suspect’s criminal history, his or her role in society, his or her family life, and other factors the judge believes indicate that the character will or will not flee (or commit other crimes) before the trial. An upstanding citizen with a good job and a family who has never before been charged with a crime gets minimal bail; a career criminal with nothing to lose gets maximum bail or may not be granted bail at all. The purchase price shown assumes the suspect is viewed positively by the court. If not, multiply the purchase price by as much as 5. Whatever the base purchase price, a successful Diplomacy check (DC 15) by the suspect reduces the purchase price by 25%.
	Property Crime: The crime involved only the destruction of property; no one was attacked or seriously hurt as part of the crime.
	Assault Crime: The crime involved an attack intended to capture, kill, or seriously injure the victim.
	Death Crime: Someone died as a result of the crime.

Medical Services
	A character’s medical insurance is built into his or her Wealth bonus; the purchase price represent the ancillary expenses not covered, or only partly covered, by insurance. Medical services must be paid for in full regardless of whether they are successful. See the Treat Injury skill for more information on the medical services described below.
	Long-Term Care: The purchase price represents treatment for regaining hit points or ability score points more quickly than normal on a given day.
	Restore Hit Points: The purchase price represents treatment for hit point damage from wounds or injuries on a given day.
	Surgery: The purchase price represents the cost of a single surgical procedure.
	Poison/Disease: The purchase price represents one application of treatment for a poison or disease.

Civilian Earth Tech Vehicles 

Four Wheeled ATV
Unloaded Weight:  315 kg.
Size Class: Medium-sized.
Top Speed: 10
Acceleration: 4
Deceleration: 4
Handling: +1
Fuel: 650.
Stealth: 10
AC: 10
DR: 6
Hit Points: 100.
Stations: Pilot/Driver.
Cargo: 90 kg. of external cargo.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Cost: $10,000.

Electric Pro Motorcross Bike
Unloaded Weight:  180 kg.
Size Class: Medium-sized.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 15
Acceleration: 4
Deceleration: 6
Handling: +1
Fuel: 720.
Stealth: 10
AC: 10
DR: 6
Hit Points: 50.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $6,300.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Note: This Motorcycle can be folded up in to a 3 ft by 3 ft by 3.5 ft transportable package.

Motorcross Bike
Unloaded Weight:  200 kg.
Size Class: Medium-Sized.
Top Speed: 20
Acceleration: 4
Deceleration: 6
Handling: +1
Fuel: 600.
Stealth: 10
AC: 10
DR: 6
Hit Points: 50.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $7,700.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Heavy Duty Motorcross Bike
Unloaded Weight:  240 kg.
Size Class: Medium-sized.
Top Speed: 20
Acceleration: 4
Deceleration: 6
Handling: +3
Fueled Range: 740 miles.
Stealth: 10
AC: 10
DR: 6
Hit Points: 70.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $29,800.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Fat Boy Cruiser Motorcycle
Unloaded Weight: 300 kg.
Size Class: Medium-sized.
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +1
Fuel: 1,200.
Stealth: 10
AC: 10
DR: 6
Hit Points: 60.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $12,760.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Road King Cruiser Motorcycle
Unloaded Weight:  430 kg.
Size Class: Medium-sized.
Top Speed: 14
Acceleration: 2
Deceleration: 4
Handling: +1
Fuel: 700.
Stealth: 10
AC: 10
DR: 6
Hit Points: 60.
Stations: Pilot/Driver and one passenger.
Cargo: 180 kg.
Cost: $12,760.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Road King Cruiser Motorcycle
Unloaded Weight:  430 kg.
Size Class: Medium-sized.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 14
Acceleration: 2
Deceleration: 4
Handling: +1
Fuel: 2,600.
Stealth: 10
AC: 10
DR: 6
Hit Points: 60.
Stations: Pilot/Driver and one passenger.
Cargo: 180 kg.
Cost: $19,600.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Racing Motorcycle
Unloaded Weight: 180 kg.
Size Class: Medium-sized.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 33
Acceleration: 4
Deceleration: 6
Handling: +2
Fuel: 1,250.
Stealth: 10
AC: 10
DR: 6
Hit Points: 50.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $8,100.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Professional Racing Motorcycle
Unloaded Weight:  225 kg.
Size Class: Medium-sized.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed 38
Acceleration: 5
Deceleration: 8
Handling: +3
Fuel: 3,180 
Stealth: 10
AC: 10
DR: 6
Hit Points: 50.
Stations: Pilot/Driver.
Cargo: N/A.
Cost: $24,400.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

City Car
Unloaded Weight: 270 kg..
Size Class: Medium-sized
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 12
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 820.
Stealth: 10
AC: 10
DR: 6
Hit Points: 30
Stations: Pilot/Driver and one passenger.
Cargo: 90 kg. of external cargo
Cost: $9,125.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Small Car
Unloaded Weight: 1.2 metric tons.
Size Class: Large
Top Speed: 18
Acceleration: 1
Deceleration: 3
Handling: -1
Fuel: 560.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 60
Stations: Pilot/Driver and three passengers.
Cargo: 225 kg.
Cost: $34,870
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Small Car
Unloaded Weight: 1.2 metric tons.
Size Class: Large
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 18
Acceleration: 1
Deceleration: 3
Handling: -1
Fuel: 560.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 60
Stations: Pilot/Driver and three passengers.
Cargo: 225 kg.
Cost: $39,420
Equipment: All standard features plus a Galtech anti-crash inertial dampening system. 

Medium Car
Unloaded Weight: 1.6 metric tons.
Size Class: Large
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 1,200.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 70
Stations: Pilot/Driver and three passengers.
Cargo: 225 kg.
Cost: $54,300
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Medium Car
Unloaded Weight: 1.6 metric tons.
Size Class: 1 (large)
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 1,400.
Stealth: 12
AC: 9 (-1 size)
DR: 8
Hit Points: 70
Stations: Pilot/Driver and three passengers.
Cargo: 225 kg.
Cost: $69,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Limo 
Unloaded Weight: 8.2 metric tons
Size Class: Huge
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -2
Fuel: 1,250.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 90
Stations: Pilot/Driver and seven passengers.
Cargo: 450 kg.
Cost: $199,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Limo, Armored 
Unloaded Weight: 8.2 metric tons.
Size Class: Huge
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -2
Fuel: 1,250.
Stealth: 3
AC: 8 (-2 size, +2 armor)
DR: 17
Hit Points: 100
Stations: Pilot/Driver and four passengers.
Cargo: 450 kg.
Cost: $350,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Sports Car
Unloaded Weight: 2.4 metric tons.
Size Class: Large
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 38
Acceleration: 4
Deceleration: 4
Handling: +2
Fuel: 800.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 70
Stations: Pilot/Driver and one passenger.
Cargo: 45 kg.
Cost: $135,750
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Minivan
Unloaded Weight:  2 metric tons.
Size Class: Large
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed): 18
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 800.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 70
Stations: Pilot/Driver and five passengers.
Cargo: 450 kg.
Cost: $97,302
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Van
Unloaded Weight: 3 metric tons.
Size Class: Huge
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 720.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 90
Stations: Pilot/Driver and seven passengers.
Cargo: 1,575 kg.
Cost: $49,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Note: The increase in cost of these vehicles is due to a federal tax on high fuel /energy consumption vehicles.

Armored Car
Unloaded Weight: 16.5 metric tons.
Size Class: Huge
Top Speed: 16
Acceleration: 1
Deceleration: 3
Handling: -2
Fuel: 700.
Stealth: 3
AC: 8 (-2 size)
DR: 17
Hit Points: 100
Stations: Pilot/Driver and seven passengers.
Cargo: 1,575 kg.
Cost: $368,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Jeep
Unloaded Weight: 1.4 metric tons.
Size Class: Large
Top Speed: 14
Acceleration: 4
Deceleration: 4
Handling: +5
Fuel: 800.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 80
Stations: Pilot/Driver and three passengers.
Cargo: 675 kg.
Cost: $43,910
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Small SUV
Unloaded Weight: 2 metric tons.
Size Class: Large
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 720.
Stealth: 15
AC: 9 (-1 size)
DR: 8
Hit Points: 90
Stations: Pilot/Driver and three passengers.
Cargo: 1,125 kg.
Cost: $49,000
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Small SUV
Unloaded Weight: 2 metric tons.
Size Class: 1 (large)
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 20
Acceleration: 2
Deceleration: 4
Handling: +0
Fuel: 1,000.
Stealth: 5
AC: 9 (-1 size)
DR: 8
Hit Points: 90
Stations: Pilot/Driver and three passengers.
Cargo: 1,125 kg..
Cost: $59,200
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Large SUV
Unloaded Weight: 2.5 metric tons.
Size Class: Huge
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 900.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 110
Stations: Pilot/Driver and seven passengers.
Cargo: 1,575 kg.
Cost: $76,465
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Electric Large SUV
Unloaded Weight: 2.4 metric tons.
Size Class: Huge
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 16 
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,280.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 110
Stations: Pilot/Driver and seven passengers.
Cargo: 1,575 kg.
Cost: $118,365
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Pickup Truck
Unloaded Weight: 4 metric tons.
Size Class: Huge
Top Speed: 16
Top Speed, with Trailer: 8
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,200.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 140
Stations: Pilot/Driver and one passenger.
Maximum Trailer Weight: 6.3 metric tons.
Cargo: 1,575 kg.  in 2.6 m. by 1.8 m. cargo bed.
Cost: $40,850
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Quad Cab Pickup Truck
Unloaded Weight: 4.5 metric tons.
Size Class: Huge
Top Speed: 16
Top Speed, with Trailer: 8
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,200.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 140
Stations: Pilot/Driver and three passengers.
Maximum Trailer Weight: 6.3 metric tons.
Cargo: 1,575 kg. in a 2.6 m. by 1.8 m. cargo bed.
Cost: $45,840
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Heavy-Duty Pickup Truck
Unloaded Weight: 5.4 metric tons.
Size Class: 2 (Huge)
Top Speed: 16
Top Speed, with Trailer: 8
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,200.
Stealth: 3
AC: 8 (-2 size)
DR: 10
Hit Points: 180
Stations: Pilot/Driver and one passenger.
Maximum Trailer Weight: 8.4 metric tons.
Cargo: 2,250 kg. in a 2.6 m. by 1.8 m. cargo bed.
Cost: $96,700
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Quad Cab Heavy-Duty Pickup Truck
Unloaded Weight: 6.3 metric tons.
Size Class: Huge
Top Speed: 16
Top Speed, with Trailer: 8
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,200.
Stealth: 10
AC: 8 (-2 size)
DR: 10
Hit Points: 180
Stations: Pilot/Driver and three passengers.
Maximum Trailer Weight: 8.4 metric tons.
Cargo: 2,250 kg. in a 2.6 m. by 1.8 m. cargo bed.
Cost: $101,700
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

School Bus
Unloaded Weight: 22 metric tons.
Size Class: Huge
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed: 16
Acceleration: 2
Deceleration: 3
Handling: -1
Fuel: 1,400.
Stealth: 10
AC: 8
DR: 10
Hit Points: 180.
Stations: Pilot/Driver and 48 passengers.
Cargo: NA.
Cost: $375,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Military Semi-Tractor (Heavy Equipment Transporter) 
Unloaded Weight: 69 metric tons.
Size Class: Gargantuan.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed, no trailer: 14
Top Speed, with Trailer: 7
Acceleration, no trailer: 2
Acceleration, with trailer: 1
Deceleration, no trailer: 2
Deceleration, with trailer: 1
Handling: -4 (-8 with a trailer).
Fuel: 640 with no trailer and 320 with a trailer.
Stealth: 2
AC: 6
DR: 20
Hit Points: 200.
Stations: Pilot/Driver and four passengers.
Cargo: NA.
Cost: $1,236,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Cargo Trailer
Unloaded Weight: 29.5 metric tons.
Size Class: Gargantuan.
Stealth: 2
AC: 6
DR: 20
Hit Points: 200.
Cargo: 90 metric ton.
Cost: $555,600.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Heavy Equipment Transport Trailer
Unloaded Weight: 38.5 metric tons.
Size Class: Gargantuan.
Stealth: 2
AC: 6
DR: 20
Hit Points: 200.
Cargo: 80 metric ton.
Cost: $1,021,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Fuel Tanker Trailer
Unloaded Weight: 29.5 metric tons.
Size Class: Gargantuan.
Stealth: 2
AC: 6
DR: 20
Hit Points: 200.
Cargo: 57,000 liters.
Cost: $1,050,000.
Equipment: All standard tanker features plus a Galtech anti-crash inertial dampening system.

Rolligon Rough Terrain Heavy Equipment Transport Tractor
Unloaded Weight: 51.5 metric tons.
Size Class: Gargantuan.
Engine: Fusion Generator.
Top Speed: 10
Acceleration: 2
Deceleration: 2
Handling: -3.
Fuel: effectively unlimited
Stealth: 2
AC: 6
DR: 40
Armor: 1 in of Battle Steel. 
Note: The Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally do.
Hit Points: 200.
Stations: Pilot/Driver and four passengers.
Cargo: NA.
Cost: $9,101,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Note: Posleen sensor systems recognize this vehicle as a valid target due to the energy signature given off by the power plant. The designers wanted to use a pebble bed fission reactor, but were over ruled due to political considerations.

Rolligon Rough Terrain Heavy Equipment Transport Trailer
Unloaded Weight: 54.3 metric tons.
Size Class: Gargantuan.
Engine: Fusion Generator.
Top Speed: 10
Handling: -3.
Fuel: effectively unlimited
Stealth: 
AC: 6
DR: 40
Armor: 1 in. of battle steel. 
Note: The Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Hit Points: 200.
Stations: Pilot/Driver and one replacement Pilot/Driver.
Cargo: 200 metric tons.
Cost: $11,438,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.
Note: Posleen sensor systems recognize this vehicle as a valid target due to the energy signature given off by the power plant. The designers wanted to use a pebble bed fission reactor, but were over ruled due to political considerations.

Military Vehicles

SheVa I This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Vehicle Width: 118 meters.
Total Vehicle Length: 142 meters.
Surface Vehicle Spaces required by the Vehicle: Width: roughly 6 squares. Length: 7 squares.
Reactors: 4 Johannes/Cummings 400 mW pebble-bed uranium/helium fission reactors.
Unloaded Weight: 6,399 metric tons.
Size Class: Colossal III
Top Speed (road): 4 (note this vehicle will effectively destroy any highway or road structure it travels - i.e. destroying bridges and pulverizing the road bed itself).
Acceleration: 1
Deceleration: 1
Handling: -6
Sensors: +5
Stealth: 4
Foam Resin Camouflage Stealth Bonus: +10. Note: The Foam Resin Camouflage system releases a foam plastic resin that creates a hardened shell around the vehicles that resembles a hill. The foam has been specifically engineered to obscure the sensor emission of the SheVa vehicle and to break up its radar return while under the camouflage. The system takes approximately 12 hours to harden when applied, and if the vehicle attempts to do anything that applies heat to the foam before it properly hardens, the vehicle will be unable to use its targeting systems, ECM, Radio, reload ammunition, or fire its main gun. This would require maintenance by the vehicle’s support battalion to properly fix. The vehicle could free its drive train to provide movement while the foam hardens, but it would resemble a moving mountain and would still be unable to fire its main gun.
Uses before refill: 4. 
Cost of Refill: $500,000.
ECM Stealth Bonus: +5. 
Note: Since this system is an active stealth system, while this system adds a bonus to stealth, hostiles will realize that there is an enemy unit in the general area if the system is activated. 
AC: 4.
Front DR: 75.
Right DR: 75.
Left DR: 75.
Rear DR: 75.
Hit Points: 1,200.
Main Turret AC: 9.
Main Turret DR: 75.
Main Turret Hit Points: 600.
Ammunitions Storage Containment AC: 14.
Ammunition Storage Containment DR: 225.
Ammunition Storage Containment Hit Points: 300.
Note: After the Hit Points of the Ammunitions Storage container are destroyed there is a DC 15 chance for each round of ammunition left in the ammunition storage containment unit of an ammunition explosion. [to what?]
Note: The SheVa Vehicle body incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of the normal vehicle structure to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally do.
Tracks (4) AC: 7.
Tracks (4) DR: 50.
Tracks (4) Hit Points: 600 each.
Note: If one track unit is destroyed the vehicle's speed is reduce by 1/2. If two tracks are destroyed, but one track is still operating on each side the vehicle's speed is reduced to 1/4, otherwise they vehicle's drive system is disabled and the vehicle cannot move.
Fuel: Effectively unlimited.
Stations: Commander, Pilot/Driver, Gunner, Engineer, Assistant Engineer and 50 passengers.
Escape Vehicle: M1A4
Cargo: 500 tons.
Cost: $600,000,000
Weapon: 16 in. Electrothermal Anti-Lander Gun.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 4,000 meters
Range Increment (Ground Vehicles) Squares: 200 squares.
Range Increment (Low Altitude Aircraft) Squares: 20 squares.
Range Increment (High Altitude Aircraft) Squares: 2 squares.
Indirect Fire Range: 97 kilometers.
Indirect Fire Time of Flight: 28 combat rounds.
Ammunition: 8 Rounds.
Rate of Fire: ½.
	
APFSDSDUAMB (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium Anti-Matter Bursting). APFSDDU Damage: 6d6.
	HDM: 60.
	10 kt. Anti-Matter Bursting Charge Damage: 6d6.
	10 kt. Anti-Matter Bursting Charge HDM: 14.
	Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 500 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +400 rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. The 10 kt bursting charge is designed to detonate after the rounds has penetrated the vehicles armor, therefore the vehicles DR is NOT subtracted from the antimatter bursting charge damage.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
2)	ICM (Improved Cluster Munitions). 
	ICM Damage: 6D6.
	HDM: 5.
	Indirect Fire Range: 96.6 km.
	Blast Radius of Effect: 246 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
3)	ER-135ETICM (Extended Range 13.5 in. Saboted Round, ElectroThermal ICM). 
	ER-135ETICM Damage: 4D6.
	HDM: 5.
	Indirect Fire Range: 160 km.
	Blast Radius: 208 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
4)	ER-11ETICM (Extended Range 11 in. Saboted Round, ElectroThermal ICM).
	ER-11ETICM Damage: 4D6.
	HDM: 3.
	Indirect Fire Range: 274 km.
	Blast Radius: 170 meters.	
	Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
	
ADAM 100kT (Area Denial, Anti-Matter 100 kiloton) 
	ADAM 100 kT Damage: 6d6.
	HDM: 15
	Indirect Fire Range: 96.6 km.
	Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 16 damage 6d6 out to 450 meters, with an additional + 500 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +500 rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 400 rads of radiation poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +400 rads of radiation poisoning; HDM 2 damage 4d6 out to 2.25 km, with an additional +300 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an additional +300 rads of radiation poisoning; 200 rads of radiation poisoning out to 3.6 km; 100 rads of radiation poisoning out to 4.5 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
Equipment: Crane.

SheVa II This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Vehicle Width: 118 meters.
Total Vehicle Length: 142 meters.
Surface Vehicle Spaces required by the Vehicle: Width: roughly 6 squares. Length: 7 squares.
Reactors: 6 Johannes/Cummings 400 mW pebble-bed uranium/helium fission reactors.
Unloaded Weight: 8,700 metric tons.
Size Class: Colossal III
Top Speed (road): 4 (note this vehicle will effectively destroy any highway or road structure it travels - i.e. destroying bridges and pulverizing the road bed itself).
Acceleration: 1
Deceleration: 1
Handling: -6
Sensors: +5
Stealth: 4
Foam Resin Camouflage Stealth Bonus: +10. Note: The Foam Resin Camouflage system releases a foam plastic resin that creates a hardened shell around the vehicles that resembles a hill. The foam has been specifically engineered to obscure the sensor emission of the SheVa vehicle and to break up its radar return while under the camouflage. The system takes approximately 12 hours to harden when applied, and if the vehicle attempts to do anything that applies heat to the foam before it properly hardens, the vehicle will be unable to use its targeting systems, ECM, Radio, reload ammunition, or fire its main gun. This would require maintenance by the vehicle’s support battalion to properly fix. The vehicle could free its drive train to provide movement while the foam hardens, but it would resemble a moving mountain and would still be unable to fire its main gun.
Uses before refill: 4. 
Cost of Refill: $500,000.
ECM Stealth Bonus: +5. 
Note: Since this system is an active stealth system, while this system adds a bonus to stealth, hostiles will realize that there is an enemy unit in the general area if the system is activated. 
AC: 4.
Front DR: 175.
Right DR: 75.
Left DR: 75.
Rear DR: 75.
Hit Points: 1,200.
Main Turret AC: 9.
Main Turret DR: 175.
Main Turret Hit Points: 600.
Ammunitions Storage Containment AC: 14.
Ammunition Storage Containment DR: 225.
Ammunition Storage Containment Hit Points: 300.
Note: After the Hit Points of the Ammunitions Storage container are destroyed there is a DC 15 chance for each round of ammunition left in the ammunition storage containment unit of an ammunition explosion. [to what?]
Note: The SheVa Vehicle body incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of the normal vehicle structure to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally do.
Plasma Suppression System: The exterior of the vehicle is studded with water cannons that are activated when the vehicle’s sensors detect a plasma cannon being fired at the vehicle the system is mounted on. The system reduces the damage and all secondary effects of a plasma weapon that strikes the craft by half. The system has enough onboard water supplies for 30 minutes of continuous operation.
Tracks (4) AC: 7.
Track Skirts (4) DR: 25.
Tracks (4) DR: 50.
Total Track DR (4): 75.
Tracks (4) Hit Points: 600 each.
Note: If one track unit is destroyed the vehicle's speed is reduce by 1/2. If two tracks are destroyed, but one track is still operating on each side the vehicle's speed is reduced to 1/4, otherwise they vehicle's drive system is disabled and the vehicle cannot move.
Fuel: Effectively unlimited.
Stations: Commander, Pilot/Driver, Gunner, Engineer, Assistant Engineer and 50 passengers.
Escape Vehicle: M1A4
Cargo: 500 tons.
Cost: $850,000,000
Weapon: 16 in. Electrothermal Anti-Lander Gun.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 4,000 meters
Range Increment (Ground Vehicles) Squares: 200 squares.
Range Increment (Low Altitude Aircraft) Squares: 20 squares.
Range Increment (High Altitude Aircraft) Squares: 2 squares.
Indirect Fire Range: 97 kilometers.
Indirect Fire Time of Flight: 28 combat rounds.
Ammunition: 8 Rounds.
Rate of Fire: ½.
	
APFSDSDUAMB (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium Anti-Matter Bursting). 	APFSDDU Damage: 6d6.
	HDM: 60.
	10 kt. Anti-Matter Bursting Charge Damage: 6d6.
	10 kt. Anti-Matter Bursting Charge HDM: 14.
	Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 500 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +400 rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. The 10 kt bursting charge is designed to detonate after the rounds has penetrated the vehicles armor, therefore the vehicles DR is NOT subtracted from the antimatter bursting charge damage.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
2)	ICM (Improved Cluster Munitions). 
	ICM Damage: 6D6.
	HDM: 5.
	Indirect Fire Range: 96.6 km.
	Blast Radius of Effect: 246 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
3)	ER-135ETICM (Extended Range 13.5 in. Saboted Round, ElectroThermal ICM). 
	ER-135ETICM Damage: 4D6.
	HDM: 5.
	Indirect Fire Range: 160 km.
	Blast Radius: 208 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
4)	 ER-11ETICM (Extended Range 11 in. Saboted Round, ElectroThermal ICM).
	ER-11ETICM Damage: 4D6.
	HDM: 3.
	Indirect Fire Range: 274 km.
	Blast Radius: 170 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 16.

ADAM 100kT (Area Denial, Anti-Matter 100 kiloton) 
		ADAM 100 kT Damage: 6d6.
		HDM: 15
		Indirect Fire Range: 96.6 km.
	Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 16 damage 6d6 out to 450 meters, with an additional + 500 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +500 rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 400 rads of radiation poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +400 rads of radiation poisoning; HDM 2 damage 4d6 out to 2.25 km, with an additional +300 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an additional +300 rads of radiation poisoning; 200 rads of radiation poisoning out to 3.6 km; 100 rads of radiation poisoning out to 4.5 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
2) Secondary Defense Turrets (14)
Fire Arc: 2 Front 90’ Turret top mount; 1 Front and Right Side Turret top mount 270’; 2 Right Side Turret top mount 90’; 1 Rear and Right Side Turret top mount 270’; 2 Rear Turret top mount 90’; 1 Front and Left Side Turret top mount 270’; 2 Left Side Turret top mount 90’; 1 Rear and Left Side Turret top mount 270’; and 2 Rear Turret top mount 270’.
Attack Bonus: +2 (Targeting Computer).
Reloads: 56 Main Turret top racked reloads with an additional 336 stored within the onboard cargo space.

1)Weapon Pod Option: 120mm 12 pack Gun Pod.
Range Increment: 800 meters
Range Increment (Ground Vehicles) Squares: 80 squares.
Range Increment (Low Altitude Aircraft) Squares: 8 squares.
Ammunition:  100 Rounds per barrel or 1,200 rounds total.
Rate of Fire: S/B/Fx12.
1)	APFSDSDU (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium).
	APFSDDU Damage: 8D12x12.
	High Damage Multiplier: 3.
2)	HE (High Explosive)
	HE Damage: 4d6x12.
	HDM: 3.
	Blast Radius: 18 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
3)	Beehive   
	Beehive Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
	High Damage Multiplier: 3.
	Range: 100 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
4)	Canister
	Canister Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
	High Damage Multiplier: 3.
	Range: 160 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
2) Weapon Pod Option: 40mm 40 pack Grenade Pod.
Range Increment: 200 meters
Range Increment (Ground Vehicles) Squares: 10 squares.
Range Increment (Low Altitude Aircraft) Squares: 1 square.
Ammunition:  400 Rounds per barrel or 16,000 rounds total.
Rate of Fire: S/B/Fx40.
1)	HE (High Explosive)
	HE Damage: 3d6x40.
	HDM: N/A.
	Blast Radius: 6 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
2)	Beehive 
	Beehive Damage: 3D6x40 (4 meters wide)/2D6x40 (12 meters wide)/1D6x40 (20 meters wide).
	High Damage Multiplier: N/A.
	Range: 40 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
3)	Canister
	Canister Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
3) Weapons: Defensive Claymore Mine Bands 
Fire Arc: Front 90’ arc; Right 90’ arc; Left 90’ arc; Rear 90’ arc.
Attack Bonus: +2 (Targeting Computer).
Blast Range: 100 meters
Range Increment (Ground Vehicles) Squares: 10 squares.
Ammunition: 8 firings per arc.
Rate of Fire: 1. 
Damage: 6d6.
HDM: 8.
Equipment: Crane.

Tiger III This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Vehicle Width: 12 meters.
Total Vehicle Length: 31 meters.
Surface Vehicle Spaces required by the Vehicle: Width: 1 square. Length: roughly 2 squares.
Reactors: 1 GE MS5001 Gas Turbine Generator 26.8 mW
Unloaded Weight: 1,530 metric tons.
Size Class: Colossal II.
Top Speed: 7.
Acceleration: 3.
Deceleration: 4.
Handling: +6
Fuel: 725.
Sensor: +2
Stealth: 10
AC: 2.
Front DR*: 420.
Right Side DR*: 310.
Left Side DR*: 310.
Rear DR*: 310.
Hit Points: 900.
Main Turret AC: 7.
Main Turret DR*: 310.
Main Turret Hit Points: 450.
Tracks Modules (10) AC: 7.
Tracks Modules (10) DR: 100.
Tracks Modules (10) Hit Points: 200 each. The Tiger III will lose 1 point from its top speed for each module that is lost or inoperative.
*Note: The Tiger III Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Primary Gunner, Loader, 8 Secondary Gunners and 6 maintenance personnel.
Cargo: 2.5 tons of external cargo
Cost: $8,400,000
Weapons: 305mm/L135 vertically Anti-Lander Gun.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 3,000 meters
Range Increment (Ground Vehicles) Squares: 300 squares.
Range Increment (Low Altitude Aircraft) Squares: 30 squares.
Range Increment (High Altitude Aircraft) Squares: 3 squares.
Indirect Fire Range: 73 kilometers.
Indirect Fire Time of Flight: 21 combat rounds.
Ammunition:  40 Rounds.
Rate of Fire: 1. 
1)	APFSDSDUAMB (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium Anti-Matter Bursting). 
	APFSDDU Damage: 5d6.
	HDM: 48.
	10 kt. Anti-Matter Bursting Charge Damage: 6d6.
	10 kt. Anti-Matter Bursting Charge HDM: 14.
	Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 500 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +400 rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. The 10 kt bursting charge is designed to detonate after the rounds has penetrated the vehicles armor, therefore the vehicles DR is NOT subtracted from the antimatter bursting charge damage.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
2)	APFSDSDU (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium).
	APFSDDU Damage: 5D6
	High Damage Multiplier: 48.
3)	ICM (Improved Cluster Munitions). 
	ICM Damage: 5D6.
	HDM: 4.
	Indirect Fire Range: 96.6 km.
	Blast Radius of Effect: 180 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 20.
4)	Canister
	Canister Damage: 3D6 (4 meters wide)/2D6 (12 meters wide)/1D6 (20 meters wide).
	High Damage Multiplier: 3.
	Range: 160 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
Weapons: 1 Coax 25mm Mauserwerke cannon.
Fire Arc: Coax: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  20,000 Rounds. 
Rate of Fire: B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Commander's Weapon station, 25mm Mauserwerke cannon.
Fire Arc: Commander's Weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition: 10,000 Rounds. 
Rate of Fire: B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Loader's weapon station, 25mm Mauserwerke cannon.
Fire Arc: Loader's weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  10,000 Rounds. 
Rate of Fire: B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Driver’s weapon station, 25mm Mauserwerke cannon.
Fire Arc: Driver’s weapon station: Front Main Body 90’, casemate mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  10,000 Rounds. 
Rate of Fire: B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Gunner’s weapon stations, 25mm Mauserwerke cannon.
Fire Arc: Gunner’s weapon stations: 1 Front Main Body 90’, casemate mount; 1 Right Side Main Body 270’, casemate mount; 1 Left Side Main Body 270’, casemate mount; and 2 Rear Side Main Body 90’, casemate mounts.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  10,000 Rounds per weapon station. 
Rate of Fire: B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Defensive Claymore Mine Bands 
Fire Arc: Front 90’ arc; Right 90’ arc; Left 90’ arc; Rear 90’ arc.
Attack Bonus: +2 (Targeting Computer).
Blast Range: 100 meters
Range Increment (Ground Vehicles) Squares: 10 squares.
Ammunition: 8 firings per arc.
Rate of Fire: 1. 
	Damage: 6d6.
	HDM: 6.

M1A4 Abrams
Unloaded Weight: 63 metric tons.
Size Class: Gargantuan
Top Speed: 10.
Acceleration: 2.
Deceleration: 2.
Handling: +6.
Fuel: 450.
Sensor: +2.
Stealth: 10.
AC: 15.
Front DR*: 100.
Right Side DR*: 70.
Left Side DR*: 70.
Rear DR*: 35.
Hit Points: 300.
Main Turret AC: 20.
Main Turret DR*: 70.
Main Turret Hit Points: 150.
*Note: The M1A4 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2.5 tons of external cargo
Cost: $8,400,000
Weapons: 120mm Anti-Tank Gun.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters
Range Increment (Ground Vehicles) Squares: 80 squares.
Range Increment (Low Altitude Aircraft) Squares: 8 squares.
Ammunition:  40 Rounds.
Rate of Fire: 1.
1)	APFSDSDU (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium).
	APFSDDU Damage: 6D6.
	High Damage Multiplier: 6.
2)	HE (High Explosive)
	HE Damage: 4d6.
	HDM: 3.
	Blast Radius: 18 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
3)   Beehive 
	Beehive Damage: 3D6 (4 meters wide)/2D6 (12 meters wide)/1D6 (20 meters wide).
	High Damage Multiplier: 3.
	Range: 100 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
4)   Canister
	Canister Damage: 3D6 (4 meters wide)/2D6 (12 meters wide)/1D6 (20 meters wide).
	High Damage Multiplier: 3.
	Range: 160 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
Weapons: 1 Coax M242 Bushmaster.
Fire Arc: Coax: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  Coax: 4,000 Rounds. 
Rate of Fire: B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapon: Commander's Weapon station, .50 caliber minigun.
Fire Arc: Commander's Weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Commander's Weapon station: 2,000 Rounds. 
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
Weapons: Loader's weapon station, .50 caliber minigun.
Fire Arc: Loader's weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
Weapons: 2 Quad M242 Bushmaster Gun pods
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  8,000 Rounds per quad pack.
Rate of Fire: S/B/F.
HE (High Explosive)
	HE Damage: 2d6x8.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.

M179 Rosser This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Unloaded Weight: 68 metric tons.
Size Class: Gargantuan
Top Speed: 9.
Acceleration: 2.
Deceleration: 2.
Handling: +6.
Fuel: 450.
Sensor: +2.
Stealth: 10.
AC: 150.
Front DR*: 100.
Right Side DR*: 70.
Left Side DR*: 70.
Rear DR*: 35.
Hit Points: 300.
Main Turret AC: 20.
Main Turret DR*: 70.
Main Turret Hit Points: 150.
*Note: The M179 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2.5 tons of external cargo
Cost: $8,400,000
1) Weapon Pod Option: 105mm 12 pack Gun Pod.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters
Range Increment (Ground Vehicles) Squares: 80 squares.
Range Increment (Low Altitude Aircraft) Squares: 8 squares.
Ammunition:  100 Rounds per barrel or 1,200 rounds total.
Rate of Fire: S/B/Fx12.
1)	APFSDSDU (Armor-Piercing Fin-Stabilized Discard Sabot Depleted Uranium).
	APFSDDU Damage: 8D12x12.
	High Damage Multiplier: 3.
2)HE (High Explosive)
	HE Damage: 4d6x12.
	HDM: 3.
	Blast Radius: 18 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
3)   Beehive 
	Beehive Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
	High Damage Multiplier: 3.
	Range: 100 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
4)   Canister
	Canister Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
	High Damage Multiplier: 3.
	Range: 160 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
2) Weapon Pod Option: 40mm 40 pack Grenade Pod.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 200 meters
Range Increment (Ground Vehicles) Squares: 10 squares.
Range Increment (Low Altitude Aircraft) Squares: 1 square.
Ammunition:  400 Rounds per barrel or 16,000 rounds total.
Rate of Fire: S/B/Fx40.
1)	HE (High Explosive)
	HE Damage: 3d6x40.
	HDM: N/A.
	Blast Radius: 6 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
2)	Beehive 
	Beehive Damage: 3D6x40 (4 meters wide)/2D6x40 (12 meters wide)/1D6x40 (20 meters wide).
	High Damage Multiplier: N/A.
	Range: 40 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
3)   Canister
	Canister Damage: 3D6x12 (4 meters wide)/2D6x12 (12 meters wide)/1D6x12 (20 meters wide).
	High Damage Multiplier: N/A.
	Range: 60 meters.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.

M2A5 Bradley
Unloaded Weight: 24.3 metric tons.
Size Class: Huge
Top Speed: 8.
Acceleration: 2.
Deceleration: 2.
Handling: +2.
Fuel: 300 miles.
Sensor: +2.
Stealth: 10.
AC: 11.
Front DR: 40.
Right Side DR: 40.
Left Side DR: 40.
Rear DR: 30.
Hit Points: 445.
Main Turret AC: 16.
Main Turret DR: 40.
Main Turret Hit Points: 80.
*Note: The M2A5 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and 6 passengers.
Cargo: 2.5 tons of cargo in exchange for passengers.
Cost: $3,402,000
Weapons:
Weapons: M242 Bushmaster chaingun. 
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  4,000 Rounds.
Rate of Fire: S/B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Coax M240C 7.62mm machine gun.
Fire Arc: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 60m.
Range (Ground Vehicles) Squares: 4 squares.
Ammunition:  2,000 Rounds.
Rate of Fire: B/F.
	Damage: 2D10.
	HDM: N/A.
Weapons: Dual 120mm Mortars
Fire Arc: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Indirect Fire Range: 7.2 km.
Range (Ground Vehicles) Squares: 360 squares.
Time of Flight: 6 rounds.
Ammunition: 10 Rounds.
Rate of Fire: 2 combat rounds to fully reload the unit. 
	HE (High Explosive) 
	Damage: 5d6.
	HDM: 4.
	Blast Radius: 30 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 18.
2)	ICM (Improved Cluster Munitions) 
	Damage: 5d6.
	HDM: 2.
	Blast Radius: 90 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 12.

M3A5 Bradley
Unloaded Weight: 24.3 metric tons.
Size Class: Huge
Top Speed: 8
Acceleration: 2
Deceleration: 2
Handling: +2
Fuel: 300 miles.
Sensor: +2
Stealth: 10
AC: 11
Front DR: 40
Right Side DR: 40
Left Side DR: 40
Rear DR: 30
Hit Points: 445
Main Turret AC: 16
Main Turret DR: 40
Main Turret Hit Points: 80
*Note: The M3A5 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and 2 passengers.
Cargo: 2.5 tons of cargo in exchange for passengers.
Cost: $5,651,000
Weapons:
Weapons: Dual .50 Caliber miniguns. 
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition:  12,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12x2.
HDM: 1.
Weapons: Dual 120mm Mortars
Fire Arc: Main Turret 360’, identical to Main Gun.
Attack Bonus: +2 (Targeting Computer).
Indirect Fire Range: 7.2 km.
Range (Ground Vehicles) Squares: 360 squares.
Time of Flight: 6 rounds.
Ammunition: 10 Rounds.
Rate of Fire: 2 combat rounds to fully reload the unit.
	
HE (High Explosive) 
	Damage: 5d6.
	HDM: 4.
	Blast Radius: 30 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 18.
2)	ICM (Improved Cluster Munitions) 
	Damage: 3d6.
	HDM: 2.
	Blast Radius: 90 meters.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 12.

M5 Powell Class Armored Fighting Vehicle
Unloaded Weight: 60 metric tons.
Size Class: Gargantuan
Top Speed: 10.
Acceleration: 2.
Deceleration: 2.
Handling: +6.
Fuel: 450.
Sensor: +2.
Stealth: 10.
AC: 15.
Front DR*: 100.
Right Side DR*: 70.
Left Side DR*: 70.
Rear DR*: 35.
Hit Points: 300.
Main Turret AC: 20.
Main Turret DR*: 70.
Main Turret Hit Points: 150.
*Note: The M5 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, loader and 6 passengers.
Cargo: 2.5 tons of external cargo
Cost: $8,000,000
Weapons: Quad 50mm Bushmaster IV chainguns.
Fire Arc: Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  32,000 Rounds. 
Rate of Fire: B/F.
HE (High Explosive)
	HE Damage: 5d6x4.
	Blast Radius: 4 meters.
	HDM: 1.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 12.
Weapon: Commander's Weapon station, .50 caliber minigun.
Fire Arc: Commander's Weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Commander's Weapon station: 2,000 Rounds. 
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.
Weapons: Loader's weapon station, .50 caliber minigun.
Fire Arc: Loader's weapon station: Main Turret 270’, Pintle ring mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.

M122A1 Mortar Carier
Unloaded Weight: 24.3 metric tons.
Size Class: Huge
Top Speed: 8
Acceleration: 2
Deceleration: 2
Handling: +2
Fuel: 300 miles.
Sensor: +2
Stealth: 10
AC: 11
Front DR: 40
Right Side DR: 40
Left Side DR: 40
Rear DR: 30
Hit Points: 445
Main Turret AC: 16
Main Turret DR: 40
Main Turret Hit Points: 80
*Note: The M120A1 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, Assistant Gunner and ammunition handler.
Cargo: 2.5 tons of cargo in exchange for ammo load-out.
Cost: $5,100,000
Weapons:
Weapons: 120mm Automatic Mortar. 
Fire Arc: Recessed Indirect Fire Mortar Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Indirect Fire Range: 7.2 km.
Range (Ground Vehicles) Squares: 360 squares.
Time of Flight: 6 rounds.
Ammunition:  [?]
Rate of Fire: 2.
Damage: 5d6.
HDM: 4.
Blast Radius Increment: 30 meters.
Reflex Save (1/2 damage): 20.
	
M156 Mortar Carrier
Unloaded Weight: 24.3 metric tons.
Size Class: Huge
Top Speed: 8
Acceleration: 2
Deceleration: 2
Handling: +2
Fuel: 300 miles.
Sensor: +2
Stealth: 10
AC: 11
Front DR: 40
Right Side DR: 40
Left Side DR: 40
Rear DR: 30
Hit Points: 445
Main Turret AC: 16
Main Turret DR: 40
Main Turret Hit Points: 80
*Note: The M156 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, Assistant Gunner and ammunition handler.
Cargo: 2.5 tons of cargo in exchange for ammo load-out.
Cost: $5,250,000
Weapons:
Weapons: 155mm Automatic Mortar. 
Fire Arc: Recessed Indirect Fire Mortar Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Indirect Fire Range: 5.2 km.
Range (Ground Vehicles) Squares: 260 squares.
Time of Flight: 6 rounds.
Ammunition: [?]
Rate of Fire: 1.
Damage: 5d6.
HDM: 5.
Blast Radius Increment: 38 meters.
Reflex Save (1/2 damage): 22.

M109A7 Paladin
Unloaded Weight: 26.1 metric tons.
Size Class: Gargantuan.
Top Speed (Ground Vehicle): 10.
Acceleration: 4.
Deceleration: 5.
Handling: +0.
Fueled Range: 733??.
Sensor: +2.
Stealth: 3.
AC: 8.
Front DR*: 30.
Right Side DR*: 30.
Left Side DR*: 30.
Rear DR*: 30.
Hit Points: 270.
Main Turret AC: 15
Main Turret DR*: 30.
Main Turret Hit Points: 315
*Note: The M109A7 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2 tons of external cargo
Cost: $6,957,000
Weapons:
Weapon: M155 155mm Howitzer.
Fire Arc: Main Turret 360'.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters.
Indirect Fire Range: 22.5 km.
Indirect Fire Time of Flight:  8 combat rounds.
Ammunitions: 28 rounds.
Rate of Fire: Once per combat round.
1)  HE (high Explosive).
	Damage: 4d6.
	Blast Radius: 24 meters.
	HDM: 4.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 18.
2)	ICM (Improved Cluster Munitions).
	Damage: 4d6.
	Blast Radius: 72.
	HDM: 2.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 14.
3)	Mark 1 Adjustable Yield Nuclear Warhead 10 to 100 kT yield).
	Damage (10 kT yield): 6d6.
	HDM: 14.
	Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 600 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +500 rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 400 rads of radiation poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +300 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out to 5.4 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
	Damage (50 kT yield): 4d6.
	HDM: 15.
	Blast Radius Increment: 300 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 15 damage 4d6 out to 300 meters, with an additional + 600 rads of radiation poisoning; HDM 6 damage 5d6 out to 600 meters, with an additional +500 rads of radiation poisoning; HDM 3 damage 5d6 out to 900 meters, with an additional + 400 rads of radiation poisoning; HDM 2 damage 4d6 out to 1.2 km, with an additional +300 rads of radiation poisoning; and HDM 2 damage 2d6 out to 1.5 km, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out to 1.8 km.
	Note: Vehicles or PCs/NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
	Damage (100 kT yield): 6d6.
	HDM: 15.
	Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 15 damage 6d6 out to 450 meters, with an additional + 600 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +600 rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 500 rads of radiation poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +500 rads of radiation poisoning; HDM 2 damage 4d6 out to 2.25 km, with an additional +400 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an additional +400 rads of radiation poisoning; 300 rads of radiation poisoning out to 3.6 km; 200 rads of radiation poisoning out to 4.5 km; 100 rads of radiation poisoning out to 5.4 km.
Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
4) 	Canister
	Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide.).
	Range Increment: 100 metes.
	HDM: 4.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
5)	Beehive
	Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide).
	Range Increment: 160 meters.
	HDM: 4.
	Note: Treat as a shotgun for all intense and purposes with the above listed range.
Weapon: Coax M242 Bushmaster chaingun. 
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  8,000 Rounds.
Rate of Fire: S/B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Loader's weapon station. .50 caliber Minigun.
Fire Arc: Main Turret 270’, Pintle mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.

M222 Reaver This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Unloaded Weight: 52 metric tons.
Size Class: Gargantuan.
Top Speed (Ground Vehicle): 9.
Acceleration: 5.
Deceleration: 7.
Handling: +0.
Fueled Range: 720.
Sensor: +2.
Stealth: 3.
AC: 8.
Front DR*: 30.
Right Side DR*: 30.
Left Side DR*: 30.
Rear DR*: 30.
Hit Points: 180.
Main Turret AC: 15
Main Turret DR*: 30.
Main Turret Hit Points: 315
*Note: The M156 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2 tons of external cargo
Cost: $5,560,000
Weapons:
Weapon: M155 155mm Howitzer.
Fire Arc: Main Turret 360'.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters.
Indirect Fire Range: 22.5 km.
Indirect Fire Time of Flight: 8 combat rounds.
Ammunitions: 84 rounds.
Rate of Fire: Once per combat round.
1)  HE (high Explosive).
	Damage: 4d6.
	Blast Radius: 24 meters.
	HDM: 4.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 18.
2)	ICM (Improved Cluster Munitions).
	Damage: 4d6.
	Blast Radius: 72.
	HDM: 2.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 14.
3)	Mark 1 Adjustable Yield Nuclear Warhead 10 to 100 kT yield).
	Damage (10 kT yield): 6d6.
	HDM: 14.
	Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 600 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +500 rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 400 rads of radiation poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +300 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out to 5.4 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 38 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
	Damage (50 kT yield): 4d6.
	HDM: 15.
	Blast Radius Increment: 300 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 15 damage 4d6 out to 300 meters, with an additional + 600 rads of radiation poisoning; HDM 6 damage 5d6 out to 600 meters, with an additional +500 rads of radiation poisoning; HDM 3 damage 5d6 out to 900 meters, with an additional + 400 rads of radiation poisoning; HDM 2 damage 4d6 out to 1.2 km, with an additional +300 rads of radiation poisoning; and HDM 2 damage 2d6 out to 1.5 km, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out to 1.8 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
	Damage (100 kT yield): 6d6.
	HDM: 15.
	Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 15 damage 6d6 out to 450 meters, with an additional + 600 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +600 rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 500 rads of radiation poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +500 rads of radiation poisoning; HDM 2 damage 4d6 out to 2.25 km, with an additional +400 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an additional +400 rads of radiation poisoning; 300 rads of radiation poisoning out to 3.6 km; 200 rads of radiation poisoning out to 4.5 km; 100 rads of radiation poisoning out to 5.4 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
4) 	Canister
	Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide.).
	Range Increment: 100 metes.
	HDM: 4.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
5)	Beehive
	Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide).
	Range Increment: 160 meters.
	HDM: 4.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
Weapon: Coax M242 Bushmaster chaingun. 
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  8,000 Rounds.
Rate of Fire: S/B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Loader's weapon station. .50 caliber Minigun.
Fire Arc: Main Turret 270’, Pintle mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.

M204 Zeus This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Unloaded Weight: 70 metric tons.
Size Class: Gargantuan
Top Speed: 10.
Acceleration: 2.
Deceleration: 2.
Handling: +6.
Fuel: 450.
Sensor: +2.
Stealth: 10.
AC: 15.
Front DR*: 100.
Right Side DR*: 70.
Left Side DR*: 70.
Rear DR*: 35.
Hit Points: 300.
Main Turret AC: 15
Main Turret DR*: 30.
Main Turret Hit Points: 315
*Note: The M204 Vehicle armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
Stations: Commander, Pilot/Driver, Gunner, and Loader.
Cargo: 2 tons of external cargo
Cost: $9,500,000
Weapons:
Weapon: M203 203mm Howitzer.
Fire Arc: Main Turret 360'.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 800 meters.
Indirect Fire Range: 29.5 km.
Indirect Fire Time of Flight: 9 combat rounds.
Ammunitions: 40 rounds.
Rate of Fire: S/B. When firing on burst mode this howitzer has a high rate of failure. Roll a D20 critical failure check. When a 1 is rolled there is a critical failure of a system on the vehicle due to the stresses involved on the extremely complex artillery piece. 
1)  HE (high Explosive).
	Damage: 5d6.
	Blast Radius: 46 meters.
	HDM: 6.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 22.
2)	ICM (Improved Cluster Munitions).
	Damage: 4d6.
	Blast Radius: 138.
	HDM: 3.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 16.
3)	Mark 1 Adjustable Yield Nuclear Warhead 10 to 100 kT yield).
	Damage (10 kT yield): 6d6.
	HDM: 14.
	Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 600 rads of radiation poisoning; HDM 7 damage 6d6 out to 300 meters, with an additional +500 rads of radiation poisoning; HDM 4 damage 6d6 out to 450 meters, with an additional + 400 rads of radiation poisoning; HDM 3 damage 5d6 out to 600 meters, with an additional +300 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out to 5.4 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for halfdamage; DC is 38 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
	Damage (50 kT yield): 4d6.
	HDM: 15.
	Blast Radius Increment: 300 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 15 damage 4d6 out to 300 meters, with an additional + 600 rads of radiation poisoning; HDM 6 damage 5d6 out to 600 meters, with an additional +500 rads of radiation poisoning; HDM 3 damage 5d6 out to 900 meters, with an additional + 400 rads of radiation poisoning; HDM 2 damage 4d6 out to 1.2 km, with an additional +300 rads of radiation poisoning; and HDM 2 damage 2d6 out to 1.5 km, with an additional +200 rads of radiation poisoning; 100 rads of radiation poisoning out to 1.8 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
	Damage (100 kT yield): 6d6.
	HDM: 15.
	Blast Radius Increment: 450 meters radius. Note: Blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 15 damage 6d6 out to 450 meters, with an additional + 600 rads of radiation poisoning; HDM 8 damage 6d6 out to 900 meters, with an additional +600 rads of radiation poisoning; HDM 4 damage 6d6 out to 1.35 km, with an additional + 500 rads of radiation poisoning; HDM 3 damage 5d6 out to 1.8 km, with an additional +500 rads of radiation poisoning; HDM 2 damage 4d6 out to 2.25 km, with an additional +400 rads of radiation poisoning; HDM 2 damage 2d6 out to 2.7 km, with an additional +400 rads of radiation poisoning; 300 rads of radiation poisoning out to 3.6 km; 200 rads of radiation poisoning out to 4.5 km; 100 rads of radiation poisoning out to 5.4 km.
	Note: Vehicles or PCs/ NPCs can make a reflex save for half damage; DC is 40 - 2 for every blast radius increment out from the first blast radius increment. This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 15 per successful attack that penetrates the vehicle’s DR.
4) 	Canister
	Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide.).
	Range Increment: 100 metes.
	HDM: 5.
	Note: Treat as a shotgun for all intents and purposes with the above listed range.
5)	Beehive
	Damage: 6d6 (6 meters wide.)/4d6 (10 meters wide.)/2d6 (18 meters wide).
	Range Increment: 160 meters.
	HDM: 5.
	Note: Treat as a shotgun for all intense and purposes with the above listed range.
Weapon: Coax M242 Bushmaster chaingun. 
Fire Arc: Main Turret 360’.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 400 meters.
Range (Ground Vehicles) Squares: 20 squares.
Range (Low Altitude Aircraft) Squares: 2 squares.
Ammunition:  8,000 Rounds.
Rate of Fire: S/B/F.
HE (High Explosive)
	HE Damage: 2d6.
	Blast Radius: 2 meters.
	HDM: NA.
	Note: PCs or NPCs can make a reflex save for half damage; DC is 10.
Weapons: Loader's weapon station. .50 caliber Minigun.
Fire Arc: Main Turret 270’, Pintle mount.
Attack Bonus: +2 (Targeting Computer).
Range Increment: 120 meters.
Range (Ground Vehicles) Squares: 6 squares.
Range (Low Altitude Aircraft) Squares: .6 squares.
Ammunition: Loader's weapon station: 2,000 Rounds.
Rate of Fire: B/F.
Damage: 2d12.
HDM: 1.

HMMWV 4 PERSON
Unloaded Weight: 4.8 metric tons.
Size Class: Large.
Top Speed (Ground Vehicle): 15
Acceleration: 4.
Deceleration: 7.
Handling: +3.
Fueled Range: 1,715 kilometers fueled and 1,350 kilometers on the superconducting loop.
Sensors: +2.
Stealth: 5.
AC: 9.
DR: 20.
Hit Points: 140.
Note: The HMMWV can have an optional Universal Weapon Ring Mount. That can mount up to four identical weapons that weigh less than 68 kg each, depending on the style of roof hatch Pintle Mount installed. The vehicle can mount any of the following Pintle mounts: single, dual or quad weapon mounts. Note: The weapons installed on the dual or quad mounts must be the same weapon type.
Stations: Pilot/Driver and three passengers.
Cargo: 1.8 metric tons.
Cost: $204,000.

HMMWV 2 PERSON
Unloaded Weight: 4.8 metric tons.
Size Class: Large.
Top Speed (Ground Vehicle): 15
Acceleration: 4.
Deceleration: 7.
Handling: +2.
Fueled Range: 1,715 kilometers fueled and 1,350 kilometers on the superconducting loop.
Sensors: +2.
Stealth: 5.
AC: 9.
DR: 20.
Hit Points: 140.
Stations: Pilot/Driver and ONE passenger.
Cargo: 1.8 metric tons in the 2.6 meters by 1.8 meters cargo bed. The vehicle can mount one of the standard CUTV Cargo Bed Modules (Shelter Module, Ambulance Module, Fire Direction Center Module, C3 Module, Turret Module, Mortar Module Communications Module, or GravScanner Module) It can also mount a Single, dual, or Quad Pintle Weapons Mount in the Cargo Bed.
Cost: $204,000.

ACS Rear Area Ground Transport (Converted School Bus)
This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Vehicle Width: 2.4 meters.
Total Vehicle Length: 12 meters.
Unloaded Weight: 46 metric tons.
Size Class: Huge.
Top Speed (Ground Vehicle): 16.
Acceleration: 4.
Deceleration: 6.
Handling: +1.
Fueled Range: 2,000 kilometers with the fuel cell and 1,450 kilometers with the superconducting storage loop.
Stealth: 3.
Sensors: +0.
AC: 8.
DR: 30.
Note: The top of the vehicle is not armored, in order to allow ACS Trooper to exit the vehicle in an emergency.
Hit Points: 180.
Stations: Pilot/Driver and 24 ACS Troopers.
Cargo: NA.
Cost: $7,663,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Armored CUTV (Civilian Utility Transport Vehicle)
Unloaded Weight: 11 metric tons.
Size Class: Huge.
Engine: Multi-Fuel Fuel Cell and 1 Electric Generator/Motor with a Superconducting storage loop.
Generator: 200 kW.
Top Speed (Ground Vehicle): 20
Top Speed (Ground Vehicle), with trailer: 10
Acceleration: 4.
Deceleration: 6.
Handling: +1.
Fueled Range: 1,190 kilometers with the fuel cell and 920 kilometers on the superconducting storage loop.
Sensors: +2.
Stealth: 3.
AC: 8.
DR: 20.
Hit Points: 180.
Stations: Pilot/Driver and one passenger.
Maximum Trailer Weight: 13.5 metric tons.
Cargo: 2.25 metric tons in the 2.6 meters by 1.8 meters cargo bed. The vehicle can mount one of the standard CUTV Cargo Bed Modules (Shelter Module, Ambulance Module, Fire Direction Center Module, Communications Module, or GravScanner Module) It can also mount a Single, dual, or Quad Pintle Weapons Mount in the Cargo Bed.
Cost: $216,628.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

Shelter Module
Unloaded Weight: 1.5 metric tons.
Size Class: Huge.
Stealth: 3.
AC: 8.
DR: 20.
Hit Points: 90.
Cargo: 360 kg.
Cost: $285,000.

Ambulance Module
Unloaded Weight: 1.5 metric tons.
Size Class: Huge.
Stealth: 3.
AC: 8.
DR: 20.
Hit Points: 90.
Stations: Four passengers.
Cargo: 360 kg.
Cost: $285,000.

Fire Direction Center Module
Unloaded Weight: 2 metric tons.
Size Class: Huge.
Stealth: 3.
Sensors: +2.
AC: 8.
DR: 20.
Hit Points: 90.
Stations: Two Artillery Officers.
Cargo: 360 kg.
Cost: $600,000.
Note: The module has two fire direction computer stations with state of the art Earth tech and galtech radios. The module provides a +4 equipment bonus to Gunnery skill checks.

Communications Module
Unloaded Weight: 1.6 metric tons.
Size Class: Huge.
Stealth: 3.
Sensors: +2.
AC: 8.
DR: 20.
Hit Points: 90.
Stations: Two radio operators.
Cargo: 360 kg.
Cost: $355,000.
Note: The module has two communications stations with state of the art Earth tech and galtech radios. The module provides a +4 equipment bonus to Communications skill checks.

GravScanner Module
Unloaded Weight: 2.25 metric tons.
Size Class: Huge.
Stealth: 3.
Sensors: +5.
AC: 8.
DR: 20.
Hit Points: 90.
Stations: One Gravscanner operator.
Cargo: 360 kg.
Cost: $1,200,000.
Note: The module has one passive Gravsensor station with state of the art Earth tech and Galtech mobile Gravsensors and radios. The module provides a +1 equipment bonus to Sensors skill checks per additional Gravscanner vehicle in the linked network.

Military Semi-Tractor (Heavy Equipment Transporter) 
Wheels: 14. 8x8 drive system.
Total Vehicle Width: 3.7 meters. 
Total Tractor Length: 7.6 meters. 
Unloaded Weight: 692 metric tons.
Size Class: Gargantuan.
Engine: Electric Generator with a room temperature superconducting storage loop.
Top Speed (Ground Vehicle), no trailer: 20.
Top Speed (Ground Vehicle), with trailer: 9.
Acceleration, no trailer: 4.
Acceleration, with trailer: 1.
Deceleration, no trailer: 5.
Deceleration, with trailer: 2.
Handling: -1 (-2 with a trailer).
Fueled Range: 4,400 kilometers with no trailer and 2,200 kilometers with a trailer.
Stealth: 2.
Sensors: +0.
AC: 6.
DR: 30.
Hit Points: 200.
Stations: Pilot/Driver and four passengers.
Cargo: NA.
Cost: $1,236,000.
Equipment: All standard features plus a Galtech anti-crash inertial dampening system.

SheVa Ammunition Transport Trailer This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Wheels: 10. 5x5 axle system.
Total Vehicle Width: 3.6 meters. 
Total Tractor Length: 12 meters. 
Unloaded Weight: 83 metric tons.
Size Class: Gargantuan.
Stealth: 2.
AC: 6.
DR: 60.
Hit Points: 200.
Cargo: 4 SheVa reload ammunition rounds.
Cost: $16,746,800.
Equipment: All standard features, an Ammunition Loading Unit, plus a Galtech anti-crash inertial dampening system.

Hercules Class Airship Transport This item is Product Identity, and cannot be copied, redistributed or used to create derivative works.
Total Airbag Width: 80 meters.
Total Airbag Length: 155 meters.
Total Gondola Height: 40 meters.
Total Gondola Width: 40 meters. 
Total Gondola Length: 75 meters. 
Unloaded Weight: 2,250 metric tons.
Airbag Size Class: Colossal III.
Gondola Size Class: Colossal II.
Top Speed (Low Altitude): 8.
Top Speed (High Altitude): 8.
Acceleration: 1.
Deceleration: 1.
Handling: +1.
Fueled Range: 16,000 kilometers.
Stealth: 15. 
Sensors: +5.
AC: 1.
Airbag DR: 15.
Gondola DR: 40.
Airbag Hit Points: 100.
Gondola Hit Points: 600.
Cargo: 300 metric tons.
Cost: $17,645,000.
Equipment: All standard features, cargo loading equipment, plus a Galtech anti-crash inertial dampening system, passive Galtech sensors, and visual and sensor stealth technology built into the airship.

Copyright Notice:
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and dscriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright © 2000-2003.
DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 9: Posleen Equipment
All equipment in this chapter is Product Identity, and may not be copied, redistributed, or used to create derivative works.

EQUIPMENT BASICS

Restricted Objects	Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few, if any additional legal requirements. The Bureaucracy DC to purchase this item is 11.
Restricted: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.

Table 9.1: Restricted Objects Earth License Restriction
	License or Fee	Black Market		Time
Rating	Purchase	Purchase DC 1		Required
Licensed	$120	x1.5		1 day
Restricted	$500	x2		2 days
Military	$2,000	x3		3 days
Illegal	$9,000	x4		4 days

Table 9.2: Galactic Restricted Objects Restriction
	License or Fee	Black Market		Time
Rating	Purchase	Purchase DC 1		Required
Licensed	f200 	x1.5		1 day
Restricted	f1,000 	x2		2 days
Military	f5,000 	x3		3 days
Illegal	f25,000 	x4		4 days
1 Multiply the object’s purchase price if the character tries to buy it on the black market without first obtaining a license; see The Black Market, below.
f= Federation Credit

U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
	Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other earth currency.

Purchasing a License
	To purchase a license or pay necessary fees, the character needs to pay the required fee and make the appropriate Bureaucracy skill check (This represent going through all of the appropriate steps required to get the license and show proper need for the item in question if needed). With a success, the license is issued to the character after the number of days indicated. 
	To speed the process, the character can make a Knowledge (business) check against a DC equal to the license purchase DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)
	As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license.

The Black Market
	Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, 20, 25, or higher in small towns and rural areas. The difficulty can go up from there for Posleen or Galtech items.
Objects purchased on the black market are more expensive than those purchased legally, and may not function correctly.  Let the buyer beware.  
 	Obtaining an object on the black market takes a number of days according to the Time required column on Table 10.1: Restricted Objects and Table 10.2: Galtech.  The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase cost multiplier by an additional +1.

Requisitioning Equipment
	When a character working for a Military or Government Agency needs more equipment than he or she has on hand, the character may try to requisition it. The Logistics Section or Agency evaluates whether the character really needs the object, how soon the agency can supply it, and whether the agency can reasonably expect to get it back when the character is done with it.
	The result is determined by a level check (1d20 + character level) against a DC equal to the equipment’s requisition DC. Add the character’s Charisma bonus to the check. Table: Requisition Modifiers lists modifiers that may affect the check.

Table 9.3 Requisitioning Equipment
Requisition Item Cost	 DC	Requisition Item Cost 	DC
f0.60 ($120)	10	f 250 ($50,000)	31
f0.75 ($150)	11	f 325 ($65,000)	32
f1 ($200)	12	f 450 ($90,000)	33
f1.38 ($275)	13	f 600 ($120,000)	34
f1.75 ($350)	14	f 750 ($150,000)	35
f2.50 ($500)	15	f 1,000 ($200,000)	36
f3.25 ($650)	16	f 1,375 ($275,000)	37
f4.50 ($900)	17	f 1,750 ($350,000)	38
f6 ($1,200)	18	f 2,500 ($500,000)	39
f7.50 ($1,500)	19	f 3,250 ($650,000)	40
f10 ($2,000)	20	f 4,500 ($900,000)	41
f13.75 ($2,750)	21	f 6,000 ($1,200,000)	42
f 17.50 ($3,500)	22	f 7,500 ($1,500,000)	43
f 25 ($5,000)	23	f 10,000 ($2,000,000)	44
f32.50 ($6,500)	24	f 13,750 ($2,750,000)	45
f 45 ($9,000)	25	f 17,500 ($3,500,000)	46
f 60 ($12,000)	26	f 25,000 ($5,000,000)	47
Table 9.3 Requisitioning Equipment (Continued)
Requisition Item Cost	 DC	Requisition Item Cost 	DC
f 75 ($15,000)	27	f 32,500 ($6,500,000)	48
f 100 ($20,000)	28	f 45,000 ($9,000,000)	49
f 137.50 ($27,500)	29	f 60,000 ($12,000,000)	50
f 175 ($35,000)	30	f 100,000 (($20,000,000)	51

f= Federation Credit
The result of the check determines whether and how quickly the Department or Agency can provide the character with the requested equipment. With a success, the object is issued to the character. Generally, it takes 24 hours to obtain an object through requisition, but if the object is especially common, or if the character beats the check DC by 5 or more, it is available in 1d4 hours.
Requisitioned objects are loaned, not given, to the character. Obviously, expendable objects like ammunition don’t have to be returned if used.

Table 9.4: Requisition Modifiers
Situation	Modifier
Object is necessary for assignment	+6
Object has obvious application for assignment	+4
Object has peripheral application for assignment	+2
Object has no obvious application for assignment	-2
Object is rare	-2

Object restriction
Licensed	-2
Restricted	-4
Military	-6
Illegal	-8

Character is skilled or proficient in use of object	+2
Character returned all gear undamaged on previous mission	+2

Mastercraft Objects
	Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that improves when the object is used.
A mastercraft object that provides a +1 bonus can usually be purchased on the open market as a custom version of a common object. The increased cost of such an object multiplies the purchase price by 2.
	A rare few objects are of mastercraft quality even without customization-the off-the-shelf version of the object is of such high quality that it is always provides a bonus of +1. In these cases, the purchase DC is not increased (such objects are already priced higher than similar objects of lower quality).
	Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2 object could be found for purchase, its cost would be an additional time 3 multiple to the normal purchase price. The cost of a mastercraft +3 object would add an additional multiple of time 5 to the normal purchase price.

Concealed Weapons and Objects
	It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing.
	Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

Sleight of Hand Checks
To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10.
Size and Concealment
The object’s size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.

Table 9.5: Concealing Weapons and Objects
Size of weapon or object	Sleight of Hand Modifier
Fine	+12
Diminutive	+8
Tiny	+4
Small	+0
Medium-size	-4
Large	-8
Huge or bigger	--- (can’t conceal)
Condition
Clothing is tight or small	-4
Clothing is especially loose or bulky	+2
Clothing is specifically modified for concealing object	+2
Weapon is carried in concealed carry holster	+4
Weapon can be drawn normally	-2
Weapon can be drawn as free action 	-4
	with Quick Draw feat

Spotting Concealed Objects
	Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when concealing an object, the DC of the Spot check to notice the object is the same as the target’s check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula:
	Spot DC = Target’s Sleight of Hand skill modifier (including modifiers from Table: Concealing Weapons and Objects) + 10
	An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet between him or herself and the target, and a -5 penalty if distracted.
	Patting someone down for a hidden weapon requires a similar check. However, the skill employed in Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).

Spotting Concealable Armor
	Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30).

Living in Luxury
	The purchase price given are for average-quality items. It’s possible to purchase similar items with luxury features, generally by increasing the purchase price by 1.5. Although such items are more expensive, they offer no additional features or game benefits.
U.S. Dollars to Federation Credits Conversion Rate: 1 Fed Cr. = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other earth currency.

Posleen Equipment

Table 9.6: Exotic Posleen Weapons-Melee
		Base Attack	Range
Weapons	Cost	Bonus	Damage	Critical	HDM	Increment	Weight	Type
Boma Blade	f 100	+1	2d6	12-20/X3	X3	--------------	5 kg.	Slashing

Table 9.7: Exotic Posleen Weapons-Ranged
			Range	Charges
Weapon	Cost	Damage	Critical	HDM	Incre.	Mag.	Per Shot 	Size	Recoil	RoF	Weight	Type
Flechette	f 400	(Spec.2)	(Spec.2)	-------	50 m.	30	0	Large	0/1/2	S/B/A	7 kg.	Ballistic
	Shotgun
1mm Railgun	f 2,000	3d10	20/X3	X2	80 m.	800	1	Large	2/3/4	S/B/A	5 kg.	Ballistic
3mm Railgun	f 5,000	6d10	20/X3	X2	80 m.	250	2	Huge	4/5/6	S/B/A	9 kg.	Ballistic
HVM Launcher	f 6,500	10d10	18-20/X2	X2	160 m.	3	0	Huge	N/A	S	9 kg.	Ballistic
EMP Grenade 	f 800	(Spec.2)	(Spec.2)	N/A	100 m.	1	1	Large	2/0/0	S	5 kg.	Ballistic
	Launcher
Hvy. Laser	f 4,000	6d10	19-20/X2	X2	200 m.	N/A	4	Huge	N/A	S	25 kg.	Fire
Lt. Plasma Gun	f 3,000	(Spec.2)	18-20/X2	N/A	120 m.	500	3	Huge	4/0/0	S	9 kg.	Fire
Hvy. Plasma	f 6,000	(Spec.2)	18-20/X2	X2	160 m.	750	6	Huge	8/0/0	S	145 kg.	Fire
	Gun
Sonic Devourer	f 6,000	5d8	20/X2	N/A	20 m.	N/A	8	Huge	8/0/0	S	25 kg.	Sonic

f= Federation Credit
Spec.2 See the equipment description for details.
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other Earth currency.

Boma Blade
	The Boma Blade is the standard Posleen melee weapon and is often used to process food. It is approximately the size of Scimitar, but is not quite as curved. If a Boma Blade armed Posleen can get within melee range of an ACS trooper he will be able to make short work of even that powerful armor.

Flechette Shotgun
	This is the Posleen default weapon and will be found with upwards of 25% of all Posleen normals. It is a fully automatic weapon designed for maximum close shock value without regard to accuracy. The shotgun has 20mm diameter barrel and fires shells containing 400 Flechettes. This weapon tends to utterly shred targets within its effective range. The empty magazine for this weapon weighs 2 kg and costs 1 Federation Credit. A loaded magazine weighs 9 kg, and cost 250 Federation Credits.
Damage: The shotgun does 4D6 points of damage to a target in the first range increment; 3D6 to a target in the second range increment; 2D6 to a target in the third range increment; and 1D6 to anyone in a 2 meter wide path beyond that distance out to the maximum range of the weapon. 

	1mm Rail Gun
	The 1mm Railgun is the second most common weapon found on Posleen normals and it does more damage on average than a heavy machine-gun while being able to be fired by an un-enhanced being on the move and weighing only slightly more than twice the weight of most Assault Rifles being sold on Earth. This weapon can damage all but the most heavily armored vehicles. Both the Posleen 1mm and 3mm Railguns represent the most advanced  development of ballistic weapons technology that can be used by unenhanced troops. This weapon tends to utterly shred targets within its effective range. The empty magazine for this weapon weighs 1 kg and costs 1 Federation Credit. A loaded magazine weighs 5 kg, and cost 250 Federation Credits. The weapon has a receptacle that accepts a standard power crystal to power the Railgun.

	3mm Rail Gun
	The 3mm Railgun is the second most common weapon found on Posleen normals and it does more damage on average than a heavy machine-gun, while being able to be fired by an unenhanced being on the move. This weapon has the potential to damage any vehicle manufactured on Earth except possibly for the last of the World War 2 battleships belonging to the U.S. Ground Forces Naval Assets. Both the Posleen 1mm and 3mm Railguns represent the most advanced development of ballistic weapons technology that can be used by unenhanced troops. This weapon tends to utterly shred targets within its effective range. The empty magazine for this weapon weighs 1.5 kg and costs 1 Federation Credit. A loaded magazine weighs 6 kg, and cost 250 Federation Credits. The weapon has a receptacle that accepts a standard power crystal to power the Railgun.

	HVM Launcher
	This rocket launcher is a semiautomatic, hypervelocity, missile launcher. The missiles reach Mach 26 (twenty six) before they even exit the launcher itself. The missiles use an advanced gravitational drive unit to attain the speeds that make this weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the heat generated by its passage through the air and it also reduces the shock wave generated by the passage of the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point to the impact site. An empty three shot missile magazine costs 15 Federation Credits. The Kinetic Energy missiles fired by the launcher weigh 3 kg each and cost roughly 250 Federation Credits equivalent for the Posleen to manufacture.

EMP Grenade Launcher
	This weapon is a rarely seen Posleen design that attacks equipment instead of people. If an electronic device fails its saving throw, it ceases to operate until it is repaired. The repair costs will be approximately 75% of the device’s original cost.

Table 9.8: EMP Effect
Base	Device Saving
Technology 	Throw DC
Earth Tech	35
Earth Milspec Tech	30
Posleen Tech	20
Galtech	18
Tchpth Tech	15

Heavy Laser
	This class of laser weapon is the only known, humanoid portable, laser weapon used by the Posleen. It is only marginally more effective than the 3mm Railgun, due to its increased range. But this is offset by the weapon’s reduced rate of fire and its weight. The weapon has a receptacle that accepts a heavy-duty power crystal to power the heavy laser.

Light Plasma Gun
	This weapon consists of a power pack (that can hold up to six standard power crystals) carried on the gunner’s back, the weapon itself, and a flexible power cable. The power pack powers a laser ignition system in the weapon itself, which heats a hydrogen fuel pellet to a plasma state. The plasma is contained in the ignition chamber briefly and then released through a magnetically focused field along the weapon’s barrel. The plasma discharge begins to dissipate rapidly upon leaving the barrel of the weapon. A loaded fuel pellet magazine for this weapon weighs 2.5 kg and costs roughly 75 Federation Credits for the Posleen to manufacture.
Damage: 6D12 (first range increment), 4D12 (second range increment), or 2D12 (third range increment to the 10th range increment), 1D12 (11th range increment to the 20th range increment), 1D6(21st range increment to the 30th range increment), or 1D3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
	Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR. 

Heavy Plasma Gun 
	This weapon consists of a power pack (that can hold up to six heavy duty power crystals) carried in a semi portable armored transport pack, the weapon itself, and a flexible power cable. The power pack powers a laser ignition system in the weapon itself, which heats a hydrogen fuel pellet to a plasma state. The plasma is contained in the ignition chamber briefly and then released through a magnetically focused field along the weapon’s barrel. The plasma discharge begins to dissipate rapidly upon leaving the barrel of the weapon. A loaded fuel pellet magazine for this weapon weighs 10 kg and costs roughly 300 Federation Credits for the Posleen to manufacture.
Damage: 6D12 (first range increment), 4D12 (second range increment), or 2D12 (third range increment to the 10th range increment), 1D12 (11th range increment to the 20th range increment), 1D6(21st range increment to the 30th range increment), or 1D3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer range. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
	Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.

Sonic Devourers
	This construction device emits a very powerful sonic sound waves that pulverizes most known materials in a short amount of time, leaving behind powdered dust. The sonic disrupter emits sound waves above the range most sentient life can hear. But most beings can feel the side effects of the device as an all-over itching if they are within 20 meters of the device. 
	When using the device against non-living matter, the device disrupts and shatters to a fine dust .4 cubic meters of the material per point of disrupter damage minus the Damage Reduction of the material being disrupted.   
	If the device is being used against living matter, it tends to disrupt cellular structure and shatter endoskeleton and exoskeleton structures. This tends to leave anyone unfortunate enough to be caught in the sound field of the device as a pile of good.

Table 9.9: Ammunition
Weapon 		Magazine	Magazine	Purchase
Type	Damage	Critical	HDM	Size	Weight	Price   	Rest
Flechette Shotgun Shells	(Spec.2)	(Spec.2)	-------	30	2.5 kg.	f 2	Res (+2)
1mm Railgun	3d10	20/X3	X2	800	5 kg.		f 250	Mil (+3)
3mm Railgun	6d10	20/X3	X2	250	6 kg.		f 250	Mil (+3)
HV Missile	10d10	18-20/X2	X2	1	3 kg.		f 250	Mil (+3)
EMP Grenade	(Spec.2)	(Spec.2)	N/A	1	1 kg.		f 50	Mil (+3)

	All of the above listed Posleen weapons are presumed to be normal equipment for a Posleen that is bonded to a God King and part of an Oolt.
	Feral Posleen may be armed with some of these weapons, or may be armed with handmade, locally produced weapons, such as a spear.  The GM will have to take into account the nature of the Posleen encountered. 

Table 9.10: General Equipment
			Purchase
Object	Size	Weight	Price	Restriction
Communicator Gear
	Hand Held Communicator	Small	.5 kg.	f 1,250	(Lic.)
	Portable Communicator	Med.	2.25 kg.	f 1,750	(Lic.)
Sensor Gear
	Portable Sensor Unit	Small	1.35 kg.	f 2,500	(Res.)
Medical Gear
	Portable Medical Sensor	Tiny	.25 kg.	f 50	(Res.)
Survival Gear
	Food Processor	Huge	15 kg.	f 250	(Lic.)
Tools
	Electronic Tools
		Basic Tool Kit	Large	5 kg.	f 50	(Res.)
		Deluxe Tool Kit	Huge	15 kg.	f 400	(Res.)
		Portable Shop	Gargantuan	150 kg.	f 3,200 	(Res.)
	Vehicle Tools
		Basic Tool Kit	Large	10 kg.	f 25	(Lic.)
		Deluxe Tool Kit	Huge	30 kg.	f 200	(Lic.)
		Portable Shop	Gargantuan	300 kg.	f 1,600	(Lic.)
	Portable Nano Factory
		Large NanoFac.	Large	30  kg.	f 800	(Res.+2)
		Huge NanoFac.	Huge	150 Kg.	f 4,000	(Res.+2)
		Gargantuan NanoFac.	Gargantuan	750 kg.	f 20,000	(Res.+2)
	Nano Factory
		Gargantuan NanoFac.	*		225 Metric Tons	625,000	(Res.+2)
		Colossal NanoFac.	*		450 Metric Tons	f 1,250,000	(Res.+2)
		Colossal II NanoFac.	*		2,250 Metric Tons	f 5,500,000 	(Res.+3)
		Colossal III NanoFac.	*		22,500 Metric Tons	f 5,000,000	(Res.+3)
		Colossal IV NanoFac.	*		45,000 Metric Tons	f 10,000,000	(Res.+3)
		Colossal V NanoFac.	*		225,000 Metric Tons	f 20,000,000 	(Mil.+3)
		Colossal VI NanoFac.	*		45 M Metric Tons	f 37,500,000 	(Mil.+3)
Posleen Power Crystals
	Micro	Tiny	.005 kg.	f 2	(Lic.+1)	
	Mini	Tiny	.1 kg.	f 50	(Lic.+1)
	Standard	Tiny	.2 kg.	f 100	(Lic.+1)
	Heavy Duty 	Small	.8 kg.	f 400	(Lic.+1)
Weapon Accessories
	Modular Targeting Unit	Small	1 kg.	f 375	(Mil.+3)

f= Federation Credit
Spec.2 See the equipment description for details.
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other Earth currency.

Communications Gear
Hand Held Communicator: This is a hand held communicator that a Posleen God King uses to communicate with the other God Kings, the computer at his compound, or ship. It also serves as a hand-held computer to access the Posleen Datanet. Its communication range is limited to roughly 1 Astronomical Unit and communicates in an instantaneous manner using a quantum linkage effect. This communicator runs off of a micro power crystal, which will run the unit for approximately 20 days, before needing to be changed.

Portable Communicator: This communication system is normally found installed on a Tenar but can be used as a stand-alone communications and computer console. It can perform all of the functions of the Hand Held Communicator, but it also provides a +1 equipment bonus for all research checks when searching the Posleen Datanet. It has a communication range of roughly 100 Astronomical Units and communicates in an instantaneous manner using a quantum linkage effect. This communicator runs off of a standard power crystal, which will run the unit for approximately 20 days, before needing to be changed.

Sensor Gear
Portable Sensor Unit: This unit incorporates a broad spectrum of portable sensors to analyze the general environment and a substance that can be placed in the sensor unit’s sample chamber. The device provides a +4 equipment bonus to related skill rolls of Engineering, Biology, Medical Science, Natural Science, and Physical Science. This device runs off of a mini power crystal, which will run the unit for approximately 40 days, before needing to be changed.

Medical Gear
Portable Medical Sensor: This unit is used by God Kings to diagnose the extent of injuries to themselves and their superior normals. Posleen society has chosen not to develop other medical care devices, even through it is within their capability. This device is most often used to determine if a Posleen or Thresh will die from their injuries. This device provides a +2 equipment bonus on all First Aid and Heal checks to diagnose an injury, or illness. This device runs off of a micro power crystal, which will run the unit for approximately 20 days, before needing to be changed.

Survival Gear
Food Processor: This device is used by the Posleen to process Thresh into field rations that can be stored for extremely long duration. It can process one medium sized creature (Average Adult Human) in about 15 minutes. It will take about 30 minutes to process a large creature (1200 pound bovine).
	The device has an on board storage receptacle for vitamin and mineral supplements to be injected into the processed food, to ensure proper nutrition intake. Food processed by the device has the texture of particle board and has what is considered to be one of the nastiest tasting substances on the planet. This is due more to the Posleen not caring about the texture and taste of their food than a general deficiency in the design. The device can be altered to produce food from a soupy consistency to the above-mentioned particle board consistency. Adjusting the setting on the device and adding additional substances into the mineral and vitamin supply of the device can also alter the taste. This device runs off of a standard power crystal, which will run the unit for approximately 20 days, before needing to be changed. 

Tools
Electrical Tool Kit
This collection of hand tools and small parts typically includes a variety of advanced powered multitools, drivers, cutting devices, fasteners, power tools, and leads and wires.

Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty. It grants a +2 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.

Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +4 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.

Portable Shop: This kit consists of a trailer with a large number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +6 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.

Vehicle Tool Kit
This collection of hand tools and small parts typically includes a variety of advanced powered multitools, drivers, cutting devices, and fasteners.

Basic: This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices without penalty. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.

Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of high-quality power tools. It grants a +4 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.

Portable Shop: This kit fills a good-sized trailer. It includes a very large selection of specialized hand tools and a large selection of high-quality power tools. It grants a +6 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.

Portable Nano Factories
	Portable Nano Factories are small transportable nano-molecular factories. Given a proper sample of a piece of equipment or proper programming, nanofacs are capable of manufacturing, repairing or modifying most manufactured pieces of equipment, if the proper material feed powders are available, without sentient supervision.
	Nanofacs only produce one item at a time and they still require the exact same amount of feed material as normal assembly-line construction does. So it is not a cheaper or faster way to produce a product. But it does have the advantage that an operating nanofac does not require sentient supervision to produce an item. After an item has been programmed into the onboard database, the unit can produce one item at a time as long as proper powdered feed material is provided to the unit. There are two ways to enter a piece of equipment into the onboard database of equipment that can be produced by a nanofac. The first is to provide a copy of the item in question to be produced and the nanofac will deconstruct the item and store the required material data in its database. The disadvantage of this method is that the unit will produce an exact copy of the device with all of the eccentricities of the original item. 
	The second method is to program into the onboard database the exact specification of the product to be produced. This requires both a Computer Use and a Craft check each at the time the item is programmed.  The construction DC is the construction DC for the item in question +10 (for Posleen) - or +14 (for humans) - when inputting Posleen equipment designs. The DC to enter a human piece of equipment into the database is the construction DC of the item in question +12 (for Posleen and humans) to enter a human piece of equipment into the database. The unit will the use the lowest of the two checks to verify that the item in question has been entered into the database correctly. If either check failed, the information was entered incorrectly and the design is flawed in some way. If the data is not corrected by starting over from scratch, every item built by the unit to the specifications entered will be flawed in some way (depending on how badly the check or checks were missed by and the GM’s discretion). It will take a minimum of one hour per point of the DC to enter the information into the database. 

Portable Large NanoFac: This nanofac is the size of a large steamer trunk (roughly 1 meter wide by 1 meter high by 2 meters long). The unit is capable of constructing, repairing or modifying an item of medium equipment size or smaller. The unit has an onboard database that can store up to 10 pieces of equipment in its construction. The unit can store enough material powder to construct 5 pieces of equipment. This device runs off of a heavy-duty power crystal, which will run the unit for approximately 4 days before needing to be changed.

Portable Huge NanoFac: This nanofac is the size of a medium-sized cargo trailer (roughly 2 meters wide by 2 meters high by 4 meters long). The unit is capable of constructing, repairing or modifying an item of large equipment size or smaller. The unit has an onboard database that can store up to 15 pieces of equipment in its construction. The unit can store enough material powder to construct 10 pieces of equipment. This device runs off of a heavy-duty power crystal, which will run the unit for approximately 2 days before needing to be changed.

Portable Gargantuan NanoFac: This nanofac is the size of a large sized cargo trailer (roughly 4 meters wide by 4 meters high by 6 meters long). The unit is capable of constructing, repairing or modifying an item of huge equipment size or smaller. The unit has an onboard database that can store up to 20 pieces of equipment in its construction. The unit can store enough material powder to construct 20 pieces of equipment. This device runs off of a heavy-duty power crystal, which will run the unit for approximately 1 day before needing to be changed.

Nano Factory
	Nano Factories are stationary or vehicle mounted nano-molecular factories. Given a proper sample of a piece of equipment or proper programming, nanofacs are capable of manufacturing, repairing or modifying most manufactured pieces of equipment, if the proper material feed powders are available, without sentient supervision.
	Nanofacs only produce one item or vehicle at a time and they still require the exact same amount of feed material as normal assembly-line construction does. So it is not a cheaper or faster way to produce a product. But it does have the advantage that an operating nanofac does not require sentient supervision to produce an item. After an item has been programmed into the onboard database the unit can produce one item at a time as long as proper powdered feed material is provided to the unit.
	There are two ways to enter a piece of equipment into the onboard database of equipment that can be produced by a nanofac. The first is to provide a copy of the item in question to be produced and the nanofac will deconstruct the item and store the required material data in its database. The disadvantage of this method is that the unit will produce an exact copy of the device with all of the eccentricities of the original item.  The second method is to program into the on board database the exact specification of the product to be produced. This requires both a Computer Use and a Craft check for each item programmed into the database.  The construction DC is the item construction DC in question +10 (for Posleen) - or +14 (for humans) - when inputting Posleen equipment designs. The DC to enter a human piece of equipment into the database is the construction DC of the item in question +12 (for Posleen and humans) to enter a human piece of equipment into the database. The unit will the use the lowest of the two checks to verify that the item in question has been entered into the database correctly. If either check failed, the information was entered incorrectly and the design is flawed in some way. If the data is not corrected by starting over from scratch, every item built by the unit to the specifications entered will be flawed in some way (depending on how badly the check or checks were missed by and the GM’s discretion). It will take a minimum of one hour per point of the DC to enter the information into the database.
	The unit does not have to construct an item whole. It can construct individual components that can be connected together to form a large device. In fact this is how some of the larger nanofacs are constructed.

Huge NanoFac: This nanofac is roughly 12 meters wide by 12 meters high by 12 meters long. The unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Large size. The unit has an onboard database that can store up to 20 pieces of equipment in its construction. The unit can store enough material powder to construct 14 pieces of equipment.

Gargantuan NanoFac: This nanofac is roughly 24 meters wide by 24 meters high by 24 meters long. The unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Huge size. The unit has an onboard database that can store up to 25 pieces of equipment in its construction. The unit can store enough material powder to construct 12 pieces of equipment of Huge size.

Colossal NanoFac: This nanofac is roughly 48 meters wide by 48 meters high by 48 meters long. The unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Gargantuan size. The unit has an onboard database that can store up to 30 pieces of equipment in its construction. The unit can store enough material powder to construct 10 pieces of equipment of Gargantuan size.

Colossal II NanoFac: This nanofac is roughly 96 meters wide by 96 meters high by 96 meters long. The unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal size. The unit has an onboard database that can store up to 35 pieces of equipment in its construction. The unit can store enough material powder to construct 8 pieces of equipment of Colossal size.

Colossal III NanoFac: This nanofac is roughly 192 meters wide by 192 meters high by 192 meters long. The unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal II size. The unit has an onboard database that can store up to 40 pieces of equipment in its construction. The unit can store enough material powder to construct 6 pieces of equipment of Colossal II size.

Colossal IV NanoFac: This nanofac is roughly 384 meters wide by 384 meters high by 384 meters long. The unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal III size. The unit has an onboard database that can store up to 45 pieces of equipment in its construction. The unit can store enough material powder to construct 4 pieces of equipment of Colossal III size.

Colossal V NanoFac: This nanofac is roughly 768 meters wide by 768 meters high by 768 meters long. The unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal IV size. The unit has an onboard database that can store up to 50 pieces of equipment in its construction. The unit can store enough material powder to construct 2 pieces of equipment of Colossal IV size.
Colossal VI NanoFac: This nanofac is roughly 1536 meters wide by 1536 meters high by 1536 meters long. The unit is capable of constructing, repairing, or modifying an item or vehicle that is no larger than Colossal V size. The unit has an onboard database that can store up to 55 pieces of equipment in its construction. The unit can store enough material powder to construct 1 piece of equipment of Colossal V size.

Posleen Power Crystals
	Posleen Power Crystals are manufactured from an artificial, extremely dynamic, piezoelectric large crystalline structure that can store large quantities of free electrons in its structure. But due to the crystals’ dynamic structure they tend to be extremely unstable if damaged, doing 1d10 points of damage per power charge currently being stored in the power crystal to anyone with in the blast radius of the power crystal when it is damaged. So a crystal with 10 charges would do 1d10 points of damage to anyone within the blast radius of the crystal if it destabilizes, and a crystal with 150 charges would do 15d10 points of damage to anyone with the blast radius of the crystal if it destabilizes. The Blast radius for a power crystal explosion is a minimum of 1 meter per point of damage caused by the blast.

Micro Power Crystal: This power crystal is about 1 cm in diameter and ¼ cm thick, and stores 1 power charge or 500 kWh of power. 

Mini Power Crystal: This power crystal is about 1 cm in diameter and 5 cm long, and stores 20 power charges or 10 mWh of power.

Standard Power Crystal: This power crystal is 2 cm in diameter and 5 cm long, and stores 100 power charges or 50 mWh of power.

Heavy Duty Power Crystal: This power crystal is 4 cm in diameter and 10 cm long and stores 400 power charges or 200 mWh of power.

Weapon Accessories

Modular Targeting Unit: This unit is a snap on module designed to control weapons on a Tenar weapons mount. The Modular targeting unit provides a +4 equipment bonus to attack rolls when it is used with a Tenar mounted weapon system. When mounted on a weapon that is being used as a personal firearm the bonus is reduced to +1 due to the difficult of targeting when using this method. The system also provides a +4 equipment bonus to Sensor skill checks when used in either mode or as a stand-alone unit.

Posleen Vehicles

Tenar
Generator: Posleen Heavy Duty Power Crystal. 
Unloaded Weight: 1.5 metric tons.
Size Class: Large.
Top Speed (surface): 14.
Top Speed (Low Altitude Flight): 14. Note the vehicle has an open cockpit so its maximum speed is actually 2.
Top Speed (High Altitude Flight): 14. Note the vehicle has an open cockpit so its maximum speed is actually 1.
Acceleration: 6.
Deceleration: 8.
Handling: +8.
Fuel: 1,300.
Sensor: +10
Stealth: 5
AC: 9
Pilot AC: 14 (open cockpit).
DR: 20*
Hit Points: 70.
Power Crystal AC: 16
Power Crystal DR: 25*
Power Crystal Hit Points: 7**
*Note: The Vehicle's armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally do.**Note: This power crystal is 4 cm in diameter and 10 cm long and stores 400 power charges or 200 mWh of power.
Due to the crystals’ dynamic structure they tend to be extremely unstable if damaged, doing 1d10 points of damage per power charge currently being stored in the power crystal to anyone with in 8 meters of the power crystal when it is damaged. So a crystal with 10 charges would do 1d10 points of damage to anyone within 8 meters of the crystal if it destabilizes (Ref Save: DC 15, for half). 
Stations: Pilot/Driver.
Cargo: 4,000 lb. 
Equipment: The Tenar is equipped with the following features: Posleen Anti-Missile system. Posleen inertial compensator system. Posleen Passive Broad spectrum sensor suite (note: this system does not recognize most Earth tech vehicles as threats, but it does recognize ALL GalTech and Posleen tech vehicles as threats, until they fire at a Posleen target). Posleen Active Broad-spectrum sensor suite (note: this system does not recognize most Earth tech vehicles as threats, until they fire at a Posleen target, but the system does recognize ALL GalTech and Posleen tech vehicles as threats). A Posleen Targeting system.
Cost: 505,900 Fed Cr.
Weapon: Weapon Mount
Weapon: One of the following: 3mm Posleen Rail Gun, Light Plasma Gun, Heavy Laser or a HVM Launcher.
Fire Arc: Front.
Attack Bonus: +4 (+4 targeting computer).
Ammunition: 3 additional reloads for the weapon mounted.

Weapon Options: 
1)	3mm Rail Gun
	The 3mm Railgun is the third most common weapon found on Posleen normals and it does more damage on average than a heavy machinegun while being able to be fired by an unenhanced being on the move. This weapon has the potential to damage any vehicle manufactured on Earth except possibly for the last of the World War 2 battleships belonging to the U.S. Ground Forces Naval Assets. Both the Posleen 1mm and 3mm Railguns represent the most advance development of ballistic weapons technology that can be used by unenhanced troops. This weapon tends to utterly shred targets within its effective range. The empty magazine for this weapon weighs 1.5 kg and costs 1 Federation Credit. A loaded magazine weighs 6 kg, and cost 250 Federation Credits. The weapon has a receptacle that accepts a standard power crystal to power the Railgun.
	Damage: 6D10.
	Range Increment: 80 meters.
	Critical Hit Threat Range: 20/X3.
	High Damage Multiplier (HDM): 2.
	Power Crystal: Standard Power Crystal.
	Charges per Shot: 2.
	Ammunition Magazine Size: 250.
	Rate of Fire: S/B/F.
	Recoil: 4.

·	Light Plasma Gun
This weapon consists of a power pack (that can hold up to six heavy duty power crystals) carried in a semi portable armored transport pack, the weapon itself, and a flexible power cable. The power pack powers a laser ignition system in the weapon itself, which heats a hydrogen fuel pellet to a plasma state. The plasma is contained in the ignition chamber briefly and then released through a magnetically focused field along the weapon’s barrel. The plasma discharge begins to dissipate rapidly upon leaving the barrel of the weapon. A loaded fuel pellet magazine for this weapon weights 10 kg and costs roughly 300 Federation Credits for the Posleen to manufacture.
	Damage: 6D12 (first range increment), 4D12 (second range increment), or 2D12 (third range increment to the 10th range increment), 1D12 (11th range increment to the 20th range increment), 1D6(21st range increment to the 30th range increment), or 1D3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
	Range Increment: 120 meters.
	Critical Hit Threat Range: 18-20/X2
	Power Crystal: 6 Standard Power Crystal.
	Charges per Shot: 3.
	Ammunition Magazine Size: 30.
	Rate of Fire: S
	Recoil: N/A
	Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 
	When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.

2)	Heavy Laser
	This class of laser weapon is the only known, humanoid portable laser weapon used by the Posleen. It is only marginally more effective than the 3mm Railgun, due to its increased range. But this is offset by the weapons reduced rate of fire and its weight. The weapon has a receptacle that accepts a heavy-duty power crystal to power the heavy laser.
	Damage: 6D10
	Range Increment: 200 meters
	Critical Hit Threat Range: 19-20/X2.
	High Damage Multiplier (HDM): 2.
	Power Crystal: Heavy Duty Power Crystal.
	Charges per Shot: 4.
	Rate of Fire: S
	Recoil: N/A

3)	HVM Launcher
	This rocket launcher is a semiautomatic hypervelocity missile launcher. The missiles reach Mach 26 before they even exit the launcher itself. The missiles use an advanced gravitational drive unit to attain the speeds that make this weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the heat generated by its passage through the air and it also reduces the shock wave generated by the passage of the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point to the impact site. An empty three shot missile magazine costs 15 Federation Credits. The Kinetic Energy missiles fired by the launcher weigh 3 kg each and cost roughly 250 Federation Credits equivalent for the Posleen to manufacture.
	Damage: 10D10
	Range Increment: 160 meters
	Critical Hit Threat Range: 18-20/X2.
	High Damage Multiplier (HDM): 2.
	Ammunition Magazine Size: 3
	Rate of Fire: S
	Recoil: N/A

Tenaral
Generator: 6 Posleen Heavy Duty Power Crystals. 
Unloaded Weight: 5 metric tons.
Size Class: Large.
Top Speed (Surface): 20.
Top Speed (Low Altitude Flight): 20
Top Speed (High Altitude Flight): 20. 
Acceleration: 6.
Deceleration: 8.
Handling: +8.
Fuel: 2,300 km, not counting Plasma Gun usage.
Sensor: +10
Stealth: 5
AC: 9 
DR: 50*
Hit Points: 140.
 Turret AC: 14
Turret DR: 50*
Turret Hit Points: 70.
Power Crystal AC: 16
Power Crystal DR: 64*
Power Crystal Hit Points: 7**
	*Note: The Vehicle's armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally do.**Note This power module incorporates 6 heavy-duty power crystal that are 4 cm in diameter and 10 cm long and stores 400 power charges or 200 mWh of power, each, for a total power storage of 2,400 charges or 1,200 mWh of power.
	Due to the crystals’ dynamic structure they tend to be extremely unstable if damage, doing 1d10 points of damage per power charge currently being stored in the power crystal to anyone with in 8 meters of the power crystal when it is damaged. So a crystal with 10 charges would do 1d10 points of damage to anyone within 8 meters of the crystal if it destabilizes (Ref Save: DC 15, for half).
Stations: Pilot/Driver.
Cargo: 4,000 lb. 
Equipment: The Tenaral is equipped with the following features: Posleen Anti-Missile system. Posleen inertial compensator system. Posleen Passive Broad spectrum sensor suite (note: this system does not recognize most Earth tech vehicles as threats, but it does recognize ALL GalTech and Posleen tech vehicles as threats, until they fire at a Posleen target). Posleen Active Broad-spectrum sensor suite (note: this system does not recognize most Earth tech vehicles as threats, until they fire at a Posleen target, but the system does recognize ALL GalTech and Posleen tech vehicles as threats). Posleen Targeting system.Cost: 5,960,400 Fed Cr.

Weapon
Heavy Plasma Gun
	This weapon consists of a power pack (that can hold up to six heavy duty power crystals) mounted in a hardened semi portable armored transport pack, the weapon itself, and a flexible power cable. The power pack powers a laser ignition system in the weapon itself, which heats a hydrogen fuel pellet to a plasma state. The plasma is contained in the ignition chamber briefly and then released through a magnetically focused field along the weapon’s barrel. The plasma discharge begins to dissipate rapidly upon leaving the barrel of the weapon. A loaded fuel pellet magazine for this weapon weighs 10 kg and costs roughly 300 Federation Credits for the Posleen to manufacture.
	Fire Arc: Turret.
	Attack Bonus: +4.
	Ammunition: 3 additional heavy-duty Posleen power crystal reloads for the weapon.
	Damage: 6D12 (first range increment), 4D12 (second range increment), or 2D12 (third range increment to the 10th range increment), 1D12 (11th range increment to the 20th range increment), 1D6(21st range increment to the 30th range increment), or 1D3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.Range Increment: 160 meters.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 2. 
	Ammunition Magazine Size: 400, off of the 6 ready heavy duty Posleen power crystals, and it can also run off of the vehicle power supply.
	Power Requirement: 6 charges or 3 mWh of power per shot.
	Rate of Fire: S/B.
	Recoil: N/A.

Lamprey (Oolt' Po'osol)
Total Height: 100 meters to the top of the Oolt’ Po’osol.
Total Vehicle Width (five sides): 225 meters. 
Unloaded Weight: 45,000 metric tons.
Size Class: (Colossal IV).
Low Altitude Flight Speed: 6. 
High Altitude Flight Speed: 6. 
Space Acceleration: 6.
Atmospheric Acceleration: 6.
Atmospheric Deceleration: 6.
Handling: +2.
Fuel: 100 days.
Sensor: +10.
Stealth: 1.
AC: 4.
DR: 960.
Hit Points: 1,800 
Stations: 1 God King station and room for up to an additional 600 Posleens.
Cargo: 18,000 metric tons. 
Equipment: The Lamprey (Oolt' Po'osol) is equipped with the following features: Posleen inertial compensator system. 
	Posleen Passive Broad spectrum sensor suite (note: this system does not recognize most earth tech vehicles as threats, until they fire at a Posleen target, but it does recognize ALL GalTech and Posleen tech vehicles as threats). 
	Posleen Active Broad spectrum sensor suite (note: this system does not recognize most earth tech vehicles as threats, until they fire at a Posleen target, but it does recognize ALL GalTech and Posleen tech vehicles as threats) 
	A Posleen Targeting system.
	The C-Deck has one Colossal II and 4 Gargantuan Nanofacs located through out the cargo decks. 
	Onboard AI pilot Abilities: Str --, Dex 18, Con --, Int 12, Wis 10, Cha 8. Initiative: +8. Attack: +9. Skills: Communications +7, Cryptography + 7, Gunnery +7, Knowledge (Astronomy) +7, Knowledge (Mathematics) +7, Knowledge (Physics) +7, Orienteering +7, Navigation (System) +7, Navigation (Hyperspace) +7, Pilot (Spacecraft) +8, Search +7, Sensors +7, Spot +8, and Use Device +7. Feats: Alertness, Combat Ace, Improved Initiative, Spacecraft Piloting, Skill Focus (Pilot), and Weapons Proficiency, Exotic (Spacecraft).  Note: The AI Pilot cannot take independent actions. Its crew must approve every action the AI pilot makes before it can take any action. The AI pilot cannot override this positive control system. The crew actually has to activate hardware overrides to allow the AI pilot to perform any action. 
	Anti-missile Targeting System: The system halves the speed penalties on attack rolls against missiles and small craft. 
7)	Docking Collar.
Cost: 18,270,000 Fed Cr.
Weapons
1) Oolt'Po'osol Heavy Plasma Gun Quad Battery
	This Quad Heavy Plasma Gun battery is the primary anti-spacecraft weapon system mounted on the Lamprey (Oolt’Po’osol) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback is its slow rate of fire. It even performs an effective secondary anti-missile function.
	Fire Arc: Top.
	Attack Bonus: +4.
	Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.Note: 
	1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
	Atmospheric Range Increment: 80 kilometers.
	Deep Space Range Increment: 8 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 5. 
	Rate of Fire: S.

2) Oolt’Po’osol Heavy Laser Quad Batteries (5)
	This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at its secondary task of being an additional anti-ship energy weapon system. 
	Fire Arc: Top.
	Attack Bonus: +4.
	Damage: 6D10x4.
	Atmospheric Range Increment: 100 kilometers.
	Deep Space Range Increment: 10 spaces.
	Critical Hit Threat Range: 19-20/X2.
	High Damage Multiplier (HDM): 3.
	Rate of Fire: S/B.

3) Oolt’Po’osol Quad Heavy HVM Launchers(2)
	This facing of the Lamprey mounts dual Quad Heavy HVM launchers. These semiautomatic heavy hypervelocity missile launchers are far heavier both in the size of the missile fired and the damage done by the missile itself. They are intended as a strike system to use against grounded spacecraft. The missiles reach Mach 26 before they even exit the launcher itself. The missiles use an advanced gravitational drive unit to attain the speeds that make this weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the heat generated by its passage through the air and it also reduces the shock wave generated by the passage of the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point to the impact site. The Kinetic Energy missiles fired by the launcher weigh 3,000 kg each and cost roughly 250,000 Federation Credits equivalent for the Posleen to manufacture.
	Fire Arc: Left Front.
	Attack Bonus: +4.
	Damage: 10D10x4.
	Atmospheric Range Increment: 100 kilometers.
	Deep Space Range Increment: 1.
	Critical Hit Threat Range: 18-20/X2.High Damage.
	Multiplier (HDM): 4.
	Ammunition Magazine Size: 300 missiles for each launcher.
	Rate of Fire: S.

4) Oolt’Po’osol Quad HVM Launchers(2)
	This facing of the Lamprey mounts dual Quad Heavy HVM launchers. These semiautomatic heavy hypervelocity missile launchers are far heavier both in the size of the missile fired and the damage done by the missile itself. They are intended as a strike system to use against grounded spacecraft. The missiles reach Mach 26 before they even exit the launcher itself. The missiles use an advanced gravitational drive unit to attain the speeds that make this weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the heat generated by its passage through the air and it also reduces the shock wave generated by the passage of the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point to the impact site. The Kinetic Energy missiles fired by the launcher weigh 3,000 kg each and cost roughly 250,000 Federation Credits equivalent for the Posleen to manufacture.
	Fire Arc: Right Front.
	Attack Bonus: +4.
	Damage: 10D10x4.
	Atmospheric Range Increment: 100 kilometers.
	Deep Space Range Increment: 1.
	Critical Hit Threat Range: 18-20/X2.High Damage.
	Multiplier (HDM): 4.
	Ammunition Magazine Size: 300 missiles for each launcher.
	Rate of Fire: S.

5) Oolt' Po'osol Plasma Gun Quad Batteries(2)
	The dual set of quad Plasma guns mount on both rear flanking sides of the Lamprey (Oolt’Po’osol), and are the Lamprey’s (Oolt’Po’osol) secondary armament and primary ground support weapon systems. They will destroy all known Earth ground vehicles with one shot and make short work of even an ACS unit.
	Fire Arc: Left Rear.
	Attack Bonus: +4.
	Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
	Atmospheric
	Range Increment: 1,600 meters.
	Deep Space Range Increment: 4 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 4. 
	Rate of Fire: S/B.

6) Oolt' Po'osol Plasma Gun Quad Batteries(2)
	The dual set of quad Plasma guns mount on both rear flanking sides of the Lamprey (Oolt’Po’osol), and are the Lamprey’s (Oolt’Po’osol) secondary armament and primary ground support weapon systems. They will destroy all known Earth ground vehicles with one shot and make short work of even an ACS unit.
	Fire Arc: Right Rear.
	Attack Bonus: +4.
	Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
	Atmospheric Range Increment: 1,600 meters.
	Deep Space Range Increment: 4 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 4. 
	Rate of Fire: S/B.

6) Heavy Automatic Quad Laser Batteries (4)
	Two dual Quad Heavy Laser batteries are mounted on either side of the primary landing bay ramp on the Lamprey (Oolt’Po’osol). They are only intended to repel boarders while the craft is on the ground and to clear the immediate area of the ramp before the Assault troops disembark. 
	Attack Bonus: +4.
	Damage: 6D10x4.
	Surface Range Increment: 200 meters.
	Critical Hit Threat Range: 19-20/X2.
	High Damage Multiplier (HDM): 2.
	Rate of Fire: S/B.

C-Deck (Oolt’pos)
Total Height: 300 meters to the top of the Oolt’pos.
Total Vehicle Width (Corner to Corner): 300 meters.
Total Vehicle Width (Edge to Edge): 378 meters. 
Unloaded Weight: 45,000 metric tons.
Size Class: (Colossal IV).
Low Altitude Flight Speed: 6. 
High Altitude Flight Speed: 6. 
Space Acceleration: 6.
Atmospheric Acceleration: 6.
Atmospheric Deceleration: 6.
Handling: +0.
Fuel: 400 days.
Sensor: +10.
Stealth: 1.
AC: 2.
DR: 1,300.
Hit Points: 2,400.
Stations: 6 God King crewstation, but it can operate with as few as 3 God Kings manning the controls. It also has room for up to an additional 2,000 Posleen.
Cargo: 200,000 metric tons.
Equipment: The C-Deck (Oolt’pos ) is equipped with the following features:  Posleen inertial compensator system. 
	Posleen Passive Broad spectrum sensor suite (note: this system does not recognize most earth tech vehicles as threats, until they fire at a Posleen target, but it does recognize ALL GalTech and Posleen tech vehicles as threats). 
	Posleen Active Broad spectrum sensor suite (note: this system does not recognize most earth tech vehicles as threats, until they fire at a Posleen target, but it does recognize ALL GalTech and Posleen tech vehicles as threats). 
	A Posleen Targeting system.
	The C-Deck has one Colossal II and 4 Gargantuan Nanofacs located throughout the cargo decks. 
	On board AI pilot Abilities: Str --, Dex 18, Con --, Int 12, Wis 10, Cha 8. Initiative: +8. Attack: +9. Skills: Communications +7, Cryptography + 7, Gunnery +7, Knowledge (Astronomy) +7, Knowledge (Mathematics) +7, Knowledge (Physics) +7, Orienteering +7, Navigation (System) +7, Navigation (Hyperspace) +7, Pilot (Spacecraft) +8, Search +7, Sensors +7, Spot +8, and Use Device +7. Feats: Alertness, Combat Ace, Improved Initiative, Spacecraft Piloting, Skill Focus (Pilot), and Weapons Proficiency, Exotic (Spacecraft). Note: The AI Pilot cannot take independent actions. Its crew must approve every action the AI pilot makes before it can take any action. The AI pilot cannot override this positive control system. The crew actually has to activate hardware overrides to allow the AI pilot to perform any action.
	Anti-missile Targeting System: The system halves the speed penalties on attack rolls against missiles and small craft. 
	12 Docking stations.
Cost: 535,000,000 Fed Cr.

1)  Oolt’pos Quad Grav Missile Launchers (2)
	These two dual Quad Grav Missile Launchers are the primary anti-spacecraft and space to surface weapon system of the Posleen C-Decks (Oolt’pos ). The missiles are designed to attain acceleration rates of around 200 gravities or 333 kilometers per second. This would make them highly effective weapons even without their anti-matter warheads. The primary limitation of the system is the missile’s susceptibility to interception.
	Fire Arc: Top.
	Automated Attack bonus: +14*
	Damage:
	Critical Threat Range:
	High Damage Modifier: 
	Missile HP: 100.
	AC: 16.
	DR: 100.
	Missile High Altitude Speed: 40.
	Missile Low Altitude Speed: 40.
	Missile High Altitude Acceleration: 40.
	Missile Low Altitude Acceleration: 40.
	Missile Space Acceleration: 20.
	Missile High Altitude Deceleration: 40.
	Missile Low Altitude Deceleration: 40.
	Missile Space Deceleration: 20.
	Missile Handling: +6**.
	Missile Sensors: +10**.
	Stealth: 2**.
	Fuel: 200 rounds.
	Ammunition Magazine Size: 300 missiles for each launcher.
	Rate of Fire: S.
* Use the Missile’s Automated Attack Bonus instead of the gunner’s attack modifier to determine whether the missile strikes its target. The missiles can also be operated remotely, with all of the normal modifiers. But that requires one gunner per remotely controlled missile.
**Assume that the auto-pilot has a skill rank of 10 in Pilot, Sensors, Communications, Hide and Navigation skills, for any required skill rolls. 

2) Oolt'pos Dual Heavy Plasma Gun Quad Battery(2)
	These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback is its slow rate of fire. It even performs an effective secondary anti-missile function.
	Fire Arc: Upper Right Front.
	Attack Bonus: +4.
	Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR. 
	Atmospheric Range Increment: 80 kilometers.
	Deep Space Range Increment: 8 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 5. 
	Rate of Fire: S.

3) Oolt'pos Dual Heavy Plasma Gun Quad Batteries(2) 
	These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback is its slow rate of fire. It even performs an effective secondary anti-missile function.Fire Arc: Upper Left Front.	Attack Bonus: +4.
	Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
	Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
	Atmospheric
	Range Increment: 80 kilometers.
	Deep Space Range Increment: 8 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 5. 
	Rate of Fire: S.

4) Oolt’pos Dual Heavy Laser Quad Batteries(2)
	This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at its secondary task of being an additional anti-ship energy weapon system. The C-Deck (Oolt’pos) mounts them in groups of two dual quad batteries on the sides that mount this weapon system.
	Fire Arc: Upper Right Rear.
	Attack Bonus: +4.Damage: 6D10x4.
	Atmospheric Range Increment: 100 kilometers.
	Deep Space Range Increment: 10 spaces.
	Critical Hit Threat Range: 19-20/X2.
	High Damage Multiplier (HDM): 3.
	Rate of Fire: S/B.

5) Oolt’pos Dual Heavy Laser Quad Batteries(2)
	This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at its secondary task of being an additional anti-ship energy weapon system. The C-Deck (Oolt’pos) mounts them in groups of two dual quad batteries on the sides that mount this weapon system.
	Fire Arc: Upper Right Rear.
	Attack Bonus: +4.
	Damage: 6D10x4.
	Atmospheric
	Range Increment: 100 kilometers.
	Deep Space Range Increment: 10 spaces.
	Critical Hit Threat Range: 19-20/X2.
	High Damage Multiplier (HDM): 3.
	Rate of Fire: S/B.

6) Oolt'pos Dual Heavy Plasma Gun Quad Batteries(2)
	These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback is its slow rate of fire. It even performs an effective secondary anti-missile function.
	Fire Arc: Upper Rear.	Attack Bonus: +4.
	Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
	Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
	Atmospheric
	Range Increment: 80 kilometers.
	Deep Space Range Increment: 8 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 5. 
	Rate of Fire: S.

7) Oolt'pos  Dual Heavy Plasma Gun Quad Battery(2)
	These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback is its slow rate of fire. It even performs an effective secondary anti-missile function.Fire Arc: Lower Right Front.	Attack Bonus: +4.
	Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
	Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition, reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
	Atmospheric
	Range Increment: 80 kilometers.
	Deep Space Range Increment: 8 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 5. 
	Rate of Fire: S.

8) Oolt'pos Dual Heavy Plasma Gun Quad Batteries(2)
	These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback is its slow rate of fire. It even performs an effective secondary anti-missile function.Fire Arc: Lower Left Front.	Attack Bonus: +4.Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
	Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
	Atmospheric Range Increment: 80 kilometers.
	Deep Space Range Increment: 8 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 5. 
	Rate of Fire: S.

9) Oolt’pos Dual Heavy Laser Quad Batteries(2)
	This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at its secondary task of being an additional anti-ship energy weapon system. The C-Deck (Oolt’pos) mounts them in groups of two dual quad batteries on the sides that mount this weapon system.
	Fire Arc: Lower Right Rear.
	Attack Bonus: +4.Damage: 6D10x4.
	Atmospheric Range Increment: 100 kilometers.
	Deep Space Range Increment: 10 spaces.
	Critical Hit Threat Range: 19-20/X2.
	High Damage Multiplier (HDM): 3.
	Rate of Fire: S/B.

10) Oolt’pos Dual Heavy Laser Quad Batteries(2)	This class of laser weapon is primarily used by the Posleen as a defensive laser to burn down incoming missiles before they reach the defending Posleen ship. It is relatively effective at its primary task and marginally effective at its secondary task of being an additional anti-ship energy weapon system. The C-Deck (Oolt’pos) mounts them in groups of two dual quad batteries on the sides that mount this weapon system.
	Fire Arc: Upper Right Rear.
	Attack Bonus: +4.
	Damage: 6D10x4.
	Atmospheric
	Range Increment: 100 kilometers.
	Deep Space Range Increment: 10 spaces.
	Critical Hit Threat Range: 19-20/X2.
	High Damage Multiplier (HDM): 3.
	Rate of Fire: S/B.

11) Oolt'pos Dual Heavy Plasma Gun Quad Batteries(2)
	These dual Quad Heavy Plasma Gun batteries are the secondary class of anti-spacecraft weapon system mounted on the C-Deck (Oolt’pos) class transport. It will reduce most spacecraft to slag in short order. Its primary drawback is its slow rate of fire. It even performs an effective secondary anti-missile function.
	Fire Arc: Lower Rear.	Attack Bonus: +4.
	Damage: 6D12X4 (first range increment), 4D12X4 (second range increment), or 2D12X4 (third range increment to the 10th range increment), 1D12X4 (11th range increment to the 20th range increment), 1D6X4 (21st range increment to the 30th range increment), or 1D3X4  (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer ranges. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
	Note: 1) This weapon ignores DR from all personal body armor that is NOT environmentally sealed and does not incorporate advanced anti-plasma technology in its design. 2) When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 6 per successful attack that penetrates the vehicle’s DR.
	Atmospheric
	Range Increment: 80 kilometers.
	Deep Space Range Increment: 8 spaces.
	Critical Hit Threat Range: 18-20/X2
	High Damage Multiplier (HDM): 5. 
	Rate of Fire: S.

12) Heavy Automatic Quad Laser Batteries (4)
	Two dual Quad Heavy Laser batteries are mounted on either side of the five primary landing bay ramps on the C-Deck’s (Oolt’pos). They are only intended to repel boarders while the craft is on the ground and to clear the immediate area of the ramp before the Assault troops disembark.
	Attack Bonus: +4.
	Damage: 6D10x4.
	Surface Range Increment: 200 meters.
	Critical Hit Threat Range: 19-20/X2.
	High Damage Multiplier (HDM): 2.
	Rate of Fire: S/B.

Copyright Notice.The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright ©2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

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Chapter 10: GalTech Equipment
All equipment in this chapter is Product Identity, and may not be copied, redistributed, or used to create derivative works.

EQUIPMENT BASICS

Restricted Objects
	Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few, if any additional legal requirements. The Bureaucracy DC to purchase this item is 11.
Restricted: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.

Table 10.1: Restricted Objects
Earth License
Restriction	License or Fee	Black Market	Time
Rating	Purchase	Purchase DC 1	Required
Licensed	$120	x1.5	1 day
Restricted	$500	x2	2 days
Military	$2,000	x3	3 days
Illegal	$9,000	x4	4 days

Table 10.2: Galactic Restricted Objects 
Restriction	License or Fee	Black Market	Time
Rating	Purchase	Purchase DC 1	Required
Licensed	f200 	x1.5	1 day
Restricted	f1,000 	x2	2 days
Military	f5,000 	x3	3 days
Illegal	f25,000 	x4	4 days

1 Multiply the object’s purchase price if the character tries to buy it on the black market without first obtaining a license; see The Black Market, below.
f= Federation Credit

U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
	Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other earth currency.

Purchasing a License
	To purchase a license or pay necessary fees, the character needs to pay the required fee and make the appropriate Bureaucracy skill check (This represent going through all of the appropriate steps required to get the license and show proper need for the item in question if needed). With a success, the license is issued to the character after the number of days indicated. 
	To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license purchase DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)
	As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license.

The Black Market
	Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, 20, 25, or higher in small towns and rural areas. The difficulty can go up from there for Posleen or Galtech items.
Objects purchased on the black market are more expensive than those purchased legally, and may not function correctly.  Let the buyer beware.  
 	Obtaining an object on the black market takes a number of days according to the Time required column on Table 10.1: Restricted Objects and Table 10.2: Galtech.  The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase cost multiplier by an additional +1.

Requisitioning Equipment
	When a hero working for a Military or Government Agency needs more equipment than he or she has on hand, the hero may try to requisition it. The Logistics Section or Agency evaluates whether the character really needs the object, how soon the agency can supply it, and whether the agency can reasonably expect to get it back when the hero is done with it.
	The result is determined by a level check (1d20 + character level) against a DC equal to the equipment’s requisition DC. Add the character’s Charisma bonus to the check. Table: Requisition Modifiers lists modifiers that may affect the check.

Table 10.3 Requisitioning Equipment
	Requisition		Requisition
Item Cost 	DC	Item Cost	DC
f0.60 ($120)	10	f 250 ($50,000)	31
f0.75 ($150)	11	f 325 ($65,000)	32
f1 ($200)	12	f 450 ($90,000)	33
f1.38 ($275)	13	f 600 ($120,000)	34
f1.75 ($350)	14	f 750 ($150,000)	35
f2.50 ($500)	15	f 1,000 ($200,000)	36
f3.25 ($650)	16	f 1,375 ($275,000)	37
f4.50 ($900)	17	f 1,750 ($350,000)	38
f6 ($1,200)	18	f 2,500 ($500,000)	39
f7.50 ($1,500)	19	f 3,250 ($650,000)	40
f10 ($2,000)	20	f 4,500 ($900,000)	41
f13.75 ($2,750)	21	f 6,000 ($1,200,000)	42
f 17.50 ($3,500)	22	f 7,500 ($1,500,000)	43
f 25 ($5,000)	23	f 10,000 ($2,000,000)	44
f32.50 ($6,500)	24	f 13,750 ($2,750,000)	45
f 45 ($9,000)	25	f 17,500 ($3,500,000)	46
f 60 ($12,000)	26	f 25,000 ($5,000,000)	47
Table 10.3 Requisitioning Equipment (Continued)
	Requisition		Requisition
Item Cost 	DC	Item Cost	DC
f 75 ($15,000)	27	f 32,500 ($6,500,000)	48
f 100 ($20,000)	28	f 45,000 ($9,000,000)	49
f 137.50 ($27,500)	29	f 60,000 ($12,000,000)	50
f 175 ($35,000)	30	f 100,000 (($20,000,000)	51

f= Federation Credit
	The result of the check determines whether and how quickly the Department or Agency can provide the character with the requested equipment. With a success, the object is issued to the hero. Generally, it takes 24 hours to obtain an object through requisition, but if the object is especially common, or if the hero beats the check DC by 5 or more, it is available in 1d4 hours.
	Requisitioned objects are loaned, not given, to the character. Obviously, expendable objects like ammunition don’t have to be returned if used.

Table 10.4: Requisition Modifiers
Situation	Modifier
Object is necessary for assignment	+6
Object has obvious application for assignment	+4
Object has peripheral application for assignment	+2
Object has no obvious application for assignment	-2
Object is rare	-2
Object restriction
Licensed	-2
Restricted	-4
Military	-6
Illegal	-8
Character is skilled or proficient in use of object	+2
Character returned all gear undamaged on previous mission	+2

Mastercraft Objects
	Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that improves when the object is used.
	A mastercraft object that provides a +1 bonus can usually be purchased on the open market as a custom version of a common object. The increased cost of such an object multiplies the purchase price by 2.
	A rare few objects are of mastercraft quality even without customization-the off-the-shelf version of the object is of such high quality that it is always provides a bonus of +1. In these cases, the purchase DC is not increased (such objects are already priced higher than similar objects of lower quality).
	Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2 object could be found for purchase, its cost would be an additional time 3 multiple to the normal purchase price. The cost of a mastercraft +3 object would add an additional multiple of time 5 to the normal purchase price.

Concealed Weapons and Objects
	It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing.
	Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

Sleight of Hand Checks
	To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10.

Size and Concealment
	The object’s size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.

Table 10.5: Concealing Weapons and Objects
Condition	Sleight of Hand Modifier
Size of weapon or object
Fine	+12
Diminutive	+8
Tiny	+4
Small	+0
Medium-size	-4
Large	-8
Huge or bigger can’t conceal	-12
Clothing is tight or small	-4
Clothing is especially loose or bulky	+2
Clothing is specifically modified for concealing object	+2
Weapon is carried in concealed carry holster	+4
Weapon can be drawn normally	-2
Weapon can be drawn as free action 	-4
	with Quick Draw feat

Spotting Concealed Objects
	Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when concealing an object, the DC of the Spot check to notice the object is the same as the target’s check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula:
	Spot DC = Target’s Sleight of Hand skill modifier (including modifiers from Table: Concealing Weapons and Objects) + 10
	An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet between him or herself and the target, and a -5 penalty if distracted.
	Patting someone down for a hidden weapon requires a similar check. However, the skill employed in Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).

Spotting Concealable Armor
	Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30).

Living in Luxury
	The purchase price given are for average-quality items. It’s possible to purchase similar items with luxury features, generally by increasing the purchase price by 1.5. Although such items are more expensive, they offer no additional features or game benefits.
U.S. Dollars to Federation Credits Conversion Rate: 1 Fed Cr. = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other earth currency.

GalTech Equipment
All material listed bellow is Proprietary Material and is subject to all copyright restriction.

Table 10.6: Exotic GalTech Weapons-Melee
Simple Weapons (requires the Simple Weapons Proficiency feat)
	Base Attack
Weapons	Cost	Bonus	Damage	Critical	HDM	Weight	Type	Rest.
Molecular Blade	f 100 	+1	1d4	15-20/x3	x3	0.25 kg.	Slashing	Res (+2)

Table 10.6: Exotic GalTech Weapons-Ranged
(each requires a specific Weapon Proficiency, Exotic GalTech Firearms feat)
	Range	Charges
Weapons	Cost	Damg	Critical	HDM	Incre.	Mag.	Per Shot 	Size	Recoil	RoF	Weight	Type	Rest.
1mm Flechette	f 500	1d4	19-20/x2	N/A	15 m.	180	0.2	Tiny	0/0/0	S	0.23 kg.	Ballistic	Lic (+1)
	Pistol
M-100 3mm	f 4,000	3d12	20/x3	x3	80 m.	1,000	(Spec.2)	Med.	0/1/2	S/B/A	1.25 kg.	Ballistic	Mil (+3)
	ACS Gravpistol
M-200 3mm	f 10,000 	6d12	20/x3	x3	200 m.	4,000	(Spec.2)	Large	2/3/4	S/B/A	15 kg.	Ballistic	Mil (+3)
	ACS GravRifle
M-209 3mm	f 10,000	6d12	20/x4	x3	300 m.	4,000	(Spec.2)	Large	2/0/0	S	20 kg.	Ballistic	Mil (+3)
	Gravrifle (Sniper)
M-300 3mm	f 15,000	6d12	20/x4	x3	300m.	(Spec.2)	(Spec.2)	Large	2/3/4	S/B/A	23 kg.	Ballistic	Mil (+3)
	ACS GravWeapon
M-400	f 28,000	9d12	19-20/x2	x2	200 m.	N/A	4	Huge	N/A	S/B/A	25 kg.	Energy	Mil (+3)
	Terawatt Hvy. Laser
M-500 ACS 	f 2,500	(Spec.2)	20/x3	x2	80 m.	100	1	Large	2/3/4	B/A	3.5 kg.	Ballistic	Mil (+3)
	Flechette Gun
M-600 75mm 	f 12,000	(Spec.2)	(Spec.2)	x2	500 m.	(Spec.2)	(Spec.2)	Huge	4/5/6	S/B	15 kg.	Ballistic	Mil (+3)
	Variable Velocity Auto Mortar
M-700 Lance	f 100,500	(Spec.2)	18-20	x50	500 m.	1	0	Huge	N/A	S	25 kg.	Ballistic	Mil (+3)
	Launcher
M-700A1 	f100,000	6d6	18-20/x2	40	500 m.	1	0	Huge	N/A	S	25 kg.	Ballistic	Mil (+3)
	Lance Launcher
M-800	f 25,000	N/A	N/A	N/A	200 m.	N/A	(Spec.2)	Huge	N/A	(Spec.2)	25 kg.	Energy	Res (+2)	
	Grappler
M-900 Sonic	f6,000	8d10	20/X2	N/A	40 m.	N/A	8	Huge	8/0/0	S	20 kg.	Sonic	Lic (+1)
	Devourer

f= Federation Credit
Spec.2 See the equipment description for details.
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other earth currency.

Molecular Blade
	The Molecular Blade is the standard GalTech Combat Knife. It is approximately the size and shape of the old U.S. Army M9 Bayonet. A Molecular Blade will cut through almost anything.

1mm Flechette Pistol
	The flechette Pistol fires a 1mm flechette at velocity of roughly 750 meters per second. The flechette pistol has a microscopic capacitor that discharges on contact with the target. On a successful hit, the Flechette deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. 

M-100 3mm Gravpistol
	The 3mm Gravpistol is the standard sidearm found with ACS troops. It uses an ammunition magazine. This weapon has the potential to damage most vehicles found on earth. This weapon tends to utterly shred targets within its effective range. 
	Each round of GalTech ammunition includes a teardrop of depleted uranium and an antimatter containment nano-structure to power the pistol. In fact the GalTech ammunition actually provides 1/2 of a charge of additional electricity beyond what is need by the weapon. Due to logistical difficulty earthbound ACS unit had to make due with locally made ammunition that did not have the antimatter power charge. These rounds require 1/4th of a charge of energy or 125 kWh per round fired. 
	Earth tech ammunition will use 1 charge of energy when firing a burst and 8.5 charges of energy when fired in  automatic mode.
	The empty magazine for this weapon weighs 0.5 kg and costs 1 Federation Credit. A loaded magazine of GalTech ammunition weighs 1.5 kg, and cost 625 Federation Credits. A loaded magazine, of Earth Tech ammunition weighs 1.5 kg, and cost $1,250 dollars. 
	The weapon has a secondary receptacle that accepts a standard power crystal to power the Gravpistol.

M-200 3mm Gravrifle
	The 3mm Gravrifle is the standard personal weapon found with ACS troops. It either uses an ammunition magazine or an ammunition conveyor system. The standard trooper suit uses the conveyor system to feed the rifle ammunition out of the onboard ammunition storage compartments built into the suit. This weapon has the potential to damage any vehicle found on earth. This weapon tends to utterly shred targets within its effective range. 
	Each round of Galtech ammunition includes a teardrop of depleted uranium and an antimatter containment nano-structure to power the rifle. In fact the Galtech ammunition actually provides 1/10th of a charge of additional electricity beyond what is need by the weapon. If the rifle is connected to an ammunition conveyor tube, it will feed the additional power back to the integral power crystals in the Armored Combat Suit. Due to logistical difficulty earthbound ACS unit had to make due with locally made ammunition that did not have the antimatter power charge. These rounds require one charge of energy or 500 kWh per round fired. 
	Galtech ammunition will provide 1/2 of a charge when firing a burst and 3.5 charges of energy when fired in  automatic fire mode, in one combat round. Earth tech ammunition on the other hand will use 5 charges of energy when firing a burst and 35 charges of energy when fired in automatic mode.
	The empty magazine for this weapon weighs 0.5 kg and costs 5 Federation Credit. A loaded magazine of Galtech ammunition weighs 4.5 kg, and cost 200,000 Federation Credits. A loaded magazine, of Earth Tech ammunition weighs 4.5 kg, and cost $20,000 dollars. 
	The weapon has a secondary receptacle that accepts either a heavy-duty power crystal or a Galtech armored power conduit to power the Gravrifle.

M-209 GravRifle
	The M-209 3mm Gravrifle is the standard sniper weapon found with ACS troops. It either uses an ammunition magazine or an ammunition conveyor system. The standard trooper suit uses the conveyor system to feed the rifle ammunition out of the onboard ammunition storage compartments built into the suit. This weapon has the potential to damage any vehicle found on earth. This weapon tends to utterly shred targets within its effective range. 
	Each round of Galtech ammunition includes a teardrop of depleted uranium and an antimatter containment nano-structure to power the rifle. In fact the Galtech ammunition actually provides 1/10th of a charge of additional electricity beyond what is need by the weapon. If the rifle is connected to an ammunition conveyor tube, it will feed the additional power back to the integral power crystals in the Armored Combat Suit. Due to logistical difficulty earthbound ACS unit had to make due with locally made ammunition that did not have the antimatter power charge. These rounds require one charge of energy or 500 kWh per round fired. 
	Galtech ammunition will provide 1/2 of a charge when firing a burst and 3.5 charges of energy when fired in  automatic fire mode, in one combat round. Earth tech ammunition on the other hand will use 5 charges of energy when firing a burst and 35 charges of energy when fired in automatic mode.
	The empty magazine for this weapon weighs 0.5 kg and costs 5 Federation Credit. A loaded magazine of Galtech ammunition weighs 4.5 kg, and cost 200,000 Federation Credits. A loaded magazine, of Earth Tech ammunition weighs 4.5 kg, and cost $20,000 dollars. 
	The weapon has a secondary receptacle that accepts either a heavy-duty power crystal or a Galtech armored power conduit to power the Gravrifle.

M-300 Grav Weapon
	The 3mm Grav Weapon is one of the standard support weapons found with ACS troops. It uses an ammunition conveyor system. The Heavy Weapons Suit uses the conveyor system to feed the weapon ammunition out of the onboard ammunition storage compartments built into the suit. This weapon has the potential to damage any vehicle found on earth. This weapon tends to utterly shred targets within its effective range. 
	Each round of Galtech ammunition includes a teardrop of depleted uranium and an antimatter containment nano-structure to power the rifle. In fact the Galtech ammunition actually provides 1/10th of a charge of additional electricity beyond what is need by the weapon. If the rifle is connected to an ammunition conveyor tube, it will feed the additional power back to the integral power crystals in the Armored Combat Suit. Due to logistical difficulty earthbound ACS unit had to make due with locally made ammunition that did not have the antimatter power charge. These rounds require one charge of energy or 500 kWh per round fired. 
	Galtech ammunition will provide 1/2 of a charge when firing a burst and 3.5 charges of energy when fired in  automatic fire mode, in one combat round. Earth tech ammunition on the other hand will use 5 charges of energy when firing a burst and 35 charges of energy when fired in automatic mode.
	The round of Galtech ammunition cost 50 Federation Credits per round of ammunition. The round of Earth Tech ammunition cost $5.00 per round of ammunition.

M-400 Heavy Laser
	This class of laser weapon was originally fielded as a heavy support weapon for ACS units. It is only marginally more effective than the 3mm Gravrifle, but suffers from a noticeable increase in weight. The weapon has a receptacle that accepts a heavy-duty power crystal to power the heavy laser. The Heavy Laser has approximately the same rate of fire as the Gravrifle but it requires far more energy to power it. The Heavy Laser used 24 charges per burst and 140 charges in automatic fire mode.
	The main reason this weapon was withdrawn from service was that it was only combat effective when connected to a Galtech Power Supply unit, which weighs 100 kilograms each. It also has a power receptacle so that it may be connected to a fixed power source. 

M-500 ACS Flechette Gun
	The ACS Flechette Gun is basically a tri-barrel low velocity grav-minigun, which fires beehive flechette rounds. It is basically a very powerful shotgun. When the Flechette gun is fired the flechettes spread out rapidly. If a flechette blast does not hit anything in the first two range increments, it spreads out and deals damage to anything within a 2-meter path out to its maximum range. The ACS Flechette gun does 6d6 dice of damage within the first range increment; 4d6 dice of damage in the second range increment; and 2d6 dice of damage to anything within its 2-meter path from the third range increment out to the maximum range of the ACS flechette gun. 
	The Flechette gun is normally gets its ammunition by an ammunition conveyor system that connects to the ammunition storage bays within the Armored Combat Suit. This weapon tends to utterly shred targets within its effective range. In fact the Galtech ammunition rounds require 1/4th of a charge of energy or 125 kWh per round fired. The ACS Flechette Gun will use 1 charge of energy when firing a burst and 8.5 charges of energy when fired in automatic mode. The weapon has a secondary receptacle that accepts a heavy-duty power crystal to power the Flechette Gun.

M-600 75mm Variable Velocity Auto Mortar
	The 75mm Variable Velocity Auto Mortar is the primary support weapon of an ACS unit. It has a number of separate modes of operation. 
It can fire in its normal indirect fire mode in either single shot or burst mode. 

Table 10.7: M600 75mm Variable Velocity Auto Mortar Indirect Fire Rounds
(require the Weapon Proficiency, Exotic GalTech weapons feat)
Indirect Fire	Indirect	Time	Reflex	Blast	Weight
Weapon	Crew	ROF	Fire Range	of Flight	HDM	Damage	Type	Saves	Radius	per Round
75mm Auto Mortar	1	S/B	18.4 km	5 rounds	3	5d6	Slashing	16	24 m.	1.5 kg.
	High Explosive/Fragmentation Round
75mm Auto Mortar	1	S/B	18.4 km	5 rounds	1	5d6	Slashing	16	72 m.	1.5 kg.
	Cluster Round
75mm Auto Mortar	1	S/B	18.4 km	 5 rounds	(Spec.2)	(Spec.2)	Blast/	(Spec.2)	(Spec.2)	1.5 kg.
	Variable yield anti-matter						Radiation
It can also fire in a high velocity direct fire mode in either single shot or burst mode.

Table 10.8: M600 75mm Variable Velocity Auto Mortar Direct Fire Rounds
Direct Fire	Damage	Burst	Reflex	Range			Purchase
Weapon	Damage	Critical	HDM	Type	Radius	DC	Increment	Size	Weight	Price	Rest.
HV Antimatter	(Spec.2)	(Spec.2)	(Spec.2)	Blast/	(Spec.2)	N/A	500 m.	Small	2 kg.	f 100	Mil (+3)
	Penetration round
HV Penetration	6d12	20/x3	6	Ballistic	N/A	N/A	500 m.	Small	1 kg.	f 5	Mil (+3)
	Round

M-700 Lance Launcher
	This rocket launcher is a fractional light speed missile launcher. The missiles reach Mach 52 (Fifty two) before they even exit the launcher itself. The missiles use an advanced Antimatter drive unit to attain the speeds that make this weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the heat generated by its passage through the air and it also reduces the shock wave generated by the passage of the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point to the impact site. The missile will partially penetrate a vessels armor and then detonate its warhead, thereby allowing the warhead to only have to penetrate the remaining armor.
Note: This missile along with the KE variant of it, is also used as a Secondary Orbital Bombardment weapon by the fleet when the want to minimize collateral damage.

APFSDUAMB (Armor-Piercing Fin-Stabilized Depleted Uranium Anti-Matter Bursting). 
	APFSDU Damage: 6d6.
	HDM: 40.
	10 kt. Anti-Matter Bursting Charge Damage: 6d6.
	10 kt. Anti-Matter Bursting Charge HDM: 14.
Blast Radius Increment: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 500 rads of radiation poisoning. HDM 7 damage 6d6 out to 300 meters, with an additional +400 rads of radiation poisoning. HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation poisoning. HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. The 10 kt. Bursting charge is designed to detonate after the rounds has penetrated the vehicles armor, therefor the vehicles DR is NOT subtracted from the antimatter bursting charge damage.
Note: Vehicles or  PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology in its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition it reduces the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed AND incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition it reduces the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.

M-700A1 Lance Launcher
	This rocket launcher is a fractional light speed missile launcher. The missiles reach Mach 52 (Fifty two) before they even exit the launcher itself. The missiles use an advanced Antimatter drive unit to attain the speeds that make this weapon effective. The missile warhead mounts an advanced plasma induction generator that helps the missile deal with the heat generated by its passage through the air and it also reduces the shock wave generated by the passage of the missile through the air. The missile leaves a visible trail that glows even in broad daylight from the launch point to the impact site. The missile will partially penetrate the vessels armor and then detonate its warhead, thereby allowing the warhead to only have to penetrate the remaining armor.
Note: This missile is the KE variant of the Lance missile without the antimatter burst charge,it is also used as a Secondary Orbital Bombardment weapon by the fleet when the want to minimize collateral damage.
APFSDU (Armor-Piercing Fin-Stabilized Depleted Uranium). 
	APFSDU Damage: 6d6.
	HDM: 40
	Burst Radius: 320 meters.

M-800 Grappler
	The grappler is a conversion of a remote cargo handling device used at most Galactic Federation Shipyards. It allows a person to lift material at a distance. The person using the grappler must still be able to lift or move the targeted item in question, since the grapple does not reduced the weight of the targeted item. The weight of the targeted item is transferred to the grappler device being used. 

M-900 Sonic Devourers
	This construction device emits very powerful sonic sound waves that pulverized most known materials in a short amount of time, leaving behind powdered dust. The sonic disrupter emits sound waves above the range most sentient life can hear. But most beings can feel the side effects of the device as an all over itching if they are within 20 meters of the device. 
	When using the device against non-living matter, the device disrupts and shatters to a fine dust 1 cubic meters per point of disrupter damage minus the Damage Reduction of the material being disrupted.   
	If the device is being used against living matter, it tends to disrupt cellular structure and shatter endoskeleton and exoskeleton structures. This tends to leave anyone unfortunate enough to be caught in the sound field of the device as a pile of goo.

Ammunition
	Ammunition for firearms and other ranged weapons is covered on Table: Ammunition. 

Table 10.9: Ammunition
	Weapon	Weight of	Purchase Price
Type	Damage	Critical	HDM	1,000 Round Box	1,000 Round Box	Rest
1mm Flechette Pistol	1d4	19-20/x2	N/A	0.1 kg.	f 7.5	Lic (+1)
M-100 3mm ACS Gravpistol	3d12	20/x3	x3	1 kg.	f 625	Mil (+3)
M-200 3mm ACS GravRifle	6d12	20/x3	x3	4 kg.	f 50,000	Mil (+3)
M-209 3mm Gravrifle (Sniper)	6d12	20/x4	x3	4 kg.	f 50,000	Mil (+3)
M-300 3mm ACS GravWeapon	6d12	20/x4	x3	4 kg.	f 50,000	Mil (+3)
M-500 ACS Flechette Gun	(Spec.2)	20/x3	x2	13 kg.	f 20,000	Mil (+3)

Table 10.10: Explosives and Splash Weapons
Grenades and Explosives
	Damage	Burst	Reflex	Range	Purchase
Weapon	Damage	Critical	HDM	Type	Radius	DC	Incr	Size	Weight	Price	Rest.
AM Grenade	(Spec.2)	-	(Spec.2)	Blast/	(Spec.2)	N/A	4 m.	Small	1 kg.	f 50	Mil (+3)
						Radiation
Fragmentation	5d6	-	x3	Slashing	10 m.	18	4 m.	Small	1 kg.	f 5	Mil (+3)
	Grenade
Cratering Grenade 	5d6	-	x6	Blast	2 m.	22	4 m.	Small	1 kg.	f 8	Mil (+3)
75mm Mortar 
	Antimatter	(Spec.2)	-	(Spec.2)	Blast/	(Spec.2)	N/A	500 m.	Small	2 kg.	f 75	Mil (+3)
						Radiation
	HV Antimatter	(Spec.2)	-	(Spec.2)	Blast/	(Spec.2)	N/A	500 m.	Small	2 kg.	f 100	Mil (+3)
		Penetration round			Radiation
	Fragmentation	5d6	-	x3	Slashing	24 m.	18	500 m.	Small	1 kg.	f 6	Mil (+3)
	HV Penetration	6d12	-	x6	Ballistic	N/A	N/A	500 m.	Small	1 kg.	f 5	Mil (+3)
		Round
M-281A 155mm	(Spec.2)	(Spec.2)	(Spec.2)	Slashing	72 m.	20	N/A	Small	110 kg.	f 49,000	Mil (+3)
	Anti-Posleen Area Denial Munitions

Anti-Matter Hand Grenade
	This is the primary Anti-Posleen Hand Grenade used by ACS units, when they do not have to provide close support to regular units. It has a programmable variable yield that allows the grenade to be either used as a demolition charge or as an area denial round.
0.001 Kiloton yield
	High Damage Modifier: 10.
	Damage: 5d6.
	Damage Type: Blast/Radiation.
	Saving Throw: 30 (for half damage. See radiation in combat for Radiation saving throw).
	Blast Radius: 12 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 10 damage 5d6 out to 24 meters, with an additional + 400 rads of radiation poisoning. HDM 5 damage 6d6 out to 36 meters, with an additional +300 rads of radiation poisoning. HDM 3 damage 5d6 out to 48 meters, with an additional + 200 rads of radiation poisoning. HDM 2 damage 4d6 out to 60 meters, with an additional +100 rads of radiation poisoning; and HDM 1 damage 4d6 out to 72 meters, with an additional +50 rads of radiation poisoning. 
	Note: Vehicles or PCs/NPCs can make a reflex save for half. DC is 30 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 10 per successful attack that penetrates the vehicle’s DR.
0.01-kiloton yield
	High Damage Modifier: 11.
	Damage: 6d6.
	Damage Type: Blast/Radiation.
	Saving Throw: 32 (for half damage. See radiation in combat for Radiation saving throw).
	Blast Radius: 24 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 11 damage 6d6 out to 24 meters, with an additional + 400 rads of radiation poisoning. HDM 6 damage 6d6 out to 48 meters, with an additional +300 rads of radiation poisoning. HDM 4 damage 5d6 out to 72 meters, with an additional + 200 rads of radiation poisoning. HDM 2 damage 5d6 out to 96 meters, with an additional +100 rads of radiation poisoning; and HDM 1 damage 5d6 out to 120 meters, with an additional +50 rads of radiation poisoning. 
	Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 32 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 11 per successful attack that penetrates the vehicle’s DR.
0.1-kiloton yield
	High Damage Modifier: 12.
	Damage: 6d6.
	Damage Type: Blast/Radiation.
	Saving Throw: 34 (for half damage. See radiation in combat for Radiation saving throw).
	Blast Radius: 36 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 12 damage 6d6 out to 36 meters, with an additional + 400 rads of radiation poisoning. HDM 6 damage 6d6 out to 72 meters, with an additional +300 rads of radiation poisoning. HDM 3 damage 6d6 out to 108 meters, with an additional + 200 rads of radiation poisoning. HDM 2 damage 5d6 out to 144 meters, with an additional +100 rads of radiation poisoning; and HDM 1 damage 5d6 out to 180 meters, with an additional +50 rads of radiation poisoning. 
	Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 34 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 12 per successful attack that penetrates the vehicle’s DR.
Weight per Round: 1 kg.

Fragmentation Hand Grenade 
	This ACS hand grenade was introduced after several incidents where normal units that were being supported by ACS units suffered heavy damage due to the primary antimatter ammunition associated with this weapon. Since these units were in close combat proximity and in danger of being over run and turned into thresh by the Posleen, the allegations have not been taken as seriously as they might otherwise have been.  Dead is Dead.
	High Damage Modifier: 3.
	Damage: 5d6.
	Damage Type: Slashing.
	Saving Throw: 16.
	Blast Radius: 24 m.
	Range Increment: 4 m.
	Weight per Round: 1 kg.

Cratering Grenade
	This hand grenade is used to create field expedient fighting position by ACS troops. It creates a 2 meter wide and 1.25 meters deep hole that can be used as a foxhole that provides ¾ cover.
	High Damage Modifier: 6.
	Damage: 5d6.
	Damage Type: Blast.
	Saving Throw: 22.
	Blast Radius: 2 m.
	Range Increment: 4 m.
	Weight per Round: 1 kg.

75mm Auto Mortar Fragmentation Round
	This round was introduced after several incidents happened were normal units that were being supported by ACS units suffered damage due to the primary antimatter ammunition associated with this weapon.
	Range: 18.4 km.
	Time of Flight: 5 rounds.
	High Damage Modifier: 3.
	Damage: 5d6.
	Damage Type: Slashing.
	Saving Throw: 16.
	Blast Radius: 24 m.
	Weight per Round: 1.5 kg.

75mm Auto Mortar Cluster Round
	This round was introduced after several incidents happened were normal units that were being supported by ACS units suffered damage due to the primary antimatter ammunition associated with this weapon.
	Range: 18.4 km.
	Time of Flight: 5 rounds.
	High Damage Modifier: 1.
	Damage: 5d6.
	Damage Type: Slashing.
	Saving Throw: 12.
	Blast Radius: 72 m.
	Weight per Round: 1.5 kg.

75mm Auto Mortar Variable yield anti-matter
	This is the primary Anti-Posleen ammunition used by ACS units in the 75mm Variable Velocity Auto Mortars, when they do not have to provide close support to regular units. Note these rounds can only be released for use by an authorized fleet officer in the unit’s direct chain of command and he must be a Lt. Colonel O-5 or above. 
	Range: 18.4 km.
	Time of Flight: 5 rounds.
1-kiloton yield
	High Damage Modifier: 13.
	Damage: 6d6.
	Damage Type: Blast/Radiation.
	Saving Throw: 36 (for half damage. See radiation in combat for Radiation saving throw).
	Blast Radius: 50 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 13 damage 6d6 out to 50 meters, with an additional + 400 rads of radiation poisoning. HDM 7 damage 6d6 out to 100 meters, with an additional +300 rads of radiation poisoning. HDM 4 damage 6d6 out to 150 meters, with an additional + 200 rads of radiation poisoning. HDM 3 damage 5d6 out to 200 meters, with an additional +100 rads of radiation poisoning; and HDM 2 damage 4d6 out to 250 meters, with an additional +50 rads of radiation poisoning. 
	Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 36 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 13 per successful attack that penetrates the vehicle’s DR.
5-kiloton yield
	High Damage Modifier: 14.
	Damage: 4d6.
	Damage Type: Blast/Radiation.
	Saving Throw: 38 (for half damage. See radiation in combat for Radiation saving throw).
	Blast Radius: 100 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 4d6 out to 100 meters, with an additional + 400 rads of radiation poisoning. HDM 7 damage 4d6 out to 200 meters, with an additional +300 rads of radiation poisoning. HDM 4 damage 4d6 out to 300 meters, with an additional + 200 rads of radiation poisoning. HDM 3 damage 3d6 out to 400 meters, with an additional +100 rads of radiation poisoning; and HDM 2 damage 2d6 out to 500 meters, with an additional +50 rads of radiation poisoning.
	Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
10-kiloton yield
	High Damage Modifier: 14
	Damage: 6d6
	Damage Type: Blast/Radiation
	Saving Throw: 38 (for half damage. See radiation in combat for Radiation saving throw).
	Blast Radius: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 500 rads of radiation poisoning. HDM 7 damage 6d6 out to 300 meters, with an additional +400 rads of radiation poisoning. HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation poisoning. HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. 
	Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
	Weight per Round: 2 kg.

75mm Auto Mortar HV Antimatter Penetration round
	This round is intended to provide Anti-Lander support to ACS units when no Lance Launchers are available to support the unit in question. It provides a minimum ability against Landers as long as it is used in a concerted effort  by a ACS heavy weapons platoon. Note these rounds can only be released for use by an authorized fleet officer in the unit’s direct chain of command and he must be a Lt. Colonel O-5 or above.
	Range: 18.4 km.
	Time of Flight: 5 rounds.
	High Damage Modifier: 6.
	Damage: 6d12.
	Damage Type: Ballistic.
10-kiloton yield antimatter bursting charge
	High Damage Modifier: 14
	Damage: 6d6
	Damage Type: Blast/Radiation
	Saving Throw: 38 (for half damage. See radiation in combat for Radiation saving throw).
	Blast Radius: 150 meters radius. Note: The blast damage is reduced by half at each blast radius increment out from the first increment. Example: The bursting charge does HDM 14 damage 6d6 out to 150 meters, with an additional + 500 rads of radiation poisoning. HDM 7 damage 6d6 out to 300 meters, with an additional +400 rads of radiation poisoning. HDM 4 damage 6d6 out to 450 meters, with an additional + 300 rads of radiation poisoning. HDM 3 damage 5d6 out to 600 meters, with an additional +200 rads of radiation poisoning; and HDM 2 damage 4d6 out to 750 meters, with an additional +100 rads of radiation poisoning. 
	Note: Vehicles or PC’s/NPC’s can make a reflex save for half. DC is 38 - 2 for every blast radius increment out from the 1st blast radius increment. This weapon ignores DR from all personal body armors that is NOT environmentally sealed and incorporates advanced anti-plasma technology in its design. When this weapon is used against a vehicle that does NOT incorporate advanced anti-plasma technology its design, ¼ of the damage rolled is directly transmitted to the occupants of the vehicle, due to thermal conduction. In addition reduce the DR of the vehicle in question by 14 per successful attack that penetrates the vehicle’s DR.
	Weight per Round: 2 kg.

75mm Auto Mortar HV Penetration round
	This round is intended to provide long range anti-vehicle support to ACS units when no other long range direct fire support is available to support the unit in question. It provides a minimum ability against Landers as long as it is use in a concerted effort by a ACS heavy weapons platoon.
	Range: 18.4 km.
	Time of Flight: 5 rounds.
	High Damage Modifier: 6.
	Damage: 6d12.
	Damage Type: Ballistic.
	Weight per Round: 2 kg.

M-281A 155mm Anti-Posleen Area Denial Munitions
	This 155mm munitions dispenser round delivers forty-eight GalTech self deploying mines. These mines are built using Indowy Force field technology that is very simple for the Indowy to manufacture at a high rate. The mine has the following features:
1)	It is capable of limited movement so that the mine field can heal damage to the field due either to the destruction of mines or due to discharge of the onboard power crystal. 
2)	The mine uses one charge per week to keep its onboard sensors activated and to provide power for minor movement. 
3)	The mine also has a built in active surface camouflage effect. It can either make it self look like a cow patty, Posleen bits, or a random rock.
	Trigger Zone: 2 meters.
	Radius of Effect: 50 meters.
	Damage: 4d6.
	Damage Type: Slashing.
	Critical: 18-20/x2.
	High Damage Modifier: x5.
	Power Crystals: 2 micro power crystals.
	Charges per Discharge: 1 charge.
	Movement Rate: 2 meters.	Stealth: 20.
	Size: Small.
	Weight: 2 kg.
Cost of Mine: f 1,000.

Armor
	Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.
	Four feats cover proficiency in the use of armor: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), and Armor Proficiency (GalTech Power Armor).

Armor Table
	Armor is described by a number of statistics, as shown on Table 10.11: Armor.
Type: Armor comes in four types: archaic, impromptu, concealable, and tactical.
	Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail.
	Impromptu armor includes items that provide protection even though they weren’t designed for that purpose, such as leather biker’s jackets and football pads.
	Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer.
	Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk make it impractical to wear all the time, and it’s generally only donned when a specific dangerous confrontation is likely. Because it’s worn over clothing in tactical situations, tactical armor often has pockets, clips, and Velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.
Armor Class Bonus (Armor Class): The protective value of the armor. This bonus adds to the wearer’s Armor Class.
Damage Reduction: This entry indicates the amount of damage that the wearer of the armor can ignore due to the stopping power of the armor. (usually 5 to 25 points of damage, but it can be higher) and the type of weapon if any that negates the damage reduction.
Maximum Dex Bonus (Max. Dex. Bonus): This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks. 
Even if a character’s Dexterity bonus drops to +0 because of armor, the character are not considered to have lost his or her Dexterity bonus.
Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.
Speed (10 m.)(8 m.): Medium and heavy armor slows a character down. The number in this column is the character’s speed while in armor, assuming his or her base speed is 10 meters (the normal speed for most human beings).
Weight: This column gives the armor’s weight.
Purchase Price: This is the purchase price to acquire the armor. This number reflects the base price and doesn’t include any modifier for purchasing the armor on the black market.
Restriction (Rest.): The restriction rating for the weapon, if any, and the appropriate black market purchase price modifier. Remember to apply this modifier to the bureaucracy or DC when making a check to acquire the weapon on the black market.

Table 10.11: Armor
		Armor			Purchase
Armor	Type	Class	DR	Weight	Price	Rest.
Energy Armor
Personal Protection Field	Energy	+1 to +5	5 to 25	1 kg.	f 1,000.	Mil (+3)
Power Armor
	Trooper ACS 	ACS Armor	10 or 15	50 or 75	250 kg.	f 1,080,000	Mil (+3)	
	Heavy Weapons ACS	ACS Armor	10 or 15	55 or 80	500 kg.	f 2,565,000	Mil (+3)
	Scout ACS	ACS Armor	10 or 15	50 or 75	250 kg.	f 1,092,000	Mil (+3)
	Support ACS	ACS Armor	10 or 15	55 or 80	500 kg.	f 1,189,000	Mil (+3)
	Officer ACS	ACS Armor	10 or 15	50 or 75	250 kg.	f 1,087,000	Mil (+3)

Personal Protection Field
	The personnel protection field device was originally shaped like a pack of cigarettes, but since its introduction and subsequent demand from the end users it is now also made in the form of a braclet, in addition to the standard shape. The energy field projects out to a radius of 2 meters and stops when it touches an obstacle. The energy field can deflect most small arms fire and it has six settings. The settings are listed below.

Table 10.12: Personal Protection Field Settings
		Armor		Energy Charges
Setting	Class	DR	Used Per Round
Off	0	0	0
1		+1	+5	1/16
2		+2	+10	1/8
3		+3	+15	1/4
4		+4	+20	1/2
5		+5	+25	1

Standard Armored Combat Suit (ACS)
	This is the standard trooper ACS. It is the most common suit fielded by ACS units and also the cheapest in price. Which is not saying much since it costs about 1/10 of the price of a small frigate. There is no known case of an Armored Combat suit being sold on the black market by anyone.  But that may also be because any person or company that could afford the black market price for the suit can also afford the fees and have the political pull required to legally acquire the suits. It does not help that the Black market price would be somewhere around the gross domestic product of the United States.
Note: The Standard ACS suit comes with an M-200 Gravrifle.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 15 or 20 (with energy shield), or 10 flat-footed (+5 Dex, +10 Armor, +5 Shields).
Damage Reduction: 75 (+ 50 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +6 plus the character or gestalt’s BAB; Attack + 6 plus the character or gestalt’s BAB (1d6+6, slam); Full Attack + 6 plus the character or gestalt’s BAB (1d6+9, slam).
M-200 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard Magazine Capacity: 100,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4); Full Attack + 10 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard Magazine Capacity: 4,000 Rate of Fire: S/B/A; Effective Recoil: 2/3/4).	Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20). Full Attack + 10 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20).
Sensors: +5.
Targeting Computer: +4.
Stealth: 10 (+12 with Holographic Field activated); for a total of 22.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: AID, Emergency Medical Pharmacy, Closed Environment, Construct, Construct Self-Repair, Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Onboard Magazine Capacity, Radiation Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 23 (+6), Dex 20 (+5), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 25 kg. of additional equipment can be carried in 6 Small and 4 medium onboard compartments.
Cost: f 1,080,000.
Special Qualities 
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad, Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions. This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points. 
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still be repaired or used as spare parts for other suits
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence: See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs.
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10 circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual, auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound illusion. The Holographic Field provides Total Concealment to anything within the Illusionary field. It cost one energy charge per round to operate the Holographic Field projectors at full power.
	The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment (30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see if the suit landed safely.
Onboard Magazine Capacity: The suit has an onboard magazine capacity to store 25 kilograms of ammunition. It also has two side pouches that store 10 hand grenades each. 
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield represents how much of the active particle bombardment that the shield can stop at that setting. The settings are listed below.

Table 10.13: Shield Settings
		Armor		Radiation	Energy Charges
Setting	Class	DR	Shielding	Used Per Round
Off	0	0	+0 rads	0
1		+1	+5	+100 rads	1/16
2		+2	+10	+200 rads	1/8
3		+3	+15	+300 rads	1/4
4		+4	+20	+400 rads	1/2
5		+5	+25	+500 rads	1

Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of the user’s or the suit's Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate, unless the operator or gestalt is unconscious or inoperative. 
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as a training aid, the suit allows personnel to train and familiarize themselves with the material in question without any classroom time requirement besides the time spent in the virtual learning area. 
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.

Heavy Weapons Armored Combat Suit (ACS)
	This is the baseline ACS unit used as organic fire support in ACS Units. The suit comes with four exterior hard points that ACS weapon systems can be attached to, one on each forearm and one above each shoulder of the suit. Each weapon hard point has its own onboard ammunition storage space built into the two chest sections. Note: The Heavy Weapons Armored Combat Suit comes with a weapons kit including four M-300 Grav Rifles, one M-500 Terawatt Heavy Laser, four M-600 ACS Flechette Guns, four M-700 75mm Variable Velocity Auto Mortars one Power Core.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 15 or 20 (with energy shield), or 10 flat-footed (+5 Dex, +10 Armor, +5 Shields).
Damage Reduction: 80 (+ 55 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +7 plus the character or gestalt’s BAB; Attack + 7 plus the character or gestalt’s BAB (1d6+7, slam); Full Attack + 7 plus the character or gestalt’s BAB (1d6+11, slam).
M-300 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x4; High Damage Modifier: x3; Range Increment: 300 m.; ACS Onboard Magazine Capacity: 50,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4). Full Attack + 10 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x4; High Damage Modifier: x3; Range Increment: 300 m.; ACS Onboard Magazine Capacity: 4,000 Rate of Fire: S/B/A; Effective Recoil: 2/3/4).	Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per shot fired.
M-500 Terawatt Heavy Laser
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: 9d12; Critical: 19-20/x2; High Damage Modifier: x2; Range Increment: 200 m.; Rate of Fire: S/B/A). Full Attack + 10 plus the character or gestalt’s BAB (Damage: 9d12; Critical: 19-20/x2; High Damage Modifier: x2; Range Increment: 200 m.; Rate of Fire: S/B/A).Note the M-400 Terawatt Heavy Laser cannot draw power off of the onboard power crystals, due to its high power demand and requires either a dedicated Power Crystal Power Supply or an Anti-Matter Power Core to power it.
M-600 ACS Flechette Gun
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: (Spec.2) see below; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 80 m.; ACS Onboard Magazine Capacity: 15,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4). Full Attack + 10 plus the character or gestalt’s BAB (Damage: (Spec.2) see below; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 80 m.; ACS Onboard Magazine Capacity: 15,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4). 
Note: When the Flechette gun is fired the flechettes spread out rapidly. If a flechette blast does not hit anything in the first two range increments, it spreads out and deals damage to anything within a 2-meter path out to its maximum range. The ACS Flechette gun does 6d6 dice of damage within the first range increment; 4d6 dice of damage in the second range increment; and 2d6 dice of damage to anything within its 2-meter path from the third range increment out to the maximum range of the ACS flechette gun. 
	Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per shot fired.
M-700 75mm Variable Velocity Auto Mortar
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: See individual mortar round type for details; High Damage Modifier: See individual mortar round type for details; Direct Fire Range Increment: 200 m.; Indirect Fire Range: 18.4 km.; Time of Flight: 5 rounds; Reflex Save DC: See individual mortar round type for details; ACS Onboard Magazine Capacity: 23; Rate of Fire: S/B; Effective Recoil: 4/5/0). Full Attack + 10 plus the character or gestalt’s BAB (Damage: See individual mortar round type for details; High Damage Modifier: See individual mortar round type for details; Direct Fire Range Increment: 200 m.; Indirect Fire Range: 18.4 km.; Time of Flight: 5 rounds; Reflex Save DC: See individual mortar round type for details; ACS Onboard Magazine Capacity: 35; Rate of Fire: S/B; Effective Recoil: 4/5/0).	Note: When using earth made ammunition, the mortar uses one charge from the suit’s onboard energy reservoir per shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20); Full Attack + 10 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20).
Sensors: +5.
Targeting Computer: +4.
Stealth: 10 (+12 with Holographic Field activated); for a total of 22.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: AID, Emergency Medical Pharmacy, Closed Environment, Construct, Construct Self-Repair, Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Onboard Magazine Capacity, Radiation Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 25 (+7), Dex 20 (+5), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 50 kg. of additional equipment can be carried in 6 Small and 4 medium onboard compartments.
Cost: f 2,565,000.
Special Qualities 
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad, Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions. This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points. 
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still be repaired or used as spare parts for other suits
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence: See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs.
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10 circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual, auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound illusion. The Holographic Field provides Total Concealment to anything within the illusionary field. It cost one energy charge per round to operate the Holographic Field projectors at full power.
	The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment (30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see if the suit landed safely.
Onboard Magazine Capacity: The suit has an onboard magazine capacity 50 kilograms. It also has two side pouches that store 10 hand grenades each. 
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield represents how much of the active particle bombardment that the shield can stop at that setting. See Table 10.13: Shield Settings.
Suit Weapon Linkage: The advanced targeting features of the suit, allow all of the weapon systems mounted on the suit’s hard points to be link fired at the same target. Suit weapons that are linked follow all of the standard linked weapons rules.
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of the user’s or the suits Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate, unless the operator or gestalt is unconscious or inoperative. 
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as a training aid the suit allows personnel to train and familiarize themselves with the material in question without any classroom time requirement besides the time spent in the virtual learning area. 
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.

Scout Armored Combat Suit (ACS)
	This is the Scout trooper Armored Combat Suit, used by ACS units. The only differences between the scout suit and the standard suit is that the suit has upgraded sensor and communications systems and the advanced stealth features built into the suit. 
Note: The Scout ACS suit comes with an M-300 Gravrifle.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 15 or 20 (with energy shield), or 10 flat-footed (+5 Dex, +10 Armor, +5 Shields).
Damage Reduction: 75 (+ 50 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +6 plus the character or gestalt’s BAB; Attack + 6 plus the character or gestalt’s BAB (1d6+6, slam); Full Attack + 6 plus the character or gestalt’s BAB (1d6+9, slam).
M-300 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard Magazine Capacity: 100,000; Rate of Fire: S; Effective Recoil: 2/3/4); Full Attack + 10 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard Magazine Capacity: 4,000 Rate of Fire: S; Effective Recoil: 2/3/4).
	Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20). Full Attack + 10 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20).
Sensors: +7.
Communications: +5.
Targeting Computer: +4.
Stealth: 15 (+12 with Holographic Field activated); for a total of 27.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: Advanced Communication System, AID, Emergency Medical Pharmacy, Closed Environment, Construct, Construct Self-Repair, Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Onboard Magazine Capacity, Radiation Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 23 (+6), Dex 20 (+5), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 25 kg. of additional equipment can be carried in 6 Small and 4 medium onboard compartments.
Cost: f 1,092,000.
Special Qualities 
Advanced Communication System: The Scout suit has an advanced communications system that allows the Trooper, the suit’s AID device or the suit’s Gestalt to communicate and monitor up to 255 different stations at the same time. The communication system also provides the user with a +5 equipment bonus on all communications checks.
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad, Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions. This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points. 
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still be repaired or used as spare parts for other suits
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence:See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10 circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual, auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound illusion. The Holographic Field provides Total Concealment to anything within the Illusionary field. It cost one energy charge per round to operate the Holographic Field projectors at full power.
	The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment (30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see if the suit landed safely.
Onboard Magazine Capacity: The suit has an onboard magazine capacity to store 25 kilograms of ammunition. It also has two side pouches that store 10 hand grenades each. 
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield represents how much of the active particle bombardment that the shield can stop at that setting. See Table 10.13: Shield Settings.
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of the user’s or the suits Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate, unless the operator or gestalt is unconscious or inoperative. 
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as a training aid the suit allows personnel to train and familiarize themselves with the material in question without any classroom time requirement besides the time spent in the virtual learning area. 
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.

Support, Armored Combat Suit (ACS)
	This is the general field support available to ACS units. It is used as either a medics suit or a general logistic and maintenance suit by the ACS units as organic support. The suit comes with four exterior hard points that can have either additional storage containers connected or advanced sensor and medical or repair modules attached. Each hard point has its own onboard cargo storage space built into the two chest sections. One on each forearm and one on the front and back of the torso area. 
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 12 or 17 (with energy shield), or 10 flat-footed (+2 Dex, +10 Armor, +5 Shields).
Damage Reduction: 80 (+ 55 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +10 plus the character or gestalt’s BAB; Attack + 10 plus the character or gestalt’s BAB (1d6+10, slam); Full Attack + 10 plus the character or gestalt’s BAB (1d6+15, slam).
M-200 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 7 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; Magazine Capacity: 4,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4). Full Attack + 7 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard Magazine Capacity: 4,000 Rate of Fire: S/B/A; Effective Recoil: 2/3/4).
	Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 7 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20); Full Attack + 7 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20).
Sensors: +5.
Targeting Computer: +4.
Stealth: 10 (+12 with Holographic Field activated); for a total of 22.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: AID, Emergency Medical Pharmacy, Closed Environment, Construct, Construct Self-Repair, Equipment Hard Points, Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Radiation Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 30 (+10), Dex 15 (+2), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 100 kg. of additional equipment can be carried in 12 Small and 8 medium onboard compartments.
Cost: f 1,189,000.
Special Qualities 
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad, Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions. This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points. 
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still be repaired or used as spare parts for other suits
Equipment Hard Points (4): The Suit comes with four exterior hard points that can have either additional storage containers connected or advanced sensor and medical or repair modules attached, one hard point on each forearm, and an additional hard point on the front and back of the torso area. Each hard point has its own onboard cargo storage space built into the two chest sections. The hard points use a polarized molecular bonding system that will not release whatever is attached to them until released, or an extreme shock is applied. It is also used as a field expedient stretcher system, to remove heavy damaged ACS suit from a battle. The following equipment can be attached to the torso hard points:
Ammunition Reload Container: The Primary ammunition logistics system used by ACS units. It has two Universal ammunition conveyor systems, that can handle all 3mm-grav ammunition, flechette rounds, and 75mm Mortar rounds. The container has the following statistics:
	AC: 16 or 21 (with energy shield), or 10 flat-footed (+1 Size, +5 Dex, +10 Armor, +5 Shields). Only if the Ammunition Reload Container itself is targeted.
	Damage Reduction: 80 (+ 55 Armor, +25 Shields).
	Empty Weight: 50 kg.
	Maximum Loaded Weight: 200 kg.
	Ammunitions Storage: 200,000 3mm grav rounds, 60,000 flechette rounds, or 75mm Variable Velocity Auto Mortar rounds.
	Cost: f 25,000.
Cargo Container: This is the primary tactical logistics storage system used by ACS units. The container has the following statistics:
	AC: 16 or 21 (with energy shield), or 10 flat-footed (+1 Size, +5 Dex, +10 Armor, +5 Shields). Only if the Ammunition Reload Container itself is targeted.
	Damage Reduction: 80 (+ 55 Armor, +25 Shields).
	Empty Weight: 50 kg.
	Maximum Loaded Weight: 200 kg.
	Cost: f 10,000.
Emergency Power Crystal Recharger: This is a tactical recharger unit that was originally issued to ACS units, that has since been withdrawn from tactical use, due to the lack of adequate armoring of the unit itself. The recharge unit has the following statistics:
	AC: 16 or 21 (with energy shield), or 10 flat-footed (+1 Size, +5 Dex, +10 Armor, +5 Shields). Only if the Ammunition Reload Container itself is targeted.
	Damage Reduction: 80 (+ 55 Armor, +25 Shields).
	Weight: 200 kg.
	Charge Capacity: 800,000 charges or 400 gWh.
This emergency power crystal recharger supply can only transfer 8,000 power charges or 4 gWh./14.4 tWs. within one combat round or every 6-seconds. All of the standard GalTech power crystal rules apply.
	Cost: f 315,000.
The following equipment can be attached to the forearm hard points:
	Portable Medical Sensor: This unit is used to diagnose the extent of injuries to the occupants of other suits and to direct the medical nanites of the other suit if necessary for emergency medical care. This device provides a +4 equipment bonus on all First Aid and Heal checks while working on an occupant of another suit. This device runs off of the suit’s power.
	Cost: f 7,500
	Portable Diagnostic Sensor Unit: This unit incorporates a broad spectrum of portable sensors to analyze the Armored Combat Suit systems when the AID or Gestalt is. The device provides a +6 equipment bonus to related skill rolls of Engineering, Craft, and Repair checks when being applied to Armored Combat Suit and to direct the repair nanites of the other suit if necessary for emergency repairs. This device runs off of the suit’s power.
	Cost: f 7,500
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence: See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs.
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10 circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual, auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound illusion. The Holographic Field provides Total Concealment to anything within the illusionary field. It cost one energy charge per round to operate the Holographic Field projectors at full power.
	The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment (30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see if the suit landed safely.
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield represents how much of the active particle bombardment that the shield can stop at that setting. See Table 10.13: Shield Settings.       
Suit Weapon Linkage: The advanced targeting features of the suit, allow all of the weapon systems mounted on the suit’s hard points to be link fired at the same target. Suit weapons that are linked follow all of the standard linked weapons rules.
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of the user’s or the suits Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate, unless the operator or gestalt is unconscious or inoperative. 
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as a training aid the suit allows personnel to train and familiarize themselves with the material in question without any classroom time requirement besides the time spent in the virtual learning area. 
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.

Officer Armored Combat Suit (ACS)
	This is the Standard Officer’s Armored Combat Suit, used by ACS units. The only differences between the Officer’s suit and the scout suit is that the officer’s does not have the additional Stealth systems that the scout suit has. 
Note: The Officer’s ACS suit comes with an M-200 Gravrifle.
Medium-Sized Construct
Hit Points: 150.
Initiative: +5 (+5 Dex.)
Speed: 30-meters, Fly 30-meters, Swim 24-meters.
AC: 15 or 20 (with energy shield), or 10 flat-footed (+5 Dex, +10 Armor, +5 Shields).
Damage Reduction: 75 (+ 50 Armor, +25 Shields)
Melee Base Attacks Bonus: +0 plus the character or gestalt’s BAB melee; Grapple +6 plus the character or gestalt’s BAB; Attack + 6 plus the character or gestalt’s BAB (1d6+6, slam); Full Attack + 6 plus the character or gestalt’s BAB (1d6+9, slam).
M-200 3mm Gravrifle
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard Magazine Capacity: 100,000; Rate of Fire: S/B/A; Effective Recoil: 2/3/4); Full Attack + 10 plus the character or gestalt’s BAB (Damage: 6d12; Critical: 20/x3; High Damage Modifier: x3; Range Increment: 200 m.; ACS Onboard Magazine Capacity: 4,000 Rate of Fire: S/B/A; Effective Recoil: 2/3/4). 
	Note: When using earth made ammunition, the rifle uses one charge from the suit’s onboard energy reservoir per shot fired.
Grenade
Ranged Base Attacks: Bonus: +0 plus the character or gestalt’s BAB ranged; Attack + 10 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20). Full Attack + 10 plus the character or gestalt’s BAB (Damage: per grenade type; Critical: per grenade type; High Damage Modifier: per grenade type; Range Increment 4 m.; ACS Onboard Capacity: 20).
Sensors: +7.
Communications: +5.
Targeting Computer: +4.
Stealth: 10 (+12 with Holographic Field activated); for a total of 22.
Face/Reach: 2-meters by 2-meters/ 2 meters
Special Qualities: Advanced Communication System, AID, Emergency Medical Pharmacy, Closed Environment, Construct, Construct Self-Repair, Flight, Gestalt, Threat Sensors, Holographic Field, Improved Jump, Onboard Magazine Capacity, Radiation Warding, Shields, Synchronization, Virtual Environment, and Weapon s Linkage.
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 23 (+6), Dex 20 (+5), Con --, Int 12 (+1), Wis 12 (+1), Cha 10.
Starting Skills: None.
Starting Feats: None.
Energy Charges: 600.
Cargo: 25 kg. of additional equipment can be carried in 6 Small and 4 medium onboard compartments.
Cost: f 1,087,000.
Special Qualities 
Advanced Communication System: The Scout suit has an advanced communications system that allows the Trooper, the suit’s AID device or the suit’s Gestalt to communicate and monitor up to 255 different stations at the same time. The communication system also provides the user with a +5 equipment bonus on all communications checks.
AID: The suit is designed to interface with the troopers AID device. The Aid can even operate some of the suit’s features in an emergency. The only functions that the AID cannot operate are the suit’s weapon systems.
Emergency Medical Pharmacy: The onboard pharmacy holds 50 doses of each of the following drugs: Anti-Rad, Hiberzine, and Provigil-C. The onboard medical nanites can also provide emergency first aid to the pilot of the ACS with a base skill bonus of +10 using the ACS Gestalt’s base Int.
Closed Environment: The occupant of the ACS is completely encased, and has no exposure to outside conditions. This provides the wearer with all of the immunities of the Construct. Additionally, in order to affect the occupant physically, the DR of the ACS must first be penetrated, and even then only one fourth of the damage that penetrated will be passed onto the occupant. The rest of the penetrating damage is absorbed directly by the ACS’s hit points. 
Construct: A construct is an animated object or artificially constructed creature. Constructs share the following additional traits. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are subject to vehicle critical hits. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Construct Self-Repair: ACS can heal damage on their own but can also be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. An ACS that is reduced to 0 hit points immediately stops functioning and cannot be heal damage. It can still be repaired or used as spare parts for other suits
Flight: An ACS is capable of a limited form of flight. But this uses up 1 charge of energy per round that the suit is flying. There for it is normally used to perform a controlled drop from heights.
Gestalt Intelligence: See Chapter 4: Races, AIs (Artificial Intelligences) and Constructs
Threat Sensors: The threat sensors queue to sound or motion. This provides the wearer, AID, or Gestalt with a +10 circumstance bonus to Listen and Spot checks.
Holographic Field: The onboard Holographic Field projectors can project an illusionary field that includes visual, auditory, olfactory, and thermal components. The illusion will follow a programmed course controlled by an AID device, the operator, or the suit’s Gestalt. The visual illusion cannot extend beyond 16 meters radius. Although the Holographic Field projectors on different suits can link their illusionary effects to provide a far more profound illusion. The Holographic Field provides Total Concealment to anything within the Illusionary field. It cost one energy charge per round to operate the Holographic Field projectors at full power.
	The operator can optionally operate the Holographic Field projectors at reduced power. This will cause the ACS’s form to appear to blur and twist as it blends with its surroundings. The suit will gain three-quarters concealment (30% miss chance) for ten rounds. It cost one energy charge per minute to operate the Holographic Field projectors in this manner.
Improved Jump: The operator, AID, or Gestalt makes a Strength check using the suit’s Strength, when even he wants the suit to jump. The suit can jump up to 16 meters horizontally or 4 meters vertically for every point the result exceeds 10. The operator, AID, or Gestalt would then make a Dexterity check using the suit’s Dexterity, to see if the suit landed safely.
Onboard Magazine Capacity: The suit has an onboard magazine capacity to store 25 kilograms of ammunition. It also has two side pouches that store 10 hand grenades each. 
Radiation Warding: The armor of the suit provides protection against 100 rads of radiation in addition to the protection provided by the energy shield.
Shields: The energy shield projects out to a radius of 2 meters and stops when it touches an obstacle. The energy field can deflect most small arms fire and it has six settings. The radiation shielding effect of an active shield represents how much of the active particle bombardment that the shield can stop at that setting.See Table 10.13: Shield Settings.
Synchronization: The suit acts as an extension of the wearer’s body, so that so long has the operator has the Armor Proficiency (Power Armor). The wearer is not hampered in any way, although the armor enhances the operator’s abilities. The combined being of the operator or gestalt and the suit are considered to have the to have the better of the user’s or the suits Strength, and Dexterity scores, base attack bonus, number of attacks, and movement rate, unless the operator or gestalt is unconscious or inoperative. 
Virtual Environment: The suit allows the trooper to access the world through a virtual environment. When used as a training aid the suit allows personnel to train and familiarize themselves with the material in question without any classroom time requirement besides the time spent in the virtual learning area. 
Weapons Linkage: The advanced targeting and communications features of the suit allow for up to a battalion size unit of 220 ACS troopers to link their fire against a single target. This is not normally necessary except against Landers, and even then it is not necessarily a good tactical maneuver since it prevents the linked units from firing at other targets at the same time. Suits or suit weapons that are linked follow all of the standard linked weapons rules.

Table 10.14: General Equipment
				Purchase
Object	Size	Weight	Price	Restriction
Computers and Consumer Electronics
	AID Artificial Intelligence	Small	0.5 kg.	f 5,000	-
		Device
	Hand Held Communicator	Small	0.5 kg.	f 1,250	-
	Portable Communicator	Med.	5 kg.	f 12,500	-
	Milspecs	Small	0.25 kg.	f 1,250	-
Professional Equipment
Sensor Gear
	Portable Sensor Unit	Small	1.35 kg.	f 5,000 	-
Medical Gear
	Nano-Medicine Regeneration	Huge	100 kg.	f 50,000	Res (+2)
		Chamber
	Mobile Medical Response	Huge	127 kg.	f 75,000	Res (+2)
		Unit
	Portable Medical Sensor	Tiny	0.25 kg.	f 5,000 	-
Drugs
	Anti-Rad	Tiny	0.001 kg.	f 25	Lic (+1)
	Hiberzine	Tiny	0.001 kg.	f 25	Lic (+1)
	Provigil-C	Tiny	0.001 kg.	f 25	Res (+2)
Tools
	Electronic Tools
		Basic Tool Kit	Large	5 kg.	f 100 	-
		Deluxe Tool Kit	Huge	15 kg.	f 800 	-
		Portable Shop	Gargantuan	150 kg.	f 6,400 	-
	Vehicle Tools
		Basic Tool Kit	Large	10 kg.	f 100 	-
		Deluxe Tool Kit	Huge	30 kg.	f 800 	-
		Portable Shop	Gargantuan	300 kg.	f 6,400 	-
GalTech Power Sources
	Micro Power Crystal	Tiny	0.005 kg.	f 10 	Lic (+1)	
	Mini Power Crystal	Tiny	0.1 kg.	f 250 	Lic (+1)
	Standard Power Crystal	Tiny	0.2 kg.	f 500 	Lic (+1)
	Heavy Duty Power Crystal	Small	0.8 kg.	f 2,000 	Lic (+1)
	Power Crystal Power Supply	Huge	2,500 kg.	f 1,250,000	Mil (+3)
	Anti-Matter Power Core	Huge	3,500 kg.	f 2,500,000	Mil (+3)
Survival Gear
Food Converter	Medium	3 kg.	f 250	-
Weapon Accessories
	Modular Targeting Unit	Small	1 kg.	f 475	Mil (+3)

f= Federation Credit
U.S. Dollars to Federation Credits Conversion Rate: 1 Federation Credit = $200.00 Dollars.
Note: This is the only Earth currency currently recognized by Federation Banks at this time. Due to the lack of central authority and banking regulatory agencies, the Federation Banks are refusing at this time to deal in any other earth currency.

Computers and Consumer Electronics

AID Artificial Intelligence Device: The Darhel clans produce The AID devices. They are the sole source of this device. The AID device functions as a digital personal assistant as well as a GalTech handheld Communicator. 
	All normal AID devices have a functioning Intelligence of 12 as well as several starting skills. But the most important AID device ability is the ability to improve over time. The Device’s mental abilities improve over time as the AID learns. An AID device starts play with a set number of skill ranks and feats.  It gains one Feat at every even level, and (4+ Int Modifier x 4) in skill points each time it gains a level. AID unit’s gain Experience Points based on user’s Experience Point gains and the AI Relations skill. 
Note: The AID devices have been designed to periodically download their collected information to the Darhel datanet, and their programming is written in such a way that the AID must make a Wis check DC 35 to perform any act that would be detrimental to the Darhel. The data download is encrypted with a Darhel DC 50 Encryption system.
Int: 12.
Wis: 12.
Starting Skills: Bureaucracy +3, Communications +3, Computers +3, Research +3, and Sensors +3.
Starting Feats: 5 Languages, and 5 Read/Write.

Hand Held Communicator: This is a hand held communicator that uses to communicate with the others equipped with a similar device. Its communication range is limited to roughly 1 Astronomical unit and communicates in an instantaneous manner using a quantum linkage effect. This communicator runs off of a micro power crystal, which will run the unit for approximately 40 days, before needing to be changed.

Portable Communicator: This communication system is normally found installed on a vehicle but can be used as a stand-alone communication and computer console. It can perform all of the functions of the Hand Held Communicator. It has a communication range of roughly 100 Astronomical Units and communicates in an instantaneous manner using a quantum linkage effect. This communicator runs off of a standard power crystal, which will run the unit for approximately 20 days, before needing to be changed.

Milspecs: Milspecs resemble a pair of sunglasses, but is in actuality a GalTech virtual reality device that allows someone to engage and work in a virtual environment. When used as a training aid the device allows personnel to train and familiarize themselves with the material in question without any classroom time requirement besides the time spent in the virtual learning area. 

Professional Equipment
Sensor Gear
Portable Sensor Unit: This unit incorporates a broad spectrum of portable sensors to analyze the general environment and a substance that can be placed in the sensor units sample chamber. The device provides a +6 equipment bonus to related skill rolls of Engineering, Biology, Medical Science, Natural Science, and Physical Science. This device runs off of a mini power crystal, which will run the unit for approximately 40 days, before needing to be changed.

Medical Gear
Nano-Medicine Regeneration Chamber: The Nano-Medicine Regeneration Chamber is a large, non-movable item, about 2 meters wide by 2 meters tall at its tallest (the chamber is built so that it can be angled up and down for ease of use) and 3 meters long. The chamber can heal any damage done to a victim as long as cellular decay was stopped at an early stage and that at least 95%+ of the brain is still intact, with no real adverse effects. It can actually perform healing on a life-form with less brain matter or central memory tissue left, But the life form will only have a percentage of its skills, feats, levels, and memories based on what level of undamaged memory structure is left. The life form can actually be healed with only a residual brain stem left, but what has been healed is basically a clean slate with no memory voluntary or involuntary (i.e. the brain does not even remember how to run the life support structure of the life form), so it would have to be programmed with even the basic brain functions of life.
	With a Nano-Medicine Regeneration Chamber, if a character has lost hit points by taking catastrophic damage, or if dead and caught at an early enough stage (within 1 hour of brain death) the character can restore some of them. A successful check, as a full-round action, restores 1d4 hit points per point of success on the skill check, against a DC of 30. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day, and will take at least one hour per hit point restored before the victim may leave the chamber.
	The Nano-Medicine Regeneration Chamber is also used to administer other nanotech based GalTechs such as those used to reverse the effects of aging, which allows a character to be older than their apparent age, and may add an age ability bonus of  1 to 3 to Int, Wis, and Cha depending on his original age. Example: A 60 year old Regen, with an apparent age of 20, will have the Wis of the 60 year old and the physical ability of the 20 year old.  A 25 year old that regen’s will have basically the same Wis and Ability as before regen, just in slightly better shape. The same value is added to all three abilities. Assume the character’s physical age is as typical for a starting level one character of the same race. Starting mental age should be assumed 2d6 years over the minimum for the bonus received as listed in chapter 14. 

Mobile Medical Response Unit: This device is basically an armored grav-coffin/stretcher that can transport a victim from the site of the injury in relative safety. It also provides onboard power to Hiberzine nanites so that they can operate for up to ten years in an emergency without outside intervention, thereby keeping the victim alive, if there is no other alternative. If emergency surgery must take place, the Mobile Medical Response unit may be operated remotely by a skilled surgeon with a -4 penalty on his Heal checks. The Mobile Medical Response unit is power by six onboard heavy-duty power crystals and has the following statistics:
Generator: 6 Posleen or GalTech Heavy Duty Power Crystal. 
Unloaded Weight: 1.5 metric tons.
Size Class: Large.
Top Speed (surface): 4.
Top Speed (Low Altitude Flight): 4. 
Top Speed (High Altitude Flight): 4.
Acceleration: 6.
Deceleration: 8.
Handling: +8.
Fuel: 1,300.
Sensor: +10
Stealth: 5
AC: 9.
DR: 20*
Hit Points: 70. 
Power Crystal Containment Vessel AC: 16
Power Crystal Containment Vessel DR: 25*
Individual Power Crystal Containment Vessel Hit Points: 7.**
*Note: The Vehicle's armor incorporates advanced ceramic composites spacers that are highly resistant to high temperature and are inserted between the layers of normal armor to reduce the Armor reducing effects of Plasma Damage, fission, fusion, and anti-matter weapons. High temperature plasma weapons reduce the DR of a vehicle by half the amount that they normally due.
**Note: Each power crystal is 4 cm in diameter and 10 cm long and stores 400 power charges or 200 mWh of power.
Due to the crystals dynamic structure they tend to be extremely unstable if damage, doing 1d points of damage per power charge currently being stored in the power crystal to anyone with in the blast radious of the power crystal when it is damaged. So a crystal with 10 charges would do 1d10 points of damage to anyone within the blast radius of the crystal if it destabilizes, and a crystal with 150 charges would do 15d10 points of damage to anyone with the blast radius of the crystal if it destabilizes. The Blast radius for a power crystal explosion is a minimum of 1 meter per point of damage caused by the blast. So a crystal with 10 charges would do 1d10 points of damage to anyone within a possible blast radius of 10 meters (with maximum damage) of the crystal if it destabilizes (Ref Save: DC 15, for half). 

Portable Medical Sensor: This unit is used to diagnose the extent of injuries to the operator or others.. This device provides a +4 equipment bonus on all First Aid and Heal checks to diagnose an injury, or illness. This device runs off of a micro power crystal, which will run the unit for approximately 40 days, before needing to be changed.

Drugs

Anti-Rad: This is a GalTech drug designed to purge a being of radioactive particles and reduce the absorption rate of radiation. It will block the absorption of up to 200 rads of radiation. In addition it will also remove the equivalent of 200 rads of radioactive particles from the body per injection. At any level above the baseline dosage the drug starts to remove or inhibit needed radioactive or energetic (neurological activity) functions of the body. For every dosage after the first dose administered within a 24 hour period the subject has a cumulative -1 penalty on the following Con Checks. The subject must make a Con check at DC 20 or suffer neuralgic seizures and will suffer a -1 per dosage penalty to Constitution, Dexterity and Strength checks for a period of 1 hour per additional dose beyond the first. If the subject suffers a critical failure on the Con check, he will enter a coma like state that will require GalTech level medical assistance to rectify.

Hiberzine: This is a GalTech nano-drug that halts cellular damage and places the victim into a form of suspended animation where all body functions are greatly reduced. This can last for up to 180 day from the onboard power supply in the nanites. The nanites will then power down and the victim will be under the full effects of his injury at that point. The nanites can be deactivated at any time by a GalTech Portable Medical Sensor unit. This GalTech is generally used to stabilize an injured victim for medical treatment at latter time, there by allowing medical personnel the proper amount of time to take corrective action in regards to the injury in question. Surgery can be performed while the patient is under the influence of Hiberzine and has replaced most surgical anesthetic. Hiberzine comes in one use injectors in packs of twenty-five tables or injectors.

Provigil-C: Provigil is a combination of a GalTech stimulant with an earth pharmacological anti-narcolepsy drug. That allows troops to function on little or no sleep for long duration. Each dose administered of the drug will last for 16 hours minus the Con bonus the character has. The Character has a cumulative -1 penalty to Initiative, Attacks, Skill checks, and Ability checks for each administration of Provigil-C after the first usage, without proper rest and recovery time. The user must receive the missed sleep or rest missed before the user has recovered from the negative effects of the drug. Provigil-C comes in one use liquid tablets or injectors,  in bottles of twenty-five tables or injectors.

Tools
Electrical Tool Kit
	This collection of hand tools and small parts typically includes a variety of advanced powered multitools, drivers, cutting devices, fasteners, power tools, and leads and wires.

Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty. It grants a +4 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.

Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +6 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.

Portable Shop: This kit consists of a trailer with a large number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +8 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.

Vehicle Tool Kit
	This collection of hand tools and small parts typically includes a variety of advanced powered multitools, drivers, cutting devices, and fasteners.

Basic: This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices without penalty. It grants a +4 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.

Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of high-quality power tools. It grants a +6 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.

Portable Shop: This kit fills a good-sized trailer. It includes a very large selection of specialized hand tools and a large selection of high-quality power tools. It grants a +8 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.

GalTech Power Sources
	GalTech Power Crystals are manufactured from an artificial, extremely dynamic, piezoelectric large crystalline structure that can store large quantities of free electrons in its structure. But due to the crystals dynamic structure they tend to be extremely unstable if damaged, doing ½ die points of damage per power charge currently being stored in the power crystal to anyone with in the blast radius of the power crystal when it is damaged. So a crystal with 20 charges would do 1d10 points of damage to anyone within the blast radius of the crystal if it destabilizes, and a crystal with 300 charges would do 15d10 points of damage to anyone with the blast radius of the crystal if it destabilizes. The Blast radius for a power crystal explosion is a minimum of 1 meter per point of damage caused by the blast.

Micro Power Crystal: This power crystal is about 1 cm in diameter and ¼ cm thick, and stores 4 power charge or 2 MWh of power. 

Mini Power Crystal: This power crystal is about 1 cm in diameter and 5 cm long, and stores 80 power charges or 40 MWh of power.

Standard Power Crystal: This power crystal is 2 cm in diameter and 5 cm long, and stores 400 power charges or 200 MWh of power.

Heavy Duty Power Crystal: This power crystal is 4 cm in diameter and 10 cm long and stores 3,200 power charges or 1.6 GWh of power.

Power Supply: This heavily armored portable power supply is normally used as a field expedient recharge station for ACS troops. But it can be used for other purposes. The main problem with the unit is that it has a bad tendency to imitate a nuclear blast if damaged. This power crystal power supply is 1 meter wide by 1 meter long by 1 meter high and can store up to 20,000,000 power charges or 10 tWh. of power. Power Supply can only transfer 200,000 power charges or 100 gWh./360 tWs. within one combat round or every 6-seconds. The GalTech Power supply is heavily armored and has an integral shield. The GalTech Power Supply has the following statistics:
AC: 5.
	AC with the Shield Activated: 10.
DR: 200.	DR with the Shield Activated: 225.
HP: 200.

Anti-Matter Power Core: This heavily armored portable power supply is the preferred method of performing a field recharge for ACS troops. But it can be used for other purposes. The main problem with the unit is that it has a bad tendency to perform a spontaneous matter anti-matter energy release cycle if damaged. The unit can provide up to 5 years of power at its normal power rate, or combat power for up to 5 days before the onboard anti-matter supply is depleted. The Anti-matter Power Core has been designed to provide 440 volts power, it can be stepped down to provide 220 or 110 volts power. It is also intended to provide power at a transfer rate 400,000 power charges or 200 gWh./720 tWs. within one combat round or every 6-seconds. The GalTech Power supply is heavily armored and has an integral shield. The GalTech Anti-Matter Power Core used the same rules as GalTech Power Crystals in regards to sympathetic detonations of the Power Core. The GalTech Anti-Matter Power Core has the following statistics:
AC: 5.
	AC with the Shield Activated: 10.
DR: 300.	DR with the Shield Activated: 225.
HP: 200.

Survival Gear
Food Converter: The food converter can convert any normal organic matter into simple food product needed by a life form. The food converter can supply enough food for two personal per day.

Weapon Accessories
Modular Targeting Unit: This unit is a snap on weapon module designed to ease the targeting difficulty of a handheld weapon. The Modular-targeting unit provides a +4 equipment bonus to attack rolls when it is used with a Tenar mounted weapon system. The system also provides a +4 equipment bonus to Sensor skill checks when used in either mode or as a stand-alone unit.

GalTech Vehicles
Grav Car
Unloaded Weight: 2 metric tons.
Size Class: 1 (large)
Top Speed (Surface): 18.
Top Speed (Low Altitude): 18.
Top Speed (High Altitude): 18.
Acceleration: 1.
Deceleration: 3.
Handling: +0.
Fuel: 15,000.
Stealth: 12.
Sensors: +1.
AC: 9 (-1 size).
DR: 8.
Hit Points: 70.
Stations: Pilot/Driver and three passengers.
Cargo: 500 kg.
Cost: f 11,500.
Equipment: All standard features plus a GalTech anti-crash inertial dampening system.

Grav Limo, Armored 
Unloaded Weight: 9 metric tons.
Size Class: Huge.
Top Speed (Surface): 16.
Top Speed (Low Altitude): 16.
Top Speed (High Altitude): 16.
Acceleration: 1.
Deceleration: 2.
Handling: -2.
Fuel: 12,500.
Stealth: 3.
Sensors: +3.
AC: 8 (-2 size, +2 armor).
DR: 30.
Hit Points: 150.
Stations: Pilot/Driver and eight passengers.
Cargo: 1 metric ton.
Cost: f 26,000.
Equipment: All standard features plus a GalTech anti-crash inertial dampening system.

Federation Combat Shuttle
Unloaded Weight: 225 metric tons.
Size Class: Gargantuan.
Top Speed (Low Altitude): 34.
Top Speed (High Altitude): 34.
Acceleration: 6.
Acceleration Space: 6.
Deceleration: 6.
Handling: +6.
Fuel: 200 days.
Stealth: 25.
Sensors: +5.
AC: 6 (-4 size), or 11 with Shields (+5 Shields).
DR: 320 or 520 (+200 Shields).
Hit Points: 300.
Stations: 1 Pilot, 1 Copilot, 1 communications/Electronics Warfare Officer, 1 navigator and 25 passengers.
Cargo: 10 metric tons.
Cost: f 7,490,000,000.
Equipment: All standard features plus a GalTech anti-crash inertial dampening system.

Federation Courier Ship
Unloaded Weight: 450 metric tons.
Size Class: Colossal.
Top Speed (Low Altitude): 12.
Top Speed (High Altitude): 12.
Acceleration: 6.
Acceleration Space: 6.
Deceleration: 6.
Handling: +4.
Fuel: 150 days.
Stealth: 1.
Sensors: +5.
AC: 2 (-8 size), or 7 with Shields (+5 Shields).
DR: 450 or 675 with Shields (+225 Shields).
Hit Points: 600.
Stations: 1 Commander, 1 Executive Officer, 3 Pilots, 3 Copilots, 3 communications officers, 3 navigators, 60 Indowy engineer crew and 75 passengers.
Cargo: 100 metric tons.
Cost: f 8,925,000.
Equipment: All standard features plus a GalTech anti-crash inertial dampening system.

Copyright Notice
The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright ©2000-2003.

DESIGNATION OF OPEN GAME CONTENT
Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 11: Backgrounds

Backgrounds

Character Background Points

Characters in this game may have significant benefits received from events prior to the start of the campaign. As an optional rule the GM may give ‘background points’ to players to represent special advantages from before the start of the game. All bonus point expenditures and costs must be approved by the GM; the ‘default’ setting would involve zero bonus points to generate normal starting characters.
	Note: You can build Mike O’Neal from the start of the 1st book on about 6 bonus points. GMs who give out too many bonus points should be prepared for a very strange, and not very realistic game.

Non-human Characters:
	Indowy who strictly follow “the path of peace” and will never reconsider receive 4 extra bonus background points. 
	Tchpht receive 2 extra bonus background points. 
	This represents the fact that members of these races usable as PCs must be unusual individuals. If the GM is not using bonus points, then these races do not receive these points. 

Table 11.1: Suggested Beginning Background Points
Character	Background 
Equivalent	Points
Rookie	0	
Average	1
Above-Average	2
Experienced	3
Very Experienced	4
Hero Material	5
Truly Outstanding	6
Superhuman	7

Bonus point examples
	The examples below are just that -- examples -- not a complete list.

The Character has a College Degree
Point Cost: 1
	Your character has gone to a college or is currently either a part-time or full time student with one or more college degrees. 
Associates Degree: 4 Ranks in the Core Major skill plus an additional 8 ranks in supporting skills. Cost 0.5 point.
Bachelor's Degree: 6 ranks in the Core Major skill plus an additional 16 ranks in supporting skills. Cost 1 point
Master's Degree: 8 ranks in the Core Major skill plus an additional 24 ranks in supporting skills. Cost 2 points.
Doctorate Degree: 10 ranks in the Core Major skill plus an additional 32 ranks in supporting skills. Cost 3 points.
Note: Your character can receive a degree in any skill that he meets the requirements for.
ASc: Associates of Science: These are "pure science courses, e.g. Biology, Biochemistry,  Metallurgy, Physics, Planetology, Xeno-Biology. This list is not all inclusive.
AA: Associates of Arts: These are the most "academic" courses, e.g. Cultural Studies, History, Military Studies, Law, Linguistics and Literature. This list is not all inclusive.
A.Eng: Associates of Engineering: These are "Applied science" courses for the most part, e.g.  Aerospace design, Information Systems and Mining studies. This list is not all inclusive.
BSc: Bachelors of Science: These are "pure science courses, e.g. Biology, Biochemistry,  Metallurgy, Physics, Planetology, Xeno-Biology. This list is not all inclusive.
BA: Bachelors of Arts: These are the most "academic" courses, e.g. Cultural Studies, History, Military Studies, Law, Linguistics and Literature. This list is not all inclusive.
B.Eng: Bachelors of Engineering: These are "Applied science" courses for the most part, e.g.  Aerospace design, Information Systems and Mining studies. This list is not all inclusive.
B.Ed: Bachelors of Education: This is a specialist vocation course that trains characters to work as instructors or educators, and includes a minor in a specialized subject, e.g. Physics, History, etc. Graduates are not so knowledgeable about their specialist subject as their peers leaving a "straight" BA or B.Sc course, but they will have a good working knowledge of Psychology and instruction-related skills. 
Masters and Doctorate degrees are just continuation and specialization of the Core Major skill degree.
A college degree effects how must money a character can earn from his profession or craft. The amount to which a college degree effects a characters base earnings is listed below.
Associates Degree: 1.25 times base earning.
Bachelor Degree: 1.5 times base earning.
Masters Degree: 2 times base earning.
Doctorate: 4 times base earning.

The Character is a member of the Ground Forces Active Reserves
Bonus Points: 0.5, 1, 2, 3, 4, 5, or 6
	The character is a member of an inactivated Ground Forces Reserve unit. This is worth 0.5 points if the character is a Specialist or Corporal (E-4). This background is worth 1-5 points if the character is a Non-Commissioned Officer; E-5 is worth 1 point; E-6 is worth 2 points; E-7 is worth 3 points; E-8 is worth 4 points; and E-9 is worth 5 points. 
	This background is worth 1-6 points if the character is an Officer; O-1 is worth 1 point; O-2 is worth 2 points; O-3 is worth 3 points; O-4 is worth 4 points; O-5 is worth 5 points; and O-6 is worth 6 points.	
	Any rank under E-4 gives no bonus points, as the requirements on their time and additional responsibilities are minimal.
	Active duty reservists with the rank of E-1 through E-4 are required to attend drill for one weekend a month and two weeks a year. Active duty reservists with the rank of E-5 through E-9 are required to attend drill for two weekends a month and one month a year. They are also required to insure that their normal unit duties (preventive maintenance, unit paperwork, and training) to the unit are done even when not on drill.
	Active duty reservist who are Officers with the rank of O-1 through O-6 are required to attend monthly officer refresher courses and command training exercises for two weekends a month and one month a year. They are also required to insure that their normal unit duties to the unit are done even when not attending officer refresher courses or command training exercises.
	The character MUST attend his monthly and By-Yearly training or be considered AWOL. Being an active duty reservist also entitles the character to half pay at his respective rank for performing his monthly and yearly service drills.

Table 11.2: Regular Military Monthly Pay Chart
		Years of Service
Pay		Commissioned Officer
Grade	<2	2	3	4	6	8	10	12	14	16	18	20	22	24>
O-10	---------	---------	---------	---------	---------	---------	---------	---------	---------	---------	---------	$14,980	$14,980	$14,980
O-9	---------	---------	---------	---------	---------	---------	---------	---------	---------	---------	---------	$13,195	$13,385	$13,385
O-8	---------	---------	---------	---------	---------	---------	---------	---------	$11,195	$11,540	$12,040	$12,500	$12,815	$12,815
O-7	---------	---------	---------	---------	---------	---------	$9,175	$9,445	$9,720	$10,575	$11,305	$11,305	$11,305	$11,305
O-6	---------	---------	---------	---------	$6,760	$7,050	$7,085	$7,085	$7,320	$8,200	$8,620	$9,035	$9,275	$9,520
O-5	---------	---------	---------	$5,845	$6,080	$6,080	$6,260	$6,600	$7,040	$7,485	$7,700	$7,905	$8,145	$8,145
O-4	---------	---------	$5,110	$5,180	$5,475	$5,715	$6,110	$6,410	$6,625	$6,835	$6,905	$6,905	$6,905	$6,905
O-3	---------	$4,125	$4,455	$4,810	$5,040	$5,295	$5,505	$5,780	$6,010	$6,140	$6,315	$6,315	$6,315	$6,315
O-2	$3,150	$3,585	$4,125	$4,265	---------	---------	---------	---------	---------	---------	---------	---------	---------	---------
O-1	$2,730	$2,840	---------	---------	---------	---------	---------	---------	---------	---------	---------	---------	---------	---------
						Warrant Officer
W-5	--------	--------	--------	---------	--------	--------	--------	--------	--------	--------	--------	$6,465	$6,685	$6,905
W-4	--------	--------	--------	---------	--------	--------	--------	--------	$5,255	$5,440	$5,635	$5,825	$6,025	$6,220
W-3	--------	--------	--------	---------	--------	--------	$4,330	$4,475	$4,630	$4,805	$4,980	$5,155	$5,330	$5,505
W-2	--------	--------	--------	---------	$3,550	$3,740	$3,880	$4,025	$4,160	$4,320	$4,475	$4,630	$4,785	$4,950
W-1	$2,665	$2,890	$3,030	$3,130	$3,270	$3,415	$3,565	$3,705	$5,155	$4,005	$4,150	$4,260	$4,260	$4,260
						Enlisted
E-9	--------	---------	---------	---------	---------	---------	$4,455	$4,560	$4,680	$4,830	$4,980	$5,130	$5,330	$5,535
E-8	---------	---------	---------	---------	---------	$3,720	$3,825	$3,930	$4,045	$4,175	$4,310	$4,450	$4,650	$4,845
E-7	---------	---------	---------	---------	$3,150	$3,335	$3,440	$3,550	$3,655	$3,765	$3,870	$3,980	$4,160	$4,285
E-6	---------	---------	---------	$2,645	$2,760	$2,935	$3,045	$3,150	$3,250	$3,330	$3,390	$3,390	$3,390	$3,390
E-5	---------	---------	$2,270	$2,380	$2,490	$2,640	$2,745	$2,855	$2,855	$2,855	$2,855	$2,855	$2,855	$2,855
E-4	---------	$1,980	$2,080	$2,185	$2,285	$2,285	$2,285	$2,285	$2,285	$2,285	$2,285	$2,285	$2,285	$2,285
E-3	$1,700	$1,800	$1,915	$1,915	$1,915	$1,915	$1,915	$1,915	$1,915	$1,915	$1,915	$1,915	$1,915	$1,915
E-2	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615	$1,615
E-1	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440	$1,440

The Character is a member of the Ground Forces Inactive Reserves
Bonus Point: 1
	The character was in the Ground Forces during the invasion and has been released from service when the Fleet relieved Earth. The character can be recalled to active status at any time in the future. There is no longer a set duration to inactive reserve service status for ex-military personnel. Although personnel can be disqualified from reserve status due to the nature of their discharge, due either to a dishonorable discharge, or a medical discharge from military service. This background is worth 1 point. The character MUST return to service if reactivated or be considered AWOL.

The Character held a NCO or Officer Rank while in the military
Point Cost: 0.5, 1, 1.5, 2, 2.5, or 3
	The character held a NCO or Officer Rank while in the military be it a Terran military organization or the Fleet or Fleet Strike. This background is worth 0.5-2.5 points if the character is a Non-Commissioned Officer; E-5 is worth 0.5 point; E-6 is worth 1 points; E-7 is worth 1.5 points; E-8 is worth 2 points; and E-9 is worth 2.5 points. 
	This background is worth 1-6 points if the character is an Officer; O-1 is worth 0.5 point; O-2 is worth 1 points; O-3 is worth 1.5 points; O-4 is worth 2 points; O-5 is worth 2.5 points; and O-6 is worth 3 points.	
	Being a veteran entitles the character to certain benefits: Free medical care, free educational benefits, and, depending on when he was separated, Temporary Relocation Pay.

Note: Any personnel mustered out of Fleet Strike will be processed through and discharged at Fleet Strike Headquarters in Fredericksburg, VA, U.S.

The Character holds a NCO or Officer Rank in the military
Point Cost: 1, 2, 3, 4, 5, or 6
	The character holds a NCO or Officer Rank in the military be it a Terran military organization or the Fleet or Fleet Strike. This is worth 0.5 points if the character is a Specialist or Corporal (E-4). This background is worth 1-5 points if the character is a Non-Commissioned Officer; E-5 is worth 1 point; E-6 is worth 2 points; E-7 is worth 3 points; E-8 is worth 4 points; and E-9 is worth 5 points. 
	This background is worth 1-6 points if the character is an Officer; O-1 is worth 1 point; O-2 is worth 2 points; O-3 is worth 3 points; O-4 is worth 4 points; O-5 is worth 5 points; and O-6 is worth 6 points.	
	Being active duty also entitles the character to full pay at his respective rank and entitles him to all of the normal military benefits: Combat pay; free room and board; Separate Rations (SepRats) allotment and Separate Housing allotment (BAQ) if is not living in provided housing; possible Temporary Duty pay if he is assigned other duties; Free medical care and Free educational benefits being some of the different benefits.
	Note: The character is operating under military law and is required to fulfill all of his duty assignments, even if it would entail the destruction of his unit under certain circumstances.
	The supposed free room and board is on base housing and mess hall access at their assignment, be it barracks living or base housing for military personnel with families. The military is not known for high quality housing or food service. 
	Separate Rations (SepRats for short) is what is given to personnel when they choose to live off base at there permanent duty assignment base.
	All military personnel are entitled to hostile Fire Pay when in a combat theater. Hostile Fire Pay is $150 per month for all pay grades.

Table 11.3: Separate Rations Allowance
Personnel
Category	SepRats Allowance	Special
Officers	$215 per month	Standard Rate.
Enlisted	$315 per month	Standard Rate.
	$345 per month	On base rations are not available.
All Grades	+$100	Family Separation Ration Allowance

Table 11.4: Separate Housing Allowance/Basic Allowance for Quarters (BAQ)
Pay	BAQ (With	BAQ (without
Grade	Dependents)	Dependents
O-10	$1,880	$1,585
O-9	$1,880	$1,585
O-8	$1,880	$1,585
O-7	$1,880	$1,585
O-6	$1,720	$1,430
O-5	$1,615	$1,375
O-4	$1,365	$1,210
O-3	$1,240	$1,080
O-2	$1,170	$975
O-1	$1,130	$905
W-5	$1,265	$1,165
W-4	$1,200	$1,075
W-3	$1,170	$990
W-2	$1,105	$910
W-1	$970	$790
E-9	$1,280	$1,035
E-8	$1,185	$955
E-7	$1,150	$885
E-6	$1,080	$825
E-5	$965	$745
Table 11.4: Separate Housing Allowance/Basic Allowance for Quarters (BAQ) (Continued)
Pay	BAQ (With	BAQ (without
Grade	Dependents)	Dependents
E-4	$835	$645
E-3	$760	$605
E-2	$780	$575
E-1	$820	$500

Note: SepRats and BAQ are in addition to all qualifying military personnel’s normal pay. The above chart is a simplification of the standard military chart; adjust for increases due to the intervening time frame.

The Character is a member of the Military who has been placed on indefinite or extended Temporary Duty
Point Cost: 3
	The Player must provide the GM with reasonable and believable explanation for the player’s character to have been placed on extended TDY. The following are a couple of reasonable possibilities. The character is going to school to learn a militarily needed skill that cannot be taught in a military specialty school. The character is performing undercover work with the Criminal Investigation Division in regards to an ongoing investigation. Ongoing intelligence work to infiltrate the earth based divisions of off world organizations. 
	Temporary Duty Pay is payable when a military member is performing temporary duty (TDY) at a location different from where they are stationed. (Note: TDY is different than being "deployed." Individuals who are "deployed" to "field conditions," like Barwhon, the Coastal Plains, Diess, Irmansul etc., do not receive "TDY Pay.")
	The rates below are for periods of time that the member is actually performing TDY duty at the location. TDY Pay rates when the member is in a travel status (traveling from one location to another) are ½ of the below listed rates.
	For meals reimbursement, the service member is entitled to the "No Government Meals" rate, (plus $4 per day for incidental expenses), if there are no government meals (mess hall) available, and/or the member is not directed to consume government meals in their TDY orders, and/or there are no government quarters available, and the member is staying off-base.
	The "Proportional Meals" rate, (plus $4 per day for incidental expenses) is used if government quarters are available, and government meals (mess hall) is available, and the member's TDY orders direct that the member consume at least one government meal per day. 

Table 11.5: TDY Reimbursement Rates
TDY Allotment	Reimbursement 
Category 	Rate
Maximum Lodging	$200
	Allotment
No Government	$65
	Meals Rate
Proportional Meals	$40
	Rate
Maximum Total TDY	$260
	Pay Rate

Note: The above information and chart are a simplification of the standard military chart; adjust for increases due to the intervening time frame.

The Character retired from the military with 20+ years of Service
Point Cost: 1
	The character has retired from the U.S. military and is drawing a pension of 80% of his service pay. The character can still be reactivated at any time if so required by Ground Forces Command. Military Service in the Fleet or Fleet Strike counts toward U.S. military retirement. But service in a Terran military organization does not count toward retirement benefits in regards to Galactic Federation Military Retirement pay. 

The Character is unusually competent
Point Cost: 1
	Add one each to any two abilities; the resulting score must be a possible starting score for the race in question. This background costs one bonus point and may be taken more than once.

The Character is a rejuv
Point Cost: 1, 2 or 3
	The character is older than most and adds an age ability bonus of 1 to 3 to Int, Wis, and Cha.  The same value is added to all three abilities. Assume the character’s physical age is as typical for a starting level one character of the same race. Starting mental age should be assumed 2d6 years over the minimum for the bonus received as listed in chapter 3. Bonus point cost is equal to the age bonus.

The Character is a War Hero
Point Cost: 2
	The character was a member of the ACS, the 600, won the Congressional Medal of Honor, or something similar. The character can pretty well ignore restrictions on private weapons in the USA, and can probably count on assistance from most US military personnel and veterans (a class which includes most of the surviving adult males in the US). Bonus point cost is 2. [Only humans are eligible for this.]

The Character has private ownership or permanent more or less free use of significant GalTech or Posleen equipment
Point Cost: 1, 2, 3, 4, 5, 6, or 7
	The character has managed to acquire a piece of GalTech equipment by some means, (this is in addition to his normal starting wealth or gear). Minor Posleen items are worth 1 point each, Medium Posleen items are worth 2 points each, Posleen weapons are worth 3 points, and Major Posleen items are worth 4 points. Minor GalTech items are worth 1 point each. Medium GalTech items are worth 2 points each, the following GalTech weapons are worth 3 points (Molecular Blade, 1mm Flechette pistol, M-100 3mm Gravpistol, M-800 Grappler, or M-900 Sonic Devourer). The following GalTech weapons are worth 4 points (M-200 3mm ACS GravRifle, M-209 3mm Gravrifle (Sniper), M-300 3mm ACS GravWeapon, M-400 Terawatt, Hvy. Laser, or M-500 ACS Flechette Gun). Major GalTech items are worth 5 points. The following GalTech weapons are worth 6 points (M-600 100mm Variable Velocity Auto Mortar, or M-700 Lance Launcher). One of the standard GalTech Armored Combat Suits is worth 7 points. 
	The character rolls on the appropriate minor items table in Chapter 16: Treasure and Rewards, for minor Posleen and GalTech items, to determine what item he has. The character rolls on the random appropriate medium item’s table in Chapter 16: Treasure and Rewards, for medium Posleen and GalTech items, to determine what item he has. The character rolls on the appropriate major item’s table in Chapter 16: Treasure and Rewards, for major Posleen and GalTech items, to determine what item he has. 
	If the character decides to get a weapon, they pick the weapon of their choice and 1d6 magazine or power crystals to power it (except for the M-400 Terawatt Heavy Laser, the Power Supply or Anti-matter Power Core must be acquired separately). The M-600 100mm Variable Velocity Auto Mortar does not, under any circumstance, come with antimatter ammunition. The M-700 Lance launcher is a disposable missile and no reloads come with the launcher. 
	The character rolls on the Major Item undamaged Armored Combat Suit part of the GalTech Major Items table if he somehow acquires an Armored Combat Suit.  
Note: Under no circumstance can any roll on the above table reduce the point cost of a piece of equipment. Reroll any item that the character does not have enough character points to get.

The Character has been ‘upgraded’
Point Cost: 3, or 8
	This background must be taken at the character creation, this represents the character as being one of the handful of people who were upgraded by the Tchpth before the Darhel found out about the experiments. The Darhel have, by an effective PR campaign, made it illegal for humans to receive this treatment. The only way a person could acquire this treatment after character creation is for them to somehow earn a major favor from the Bane Sidhe, who still have access to this technology.
	A Partial Upgrade entails only improvements in the character’s physical body. Add 1d3 points to Str, Dex, and Con; and add 1 point each to Int, Wis, and Cha. This costs 3 bonus points.
	A Full Upgrade entails not only improvements in the character’s physical body but also implanted skills and feats. . Add 1d3 points to Str, Dex, and Con; and add 1 point each to Int, Wis, and Cha. The character also receives either the military skill set or the technical skill set.
	The military skills set entails the following implanted skills and feats:
Skills: Communications +4 ranks; Demolition +4 ranks; Hide +4 ranks; Listen  +4 ranks; Move Silently +4 ranks; Spot +4 ranks; Survival +4 ranks; and Use Device +4 ranks.
Feats: Combat Reflexes; Far Shot; Improved Far Shot; Point Blank Shot; Sniper; Stealthy; Weapon Proficiency, Simple Firearms; Weapons Proficiency Martial Firearms.
	The Technical skills set entails the following implanted skills and feats:
Skills: AI Relations +4 ranks; Communications +4 ranks; Computer Use +4 ranks; Craft +4 ranks; Dashon Mentat +4 ranks; Knowledge (pick one) +4 ranks; Repair +4 ranks; Research +4 ranks; Use Device +4 ranks; Use Alien Device +4 ranks
Feats: Educated; Gearhead; Information Junkie; XT Research; and Skill Focus.
	A Full Upgrade cost 8 points. If it becomes know to the Darhel that a person has been upgraded, they will attempt to eliminate or discredited that person. The character can be assumed to have the Darhel as a hostile contact.
A character with a partial or full upgrade may also receive the benefits of being a rejuv.

The Character is unusually experienced
Point Cost: 2, 4, 6 or 8
	The character starts at a higher level than the default 1st level character. This cost 2 bonus points for one level higher and 4 bonus points for two levels higher, 6 bonus points for three levels higher, and 8 bonus points for four levels higher.

The character starts with more than the expected amount of gear
Point Cost: 1, 2, 3, 4 or 5
	$100,000 in extra personal wealth costs 1 bonus point, $300,000 costs 2 bonus points, $1,000,000 costs 3 bonus points, $10,000,000 costs 4 bonus points, and $100,000,000 costs 5 bonus points.

The character starts with less than the expected amount of gear
Bonus Point: 1, 2, 3, 4 or 5
	The characters starting money multiplier is reduced to times 1,000 instead of times 2,000, gains the character 1 bonus point. Having the characters starting money multiplier reduced to times 500 instead of times 2,000, gains the character 2 bonus point. Having the characters starting money multiplier reduced to times 250 instead of times 2,000, gains the character 3 bonus point. Having the characters starting money multiplier reduced to times 125 instead of times 2,000, gains the character 4 bonus point. And finally having the characters starting money multiplier  reduced to times 75 instead of times 2,000, gains the character 5 bonus point.

The character has a useful contact, friend, or patron
Point Cost: 1-5
	The player need not specify at the start of play who the contact is but may chose someone appropriate (with GM permission) once the game has started. The costs of this background is 1 point per contact, friend, or patron, times the power level of the contact, friend or patron. I have given some examples and ideas below.

Table 11.6: Contacts, friends and patrons
Power
Level	Example
1 	A person with local control or power. 
		A Gang Leader
2 	A person who is very useful to the character but is only effect in a specific area or skill. 
		A black market gun runner or a nationally recognized defense lawyer.
3 	A person who is powerful on there own but is limited in what resources that they can use. 
		A U.S. Federal Territory Marshal.
4 	A person with regional control or power.
		 A U.S. Military Governor in reoccupied territories.
5 	A person with planetary or Greater control or power. 
		A Darhel Ghin, US President or Inspired Lord.

The character has a hostile contact or enemy
Bonus Points: 1-5
	The player need not specify at the start of play who the contact is but may chose someone appropriate (with GM permission) once the game has started. 1 bonus point per hostile contact or enemy times the power level of the contact, friend or patron. See examples in Table 11.6 above.
1) A person with local control or power.
2) A person who is very useful to the character but is only effect in a specific area or skill.
3) A person who is powerful on there own but is limited in what resources that they can use.
4) A person with regional control or power.
5) A person with planetary or Greater control or power.

The character is an Ex-Convict
Bonus Points: 1, 2, 3, 4, 5
	The character has been convicted and sentenced to prison in the past. The character had been sentenced for a non-violent crime is worth 1 point. If the sentence was for a violent crime it is worth 2 points. If the sentence was for a three strikes your out life sentence and was commuted due to military service, then it is worth 3 points. If the sentence was a life sentence for a violent crime and was commuted due to military service, then it is worth 4 points. If the sentence was a death penalty and was commuted due to military service, then it is worth 5 points.
Note: Criminal records are no longer sealed and society generally no longer has a tolerant attitude for violent criminal activity, due to the continuous nature of the riots leading up to the invasion among the draftees.

The character is Currently a Wanted Criminal
Bonus Points: 1, 2, 3, 4, 5, or 6
	The character is currently wanted in connections to a crime. The character is wanted as a material witness to a crime in which organized criminal organizations have a vested interest in the character NOT testifying is worth 1 point. If the character is wanted for a non-violent crime it is worth 2 points. If the character is wanted for a violent crime it is worth 3 points. If the crime would make the character a three strikes you’re out lifer if convicted, then it is worth 4 points. If the character is wanted in regards to a crime that could entail a life sentence for a violent crime, then it is worth 5 points. If the character is wanted in regards to a crime that could entail a death penalty, then it is worth 6 points. Add 1 bonus point if Federal Law enforcement officers are actively looking for the character.

Copyright Notice The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other  material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright ©2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 12: Combat and Other Mechanics
The material in this chapter is open content, unless otherwise stated in the Open Game License, version 1.0a.

General Combat
The rules have been modified for the Legacy of the Aldenata RPG.  This document may be considered version 1.0 of the combat system.

Attack Roll
	When your character makes an attack, roll 1D20 and add the Base Attack Bonus plus all of the appropriate modifiers. A large number of factors can modify the attack roll. If the total of the roll, plus all modifiers, is greater than the target's Armor Class, then the attack hits and causes damage based on the weapon or type of attack used.

Attack Bonus
Your character's attack bonus with a melee weapon is:
	Your character’s Base Attack Bonus + Strength modifier + applicable feats + target's size modifier.
With a ranged weapon, his attack bonus is:
	Base Attack Bonus + Dexterity modifier + applicable feats + range modifier + Target's size modifier - recoil modifier if applicable.

Strength Modifier
	An exceptional Strength allows your character to use a melee weapon with greater force, while a below-average strength makes it more difficult for him to wield a weapon. In either case, apply your character's Strength modifier to attack rolls when making melee attacks. An exceptional Strength also allows your character to counter some of the negative effects of high recoil on a ballistic weapon, but cannot be used to counter any other negative modifiers to your character's ranged attacks.

Dexterity Modifier
	An exceptional Dexterity gives your character better coordination and aim, while a below-average dexterity can seriously affect the ability to hit anything but himself. In either case, apply the character's Dexterity modifier to attack rolls when making ranged attacks. An exceptional Dexterity also allows a character to negate some of the negative effects of high recoil on a ballistic weapon.

Feats
	Some of the feats that your character may be able to take can give your character bonuses or penalties to an attack roll, depending on when they are used and how. 

Recoil Modifier
	The Recoil Modifier is a cumulative negative adjustment to the Character's Base Attack Bonus for each additional attack after the 1st attack in a round using that weapon.  I.E. if a weapon has a recoil of 2, the 2nd attack using that weapon in a round suffers a -2 to BAB, the 3rd suffers a -4 to BAB, the 4th suffers -6 to BAB and so on. The recoil is affected by the rate of fire being used by the weapon; Burst Fire has an additional -1 adjustment to recoil, and Full-Auto has an additional -2 adjustment to recoil. Using certain Weapon Accessories such as bipods and tripods can reduce the recoil that is caused by using a weapon. As an example, recoil for an M-16A1 would be listed as Recoil: 0/1/2 the 1st bracket is for single shot, the 2nd is for 3-round burst and the last bracket is for Full-auto. A graphic description of the display follows Recoil: 0(single shot)/1(3-round burst)/2(Full-auto). If a weapon has more than one Rate of Fire (RoF), but is incapable of one of the Rate of Fire categories, that category will be listed as N/A. If your character uses a one-handed weapon with two hands, he gains a +4 bracing modifier to Recoil, while a light weapon in the off hand counts as -4 to recoil.  If a character takes a full round action to fire a single shot, then that shot is always considered controlled and recoil is ignored.    
	A character's Recoil modifier for using a weapon is as follows:
	Adjusted Recoil Modifier = Recoil Modifier + (Strength modifier + equipment modifier).
	Example: If your character is firing an Advanced Infantry Weapon (308 caliber) in full-auto fire mode, he will suffer the following recoil penalties if his strength score is 16.  On his 1st shot, his recoil modifier will be -2 (due to his full-auto fire), on his second shot, his recoil modifier will be -4.

Size Modifier
	The larger your target is, the easier it will be to hit, and the inverse is also true, the smaller your target is, the harder it will be to hit. Whenever your character makes a melee or ranged attack, include the size modifier for the target as one of the modifiers to your character’s attack roll. The size modifier also applies to attack rolls, so two combatants of the same size effectively have no bonus or penalty to hit each other.

Table 12.1: Size Modifier
Size	Armor Class Modifier
Colossal		-8
Gargantuan		-4
Huge		-2
Large		-1
Medium-Size		0
Small		+1
Tiny		+2
Diminutive		+4
Fine		+8

Range Modifier
	All Ranged weapons in Legacy of the Aldenta have a range increment. For example a Medium Size Semi-Auto Pistol has a range increment of 16 meters. The description and statistics for each ranged weapon can be found in Chapter 8 Earth Equipment, Chapter 9 Posleen Equipment, and Chapter 10 GalTech Equipment. Any attack that your character makes that is with the first range increment for the ranged weapon he is using has a range modifier of +0. Each full range increment gives a cumulative -2 penalty to your character’s attack roll. For example if your character is using the above-mentioned Medium Size Semi-Auto pistol to attack an opponent 40 meters away, his attack roll would have a penalty of -4 (two full range increments, but not quite three).
	All thrown weapons, whether a grenade or a dagger, has a maximum range of five range increments. Projectile weapons, whether a bow or a rifle, have a maximum range of ten range increments. There is no maximum range limit to the number of range increments for energy weapons except the user’s ability to find and see his target. But energy weapons have their damage reduced by 50% - roll damage normally, but apply only half of the damage, rounded down  - every ten range increments. So for example, a GalTech Assault laser pack will do only 50% damage from range increments 11 to 20 and will only do 25% damage from range increments 21 to 30. Energy weapon damage loss is listed on the table below:

Table 12.2: Energy Weapon Damage Loss
Range	Damage	Damage
Increment	Loss	Done
	0-10	0%	100%
	11-20	50%	50%
	21-30	75%	25%
	31-40	94%	6%
	41-50	97%	3%
	51-60	98%	2%
	61-70	99%	1%

Other Attack Modifiers
	There are other circumstance modifiers that can apply to your characters attack roll DC, depending on the circumstances.

Table 12.3: Attack Roll Modifiers
Circumstance	Melee	Ranged
Attacker flanking defender*	+2 	---
Attacker on higher ground	+1	+0
Attacker prone	-4	**
Attacker invisible	+2***	+2***
Defender sitting or kneeling	+2	-2
Defender prone	+4	-4
Defender stunned, cowering,	+2***	+2***
	or off balance
Defender climbing	+2***	+2***
	(cannot use shield)
Defender surprised or	+0***	+0***
	flat-footed
Defender running	+0***	-2***
Defender grappling 	+0***	+0****
	(attacker not)
Defender pinned	+4***	-4***
Defender has cover	See Cover	See Cover
Defender concealed or	See Concealment	See Concealment
	invisible
Defender helpless	See Helpless Defenders
*A character flanks a defender when the character has an ally on the opposite side of the defender and that ally threatens the defender
**Some ranged weapons can't be used while the attacker is prone, but a character can use a firearm or crossbow while prone.
***The defender loses any Dexterity bonus to AC.
****Roll randomly to see which grappling character is struck when an attack is made against two or more grappling characters. The character attacked also loses any Dexterity bonus to AC.

Damage
	When your character successfully attacks an opponent (either melee or ranged), he inflicts damage according to the description of the weapon or ammunition used and all damage modifiers from skills, feats, or class abilities that can modify the weapon's damage. Any unarmed attacks your character does receive all of the same bonuses that apply to his melee weapon damage. Penalties to damage cannot reduce your damage below 1 -- the only exception to this rule is Damage reduction.
	Your character’s damage with a ranged or melee weapon will be typically:
[Weapon Damage + Strength Modifier (if applicable) + other damage modifiers] x damage multiplier x High Damage Multiplier + bonus damage dice - Damage Reduction.

Weapon Damage
	Each weapon will do a different amount of damage to your character’s target (see Chapter 8 Earth Equipment, Chapter 9 Posleen Equipment, and Chapter 10 GalTech Equipment). Unarmed attacks generally only inflict 1D3 (depending on race) damage, unless martial arts are used, or the character is of a non-human race.

Strength Modifier
	You add your character's Strength modifier to damage rolls when using a melee weapon, most thrown weapons (unless specified in the weapon description), bow, sling or similar weapon that your character’s actual physical strength plays a factor in how effective your character is with the weapon. Any Off-Hand attacks that your character makes receive only half of your character’s normal Strength modifier, while attacking with a weapon two-handed allows your character to receive one and a half times his normal Strength modifier. Explosives such as grenades never have their damage modified by the Strength modifier, whether thrown or not.

Other Damage Modifiers
	Certain equipment, feats and situations will, at times, modify the damage that your character is able to do. As long as these additional damage modifiers do not take the form of additional damage dice (such as from sneak attack), they are counted when multiplying damage.
Damage Multiplier
	Sometimes your character multiplies damage by some factor, such as when a character scores a critical hit. Roll the damage (with all modifiers) multiple times and total the results. 

Sneak Attack Bonus Damage Dice
	Sneak attack bonus damage dice are added in after all multipliers have been applied to your character’s damage total. So if an attack that dealt 1D4 had both an additional +1D6 bonus die and a x2 multiplier applied to it, the final damage would be 2D4+1D6.

Damage Reduction
	Some abilities, creatures, equipment and armor grant damage reduction. Damage reduction represents a target being tough enough or well enough constructed to resist the effects of some types of damage. Damage Reduction is subtracted from damage after all other modifiers have been applied. Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction number by a slash. If a dash follows the slash then the damage reduction is effective against any attack that does not ignore damage reduction. Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack. Damage reduction does not negate energy damage dealt along with an attack. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact. 
	Whenever Damage Reduction reduces damage to 0, it also negates special effects that accompany damage, such as poison. Touch attacks (such as a Stun Baton) are not negated, nor does Damage Reduction cancel effects delivered by inhalation, ingestion, or contact. Characters can tell when Damage Reduction has reduced their damage to 0. Unless otherwise specified in the source of the damage reduction, all damage reduction is ignored by energy damage (acid, cold, electric, fire, and sonic damage are the five types of energy damage present in the game).
	Some creatures also have natural armor, such as scales or fur, which improve their Damage Reduction.

Armor Class (AC)
	Your character's Armor Class will determine how hard it is for his opponents to hit him. It is used as the DC for your opponents' attack rolls. The Armor Class for a normal starting character is 10. Your character's Armor Class is:

10 + class bonus + Dexterity modifier + size modifier + other modifiers 

Class Bonus
	Your character’s class will gives him an innate bonus to his Armor Class that always applies, even when he is flat-
footed. This class bonus to your character’s Armor Class will improve over time.

Dexterity Modifier
	Your character’s Dexterity is the one factor that most affects your character's ability to dodge incoming attacks. However, if your character is wearing armor, it can restrict his mobility and limit how much of your character’s Dexterity bonus he will be able to count for Armor Class purposes. Worse, if your character cannot react to an attack, you cannot use his Dexterity bonus to Armor Class. (If your character does not have a Dexterity bonus, there is no additional adverse penalty applied to his Armor Class). For example, your character cannot use his Dexterity bonus while rapelling from a helicopter, or when he is attacked by a sneak attack.

Equipment Modifier
	If a character wears armor, it provides a bonus to her Armor Class and DR. This bonus represents the armor’s ability to protect the character from blows.
Armor provides a minimum bonus to anyone who wears it, but a character who is proficient in the use of a certain type of armor receives a larger bonus to Armor Class.
	Sometimes a character can’t use her equipment bonus to Armor Class. If an attack will damage the character just by touching her, equipment bonuses cannot count against that attack (see Touch Attacks, below).

Other Modifiers
	If your character has the Dodge feat, it gives your character a +1 dodge bonus to his AC against a single opponent.  The Improved Dodge feat however, allows your character to have a dodge bonus to his Armor Class against either a single opponent or a lesser dodge bonus against all visible opponents attacking him. However, any situation that would prevent your character from using his Dexterity modifier will also negate all dodge bonuses your character may normally have. Note that dodge bonuses are not limited by armor (unlike Dexterity modifiers), and they stack with each other, unlike most bonuses.

Initiative Check
	When your character enters combat, make an initiative check to determine the point during the combat round in which he gets to act. Initiative checks work like attack rolls, with a D20 roll plus a bonus from the character's class level, Dexterity modifier, and any other modifiers provided by race, class or feat, such as the +4 for Improved Initiative. Your final initiative is:
	Initiative roll + Dexterity Modifier + other modifiers.

	Characters act in order of highest initiative result to lowest initiative result. Once you have made your initiative check for a particular combat, you keep that result for the rest of the combat. Whenever your character's turn comes up in the initiative sequence, he will perform his entire round's worth of actions, unless he possess a feat that allows him to do otherwise. There are no simultaneous actions.  All effects of your character's action are fully resolved before the next character acts.  A character cannot split an action to allow another character to act between portions, unless he posses a feat that allows him to do so. If two or more characters have the same initiative check result, the characters that are tied act in the order of Dexterity (highest first). If there is still a tie, roll dice to break the tie.

Rounds
	Each round represents about 6 seconds in the game world. Anything your character could reasonably do in 6 seconds, a character can do in 1 round.

Saving Throws
	When your character is attacked by an unusual attack, such as brainwashing or explosives, he usually gets a saving throw to reduce or avoid the effect. Saving throws work similar to attack rolls, except that it is to avoid or reduce an effect instead of trying to cause an effect (i.e. dealing damage). Your character rolls a D20 roll and adds any bonuses from your class level and ability score. Your character’s saving throw result is:
	Saving throw roll + Base Save Bonus +ability modifier + other modifiers

Base Save Bonus
	Each character class has specific bonuses to their Fortitude, Reflex, and Will saving throws. These Base Saving Throw bonuses increase as your character goes up in level. 

Other Modifiers
	Some abilities, feats or races give bonuses to certain types of saving throws. Add the appropriate bonuses to saving throws made by your character.
	There are three types of saving throws, each with a different use and applicable ability. They are:
	Fortitude: Used when you suffer tremendous physical damage, or an attack against your health, such as poison, diseases, or paralysis. Your Constitution modifier is added to Fortitude saving throws.
	Reflex: Used when you are trying to dodge massive attacks such as explosives, or to react quickly to a deadly situation, such as a swinging blade. Your Dexterity modifier is added to Reflex saving throws.
	Will: Used to resist mental influencing or coercion such as seduction or brainwashing. Your Wisdom modifier is added to Will saving throws. 
	
Movement Rate
	Your character's Movement Rate tells you how fast or far your character can move in a single half action. Humans have a base Movement Rate of 10 meters; other races have different Movement Rates. Your character can Hustle, taking two standard move actions in order to move up to twice his base Movement Rate in a round, or he can run and move up to four times his base Movement Rate in a round  (unless he is wearing Heavy Armor, in which case he can run at three times his base Movement Rate in a round). Your character’s Movement Rate is reduced when wearing armor or carrying a lot of weight.

Hit Points
	Your Character’s Hit Points determine how much damage your character can take before he falls unconscious or starts dying.
	Your character’s starting Hit Points are:
	Your character’s Constitution Modifier + Your Hit Point Die Type (as determined by your race) + your Class Hit Point Modifier (as determined by your class)
	As you gain additional levels, through experience, you also gain additional Hit Points, as follows:
	Constitution Modifier + Hit Point Die Type + Class Hit Point Modifier.
	Your character's Hit Point total, when uninjured, is considered his maximum hit points. No amount of rest or healing can cause your character’s hit points to exceed his maximum hit points -- he will have to gain another level in order to increase his hit points.
	When your character reaches 0 hit points, he falls unconscious. If his hit points fall to -1, he is dying and starts to lose 1 hit point every round. If his hit points reach -10, he is dead (see Chapter 12: Injury and Death).

Actions in Combat
	During combat, there are a variety of actions that your character can perform, the majority of which are different forms of attack. This section explains what actions your character can during a round of combat. 

Rounds and Duration
	 A round is defined as a span of time from one round to the same initiative number (initiative count) in the next round, unless otherwise stated. Effects that last a certain number of rounds end just before the same initiative count that they began on. For example, if your character lays down cover fire for a friend at initiative count 10, the covering fire lasts for one round, so the benefits of the cover fire would expire at the beginning of initiative count 10 during the next round.

Action Types
	Over the course of a combat round (defined as roughly six seconds; see above) your character can only do a limited number of actions. In order to help you determine just what your character can and cannot do in a single 6 second round, all actions list how much of your character’s time that specific action takes be it a: full, half, and free action. When your character's turn comes up in the initiative order (see Chapter 12 Section: Initiative), your character must perform his entire round's worth of actions, as described below.

Full Round Actions
	A Full Round Action consumes all of your character's time during a combat round. The only movement your character can take during a full round action is the 2-meter step before, during or after his action. Your character can also perform free actions. Some full round actions do not allow your character to take a 2-meter step.

Half Action
	A Half Action allows your character to do something and take a Half action move or move your character at his indicated speed during combat or take a half move action.

Free Action
	A Free Action takes up little or no time. Your character may perform one or more free actions while taking another action. However, your GM may place reasonable limits on just what your character can really do for free.

Bonus Step
	In addition to all of your character's other non-movement actions that she can take during the round, she may take a free 2-meter step before or after one of her actions during the round. However, if your character takes (or plans to take) a movement action (such as run or charge) during the round, then she cannot use her bonus step.

Table 12.4: Actions Types
Action	Type
Initiative Actions	
	Delay	Free
	Ready	Full
	Regroup	Half
	Refocus	Full
Attack Actions
	Auto-Fire Attack 	Full
	Bull Rush	Half
	Burst-Fire Attack	Full
	Coup de grace	Full
	Cover Fire	Full
	Dive Attack	Full
	Feint (uses Bluff skill)	Half
	Multiple Attacks	Full
	Overwatch Fire	Full
	Standard Attack	Half
	Strike a weapon	Half
	Strike an Object	Half
	Suppressing Fire	Full
	Taunt (uses Bluff skill)	Half
	Use a two-handed weapon 	
		one-handed	Full
Substitute Attack Actions	
	Aid another	Half
	Disarm	Half
	Grapple	Half
	Trip	Half
Movement Actions	
	Charge	Full
	Climb	Full
	Climb	Half
	Drop to the ground	Free
	Overrun	Half
	Run	Full
	Stand up 	Half
	Standard move	Half
	Total defense	Full
	Withdraw	Full
Move Equivalent Actions	
	Activate an item	Half
	Aim a ranged weapon 	Half
	Control a frightened mount	Half
	Brace a firearm	Half
	Draw or holster a weapon	Half
	Drop an item	Free
	Escape from a net	Full
	Table 12.4: Actions Types (Continued)
Action	Type
Move Equivalent Actions	
	Extinguish Flames	Full
	Heal a friend	Special*
	Load or Reload a weapon	Half
	Mount or dismount	Full
	Move a heave object	Half
	Move an extremely heavy or 	Full
		awkward object
	Open a door	Half
	Pick up an item	Half
	Retrieve a stored item	Half
	Sheathe/Sling a weapon	Half
	Speak 	Free
	Stabilize a dying person	Special*
	Stand up from being prone	Half
	Start full round action	Half
	Use an Extraordinary Ability	Special*
	Use a skill or feat 	Special
	Other actions	GM's discretion
*See skill, heat, or extraordinary ability description for details.

Initiative
	Initiative determines which character goes first during combat. A high initiative allows your character to act early in the combat round, which can often be an advantage. 

The Sequence of Combat
1) Each combatant starts the battle flat footed. Once a combatant has the opportunity to act, he is no longer flat-footed.
2) Combat is carried out in the following steps. The GM determines which characters/NPCs are aware of their opponents at the start of the battle. If some but not all of the characters are aware of their opponents, a surprise round happens before the regular round begins.  All aware combatants make an initiative check. The characters that are aware of their opponents can act in the surprise round, so they roll for Initiative. In initiative order (highest to lowest), characters that started the battle aware of their opponents each take a Half action during the surprise round. Characters who are unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. Characters who are unaware of their opponents are still considered flat-footed, until they become aware of the attack. 
3) All combatants who have not yet rolled for Initiative do so at this time.
4) Normal round begins. All characters act in the order of their initiative. All characters and NPCs may make any number of actions that do not total more than a full action (one Full action, two Half actions, a combination of Free actions and one Full action, and a combination of Free actions and two Half actions). In addition, any Character or NPC who does not otherwise take a Movement action during the combat round may take a single 2-meter step during their turn.
5) When everyone has had a turn, a new combat round begins, and the character with the highest initiative acts again. Step 4 and five are repeated until combat ends.

Rules on Initiative
	The following rules should be used as guideline by the GM to determining who goes first during combat:

Rolling for Initiative
	At the start of combat, each character makes a single initiative check, as explained under Initiative Check. This modified Initiative total check gives your character's total initiative result. The GM then has the character and NPCs going in initiative order (highest to lowest), with each character/NPC acting in turn. Unless a character takes an action that changes it, his total initiative result remains the same for the rest of the combat.
	The GM may want to write down the name or race of each character and NPC in initiative order so that combat goes faster. If two or more combatants are tied for initiative, the character with the highest Dexterity goes first. If their Dexterity is the same, roll dice to determine which goes first.

Joining a Battle
	If a character enters combat after it has already begun, he must immediately make an initiative check and he then acts whenever his turn comes up next in the existing initiative order.

Opponent Initiative
	It is suggested that the GM makes a single initiative check for all GM controlled opponents, adjusting each NPC’s Initiative Total due to their Initiative modifiers. 

Flat-Footed
	Until your character's turn to act comes up at least once in the initiative order during combat, he is flat-footed. This means that your character cannot add his dexterity or dodge bonuses to his Armor Class, and certain opponents may be able to perform a sneak attack on him, doing a great deal of damage. 

Rules on Surprise
	When combat starts, if your opponents are aware of you but you are unaware of them, then you are surprised and are considered flat-footed.

Determining Awareness
	The GM determines who is aware of their opponents at the start of combat. Skill checks are often appropriate to determine whether or not a character is surprised. Some skills and the situations in which they might apply are:
	Listen: When a character is being stalked with Move Silent.
	Sense Motive: When a trusted friend suddenly draws a weapon.
	Spot: When an opponent using Hide is ambushing a character.
	It is not practical to list all of the possible situations in which a character can be surprised; in the end, the GM must be the final arbiter of who is surprised and who is not.

Initiative Actions
	Initiative actions generally allow you to modify your character's initiative result. 

Delay (Free Action)
Description: When your character delays, he voluntarily reduces his initiative result for the rest of the combat. When your character's new lower initiative count comes up later in the same round, your character can act normally. Your character can specify this new initiative result or just wait until some time later in the round and act then, thus fixing his new initiative count at that point. 
  	Your character can voluntarily lower his initiative only to -10 minus his initiative bonus. When the initiative count reaches -10 minus a delaying character's initiative bonus, your character must act or forfeit any action that round. 
	If multiple characters are delaying, the one with the highest initiative bonus (or highest Dexterity, in case of a tie) has the advantage. If two or more delaying characters both want to act on the same initiative count, the one with the highest bonus gets to go first. If two or more delaying characters are trying to go after the other, the one with the highest initiative bonus gets to go last. 

Regroup (Half Action)
Description: Sometimes it is better for your character to wait and observe the developing situation, and then decide on his next course of action. By taking this half action, your character's initiative result is increased by 10 for the rest of the combat. Your character can take this action as often as you would like him to take it.

Ready (Half Action)
Description: The ready action lets your character prepare to take an action later, after your character's turn is over but before his next one has begun. Readying is a half movement action, so your character can move as well. Only half actions can be readied. 
	Specify the half action your character will take and the conditions under which it will be taken. When those conditions are met, your character may take the readied partial action. The half action comes before the action that triggers it. For the rest of the fight, your character's initiative result is the count on which your character took the readied action, and he acts immediately ahead of the character whose action triggered the readied action. 
	If your character takes the readied action into a subsequent round, and the conditions are met before your character's normal initiative, your character's initiative rises to that new point in the order of battle. Your character may take the readied action, and whether that action is taken or not, the character does not get a regular action that round. 

Refocus (Full Action)
Description: Refocus is a full round action during which your character cannot move. By taking this action, your character's initiative result is increased as if his initial initiative roll was a natural 20 for the rest of the combat. 
Attacking
	Usually your character's primary goal in combat is to survive while stopping the threat that his opponents pose to him, by any means necessary. Normally, this will involve killing or subduing them.

Melee and Unarmed Attacks
	With a normal melee weapon, your character can strike any opponent adjacent to him (i.e. within 2 meters). This also goes for unarmed attacks.

Ranged Attacks
	With a ranged weapon, your character can attack any opponent who is within line of sight of your character as long as the target is within the weapon's maximum range (five range increments for thrown weapons, and ten range increments for ballistic weapons). There is no limit to the number of range increments for energy weapons, but when fired beyond ten range increments, the damage of the energy weapon is reduced by 50% -- roll damage normally, but apply only half of the damage, rounded down. A target is in line of sight if there are no obstacles completely obscuring the target from your character's view. 

Attack Rolls
	An attack roll either represents a single attack, or multiple attacks within the same combat round, at the discretion of the player and depending on the character's level and feats. Your character's attack roll is 1D20 + her attack bonuses with the weapon she is using. If the result is greater than or equal to the target's Armor Class, she hits and deals damage.

Damage Rolls
	If an attack hits, roll the damage for your character's weapon. The result is then applied to the target Damage Resistance and Hit Points. The damage that penetrates the damage resistance is subtracted from the target's hit points. If the target's hit points drop to 0 or less, then he is unconscious and dying.

Automatic Misses and Hits
	A natural 1 (an actual 1 on a D20) is always a miss, while a natural 20 (an actual roll of 20 on a D20) is always a hit. A natural 20 might also be a critical hit and inflict extra damage (see Critical Hits below).

Critical Hits
	Whenever your character makes an attack roll and gets a natural 20 (the D20 is actually showing a 20) on an attack roll, your character hits regardless of the target's AC. In addition your character has scored a threat. This threat might be a critical hit (or a "crit"). To find out if it is a critical hit, you immediately make a critical roll for your character, another attack roll with all of the same modifiers as the attack roll that you just made. If the critical roll also results in a hit against the same AC, your character's original hit is a critical hit. If the critical roll is a miss, then your character's hit is just a regular hit.
	A critical hit means that you roll the damage for your character more than once, as indicated by the weapon description for the weapon that scored the threat, with all of the your character's usual bonuses, and add the rolls together to get your character's total damage.
Exception: Bonus damage representing an extra die is not multiplied when your character scores a critical hit.

Increased Threat Range
	Sometimes your character's threat range is greater than 20. That is, your character can score a threat on an attack roll lower than 20. In such cases, a roll below 20 is not an automatic hit for your character. Any attack roll of your character's that does not result in a hit is not a threat.

Multiple Attacks
	Your character will typically gain multiple attacks through level advancement or through the feats that your character has taken. If your character gets more than one attack per action, your character must use a full action to use these additional attacks. You do not need to specify the targets of your character's attacks ahead of time. Your character can see how the earlier attacks turn out before assigning the later ones.
	Your character may take a 2-meter step before, after, or between the attacks.
	If your character gets multiple attacks based on his base attack bonus, your character must make the attacks in order of the highest Base Attack Bonus to the lowest Base Attack Bonus.
	There are certain feats that allow your character to make Burst-Fire and Auto-Fire attacks while making Multiple Attacks.

Unarmed Attacks
	Normally, an unarmed attack from a medium-sized character inflicts 1D3 points of damage (plus Strength modifiers, as usual). This damage is normally subdual damage, and will not cause a critical hit, unless certain martial arts feats are taken that can modify your character's unarmed attacks in a number of ways.
	Unarmed attacks are considered a light weapon for purposes of off-hand penalties.

Attacking With Two Weapons
Description: If your character wields a second weapon (fights two-handed), without the multi-attack and/or multi-dexterity feats, your character can get one extra attack per round with that weapon. Fighting in this way is very hard, however, and your character suffers a -6 penalty for regular attacks with the first hand and a -10 penalty to the attack with the other hand. Your character can reduce these stiff penalties in three ways: 
* If your character's second weapon is light, the penalties are reduced by 2 each. 
* The Ambidexterity feat reduces the penalty against the second weapon by 4. 
* The Two-Weapon Fighting feat reduces both penalties by 2. 

Firing Two Weapons
	The following rules address shooting firearms with one hand and shooting two firearms at the same time.
	*You can shoot a firearm that is light for your character with one hand at no penalty. A weapon is light if its size category is at least one step smaller than your character's size category.
	*If the firearm is the same size category as your character, your character can fire it one handed at a -4 penalty.
	*Your character can shoot a firearm off-handed at the usual -4 penalty for the off-hand attack. Ambidexterity eliminates this penalty.
	*Your character can shoot a firearm in each hand, if his size is equal to or greater than the weapon's, at a -6 penalty. This means that your character's primary attack is at a -6 penalty and your character's off-hand attack is at a -10 penalty (-6 base, -4 for the off-hand attack).

	These penalties are reduced if both weapons are light or your character has the Ambidexterity or Two-Weapon Fighting feat. The penalties of all of the possible combinations are listed in the table below. 

Table 12.5: Two-Weapon Shooting Penalties
Circumstances	Primary	Secondary
	Normal Penalties	-6	-10
	Both weapons are light	-4	-8
	Ambidexterity	-6	-6
	Two-Weapon Shooting	-4	-8
	Both weapons are light, Ambidexterity	-4	-4
	Both weapons are light, Two-Weapon	-2	-6
		Fighting
	Ambidexterity, Two-Weapon Fighting	-4	-4
	Both weapons are light, Two-Weapon	-2	-2
		Fighting, Ambidexterity 

Attack Actions
	Attack actions allow your character to hurt his opponents in some way. Even 1st level characters can make two attacks in a round (both half actions), as long as they are not moving or attempting other actions that round. Additional attacks can be gained by going up in level, or through the use of feats or certain types of equipment.

Standard Attack (Half Action)
	When taking this action, your character makes a single attack on the target of your choice, following the guidelines under Rules on Attacking. Certain feats or equipment may allow your character to make more than one attack during a standard attack - their description will explain how the extra attacks work. If your character is using a weapon with ammo or charges, a standard attack (or each attack, if feats or equipment allow more than one) uses up one round or charge.
	Your character attacks an opponent in a space that your character threatens. The attack roll is: 
D20 + Attack modifiers vs. AC of target 
	Attack modifiers consist of the character's base attack bonus, size adjustment, strength adjustment, and any other bonuses that apply to the attack roll. 
	A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit. 

If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See Critical Hits and Dealing Damage, below, for more details. 

If the character is attacking an armed opponent while unarmed, the character provokes an immediate attack of opportunity from the target, which is resolved before the character's attack. Note that under certain circumstances, a character attacking without a weapon is still considered "armed". 

	A character can choose to fight defensively when taking the attack action. If a character does so, the character takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round. 
	If your character attacks an opponent in line of sight of your character, and within range of the ranged weapon your character is using. A target is in line of sight if no obstructions between the character and the target grant 100% cover. The maximum range for a thrown weapon is five range increments, for projectile weapons it is ten range increments, unless your character has the Sniper feat. The attack roll is: 
d20 + Attack modifiers vs. AC of target 

	Attack modifiers consist of the character's base attack bonus, size adjustment, dexterity adjustment, and any other bonuses that apply to the attack roll. Each range increment of distance between the character and the target after the first will impose a penalty, per the weapon description. 
	A natural 1 on the d20 is always a miss. A natural 20 on the d20 is always a hit unless the attack modifiers due to target size, range, and cover combined give +10 or more to AC in which case a rolled 20 is resolved based on the roll plus modifiers. 

	If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See Critical Hits and Dealing Damage, for more details. 

	If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, that character suffers a -4 penalty on its attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.) 

	If your character's target (or the part of a target a character is aiming at, if it's a big target) is at least 10 feet away from the nearest ally, your character can avoid the -4 penalty. Even if the target being aimed at is engaged in melee with an ally. 

	Your character can choose to fight defensively when taking the attack action. If a character does so, the character takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round. 

Burst-Fire Attack (Full Action)
	Some Martial weapons can fire single shots or multiple shots, called burst, with a single pull of the trigger. Single shots with these weapons are handled just like a standard attack action. A burst from a weapon - unless the weapon description says otherwise - fires three shots. Your character chooses a single target, makes his attack rolls, and you note the margin by which your character exceeded the target’s Armor Class. For every 5 full points by which his attack exceeded the target’s Armor Class, your character hits with one additional shot. When your character fires a burst-fire attack from a weapon with a 3 round burst capability, he can therefore hit with up to three shots.

	For example, Jessica Eagle fires her assault rifle at a Posleen normal. She needs to hit a result of XX or better on her attack roll to hit. Her total, with attack bonuses included, is 24. Jessica hits with the first shot for rolling XX or better. The second shot hits at 18, and the third shot connected at 23. Since Jessica’s total was 23, all three shots in the burst hit the Posleen.

	Roll damage for each shot separately. If you score a critical hit on the attack roll, your character only gets the bonus damage for the first shot. It is impossible to aim the subsequent shots in the burst precisely enough to score critical hits.

	A burst can only be fired at a single target. If your character can make multiple attacks he can fire a burst with each attack as a Standard Attack action (Half actions), when he has the Burst-Fire feat.
Note: some weapons may be capable of three round burst, but incapable of firing in Full-Auto mode. The individual weapon description will specify what attack modes the weapon is capable of (single shot, Burst-Fire, and/or Full-Auto Fire). Also a Full-Auto fire weapon can be fired in a controlled burst-fire manner. But instead of the weapon firing an exact number of shots your character would, normally, specify how many extra shots he is trying to fire, then add a D3 to that number to determine how many shots are actually fired as part of the attack. If a character has the burst-fire feat then the D3 roll for number of shots is always a one.  
	The gun is still limited by Ammo and RofF considerations; if the number of shots exceeds maximum RofF the extra shots do not actually take place.

Coup de Grace (Full Action)
Description: By taking this action, you attempt to kill a helpless foe that is adjacent to you. You automatically score a critical hit (and characters with sneak attack bonuses get to use those as well). Even if the foe survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die from the shock of the blow. You cannot use this action against a target that is immune to critical hits.

Cover Fire (Full Action)
Description: The cover fire action may only be taken if your character is firing a weapon with either the Burst-Fire or Full-Auto Fire option (see Chapter 9 for descriptions of weapons). He need not have the burst-fire or full-auto fire feats in order to lay down cover fire. By giving cover fire, your character can protect his cohorts when they are exposed to enemy fire. When you take this action, choose a single ally in your character’s line of sight that receives a +4 dodge bonus to their Armor Class for 1 round against enemies who are also in your character’s line of sight. (He must be able to shoot at them to force them to keep their heads down, or the cover fire does not work).
	A character cannot provide cover fire for an ally involved in melee combat. Each character that lays down cover fire for an individual beyond the first only gives them an additional +1 dodge bonus, and then only against foes within their line of sight.  

Full-Auto Fire Attack (Full Action)
Some weapons can fire in a burst-fire mode, as long as the weapon’s trigger is depressed in the firing position. If the ranged weapon has an automatic rate of fire, a character may set it on autofire. Autofire affects an area and everyone in it, not a specific creature. The character targets a 4-meter-by-4-meter area and makes an attack roll; the targeted area has an effective Armor Class of 10. (If the character does not have the Martial Firearms Proficiency feat, he or she takes a -4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take the weapon’s damage. Autofire shoots 10 bullets, and can only be used if the weapon has 10 bullets in it.
	Autofire is not the same thing as burst fire, which involves firing a short burst at a specific target. Firing a burst requires the Burst Fire feat. If a character fires a blast of automatic fire at a specific target without the Burst Fire feat, it’s treated as a standard attack. The attack, if successful, only deals normal damage-all the extra ammunition the character fired is wasted.
	Some firearms-particularly machine guns-only have autofire settings and can’t normally fire single shots.
	Other Full-Auto Fire attacks styles uses up shots or charges at the rate listed below for different weapons classes:

Table 12.6: Full Auto Rate of Fire
Rate of Fire	Full Round	Total Attack
Fire Mode	per attack	Rate of Fire*	Penalties (if any)
Standard attack		1		N/A		0
Burst-Fire		3-5		15		0
Auto-Fire
	SMG		10		30		-1, -2, -3 and -4
	Assault Rifle		10		30		-1, -2, -3 and -4
	Battle Rifle		10		30		-1, -2, -3 and -4
	Light Machinegun		10		30		-1, -2, -3 and -4
	Medium Machinegun		10		30		-1, -2, -3 and -4
	Heavy Machinegun		10		30		-1, -2, -3 and -4
	Light Chaingun		20		60		-1, -2, -3 and -4
	Medium Chaingun		20		60		-1, -2, -3 and -4
	Heavy Chaingun		20		60		-1, -2, -3 and -4
	Extra-Heavy Chaingun		20		60		-1, -2, -3 and -4
	Light Minigun		30		90		-1, -2, -3 and -4
	Medium Minigun		30		90		-1, -2, -3 and -4
	Heavy Minigun		30		90		-1, -2, -3 and -4
	Extra-Heavy Minigun		30		90		-1, -2, -3 and -4
	Posleen 1mm Railgun		65		200		-1, -2, -3 and -4
	Posleen 3mm Railgun		33		100		-1, -2, -3 and -4
	GalTech Gravgun		120		200		-1, -2, -3 and -4
* This Rate of Fire is for specialty Full round Auto Fire attacks such as Suppressive Fire.

Feint (Half Action)
	Your character can use the Bluff skill to mislead an opponent into miscalculating his next attack, causing him to lose his Armor Class bonuses against your character’s next attack. A feint is opposed by the targets Sense Motive skill. If your character succeeds at the check his target does not get his Dexterity or Dodge bonus to Armor Class the next time you attack him.

Circumstance	Feint Modifier
	Opponent is a member
		of another species.		-4
	Opponent has a 1 or 2
		Intelligence		-8
	Opponent is non-intelligent		Impossible

Overwatch Fire (Full Action)
Description: Characters, when using a firearm, may make a full attack action and hold some of their attacks till later in the round.
	The character makes one or more attacks during his initial initiative in the round.  These attacks may be Standard attacks or Burst-Fire attacks. Then save his extra attacks (if any) for later in the round. Rapid shot may be used to grant extra attacks, and the extra attacks saved.
	Saved attacks are treated as ready actions, the character making the Overwatch attack specifies what he will shoot at and then always fires immediately upon any action that allows the attack.  
	The saved attacks must still be made in the same order as in a standard full action attack. These held attacks are used as if they were each a readied action (but do not reset the character’s initiative), the attack modifier is reduced for later attacks or by the Rapid Shot feat.  No one character may take more than one Overwatch shot on any given target in a single round.  Overwatch shots must be triggered by the targets moving out of cover (or to reduced cover), standing up from prone, moving to within 12-meters, or reducing their concealment. As a rule of thumb anything but closing the range, which improves an attacker’s chance to hit, justifies an Overwatch attack, and closing the range justifies the attack if the range closes to within 12-meters.

Strike an Object (Half Action)
	Attacking an inanimate, immobile object not in use by a character does not provoke an attack of opportunity. An inanimate, immobile object has an AC of: 
10 - 5 for no Dexterity + its size modifier. 
	Immobile objects are easy to hit. With a melee weapon, the character gets a +4 bonus to the attack roll. If a character takes a full-round action to line up a shot (as with the coup de grace against a helpless foe), the character gets an automatic hit with a melee weapon and a +5 attack bonus with a ranged weapon. (Objects, however, are immune to critical hits.) 
	Animated objects count as characters for AC purposes. 
	Attacking a held, carried, or worn object provokes an attack of opportunity. Objects that are held, carried, or worn by a character, are harder to hit. The object uses the character's Dexterity modifier (not its own -5) to AC the character may have. The attacker doesn't get any special bonus for attacking the object. If the target object is in the opponent's hand, it gets a +5 AC bonus because the opponent can move it quickly out of harm's way. 
	There are times your character will need to hit a specific object, such as an activation button, propane tank, power crystal or something similar. The difficulty of hitting an object depends largely on its size, and whether or not it is moving.
	Immobile object have an Armor Class of 5 + their size modifier. If you are attacking an immobile object with a melee weapon, you get a +4 to your attack. If you take a full round action to line up your shot, then you get an automatic if using a melee weapon, or a +5 to your attack roll if using a ranged weapon.
	Moving objects have an Armor Class of 10 + their size modifier (unless otherwise specified in the items description). If you take a full round action to line up your shot, you then gain a +5 to hit with a melee weapon or a +2 to hit with a ranged weapon. Objects that are carried or worn by a character have an Armor Class of 10 + their size modifier + the character’s Dexterity modifier and class bonus to Armor Class.
	Held objects can be easily moved out of the way of an incoming attack. Therefore, they have an armor Class of 15 + their size modifier + the character’s Dexterity modifier and class bonus to Armor Class.
Damaging Objects: Weapon damage is rolled normally against objects. They are immune to critical hits, however. An object typically has Hit Points and Damage Resistance. Hit Points work similar to those of a character - an object with 0 hit points remaining is ruined. Damage Resistant is subtracted from each damage roll made against the object, so a Damage Resistance of 2 would reduce 12 points of damage to 10.
	Your GM may determine that certain objects are immune or particularly vulnerable to certain types of damage. For instance, while it is very easy to shoot through asbestos, it is nearly impossible to burn it.
Saving Throws: Objects that are not being touched, held, or worn never receive saving throws - they are always considered to have failed their saving throws. Otherwise, the object gets the same saving throw as the character in contact with it.
Breaking Objects: If your character tries to break an object through a sudden use of force, make a Strength check to see if he succeeds. TO calculate the DC to break an object, look up its construction quality below. This table is only a general guideline, and your GM may impose modifiers for particularly large, tough, fragile, or awkward-to-grip objects. If the object has lost more than half of its hit points, the DC to break it is reduced by 2.

Table 12.7: Structural Damage Resistance and Hit Points
		Structural
		Damage
Material	Resistance	Hit Points
Paper		0	2 per in./2.5 cm of thickness
Cloth		0	2 per in./2.5 cm of thickness
Rope		0	2 per in./2.5 cm of thickness
Ice		0	3 per in./2.5 cm of thickness
Glass		1	1 per in./2.5 cm of thickness
Plastic		1	2 per in./2.5 cm of thickness
Pottery		1	1 per in./2.5 cm of thickness
Hard Rubber		2	1 per in./2.5 cm of thickness
Leather		2	2 per in./2.5 cm of thickness
Drywall (or the equivalent)		3	6 per in./2.5 cm of thickness
Hard Plastic		4	8 per in./2.5 cm of thickness
Wood		5	10 per in./2.5 cm of thickness
Bone or Ivory		6	12 per in./2.5 cm of thickness
Fiberglass		6	10 per in./2.5 cm of thickness
Concrete		7	14 per in./2.5 cm of thickness
Stone		8	15 per in./2.5 cm of thickness
Reinforced Concrete		9	20 per in./2.5 cm of thickness
Iron		10	30 per in./2.5 cm of thickness
Steel		12	35 per in./2.5 cm of thickness
Titanium 		15	35 per in./2.5 cm of thickness
Battle Steel		17	35 per in./2.5 cm of thickness
Depleted Uranium		20	40 per in./2.5 cm of thickness
Posleen Material		25	45 per in./2.5 cm of thickness
GalTech Material		30	50 per in./2.5 cm of thickness

Table 12.8: Object Structural Damage Resistance and Hit Points
			Damage
Object	Resistance	Hit Points	Break DC
Rope (1 cm diameter)		0		2		23
Bottle		1		1		12
Drywall (1 in./2.5 cm thick)		3		15		10
Thin Plastic Wall (1 in./2.5 cm thick)		4		8		15
Thick Plastic Wall (6 in./15 cm thick)		4		48		20
Disposable Plastic restraint cuffs		4		10		20
Heavy Duty Disposable Plastic		4		10		22
	restraint cuffs
Computer		5		15		14
Sandbags (12 inches thick)		5		120		13
Simple Wooden Door		5		10		13
Wooden Pole		5		2		14
Wooden Crate		5		10		15
Small Chest		5		1		17
Table 12.8: Object Structural Damage Resistance and Hit Points (Continued)
			Damage
Object	Resistance	Hit Points	Break DC
Firearm, Medium-size		5		7		17
Datapad		5		10		18
Good Wooden Door		5		15		18
Strong Wooden Door		5		20		23
Car Door		6		10		28
Concrete Wall (2 ft./60 cm thick)		7		360		40
Masonry Wall (1 ft./30cm thick)		8		90		35
Hewn Stone (3 ft./90 cm thick)		8		540		50
	Reinforced Concrete Wall (2 ft./60 cm 		9		480		40
		thick)		
	Chain		10		5		26
	Iron Door (2 in./5 cm thick)		10		60		28
	Metal Bars		10		15		30
	Composite Wall (6 in./180 cm thick)		10		120		30
	Steel Handcuffs		12		10		26
	Masterwork Steel Handcuffs		12		10		28
	Steel Cable (1 in./2.5 cm thick)		12		35		25
	Steel Door ( 2 in./5 cm thick)		12		120		30
	Blast Door (2 ft./60 cm thick)		12		840		30
	Titanium Wall (2 in./5 cm thick)		15		70		30
	Battle Steel Wall (2 in./5 cm thick)		17		70		30
	Battle Steel Blast Door (2 ft./60 cm		17		840		30
		thick)

Table 12.9: Base Break DC
Construction	DC
Quality	to Break
	Shoddy		5
	Standard		10
	Good		15
	Excellent		20
	Formidable		25
	Military Grade		30
	Posleen Tech		35
	GalTech		40	

Taunt (half Action)
	You can have your character use the Bluff skill to goad an opponent into attacking your character with his next action. A taunt is opposed by the target’s Sense Motive skill. If your character succeeds at his check, your character's target must attack your character with his very next action. Circumstances play an important role for a taunt. 

Table 12.10: Taunt Modifiers
Circumstance	Taunt Modifier
Opponent hates you		+6
You appear to be helpless		+4
Opponent is angry with you		+2
You appear to be unarmed		+2
Circumstantial modifier		+5 to -20
Opponent has another intended target		-2
Opponent is a member of another species		-4
Opponent is fleeing		-6
Table 12.10: Taunt Modifiers (Continued)
Circumstance	Taunt Modifier
Opponent has a 1 or 2 Intelligence		-8
Opponent is non-intelligent		Impossible

Suppressing Fire (Full Action)
	The Suppressing Fire action may only be taken if your character is firing a weapon with either the Burst-Fire or Full-Auto Fire option. Your character does not have to have the Burst-Fire or Full-Auto Fire feats in order to lay down suppressing fire. Suppressing fire is used to pin down an opponent, forcing him to seek cover and make it dangerous for him to fire back.
	Burst-Fire and Fully-Automatic weapons can lay down a withering hail of fire across a wide area. You can only lay down suppressing fire out to the weapon's listed range increment. You provide suppressing fire in a cone (PHB). The width of the cone at a particular point is always equal to its distance from your character the shooter. For example, if your character lays down suppressing fire out to 30 meters, the cone is 30 meters wide at the end.
	Suppressing fire is a full action. The effect lasts until the beginning of your characters next turn. Laying down suppressing fire uses up the allotted full round Rate of Fire ammunition requirement for that weapon. If your weapon does not have at least 20 rounds of ammunition or power in its magazine or power clip, your character cannot attempt suppressing fire. Anyone who is in, enters, or passes through the suppressing fire area has a chance to be hit. The suppressing fire can affect a number of targets up to the number of shots fired by the weapon.  
	Your character gets a -4 circumstance penalty on his attack roll for laying down suppressive fire. Make the attack roll and record the result. Begin with the nearest target in the cone and check your attack result against his Armor Class. If the result of his attack roll at least matches the target's Armor Class, your character has scored a potential hit - these are not individual aimed shots, they are shots fired randomly into the suppressed area. The target must make a Reflex saving through equal to DC of each weapon type. If the saving roll is successful, the shot missed. If the save fails, the shot hits and you deal damage normally. Whether the shot hit or missed, mark it off and move onto the next target in the cone. Resolve damage individually to each target and mark off each shot as you go. Once you have resolved the attack against each potential target in the cone, the round continues. If your character has shots or charges remaining and a new target moves into the cone, you immediately resolve the attack.
	Characters or creatures within the cone who have cover get the normal cover bonus to their Armor Class. A character with full cover cannot be hit by suppressive fire unless the attack has additional damage left over after passing through the cover. You must count attacks against characters with cover, and the shot is used up whether you hit or miss.
	You never score critical hits when you lay down suppressing fire.
	When your character is laying down suppressing fire, he is firing a constant stream of shots from his weapon and doing little else. Your character is considered flat-footed, so he loses his Dexterity bonus to Armor Class. Suppressing Fire is considered a full round action.
Example:
	Jessica is holding a corridor against a horde of Posleen normals and decides to lay down suppressing fire. The corridor is 4 meters wide and 30 meters long, so Jessica's cone fills the entire corridor. Jessica fires a full action suppressing fire burst from her assault rifle and makes an attack roll with a -4 penalty. The result or the attack roll is 15. Jessica begins with the Posleen closest to her checks the result against the Posleen Armor Class. The Posleen has an Armor Class of 14, so Jessica scores a potential hit. The Posleen makes a Reflex save (DC 15) and fails, Jessica deals damage to the Posleen normally.  She moves on to the next Posleen and repeats the process, marking off one shot for each Posleen, until she either runs out of shots or runs out of Posleen.

Table 12.11: Suppressing Fire Reflex Saving Throw
		Reflex Saving
Fire Mode	Throw
Suppressing Fire
	SMG		10
	Assault Rifle		10
	Battle Rifle		10
	Light Machinegun		15
	Medium Machinegun		15
	Heavy Machinegun		17
	Light Chaingun		20
	Medium Chaingun		20
	Heavy Chaingun		20
	Extra-Heavy Chaingun		25
	Light Minigun		30
	Medium Minigun		30
	Heavy Minigun		30
	Extra-Heavy Minigun		30
	Posleen 1mm Railgun		35
	Posleen 3mm Railgun		35
	GalTech 3mm Gravgun		35

Substitute Attack Actions
	These actions are specialized forms of attack actions that can be taken in place of your character's normal attack actions. As with initiative actions, they are advanced actions and you may wish to become familiar with basic combat before trying them out.

Aid Another (Full Action)
	If a character threatens an opponent with whom an ally is engaged in melee combat, the character can attempt to aid the ally as a standard action. The character makes an attack roll against AC 10. If the character succeeds, the character's ally gains either a +2 circumstance bonus to attack that opponent or a +2 circumstance bonus to AC against that opponent (the character's choice).

Disarm (Half Action)
	As a melee attack, a character may attempt to disarm his or her opponent. If the character does so with a weapon, he or she knocks the opponent’s weapon out of his or her hands and to the ground. If the character attempts the disarm while unarmed, the character ends up with the weapon in his or her hand.
	If a character is attempting to disarm the wielder of a melee weapon, follow the steps outlined here. Disarming the wielder of a ranged weapon is slightly different; see below.
Step One: The character provokes an attack of opportunity from the target he or she is trying to disarm.
Step Two: The character and the target make opposed attack rolls with their respective weapons. If the weapons are different sizes, the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category. If the target is using a weapon in two hands, he or she gets an additional +4 bonus. Also, if the combatants are different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Step Three: If the character beats the target’s attack roll, the target is disarmed. If the character attempted the disarm action unarmed, he or she now has the weapon. If the character was armed, the target’s weapon is on the ground at the target’s feet.
	If the character fails the disarm attempt, the target may immediately react and attempt to disarm the character with the same sort of opposed melee attack roll. The opponent’s attempt does not provoke an attack of opportunity from the character. If the opponent fails to disarm, the character does not get a free disarm attempt against the opponent.
Ranged Weapons
	To disarm an opponent wielding a ranged weapon, the character makes a melee attack or unarmed attack to strike the weapon in the opponent’s hand (see Attack an Object). If the weapon is held in two hands, it gets a +2 bonus to its Defense. If the character’s attack succeeds, the ranged weapon falls to the ground or winds up in the character’s hands (if the character made the attack unarmed). This kind of disarm attempt provokes an attack of opportunity, but if the character fails, the target does not get to make a disarm attempt against him or her.

Grabbing Objects
	A character can also use disarm to snatch away an object worn by a target. Doing this works the same as a disarm attempt (see above), except for the following.
	Attack of Opportunity: If the target’s attack of opportunity inflicts any damage, the attempt to grab the object automatically fails.
	Modifiers: If the object is well secured or otherwise difficult to grab from the target, the target gets a +4 bonus. On the other hand, if the object is poorly secured or otherwise easy to snatch or cut away, the attacker gets a +4 bonus.
	Failed Attempts: Failing an attempt to grab an object doesn’t allow the target to attempt to disarm the character.

Grapple (Half Action)
	This action replaces a melee attack, and lets your character attempt to wrestle and struggling hand-to-hand with his target. It is useful when he wants to immobilize a foe instead of killing them. Grappling is more complicated than most actions and is completely described under Special Attacks and Damage.

Trip an opponent (Half Action)
Description: Your character can try to trip an opponent as a melee attack. Your character can only trip an opponent who is one size category larger than your character, the same size, or smaller. 
	Making a Trip Attack: Make a melee attack as a melee touch attack. If the attack succeeds, make a Strength check opposed by the defender's Dexterity or Strength check (whichever ability score has the higher modifier). A character gets a +4 bonus for every size category he is larger than Medium-size or a -4 penalty for every size category he is smaller. The defender gets a +4 stability bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If a character wins, the character trips the defender. If a character loses, the defender may immediately react and make a Strength check opposed by a character's Dexterity or Strength check to try to trip a character.
	A tripped character is prone. Standing up from prone is a move-equivalent action. 
A character may make a trip attack against a mounted opponent. The defender may use his Ride skill in place of his Dexterity or Strength check. If a character succeeds, a character can pull the rider from his mount. 
	This attack form substitutes for a melee attack, not an action. As a melee attack, it can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity. 

Attack Modifiers
	Combat often occurs with little advance notice and certainly under less than optimal circumstances. The following are various modifiers that may apply during a combat.

Favorable and Unfavorable Conditions
	Your GM may impose any or all of the following bonuses or penalties when you attack, depending on the circumstances.

Cover
	Depending on the situation, your character may gain bonuses or suffer penalties due to cover. The GM judges what bonuses and penalties apply. Cover provides a bonus to your character's Armor Class. The more cover he has, the bigger the Armor Class bonus. 
	Cover provides two types of bonuses. The first bonus (Cover Armor Class Bonus) is added to your character’s Armor Class when he is attacked. Your GM may rule that this cover bonus does not stack with other bonuses, such as the bonus for kneeling (since this bonus is already factored into the degree of cover you have).
	The second type of bonus (Cover Reflex Save Bonus) is added to your Reflex saving throws against any area effects that originate or spread from the other side of the cover. Add this bonus to Reflex saves against attacks that affect an area. For nine-tenths cover, a character also effectively has improved evasion. These bonuses, however, only apply to attacks that originate or spread out from a point on the other side of the cover. 
	If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses your character, the GM should determine if the attack roll would have hit your character without the protection of the cover. If the attack roll falls within a range low enough to miss your target when he is behind cover but high enough to strike him if there had been no cover, the object used for cover was struck Roll damage and apply it to the cover. If the there is more than enough damage to destroy or break the cover, a hole is made in it and the excess damage is applied to the target hiding behind it.

Using Hostages as Cover:  If your character ever uses a person as cover, then if the cover is hit (as above) and the attack roll equals or exceeds the hostage’s Armor Class, then the hostage is hit and suffers the damage intended for your character. However, you should make sure to choose a hostage who is unable to move for some reason. If the hostage can use his Dexterity or dodge bonuses, and this bonus is the only thing that causes the attack roll to miss, then the hostage has dodged out of the way of the attack, which hits your character after all.  

Table 12.12: Cover
Degree of	Cover AC	Cover Reflex
Cover	Bonus	Save Bonus
1/4		+2		+1
1/2		+4		+2
3/4		+7		+3
9/10		+10		+4*
Total		---		---
*Half damage if save is failed; no damage if successful.
-Cannot be successfully attacked without going through the Cover first and the targeted character receives the 100% Concealment bonus, also.

Cover and Reach Weapons
	If a character is using a reach weapon, another character standing between the attacker and the target provides cover to the target. Generally, if both of the other characters are the same size, the one furthest from the attacker has one-half cover (+4 AC). 

Degree of Cover
	Cover is assessed in subjective measurements of how much protection it offers a character. The GM determines the value of cover. 

Concealment
	If your character cannot take cover, then the next best thing he can do is to conceal himself from sight, possibly behind some bushes or with heavy smoke. Concealment includes all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker's accuracy. 
	Concealment is subjectively measured as to how well concealed the defender is. Concealment always depends on the point of view of the attacker. If the attacker can see your character’s body heat, hiding in the darkness or behind some light foliage is not going to help your character.
	Degree of Cover or Concealment: The situation influences how effective your cover or concealment will be - after all, standing behind a low wall is much more effective against a short or prone opponent than it is against a sniper on a nearby roof. Ultimately, the effectiveness of your cover and concealment is determined by your GM.
	Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. When multiple concealment conditions apply to a defender, use the one that would produce the highest miss chance. Do not add the miss chances together.

Table 12.13: Concealment
Concealment	Example	Miss Chance
One-Quarter	Light fog; moderate darkness; light foliage		10%
One-Half	Dense fog at 5ft.		20%
Three-quarters	Dense foliage		30%
Nine-tenths	Near total darkness		40%
Total	Attacker blind; target invisible;		50%
		total darkness; dense fog at 10 ft.	

Table 12.14: Attack Roll Modifiers
Circumstance	Melee	Ranged
Attacker flanking defender*	+2	---
Attacker on higher ground	+1	+0
Attacker prone	-4	**
Attacker invisible	+2***	+2***
Defender sitting or kneeling	+2	-2
Defender prone	+4	-4
Defender stunned, cowering,	+2***	+2***
	or off balance
Defender climbing	+2***	+2***
	(cannot use shield)
Defender surprised or	+0***	+0***
	flat-footed
Defender running	+0***	-2***
Defender grappling	+0***	+0****
	(attacker not)
Defender pinned	+4***	-4***
Defender has cover	See Cover	See Cover 

Circumstance	Melee	Ranged
Defender concealed or 	See Concealment 	See Concealment
	invisible	
Defender helpless	See Helpless Defenders

*A character flanks a defender when the character has an ally on the opposite side of the defender and that ally threatens the defender
**Most ranged weapons can't be used while the attacker is prone, but a character can use a crossbow while prone.
***The defender loses any Dexterity bonus to AC.
****Roll randomly to see which grappling character is struck when an attack is made against two or more grappling characters. The character attacked also loses any Dexterity bonus to AC.

Helpless Defenders
	A melee attack against a helpless character gets a +4 circumstance bonus on the attack roll. A ranged attack gets no special bonus. A helpless defender has a Dexterity score of 0, dropping his normal Armor Class to 5. A coup de grace action may be taken against a helpless defender.

Flanking
	Whenever your character is making a melee attack against an opponent, and an ally directly opposite the character is threatening the opponent, your character and his ally flank the opponent. Your character gains a +2 flanking bonus on the attack roll. A scout in this position can also sneak attack the target. The ally must be on the other side of the opponent, so that the opponent is directly between the character and the ally. 

Fighting Defensively
	You can choose to have your character fight defensively just before taking an action, taking a -4 penalty to all of his attack rolls and skill checks during that round but gaining a +2 dodge bonus to Armor Class during the same time period.

Shooting or Throwing into a Melee
	If your character shoots or throws a ranged weapon at an opponent who is adjacent to one of your character's allies, your character suffers a -4 penalty on his attack roll. If the ally is unconscious or immobilized, your character does not suffer this penalty unless the ally is being attacked. This penalty can also be avoided if your character has the Precise Shot feat when firing into melee.

Special Attacks and Damage
	This section describes different forms of attack that require their own special rules.

Face and Reach
	Face is how much area a character occupies in combat. Face is essentially the border between the square or rectangular space that a character occupies and the space next to it. These faces are abstract, not "front, back, left, and right," because characters are constantly moving and turning in battle. Unless a character is immobile, he doesn’t have a front or a left side-at least not one that can be identified on the tabletop. 
	Reach is how far your character can attack with a specific melee weapon or in unarmed combat. Your character’s reach determines EXACTLY how far your character can strike effectively aware from his 2-meter area.

Table 12.15: Face and Reach
		Example
Size	of Size	Reach	Face
Fine	Fly	same square (2-meters)	100/square
Diminutive	Gecko	same square (2-meters)	25/square
Tiny	Monkey	same square (2-meters)	4/square
Small	Large Dog/Tchpht	1 square (2-meters)	1 square (2-meters)
Medium	Human/ Indowy	1 square (2-meters)	1 square (2-meters)
Large (tall)	Industrial Robot	2 squares (4-meters)	1 square (2-meters)
Large (long)	Bear/Posleen	1 square (2-meters)	1-2 squares (2-4 meters)
Huge (tall)	Giraffe	3 squares (6-meters)	2-3 squares (2-6 meters)
Huge (long)	Elephant	2 squares (4-meters)	3-4 squares (6-8 meters)
Gargantuan (tall)	Small House	4 squares (8-meters)	4 squares (8 meters)
Gargantuan (long)	Humpback Whale	2 squares (4-meters)	4-8 squares (8-16 meters)
Colossal (tall)	Small Office Building	3 squares (6-meters)	6-16 squares (12-32 meters)

Grapple
	Grappling means wrestling and struggling hand-to-hand. 
There are three stages to grappling: grabbing, holding, and pinning.

Grabbing
	Normally, a grab is just the first step to starting a grapple. If the character grabs an opponent, but fails to go on to hold him or her, the character doesn’t actually start a grapple. However, sometimes all a character wants to do is grab the target.
Holding
	Once a character has established a hold, he or she is involved in a grapple. From a hold, a character can attempt a number of actions, including damaging the opponent or pinning the opponent. A character can’t get a hold on any creature more than two size categories larger than the character. (However, such a creature can get a hold on the character-so while a character can’t initiate a grapple with a creature more than two size categories larger than, a character can still end up in one.)
Pinning
	Getting the opponent in a pin is often the goal of a grapple. A pinned character is held immobile.

Grapple Checks
	When a character is involved in a grapple, he or she will need to make opposed grapple checks against an opponent-often repeatedly. A grapple check is something like a melee attack roll. A character’s attack bonus on a grapple check is:
Base attack bonus + Strength modifier + grapple modifier

Grapple Modifier
	A creature’s size works in its favor when grappling, if that creature is Large or larger in size. 
Conversely, a creature of Small or smaller size is at a disadvantage because of its size when grappling. Instead of using a creature’s size modifier on a grapple check (as would be done for a melee or ranged attack roll), use the appropriate grapple modifier from Table12.16: Grapple Modifiers.

Table 12.16: Grapple Modifiers
		Grapple
Size (Example)	Modifier
Colossal (blue whale [90 ft. long])	+16
Gargantuan (gray whale [40 ft. long]) 	+12
Huge (elephant)	+8
Large (lion)	+4
Medium-size (human)	+0
Small (German shepherd)	-4
Tiny (housecat)	-8
Diminutive (rat)	-12
Fine (horsefly)	-16

Starting a Grapple
	To start a grapple, a character first needs to grab and hold his or her target. Attempting to start a grapple is the equivalent of making a melee attack. If the character gets multiple attacks in a round, he or she can attempt to start a grapple multiple times (at successively lower base attack bonuses). Follow these steps.
1. Attack of Opportunity: A character provokes an attack of opportunity from the target he or she is trying to grapple. If the attack of opportunity deals the character damage, the character fails to start the grapple. If the attack of opportunity misses or otherwise fails to deal damage, proceed to step 2.
2. Grab: The character makes a melee touch attack to grab the target. If the character fails to hit the target, the character fails to start the grapple. If the character succeeds, proceed to step 3.
3. Hold: Make an opposed grapple check. (This is a free action.) If the character succeeds, the character has started the grapple, and deals damage to the target as if with an unarmed strike.
If the character loses, he or she fails to start the grapple. The character automatically loses an attempt to hold if the target is two or more size categories larger than the character is (but the character can still make an attempt to grab such a target, if that’s all he or she wants to do).
4. Maintain the Grapple: To maintain the grapple for later rounds, the character must move into the target’s square. (This movement is free and doesn’t count as part of the character’s movement for the round movement.) Moving, as normal, provokes attacks of opportunity from threatening enemies, but not from the target. The character and the target are now grappling.
If the character can’t move into the target’s square, the character can’t maintain the grapple and must immediately let go of the target. To grapple again, the character must begin at step 1.

Grappling Consequences
	While a character is grappling, his or her ability to attack others and defend him or herself is limited.
No Threatened Squares: A character doesn’t threaten any squares while grappling.
No Dexterity Bonus: A character loses his or her Dexterity bonus to Defense (if the character has one) against opponents the character isn’t grappling. (The character can still use it against opponents he or she is grappling.)
No Movement: A character cannot move while held in a grapple.
If the Character is Grappling
	When a character is grappling (regardless of who started the grapple), he or she can attempt any of several actions on his or her turn. Unless otherwise noted, each of these options is equivalent to an attack. (If the character normally gets more than one attack per attack action, he or she can attempt as many of these options as he or she has attacks available, using his or her successively lower attack bonus for each roll.) The character is limited to these options only; he or she cannot take any other actions.

Damage the Opponent: Make an opposed grapple check; if the character succeeds, he or she deals damage as with an unarmed strike.

Pin: Make an opposed grapple check; if the character succeeds, he or she holds the opponent immobile for 1 round. The opponent takes a -4 penalty to Defense against all attacks from other people (but not from the character); however, the opponent is not considered helpless.
	A character can’t use a weapon on a pinned character or attempt to damage or pin a second opponent while holding a pin on the first.
	A pinned character can’t take any action except to attempt to escape from the pin.

Escape from Grapple: Make an opposed grapple check. If the character succeeds, he or she can escape the grapple. If more than one opponent is grappling the character, the grapple check result has to beat all their check results to escape. (Opponents don’t have to try to hold a character if they don’t want to.)
	Alternatively, the character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the grapple. This is an attack action that the character may only attempt once per round, even if the character gets multiple attacks.
	If the character has not used his or her move action for the round, the character may do so after escaping the grapple.

Escape from Pin: Make an opposed grapple check. If the character succeeds, he or she can escape from being pinned. (Opponents don’t have to try to keep the character pinned if they don’t want to.) The character is still being grappled, however.
	Alternatively, a character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the pin. This is an attack action that the character may only attempt once per round, even if the character gets multiple attacks.

Break Another’s Pin: Make an opposed grapple check; if the character succeeds, he or she can break the hold that an opponent has over an ally.

Draw a Light Weapon: A character can draw a light weapon as a move action.

Attack with a Light Weapon: A character can attack with a light weapon while grappling (but not while pinned or pinning). A character can’t attack with two weapons while grappling.

If the Character is Pinned
	When an opponent has pinned the character, he or she is held immobile (but not helpless) for 1 round. (the character can’t attempt any other action.) On the character’s turn, he or she can attempt to escape from the pin. If the character succeeds, he or she is still grappling.

Joining a Grapple
	If the target is already grappling someone else, a character can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against the character, and the character’s grab automatically succeeds. The character still has to make a successful opposed grapple check and move in to be part of the grapple.
	If multiple enemies are already involved in the grapple, the character picks one against whom to make the opposed grapple check.

Multiple Grapplers
	Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one size category smaller than the character count as one-half creature each; creatures that are one size category larger than the character count as two creatures; and creatures two or more size categories larger than the character count as four creatures.
	When involved in a grapple with multiple opponents, the character chooses one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to escape, a character’s grapple check must beat the check results of all opponents.

Grenades and Explosives
	An explosive is a weapon that, when detonated, affects all creatures and objects within its burst radius by means of shrapnel, heat, visible light or massive concussion. Its effect is broad enough that it can hurt characters just by going off close to them.
	Some explosives, such as grenades, can be thrown, and they explode when they land. Others are planted, with fuses or timers, and go off after a preset amount of time elapses.

Thrown Explosives
	An attack with a thrown explosive is a ranged attack made against a specific 5-foot square. (A character can target a square occupied by a creature.) Throwing the explosive is an attack action. If the square is within one range increment, you do not need to make an attack roll. Roll 1d4 and consult the table to see which corner of the square the explosive bounces to.

Table 12.17: Thrown Explosives
Roll on d4	Corner of targeted square
	1	Upper Left
	2	Upper Right
	3	Lower Right
	4	Lower Left

	If the target square is more than one range increment away, make an attack roll. The square has an effective Defense of 10. Thrown weapons require no weapon proficiency, so a character doesn’t take the -4 nonproficient penalty. If the attack succeeds, the grenade or explosive lands in the targeted square. Roll 1d4 and consult the table above to see which corner of the square the explosive bounces to.
	If the character misses the target, the explosive lands at a corner of a square nearby in a random direction. Consult the tables below to determine where the explosive lands. If the weapon was thrown two to three range increments (4 to 12 meters), roll 1d8. 

Table 12.18: Location Struck
Roll on d8	Location Struck
	1	upper left corner, one square beyond target
	2	upper right corner, one square beyond target
	3	upper right corner, one square right of target
	4	lower right corner, one square right of target
	5	lower right corner, one square short of target
	6	lower left corner, one square short of target
	7	lower left corner, one square left of target
	8	upper left corner, one square left of target

For ranges of up to five range increments (13 to 20 meters), roll 1d12.

Table 12.19: Range of Location Struck
Roll on d12	Location Struck
	1	upper left corner, two squares beyond target
	2	upper right corner, two squares beyond target
	3	upper right corner, one square beyond and right of target
	4	upper right corner, two squares right of target
	5	lower right corner, two squares right of target
	6	lower right corner, one square short and right of target
	7	lower right corner, two squares short of target
	8	lower left corner, two squares short of target
	9	lower left corner, one square short and left of target
	10	lower left corner, two squares left of target
	11	upper left corner, two squares left of target
	12	upper left corner, one square beyond and left of target

	After determining where the explosive landed, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.

Planted Explosives
	A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.
	When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.

Splash Weapons
	A splash weapon is a ranged weapon that breaks apart on impact, splashing or scattering its contents over its target and nearby creatures or objects. Most splash weapons consist of liquids in breakable containers.
	To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so characters don’t take the -4 nonproficient penalty. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target.
	A character can instead target a specific 5-foot square, including a square occupied by a creature. Use the rules for thrown explosives. However, if a character targets a square, creatures within 5 feet are dealt the splash damage, and the direct hit damage is not dealt to any creature.
	If the character misses the target (whether aiming at a creature or a square), check to see where the weapon lands, using the rules for thrown explosives.  After determining where the object landed, it deals splash damage to all creatures within 2 meters.

Subdual Damage
	An unarmed strike from a Medium-size character deals 1d3 points of damage (with a character's Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of damage. All damage is subdual damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).
	Sometimes your character will get roughed up or weakened. This sort of stress won't kill him, but it can knock him out or make him faint. 
	Non-lethal damage is subdual damage. If your character takes sufficient subdual damage, then he falls unconscious, but he doesn't die.

Dealing Subdual Damage
	Certain attacks deal subdual damage. Other stresses, such as heat or exhaustion, also deal subdual damage. When your character takes subdual damage, keep a running total of how much has accumulated. Do not deduct the subdual damage number from a character's current hit points. It is not "real" damage. Instead, when your character's subdual damage equals his current hit points, your character is staggered, and when it exceeds his current hit points, then unconsciousness occurs. It doesn't matter whether the subdual damage equals or exceeds your character's current hit points because the subdual damage has gone up or because his current hit points have gone down. 
	Your character can use a melee weapon that deals normal damage, to deal subdual damage instead, but the character suffers a -4 penalty on the attack roll. 
	Your character can use a weapon that deals subdual damage, including an unarmed strike, to deal normal damage instead, but the character suffers a -4 penalty on the attack roll. 

Special Attacks and Damage

Attacking Vehicle Occupants
	It is possible for your character to attempt to attack someone riding within an open-topped vehicle, or riding on the outside of a vehicle (on the saddle seat of an ATV for example), Operators and passengers with an enclosed vehicle may be attacked directly using the table below as a modifier to hit based on the passenger's size. In addition the partial cover rule listed below.

Table 12.20: Vehicle Occupants
Occupant Size	Modifier	Example
Fine	-12	Humming Bird
Diminutive	-8	Rat, Bat
Tiny	-6	Cat
Small	-5	Tchpht
Medium	-4	Human, Darhel, Himmit, Indowy
Large	-2	Posleen

	When attacking someone within an opened topped vehicle, the target is assumed to be under partial hard cover (the vehicle). This is usually about 50% cover unless the target is standing in which case the cover would be about 25%.
	When riding on the outside of a vehicle, a target does not enjoy any cover and may be attacked normally. The shooter must specify whether he is attempting to hit the vehicle or a rider on a vehicle.

Area Effect Weapons
	Mortars, grenades and similar weapons are area effect weapons. They each have a listed Area of Effect (AoE). Anything within this radius when the weapon hits may make a Reflex save (DC based on the weapon being used, see the weapon description for details) to take only one half of the damaged rolled. Anyone or anything failing its saving throw will take the full damage rolled for the weapon (unless reduced by Damage Reduction).
	Anything within twice the listed area of effect for the weapon, but outside of the weapon’s area of effect , may make a Reflex save  (DC based on the weapon being used, see the weapon description for details) to avoid taking any damage at all. Anyone within twice the listed area of effect for the weapon, but outside of the weapons area of effect takes half damage from the weapon (unless reduced by Damage Reduction).
	The saving throws need only be made once for a given attack; apply the resulting damage to either hit Points or Structural Hit Points.

Vehicle Weapons: The weapon systems installed on most vehicles are much more powerful than their personal weapon counterparts. When a vehicle's weapon is used in combat against anything other than its class of vehicles, its weapons have an area of effect based on the type of weapon it is:

Table 12.21: Vehicle Weapons Area of Effect
Weapon System	Area of Effect (AoE)
Laser	4 meters per HDM
Plasma Guns	8 meters per HDM
Missiles and other Energy Weapons	8 meters per HDM
Particle Accelerators	2 meters per HDM
Anti-Particle Accelerators	4 meters per HDM
Vehicles	+ Size Modifier
Table 12.21: Vehicle Weapons Area of Effect (Continued)
Modifiers	Area of Effect (AoE)
Small Craft (Fighter and Shuttles)	+ Size Modifier
Spacecraft	+ Size Modifier

A vehicle-mounted weapon suffers half the recoil penalty as it’s personal weapon counterpart.  Recoil still applies, but since the weapon is mounted to a solid object, half the recoil is absorbed by the mount.
Note: This rule does not apply to pintle-mounted vehicles or the weapons mounted on the Posleen Tenar (which is effectively an automated pintle mount).

Indirect Fire
	Indirect Fire is a method of attacking a ranged target that cannot be seen by the firing weapon. It requires someone with the Forward Observer skill be in a position to observe the target and in direct communications with the gunnery unit firing the weapon. The basic DC's for a gunner to use indirect fire is 40 minus the skill of the Forward Observer. Subtract -2 from the DC for each subsequent round spent acquiring the target, to a maximum of -10 to the DC prior to firing the first shell.
	Calling in an attack or adjusted fire are Full attack actions. The attack will commence 2D10 rounds after the call is made, and arrive on the turn that the weapon's Time of Flight states that it will land, and every turn after that depend on what type of artillery effect is called for.

To Hit Modifiers: The speed modifiers of vehicles apply to indirect fire attacks.

Direct Fire Weapons used as Indirect Fire Weapons: Some direct fire weapons can be can be used in an indirect fire manner but all of their Range penalties do apply. 

Missed Shots: Shots that miss have to land somewhere. If using squares for maps, roll 1D8 to determine which direction the round lands away from the target, counting clockwise from 1 (directly over). Roll 1D6 if using hexes for maps. The distance the round lands from the target is 1D4 squares/hexes + the number that the DC was missed by.

Correcting Fire: It will take 1D10 rounds plus the Time of Flight of the weapon in use, before corrections to where the rounds are land take effect.

Fire for Effect: Once the target is hit, the gunner may begin firing for effect. Since the target location has been locked into the weapon there is no need to see if a hit occurs on each subsequent round, It is automatic. 

Confirmed Critical Failure: On a confirmed Critical failure the indirect fire strike is called in on the Forward Observers location.

Table 12.22: Indirect Fire
Tasks and Modifiers			DC
Firing Indirect Fire by the Gunner team	40
	Skill of the Forward Observer		- Forward Observer skill rank level.
	Successful Skill check by each Assistant Gunner	-2
	Forward Observer using a street map	-5
	Forward Observer using a Good map	-10
	Forward Observer using a Good map, Inertial General	-15
		Positions Unit and a rangefinder.
	Computerized Fire Direction Gear		-5
	Forward Observer has 5 or more ranks in Orienteering	+2 

Move
	Most of your time in a combat situation outside of a fortified environment will be spend in some type of movement action, trying to get into a position to make an attack or find cover. The section below will describe the different types of movement actions and movement rules.

Rules of Movement
	In combat, finding a superior position with proper cover that allows your character to cover the other members of your team while they maneuver to engage the enemy is one of the most important keys to surviving combat. The best way to accurately represent what is going on in combat and to effectively decide if your character’s location does or does not provide cover from a specific attack, is to use miniatures to represent the members of your character’s party and their opponents. By placing them either on either 1-2 inch or 2-4 centimeter square or hex grid map, representing a 2-meter are per square or hex. The GM can then easily reduce the majority of argument about exact range, cove and movement rate.
	Most character (medium-sized) will have a movement rate of 10-meters, when they are not burdened with armor or lots of equipment. Most heavy armor will often reduce your character’s movement rate. Carrying a medium of heavy load of equipment will also reduce your character’s movement rate.

Table 12.23: Loaded Movement
Light	Medium	Heavy
Strength	Load	Load	Load
1 STR	up to 3 lb. (1.4 kg)	 4-6 lb. (1.8-2.7 kg)	7-10 lb. (3.2-4.5 kg)
2 STR	up to 6 lb. (2 kg.)	7-13 lb. (3-5 kg.)	14-20 lb. (6-9 kg.)
3 STR	up to 10 lb. (4 kg.)	11-20 lb.(5-9 kg.)	21-30 lb. (9-13 kg.)
4 STR	up to 13 lb. (5 kg.)	14-26 lb. (6-11 kg.)	27-40 lb. (12-18 kg.)
5 STR	up to 16 lb. (7 kg.)	17-33 lb. (7-15 kg.)	34-50 lb. (15-22 kg.)
6 STR	up to 20 lb. (9 kg.)	21-40 lb. (9-18 kg.)	41-60 lb. (18-27 kg.)
7 STR	up to 23 lb. (10 kg.)	24-46 lb. (10-20 kg.)	47-70 lb. (21-31 kg.)
8 STR	up to 26 lb. (11 kg.)	27-53 lb. (12-24 kg.)	54-80 lb. (24-36 kg.)
9 STR	up to 30 lb. (13 kg.)	31-60 lb. (14-27 kg.)	61-90 lb. (27-40 kg.)
10 STR	up to 33 lb. (15 kg.)	34-66 lb. (15-30 kg.)	67-100 lb. (30-45 kg.)
11 STR	up to 38 lb. (17 kg.)	39-76 lb. (17-34 kg.)	77-115 lb. (35-52 kg.)
12 STR	up to 43 lb. (19 kg.)	44-86 lb. (20-39 kg.)	87-130 lb. (39-59 kg.)
13 STR	up to 50 lb. (22 kg.)	51-100 lb. (23-45 kg.)	101-150 lb. (45-68 kg.)
14 STR	up to 58 lb. (26 kg.)	59-116 lb. (26-52 kg.)	117-175 lb. (53-79 kg.)
15 STR	up to 66 lb. (30 kg.)	67-133 lb. (30-60 kg.)	134-200 lb. (60-90 kg.)
16 STR	up to 76 lb. (34 kg.)	77-153 lb. (35-69 kg.)	154-230 lb. (70-104 kg.)
17 STR	up to 86 lb. (39 kg.)	87-173 lb. (39-78 kg.)	174-260 lb. (79-118 kg.)
18 STR	up to 100 lb. (45 kg.)	101-200 lb. (45-90 kg.)	201-300 lb. (91-136 kg.)
19 STR	up to 116 lb. (52 kg.)	117-233 lb. (53-105 kg.)	234-350 lb. (106-159 kg.)
20 STR	up to 133 lb. (60 kg.)	134-266 lb. (60-120 kg.)	267-400 lb. (121-181 kg.)
21 STR	up to 153 lb. (69 kg.)	154-306 lb. (70-139 kg.)	307-460 lb. (139-209 kg.)
22 STR	up to 173 lb. (78 kg.)	174-346 lb. (79-157 kg.)	347-520 lb. (157-236 kg.)
23 STR	up to 200 lb. (90 kg.)	201-400 lb. (91-181 kg.)	401-600 lb. (182-272 kg.)
24 STR	up to 233 lb. (105 kg.)	234-466 lb. (106-211 kg.)	467-700 lb. (212-318 kg.)
25 STR	up to 266 lb. (120 kg.)	267-533 lb. (121-242 kg.)	534-800 lb. (242-363 kg.)
26 STR	up to 306 lb. (139 kg.)	307-617 lb. (139-280 kg.)	618-920 lb. (280-418 kg.)
27 STR	up to 346 lb. (157 kg.)	347-693 lb. (157-315 kg.)	694-1,040 lb. (315-472 kg.)
28 STR	up to 400 lb. (181 kg.)	401-800 lb. (182-363 kg.)	801-1,200 lb. (364-545 kg.)
29 STR	up to 466 lb. (212 kg.)	467-933 lb. (212-424 kg.)	934-1,400 lb. (424-636 kg.)
+ 10 STR	X4 (lb./2.2=kg.)	X4 (lb./2.2=kg.)	X4 (lb./2.2=kg.)

Quadrupeds can carry heavier loads than bipeds can. To determine a quadruped's carrying capacity limits, use Table: Carrying Capacity, multiplying by the appropriate modifier for the creature's size: Fine 1/4, Diminutive 1/2, Tiny 3/4, Small 1, Medium 1 1/2, Large 3, Huge 6, Gargantuan 12, and Colossal 24. 

Table 12.24: Carrying Load
	Max	Check	----------- Speed -----------
Load	Dex	Penalty	(10 meters)	(6 meters)	Run
Medium	+3	-3	8 meters	4 meters	x4
Heavy	+1	-6	8 meters	4 meters	x3

Passing Though
	Your character can move through an occupied square or hex if any of the following conditions are currently true at the time the movement takes place:
The square or hex is occupied by one of your allies.
A character that is currently helpless, unconscious or dead occupies the square or hex.
Your character successfully uses the Tumble skill to pass through the square or hex.
A character that is three or more size categories larger or smaller than your character occupies the square or hex.

Movement Actions
	A movement action allows your character to move around during combat to either find a superior firing position or cover. They can also be used to close with your enemies or to flee combat if possible. If your character makes a Movement action during his turn, he cannot also take the free 2-meter step.

Standard Movement
	This movement rate allows your character to take his standard movement and still take a combat action or move equivalent action. Other non-standard movements also fall under this category, these include climbing and swimming, but is not restricted to just those two types of movement. It is up to the GM to decide if another type of movement counts as a Standard Move action due to the condition or equipment in effect at that time. Most of these additional movement types allow your character to move up to ½ of his base speed when he performs a successful skill check. Also driving a vehicle under most conditions is considered a Standard Move action.
	Whenever your character comes into adjacent contact (touching squares or hexes) with an opponent he can no longer take a standard Move action unless he is moving away from the opponent, but NOT passing by his location, or has the Evasion feat or his opponent is helpless, unconscious or dead. He can otherwise still take his free 2-meter step, if he cannot take a Standard Movement action.

Charge (Full Action)
	Your character must move before attacking, not after. The character must move at least 4-meters and may move up to double base speed. All movement must be in a straight line, with no backing up allowed. The charge stops as soon as the character threatens the target. A character can't run past the target and attack from another direction. 
	After moving, your character may make a single melee attack or a bull rush. Your character gets a +2 bonus on the attack roll, he also suffers a -2 penalty to his Armor Class for 1 round. 
	A target can ready certain piercing weapons, setting them to receive charges by using the ready action against receiving a charge. A weapon of this type deals double damage if the readied attack is successful. 

Climb (Full Action)
	As a full round action, a character can climb at one half base speed. 

Climb (Half Action)
	As a move equivalent action, a character can climb at ¼ his base speed.

Overrun (Half Action)
	A character can try to overrun as part of a charge action against an opponent that is one size category larger, the same size, or one size smaller than the character. Only one attempt to overrun can be made per charge. 
	An overrun takes place during the movement portion of a charge. With an overrun, a character attempts to move through the opponent's area. 
	First, a character must charge at least 10 feet in a straight line into the defender's space. 
Then the defender chooses either to avoid the character or to block the character. If he avoids the character, the character keeps moving. (A character can always move through the space occupied by someone who lets a character by.) If the defender blocks a character, they can make a trip attack against the defender (see Trip). If the character succeeds in tripping the defender, the character can continue the charge in a straight line as normal. 
	If a character fails and is tripped in turn, the character is prone in the defender's space. If a character fails but is not tripped, the character has to move 5 feet back the way the character came. If that space is occupied, the character falls prone in that space. 

Run (Full Action)
	Your character can move up to four times his base speed in a straight line (or three times base speed if the character is in heavy armor). Your character loses any Dexterity bonus to his Armor Class since he cannot avoid attacks. 
	Your character can run for a number of rounds equal to his Constitution score, but after that, he must succeed at a Constitution check (DC 10) to continue running. Your character must check again each round in which he continues to run, and the DC of this check increases by 1 for each check he has made. When your character fails this check, he must stop running. If your character has run to the limit, he must rest for 1 minute (10 rounds) before running again. During a rest period, your character can move no faster than a walk (normal move). 
	Whenever your character comes into adjacent contact (touching squares or hexes) with an opponent, he can no longer take a standard Move action unless he is moving away from the opponent, but NOT passing by his location, or has the Evasion feat or his opponent is helpless, unconscious or dead. He can otherwise still take his free 2-meter step, if he cannot take a Standard Movement action.

Total Defense (Full Action)
	A character doesn't attack or perform any other activity other than moving at base speed, but the character gets a +4 dodge bonus to AC for 1 round. The character's AC improves at the start of this action, so it helps against any attacks of opportunity provoked while moving. 
	Whenever your character comes into adjacent contact (touching squares or hexes) with an opponent he can no longer take a standard Move action unless he is moving away from the opponent, but NOT passing by his location, or has the Evasion feat or his opponent is helpless, unconscious or dead. He can otherwise still take his free 2-meter step, if he cannot take a Standard Movement action.

Withdraw (Full Action)
	Your character would use this maneuver action to break melee combat with an adjacent opponent, as long your character would not end up adjacent to another character within the first 2-meters of the Withdraw action. Your character can then move up to twice his base movement rate as long as he is moving away from ALL of his opponents (i.e. you character could not use this action to move away from one opponent just to engage another opponent). If your character cannot break adjacent contact with all of his opponents, he cannot perform this movement action. If your character has the Evasion feat, he can ignore any adjacent opponents and continue to perform the Withdraw action.

Move Equivalents and other Actions
	All other types of actions that your character or others could perform are discussed below.

Rules on Categorizing Actions
	If you attempt to have your character perform any action not covered under any of the action categories discussed in this chapter, then the GM is the final arbitrator of how to classify the action your character is attempting to perform.

Free Actions: Your character can perform one or more free actions while taking another action normally. However, the GM puts reasonable limits on what your character can really do for free.

Move-Equivalent Actions: Move-equivalent actions take the place of movement in a standard action or take the place of an entire partial action. Your character can normally also take a 2-meter step.

Full Movement Actions: A Full Movement Action consumes all a character's effort during a round. The only actions your character can then perform during a full- round movement action are free actions. 

Miscellaneous Action
	All actions not already discussed are covered in the following section.

Miscellaneous Free Actions: These are generic simple actions that are nearly instantaneous. These actions are far to numerous to list and are left to the discretion of the GM and the players.

Activate Item (Half Action)
	Many items don't need to be activated. However, certain items do. Activating an item is a standard action (unless the item description indicates otherwise). Hitting a speed dial number on a cell phone would be an example of activating an item.  Activating an item provokes an attack of opportunity unless the item is specified as voice activated, use activated, or states in its own rules that activation does not provoke attacks of opportunity.

Aim a Weapon (Half Action)
	By taking time to aim your character sacrifices his normal movement action to improve his accuracy with a ranged weapon. As long as your character does not attempt to perform any other action before his attack (i.e. no free actions possible), he receives a +1 circumstance bonus to his next attack roll against that specific target.

Brace a Weapon (Half Action)
	In order for your character to be able to perform this action he must have a stable area to level his weapon on, such at the top of his foxhole or the hatch/door of a vehicle. Your character must also pick a specific target and state which target his weapon is aimed at, at this time. As long as your character does not attempt to perform any other action before his attack (i.e. no free actions possible), he receives a +2 circumstance bonus to his next attack roll against that specific target. This action can stack with the Aim a Weapon Feat, as long as your characters first uses the Brace a Weapon action and then performs the Aim a Weapon action during his next movement action.

Control a frightened mount (Half Action)
	The character must make a Ride check (DC 20) each round to control a mount untrained for war (untrained mounts include light and heavy horses, and ponies). If the check is successful, the character can perform a partial action after the check. If the Ride check fails, the check is considered to have been a full-round action. 

Draw or Holster a Weapon (Half Action)
	If a character has a base attack bonus of +1 or higher, a character can combine one of these actions with a regular move. If a character has the Two-Weapon Fighting feat, a character can draw two light or one-handed weapons in the time it would normally take a character to draw one. 

Drop an item (Free Action)
	The item falls to the floor in the same space as the character. 

Drop to the floor (Free Action)
	The character is considered to be prone

Escape from a net (Full Action)
	The description of the net involved will include information on how to determine if an escape attempt has been successful or not. 

Extinguish flames (Full Action)
	This action will extinguish small fires on equipment, furniture, or the character's person. Larger blazes will require the use of water, sand, or some other material to snuff the flames.

Heal a friend (Special Action; see Heal skill description)
	This is a use of the Healing skill. 

Load or Reload a Weapon (Half Action)
	 This move-equivalent action allows your character to load or reload a fresh ammunition magazine or power crystal clip in a weapon.  

Mount or dismount (Half Action)
	Your character mounts or dismounts an animal or vehicle. 

Move a heavy object (Half Action)
	Self-explanatory. 

Move a extra heavy object (Full Action)
	Self-explanatory.
Open a door (Half Action)
	Self-explanatory. 

Pick up an item (Half Action)
	A character must be in the same space as the item to be picked up. 

Retrieve a stored item (Half Action)
	Self-explanatory.

Sheathe a weapon (Half Action)
	Self-explanatory. A character with the two-weapon fighting Feat can sheathe two weapons on the same action. 

Speak (Free Action)
The GM may place limits on what may be reasonably communicated in a six-second combat round. 

Stabilize a Dying Character (Special; see Heal skill description)
	Your character must be right next to the victim who needs to be stabilized. It will take several rounds of combat at the minimum to stabilize a character, unless advanced medical equipment is available.
Stand up (Half Action)
	Self-explanatory.

Start a full round action (Half Action)
	The start full-round action partial action lets a character start undertaking a miscellaneous full-round action, which the character can complete on the following round (even with a partial action). This option is normally used when a character is suffering some condition that restricts the character from taking full round actions. 

Use an extraordinary ability (Special; see extraordinary ability description)
	Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually half actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity. 

Use a Skill or Feat (Special; see Skill or Feat description)
	Normally, using a skill or feat will be a half or full movement action. Under certain circumstances it could also be either a free or special action. See the description of the Skill or Feat in question and consult with your GM, to find out if a particular skill or feat action is a free, half, full or special action.

Injury and Death
	This section covers the various effect of your character taking damage and how to heal damage.

What are Hit Points?
	Hit points are what the Legacy of the Aldenta RPG uses to represent how tough your character is and how much damage he can take before he dies. As your character takes damage he has to deal with the adverse effect of getting hurt. The worse off he is the worse the effects he has to deal with are.

Serious Damage
	Whenever your character has his hit point total reduced to below half (50%) of his current maximum hit points, you are to consider him seriously hurt. When your character is seriously hurt he has a -2 to all attack rolls, damage rolls, initiative rolls and skill checks along with having his base walking speed reduced by 2 meters per round. Reduce his hustle, run and full run speed accordingly.

Critical Damage
	Whenever your character has his hit point total reduced to below one-tenth (10%) of his current maximum hit points, you are to consider him critically hurt. When your character is critically hurt he has a -5 to all attack rolls, damage rolls, initiative rolls and skill checks along with having his base walking speed reduced by 4 meters per round. Reduce his hustle, run and full run speed accordingly. This supersedes the penalties from being seriously damaged.

Traumatic Damage
	If your character receives damage from a single attack that equals or exceeds his current Constitution score, you character must make an immediate Fortitude saving throw. The DC for the Fortitude saving throw is the total damage you subtracted from your character’s hit points after all damage modifiers were taken into effect. If your character fails his saving throw, he is reduced to zero hit point and falls unconscious. Your character takes no additional damage from failing the Fortitude saving throw. But your character does begin to lose one hit point per round as governed under the Dying rules listed below.
	If your character receives damage from a single attack that equals or exceeds fifty percent (50%) of his current maximum hit points, you character must make an immediate Fortitude saving throw. The DC for the Fortitude saving throw is the total damage you subtracted from your character’s hit points after all damage modifiers were taken into effect. If your character fails his saving throw, make Fortitude saving throw threat confirmation against the same DC as his first saving throw. If your character fails the second roll he immediately dies. If your character makes the second saving throw he is reduced to zero hit points and falls unconscious. Your character takes no additional damage from failing the Fortitude saving throw. But your character does begin to lose one hit point per round as governed under the Dying rules listed below.
	If your character is stabilized, or receives advanced medical care, he may recover with possibly no adverse effects from coming so close to dying. 

Unconscious (0 Hit Points)
	When your character's current hit points drop to exactly 0, he is disabled. Your character is not unconscious, but is close to it. The character can only take a partial action each round, and if the character performs any strenuous activity, the character takes 1 point of damage after the completing the act. Strenuous activities include running, attacking, or using any ability that requires physical exertion or mental concentration. If your character takes a strenuous action, your character's hit points drop to -1, and he is dying.

Dying (-1 to -Con Hit Points)
	When your character's current hit points drop to between -1 and -Constitution +1 inclusive, your character is dying. Your character immediately falls unconscious and can take no actions. 
At the end of each round (starting with the round in which your character drops below 0), roll d% to see whether your character stabilizes. Your character has a 10% chance to become stable. If your character doesn't, he loses 1 hit point. 
	If your character's hit points drop to -10 (or lower) he is dead. 
	Your character can keep a dying character from losing any more hit points and make the dying character stable with a successful First Aid check (DC 15). 
	If any sort of healing cures the dying character of even 1 point of damage, the dying character stops losing hit points and becomes stable. 
	Healing that raises the dying character's hit points to 0 makes the character conscious and disabled. Healing that raises the character's hit points to 1 or more makes the character fully functional again, just as if the character had never been reduced to 0 or less.

Dead (-Con hit points or lower)
	When your character's current hit points drop to -Constitution or lower, or if your character takes Traumatic damage and fails the saving throw (see above), your character is dead. Your character can also die from taking ability damage or suffering an ability drain that reduces his Constitution to 0. 

Stabilizing characters and Recovery
	An hour after being tended to, your dying character becomes stable, roll d%. Your character has a 10% chance of becoming conscious, at which point he is disabled (as if the character had 0 hit points). If your character remains unconscious, he has the same chance to revive and become disabled every hour. Even if unconscious, your character recovers hit points naturally. Your character is back to normal when his hit points rise to 1 or higher. 
	If your character stabilizes on his own (by making the 10% roll while dying) and has no one to tend to him, he still loses hit points, just at a slower rate. Your character has a 10% chance each hour of becoming conscious. Each time your character misses the hourly roll to become conscious, he loses 1 hit point. Your character also does not recover hit points through natural healing. 
	Once your character becomes conscious and is disabled, as long as he is unaided, he still does not recover hit points naturally. Instead, each day he has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, your character loses 1 hit point. 
	Once your unaided character starts recovering hit points naturally, he is no longer in danger of losing hit points (even if your character's current hit point total is negative).

Healing
	Your character can never get back more hit points than your character lost. 

Natural Healing
	Your character recovers 1 hit point per character level per day of rest. If your character undergoes complete bed rest (doing nothing for an entire day), he recovers one and one half times your character's current level in hit points per day.

Healing under Medical Care
	Your character recovers 2 hit point per character level per day of rest if under the supervision of a person who has the Heal skill. If your character undergoes complete bed rest (doing nothing for an entire day) while under the supervision of a person who has the Heal skill, he recovers two times your character's current level in hit points per day. If your character is actually in at hospital and receiving professional medical care your character recovers 3 hit point per character level per day. If your character is undergoing undergoes complete bed rest (doing nothing for an entire day) while at the hospital he, he recovers three times your character's current level in hit points per day.

Special Equipment
	There are a number of pieces of equipment meant to stabilize your character, bring him back from the dead, and provide accelerated healing. Unfortunately the majority of them are currently either profoundly expensive or not universally accessible.

Outside of Combat
	Hopefully only a small amount of your character's time will be spent in actual combat, since most humans have a short life expectancy in combat. Most of your time will probably be spent safely outside of combat situations. The following rules governed situations not covered under the above combat rules.

Light and Vision
	Your Character needs a way to see in the dark. See Table 12.25: Light Sources for the radius that a light source illuminates and how long it lasts. 
Characters with low-light vision can see objects twice as far away as the given radius.

Table 12.25: Light Sources 
Object	Light	Duration
Match	1.5-meters	30 seconds
Lighter	1.5-meters	5 minutes
Candle	2-meters	12 hours
Glowstick	3-meters	2 hours
Oil Lamp	10-meters	6 hours per half liter of oil
Torch	8-meter	2 hours
Campfire	9-meters	4 hours
Bonfire	12-meters	6 hours
Flashlight*	8-meters	6 hours
Halogen Lantern	16-meters	24 hours
Glow-Lantern	9-meters	3 days

Table 12.26: Visual Encounter Ranges
Terrain	Detection and Distance
City, airport, dense sidewalk and vehicle traffic	2D4x75 meters (average 375 meters)
Down town of a city or town, moderate sidewalk and	3D6x150 meters (average 1,575 meters)
	vehicle traffic
Suburban neighborhood, light sidewalk and vehicle traffic	2D4x300 meters (average 6,300 meters)
Smoke, heavy fog, dense clouds	2D4x75 meters (average 375 meters)
Jungle, dense forests	2D4x150 meters (average 750 meters)
Heavy mountainous terrain	3D6x150 meters (average 1,575 meters)
Rugged hills or low mountains	6D6x150 meters (average 3,150 meters)
Light forest, low rolling hills	6D6x300 meters (average 6,300 meters)
Scrub, brush, or bush	2D6x1.5 kilometers (average 10.5 km)
	or line of sight which ever is less.
Grasslands, plains, at sea, or other open terrain with little	3D6x1.5 kilometers (average 15 km)
	Cover or line of sight, whichever is less.

Terrain	Detection and Distance
Observer is in flight, clear skies	4D6x1.5 kilometers (average 18 km)
	or line of sight which ever is less.
Observer is in flight, cloudy skies	3D6x1.5 kilometers (average 15 km)
	or line of sight which ever is less.
Observer is in flight, dusk or dawn	2D6x1.5 kilometers (average 10.5 km)
	or line of sight which ever is less.
Observer is in flight, heavy clouds or night	1D6x1.5 kilometer (average 5 km)
	or line of sight which ever is less.

Low-Light Vision
	Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Light Intensifying Sensors: These sensors take the ambient light and multiply it electronically, allowing the user to enjoy vision as good as under full daylight conditions. Treat as low light condition, except total darkness, as if the light level were normal. A minimal amount of light is required to power LI sensors; a match, a candle, moonlight, even starlight will suffice. LI sensors will not work in total darkness.

Infrared Sensors: These sensors detect differences in temperature, allowing the user to distinguish most creatures and any objects that are at a different temperature than their surroundings. IR sensors work very well in cold environments, and even in total darkness, but do not work very well in high temperature conditions where the background heat creates interference. IR vision quality is typically lower than for visible light sensors. Treat any low light condition as if it were normally illuminated, but any Spot or Search checks are at a -2 penalty. 

Movement
	Below are some of the rules that govern character movement in the game.

Tactical Movement
Use tactical speed for combat. 
Some creatures have other modes of movement. 

Burrow
 	The creature can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot use the run action while burrowing. 

Climb
 	A creature with a climb speed has the Climb skill at no cost and gains a +8 racial bonus to all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10, even if rushed or threatened while climbing. The creature climbs at the listed speed while climbing. If it chooses an accelerated climb, it moves at double the listed climb speed (or its normal land speed, whichever is less) and makes a single Climb check at a -5 penalty. Creatures cannot use the run action while climbing. 

Swim
 	A creature with a swim speed can move through water at the listed speed without making Swim checks. It gains a +8 racial bonus to any Swim check to perform some special action or avoid a hazard. The creature always can choose to take 10, even if rushed or threatened when swimming. Creatures can use the run action while swimming, provided they swim in a straight line. 

Standard Movement
	Characters exploring an area use local movement, measured in minutes. 

Walk: A character can walk without a problem on the local scale. 
Hustle: A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in hours. 
Run: A character with a Constitution score of 9 or higher can run for a minute without a problem. Generally, a character can run for about a minute or two before having to rest for a minute. 

Overland Movement
	Characters covering long distances cross-country use overland movement. Overland movement is measured in hours or days. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours. 
Walk: Your character can walk 8 hours in a day of travel without a problem. 
Hustle: Your character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles causes your character 1 point of subdual damage, and each additional hour causes twice the damage taken during the previous hour. 
Run: A character can't run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle. 

Terrain: The terrain through which a character travels affects how much distance the character can cover in an hour or a day. 

Forced March: In a day of normal walking, a character walks for 8 hours. The character spends the rest of daylight time making and breaking camp, resting, and eating. 
	A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, the character makes a Constitution check (DC 10 + 1 per extra hour). If the check fails, the character takes 1d6 points of subdual damage. A character can't recover this subdual damage normally until the character halts and rests for at least 4 hours. It's possible for a character to march into unconsciousness by pushing himself or herself too hard. 

Mounted Movement: A horse bearing a rider can move at a hustle. The damage it takes, however, is normal damage, not subdual damage. It can also be force-marched, but its Constitution checks automatically fail, and, again, the damage it takes is normal damage. 
See Table 12.28: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals. 
Waterborne Movement: See Table 12.28: Mounts and Vehicles for speeds for water vehicles.

Table 12.27: Terrain and Overland Movement
Terrain	Highway	Road	Trackless
Plains	X1	X1	X1
Scrub, rough	X1	X1	X3/4
Forest	X1	X1	X1/2
Jungle	X1	X3/4	X1/4
Swamp	X1	X3/4	X1/2
Hills	X1	X3/4	X1/2
Mountains	X3/4	X1/2	X1/4
Sandy desert	X1	 ---	X1/2

Table 12.28: Mounts and Vehicles	Maximum	Average	Average
		Speed	Speed	Distance
Transportation Method	per Hour	per Hour	per Day
Animal Powered (limit 8 hours travel per day; rough terrain/hostile areas)
Mount (carrying load)		
	Average riding animal	8 km.	5 km.	40 km
	Heavy riding animal	6.4 km.	4.5 km.	36 km
	Average draft animal	6.4 km.	5 km.	40 km
	Heavy draft animal	4.7 km.	4.5 km.	36 km
	Donkey	4.8 km.	3 km.	24 km
	Mule	6.4 km.	5 km.	40 km
	Pony	6.4 km.	4 km.	32 km
Cart or wagon pulled by animal.	3.2 km.	2 km.	16 km
Motor Powered (limit 10 hours travel per day)
ATV@	120km.	50 km.	500 km
Motorcross Bike @	240 km.	50 km.	500 km
Cruiser Motorcycle @	240 km.	100 km.	1000 km
Racing Motorcycle @	396 km.	100 km.	1000 km
City Car @	144 km.	100 km.	1000 km
Small car @	216 km.	100 km.	1000 km
Medium Car @	240 km.	100 km.	1000 km
Table 12.28: Mounts and Vehicles	Maximum	Average	Average
		Speed	Speed	Distance
Transportation Method	per Hour	per Hour	per Day
Motor Powered (limit 10 hours travel per day)
Limo @	192 km.	100 km.	1000 km
Minivan @	216 km.	100 km.	1000 km
Van @	192 km.	100 km.	1000 km
Armored Car @	192 km.	80 km.	800 km
Jeep @	168 km.	50 km.	500 km
Small SUV @	240 km.	80 km.	800 km
Large SUV @	192 km.	80 km.	800 km
Pick-up trucks @	192 km.	80 km.	800 km
Bus @	192 km.	60 km.	600 km
Semi-Tractor @	168 km.	60 km.	600 km
Rolligon Tractor @	120 km.	60km.	600 km
SheVa I & II @	48 km.	30 km.	300 km
Tiger III @	84 km.	60 km.	600 km
M1A4 Abrams, M179 Rosser & M5 Powell @	120 km.	60 km.	600 km
M2A5 & M3A5 Bradley @	96 km.	60 km.	600 km
M122A1, M155 Mortar Carriers @	96 km.	60 km.	600 km
M109A7 Paladin @	120 km.	60 km.	600 km
M156 Reaver @	108 km.	60 km.	600 km
M204 Zeus @	120km.	60 km.	600 km
HMMWV @	180 km.	80 km.	800 km
ACS Transport Bus @	192 km.	80 km.	800 km
Armored CUTVTruck @	240 km.	60 km.	600 km
High Speed Semi-Tractor @	240 km.	80 km.	800 km
High Speed Transportation (limit 8 hours travel per day)	
Hercules Transport (low altitude) @	960 km.	7,680 km.
Hercules Transport (high altitude) @	1,200 km.	9,600 km.
Grav Car (Surface) @	216 km.	1,728 km.
Grav Car (low altitude) @	2,160 km.	17,280 km.
Grav Car (high Altitude) @	21,600 km.	172,800 km.
Grav Limo Armored (Surface) @	192 km.	1,536 km.
Grav Limo Armored (low Altitude) @	1,920 km	15,360 km.
Grav Limo Armored (high altitude) @	19,200 km.	153,600 km.
Tenar Posleen Grav-vehicle (surface top speed) @	168 km.	1,344 km.
Tenar Posleen Grav-vehicle (low altitude top speed) @	240 km.	1,920 km.
Tenaral Posleen Grav-tank (surface top speed) @	240 km.	1,920 km.
Tenaral Posleen Grav-tank (low altitude top speed) @	2,400 km.	19,200 km.
Tenaral Posleen Grav-tank (high altitude top speed) @	24,000 km.	192,000 km.
Ship	
	Raft or barge (poled or towed)* 	.8 km.	8 km.
	Keelboat (rowed)*	1.6 km.	16.1 km.
	Rowboat	2.4 km.	24 km.
	Sailing Boat	3.2 km.	76.8 km.
	Sailing ship (sailed)	4 km.	96 km.
	Large sailing ship (sailed)	4.8 km.	115.2 km.
	Antique Warship (sailed)	5 km.	125 km.
	Viking Longship (sailed and rowed)	4.8 km.	115.9 km.
Modern Ship	
	Arleigh Burke Missile Destroyer DDG 51-107 (cruise speed 20 kts.)	37.1 km.	890.4 km.
	Arleigh Burke Missile Destroyer DDG 51-107 (flank speed 30 kts.)	55.7 km.	1,336.8 km.
	Little Rock Gun/Missile Cruiser CLG 4 (cruise speed 15 kts.)	27.8 km.	667.2 km.
	Little Rock Gun/Missile Cruiser CLG 4 (flank speed 33 kts.)	61.2 km.	1,468.8 km.
	De Moines Gun Cruiser CA 134 and CA 139 (cruise speed 15 kts.)	27.8 km.	667.2 km.
	De Moines Gun Cruiser CA 134 and CA 139 (flank speed 33 kts.)	61.2 km.	1,468.8 km.
	Ticonderoga Gun/Missile Cruisers CAG 47-73 (cruise speed 20 kts.)	37.1 km.	890.4 km.
	Ticonderoga Gun/Missile Cruisers CAG 47-73 (flank speed 30 kts.)	55.7 km.	1,336.8 km.
	Texas Battleship BB 35 (cruise speed 10 kts.)	18.55 km.	445.2 km.
	Texas Battleship BB 35 (flank speed 21 kts.)	39 km.	934.8 km.
	
	Iowa Class Battleship BB 61, 62, 63, 64 (cruise speed, 15 kts.)	27.8 km.	667.2 km.
	Iowa Class Battleship BB 61, 62, 63, 64 (flank Speed 35 kts.)	64.9 km.	1,557.6 km.
	South Dakota Battleship BB 59, 60 (cruise speed 15 kts.)	27.8 km.	667.2 km.
	South Dakota Battleship BB 59, 60 (flank speed 27.5 kts.)	51 km.	1,224 km.
	North Carolina Battleship BB 55 (cruise speed 15 kts.)	27.8 km.	667.2 km.
	North Carolina Battleship BB 55 (flank speed 28 kts.)	51.9 km.	1,245.6 km.
Space Transportation	
Posleen Ship
	Lamprey (Oolt' Po'osol) (low altitude)	720 km.	17,280 km.
	Lamprey (Oolt' Po'osol) (high altitude)	7,200 km.	172,800 km.
	Lamprey (Oolt' Po'osol) (near orbit space)	360,000 km.	8,640,000 km.
	Lamprey (Oolt' Po'osol) (deep space)	360,000 km.	8,640,000 km.
	C-Deck (Oolt’pos) (low altitude)	720 km.	17,280 km.
	C-Deck (Oolt’pos) (high altitude)	7,200 km.	172,800 km.
	C-Deck (Oolt’pos) (near orbit space)	360,000 km.	8,640,000 km.
	C-Deck (Oolt’pos) (deep space)	360,000 km.	8,640,000 km.
GalFed Ship
	Federation Combat Shuttle (low altitude)	4,080 km.	97,920 km.
	Federation Combat Shuttle (high altitude)	40,800 km.	979,200 km.
	Federation Combat Shuttle (near orbit space)	60,000 km.	1,440,000 km.
	Federation Courier Ship(low altitude)	1,440 km.	34,560 km.
GalFed Ship
	Federation Courier Ship(low altitude)	14,400 km.	345,600 km.
	Federation Courier Ship (near orbit space)	360,000 km.	8,640,000 km.
	Federation Courier Ship (deep space)	720,000 km.	17,280,000 km.
	
*Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 5 kph) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 65 km. to the daily distance traveled. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

@ Certain vehicle are limited to 8-10 hours of travel time normally due to either driver/crew limitations or inherent limitations of the vehicle type that requires it to receive periodic maintenance (the Hercules Class Transport). Vehicles which are limited in travel time due to driver/crew limitations can have their per-day range doubled by adding another driver. The travel time cannot be increased beyond that, due to maintenance and fuel requirements of the vehicles in question.

There are three movement scales in the game:
* Tactical, for combat, measured in meters per round.
* Local, for exploring an area, measured in meters per minute.
* Overland, for getting from place to place, measured in kilometers per hour or day. 

Maximum speed represents a burst of speed that can be used in an Emergency.
Maximum speed increases detection, causes breakdowns, increases the chances of severe injury,  is impossible to use without well-maintained roadways (for land transportation),  increases fuel consumption, wears out the mode of transport, and should be used only to break contact and never for general transportation purposes.
Average speed is the more common speed that will be used in the game due to several factors, including, but not limited to: A lack of maintained roads following several years of high intensity combat in the Posleen invaded zones, a need for caution in the occupied zones, a lack of fuel or animal feed, the possibility of ambush, and the consideration of travel over rough terrain.   

Modes of Movement
While moving at the different movement scales, creatures generally walk, hustle, or run. 

Table 12.29: Movement and Distance 
			------ Base Speed ------
		6 meters	10 meters	12 meters	16 meters
One Round (Tactical)
Walk	6 meters	10 meters	12 meters	16 meters
Hustle	12 meters	20 meters	24 meters	32 meters
Run (X3)	18 meters	30 meters	36 meters	48 meters
Run (X4)	24 meters	40 meters	48 meters	64 meters
One Minute (Local)
Walk	60 meters	100 meters	120 meters	160 meters
Hustle	120 meters	200 meters	240 meters	320 meters
Run (X3)	180 meters	300 meters	360 meters	480 meters
Run (X4)	240 meters	400 meters	480 meters	640 meters
One Hour (Overland)
Walk	3.6 km.	6 km.	7.2 km.	9.6 km.
Hustle	7.2 km.	12 km.	14.4 km.	19.2 km.
Run (X3)	10.8 km.	18 km.	21.6 km.	28.8 km.
Run (X4)	14.4 km.	24 km.	28.8 km.	38.4 km.
One Day (Overland)
Walk	28.8 km.	48 km.	57.6 km.	76.8 km.
Hustle	57.6 km.	96 km.	115.2 km.	153.6 km.
Run (X3)	86.4 km.	144 km.	172.8 km.	230.4 km.
Run (X4)	115.2 km.	192 km.	230.4 km.	307.2 km.

Table 12.30: Hampered Movement 
Condition	Example	Movement Penalty
Obstruction
Moderate	Undergrowth	X 3/4
Heavy	Thick undergrowth	X 1/2
Surface
Bad	Steep slope or mud	X 1/2
Very bad	Deep snow	X 1/4
Poor visibility	Darkness or fog (*)	X 1/2
(*)Includes any effects that create a "fog".
Walk: A walk represents unhurried but purposeful movement at three miles per hour for an unencumbered human. 
Hustle: A hustle is a jog that is movement at about six miles per hour for an unencumbered human. The double move action represents a hustle. 
Run (X3): Moving three times your character's standard speed is a running pace for a character in heavy armor. 
Run (X4): Moving four times your character's standard speed is a running pace for a character in light, medium, or no armor. 
Hampered Movement: Obstructions, bad surface conditions, or poor visibility can hamper movement. The GM determines the category that a specific condition falls into (see Table: Hampered Movement). When movement is hampered, multiply the standard distance by the movement penalty (a fraction) to determine the distance covered. 
If more than one condition applies, multiply the normal distance covered by all movement penalty fractions that apply. 

Carrying Capacity

Weight
	If you want to determine whether your character's gear is heavy enough to slow him or her down (more than the armor already does), total the weight of all his or her armor, weapons, and gear. Compare this total to the character's Strength on Table: Carrying Capacity. 
	If your character is wearing armor, use the worse figure (from armor or from weight) for each category. Do not stack the penalties. 

Lifting and Dragging
	A character can lift up to the maximum load over his or her head. 
	A character can lift up to double the maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can only move 5 feet per round (as a full-round action). 
	A character can generally push or drag along the ground up to five times the maximum load. Favorable conditions (smooth ground, dragging a slick object) can double these numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or less. 

Bigger and Smaller Creatures
The figures on Table 12.32: Carrying Load are for Medium-size creatures. Larger creatures can carry more weight depending on size category: Large (X2), Huge (X4), Gargantuan (X8), and Colossal (X16). Smaller creatures can carry less weight depending on size category: Small (3/4), Tiny (1/2), Diminutive (1/4), and Fine (1/8). 

Tremendous Strength
	For Strength scores not listed, determine the carrying capacity this way. Find the Strength score between 20 and 29 that has the same ones digit as the creature's Strength score. Multiply the figures by four if the creature's Strength is in the 30s, 16 if it's in the 40s, 64 if it's in the 50s, and so on. 

Table 12.31: Loaded Movement
	Light 	Medium	Heavy
Strength	Load	Load	Load
1 STR	up to 3 lb. (1.4 kg)	 4-6 lb. (1.8-2.7 kg)	7-10 lb. (3.2-4.5 kg)
2 STR	up to 6 lb. (2 kg.)	7-13 lb. (3-5 kg.)	14-20 lb. (6-9 kg.)
3 STR	up to 10 lb. (4 kg.)	11-20 lb.(5-9 kg.)	21-30 lb. (9-13 kg.)
4 STR	up to 13 lb. (5 kg.)	14-26 lb. (6-11 kg.)	27-40 lb. (12-18 kg.)
5 STR	up to 16 lb. (7 kg.)	17-33 lb. (7-15 kg.)	34-50 lb. (15-22 kg.)
6 STR	up to 20 lb. (9 kg.)	21-40 lb. (9-18 kg.)	41-60 lb. (18-27 kg.)
7 STR	up to 23 lb. (10 kg.)	24-46 lb. (10-20 kg.)	47-70 lb. (21-31 kg.)
8 STR	up to 26 lb. (11 kg.)	27-53 lb. (12-24 kg.)	54-80 lb. (24-36 kg.)
9 STR	up to 30 lb. (13 kg.)	31-60 lb. (14-27 kg.)	61-90 lb. (27-40 kg.)
10 STR	up to 33 lb. (15 kg.)	34-66 lb. (15-30 kg.)	67-100 lb. (30-45 kg.)
11 STR	up to 38 lb. (17 kg.)	39-76 lb. (17-34 kg.)	77-115 lb. (35-52 kg.)
12 STR	up to 43 lb. (19 kg.)	44-86 lb. (20-39 kg.)	87-130 lb. (39-59 kg.)
13 STR	up to 50 lb. (22 kg.)	51-100 lb. (23-45 kg.)	101-150 lb. (45-68 kg.)
14 STR	up to 58 lb. (26 kg.)	59-116 lb. (26-52 kg.)	117-175 lb. (53-79 kg.)
15 STR	up to 66 lb. (30 kg.)	67-133 lb. (30-60 kg.)	134-200 lb. (60-90 kg.)
16 STR	up to 76 lb. (34 kg.)	77-153 lb. (35-69 kg.)	154-230 lb. (70-104 kg.)
17 STR	up to 86 lb. (39 kg.)	87-173 lb. (39-78 kg.)	174-260 lb. (79-118 kg.)
18 STR	up to 100 lb. (45 kg.)	101-200 lb. (45-90 kg.)	201-300 lb. (91-136 kg.)
19 STR	up to 116 lb. (52 kg.)	117-233 lb. (53-105 kg.)	234-350 lb. (106-159 kg.)
20 STR	up to 133 lb. (60 kg.)	134-266 lb. (60-120 kg.)	267-400 lb. (121-181 kg.)
21 STR	up to 153 lb. (69 kg.)	154-306 lb. (70-139 kg.)	307-460 lb. (139-209 kg.)
22 STR	up to 173 lb. (78 kg.)	174-346 lb. (79-157 kg.)	347-520 lb. (157-236 kg.)
Table 12.31: Loaded Movement (Continued)
	Light	Medium	Heavy
Strength	Load	Load	Load
23 STR	up to 200 lb. (90 kg.)	201-400 lb. (91-181 kg.)	401-600 lb. (182-272 kg.)
24 STR	up to 233 lb. (105 kg.)	234-466 lb. (106-211 kg.)	467-700 lb. (212-318 kg.)
25 STR	up to 266 lb. (120 kg.)	267-533 lb. (121-242 kg.)	534-800 lb. (242-363 kg.)
26 STR	up to 306 lb. (139 kg.)	307-617 lb. (139-280 kg.)	618-920 lb. (280-418 kg.)
27 STR	up to 346 lb. (157 kg.)	347-693 lb. (157-315 kg.)	694-1,040 lb. (315-472 kg.)
28 STR	up to 400 lb. (181 kg.)	401-800 lb. (182-363 kg.)	801-1,200 lb. (364-545 kg.)
29 STR	up to 466 lb. (212 kg.)	467-933 lb. (212-424 kg.)	934-1,400 lb. (424-636 kg.)
+ 10 STR	X4 (lb./2.2=kg.)	X4 (lb./2.2=kg.)	X4 (lb./2.2=kg.)

Quadrupeds can carry heavier loads than bipeds can. To determine a quadruped's carrying capacity limits, use Table: Carrying Capacity, multiplying by the appropriate modifier for the creature's size: Fine 1/4, Diminutive 1/2, Tiny 3/4, Small 1, Medium 1 1/2, Large 3, Huge 6, Gargantuan 12, and Colossal 24. 

Table 12.32: Carrying Load
	Max	Check		----- Speed -----
Load	Dex	Penalty	(10 meters	(6 meters)	Run
Medium	+3	-3	8 meters	4 meters 	x4
Heavy	+1	-6	8 meters	4 meters	x3

Poison and Disease
	The following rules govern the general use of poisons and diseases in the game.

Poison
	When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes a poisonous substance, inhales a poisonous gas, or is otherwise poisoned, the character must make a Fortitude saving throw. If the character fails, he or she takes the poison’s initial damage (usually ability damage). Even if the character succeeds, he or she typically faces secondary damage 1 minute later. This secondary damage also requires a Fortitude saving throw to avoid.
Poisons are detailed in the Craft (chemical) skill description.
Poisonous liquids are usually administered through injection or by application to a weapon. 
Poisonous gases must be inhaled to be effective. Poisonous solids are usually ingested with food or drink.

Table 12.33: Poisons
					Initial	Secondary	Craft	Craft
Poison	Type	DC	Damage	Damage	DC	Time
Arsenic	Ingested	15	1D4 Str	2D4 Con	24	4 hrs.
Atropine	Injury	13	1D6 Dex	1D6 Str	14	1 hr.
Belladonna	Injury	18	1D6 Str	2D6 Str	n/a	n/a
	(plant)	Ingested	15	1D6 Str	2D6 Str	n/a	n/a
Blue Vitriol	Injury	12	1D2 Con	1D2 Con	9 	1 hrs.
Blue-ringed 	Injury	15	1d4 Con	1d4 Con	n/a	n/a
	octopus venom
Chloral Hydrate	Ingested	18	1D6 Dex	Unconsciousness (1D3 hrs.)	28	8 hrs.
Chloroform	Inhaled	17	Unconsciousness (1D3 hrs.)+	24	4 hrs.
Curare 	Injury	18	2D4 Dex	2D4 Wis	n/a	n/a
	(plant)
Cyanide	Inhaled	16	1D6 Con	2D6 Con	31	15 hrs.
			Ingested	18	1D6 Con	2D6 Con
Cyanogen	Inhaled	19	1D4 Dex	2D4 Con	28	8 hrs.
DDT	Inhaled	17	1D2 Str	1D4 Str	20 	4 hrs.
Table 12.33: Poisons (Continued)
					Initial	Secondary	Craft	Craft
Poison	Type	DC	Damage	Damage	DC	Time
Knockout Drops	Ingested	12	1D3 Dex	Unconsciousness (1D3 hrs.)	26 	8 hrs.
Knockout Gas	Inhaled	18	1D3 Dex	Unconsciousness (1D3 hrs.)	26	8 hrs.
Lead arsenate	Inhaled	12	1D2 Str	1D4 Con	17	2 hrs.
	(gas)
Lead arsenate	Ingested	12	1D2 Con	1D4 Con	18	2 hrs.
	(solid)	
Mustard Gas	Inhaled	17	1D4 Con	2D4 Con*	26	8 hrs.
			Contact	15	1d4 Dex	1d4 Con
Nerve Gas	Inhaled	18	1D4 Con	2D4 Con*	30	15 hrs.
	 (Sarin)	Contact	18	1D4 Con	2D4 Con*
Nerve Gas	Inhaled	22	1D6 Con	2D6 Con*	42	48 hrs.
	 (VX)	Contact	22	1D6 Con	2D6 Con*
Paris green	 Inhaled	14	1D2 Con	1D4 Con	20	8 hrs.
	(gas)
Paris green	Ingested	14	1D4 Con	1D4 Con	24	4 hrs.
	 (solid)
Rattlesnake	Injury	12	1D6 Con	1D6 Con	n/a	n/a
	Venom
Scorpion/	Injury	11	1D2 Str	1D2 Str	n/a	n/a
	Tarantula Venom
Strychnine	Injury	19	1D3 Dex	2D4 Con	23	4 hrs.
			Ingested		1D3 Dex	2D4 Con
Tear gas++	Inhaled	15	1D6 Dex	1d4 Con	21	4 hrs.
			Contact			Blindness 1D6 rounds
Truth serum	Injected	14	1D6 Wis	2D6 Wis	26	8 hrs.
	(Sodium Pentothal)	
Rat Poison	Ingested	12	1D6 Con	1D4 Con	24	4 hrs.

Type: The poison's method of delivery--ingested, inhaled, via an injury, or contact--and the DC needed to save.
Initial Damage: The damage the character takes immediately upon failing his saving throw against this type of poison. Ability score damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.
Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Loss marked with an asterisk is permanent drain instead of temporary damage.

Perils of Using Poison
	A character has a 5% chance (roll of 1 on 1d20) to expose himself to a poison whenever he character applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a 1 on an attack roll with a poisoned weapon must succeed at a Reflex saving throw (DC 15) or accidentally poison himself with the weapon.

Poison Immunities
Creatures with natural poison attacks are immune to their own poison. Non-living creatures and creatures without metabolisms are always immune to poison. Plants are immune to most natural poisons, but not to herbicides and many chemical poisons (mustard gas, ammonia, etc.)
Posleen are immune to all poisons, natural and manufactured. 

Ability Score Loss
	Ability scores can increase with no limit. 
	Poisons, diseases, and other effects can temporarily harm an ability (temporary ability damage). Ability points lost to damage return on their own, typically at a rate of 1 point per day.
	Some effects drain abilities, resulting in a permanent loss (permanent ability drain). Points lost this way don't return on their own.
	As a character ages, some ability scores go up and others go down. 
	When an ability score changes, the modifier associated with that score also changes.
	When a character has temporarily lost 1 or more ability score points, these points return at a rate of 1 per day, after the effect that caused the loss has subsided or is no longer in effect. Ability damage is different from effective ability loss, which is an effect that goes away when the condition causing it goes away. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.
	Various attacks cause ability score loss, either temporary ability damage or permanent ability drain. Points lost to temporary damage return at the rate of 1 point per day (or double that if the character gets total rest) to each damaged ability, and advanced medical technology and facilities can offset temporary damage as well. Drains, however, are permanent, although certain medical technologies (upgrade) can restore even those lost ability score points.
	A full hit point score, however, can’t drop to less than 1 hit point per Hit Die.

Disease
	When a character is exposed to a treatable disease, the character must make an immediate Fortitude saving throw. The victim must make this roll when he or she comes into contact with an infectious carrier, touches an item smeared with diseased matter, consumes food or drink tainted with a disease, or suffers damage from a contaminated attack. If the character succeeds, the disease has no effect-her immune system fights off the infection. If the character fails the save, she takes damage after an incubation period; once per day thereafter, the character must succeed at a Fortitude saving throw to avoid secondary damage. Two successful saving throws in a row indicate that the character has fought off the disease and recovers, taking no more damage.
	There are many different kinds of diseases in the Legacy of the Aldenata, just as there are in the real world, ranging from the common cold to bioengineered, military-grade retroviruses. The characteristics of some treatable diseases are summarized on Table: Diseases.

Type: The disease’s method of delivery--ingested, inhaled, or via an injury--and the DC needed to save. Some diseases can be transmitted by a wound as small as an insect bite. Most diseases that are inhaled can also be ingested (and vice versa).
Incubation Period: The amount of time before initial damage takes effect (if the victim fails his or her Fortitude save).
Initial Damage: The damage the victim takes after the incubation period. 
Secondary Damage: The amount of damage the character takes one day after taking initial damage, if he or she fails a second saving throw. This damage is taken each day the saving throw fails.

Table 12.34: Diseases
						Initial	Secondary
Disease	Infection	DC	Incubation	Damage	Damage
Anthrax	Inhaled	14	1D2 days	1 Con	1D4 Con*
			Injury	12		1 Con 	1D4 Con
Common Cold	Contact/Inhaled	10	1D3 days.	1 Str	1D4 Str
Gangrene	Injury	13	2D6 days.	1 Con	1D2 Con* and 1D2 Str*
Hantavirus	Injury	14	1 day	1D2 Str	1D2 Str* and 1D2 Con*
Influenza	Inhaled	16	1D4 days.	1 Str	1D6 Str
Malaria+	Inhaled/Injury	12	1D3 days.	1 Con	1D3 Con and 1D3 Dex
Meningitis	Contact	16	1D6 days.	1 Dex and 1 Con	1D6 Dex and 1D4 Con
Necrotizing Fasciitis	Ingestion/Injury	13	1D6 days.	1 Con	1D2 Con* and 1D2 Str*
Table 12.34: Diseases (Continued)
						Initial	Secondary
Disease	Infection	DC	Incubation	Damage	Damage
Pneumonia	Inhaled	12	1D4 days.	1 Str	1D3 Str and 1D3 Con
Military-grade	Contact	16	2D6 days.	1D2 Con	2D4 Con.
	Retrovirus
Salmonellosis	Ingestion	13	1 day	1 Str and 1 Dex	1 Con and 1D3 Dex
Small Pox	Inhaled/Contact	15	2D4 days	1 Str and 1 Con	1D2 Str and 1D2 Con
Tetanus	Injury	15	1D4 days.	1 Con and 1 Str	1D4 Con and 1D4 Str
Tuberculosis	Inhaled	13	1D8 days.	1 Str	1D2 Con* and 1D4 Str
Yellow Fever	Inhaled/Injury	14	2D4 days.	1 Con and 1 Dex	1D2 Con* and 1D2 Dex*
West Nile Virus	Injury	12	1D4 days	1 Dex and 1 Con	1D2 Dex and 1D2 Con*

Infection: The diseases method of infection.
*Damage: Ability score damage is temporary unless followed by  *.
+ Malaria is incredibly persistent. Even after recovering from the disease, the next time the infected person suffers 1 or more points of Con damage (temporary or permanent) there is a 50% chance he will contract malaria again while weakened. Only after avoiding re-infection three times in a row will the victim finally fully recover from the disease. 

Healing Diseases: Use of the Heal skill can help a diseased character. Every time the diseased character makes a saving throw against disease effects, the healer makes a check. The diseased character can use the healer’s result in place of his saving throw if the Heal result is higher. The diseased character must be in the healer’s care and must spend most of each day resting.
	Advanced medicine has developed cures or effective treatments for all but a few diseases. The trick is getting treatment before the disease does too much damage.
	Standard file medical kits give skilled medical professionals a +2 circumstance bonus on their Heal checks to treat any of the diseases listed here. While in the care of a medical practitioner with access to advanced medicine, characters recover 2 points of ability score damage per day. The diseased character must be in the healer's care and spend most of each day resting to gain these benefits.
	A character placed in a functional and fully supplied Regeneration Chamber completely recovers from any of the listed diseases in one day, and in fact will recover even permanent ability score damage.
	Posleen are immune to all Terrestrial diseases, natural and manufactured.

Other Hazards
	The following rules govern a number of general environmental hazards that could be run across in the course of the game.

Starvation and Thirst
	Sometimes characters might find themselves without food and water. In normal climates, characters need an average of 4 to 8 quarts of fluids and about 1/4 pound of decent food per day to avoid the threat of starvation and dehydration.
	 In very hot climates, heroes need two or three times as much water to avoid dehydration. 
	A character can go without water for one day plus a number of hours equal to his or her Constitution score. After this, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of damage.
	A character can go without food for three days, in growing discomfort. After this, the character must make a Constitution check each day (DC 10, +1 for each previous check) or sustain 1d6 points of damage. 
	Damage from thirst or starvation cannot be recovered until the hero gets water or food, as needed. 

Smoke and Heavy Dust
	Characters breathing heavy smoke or similar toxic gases must make a Constitution check (DC 10, +1 for each previous check) each round or spend that round choking and coughing. Characters who choke for 2 consecutive rounds take 1d6 points of damage. 
	Smoke also obscures vision, giving one-half concealment (20% miss chance) to characters within it.

Suffocating
	A character in an airless environment (underwater, vacuum in a sealed airtight room) can hold his or her breath for a number of rounds equal to his or her Constitution score. After this period of time, the character must make a Constitution check (DC 10) every round to continue holding his or her breath. Each round, the DC of the Constitution check increases by 1. 
	When the character fails one of these Constitution checks, he or she begins to suffocate or drown. In the next round, the character falls unconscious with 0 hit points. In the following round, the character drops to -1 hit points and is dying. In the third round after failing the check, the character dies of suffocation or drowning.

Slow Suffocation: A Medium-sized character can breathe easily for 6 hours in a sealed room measuring 3-metes on a side. After this time, the character takes 1D6 hit points of damage every 15 minutes. Each additional Medium-size character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Thus, two people can last for 3 hours, after which they each take 1D6 points of damage per 15 minutes. If a fire or other flame is present (equivalent to another medium-sized creature in turns of air it uses), the air runs out in only 2 hours.

Strangulation
	When a character is strangled by an instrument or an attacker, use the rules below.
A character can strangle or choke a target of the same size category or one size category larger or smaller.  The strangling attempt incurs an attack of opportunity.
	To begin the choke, the attacker must succeed at an opposed grapple check. If the grapple succeeds, the attacker can choose to deal normal unarmed damage as well as choke the target. 
	The target can hold his of her breath for a number of rounds equal to his or her Constitution score. After this period of time, the target must make a Constitution check (DC 10, +1 for each previous check) every round to continue holding his or her breath. The target begins to suffocate on a failed check (see Suffocation and Drowning).
	If at any time the target breaks free or slips free of the grapple, the stranglehold is broken (although any damage that was dealt remains). Note that a grappled target who is not pinned can use his or her attack action to strangle his or her attacker.

Space and Vacuum
	A character who is exposed to vacuum of space without protection suffers effects similar to suffocation, but due to the nature of a vacuum the character cannot hold his breath. To do so would be extremely harmful. (See Explosive Decompression below for more information). While exposed to a vacuum a character can survive 1 round per 2 points of Constitution. After this period of time, the character must make a Constitution check (DC 20) in order to continue to survive. The Constitution save must be repeated each round, with the DC increasing by +1 each previous success.  
	When the character fails one of these Constitution checks, he falls unconscious (0 hit points) In each subsequent rounds, he takes 1 point of damage until he dies.

Pressure Breach
	The interior of a spaceship in space, vehicles used in deep water, along with buildings in vacuum, trace, corrosive, or insidious atmosphere worlds are typically pressurized, allowing those inhabitants within to live and work without the use of a pressure suit. In the event that such an environment should lose internal pressure through any reason other than the normal use of airlocks, this will cause compression (if the outside pressure is higher) or decompression (if the outside pressure is lower).
	If a path of open hatches, iris valves, doors (any type, open or closed), internal walls (if they are not airtight), and/or breached bulkheads can be traced from a location in the vehicle to a pressure breach. Then all locations along that path become exposed, resulting in compression or decompression. Iris valves and hatches may not be opened in if there is a difference of pressure on either side (i.e. they will not function if there is a pressure on one side and vacuum on the other). 
Rate of Compression: 14 cubic meter area will compress at a rate of 0.1 atmosphere times the difference in outside pressure every 2 rounds from a hole 100 square centimeters (1 sq. meter) in size. Thus a 1,400 cubic meter vehicle on a planet with an atmospheric pressure of 10 would increase from 1 atmosphere to 10 atmospheres in a period of 20 rounds from a 100 sq. cm hole. The rate of compression scales up and down proportionally to the size of the hole.
	If the rate of compression is enough to raise the pressure 1 full atmosphere or more in a single round, exposed victims must make a Fortitude save (DC 15) to avoid getting the “bends” or pressure sickness. A failed save will inflict 1D6 points of temporary Constitution damage per 1 full atmospheric pressure change.

Rate of Decompression: A 14 cubic meter area will decompress at a rate of 0.1 atmosphere times the difference in outside pressure every 2 rounds from a hole 100 square centimeters (1 sq. meter) in size. Thus a 1,400 cubic meter vehicle will drop from 1 atmosphere to 0.1 atmospheres (effective vacuum) in a period of 20 minutes from a 100 sq. cm hole. The rate of decompression scales up and down proportionally to the size of the hole.
	If the rate of decompression is enough to drop the pressure 1 full atmosphere or more in a single round, exposed victims must make a Fortitude save (DC 15) to avoid getting the “bends” or pressure sickness. A failed save will inflict 1D6 points of temporary Constitution damage per 1 full atmospheric pressure change.

Explosive Decompression: Any life form unprotected and exposed must make a Reflex save (DC 15) to avoid holding their breath. Characters with the armor proficiency (Vac Suit), armor proficiency (Armor Combat Suit) feat may add +2 to their saving throws due to training and experience. If the saving throw is failed, the character held their breath, resulting in lung damage. The character must now make a second Reflex save (same DC and modifier) to realize their mistake fast enough to avoid to much damage. If the second save is successful, the character takes 3D6 points of damage (which can reduce the victim to a minimum of 1 hit point). If the save fails, immediately reduce their hit points to 0, and the character is dying.
	A character in a decompressed area is now subject to vacuum exposure.
	Robots, along with characters in sealed vac suits or ACS suits are immune to the effects of explosive decompression

Lack of Air/Hypoxia
	Characters in conditions of low oxygen, such as on top of a mountain, must roll a Fortitude saving throw each hour (DC 15+1 per previous check), taking 1D6 points of Subdural damage each time they fail.
	A character who sustains any subdual damage from lack of oxygen is automatically fatigued. These penalties end when the character recovers the Constitution damage he took from low oxygen.
Hypoxia: Long-term oxygen deprivation due to low atmospheric pressure (typically high altitude) or other causes, affects mental and physical ability scores. After each 6 hour period a character spends at an altitude of over 6 kilometers, he must make a Fortitude save (DC 15, +1 per previous check) or take 1 point of temporary damage to all ability scores.

Acids
	Corrosive acids and caustic bases deal varying amounts of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals far higher amounts of damage per round. An attack with an acid, such as from a hurled vial, counts as a round of exposure.
	The fumes from most acids cause damage upon inhalation. Those who come close enough to a large body of acid to dunk a creature in must make a Fortitude save (DC 13) or take 1 hit point of damage. All such characters must make a second save 1 minute later or take another 1D4 hit points of damage.
	Creatures immune to an acid’s corrosive properties might still drown in it if they are totally immersed.
	Treat strong bases the same as acids for the purpose of this section.

Table 12.35: Acid Damage
Strength	Splash Attack*	Total Immersion*
Mild	1d6	5d12
Potent	2d6	10d12
Concentrated	3d6	15d12
*Damage per round of exposure.

Cryogenic Fluids
	Cryogenic fluids are the very cold liquids, like Liquid Hydrogen, found as vehicle or spacecraft fuel on primitive craft, or carried as cargo. Cryogenic liquids deal 2D6 point of damage for splash hits, up to 20D6 points for total immersion. Sealed armor, such as a vac-suit, fully sealed Land warrior armor or ACS armor will reduce this damage normally. Unsealed armor has no effect against this type of armor.

Electricity
	Electrical hazards come in many forms, including stun guns, downed power lines, and electric security fences. Table: Electricity Damage gives damage values for various electrical hazards based on relative voltage. A character can make a Fortitude saving throw to reduce the damage by half. If that character is not grounded or is otherwise insulated from the current, a successful save indicates that no damage is suffered.

Table 12.36: Electricity Damage
Type	Examples	Damage	Fort DC
Jolt	Car battery, stun gun	1d3	10
Low voltage	Fuse box, electrical	2d6	15
	socket
Medium voltage	Industrial transformer, 	4d6	15
	electric fence
High voltage	Power line, electric  	8d6	20
	chair, lightning

Falling
	A character takes 1d6 points of damage for every 4 meters of a fall, to a maximum of 20d6 points. If the character succeeds on a Reflex saving throw (DC 10, +1 for each 10 feet fallen), this damage is halved. If the saving throw fails, full damage is applied.
	A character can make a Tumble check (DC 15) to treat a fall as if it were 10 feet shorter when determining the damage and Reflex saving throw DC required by the fall.

Falling Objects
	Objects that fall upon characters (or creatures or vehicles) deal damage based on their size and the distance fallen, as noted on Table: Damage from Falling Objects.
	Objects deal the initial damage given in Table: Damage from Falling Objects if they fall 10 feet or less. An object deals an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage). Objects of Fine size are too small to deal damage, regardless of the distance fallen.
	A successful Reflex save indicates that the target takes half damage. The size of the falling object determines the save DC.
	If the save fails by 10 or more, and the object is at least three size categories larger than the character, the character is pinned under the fallen object. A pinned character cannot move but is not helpless. The character can make a Strength check to lift the object off him or herself or an Escape Artist check (DC 20) to get out from underneath. The GM can modify the DCs for these checks based on the circumstances.

Table 12.37: Damage from Falling Objects
	Initial		Reflex	Strength
Object Size	Examples	Damage	Save DC	Check DC
Fine	Penny	0	n/a	n/a
Diminutive	Paperweight	1	0	n/a
Tiny	Wrench	1d3	5	n/a
Small	Vase	1d4	10	5
Medium-size	Briefcase	1d6	15	10
Table 12.37: Damage from Falling Objects (Continued)
	Initial		Reflex	Strength
Object Size	Examples	Damage	Save DC	Check DC 
Large	Garbage can	2d6	20	20
Huge	Oil barrel	4d6	25	30
Gargantuan	Piano	8d6	30	40
Colossal	Vehicle	10d6	35	50

The Environment
	The following rules govern natural environmental dangers that players can run across in the course of a game.

Cold Dangers
	Cold and exposure deal subdual damage to the victim. This subdual damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of subdual damage, the cold and exposure begins to deal normal damage at the same rate.
	An unprotected character in cold weather (below 40° F) must make a Fortitude saving throw each hour (DC 15, + 1 per previous check) or sustain 1d6 points of subdual damage. A character who has the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well.
	In conditions of extreme cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of subdual damage on each failed save. A character who has the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage.
	A character who sustains any subdual damage from cold or exposure suffers from frostbite or hypothermia and is fatigued. These penalties end when the character recovers the subdual damage she took from the cold and exposure.
Ice: Characters walking on ice must make a Balance check (DC 15) to avoid slipping and falling. Over long distances, a character must make a check each minute. Characters in prolonged contact may run the risk of cold damage.

Heat Dangers
	Heat and cold deal damage that cannot be recovered until the character counteracts or escapes the inclement temperature. As soon as the character suffers any damage from heat or cold, he is considered fatigued.
	A character not properly equipped to counteract the heat or cold must attempt a Fortitude saving throw each hour (DC 15, +1 for each previous check). Failure means that the character loses 1d4 hit points. Heavy clothing or armor provides a -4 penalty on saves against heat but grants a +4 equipment bonus on saves against cold. A character who succeeds at a Survival check (DC 15) gains a +4 competence bonus on the save (see the Survival skill).
	A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or sustain 1d4 points of damage. Characters wearing heavy clothing or armor of any sort have a -4 penalty to their saves. A character with the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well.
	In searing heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or sustain 1d6 points of damage. Characters wearing heavy clothing or armor of any sort have a -4 penalty to their saving throws. Appropriate clothing and successful use of the Survival skill can modify the save, as noted above. A character with the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well.
	A character who sustains any damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the damage she took from the heat.
	Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals normal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or sustain 1d6 points of damage. Those wearing heavy clothing or any sort of armor have a -4 penalty to their saving throws. Appropriate clothing and successful use of the Survival skill can modify the save, as noted above.
	Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
Catching on Fire
	Characters exposed to open flames might find their clothes, hair, or equipment on fire. Characters at risk of catching fire are allowed a Reflex saving throw (DC 15) to avoid this fate. If a character’s clothes or hair catch fire, he or she takes 1d6 points of damage immediately. In each subsequent round, the burning hero must make another Reflex saving throw. Failure means he or she takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once the character succeeds at the saving throw, he or she is no longer on fire.)
	A character on fire may automatically extinguish the flames by jumping into enough water to douse him or herself. If no body of water is at hand, rolling on the ground or smothering the fire with blankets or the like permits the hero another save with a +4 bonus.
Lava: Lava or magma deals 2D6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20D6 points of damage per round. Damage continues for 1D3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is 10D6 points of damage for total immersion). 
	An immunity or resistance to heat or fire serves as an immunity to lava or magma.

Radiation
	Radiation occurs from many sources; Anti-matter explosions, Fusion and fission bombs, solar flares, and the fuel for fission reactors are also radioactive. There are also other sources of radiation not listed.
	Radiation occurs in two modes, burst and continuous. Radiation burst, like those from a fission bomb blast, do normal hit point/Constitution damage in addition to the normal radiation damage that people think of, this damage is based on the level exposure measured in rads (see the Radiation Damage table below, for each round of exposure. But most personal armor (the ACS suit and other GalTech vac-suits and armor are the primary exceptions) has no effect (vehicle and spacecraft armor still applies normally).
	Continuous radiation exposure, similar to solar flares or nuclear fission fuel rods, cause damage based on the level exposure measured in rads (see the Radiation Damage table below), for each round of exposure.

Table 12.38: Radiation Damage
Severity	Rads	Constitution*	Hit Points	Symptoms
Mild	51-150	---	1D6	Mild to moderate nausea and vomiting.
Moderate	151-300	-1 once	2D8	Hair Loss, mild skin burns, nausea, 	vomiting.
Severe	301-500	-1 per hour	3D10	Hair loss, moderate skin burns, nausea, vomiting, and 
				internal bleeding.
Extreme	501-800	-2 per hour	5D10	Hair loss, severe skin burns, nausea, vomiting 
				internal bleeding, and sterility.
Lethal	800+	-4 per hour	7D10	Hair loss, massive skin burns, nausea, vomiting, 
				internal bleeding, and sterility.
* Requires a Fortitude save (DC +2 per 100 rads of exposure), to avoid this permanent loss to Constitution.

Solar Flares: The effects of a solar flare will last for 1D12 hours during which time it will bombard any exposed living creature to 100x1D20 rads per hour. 

Landslides and Avalanches
	Landslides and avalanches offer two distinct danger areas: the bury area (directly in the path of the falling debris), and the slide area (the are the debris spreads out across).
	Characters in the bury area take 8D6 damage (Reflex save DC 15 for half damage). They are also pinned by the debris above them.
	Characters in the slide area take 3D6 damage (Reflex save DC 15 for no damage). If they fail their saving throw, they are pined by the slide debris and take the damage. Pinned characters suffer 1D6 points of subdual damage every minute. If a pinned character falls unconscious, he must make a Fortitude save at DC 15 every minute, with failure inflicting 1D6 points of normal damage. This continues until the character is freed or dies.

Weather
	The rules below are intended as guideline to help the players and GM in handling the effects of weather on the course of the game.

General Effects
Fog: Fog obscures all sight, except infrared, beyond two meters. Those within two meters get one half concealment.

Flash Flood: Characters in the path of a flash flood must make a Fortitude save against DC 15. Large-sized or smaller characters who fail the save are swept away, suffering 1D6 damage per round (1D3 on a successful swim check). Huge sized items and vehicles are knocked down and may be submerged. Gargantuan and Colossal items and vehicles are checked  (and suffer damage as appropriate), but remain in place as the water washes over them.

Precipitation
	 Most precipitation is in the form of rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below may produce ice.
Rain: Rain reduces visibility ranges by half, resulting in a -4 penalty to Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind (see above).
Snow: While falling, snow reduces visibility as rain (-4 penalty to ranged weapon attacks, Spot checks, and Search checks). Once on the ground, it reduces movement by half. Snow has the same effect on flames as moderate wind (see above).
Sleet: Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground.
Hail: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (-4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow.

Storms
	The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three-quarters, imposing a -8 penalty to all Spot, Search, and Listen checks. Storms make ranged weapon attacks impossible, except for with siege weapons, which have a -4 penalty to attack. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. See Table: Wind Effects for possible consequences to creatures caught outside without shelter during such a storm. Storms are divided into the following three types:

Dust storm: These desert storms differ from other storms in that they have no precipitation. Instead, a duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most dust storms are accompanied by severe winds (see above) and leave behind a deposit of 1d6 inches of sand. However, there is a 10% chance of a greater duststorm accompanied by windstorm-magnitude winds (see above and Table: Wind Effects). These greater dust storms deal 1d3 points of subdual damage each round on anyone caught out in the open without shelter and also pose a choking hazard (see The Drowning Rule-except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to ten times her Constitution score). Greater dust storms leave 2d3-1 feet of fine sand in their wake.

Snowstorm: In addition to the wind and precipitation common to other storms, snowstorms leave 1d6 inches of snow on the ground afterward.

Thunderstorm: In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electrical damage equal to 1d10 eight-sided dice. One in ten thunderstorms is accompanied by a tornado (see below).

Powerful Storms: Very high winds and torrential precipitation reduce visibility to zero, making Spot and Search rolls, Listen checks, and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and even protected flames have a 75% chance of being doused. Creatures caught in the area can make a Fortitude saving throw (DC 20) or face the following effects based on the size of the creature. Powerful storms are divided into the following four types:
Windstorm: While accompanied by little or no precipitation, windstorm can cause considerable damage simply through the force of their wind (see Table: Wind Effects).
Blizzard: The combination of high winds (see Table: Wind Effects), heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them.
Hurricane: In addition to very high winds (see Table: Wind Effects) and heavy rain, hurricanes are accompanied by flash floods (see below). Most adventuring activity is impossible under such conditions.
Tornado: One in ten thunderstorms is accompanied by a tornado (see Table: Wind Effects).
Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures within 5 feet have one-half concealment (attacks by or against them have a 20% miss chance).
Flash Floods: Runoff from heavy rain forces creatures in its path to make a Fortitude save (DC 15). Large or smaller creatures who fail the save are swept away by the rushing water, taking 1d6 points of subdual damage per round (1d3 points on a successful Swim check). Huge creatures who fail are knocked down and face potential drowning. Gargantuan and Colossal creatures are checked, but they only drown if the waters rise above their heads.

Winds
	Winds can create a stinging spray of sand or dust, fan a large fire, heel over a small boat, and blow gases or vapors away. If powerful enough, they can even knock characters down (Table 12.39: Wind Effects), interfere with ranged attacks, or impose penalties on some skill checks.
Light Wind: A gentle breeze, having little or no game effect.
Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty to ranged attacks and to Listen checks.
Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a -4 penalty.
Windstorm: Powerful enough to bring down branches if not whole trees, windstorm automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty to attack. Listen checks are at a -8 penalty due to the howling of the wind.
Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty to attack). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
Tornado: All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph. A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.

Table 12.39: Wind Effects
Wind	Wind	Ranged	Creature	Wind Effect	Fort 
Force 	Speed 	Attacks	Size*	on Creatures	Save  DC
Light	0-20 kph	-	Any	None	--
Moderate	21-40 kph	-	Any	None	--
Strong	41-60 kph	-2	Tiny or smaller	Knocked down	10 
			Small or larger	None
Severe	61-100 kph	-4	Tiny	Blown away	15 
			Small	Knocked 
				down
			Medium-size	Checked
			Large or larger	None
Windstorm	101-148 kph	Impossible	Small or smaller	Blown away	18
			Medium-size	Knocked down
			Large or Huge	Checked
			Gargantuan or
			Colossal	None
Hurricane	149-348 kph	Impossible	Medium-size or 	Blown away	20
			smaller
			Large	Knocked down
			Huge	Checked
			Gargantuan or 	None
			Colossal
Tornado	349-600 kph	Impossible	Large or smaller	Blown away	30
			Huge	Knocked down	
			Gargantuan or	Checked
			Colossal
*Flying or airborne creatures are treated as one size class smaller than their actual size, so an airborne eagle (Small) is treated as Tiny for purposes of wind effects.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6x5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6x10 feet.
Blown Away: Creatures on the ground are knocked prone and rolled 1d4/10 feet, sustaining 1d4 points of subdual damage per 10 feet. Flying creatures are blown back 2d6/10 feet and sustain 2d6 points of subdual damage due to battering and buffering.

Swimming
	Any character can wade in relatively calm water that isn’t over his head, no check required. 
	Swimming in calm water only requires skill checks with a DC of 10. Trained swimmers can just take 10.
	Fast-moving water is much more dangerous. On a successful Swim or Strength check (DC 15), it deals 1d3 points of subdual damage per round (1d6 points of normal damage if flowing over rocks and cascades). On a failed check, the character must make another check that round to avoid going under.  If the character goes under, the character is drowning.
	Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude saving throw (DC 15, +1 for each previous check) means the diver takes no damage in that minute.
	Very cold water deals 1d6 points of subdual damage from hypothermia per minute of exposure.

Drowning
	Any character can hold their breath for a number of rounds equal to twice their Constitution score. After this period of time, the character must make a Constitution check (DC 10) every round in order to continue holding their breath. Each round, the DC increases by 1.
	When the character finally fails their Constitution check, they begin to drown. In the first round, they fall unconscious (0 hp). In the following round, they drop to -1 hit points and are dying. In the third round, they die.
	It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.

Underwater Combat
	Any character without 5 ranks in the Swim skill suffers a -4 penalty to all Reflex saves, initiative and attack rolls made while more than 50%+ submerged. Combatants native to water are immune to this modifier. Characters without masks or other eye protection suffer an additional -1 penalty to all attack rolls. 
	All weapons, except those designed to operate underwater, melee arms, and explosives are useless underwater. Further more, the damage of melee weapons that add the character's Strength modifier is reduced by half (rounded down). Weapons designed for underwater use ignore these penalties.

Mass Combat System
	While the main combat rules above and what is covered in the D20 or DMG, PHB is perfectly usable for most combat situation. They tend to break down and become nearly impossible to use when more than a dozen characters or more are fighting on either side of a battle. To handle large combat situations a different system is required. The Mass Combat System presented here will allow combat to be fought involving large numbers of characters or creatures on each side, greatly increasing the ability of your character to impact the world in which they live. The system has much in common with the rules that you are already familiar with, and you should easily be able to handle the merging of the two sets of rules after only a couple of types using the expanded rules. 
	These rules are only intended to provide a quick and simple means of handling massive battles. If other more detailed mass combat rules are preferred by you or the GM, feel free to convert the unit statistics listed below over to another combat system to use. 

The Unit Table of Organization
	The Unit Table of Organization Sheet is used to record the details and abilities of every fighting unit within a combat formation. This sheet allows players and GMs alike to judge the effectiveness of any combat unit at a glance, and greatly aids combat resolution during combat.
	The Unit Table of Organization Sheet is used as a matter of convenience throughout these rules, from launching a devastating charge at an enemy to recording casualties when being pounded by massed artillery. There are many circumstances in a game where the GM will prefer using the D&D PHB to resolve combat and skill checks. The Unit Table of Organization Sheet is used with a large number of personnel in a unit need to perform the same task at the same time.

A typical Unit Table of Organization Sheet, detailing a average Ground Forces platoon is shown below:

Unit: 1st platoon Alpha Company, 2nd Battalion of the 13th Infantry Brigade 
Race: Human
	Class: Soldier
	Level: 1
Unit Size: Platoon
Unit Personnel Total: 
Unit Type: Human light infantry
Unit Movement:
Unit Hit Points:
	
Initiative:
Attacks: 
	1)
		2)
		3)
Range:
	1)
		2)
		3)
Damage: 
	1)
		2)
		3)
AC:
Damage Resistance:
Ability Scores:  Str:_______; Dex:_______; Con:_______; Int:_______; Wis:_______; Fort _______; Cha:_______;
Saving Throws: Fort:_______; Ref:_______; Will:_______;
Feats:___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
Skills:___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
Total Equipment:____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

	As can be seen, the Unit Table of Organization Sheet has much in common with the entries of the Core Book MM.
Race, Class & Level
	A simple majority determines the unit race and class. If a unit has 3 scouts and 21 infantry soldiers, then the unit will be noted as being an infantry unit. The level of any unit is considered to be the average level or Hit Die of every member of that unit, rounded down.

Unit Size
	This is simple a record of the unit size designation.

Unit Personnel Total
	This is a simple record of how many members are in a unit. 

Unit Type
	This is a reflection of how a unit operates upon the battlefield and will list light infantry, mechanized infantry, heavy mechanized infantry, armored combat suit infantry, armor, artillery, fortress, or cavalry. 

Unit Movement
	This is a reflection of how fast a unit can move at its normal movement rate.

Unit Hit Points
	Unit Hit Points are used to measure the damage a unit may sustain in combat before being defeated or even wiped out. This is determined simply by combining the Hit Dice of every unit member modified as follows:

Table: 12.40: Unit Hit Points
Modifiers	Modifier Effects
Majority of the unit has a Constitution modifier 	+/-10% Per Constitution modifier
Majority of unit has the Toughness feat	+10%
Cavalry Unit	+25%
Armor Mechanized or ACS unit	+50%

Initiative
	This is the Initiative modifier (calculated in the normal D20 system way, using Dexterity modifiers, etc..) of the majority of the unit.

Attacks, Range, Damage and Armor Class
	These are determined by simply adding the figures for each member of the unit together for the respective statistic and dividing by the total number of members of a unit. For weapon damage assume that each weapon does maximum damage and add the total damage together and divide by the Unit Personnel Total. Round down to the nearest die type. When the range of energy weapons exceeds the range of any ballistic weapons in a unit, just list the damage for the energy weapons at that range.
	Identical weapons and armor are assumed to be carried by all member of a unit for simplicity. The average unit score is also used to determine the unit Base attack bonus and any modifiers for Strength for attack and damage, and for Dexterity with respect to attacks and Armor Class.

Feats
	Any unit that has a majority (50%+) of its members with one or more identical feats will have such feats listed on the Unit Table of Organization Sheet. However, the following feats have no effect upon mass combat and so are never listed no matter how many unit members’ posses them. However, unit member may still use these feats individually when not using the Mass Combat System rules.
Cleave, Combat Reflexes, Distract, Donning Armor, Great Cleave, Improved Armor Use, Improved Bull Rush, Improved Disarm, Improved Trip, Rest in Armor, Sniper, Spring Attack, Sunder, Sure Aim, and Whirlwind Attack.

Ability Score and Saving Throws
	Once again, the ability scores and saving throws of the unit is determined by simply adding the figures for each member of the unit together for the respective statistic. You will then dividing by the total number of members of a unit and the results are noted down on the Unit Table of Organization Sheet.

Resolving Unit Combat
	The Mass Combat System follows many of the standard rules discussed earlier and other rules not covered but listed in the D&D PHB. Unless otherwise stated below, all rules listed previously in the chapter apply equally to units, The Unit Table of Organization Sheet makes this relatively easy. Unit combat occurs whenever two units meet in battle and engage in combat. A full summary of unit combat, together with the changes required to the rules previously listed in this chapter is presented here.

Combat Rounds
	Unit combat is broken up into 6 second rounds as usual.

Initiative
	Before the first round of unit combat begins, each unit involved makes an Initiative check. An Initiative check is a Dexterity check (1D20 + the units Dexterity modifier). If the unit’s leader has the Leadership feat, add a +2 competence bonus to the unit’s Initiative check.

Attacks
	Units may attack in every round in every round they are in contact (within attack range) with the enemy.

Attack Roll
	To score a hit that deals damage, a unit must roll the target’s Armor Class or better.

Melee Attack Roll: 1D20 + Base Attack Bonus + Strength modifier + Size modifier.

Ranged Attack Roll: 1D20 + Base Attack Bonus + Dexterity modifier + Size modifier.

	Note that size modifiers refer to creature size as normal, not to the overall Unit Size. Ranged penalties are never used in the Mass Combat System, due to the ease of hitting large units at any range.

Damage
	The majority of attacks in the D20 system deal damage in hit points. However, units receive damage in terms of Unit Hit Points, which are effectively the number of Hit Dice of the entire unit.

Armor Class
	A unit’s Armor Class is the result needed for an enemy unit to successfully make an attack roll.

Armor Class: 10 + armor bonus + any shield bonus + Dexterity modifier + size modifier.

Damage Reduction
	A unit’s Damage Reduction represents a unit’s ability to resist the effects of some form of damage. Damage Reduction is subtracted from damage after all other modifiers have been applied.

Unit Hit Points
	Unit Hit Points represent how much damage a unit can take before the unit is considered to be wiped out.

Attack Options
When attacking, a unit has several options.

Charge: A unit not engaged in melee combat may charge an enemy unit with this option.

Attack: A unit may make any of the normal melee or ranged attack options. Units that can strike more than once each round may do so with this attack option.

Withdraw: If involved in melee combat, a unit may attempt to withdraw.

Individual Unit Members
	Any unit member not actively engaged in unit combat may act as normal, following all the combat rules previously mentioned. This includes making attacks on their own, using specialty equipment or any other action permissible.

Movement
	Unit combat normally takes place on either 1-2 inch or 2-4 centimeter square or hex grid maps, representing a 20-meter area per square or hex. The GM can then easily reduce the majority of argument about exact range, cove and movement rate.
	Most non-vehicle or Posleen units will have a movement rate of 10-meters, when they are not burdened with armor or lots of equipment. Most heavy armor will often reduce a unit movement rate. If each member of a unit is carrying a medium of heavy load of equipment, the unit’s movement rate will also be reduced.

Taking Damage
	The Unit Hit Points are a representation of how much damage a unit can take before it is completely slaughtered or routed. A unit reduced to 0 Unit Hit Points is considered vanquished, through not all members of the unit may necessarily be slain

Over-Matching
	When one unit heavily out-matches another, either in terms of numbers or ability, they will soon find that they are able to cause an incredible amount of damage to their enemies while suffering very little in return. The table below is used to grant attack, damage and morale modifiers to units who heavily outmatch their enemies, or are outmatched in return.

Table 12.41: Outmatching
		Attack Roll	Damage Roll	Morale
Unit Size is..	Modifier	Modifier	Modifier
Ten times or more enemy’s		+5		X10		+5
Five times enemy’s		+3		X5		+3
Three times enemy’s		+2		X3		+2
Twice enemy’s		+1		X2		+1
50% of enemy’s		-1		X1		-1
33% of enemy’s		-2		X1		-2
20% of enemy’s		-3		X1		-3
10% or less of enemy’s		-5		X1/2		-5
Unit is able to perform a		+1		X2		+1
	Ranged attack or artillery
	without being outside of the 
	enemy’s range.

Other Considerations
	If the majority of a unit has a special ability or feat (the Rage feat, for example), then this too is applied to unit combat. Bonuses to attack, damage and related rolls are easy to apply to the unit combat system portrayed here. 
	The rules for flat-footed combatants are NOT used in unit combat.
	In addition, the following rules are never used in unit combat:
		Move Equivalent and other Actions, Injury and Death, Bull Rush, Disarm, Grapple and Trip.

Unit Charge Option
	Any unit not currently engaged in melee combat may charge an enemy unit. In doing so, the unit gains the normal +2 charge bonus to its attack roll. However, the unit also suffers a -2 penalty to its Armor Class for that round. The charge option is the only way in which a unit may initiate melee combat with another unit.

Unit Attack Option
	Unit combat is treated in the same way as combats between creatures in that Initiative checks are made, followed by attack and damage rolls. There are, however, some important differences to be aware of.

Unit Ranged Attacks
	Most units are equipped mainly with ranged weapons. The effect of an entire unit firing its ranged weapons can be devastating for while soldiers are not always known for being accurate marksmen, a huge wave of suppressing fire can cause utter carnage to a charging unit. The use of artillery in direct fire mode takes this kind of warfare to a new level. The huge beehive or canister rounds that these guns can fire can cause utter chaos and destruction as the swath of their fire destroys whole units.

Firing Ranged Weapons
	Ranged attacks make a normal attack against their target’s Armor Class, as described earlier in this chapter, except for the fact that unit ranged attacks do not use Range Increment. Unit range attacks use the maximum range of the units weapon range as computed earlier in the Mass Combat System. There is no maximum range limit to the range of an energy weapon, except the user’s ability to find and see his target. The damage on energy weapons is reduced the farther the range is from the unit firing.

Table 12.42: Energy Weapon Damage Loss
Range	Damage	Damage
Increment	Loss	Done
	0-10	0%	100%
	11-20	50%	50%
	21-30	75%	25%
	31-40	94%	6%
	41-50	97%	3%
	51-60	98%	2%
	61-70	99%	1%

Recording Damage
	If a hit is scored on a unit, a damage roll is made as normal. The unit’s Damage Reduction is subtracted from the damage rolled, and the result is subtracted from the Units Hit Points. This damage roll, however, is modified as shown below, depending on the unit size of the attackers. Larger units are able to more effectively fire a greater number of attacks, causing an immense amount of damage against their enemies.

Table 12.43: Unit Damage Table
Unit Size of Attacker	Damage Modifier
1	to 10	-5
11 to 20	-3
21 to 50	-
51 to 100	X2
101 to 200	X3
201 or more	X4

	A minimum of 1 point of damage will always be caused by an attack unless the damage is reduced to 0 by Damage Reduction, even if the die roll is modified to 0 or less by the above table.
	Units with a Unit Size of 5 or less do not use this system. Use the normal combat rules described earlier in this chapter.

Artillery Attacks
	Artillery damage can have a devastating effect on tightly packed troop formations. Any artillery attack that has an area of effect of at least 8 meters radius will cause double its normal damage against a Unit’s Hit Points modified by the attacks High Damage Modifier. The units saving throws apply to the attack as normal.

Unit Withdraw Option
	A unit may choose to withdraw if the fight goes against it, either to regroup before launching another attack or to attempt to break off from combat altogether.
	A unit attempting to withdraw instead of attacking in a round immediately provokes a free attack on the part of any unit it is in combat with.

Morale
	There are very few units who will truly fight to the death. As the enemy swarms over barricades and defenses, long-time comrades start to fall beneath the enemy’s weapons and a hail of enemy ranged weapons fire falls upon the unit’s positions, many soldiers may choose to flee instead of being slain or eaten.
	Morale checks are made in unit combat whenever the circumstances listed on the table below are met. The DC of the Morale check for each circumstance is also given.

Table 12.44: Morale Checks
Morale
Circumstance	DC
Unit Hit Points are reduced to half of the unit’s original hit points.	15
Unit Hit Points are reduced to one quarter of the unit’s original hit points.	20
Unit Hit Points are reduced to one third of the unit’s original hit points in a	10
	single combat round.
Unit suffers more damage in a combat round than the enemy in melee combat.	15
Unit is attack by an enemy unit with three times or greater Unit Hit Points.	15

Table 12.45: Morale Modifiers
Morale	Modifier
Unit Leader	+ leader’s Charisma modifier
Moral modifier*	+/- Moral modifier
Unit Leader with Leadership feat	+ Leader’s character Level
Player Character actions 	
	(Slay enemy unit leader)	+2
	(Slay enemy officer/sergeant)	+1
	(destroy an enemy command vehicle)	+1
	(character fleeing battle)	-4
	(slaying 10% or more of an enemy unit	+1
	in one attack)
Unit already fleeing	-4
Enslaved unit 	-4
* Morale modifiers may come from any source, not just those listed on the Morale Check table above. 
+ Includes any unit whose members have been forced into combat against their will and without any form of pay or reward.

	If a Morale check is failed, the unit automatically makes a withdraw option in its next round and will continue to leave the battlefield at the fastest possible speed. A unit must pass a Morale check at DC 20 in order to rally and make another attack option in the following round. Player characters are under no obligation to flee but from this point on, they will be fighting on their own. There is also, however, no guarantee that an enemy will necessarily allow an enemy to escape. In fact if they are Posleen, they will most likely charge the fleeing unit again and again, causing its total destruction and conversion into food. Units fleeing in this manner will suffer a -4 circumstance penalty to all attack rolls until rallied. In addition, such a unit may not charge.

Outside of Combat
	The following rules govern what happens to your character in some of the situations that they may encounters outside of combat, since that is where most of your character time will be spent. Because the normal life expectancy of your average human is about 6 seconds when he comes into contact with a Posleen.

Recovering Casualties
	Unit Hit Points does not actually track the individual deaths among the members of a unit, through there are certainly likely to be a lot of those in actuality. Instead it represents a unit's ability to continue fighting though individual members of the unit nay die, be injured, or surrender.
	At the end of every battle, whether involving ranged or melee attacks, a percentage of the lost Unit Hit Points may be automatically recovered. As those injured are helped, those who either ran or went into hiding come out or are recovered and the actual number of unit KIAs (killed in action) are totaled.

Ranged Battle: At the end of any battle involving purely ranged combat, a unit may recover 50% rounding down, of its lost Unit Hit Points.

Winning a Melee Battle: At the end of any battle that devolves into melee combat, the winning side of the battle may recover 50% rounding down of their lost Unit Hit Points.

Losing a Melee Battle: At the end of any battle that devolves into melee combat, the losing side of the battle may recover 25% rounding down of their lost Unit Hit Points.

	These percentages are further modified as follows:

Table 12.46: Battle Recovery
Modifier	Unit Hit Points Recovered
Unit Field Medic with First Aid present	+1% per skill level of First Aid per Field Medic.
Unit Doctor or Nurse with Heal present	+2% per skill of Heal per Doctor or Nurse.
Character with at least 4 in the First Aid	+1% per character.
	skill present.
Character with at least 4 in the Heal skill	+2% per character.
	present.

Unit Types
	The following covers the majority of units that a player character may encounter while on earth.

Light Infantry
	Historically light infantry have formed the core of most standing armies throughout history. They generally are light on heavy weaponry and have a slow movement rate. This slow movement rate generally ensures high unit casualties if the unit is routed or forced to flee.

Mechanized Infantry
	Mechanized infantry units were the backbone of the U.S. military until the current invasion. These are the types of units most people think of in a discussion of ground force units. They generally use a combination of Bradley fighting vehicles and Abrams tanks for their ground transportation. All through the actual infantry generally fight dismounted once they get to the battle.

Armored Combat Suit (ACS) Infantry
	These units are the core of the Federation ground forces. They are, by far, the most dangerous infantry units in the history of human warfare. They are able to fight on land, under sea, in the depths of space and in the outskirts of a nuclear blast. Their only flaws are the fact that they units normally do not have any form of mechanized or space born transportation directly assigned to the units. In that regard they are very similar to a light infantry unit, and they are very power intensive, needing a fairly constant resupply of power when engaged in sustained combat.

Armored
	Armored forces have been the mailed fist of most first world ground forces since the end of World War 1. The units are predominantly made up of tank units with mechanized infantry seconded to the unit in a support mode. Armored units generally come in three types. 
1.  Normal tank units with standard mechanized infantry.
2.  Normal tank units with heavy mechanized infantry.
3.  A tank unit assigned with Heavy or Super Heavy tanks. These units may or may not have mechanized infantry assigned to them.

Heavy Mechanized Infantry
	U.S. Ground Forces command is starting to field an AFV (Armored Fighting Vehicle), based on the M1A4 Abrams chassis with the engine moved to the front of the vehicle, to increase unit survivability since there is nothing that can effectively be done to make the Bradley M2A5 survivable against Posleen weaponry. 

Cavalry
	The only cavalry units currently active on the planet are the Posleen invaders themselves. They are generally as fast as earth equipped mechanized and armored troops and are able to attack most human units at will, due to how fast they can move and their vast numbers if they are attacking in intact units.  During the first landing, odds of between 70 and 200 Posleen to 1 human were not unusual.  During the full invasion, consisting of 5 waves, plus the birth rate of the Posleen, the ratios changed even more in the favor of the invaders. 

Full-Scale Battle
	The unit combat rules presented thus far will allow player characters to lead a combat unit against an organized enemy and, hopefully, win in the face of adversity. However, these rules are capable of reflecting much larger battles, where multiple units on each side engage in a desperate fight to survive and claim victory.
	Whenever several units are present on one side during a battle, the following rules are used in addition to the unit combat detailed above.
	Opposing armies start the battle under most circumstances at a location chosen by at least one of the unit commanders. The only exception would be if nether unit was aware of the other unit until their scouts came into contact with each other. Neither unit is considered to be in melee combat unless one unit was able to ambush the other unit. Initiative checks are made for all units involved, whose commanders may then choose to charge, make ranged attacks, dig in and set up improvised positions, or simple hold their positions for a turn and do nothing.
	A unit may charge any enemy unit it wishes on its Initiative turn, through no unit may be engaged in melee combat by more than two units at a time. Individual unit battles are handled by the rules described above.

Bounding Overwatch
	A unit can perform a Bounding Overwatch and still attack and move at 3/4 run/flank speed. The only limitation is that since half of the unit is providing covering fire, the units base unit size is considered half of its actual number for computing the damage inflicted on the unit being attacked while performing the Bounding Overwatch. 

Effects of Cover
	The standard cover rules apply to unit combat in regards to improved positions and fortifications.
Cover vs Artillery
	The standard cover rules apply to unit combat in regards to improved positions and fortifications.

Artillery Time of Flight
	The standard artillery time of flight still applies.

Continuing Battle
	Melee and ranged combat continues between all units present on the battlefield until one side is completely destroyed, surrenders or retreats. When one unit has destroyed another, it may charge a new enemy unit in its following round or engage an enemy unit with range combat. The normal restrictions apply for engaging a maximum of two enemy units and charging.

Player Characters
	In the center of the action of any role-playing scenario are the player characters, and in the Mass Combat System, they have the opportunity once in a while to act as heroes.
	The rules presented in this section are designed to allow the easy integration of the player characters into the Mass Combat System, with as little work as possible on the part of either GM's or players. The length of a combat round, be it featuring the actions of a character or an entire unit, is always six seconds. Thus, whatever a character could normally attempt in a normal combat round will apply equally in the Mass Combat System.

Unit Combat
	Player characters are never counted as part of the unit when calculating the Unit Roster. They always act independently, even if they are mere foot soldiers, thus allowing them to do all sorts of normal player actions. Under normal circumstances, combat for player characters in melee combat is handled in exactly the same ways as outlined in the earlier combat sections. They are however, permitted to attack enemy units.
	If two units are in combat with one another, player characters may choose to aid one side. To do so, they engage in combat with one or more members of the enemy unit, using the normal combat rules presented earlier. Everyone involved in the combat acts in Initiative order, so the player characters may have the chance to act before anyone else. However, if they manage to slay or subdue any of their enemies, then the Hit Dice of the creature/soldier they overcome is immediately deducted from the Unit Hit Point Score. 
For Example:
	While leading his unit in a surprise attack on a Posleen unit in a desperate charge, Captain John Smith of the Alpha Company 1st of the 13th Brigade ACS, rolled the highest initiative of the combat, attacks the Posleen superior normal leading the Posleen unit as the rest of his men and women engage the remainder of the Posleen unit. The Unit Hit Points of the Unit is XX, a combination of Posleen normals and superior normals. Capt. Smith dispatches his opponent within his first round of combat. The Posleen superior normal was relatively experienced and so he had X HD, and thus the Posleen unit loses X Unit Hit Points immediately, bringing them down to a total of XX. The units now fight, in remaining initiative order.

Gaining Experience
	Experience points awards can be incredibly difficult to calculate in large battles unless the GM is prepared to be very flexible. The sheer amount of variables involved in the size of units, type and armament make a mockery of any simple award system without having to resort to pages and pages of cross-referencing tables. So, a far quicker and easier system is required:
	Player characters will always gain experience as normal for the creatures or people they themselves defeat. For example, if they personally lead a unit and end up slaying the enemy leader and six of his unit, they receive an experience award as normal based on the leader and six of his soldiers, even if their own unit killed everyone else in the unit.
	Story awards are given by the GM to player characters who lead entire units or armies and are victorious. Story awards are listed later on in LotA Chapter 16: Treasure and Rewards. The actual size of the story award will vary greatly between units, as well as with relative type and armament, not to mention the player character's own level. Guidelines on how to present story awards are provided in LotA Chapter 16: Treasure and Rewards.
	As a last word, it should be noted that defeating a unit does not necessarily mean slaying every last member of them. In fact doing so could, in some situations, get the player character thrown in prison for war crimes if his unit is fighting humans.  The GM should be flexible in granting experience point rewards and reward players for all of the achievements of their characters.

Unit Experience
	As with players characters themselves, there are no hard and fast rules for units to gain experience themselves. The suggested guidelines are that a unit be awarded the experience point award that one member of the unit would gain if he slays a member of the opposing unit, to each of its members when ever it takes less than 10% confirmed casualties in a combat and are victorious. 

Non-Player Characters
	The rules for player characters also apply to non-player characters, including Posleen God Kings, no matter if they are allied with the party or its enemies. The non-player character can even earn the morale bonuses presented earlier. 

Vehicles

Introduction
	Vehicles are treated as constructs for the purposes of their characteristics, abilities, and immunities. However, vehicles are inanimate objects rather than true animated constructs (Except for advanced GalTech Vehicles such as ACS, the grav-tank, or warships) so they always fail saving throws. A pilot can make a Pilot check for half damage against area of effect weapons, or attacks that would normally allow a Reflex save, such as a grenade.
As objects, vehicles also have the following characteristics (PHB):
	Vehicles take half damage from all archaic and small arms ranged (Penetration 1 or less) weapons. This does not include weapons designed to inflict large-scale structural damage, like siege engines.
Vehicles take half damage from acid and fire. Most vehicles take normal damage from electrical attacks (unless the vehicle has been designed to be electrically grounded and shielded). Vehicles without electrical systems or those especially grounded take half damage from electrical attacks, just like normal objects. Vehicles take normal damage from lasers and plasma weapons, as they use coherent energy pulses that inflict heat damage at a highly focused point.
Vehicles have a Damage Reduction that represents their durability and structural integrity. A vehicle's Damage Reduction is based on the vehicle size and armor, and is subtracted from all damage done to the vehicle.

Vehicle Movement
	These rules provide an integrated system for resolving the movement and combat of surface vehicles, aircraft, and even spacecraft. The rules are based on the Core System mechanics covering movement and combat and require an over all familiarity with them. Unlike characters, vehicles do not depend actions to move. Each round, a vehicle can move its current speed. As a pilot, a character only gets involved (in regards to actions taken or dice rolls) when he wants the vehicle to speed up, slow down, or perform a specific maneuver.

Scale
	The vehicle rules are streamlined enough that players and the GM will often be able to use them in the normal flow of their game without using miniatures and map grids. For more complicated vehicle sequences-usually those involving more than two or three vehicles-these tools will be very helpful, as they make tracking the positions of vehicles a simple task.
	These rules allow the GM to handle any kind of vehicle from ground cars to space fighter. However, the capabilities of these vehicles vary so radically that the GM needs to use different scales on a map grid to represent their movement, as long as the different scale movement types are not mixed. If different scale movement types are mixed use the smallest movement type as the bases for that combat (all vehicles will list their movement in all scales, miles per hour, and/or acceleration). In the D20 System rules, the scale for character movement and combat is 5 feet per square. This scale works perfectly well in its intended roll, but it becomes unwieldy when used with vehicles, which are typically much faster than characters and creatures. A regular aircraft can travel up to 80 kilometers in a single round- that is a lot of squares using the 2-meter scale. As a result, these rules use a variable scale for surface vehicles, low flying aircraft, high flying aircraft, near orbit spacecraft (within the gravity well of a high massing object) and deep space spacecraft.

Table: 12.47: Vehicle Scale
Type	Scale
Character	1 sq.=2 meters
Surface Vehicles	1 sq.=20 meters
Submersible Vehicles	1 sq.=20 meters
Low Flying Aircraft	1 sq.=200 meters
High Flying Aircraft	1 sq=2 km.
Near Orbit Spacecraft	1 sq.=50 km.
Deep Space Spacecraft	1 sq.=100 km.

	As a quick and easy shorthand method of tracking distance and speed, all movement will also be listed in hex squares for each scale category in the vehicle movement section of each vehicle description.  For example a ground car is moving at speed 4, it is moving 80-meters per round. Likewise, if a low flying aircraft is moving at speed 4, it is moving at 800-meters per round. This shorthand is very useful to keep the numbers manageable, even if the GM is nor using a map grid.
	This means that a square will be much larger than the facing of all but the most gigantic vehicles. As a result, vehicles can always pass through an occupied square and can even occupy the same square. Simply place the miniatures, tokens, or counters representing the vehicles so that they are touching each other, vehicles occupying the same square can also ram each other (See the Collisions Section).

Speed
	Every vehicle has a top speed listed. This value is simply the maximum speed, feet or number of squares the vehicle is capable of moving in a single round. A Vehicle's current speed can range anywhere between 0 and its top speed. Remember that a vehicle's speed is always based on the scale of its vehicle scale class. A low flying aircraft traveling at speed 5 is traveling 10 times as fast as a surface vehicle. Traveling at speed 5.
	For example, a passenger car has a top speed of 20. A ground car uses the surface vehicle scale, so that is 400-meters per round, or 240 km. per hour. The car can travel at any speed between 0 (full stop) and 20 (top speed).
	The table listed below lists speed from 1 to 40 on the surface and submersible vehicle scale, with approximate conversions to feet per round and miles per hour. Multiply the listed value by 10 for low flying aircraft speeds (all aircraft under 500 meters above ground level), and by 100 for high-flying aircraft speeds.

Table 12.48: Speed Conversions
	Surface/Subsurface Vehicles	Low-Altitude Aircraft	High-Altitude Aircraft
	Meters per	Real World	Meters per	Real World	Meters per	Real World
Speed	Round	km. per Hour	Round	km. per Hour	Round	km. per Hour
1	20	12	200	120	2,000	1,200
2	40	24	400	240	4,000	2,400
3	60	36	600	360	6,000	3,600
4	80	48	800	480	8,000	4,800
5	100	60	1,000	600	10,000	6,000
6	120	72	1,200	720	12,000	7,200
7	140	84	1,400	840	14,000	8,400
8	160	96	1,600	960	16,000	9,600
9	180	108	1,800	1,080	18,000	10,800
10	200	120	2,000	1,200	20,000	12,000
11	220	132	2,200	1,320	22,000	12,200
12	240	144	2,400	1,440	24,000	14,400
13	260	156	2,600	1,560	26,000	15,600
14	280	168	2,800	1,680	28,000	16,800
15	300	180	3,000	1,800	30,000	18,000
16	320	192	3,200	1,920	32,000	19,200
17	340	204	3,400	2,040	34,000	20,400
Table 12.48: Speed Conversions (Continued)
	Surface/Subsurface Vehicles	Low-Altitude Aircraft	High-Altitude Aircraft
	Meters per	Real World	Meters per	Real World	Meters per	Real World
Speed	Round	km. per Hour	Round	km. per Hour	Round	km. per Hour
18	360	216	3,600	2,160	36,000	21,600
19	380	228	3,800	2,280	38,000	22,800
20	400	240	4,000	2,400	40,000	24,000
21	420	252	4,200	2,520	42,000	25,200
22	440	264	4,400	2,640	44,000	26,400
23	460	276	4,600	2,760	46,000	27,600
24	480	288	4,800	2,880	48,000	28,800
25	500	300	5,000	3,000	50,000	30,000
26	520	312	5,200	3,120	52,000	31,200
27	540	324	5,400	3,240	54,000	32,400
28	560	336	5,600	3,360	56,000	33,600
29	580	348	5,800	3,480	58,000	34,800
30	600	360	6,000	3,600	60,000	36,000
31	620	372	6,200	3,720	32,000	37,200
32	640	384	6,400	3,840	64,000	38,400
33	660	396	6,600	3,960	66,000	39,600
34	680	408	6,800	4,080	68,000	40,800
35	700	420	7,000	4,200	70,000	42,000
36	720	432	7,200	4,320	72,000	43,200
37	740	444	7,400	4,440	74,000	44,400
38	760	456	7,600	4,560	76,000	45,600
39	780	468	7,800	4,680	78,000	46,800
40	800	480	8,000	4,800	80,000	48,000

Table 12.49: Spacecraft Acceleration
	Space		Space
	km per		km per
Speed	Round	Speed	Round
1	100 km	31	3,100 km
2	200 km	32	3,200 km
3	300 km	33	3,300 km
4	400 km	34	3,400 km
5	500 km	35	3,500 km
6	600 km	36	3,600 km
7	700 km	37	3,700 km
8	800 km	38	3,800 km
9	900 km	39	3,900 km
10	1,000 km	40	4,000 km
11	1,100 km	41	4,100 km
12	1,200 km	42	4,200 km
13	1,300 km	43	4,300 km
14	1,400 km	44	4,400 km
15	1,500 km	45	4,500 km
16	1,600 km	46	4,600 km
17	1,700 km	47	4,700 km
18	1,800 km	48	4,800 km
19	1,900 km	49	4,900 km
20	2,000 km	50	5,000 km
21	2,100 km	51	5,100 km
22	2,200 km	52	5,200 km
23	2,300 km	53	5,300 km
Table 12.49: Spacecraft Acceleration (Continued)
	Space		Space
	km per		km per
Speed	Round	Speed	Round 
24	2,400 km	54	5,400 km
25	2,500 km	55 	5,500 km
26	2,600 km	56	5,600 km
27	2,700 km	57	5,700 km
28	2,800 km	58	5,800 km
29	2,900 km	59	5,900 km
30	3,000 km	60	6,000 km

Speed Modifier
	The speed at which a vehicle is traveling imposes a modifier on all Pilot checks to operate the vehicle. Spacecraft use the same table as surface vehicles as simple expedience. We are able to do this for several reasons. First, Posleen and GalTech spacecraft are able to achieve very high speeds with very little risk or danger. Second, there is no need to integrate movement on the two spacecraft scales with movement on the surface vehicle or aircraft scales. While some spacecraft are capable of atmospheric flight, their capabilities are limited in an atmosphere and we can simply convert all of their statistics directly to the two aircraft scales depending on what flight envelope the spacecraft is flying in.
	For example a space fighter with a top speed of 40 can accelerate 4,000 km each round in Space. If the space fighter enters a planetary atmosphere, it cannot even approach that speed. We simply convert its top speed of 60 to the high-flying aircraft scale, so it can travel 4,000 km in a round at high altitude. 
	On the other hand we have to be able to integrate surface vehicle and low flying aircraft movement, and low flying aircraft with high-flying aircraft movement. A low flying aircraft traveling at speed 1 is traveling just as fast as a surface vehicle traveling at speed 10. Aircraft are capable of traveling at very high speeds, but they are not very maneuverable while doing so. Of course, they are also engineered to handle those speeds, so the vehicle itself will give the pilot some help on maneuvers (See Handling).

Changing Speed
	A pilot can change the speed of his vehicle once each round as a free action. All vehicles have an acceleration and deceleration value. The listed number is the number for moderate acceleration or deceleration: how much a pilot can speed up or slow down at moderate risk of losing control of the vehicle. Low acceleration/deceleration is half the listed value, high acceleration/deceleration is twice the listed value, and extreme acceleration/deceleration is four times the listed value.
	Acceleration and deceleration require a Pilot check. The DC depends on how fast the pilot is attempting to accelerate or decelerate. The pilot check is also modified by the vehicle's current speed, before applying the effects of acceleration or deceleration. The vehicle’s handling rating also modifies the check.

Table: 12.50: Changing Speed
Acceleration/Deceleration	DC
Low		5
Moderate	10
High		15
Extreme		20

	For example, a passenger car has an acceleration of 2 and a deceleration of 4. The pilot can increase the vehicle speed by 1 at low acceleration, 2 at moderate acceleration, 4 at high acceleration, and 8 at extreme acceleration. The pilot's car is at full stop, and the pilot decides on extreme acceleration to increase the vehicle's speed to 8 in a single round. The DC for the pilot check is 20. There is no modifier for speed, since the vehicle is at speed 0 before the effects of acceleration are applied. The car has a handling rating of +0, so there is no modifier for that either.
	Apply the vehicle's speed and handling modifiers to all maneuvers.

Maneuvers
	In addition to changing speed, pilots can also perform a wide range of maneuvers in their vehicles. All maneuvers are move-equivalent actions. In a single round, a pilot can perform one maneuver along with a standard action (such as an attack) or two maneuvers. Maneuvers require a Pilot check, and the modifiers for the vehicle's current speed and handling rating are always applied to the roll. See the table below for a list of maneuvers and their DCs. Maneuvers are typically executed while the vehicle is traveling in a forward direction. Some vehicles can travel in reverse and can execute maneuvers while doing so. However, Pilot checks for all maneuvers made while traveling in reverse suffer a -4 circumstance penalty.

Table: 12.51: Maneuvers
Maneuvers 	DC
Soft Turn	5
Sharp Turn	15
Extreme Turn	20
Bootleg Turn	25
Activate a Hyper Drive	40
Activate a Jump Lane 	40
Drive
Avoid a Hazard	
	Fine	0
	Diminutive	3
	Tiny	6
	Small	9
	Medium-size	12
	Large	15
	Huge	20
	Gargantuan	25
	Colossal	30
Climb/Dive	5
Boarding	25
Docking	20
Evasive Maneuvers	20
Extreme Climb/Dive	15
Immelmann Turn	25
Jump	15-25+
Landing		
	Land-Based	15
	Carrier	20
	Cradle	25
Loop	20
Nap of the Earth Flying 	20/25
Ram	Target's AC
Regaining Control	10*
Roll	15
Roll Ship	15
Take Off	
	Land-Based	10
	Carrier	15
	Cradle	20
* The vehicle’s speed and the circumstance penalty for the severity of the mishap always modify the pilot check.

Turns
	If the GM is using a map grid to track vehicle movement, the grid provides eight simple "compass points" by which to measure turns and direction of travel. Using the compass analogy, we can call these point's north, northeast (diagonal), east, southeast (diagonal), south, southwest (diagonal), west, and northwest (diagonal). A "one-point" turn is any turn from one compass point to the next compass point, for example, from "north" to "northeast". 
	Soft Turn: This turn is any turn up to a 45' angle. On the map grid, it is a one-point turn.
	Sharp Turn: This is any turn between a 45' angle and a 90' angle. On the map grid, it is a two-point turn.
	Extreme Turn: This is any turn between a 90' angle and a 135' angle. On the map grid, it is a three-point turn.
	Bootleg Turn: This is any turn between a 135' angle and a 180' angle. On the map grid, it is a four-point turn. The vehicle's speed is automatically zero after completing a bootleg turn. The vehicle has to accelerate to get back up to speed in its new direction of travel.

Other Maneuvers
Activate a Hyper Drive: This maneuver allows a pilot to use the Hyper Drive for an emergency "Micro Jump" to avoid a hazard. The base difficulty to make an unplanned Hyper Jump is DC 40 plus any additional circumstance modifiers that the GM sees fit to add. The Hyperdrive can be used for "micro-jumps" but it is not very useful in combat because they are not very accurate on reentry into normal space. All of the usual "if a space vessel reenters normal space, within the space occupied by another vessel or object" rules apply.   Think BIG BOOM.  There is an inherent inaccuracy of 10% reduced by 1% for every +1 that the navigator exceeded the navigation roll by; not to be reduced bellow 1%. A Micro-jump has a minimum distance of roughly 10,000,000 km  (100,000 Deep Space squares) for Posleen Hyperdrives with a minimum safe distance of 1,000,000 to 100,000 km (10,000-1,000 Deep Space squares). GalTech Hyperdrives have a minimum distance of roughly 5,000,000 km (50,000 Deep Space squares) with a minimum safe distance of 500,000 to 50,000 (5,000-500 Deep Space squares). All hyperspace drives have a power requirement to enter hyperspace and a power requirement to stay in hyperspace.

Activate a Jump Lane Drive: This maneuver allows a pilot to make an unplanned or emergency Jump Lane transit. The base difficulty to make an unplanned Jump Lane transit is DC 40 plus any additional circumstance modifiers that the GM sees fit to add. The pilot cannot accidentally make a transit, because he must be aware of the location of the transit entrance to be able to perform this maneuver.

Avoiding a Hazard: This maneuver allows a pilot to swerve around an obstacle or hazard. The DC of the Pilot check is based on the size of the obstacle.

Boarding: This maneuver is treated similarly to a docking maneuver. Except since this is a hostile maneuver to board another ship. The pilot of the assaulting ship must make a resisted Pilot Check against the other pilot first to match heading with the ship to be boarded. The pilot of the assaulting craft must attempting this maneuver must successfully complete the maneuver at DC 20 to succeed. If the pilot fails his roll, the maneuver is aborted. On a confirmed critical failure the assaulting crafts crashes into the craft it attempted to dock with taking damage as if he was closing at double his actual closing rate or a minimum speed difference of 1 whichever is higher. Note: This maneuver is only possible if the shields on the craft to be assaulted are down.  

Climb/Dive: In most vehicle actions it is not especially important to track altitude, except to mark the transition from low altitude to high altitude. For example; in a dog fight between two aircraft or spacecraft, you really only need to know the distance between the two vehicles- how much of the distance is vertical is not likely to be an issue. Altitude can be an issue when an aircraft or spacecraft is engaged with a surface vehicle, because the aircraft can essentially dictate the minimum range between the two. In most cases, the pilot of the flying vehicle should simply announce his altitude at the beginning of the scene, then track any changes as it develops. By executing this maneuver a vehicle can climb or dive at an angle up to 45'. For simplicity, assume the vehicle moves forward half of its speed and gains half of its speed in altitude (or loses the altitude in the case of a dive). Obviously, surface vehicles cannot perform this maneuver. 
	Submersible vehicles have a Maximum Dive Depth that they can obtain. If the vehicle exceeds that depth it must make a DC check vs. its Damage Resistance per round, to see if the vehicle starts to take damage. The numbers listed below are negative penalties that are applied to the Depth check when the vehicle exceeds its designed depth: It measures how much a pilot can exceed his depth down at moderate risk damage to the vehicle. Low Depth is one and a quarter the listed value, High Depths is one and a half the listed value, and Extreme Depth is twice the listed value. 

Table: 12.52: Diving
 Excessive Depth	DC	Damage per Round
Low		-5	6D10
Moderate	-10	6D20
High		-15	12D20
Extreme		-20	24D20

Docking: All small craft and spacecraft that are either designed to enter another craft, have an airlock, or are equipped to use a docking cradle may attempt to dock with another craft.  Both craft attempting the docking maneuver must be traveling in the same heading and speed. Both craft must be attempting this maneuver and both pilots must successfully complete the maneuver at DC 20 to succeed. If either pilot fails his roll, the maneuver is aborted. On a confirmed critical failure the docking crafts crashes into the craft it attempted to dock with taking damage as if he was closing at double his actual closing rate or a minimum speed difference of 1 whichever is higher. Note: This maneuver is only possible if the shields on both craft are down.

Evasive Action: Any craft may improve its AC by taking Evasive Action while in combat, by taking an erratic heading and varying its speed. This maneuver provides a +2 bonus to AC until the pilots next turn. This maneuver counts as a half action. The DC for this maneuver is 20. 

Extreme Climb/Dive: The vehicle climbs or dives at an angle between 45' and 90'. The pilot may choose how much of the vehicle's speed to expend gaining or losing altitude, but it must be more than half. Surface vehicles cannot perform this maneuver.
	Submersible vehicles have a Maximum Dive Depth that they can obtain. If the vehicle exceeds that depth it must make a DC check vs. its Damage Resistance per round, to see if the vehicle starts to take damage. The numbers listed below are negative penalties that are applied to the Depth check when the vehicle exceeds its designed depth: It measures how much a pilot can exceed his depth down at moderate risk damage to the vehicle. Low Depth is one and a quarter the listed value, High Depths is one and a half the listed value, and Extreme Depth is twice the listed value.

Table: 12.53: Extreme Diving
Excessive Depth	DC	Damage per Round
Low		-5	6D10
Moderate	-10	6D20
High		-15	12D20
Extreme		-20	24D20

Immelmann Turn: This difficult maneuver is a half-loop and a half-roll. The vehicle climbs, inverts, and then executes a half-roll to return to an upright orientation and reverse its direction of travel. The vehicle ends its move in the same location or square it started in facing the opposite direction. Only aircraft, spacecraft, and small submersibles can execute an Immelmann turn. In fact, this is the only way for aircraft to make a 180' degree turn, unless is has a VTOL system of some type, otherwise, they must make soft, sharp, or extreme turns to reverse their directions of travel. Spacecraft must still take into account their currents speed ., Delta V, at the start of the maneuver so it is possible for a spacecraft to end up flying backwards.

Jump: A vehicle can attempt to jump over some obstacle, such as another vehicle or the space where a destroyed bridge use to be. The GM should use the standard guidelines to set appropriate DCs. While this is a single maneuver, it requires two different pilot checks. The first determines if the vehicle cleared the obstacle, and the vehicles speed modifier is applied as a bonus for the purposes of this check. The second determines whether the pilot is able to control the vehicle on the impact. The vehicle's speed modifier is applied normally. Only surface vehicles can execute jumps.

Landing, Land-Based: This maneuver is used when landing an aircraft or spaceship. The DC assumes a flat surfaces, such as a runway or landing strip, is available.

Landing, Carrier: This maneuver is used when landing an aircraft or spaceship on a carrier (be it sea based or space based). The DC assumes a flat arresting surface, such as a carrier landing deck.

Landing Cradle: This maneuver is used when landing an aircraft or spaceship on a ship or spacecraft that do not have a proper landing deck and instead uses a helicopter-style landing pad capture cradle (be it sea based or space based). The DC assumes a flat helicopter-style landing pad or capture cradle.

Loop: The vehicle executes a full loop over the course of the round, first gaining and then losing altitude and ending up in the same position as it started. Only aircraft, spacecraft and small submersibles can execute a loop. 

Nap of the Earth Flying: This maneuver allows the pilot to fly extremely close to the earth. This makes it very difficult to target the craft both due to the erratic flight path and ground clutter. This maneuver provides +4 to both AC and Stealth for an altitude from 0-40 meters, or it provided +2 to both AC and Stealth for an altitude from 40-200 meters. The Pilot check for an altitude between 0-40 meters is DC 25 and the Pilot check for an altitude between 40-200 meters is DC 20. This maneuver is considered a half action. 

Ram: Intentionally running a vehicle into another requires a Pilot check, and the result must be at least equal to the target's AC.   Depending on comparative sizes and closing speed, this could range in results from a simple dent or bump, to a catastrophic explosion.  

Regaining Control: A pilot must succeed at this maneuver to negate the effects of a mishap. The penalty for the mishap is always applied to the check, as well as the vehicle's speed modifier and handling rating.

Roll: The vehicle executes a 360' lateral roll, ending up in the same upright orientation as it started.

Roll Ship: Spacecraft can roll on their longitudinal axis to protect a damaged side of the craft or to bring undamaged or unfired weapons against an enemy. This effectively allows the pilot to reverse the crafts left and right sides. If using a tabletop area to handle the combat use, a marker or token to represent that the craft has been rolled over. While the craft is rolled over, all attack strike the side facing the attack (i.e. the left and right sides are flipped so an attack coming in from the right can no longer strike the port side of the craft). The Pilot check for this maneuver is DC 15. This is a half action.

Take Off, Land-Based: Pilots use this maneuver to take off from a flat surface. The DC assumes a flat surfaces, such as a runway or landing strip, is available.

Take Off, Carrier: Pilots use this maneuver to take off from a proper aircraft or spacecraft carrier. The DC assumes a proper launching system that is either air, hydraulic, magnetic, or steam such as a carrier catapult launching deck.

Take Off, Cradle: Pilots use this maneuver to land on ships do not have a proper landing deck and instead uses a helicopter-style landing pad capture cradle (be it sea based or space based). The DC assumes a flat helicopter style landing pad or launching cradle.

Terrain
	Just as with characters, vehicle movement can be hampered by poor weather, visibility or surface conditions. These conditions can also make vehicle maneuvers more difficult. Consult the table listed below and apply the modifiers for the appropriate condition to the top speed and maneuvers of vehicles. The modifiers for these conditions are cumulative.

Table 12.54: Terrain Effects
		Movement Maneuver
Conditions	Example	Penalty	Penalty
Obstruction
	Moderate	Undergrowth	X3/4	-2
	Heavy	Thick undergrowth	X1/2	-4
Surface
	Bad	Steep slope or mud	X1/2	-4
	Very bad	Deep snow	X1/4	-6
	Poor Visibility	Darkness or fog	X1/2	-4
Weather
	Bad	Rain or Turbulence	X3/4	-2
	Very Bad	High winds	X1/2	-4
	Extreme	Storm	X1/4	-6

Mishaps
	When a pilot fails a maneuver, a number of different things can happen. The pilot may complete the maneuver anyway, but partially lose control of the vehicle. The vehicle may skid or spin out, or it may collide with another vehicle or obstacle. The following mishaps can occur when a pilot fails a skill check when attempting a maneuver, including acceleration or deceleration.

Slip: The vehicle slips sideways, loses traction, or swerves slightly. The vehicle completes any maneuver the pilot was attempting and moves its current speed. However, the pilot suffers a -2 circumstance penalty on all maneuvers until he makes a successful Pilot check to regain control.

Slide: The vehicle almost slides out of control. The vehicle only moves half its current speed or gains half its intended acceleration rate (for spacecraft) and completes any attempted maneuver only halfway. If the pilot attempts an extreme or sharp turn, he only manages a soft turn. If he attempts a loop or roll, he manages only a half loop or half-roll. If the pilot was swerving to avoid an obstacle, he still clips or sideswipes it. If the pilot was attempting to jump some obstacle or gap... he does not quite make it. The pilot also suffers a -4 circumstance penalty on all maneuvers until he makes a successful Pilot check to regain control.

Skid: The vehicle's speed drops by 10 and it skids one square to the right or left (determined randomly). If this brings it into the same square as another vehicle or obstacle, it collides (see Collisions). If the pilot was attempting a specific maneuver, it fails completely. The vehicle's speed continues to drop by 10 and it skids one square each round until either the pilot makes a Pilot check to regain control, the vehicle's speed drops to 0, or it crashes into something. If an aircraft's speed drops below its stall speed it stalls, and will lose 1,500 meters each round.
	The pilot suffers a -6 circumstance penalty on all maneuvers until he makes a successful Pilot check to regain control. This penalty increases by 2 for each round that a stalled aircraft is in an uncontrolled dive.

Spin: The vehicle goes into an uncontrolled spin. The vehicle's speed drops by 10 and it moves in a random direction (roll 1D8). This continues each round until the pilot makes a successful Pilot check to regain control, the vehicle's speed reaches 0, or it crashes into something. If the pilot was attempting a specific maneuver, it fails completely. If an aircraft's speed drops below its stall speed, it stalls and will lose 1,500 meters each round.
	The pilot suffers a -8 circumstance penalty on all maneuvers until he makes a successful Pilot check to regain control. This penalty increases by 2 for each round that a stalled aircraft is in an uncontrolled dive.

Collision: The pilot loses control of the vehicle and it crashes into a nearby vehicle or obstacle. If there are multiple targets available, the GM should choose the nearest or select one randomly. If there are no nearby targets-such as in open air or space-the vehicle goes into a spin (see above).

Table 12.55: Mishaps
Check		Pilot Check
Failed by	Effect	Penalty
5 or less	Slip	-2
6-10	Slide	-4
11-15	Skid	-6
16-20	Spin	-8
21 or more	Collision	Special

Collisions
	If a vehicle crashes into something, it takes damage based on its current speed.

	Surface Vehicle: The vehicle takes SD6 damage, where S is one-half the vehicle's current speed. For example, a surface vehicle that crashes while traveling at speed 20 takes 10D6 points of damage.

	Aircraft: The vehicle takes SD6X10 damage for Low Flying Aircraft and SD6X100 damage for High Flying Aircraft, where S is one-half the vehicle's current speed. For example, a Low flying Aircraft that crashes while traveling at speed 20 takes 10D6X10 points of damage.

	Spacecraft: The vehicle takes SD6X1,000 damage points for Near Orbit Spacecraft and SD6X2,000 damage for Deep Space Spacecraft, where S is one-half the vehicle's current speed. For example, a Near Orbit Spacecraft that crashes into space junk while traveling at speed 20 takes 10D6X1,000 points of damage.
	Collisions between aircraft and spacecraft are extremely rare, because they have such wide-open spaces to work with. When they occur, however, they are usually catastrophic.
	If a vehicle crashes into a moving object-such as another vehicle-the GM must determine the net speed (closing rate) of the impact.
	If the two vehicles were moving directly toward each other when they crash, add their speeds together for the purposes of determining collision damage.
If they were moving in the same direction and one crashed into the rear of the other, take the difference in their speeds.
If one was moving perpendicular to the other, ignore the target vehicle's speed for the purposes of collision damage.
	The damage a vehicle suffers from a collision is also modified by the size category of the object it crashes into.

Table 12.56: Collision Damage (Modifier) 
		Damage
Size	Multiplier
Fine	1/50
Diminutive	1/20
Tiny	1/10
Small	1/2
Medium-size	x1
Large	x2
Huge	x3
Gargantuan	x3
Colossal	x4
Colossal II	x4
Colossal III	x5
Colossal IV	x5
Colossal V	x6
Colossal VI	x6
Table 12.56: Collision Damage (Modifier) (Continued)
		Damage
Size	Multiplier
Colossal VII	x7
Colossal VIII	x7
Colossal IX	x8
Colossal X	x8

	The object struck by a vehicle in a collision also takes damage. The base damage is the same as for the vehicle, and the damage multiplier is based on the size category of the vehicle that is colliding with the object.
The pilot of a vehicle involved in a crash can make a Pilot check to minimize the damage. This is a free action and the DC of the check is equal to the net speed of the collision. The modifiers for the vehicle's speed (the pilot's vehicle only-do not count the speed of any other vehicle involved in the crash) and handling are applied to the check. If the check is successful, the vehicle takes half damage from the crash. A pedestrian involved in a collision with a vehicle can make a Reflex save against the same DC for half damage.
Note: a spacecraft with a fully functional inertial dampener can negate 40 - 60 speed points of collision damage before the vehicle or passengers actually suffer damage for Posleen spacecraft and 60 speed points of collision damage before the vehicle or passengers actually suffer damage.

Damage to Passengers
	Passengers in a vehicle that collides or crashes, take half the damage actually dealt to the vehicle, after accounting for the vehicle's Damage Reduction, vehicle inertial damping system if operating or mounted on the vehicle, and the driver's Pilot check. Passengers who make Fortitude save (DC 20) take half of this damage. Armor Combat Suits, robots, other vehicles, and objects are subject to this damage.

Examples
	A ground car traveling at speed 10 crashes into a Huge wall. The base damage for the collision is 5D6. The result of the damage roll is 18. The wall is Huge so the damage is multiplied by 3, for a base damage of 54. The drive can make a Pilot check to minimize the damage. The DC is 10, but the driver suffers a -2 circumstance penalty on the roll for his vehicle's speed. The car has no handling modifier. The driver makes the roll and succeeds, so the damage is reduced to 27. The car has Damage Resistance 8, so it takes a total of 19 points of damage from the collision. The driver makes Fortitude save and succeeds, so he takes 9 points of damage.

	A ground car traveling at speed 10 crashes into a Medium-size pedestrian. The base damage for the collision is 5D6. The dice are rolled, and the result is 18. Because the object struck was Medium-size, the base damage is 18. The driver makes a Pilot check against DC 10, with a -2 circumstance penalty on the roll. The check fails, so the car takes 18 points of damage. The car is Large, so the base damage for the pedestrian is 36. The character makes a Reflex save against DC 10 and fails, so he takes 36 points of damage.

	A Large ground car crashes head-on into a Huge truck. The car is traveling at speed 15 and the truck at speed 10. The speeds are added together, so the damage roll is 12D6. The result of the damage roll is 42. The truck is Huge, so the base damage to the car is 126. The driver makes a Pilot check against DC 25, with a -4 circumstance penalty for the car's speed. The driver fails and the car takes 126 points of damage. The car is Large, so the base damage to the truck is 84. The driver makes a Pilot check against DC 25, with a -2 circumstance penalty for the truck's speed and a -2 circumstance penalty for the truck’s handling. The skilled driver succeeds, and the truck takes 42 points of damage.

	A Spacecraft traveling in Deep Space at speed 20 is struck by a micrometeorite traveling as speed 10. The damage is 15D6 points of damage. The dice are rolled and the result is 52. The multiplier for Spacecraft traveling in Deep Space is 2,000, so the base damage is 104,000. The micrometeorite is Fine, However, so the damage to the spacecraft is "only" 2,800. The GM rules that the pilot was unaware of the micrometeorite and can do nothing to avoid it.

Vehicle Combat

Encounter Distance
	As with combat between characters and creatures, encounter distances set the stage for a vehicle combat.  First, you should establish the spotting distance based on the surrounding terrain. Choose the most appropriate terrain and roll for spotting distance. If using a map grid, make sure to convert the result to the appropriate scale for the vehicles involved in the encounter. If spotting distance is limited by line of sight, such as indoors or in a developed area of a city, simply use the line-of-sight distance as the encounter distance.

Table 12.57: Spotting Distance Ground Vehicles
Terrain		Distance
Major City	2D4x75 meters (375 meters average)
City or Town Center	3D6x150 meters (1,575 meters average)
Suburban area	6D6x300 meters (6,300 meters average)
Smoke, heavy fog, dense clouds	2D4x75 meters (375 meters average)
Jungle, dense forest	2D4x150 meters (750 meters average)
Light forest	6D6x300 meters (6,300 meters average)
Scrub, brush	2D6x1.5 kilometers (10.5 km average)
Open		3D6x1.5 kilometers (15.0 km average)
Heavy mountainous terrain	3D6x150 meters (1,575 meters average)
Rugged hills or low mountains	6D6x150 meters (3,150 meters average)
Observer is in flight, Clear skies	4D6x1.5 kilometers (18 km average)
Observer is in flight, Cloudy skies	3D6x1.5 kilometers (15 km average)
Observer is in flight, Dusk or Dawn	2D6x1.5 kilometers (10 km average)
Observer is in flight, Heavy clouds or night	1D6x1.5 kilometers (5 km average)

Table 12:58: Sensor Spotting Distance Air Vehicles
Sensor 	Ground Vehicles	Air Vehicles
Bonus	Detection and Distance	Detection and Distance
+1	1D6 kilometers (3 km average)	2D6 kilometers (6 km average)
+2	2D10 kilometers (10 km average)	4D10 kilometers (20 km average)
+3	2D12 kilometers (12 km average)*	4D12 kilometers (24 km average)
+4	4D12 kilometers (24 km average)*	4D12x2 kilometers (48 average)
+5	up to 100 kilometers*	up to 200 kilometers*
+6	up to 500 kilometers*	up to 1,000 kilometers*
+7	up to 1,000 kilometers*	up to 2,000 kilometers*
+8	up to 2,000 kilometers*	up to 4,000 kilometers*
+9	up to 4,000 kilometers*	up to 8,000 kilometers*
+10	up to 8,000 kilometers*	up to 10,000 kilometers*
+11	up to 10,000 kilometers*	Beyond 10,000 Kilometers*
+12	Beyond 10,000 Kilometers*	Beyond 10,000 Kilometers*
+13	Beyond 10,000 Kilometers*	Beyond 10,000 Kilometers*
+14	Beyond 10,000 Kilometers*	Beyond 10,000 Kilometers*
+15	Beyond 10,000 Kilometers*	Beyond 10,000 Kilometers*
* Limited by the effective line of sight.

Table 12.59: Sensor Spotting Distance for Spacecraft
Sensor 	Spacecraft Detection	Spacecraft Detection
Bonus	and Distance in kilometers	and Distance in Squares
+1	up to 1,500 km*	up to 15 Map Squares*
+2	up to 3,000 km*	up to 30 Map Squares*
+3	up to 6,000 km*	up to 60 Map Squares*
+4	up to 12,000 km*	up to 120 Map Squares*
+5	up to 25,000 km*	up to 250 Map Squares*
+6	up to 50,000 km*	up to 500 Map Squares*
+7	up to 100,000 km*	up to 1,000 Map Squares*
+8	up to 200,000 km*	up to 2,000 Map Squares*
+9	up to 400,000 km*	up to 4,000 Map Squares*
+10	up to 800,000 km*	up to 8,000 Map Squares*
+11	up to 1,600,000 km*	up to 16,000 Map Squares*
+12	up to 3,200,000 km*	up to 32,000 Map Squares*
+13	up to 6,400,000 km*	up to 64,000 Map Squares*
+14	up to 13,000,000 km*	up to 130,000 Map Squares*
+15	up to 26,000,000 km*	up to 260,000 Map Squares*
* Limited by the effective line of sight.

	These rules for spotting allow the GM to establish the encounter distance for visual contact. However, many vehicles are equipped with sensor systems, such as radar, that allow them to identify other vehicles at much greater distances.
	Vehicle sensors require a mostly unobstructed line of sight to the target to be effective. Smoke, fog, clouds, or light foliage does not hinder them, but they are blocked by solid obstructions. If the terrain allows vehicle sensors to be used, follow these steps.
1.	Choose a maximum encounter distance based on the surrounding terrain and your available playing area. To keep the action fast and intense, the initial encounter distance usually should not exceed 100 squares in completely open terrain. 2 km. for vehicles, 20 km. for low flying aircraft, 200 km for high-flying aircraft, 5,000 km for near orbit spacecraft, and 50,000 for deep space spacecraft for all non-military craft.
2.	Have the sensor operators make a Use Device check. The operators gain a circumstance bonus equal to the sensor rating of their vehicles. The base DC is the stealth rating of the opposing vehicle or vehicles. Note that a vehicle's current speed modifier is always applied to its stealth rating. Vehicles traveling at a high rate of speed are much easier to detect than ones that are moving slowly or not at all.
3.	If at least one sensor operator succeeds, he has detected at least one of the opposing vehicles and the encounter distance is set. If none of the operators succeed, the GM simply moves the vehicles at their current speed in their established direction of travel and then calls for a new round of checks. Repeat this process as many times as necessary until at least one of the vehicles has detected another or the vehicles have moved far enough away from each other that the GM can rule that they are out of range of each other.

Crew Quality
	Whether the GM is running NPC ships or just needs to fill out the ranks of the PC's vessel, it is often helpful to have a general indicator of a crew's skill with ship systems and operations. The following table lists several levels of crew training and experience. The modifier should be used for all attack rolls, skill checks, and ability checks related to the operation of the ship. This is an over-generalization, so Players and GM have the option of generating the NPCs using the normal NPC generation system.

Table 12.60: Crew Quality
Crew Quality	Modifier
Untrained	-4
Green	0
Veteran	+2
Expert	+4
Elite	+8

Initiative
	The GM has a couple of options for handling initiative in a vehicle combat. In a simple combat, such as between a PC vehicle and a NPC vehicle, the GM can simply use the standard rules for character initiative. Characters may occasionally have to delay their actions to wait for the pilot to maneuver or the sensor operator to detect the opponent vehicle, but the combat otherwise proceeds as normal.
	For larger engagements, the GM may want to use a single initiative for each vehicle or even a single initiative for each side in the engagement. In this case, simply roll initiative for each vehicle using the vehicles size modifier (or the size modifier for the largest vehicle on that side) as the initiative modifier. All crew and passengers aboard the vehicle take their actions at that initiative.

Combat Actions
	Movement and action in vehicle combat work just like they do in the standard D20 system rules. Each round, a character can move and take a standard action, take a move-equivalent action and a standard action, take a move-equivalent action and a standard action, or take a full-round action.

Acquire Target: Many military vehicles are equipped with targeting systems that provide an attack bonus to weapons linked to them. However, the sensor operator or fire control officer must first acquire the target. This is a move-equivalent action and requires a Sensor Systems Check or a Use Device (+10 to the task DC) check. The base DC is equal to the target's stealth rating. The target's speed modifier is also applied to the check, as a circumstance bonus. If the check is successful, the targeting system's bonus is applied to attacks with linked weapons until the operator's next action.
Example:  The PCs are in a federation-class frigate spacecraft pursuing a band of Posleen in a beat-up C-Deck. The frigate's primary missiles pods are empty due to the fact that PCs expended their on board weapons load-out in a previous fight and they are left with the frigates secondary laser turrets linked to a targeting system that provides a +4 circumstance bonus on attacks with the laser turrets. The Posleen C-Deck's stealth rating is 15. The C-Deck is traveling at speed 20, so the Sensor Systems or Use Device check gets a -6 circumstance penalty. The result of the roll is 23 or 17 when the penalty is applied. The weapon system has acquired target lock on the C-Deck and the laser turrets gain a +4 circumstance bonus on attacks until the operator's next action. 

Attacks: A character in a vehicle can make a ranged attack against another vehicle, character, or creature. The result of the character's attack roll must be at least equal to the target's AC. All of the standard modifiers apply to the attack roll, including range. The speed modifier for both the attacker's vehicle and the target are applied to the attack roll. However, if both of the vehicles are moving in the same direction, apply only half of the target vehicle's speed for the purposes of speed modifiers to ranged attacks.
Example: The PCs are in a passenger car that is being chased by a Posleen Tenar. One of the characters leans out the window and attempts to shoot the Posleen God king piloting the Tenar with his GalTech Grav-pistol. The Posleen God king's base AC is 8. The car and the Tenar are both moving at speed 10, so this would ordinarily impose a -4 circumstance penalty on the attack roll. However since both vehicles are moving in the same direction (the Tenar is pursuing the passenger car), the passenger car's speed is considered to be 5 for the purposes of the penalty. Since there is no modifier for speed 5, the total circumstance penalty on the attack roll is only -2.

Evasive Action: This is a move equivalent action. The pilot of a vehicle maneuvers defensively to avoid incoming fire. The pilot makes a Pilot check, applying the vehicle's speed modifier and handling rating. For every 5 points by which the pilot's check result exceeds DC 10, the vehicle's AC gains +1 bonus until the start of the pilot's next action.
Example: The Posleen God King piloting the Tenar decides to take evasive action and begins zigzagging from side to side. The Tenar's speed is 10 and its handling rating is -2?  so there is a -4 circumstance penalty on the Posleen God king's Pilot check. The result of the roll is 18. That is enough for a +2 bonus on the Vehicle and pilot's AC until the start of the pilot's next action.

Ramming: As a standard action, a pilot can intentionally collides his vehicle with another that shares the same square. This requires a Pilot check, applying the speed modifiers for both vehicles and the handling rating of the ramming vehicle. If the result equals or exceeds the target vehicle's AC, the attack is successful. Collision damage is resolved for both vehicles (see Collisions). The pilot of the target vehicle can make a Pilot check for half damage, but the pilot of the ramming vehicle cannot-he is specifically not trying to avoid the collision.
Example: The Posleen God king's Tenar (the God king has ran out of ammunition for his weapons) has pulled up alongside the character's passenger car, and Posleen God king decides to ram the car. Both  vehicles are moving at speed 10 and the Tenar's handling is -2, so the total penalty on the attack roll is -6. The car's AC is 9 and the Posleen God king rolls a 17, scoring a hit even with the penalty. The PC driving the car makes a Pilot check for half damage and succeeds. The Tenar is ramming into the side of the car, so the car's speed is ignored for the purposes of collision damage. The damage roll is 5D6 and the result is 18. The Tenar is Large, so the base damage for the car is 36. This halved, for a final result of 18 points of damage. The car is Large, so the base damage for the Tenar is also 36. The Posleen God king does not get a Pilot check for half damage, so the Tenar takes 36 points of damage.

Targeting Run: This maneuver is a move-equivalent action. The pilot of an attacking vehicle maneuvers for optimal position to attack an enemy vehicle. The pilots of the two vehicles make opposed Pilot checks. Each pilot applies the speed modifier and handling rating for his vehicle to his skill check. If the attacking pilot gets the highest result, all attacks and targeting lock maneuvers by or for his vehicle against the target vehicle gain a +2 circumstance bonus until the start of his next action. 
Example: The pilot of the PC's Federation Frigate decides on a targeting run at the Posleen C-Deck. The PC and the Posleen pilot make opposed Pilot checks. Both spacecraft are traveling at speed 20, so both pilots suffer a -6 circumstance penalty on the check. The PC's ship has a handling rating of +2, while the Posleen C-Deck has a handling rating of -2. The PC pilot gets a 14 and the Posleen pilot gets a 5, so all of the character's attacks against and attempts to acquire targeting locks on the freighter gain a +2 circumstance bonus until the pilot's next action.

Division/Flight/Platoon
	A Division or squadron, is a formation of military vehicles that move and maneuver as a single unit. If the GM is running a large engagement involving a lot of different vehicles, it is usually a good idea to group several identical vehicles (usually 2-4) together as a Division. Divisions act on the same initiative and execute their actions simultaneously. If a maneuver is attempted, only one check (for the squadron command vehicle) is rolled and all of the vehicles in the division either succeed or fail. The Division must attack as a single unit as well, but separate attack rolls should still be rolled for each vehicle. If there is command vehicle in the division, the division will use the range increment of the vehicle belonging to the Division that is closes to the target to judge the distance to the target for all vehicles in that division, so long as the division maintains communications between the divisional vehicles and has a valid target lock.
Note: Units larger than a division, flight, or platoon also operate under these rules and advantages.

Fire Arcs
	Many Integral vehicle weapons have a specific arc into which they can fire. The possible fire arcs are: front, rear, right, left, turret 360', Turret 270' front (covers the left, front, and right firing arcs), Turret 270' rear (covers the left, rear, right firing arcs), Turret 270' right (covers the front right and rear firing arcs), and Turret 270' left (covers the front, left, and rear firing arcs).   If a target is in an arc other than that listed for a weapon, the weapon cannot fire at the target.  An example would be the coaxial machine gun on a tank.  It cannot fire to the rear unless the entire turret turns to the rear, and only in a limited arc to the sides on it’s own.  This machine gun would be considered to have an arc of Front only.

Batteries
	Batteries are multiple weapons linked together to fire as a single unit. A battery attacks as a single weapon, but damage is multiplied by the number of weapons in the battery. All of this damage is applied as a single shot.

Guided Weapons
	Computer-targeted guided weapons include a wide variety of anti-vehicle missiles and torpedoes. Guided weapons work a little differently than conventional ranged weapons. The most important difference is that a sensor operator or fire control officer must acquire missile lock before a guided weapon can be launched at a target. This works just like the acquire target maneuver for computer targeting systems. If the Use Device check is successful, the targeting computer has missile lock on the target.   
	Once a targeting computer has a missile lock, guided weapons linked to that system can be launched as a standard attack. A guided weapon moves half its top speed the round it is launched and its top speed every round thereafter. A guided weapon always acts on the initiative at which it was launched. If the missile moves into the same square as the target vehicle, the attack is resolved. All guided weapons have an attack bonus equal to half their guidance rating, and a normal attack roll is made against the target vehicle’s AC. The attack roll is not modified by the targets speed: it is more difficult to acquire a target that is moving at high speed, but once a missile is locked onto its target the target’s speed does not make any difference. 
	There are several ways pilots can attempt to avoid guided weapons.
If the target vehicle is far enough away and traveling fast enough, it can simply attempt to out run it.
Guided weapons are always faster than the vehicles that they are designed to attack, however, so usually
this is not a viable option.
	Pilots or Electronics Warfare Officer can also attempt to shake off the missile lock. The pilot makes a Pilot check against a DC equal to the weapons guidance rating. The vehicle’s speed and handling modifiers are applied as usual. If the is successful, the pilot shakes off the missiles lock and the guided weapon automatically misses. The missile has the opportunity to reacquire its target, or a new target. If the Electronics Warfare Officer is attempting to break the missile lock, the EW Officer makes a Use Device check against a DC equal to the weapons guidance rating. The vehicle’s speed, handling and adjusted stealth modifiers are applied as usual. If the If the is successful, the pilot shakes off the missiles lock and the guided weapon automatically misses. The missile has the opportunity to reacquire its target, or a new target.
	The targeted vehicle can attempt to destroy the incoming weapon with a ranged attack. All guided weapons will have their Speed, Stealth, Sensor Rating, AC, Damage Resistance and Hit Points listed in the description of the weapon. As always apply the appropriate speed modifiers for the two vehicles to the attack roll.

Indirect Artillery Fire
	Indirect Fire is a method of attacking a ranged target that cannot be seen by the firing weapon. Ii requires someone with the Forward Observer skill be in a position to observe the target and in direct communications with the gunnery unit firing the weapon. The basic DC's for a gunner to use indirect fire is 40 minus the skill of the Forward Observer. Subtract -2 from the DC fro each subsequent round spent acquiring the target, to a maximum of -10 to the DC prior to firing the first shell.
	Calling in an attack or adjusted fire are Full attack actions. The attack will commence 2D10 rounds after the call is made, and arrive on the turn that the weapon's Time of Flight states that it will land, and every turn after that depend on what type of artillery effect is called for.

To Hit Modifiers:
	The speed modifiers of vehicles apply to indirect fire attacks.

Direct Fire Weapons used as Indirect Fire Weapons:
Some direct fire weapons can be can be used in an indirect fire manner but all of their Range penalties do apply. 

Missed Shots:
Shots that miss have to land somewhere. When using squares for maps, roll 1D8 to determine which direction the round lands away from the target, counting clockwise from 1 (directly over). Roll 1D6 if using hexes for maps. The distance the round lands from the target is 1D4 squares/hexes + the number that the DC was missed by.

Correcting Fire:
	It will take 1D10 rounds plus the Time of Flight of the weapon in use, before corrections to where the round lands, take effect.

Fire for Effect:
	Once the target is hit, the gunner may begin firing for effect. Since the target location has been locked into the weapon there is no need to see if a hit occurs on each subsequent round, it is an automatic hit. 

Confirmed Critical Failure:
	On a confirmed Critical failure the indirect fire strike is called in on the Forward Observers location.

Table 12.61: Indirect Fire
Tasks and Modifiers	DC
Firing Indirect Fire by the Gunner team	40
	Skill of the forward Observer	- Forward Observer 
				skill rank level
	Successful Skill check by each Assistant Gunner	+2
	Forward Observer using a street map	-5
	Forward Observer using a Good map	-10
	Forward Observer using a Good map, 	-15
		Inertial General Positions Unit and a rangefinder.
	Computerized Fire Direction Gear	-5
	Forward Observer has 5 or more ranks in Orienteering	+2 

Area Effect Weapons
	Mortars, grenades and similar weapons are area effect weapons. They each have a listed Area of Effect (AoE). Anything within this radius when the weapon hits may make a Reflex save (DC based on the weapon being used, see the weapon description for details) to take only one half of the damaged rolled. Anyone or anything failing its saving throw will take the full damage rolled for the weapon (unless reduced by Damage Reduction).
	Anything within twice the listed area of effect for the weapon, but outside of the weapon’s area of effect , may make a Reflex save  (DC based on the weapon being used, see the weapon description for details) to avoid taking any damage at all. Anyone within twice the listed area of effect for the weapon, but outside of the weapons area of effect takes half damage from the weapon (unless reduced by Damage Reduction).
	Note: Cluster munitions have their high damage Modifier reduced by half but the area of effect of the round is multiplied by three.
	The saving throws need only be made once for a given attack; apply the resulting damage to either hit Points or Structural Hit Points.

Vehicle Weapons: The weapon systems installed on most vehicles are much more powerful than their personal weapon counterparts. When a vehicle's weapon is used in combat against anything other than its class of vehicles, its weapons have an area of effect based on the type of weapon it is:

Table 12.62: Vehicle Weapons Area of Effect
Weapon System	Area of Effect (AoE)
Laser	4 meters per HDM
Plasma Guns	8 meters per HDM
Missiles and other Energy Weapons	8 meters per HDM
Particle Accelerators	2 meters per HDM
Anti-Particle Accelerators	4 meters per HDM
Modifiers	Area of Effect (AoE)
Vehicles	+ Size Modifier
Small Craft (Fighter and Shuttles)	+ Size Modifier
Spacecraft	+ Size Modifier

Note: This rule does not apply to pintle-mounted vehicles or the weapons mounted on the Posleen Tenar (which is effectively an automated pintle mount).

Orbit to Ground Bombardment
	Orbit to Ground Bombardment is a method of attacking a ranged ground target with orbital Kenetic Energy and High Energy weapons. It requires someone with the Forward Observer skill be in a position to observe the target and in direct communications with the firing ship or ships firing at the target. The basic DC's for a gunner to use Orbit to Ground Bombardment is 40 minus the skill of the Forward Observer. Subtract -2 from the DC fro each subsequent round spent acquiring the target, to a maximum of -10 to the DC prior to firing the first shell.
	Calling in an attack or adjusted fire are Full attack actions. The attack will commence 2D10 rounds after the call is made, and arrive 2d10 rounds later for Kinetic Energy attacks and 1d2 rounds later for High Energy attacks, and every turn after that depend on what type of artillery effect is called for.

To Hit Modifiers: The speed modifiers of vehicles apply to Orbit to Ground Bombardment.

Missed Shots:
	Shots that miss have to land somewhere. When using squares for maps, roll 1D8 to determine which direction the round lands away from the target, counting clockwise from 1 (directly over). Roll 1D6 if using hexes for maps. The distance the round lands from the target is 1D4 squares/hexes + the number that the DC was missed by.

Correcting Fire:
	It will take 2d10 rounds for Kinetic Energy weapon attacks, before corrections to where the round lands, to take effect. It will take 1d2 rounds for High Energy, before corrections to where the round lands, to take effect.

Fire for Effect:
	Once the target is hit, the gunner may begin firing for effect. Since the target location has been locked into the weapon there is no need to see if a hit occurs on each subsequent round, it is an automatic hit. 

Confirmed Critical Failure:
	On a confirmed Critical failure the Orbit to Ground Bombardment is called in on the Forward Observers location.

Table 12.63: Direct Fire, Orbit to Ground Bombardment
Tasks and Modifiers	DC
Firing Indirect Fire by the Gunner team	40
	Skill of the forward Observer	- Forward Observer 
			skill rank level
	Successful Skill check by each Assistant Gunner	+2
	Forward Observer using a street map	-5
	Forward Observer using a Good map	-10
	Forward Observer using a Good map, 	-15
		Inertial General Positions Unit and a rangefinder.
	Computerized Fire Direction Gear	-5
	Forward Observer has 5 or more ranks in Orienteering	+2 

Vehicle Damage
	Damage usually affects vehicles just like characters or creatures. The vehicles Damage Resistance is subtracted from the damage inflicted by the attack and the result is subtracted from the vehicle’s hit points.
	When a vehicle is reduced to 0 hit points or less, it is rendered completely inoperable. It cannot turn, maneuver, attack, or do anything else. It loses any shields it has operating. A ground vehicle will coast to a stop, reducing its speed by 2 every round until it stops or hits something. An aircraft will plummet to the surface and crash. A spacecraft will continue moving at its current speed indefinitely, until it hits something or enters a gravitational field. A vehicle that has been reduced to 0 hit points or less is considered helpless and can be completely destroyed with a coup de grace attack. 
	Unlike other objects, vehicles are subject to critical hits. When an attack inflicts a critical hit on a vehicle, however, no bonus damage is applied, but the critical hit may cause a specific effect that hinders or degrades the vehicle’s performance or capabilities. If a vehicle suffers a critical hit, roll 1D6 on the following table.

Table 12.64: Vehicle Critical Hits
Critical Hits 	Vehicle
Roll		Location
1		Cargo
2		Communications
3		Control
4		Crew
5		Engine
6		Frame/Shields
7		Fuel
8		Life Support
9		Sensors
10		Weapons

	The Critical effects depend on the location hit and the severity of the damage. The severity of the critical damage is measured in increments of its Damage Resistance, before the Damage Resistance is subtracted from the base damage.
Light Damage: Damage exceeds but is less than twice the vehicles Damage Resistance.
Moderate Damage: Damage is at least twice but less than three times the vehicle’s Damage Resistance. 
Heavy Damage: Damage is at least three times but less than four times the vehicle’s Damage Resistance.
Severe Damage: Damage is at least Four times but less than five times the vehicle’s Damage Resistance.
Catastrophic Damage: Damage is at least Five times the vehicle’s Damage Resistance.

Cargo: Any cargo the vehicle is carrying is damaged. The percentage of the vehicle’s cargo (measured in pounds or specific items at the GM’s discretion) destroyed by the attack is based on the severity of the damage.

Table 12.65: Cargo Damage
Damage 	Cargo
Severity	Destroyed
Light	20%
Moderate	40%
Heavy	60%
Severe	80%
Catastrophic	100%

Communications: The vehicle’s communications systems are damaged. All Use Device checks for communications operations suffer a circumstance penalty based on the severity of the damage.

Table 12.66: Communications Damage
Damage	Check
Severity	Penalty
Light	-2
Moderate	-4
Heavy	-6
Severe	-8
Catastrophic	-10

Control: The vehicle’s control systems are damaged. All maneuvers suffer a penalty based on the severity of the damage.

Table 12.67: Control Damage
Damage	Maneuver
Severity	Penalty
Light	-2
Moderate	-4
Heavy	-6
Severe	-8
Catastrophic	-10

Crew: A part of the vehicle's crew is killed in the attack. The crew killed table listed crew deaths for when the crew is unprepared for the attack and properly suited up for ship catastrophic loss of life support.

Table 12.68: Crew Killed
Damage	Crew Killed
Severity	Unsuited/Suited
Light	20%10%
Moderate	40%20%
Heavy	60%30%
Severe	80%40%
Catastrophic	100%50%

Engine: The vehicle’s engine or propulsion system is damaged. Reduce the vehicle’s acceleration rating. Both the acceleration and deceleration of aircraft and spacecraft are reduced. There is also a 10% chance that a critical damage to a starship’s engine location will damage its hyperdrive or jump lane drive (See page XXX). Roll % dice, and on a result of 1-10, the stardrive is damaged and its speed and acceleration are also reduced by the engine critical. There is also a 1% chance per point of speed loss for a catastrophic engine failure for any vehicle that uses anti-matter as its thrust mass. 

Table 12.69: Engine Damage
Damage	Speed/
Severity	Acceleration Lost
Light	1D3
Moderate	1D4
Heavy	1D8
Severe	3D6
Catastrophic	6D6

Frame/Shields: The vehicle’s frame or superstructure is damaged. The vehicle’s Damage Resistance is reduced by a random number based on the severity of the damage. If the vehicle has shields, these are damaged instead of the vehicle’s frame. The vehicle lose a random number from its shields bonus to AC and its Damage Resistance based on the severity of the damage.

Table 12.70: Frame/Shields Damage
Damage	Damage Resistance/
Severity	Shields Lost
Light	1D6
Moderate	2D6
Heavy	3D6
Severe	4D6
Catastrophic	4D6

Fuel: The vehicle's fuel tanks were damaged in the attack. The chance of catastrophic fuel explosion applies whenever the fuel tanks are damaged. In the event of a fuel explosion the vehicle is destroyed if the vehicle was not constructed with self-sealing fuel tanks and an anti-blast containment system. . 

Table 12.71: Fuel Tanks Damaged
Damage	Fuel Tank Damage	% Chance Fuel Explosion
Severity	Fuel Loss	Normal 	Anti-Matter
Light	20%	5%	10%
Moderate	40%	10%	20%
Heavy	60%	15%	30%
Severe	80%	20%	40%
Catastrophic	100%	25%	50%

Life Support: The vehicle’s life support systems are damaged. The life support systems capability to support the crew is reduced.

Table 12.72: Life Support Damage
Damage	Life Support
Severity	Capability
Light	20%
Moderate	40%
Heavy	60%
Severe	80%
Catastrophic	100%

Sensors: The vehicle’s sensor systems are damaged. All Use Device checks for sensor operations suffer a circumstance penalty based on the severity of the damage.

Table 12.73: Sensor Damage
Damage	Check
Severity	Penalty
Light	-2
Moderate	-4
Heavy	-6
Severe	-8
Catastrophic	-10

Weapons: One of the weapon stations is damaged. Attacks with that weapon or battery suffer a circumstance penalty based on the severity of the damage.

Table 12.74: Weapons Damage
Damage	Attack
Severity	Penalty
Light	-2
Moderate	-4
Heavy	-6
Severe	-8
Catastrophic	weapon station destroyed

Battlefield Repairs to Critically damaged Systems
	Field repairs are no substitute for a complete repair job, but when time is of the essence, these expedient repairs may mean the difference between survival and extinction. A damaged system can be temporarily repaired up to an effective damage level equal to the systems original undamaged condition -1 level. When the repairs are completed the damaged system will begin functioning at its repaired level. When not in combat, an appropriate skill check should be made by the chief engineer/mechanic every 1D6 days to be sure nothing further goes wrong with the repaired systems until a proper repair job can be carried out. 

Damage Control Officer
	One character should be designated as the damage control officer (DCO). This person is responsible for overseeing all in battle repairs, and thus will make all dice rolls for that position. It is best if this person has the appropriate skills (the Repair skill, appropriate Craft skill, and applicable Knowledge skill) and feats (Leadership feat, Damage Control, Gear Head, Hacker, Jury Rig, Miracle Worker, Swift Kick, and any other applicable feats). On smaller vehicles the DCO is most likely the Chief Engineer or mechanic. If there is no Chief Engineer and no one has the appropriate feats and skills, select a character or NPC not otherwise occupied to make all DCO rolls.
Damage Control: This feat allows the Chief Engineer or DCO to more quickly and accurately assess the damage and implement a plan of repair. Reduce the repair DC by 5.
Jury Rig: Unorthodox but usually effective solutions are the hallmark of this feat, giving a +2 bonus to all repair checks.
Miracle Worker: When attempting to repair a system the chief engineer or DCO may attempt to use this feat, but it must be declared before the repair check is roll is made. If the skill check is successful, the system automatically repaired to its original undamaged rating plus one damage level. This feat can only be used once per damaged system until the system has been fully repaired.
Skill Synergy: For every 5 skill ranks, or portion there of the DCO possesses in the appropriate Knowledge or Craft skill (e.g. Gravitics for a spacecraft’s maneuver drive) for the repair add +1 to all repair checks.

The Engineering Crew
	For the Engineering crew to be most effective, it must be fully staffed. If the vehicle has taken crew losses in the battle, these loses will affect the performance of the engineering crew by an equal factor.
	Each round the DCO must specify the percentage of the engineering crew he needs for damage control, in 5% increments, up to the remaining percentage of the crew. For example, if a ship has suffered 45% crew loses so far, the DCO can request up to 55% of the crew in 5% increments (100%-45% losses + 55% remaining). These crewmembers are not available for any other task this round.
	Every 10% (or less) shortage in available engineering crew incurs a -1 penalty to all repair checks this round. So if the DCO allocated only 75% of the total crew to damage control, he would suffer a -3 penalty.

Repair Skill Rank
	The repair skill rank of the engineering crew is equal to the average repair skill of each member of the engineering crew (round down). This will be used when making any repair checks.

Engineering Shops
	A sufficient number of available engineering shops to support the engineering crew (1 shop per 20 engineers) will greatly improve the chances of expedient repairs by adding a +2 bonus to all repair checks.

Making a Battlefield Repair
	Using the Battlefield Repairs table, find the DC required for the repair. IF the chief engineer or DCO has the Damage Control feat, reduce the DC by -5.
	The chief engineer or DCO now rolls 1D20, adding the Repair skill rank of the engineering crew with the appropriate skill synergy and any shot or feat bonuses, crew loss penalties, or other bonuses the chief engineer/DCO provides. If the roll total is greater than the required DC, remove one damage level from the repaired system. For example a maneuver drive has taken Heavy damage would now be considered to be only Moderately damaged.
	A Critical success (a natural 20 on the skill check die roll) will result in the system being repaired by one extra damage level. If the extra damage level repaired was not needed, it is wasted and may not be applied to another system.
	These DCs assume 6-second personal combat rounds. A repair check is a multi round action for both the chief engineer/DCO and the members of the engineering crew applied to the task. The duration of time required to perform the repair is one round per point of DC of the task in question minus the number of points the Chief Engineer/DCO surpassed the task DC by. For example if the task difficulty was 20 and the DCO rolled a 15 on the skill check and the repair crew had a repair skill of 10 then the task would only take 15 rounds to complete (15 roll + 10 skill level)-20=5. These DCs assume has the necessary parts and tools. 
Take 10: Increase the time required to 1 minute per point of DC of the task in question, reduce DC by 10.
Take 20: Increase the time required to 1 hour per point of DC of the task in question, reduce DC by 20.

Permanent Repairs
	Battlefield repairs will get a vehicle by temporarily, but sooner or later (usually sooner), the damage will need to be completely repaired at a proper shipyard or maintenance facility. Repairs can be completed at a rate of 1 Vehicle Hit Point of damage per day of repair work, and 1 system can be repaired completely (regardless of the amount of damage) per week.
	Material costs for repairing Vehicle Hit Point damage are $100 times the size class of the vehicle per point of damage repaired or (if necessary) the total cost of replacement. For systems the material cost is $100 times the DC of the task times any skill bonuses the system provides. If someone other than engineering crew is hired to handle the repairs, the cost will be $1,000 per day plus material expenses ($100 times the DC of the task).

Table 12.75: Battlefield Repairs
Severity	DC
Light	10
Moderate	15
Heavy	20
Severe	25
Catastrophic	30
Area	DC
Anti-Matter Power Plant	+15
Electrical system	+4
Life Support	+2
Fire Control/Weapon System	+12
Fission Power Plant	+5
Fuel System	+5
Anti-Matter Fuel System	+15
Fusion Power Plant	+10
Grav Drive	+15
Hyper Drive	+20
Inertial Compensator System	+0
Jump Lane Drive	+20
Mechanical system	+2
Miscellaneous system	+0
Personal equipment	+0
Sensors	+8
Shields	+15
Weapon System	+2
Technology	DC
Posleen System	+5
GalTech System	+10
Tchpht System	+12

Vehicle Descriptions

	All vehicles have several characteristics that determine their capabilities. These are listed in the stat block for each vehicle and described below.

Size: This is the vehicle size category. Vehicle sizes are based on the same scale used in the standard D20 System rules, through this scale has been extended to at the top end. Rather than invent a potentially endless string of new adjectives, the scale has been extended by adding new classes to the Colossal size category. The table below lists dimensions, weight, base hit points, base Damage Resistance, and Size modifier. 

Hit Points: This entry lists the vehicle’s hit points. A vehicle’s hit points are based on its size, frame, and armor, but they can very dramatically from this standard. Military vehicles, for example, often have significantly higher hit point totals as a result of their reinforced structures and the advanced materials used in their construction.

Top Speed: This is the vehicle’s top speed. Remember that this rating has been adjusted for scale. Some vehicles will have more than one top speed listed due to multiple forms of propulsion.

Acceleration: This number is the value for moderate acceleration. A vehicle’s acceleration rating determines how much it can increase its speed in a single round (See page). Some vehicles will have more than one Acceleration listed due to multiple forms of propulsion.

Deceleration: This number is the value for moderate deceleration. A vehicle’s deceleration rating determines how much it can decelerate its speed in a single round (See page). Some vehicles will have more than one Deceleration listed due to multiple forms of propulsion.

Handling: This rating is a modifier on all Pilot checks to perform maneuvers.

Stealth: This rating determines how difficult the vehicle is to detect and track with vehicle sensor systems.

Electronic Counter Measures (ECM): Some vehicles mount sensor systems that are dedicated to This rating is a form of active stealth that can be added to a vehicle’s stealth rating to determine how difficult the vehicle is to detect and track with vehicle sensors systems.

Sensors: This rating determines how effective the vehicle’s sensors are at detecting and classifying objects and vehicles.

Armor Class: This is the vehicle’s AC. A vehicle’s AC is typically modified by its size and construction. Most GalTech military vehicles have a shield’s bonus to AC. Shields are an energy field projected around the ship that absorbs or deflects incoming attacks.

Damage Reduction: This is the vehicle’s Damage Reduction. It represents how effective the vehicle’s armor is at preventing a successful attack from damaging the vehicle. 

Fuel: This rating lists the number of kilometers or days/weeks/months the vehicle can travel at an average speed before refueling. If two numbers are listed separated by a slash, the second is the distance that the vehicle can travel on afterburners. The Vehicles Description table lists the cost to refuel or recharge vehicles of each size class.

Stations: This section lists the space and facilities available for various crew and passengers. All vehicles must have as least one pilot or driver.
	Sensors-Crewmembers at this station, operate the vehicle’s sensor systems, such as radar.
	Fire Control-Crewmembers at this station, operate the targeting computers for the vehicle’s weapon systems.
	Gunners-Crewmembers at this station, operate the vehicle’s weapons.
	Crew-Crew perform various general and specialized tasks and are necessary for the vehicle to function at full effectiveness.
	Passengers-This lists the vehicle’s maximum passenger capacity.

Cargo: This lists the vehicle’s maximum cargo capacity.

Weapons: In this section, statistics for all of a vehicle’s weapons are listed. These statistics include:
	Fire Arc-the area into which the weapon can fire.
	Attack Bonus-the bonus added to an attack roll with the weapon if the targeting computer has acquired the target.
	Damage-the amount of damage the weapon inflicts on a successful attack.
	High Damage Modifier-the amount that the damage rolled is multiplied by.
	Range/Speed-the weapon’s range increment or speed, listed in the vehicle’s standard scale.
	Ammunition-the amount of ammunition that the vehicle carries for that weapon.
Cost: The average cost for the vehicle. Prices vary considerably based on availability, custom features, and legality.   

Table 12.76: Vehicle Description
	Size	Vehicle  AC	Max	Max	Base	Damage
Size	Modifier	Modifier	Length	Weight	Hit Points	Resistance
Fine	1/50	+8	4 cm.	4.5 kg	10	0
Diminutive	1/20	+4	30 cm.	22.5 kg.	20	1
Tiny	1/10	+2	60 cm.	45 kg.	30	2
Small	1/2	+1	1.2 m.	225 kg.	40	4
Medium	0	+0	2.4 m.	900 kg.	50	6
Large	x1	-1	4.8 m.	4,500 kg.	70	8
Huge	x2	-2	9.6 m.	22,500 kg.	90	10
Gargantuan	x3	-4	19.2 m.	225,000 kg.	100	20
Colossal	x4	-8	38.4 m.	450,000 kg.	200	30
Colossal II	x4	-8	77 m.	2,250,000 kg.	300	40
Colossal III	x5	-10	154 m.	22,500,000 kg.	400	50
Colossal IV	x5	-10	308 m.	45,000,000 kg.	600	60
Colossal V	x6	-12	616 m.	225,000,000 kg.	800	80
Colossal VI	x6	-12	1,232 m.	450,000,000 kg.	1,000	100
Colossal VII	x7	-14	2,464 m.	2,250,000,000 kg.	1,200	120
Colossal VIII	x7	-14	4,928 m.	4,500,000,000 kg.	1,400	140
Colossal IX	x8	-16	9,856 m.	22,500,000,000 kg.	1,600	160
Colossal X	x8	-16	19,712 m.	45,000,000,000 kg.	1,800	180

COPYRIGHT NOTICE The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof;  the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright 2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 13: The Current State of Humanity
This chapter contains no open content.

United States

Background
	The US remained the world's most powerful nation-state up until first contact, at which time the importance of that status became meaningless. The economy is marked by a current regearing from war footing back over to civilian commodities, while also handling the radical expansion into the occupied states and the depopulated Mexican territories, high temporary unemployment due to military down-sizing and high inflation, and rapid advances in technology due to proactive measure by Congress to encourage people and corporations to invest in projects designed to acquire Posleen technology and to convert it to human use as fast as possible.

Location: North America, bordering both the North Atlantic Ocean and the North Pacific Ocean, between Canada and the Panama canal.
Note: The only states fully or almost fully unaffected by Posleen are: Alaska, Hawaii, Tennessee, West Virginia, Kentucky, Ohio, Michigan, Indiana, Illinois, Wisconsin, Minnesota, North Dakota, South Dakota, Montana, Nevada, Utah, and Idaho.
Washington, Oregon, Pennsylvania and Vermont have retained “state” status, but especially in the case of Pennsylvania, have lost about half their former area. 
California has lost “state” status, but can regain that status upon the return of sufficient survivors and rebuilding of sufficient infrastructure. 
The remaining 28 states, plus the District of Columbia, have been formally declared as “infested” by Posleen occupation and are under military control pending their reentry as territories:  
Area - comparative:
	Originally about half the size of Russia; about three-tenths the size of Africa; about half the size of South America (or slightly larger than Brazil); slightly larger than China; about two and a half times the size of Western Europe. It has now annexed all formally Posleen infested territories down to the southern boarder of Panama, although there is no timetable to forcibly cleanse the territories of the surviving Posleen infestations at this time. The government term is “market based expansion.” In other words, let adventurer parties and corporations take all the losses.
Geography - note: World's second largest surviving country by size (after Canada) and the first by population 
United States Population: 165,000,000 (July 2009 est.)
	Age structure:
		0-14 years: 21% (male 35,000,000; female 34,000,000)
		15-64 years: 66.4% (male 32,000,000; female 52,000,000)
		65 years and over: 12.6% (male 5,000,000; female 7,000,000) (2009 est.)
	Population growth rate:
		0.59% (2009 est.)
Capital: Chicago, Illinois. (Temporary, pending restoration of Washington, DC.)

Administrative divisions:
Planned Military Governed States: Aguascalientes, Baja California, Baja California Sur, Belize, Campeche, Chiapas, Chihuahua, Coahuila de Zaragoza, Colima, Costa Rica, Durango, Guanajuato, Guatemala, Guerrero, Hidalgo, Honduras, Jalisco, Mexico, Michoacan de Ocampo, Morelos, Nayarit, Nicaragua, Nuevo Leon, Oaxaca, Panama, Puebla, Queretaro de Arteaga, Quintana Roo, San Luis Potosi, Sinaloa, Sonora, Tabasco, Tamaulipas, Tlaxcala, Veracruz-Llave, Yucatan, and Zacatecas.
Fortress City districts: Atlanta*,Baltimore*, Denver*, District of Columbia*, Kansas City*, New Orleans*, New York City (Manhattan)*, Omaha*, Philadelphia*, Phoenix*, Seattle and Mt. Olympic*, and St. Louis*.
Dependent areas: American Samoa, Arkansas, Baker Island, Florida, Guam, Howland Island, Jarvis Island, Johnston Atoll, Kingman Reef, Louisiana, Midway Islands, Navassa Island, Northern Mariana Islands, Palmyra Atoll, Philippines, Puerto Rico, Virgin Islands, and Wake Island. 

Economy - overview:
The US has the largest and most technologically powerful economy in the world, with a per capita GDP of $32,000+ est. The U.S. has recently converted back over to a market-oriented economy. US firms are at or near the forefront in technological advances, especially in computers and in medical, aerospace, and military equipment, since the U.S. so far has managed to nab the lions share of Posleen facilities (although at this time not many). The onrush of the invasion largely explains the severe development of a "two-tier labor market" in which those at stated on the bottom stayed on earth and those at the top were the troops who were either assigned to the fleet or the expeditionary forces. Since 2002, practically all the gains in household income have gone to military personnel off planet. The year 2009 witnessed solid increases in real output, moderate to high inflation rates, and a temporary increase in unemployment to 15%, due to military downsizing.
	GDP: purchasing power parity - $7. trillion (2009 est.)
	GDP - real growth rate: 0.8% (2009 est.)
	GDP - per capita: purchasing power parity - $32,000 (2009 est.)
	GDP - composition by sector:
		Agriculture: 2%
		Industry: 38%
		Services: 20% (2009 est.)
	Exports - commodities: capital goods, industrial supplies and raw materials, consumer goods, agricultural products, military goods, and military personnel
	Exports - partners: Cuba, Canada, Finland, The Galactic Federation, Japan, New Zealand, Norway, Philippines, Sweden, Taiwan, the United Korea
	Imports - commodities: crude oil and refined petroleum products, machinery, military goods, consumer goods, and industrial raw materials
	Imports - partners: Cuba, Canada, Finland, The Galactic Federation, Japan, New Zealand, Norway, Philippines, Sweden, Taiwan, the United Korea
Currency: US dollar
Currency code: USD
Exchange rates: Federation Credit per US dollar - 0.005 (January 2009)

Military
	Military branches: U.S. Ground Forces, U.S. expeditionary forces, and U.S. Naval.
	Military manpower - availability:
		males age 15-49: 40,000,000+ (2009 est.)
		Military manpower - reaching military age annually:
		males: 2,000,000 (2009 est.)
	Military expenditures - dollar figure: $1.73 trillion (FY2008 est.)
	Military expenditures - percent of GDP: 20% (FY99 est.)

Transnational Issues
	International Disputes:
		Military dispute with Indonesia over the disposition of Malaysia and their attacks on the Philippines and New Guinea.

Congressional Acts
The Military Draft Act of 2002
	This act mandated the draft into military service of all physically and mentally fit men from the age of 18-45 for the duration of the emergency. The Act exempted certain needed professions such as police and fire. It also provided an exemption and deferment system for people deemed necessary for the war effort in their current capacity while learning a needed skill.

The Citizen Protection Act of 2002
	Bowing to the pressure placed on it by panicking voters, Congress passed this law effectively repealing the vast majority of federal gun control laws. The act did initiate a stringent training program for weapon ownership though.

The Militia Regulation Act of 2002
	Recognizing the need to regulate the arming of the citizenry after the repeal of the majority of the gun control laws, Congress passed this act that regulates what type of weaponry private citizens (Licensed items), militia members (Restricted Items), and retired or medically unfit military personnel (Military items) could possess.

Criminal Justice System Reform Act of 2005
	This act radically altered the criminal justice system in the U.S. It had a number of very far-reaching effects:
·	It gave the military justice system control over any area infested with more than 1 Posleen per 1,000 acres.
·	It gave death row inmates the choice of either having their sentence commuted to life in a military infantry penal unit or having their death sentence immediately carried out.
·	It commuted all life sentences to 30 years in a military infantry penal unit. The duration of the sentence could be reduced by exemplary military service.
·	It commuted the sentence of all other inmates in the Federal criminal justice system to a term of service in a military infantry penal unit not to exceed their original sentence.
·	It allowed states to sentence prisoners to terms in a federal military infantry penal unit. Less than 33% of all personnel originally assigned to a infantry penal unit in 2005 are still alive today. 

Homestead Act of 2010
	The Homestead Act of 2010 has been called one the most important pieces of legislation in the history of the United States, since the original Homestead Act. Passed into law by a Congressional override in 2009 of a presidential veto, this Act turned over vast amounts of the public domain to private citizens.
	A homesteader has only to be the head of a household and at least 21 years of age to claim a 10,000-acre parcel of land. Settlers can be from any walk of life except corporations, which with the noticeable exception of Time Warner, are barred from owning land in the reoccupied territories for a minimum of 20 years. Each homesteader has to live on the land for 4 months out of the year, build a home, and make improvements for 20 years before they are eligible to sell their property. A total filing fee of $5,000 is the only money required, but sacrifice and hard work have exacted a different price from the hopeful settlers.

The Filing Process
People interested in Homesteading first have to file their intentions at the nearest Land Office. A brief check for previous ownership claims is made for the plot of land in question, usually described by its survey coordinates. The prospective homesteader pays a filing fee of $1,000 to claim the land temporarily, as well as a $1,000 commission to the land agent. 
	With application and receipt in hand, the homesteader then returns to the land to begin the process of building a home and living on the land, both requirements to be able to sell the property at the end of twenty years. When all requirements have been completed and the homesteader is ready to take legal possession, the homesteader must have two federal employees willing to vouch for the truth of the homesteader's statements about the land's improvements, and sign the land ownership document.
	After successful completion of this final form and payment of a $3000 fee, the homesteader receives the patent for the land, signed with the name of the then-current President of the United States. 

Corporations and the Homestead Act
 	Although there was considerable effort put forth to allow corporations to take part in the Homestead Act, the Senators for the Ohio Valley states were able to fight off the amendments that would have made corporations eligible to take advantage of the Act and the amendments to vastly increase the land allotment.
	But the corporate coalition was able to get though provisions allowing corporations to lease the land from the homesteader, as long as the homesteader lives on the land and his rights as outlined in the Homestead Act are not violated.

The Security Regulation Act of 2010
	This act regulates the formation of private paramilitary security groups (mercenary organizations in everything but name) to protect citizens attempting to exercise their right under the Homestead Act of 2010, after the Greensboro massacre in February of 2010.  It regulates what military weaponry these Security groups may use within the U.S. borders, what weapons they may use outside the borders of the U.S., and how they will be regulated and taxed. The act also Federalizes all employees of these groups to the extent that their organizations are listed as inactive reserve formations of the U.S. Ground Forces.

Canada
 
Background
A land of vast distances and rich natural resources, Canada became a self-governing dominion in 1867 while retaining ties to the British crown. Economically and technologically the nation has developed in parallel with the US, its neighbor to the south across an unfortified border. Canada had vastly increased the size of its military and coastal naval forces as the result of the invasion. Since the siege of Earth has been broken and there is now no danger of the Posleen breaking though in the U.S., the Land Forces Command has withdrawn their two divisions siege infantry from the White River defensive line in the U.S. Although they are not drawing down their forces as much as they would like due to the obligation that the King and the Commonwealth has placed on them to help take back the British Isles.

Location: Northern North America, bordering the North Atlantic Ocean on the east, North Pacific Ocean on the west, and the Arctic Ocean on the north, north of the conterminous US
Geography - note: second-largest country in world (after Russia); strategic location between Russia and US via north polar route; approximately 85% of the population is concentrated within 300 km of the US/Canada border.
Population: 31,502,268 (July 2009 est.)
Age structure: 
0-14 years: 18.7% (male 3,559,023; female 3,410,203) 
15-64 years: 68.4% (male 9,975,701; female 11,857,869) 
65 years and over: 12.9% (male 1,943,654; female 2,555,818) (2009 est.)
Economy - overview: As an affluent, high-tech industrial society, Canada today closely resembles the US in its market-oriented economic system, pattern of production, and high living standards. Since World War II, the impressive growth of the manufacturing, mining, and service sectors has transformed the nation from a largely rural economy into one primarily industrial and urban.
	Canada currently provides the majority of nuclear fuel material used in the U.S. and is also very active in the munitions industry, to earn credits to pay for the SheVas and ground installation SheVa mounts that they have purchased from the U.S.
Industries: transportation equipment, chemicals, processed and unprocessed minerals, food products; wood and paper products; fish products, petroleum and natural gas.
Exports - commodities: motor vehicles and parts, industrial machinery, munitions, military vehicles, aircraft, telecommunications equipment; chemicals, plastics, fertilizers; wood pulp, timber, crude petroleum, natural gas, electricity, aluminum.
Military branches: Canadian Armed Forces (comprising Land Forces Command, Maritime Command, Air Command, Communications Command, Training Command).
	The Canadian military had been vastly increased in size to 5 divisions and 15 coastal defense cruisers. They are currently in the process of downsizing their forces to a level that they can maintain concurrent with their ongoing responsibilities under the directive of the forming planetary coalition government.

Caribbean
	The only non-U.S. protectorate to thrive though the 6 years of the invasion was Cuba. The détente with the U.S. and Castro deciding that the U.S. requirements for a semblance of democracy were preferable to the alternatives, allowed combined U.S. and Cuban forces to destroy the two limited invasions of Cuba by the Posleen. Cuba is now a major basing area for the U.S. Atlantic Fleet, and a major agricultural exporter to the U.S.

Indonesia
	Indonesia managed to perform some of the darkest acts of the invasion. When a group of religious extremists overthrew the government, on the premise that the Posleen were a sign from Allah, they instituted a reign of terror not only in the areas that were considered Indonesia proper but into Malaysia and other areas, including an abortive invasion of Northern Australia.
	Fleet Strike units of primarily Asian background put the overthrow down with extreme prejudice, including the virtual destruction by tactical antimatter weapons of Jakarta. After that, a military junta composed of local and Fleet Indonesian officers took command of the country and ruled it with an iron hand for the remainder of the invasion period.
	Due to its relatively low probability of invasion (from a complex of orbital mechanics and the island nature of the country), the majority of Indonesia remained Posleen-free, and after the brief revolt not only received refugees from less fortunate countries (notably Australia), but contributed the bulk of reinforcements for the Federation Fleet.
Since the bulk of reinforcements for Fleet Strike (small craft, fighter, carrier, and armored combat suit) forces remained primarily “Western” (including Latin and Australian components), the nuking of Indonesia and ethnic stresses led inevitably to strained relations between Fleet and Fleet Strike.

Japan
	Japan was badly hit by the fallout from the Chinese military meltdown. The surface area and the surrounding oceans are heavily contaminated. The Japanese were forced to move their population underground or slowly die from radiation poisoning. There was a high loss of life from semi-voluntary suicide during the initial years as the country attempted to match its food production to population. They have survived these last years off of vat grown proto-food (algae- and plankton-based food sources). Japan’s main goal in the talks on the formation of the coalition government is getting aid in the decontamination of their country.

New Zealand
	New Zealand had been forced to increase the size of their maritime forces due to the ongoing situation with Indonesia, and Indonesia’s active hostility towards all outsiders. But with the lifting of the siege by the Fleet, life has gotten back to normal. New Zealand is taking full advantage of their location and intact economic structure to forge ahead under the direction of the King and the Commonwealth to take back Australia from the Posleen remnants currently holding it. Other than taking in approximately 2,000,000+ Australians after the fall of that country, they were able to get by with only minor inconvenience (other than severe economic disruption) during the invasion and have formed a large part of the Fleet Strike reinforcements off-planet. Notable among these are “all Maori” Armored Combat Suit units.

Philippines
	The Philippine government has not been the most stable of institutions. The body blows they received one after another in 2006 and 2007 were just too much, and the government disintegrated due to uprisings and being unable to handle the different crises: starting with the contamination of their fishing areas due to the massive Chinese nuclear weapons release,  to the Indonesians attacking some of the southern islands, to a story being released in one of the Manila newspapers that the vice-president was taking bribes to influence the president not to actively fight the Indonesians (which turned out to be false). The Philippine military being unable to handle the situation, due to their small size, they requested U.S. interventions. After a major internal debate that was only settled when the request leaked to the media, the White House agreed. 

Scandinavia Confederation
	With the their front row seat to watch Europe being eaten and devoured by the Posleen, Finland, Norway, and Sweden realized that they could not hope to fight off the Posleen if they did not form a united front. So they merged their militaries. This gradually led to the merger of their economies. They now form what could be considered a losse confederation. 
	They were spared the worst of the invasion since the Posleen seemed not to like the terrain of northern Russia.

United Korea
	After the overthrow of the North Korean dictator Kim by his military and their request to South Korea for aid, the two Korean militaries were merged, and they started on the project that turned the Northern boarder of the now-unified country into the most heavily fortified defense on the face of the planet. Due to the terrain in that area, the only real threat the country had to face was random landings. Between husbanding their Planetary Defense Centers and basically ignoring any form of patent protection, due to their theft and production of the Tiger III design, they were able to stop all but one landing with light casualties.
Latin America
The Andes Spine of South America, stretching up through the Isthmus, has remained primarily human controlled. However with the dissolution of most industries that supported these areas, most fell into a semi-barbaric society reminiscent of the “bush” societies in Africa. Local strongmen control most of the countryside outside the cities. 
Much the same conditions are extent in the rain forest areas where heavy encroachment virtually stopped before the Posleen landed. Most areas in the rain-forest zones have returned to an “Iron Age” hunter-gatherer society with some use of guns for hunting and defense. Posleen penetration into such areas has been minimal.
All of the major coastal and plain cities such as Sao Paulo, Brazilia and Rio De Janeiro have been overrun and destroyed, although remnants of architecture remain in all areas. Coastal Chile and Peru, due to their narrow front and orbital mechanics, remained in human hands and form the only significant governments in the region.

Africa
The Posleen were effectively the “last straw” in Africa. Between AIDs, wracking internal wars, despotisms, and all the other horrors of an entire continent of failed states, the Posleen simply hastened what was looking to be an inevitable slide. There are scattered remnants of humans in the mountain and deep jungle areas, but other than that, the majority of the continent is slowly reverting to almost a pre-human, and definitely a pre-industrial, condition. The sole exception to that is a small, extremely integrated society in the Durban area that held a line of hills against the Posleen throughout the invasion. This remnant population is beginning an aggressive recolonization and rebuilding plan. 
There were extensive Posleen converted areas throughout Africa. Given the Posleen love for gold and gems, and the quantities of both in Africa, as well as the continent's other resources, the salvage opportunities should be rich.

Asia
A broad swath was wholly converted by the Posleen, from the Baltic Sea stretching down through the Ukraine, across the trans-Caspian area and across the Silk Road countries into China, as well as down through the Fars region (Iran/Iraq) and across the majority of India. There are scattered remnants of humans in hilly enclaves, and extensive societies in such areas as the Hindu Kush and the Himalayas, but there are no large nation-states extant. The exceptions are Nepal and Bhutan, which have taken over Switzerland's old role of bankers to the world. India is beginning the same sort of reclaim/resettlement program that the US is engaging in with its surviving population in the Himalayas and the Western Ghats. Other than that, resettlement is limited.

Australia
Other than small forces in the “bush”, some of which have remained decidely and legally “Australian”, Australia was entirely overrun by the Posleen. However, the large number of refugees that fled to Indonesia and New Zealand have started to recolonize the country. They have been joined by equally large numbers of southeast Asians, especially in the northern zones. This is causing some internal stresses.

Copyright Notice: The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other  material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright ©2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 14: Starting at Higher Levels

	When using the Background rules for creating a character, use the guidelines listed under Background and in DMG Chapter 2: Creating characters above 1st level, sections 1, 2, 3 and 4.  The character’s starting cash and equipment is not adjusted unless the player also buys the wealth background from LotA Chapter 11: Backgrounds. 

	When not using the Background rules for creating a character, use the guidelines listed in DMG Chapter 2: Creating characters above 1st level, sections 1, 2, 3, 4 and 5 (with the below substitution). 

Section 5: Equipping the character
	A normal first level character can buy equipment only from LotA Chapter 8: Earth Tech Equipment.  Characters or NPCs who are high in level may, under rare circumstances, start the game with Posleen or GalTech Equipment. Refer to LotA Chapter 9: Posleen Equipment and LotA Chapter 10: GalTech Equipment for available equipment for those rare characters or NPCs. Refer to table 14.1 below, Starting Equipment and Cash equivalent for PCs and NPCs above 1st Level, for the total value of all equipment and currency available to a character at a given level (this refers to the character’s total levels and not his levels in any one class).

Table: 14.1 Starting Equipment and Cash equivalent for PCs and NPCs above 1st Level
Character	Wealth and	Character	Wealth and 
Level	Equipment Value	Level	Equipment Value
2nd 	$200,000 or f 1,000	12th	$22,500,000 or f 112,000
3rd	$600,000 or f 3,000 	13th	$28,000,000 or f 140,000
4th	$1,200,000 or f 6,000	14th	$35,000,000 or f 175,000
5th	$1,800,000 or f 9,000	15th	$44,000,000 or f 220,000
6th	$2,700,000 or f 13,500	16th	$65,000,000 or f 325,000
7th	$4,000,000 or f 20,000	17th	$82,000,000 or f 410,000
8th	$6,000,000 or f 30,000	18th	$104,000,000 or f 520,000
9th	$8,000,000 or f 40,000	19th	$130,000,000 or f 650,000
10th	$11,000,000 or f 55,000	20th	$160,000,000 or f 800,000
11th	$15,000,000 or f 75,000

Limitation on Posleen or GalTech Equipment: If the GM is using the above rules to assist in the creation of player characters, he should feel free to limit their access to Posleen or GalTech equipment beyond the black market or licensing/permit requirement, listed in each of the Chapters on Posleen and GalTech equipment.

Prestige Classes
The rules and general guidelines covering Prestige classes and the respective LotA Prestige are covered in DMG: Chapter 2, and the rules and requirements listed below.

Table: 14.2 Acquiring Skills as a Prestige Class
					Key
Skills	ACS	Fleet Recon	Cyber Punk	Untrained	Ability 
AI Relations	C	C	C	Yes	Cha
Appraise	*	*	C	Yes	Int
Balance	C	C	C	Yes	Dex+
Bluff	C	C	C	Yes	Cha
Bribery	*	*	C	Yes	Cha
Broker	*	*	C	Yes 	Int
Climb	C	C	C	Yes	Str+
Combat Eng.	C	C	C	No 	Int
Communications	C	C	C	No	Int
Computer Use	C	C	C	Yes	Int
Concentration	C	C	C	Yes	Con
Craft
	Armorsmith	C	C	C	No	Int
	Carpentry	C	C	C	Yes	Int
	Chemistry	*	*	C	No	Int
	Clockwork	*	*	*	No	Int
	Cobbler	*	*	*	Yes	Int
	Electronics	C	C	C	No	Int
	Gemology	C	C	C	No	Int
	Gravitic	*	*	*	No	Int
	Gunsmith	C	C	C	No	Int
	Leatherwork	*	*	*	Yes	Int
	Locksmith	*	C	C	No	Int
	Mechanical	*	C	C	No	Int
	Pharmaceutical	*	*	C	No	Int
	Potter	*	*	*	Yes	Int
	Printer	*	*	*	Yes	Int
	Sculptor	*	*	*	Yes	Int
	Shipwright	*	*	*	No	Int
	Stonemason	*	*	*	No	Int
	Structural	C	C	C	Yes	Int
	Trapmaking	*	C	C	Yes	Int
	Weaponsmith	C	C	C	No	Int
	Weaponsmith	*	C	C	Yes	Int
		Ancient
	Visual Arts	C	C	*	Yes	Int
	Writing	C	C	C	Yes	Int
Cryptography	C	C	C	No	Int
Dashon-Mentat	C	C	*	No	Int
Decipher Script	C	C	*	No	Int
Demolitions	C	C	C	No	Int
Diplomacy	C	C	C	Yes	Cha
Disable Device	C	C	C	Yes	Int
Disguise	*	*	C	Yes	Cha
Drive	C	C	C	Yes	Dex
Escape Artist	*	C	C	Yes	Dex
First Aid	C	C	C	Yes	Int
Forgery	*	*	C	Yes	Int
Forward Ob.	C	C	C	No	Int
Gambling	*	*	C	Yes	Wis
Gather Info.	C	C	C	Yes	Cha
Gunnery	C	C	C	No	Wis
Handle Animal	*	*	*	Yes	Cha
Table: 14.2 Acquiring Skills as a Prestige Class (Continued)
					Key
Skills	ACS	Fleet Recon	Cyber Punk	Untrained	Ability 
Heal	*	*	*	No	Wis
Heavy Equp. Op.	C	C	C	Yes	Dex
Hide	C	C	C	Yes	Dex+
Ind. Fire Weap.	C	C	C	No	Wis
Innuendo	*	C	C	No 	Wis
Intimidate	C	C	C	Yes	Cha
Investigate	C	C	C	No	Int
Jump	C	C	C	Yes	Str+
Knowledge	C	C	C	No	Int
	(all Skills**)
Liaison	C	C	C	Yes	Cha
Listen	C	C	C	Yes	Wis
Move Silently	C	C	C	Yes	Dex+
Navigation 	
Jump Lane	*	*	*	No	Int
Hyperspace	*	*	*	No	Int
Planetary	C	C	C	Yes	Int
System	*	*	*	No	Int
Orienteering	C	C	C	Yes	Wis
Perform	*	*	C	Yes	(Varies)
Pilot	*	*	C	No	Dex
Profession	C	C	C	Yes	Wis
Read Lips	*	C	C	No	Wis
Recruit	C	C	C	Yes	Cha
Repair	C	C	C	No	Int
Research	C	C	C	Yes	Int
Ride	*	*	*	Yes	Dex
Search	C	C	C	Yes	Int
Sense Motive	*	*	C	Yes	Wis
Sensors	C	C	C	No	Int
Sleight-of-hand	*	*	C	No	Dex+
Sports	C	C	C	Yes	(Varies)
Spot	C	C	C	Yes	Wis
Survival	C	C	C	Yes	Wis
Swim	C	C	C	Yes	Str
Tracking	*	C	C	Yes	Int
Trade	*	*	C	Yes	Wis
Tumble	C	C	C	No	Dex
Use Device	C	C	C	Yes	Int 
Use Alien Dev.	C	C	C	Yes	Wis
Use Rope	*	C	C	Yes	Dex
C = Class Skill.
* = Cross-class skill.
X = Your character cannot buy this skill because it is exclusive to another class.
+ Your armor check penalty, if any, also applies.

Untrained:
 Yes: The skill can be used untrained. That is, a character can have 0 ranks in this skill but can make skill checks normally. 
No: Your character cannot use the skill unless he has at least 1 rank in the skill. 

CLASSES & LEVELS

Class Descriptions
	Hit Die: The type of Hit Die used by characters of the class determines the number of hit points gained per level.  
	Requirements:  The character must meet these requirements prior to adding this class. 
	Class Table: This table details how a character improves as he or she gains experience levels. Class tables typically include the following:  
		Level: The character's level in that class.  
		Base Attack Bonus: The character's base attack bonus and number of attacks.  
		Armor Class Bonus:  This bonus generally only applies to the character and not to any vehicle the character is driving or piloting unless the class says otherwise. 
		Fort Save: The base save bonus on Fortitude saving throws. The character's Constitution modifier also applies.  
		Ref Save: The base save bonus on Reflex saving throws. The character's Dexterity modifier also applies.  
		Will Save: The base save bonus on Will saving throws. The character's Wisdom modifier also applies.  
	Special: Level-dependent class abilities, each explained in the "Class Features" sections that follow.  
	Class Skills: The number of skill points the character starts with at 1st level, the number of skill points gained each level thereafter, and the list of class skills.  
	Class Features: Special characteristics of the class. When applicable, this section also mentions restrictions and disadvantages of the class. Class features include some or all of the following.  
	Weapon and Armor Proficiency: Which weapons and armor types the character is proficient with.  
	Other Features: Each class has certain unique capabilities.  
	Ex-Members: If, for some reason, a character is forced to give up this class, these are the rules for what happens.  

Skills at Higher Levels

SKILL POINTS
	Characters have a number of skill points based on their race and their class levels. 
	Depending on a characters' race and class, some skills are "class skills" and some skills are "cross-class skills".   Cross-class skills require 2 skill points per rank; class skills require 1 skill point per rank. 
	The maximum number of ranks a character can have in a class skill is equal to that character's level +3. The maximum ranks a character can have in a cross-class skill is half that number.  Note that if a character has one or more levels as a Civilian Expert, these limits will be increased.
	Starting skill points for the Prestige character classes are:

Table: 14.3: Skill Points
Character	Skill Points
Class	Gained per Level 
ACS Trooper	4 + Int Modifier 
Fleet Recon Trooper	6 + Int Modifier
Cyberpunk	6 + Int Modifier

ACS Trooper
 
Class Requirements
	Base Attack Bonus: +6
	Attributes:	Int	12
		Str	10
		Dex	10
		Con	10
	Skill: Use Device 3 Ranks.

Class Features
	Abilities: Intelligence, Strength, Dexterity and Constitution.
	Class Bonus Hit Points per level: +4. 
	Base Attack Bonus: + ACS Trooper Class Level. 
	Saving Throws: Good Ref Save. 
	Armor Combat Suit (ACS) Armor Class Bonus: +1 to AC every two levels, but only when wearing an Armored Combat Suit. 
 
Class Skills
	Skill Point at Each Level: 4 + Int Modifier.   
	Class Skills: See Table: 14.2 Acquiring Skills as a Prestige Class.  
	Weapon Proficiency: ACS Trooper’s are proficient with all GalTech ACS weapon systems. 
	Armor Proficiency: Light, Medium, Heavy unpowered armor, and GalTech Power Armor. 
 
Class features 

ACS Skill:
This skill represents the intensive training ACS Troopers receive in the systems built into the Armored Combat Suits. This skill is used as a skill check bonus equal to the character’s ACS skill rank when making skill checks when using and only when using the Armored Combat Suit’s systems. The following skills are affected by the ACS Skill when using the Armored Combat Suit’s systems: Communications, Disguise (Holographic Field Projectors), Forward Observer, Gunnery, Listen, Move Silently, Navigation (Planetary), Search, Sensors, or Spot.  

Weapon Focus:
On achieving 2nd level, the ACS Trooper gains the Weapon Focus Feat in one of the following ACS weapon systems:
	M-100 Grav Pistol
	M-200 GravRifle
	M-400 Terawatt Heavy Laser
	M-500 Flechette Gun
	M-600 100mm Variable Velocity Auto Mortar
	M-700 Lance Launcher
	M-800 Grappler
	M-900 Sonic Disrupter
	
Improved Reaction:
On achieving 3rd level, the ACS Trooper gains a +2 competence bonus on Initiative checks.

ACS Mastery:
On achieving 4th level, the ACS Trooper gains a +2 bonus on attack, damage, and Armor Class checks while wearing/using an Armored Combat Suit.

Evade Fire:
On achieving 5th level, the ACS Trooper gains the ability to evade fire from all types of firearms while wearing an Armored Combat Suit. Once per round, when the Trooper would normally be hit by a shot or burst from a firearm, he may make a Reflex saving throw against a DC of 20. If the Trooper succeeds, the attack misses. The Trooper must be aware of the attack and not be caught flat-footed. Attempting to evade fire does not count as an action. A Trooper can use this ability a number of times per day equal to the character’s class levels in ACS Trooper.

Improved Critical:
On achieving 6th level, the ACS Trooper knows how to more effectively use his ACS weapon systems and has a better chance of inflicting significant damage with the suit or its weapon systems.
	The ACS Trooper’s Critical Threat range increases by one, when using the suit as a weapon or using ACS weapons systems while wearing/using the suit.

Haste:
On achieving 7th level, the ACS Trooper has the ability to push the suit to the limits of its abilities. A Trooper can use this ability a number of times per day equal to the character’s class levels that she has achieved beyond 6th level in ACS Trooper.
The ACS Trooper explodes into a burst of speed and a flurry of action. The effect lasts a number of rounds equal to the character’s class levels in ACS Trooper. (see PHB: Chapter 11 -- Haste for bonuses and effects).
In addition to the normal expenditure of energy caused by the increased number of actions the suit is performing, the suit’s normal energy usage is increased. When using this ability the suit uses one charge of energy per round, instead of the normal one charge of energy per hour.

ACS Grand Mastery:
On achieving 8th level, the ACS Trooper gains a +4 bonus on attack, damage, and Armor Class checks while wearing/using an Armored Combat Suit.

Fire Storm: 
On achieving 9th level, the ACS Trooper gains the Fire Storm ability. In lieu of his regular attacks, once per day the ACS Trooper can fire one shot or burst (if the weapon has burst-fire) with his ACS weapon systems while wearing/using the suit, at every target within range, to a maximum number of one target per level the character has attained in ACS Trooper. Each attack uses the ACS Trooper’s primary attack bonus, and each enemy may only be targeted by a single shot or burst. The ACS Trooper may not fire more shots or bursts than he has remaining ammunition or energy charges for his weapon.

Confirmed Critical Strike  
On achieving 10th level, the ACS Trooper gains the ability to automatically confirm a threat as a critical hit when attacking while using the suit as a weapon or using ACS weapon systems while wearing/using the suit, eliminating the need to make a check to confirm the critical hit/threat.

ACS Trooper pay-rate

Cash per Character Level:
Pay-rate per month is the trooper's Pay Grade at their time in service times ½ of the character’s class level in ACS Trooper. Time in service presents the total time the character has served on active duty or in the Reserves. Active Reservists get half pay and Inactive reservists do not receive any pay. 

Table: 14.4: Fleet Pay
			Time in Service
	Under	3-5	6-10	11-15	16-20	21-25	26-30	30+
Pay Grade	2 years	years	years	years	years	years	years	years
Private E-1	f 320	f 336	f 352	f 370	f 387	f 406	f 426	f 447
Private 1st Class E-2	f 470	f 492	f 516	f 541	f 570	f 596	f 625	f 656
Lance Corporal E-3	f 690	f 722	f 758	f 795	f 834	f 875	f 920	f 963
Corporal E-4	f 1,011	f 1,061	f 1,114	f 1,169	f 1,227	f 1,288	f 1,352	f 1,420
Sergeant E-5	f 1,490	f 1,563	f 1,641	f 1,723	f 1,810	f 1,900	f 1,993	f 2,092
Staff Sgt. E-6	f 2,196	f 2,305	f 2,420	f 2,541	f 2,670	f 2,801	f 2,941	f 3,090
Gunnery Sgt. E-7	f 3,242	f 3,404	f 3,574	f 3,752	f 3,939	f 4,135	f 4,341	f 4,560
1st Sgt E-8	f 4,785	f 5,024	f 5,275	f 5,540	f 5,814	f 6,104	f 6,410	f 6,730
Sgt. Major E-9	f 7,065	f 7,420	f 7,790	f 8,177	f 8,585	f 9,014	f 9,464	f 9,937
2nd Lieutenant O-1	f 10,450	f 10,972	f 11,520	f 12,096	f 12,700	f 13,335	f 14,000	f 14,700
1st Lieutenant O-2	f 15,435	f 16,206	f 17,016	f 17,866	f 18,759	f 19,696	f 20,680	f 21,714
Captain O-3	f 22,800	f 23,940	f 25,137	f 26,393	f 27,712	f 29,097	f 30,551	f 32,080
Major O-4	f 33,684	f 35,368	f 37,136	f 38,992	f 40,941	f 42,990	f 76,640	f 80,472
Lt. Colonel O-5	f 84,495	f 88,719	f 93,154	f 97,811	f 102,701	f 107,836	f 113,227	f 118,890
Colonel O-6	f 124,834	f 131,075	f 137,628	f 144,510	f 151,735	f 159,321	f 167,287	f 175,651
Brigadier  O-7	f 184,433	f 193,654	f 203,336	f 213,502	f 224,177	f 235,385	f 247,154	f 259,511
Major General O-8	f 272,486	f 286,110	f 300,415	f 315,435	f 331,206	f 347,766	f 365,154	f 383,411 
Lt. General O-9	f 402,581	f 422,710	f 443,845	f 466,037	f 489,340	f 513,807	f 539,497	f 566,471
General O-10	f 594,794	f 624,533	f 655,760	f 688,550	f 722,977	f 759,125	f 797,081	f 836,935

Table 14.5: Separate Rations Allowance
Personnel
Category	SepRats Allowance	Special
Officers	f 215 per month	Standard Rate.
Enlisted	f 315 per month	Standard Rate.
	f 345 per month	On base rations are not available.
All Grades	+f 100	Family Separation Ration Allowance

Table 14.6: Separate Housing Allowance/Basic Allowance for Quarters (BAQ)
Pay	BAQ (With	BAQ (without
Grade	Dependents)	Dependants
O-10	f 1,880	f 1,585
O-9	f 1,880	f 1,585
O-8	f 1,880	f 1,585
O-7	f 1,880	f 1,585
O-6	f 1,720	f 1,430
O-5	f 1,615	f 1,375
O-4	f 1,365	f 1,210
O-3	f 1,240	f 1,080
O-2	f 1,170	f 975
O-1	f 1,130	f 905
W-5	f 1,265	f 1,165
W-4	f 1,200	f 1,075
W-3	f 1,170	f 990
W-2	f 1,105	f 910
W-1	f 970	f 790
E-9	f 1,280	f 1,035
E-8	f 1,185	f 955
E-7	f 1,150	f 885
E-6	f 1,080	f 825
Table 14.6: Separate Housing Allowance/Basic Allowance for Quarters (BAQ) (Continued)
Pay	BAQ (With	BAQ (without
Grade	Dependents)	Dependants
E-5	f 965	f 745
E-4	f 835	f 645
E-3	f 760	f 605
E-2	f 780	f 575
E-1	f 820	f 500

Table 14.7: TDY Reimbursement Rates
TDY Allotment	Reimbursement 
Category 	Rate
Maximum Lodging	f 200
	Allotment
No Government	f 65
	Meals Rate
Proportional Meals	f 40
	Rate
Maximum Total TDY	f 260
	Pay Rate
Note: These Rates were put together after the U.S. General on the Galtech Staffing Project Team found out how much more them him the lowest private in the Fleet Strike units would make.

Equipment 
Note the issued equipment is not considered the character’s personal equipment, and he will not have access to it when not on active duty. So an Active or Inactive Fleet reserve ACS trooper would not be able to acquire access to a piece of ACS hardware normally, unless he had been reactivated/recalled to duty. In all of the Federation there is currently only one reported case of a person being able to afford the required permits and the price of an ACS suit. And that was only because the collective Indowy planetary clan leaders deemed the person worthy enough to receive the suit as a gift.

ACS 14.8: Trooper
	Base 
	Attack	Ref	Fort/Will	ACS AC	 
Level	Bonus	Save	Save	Bonus	Special 
1	+1	+2	+0	+0	ACS Skill 
2	+2	+3	+0	+1	Weapon Focus 
3	+3	+3	+1	+1	Improved Reaction 
4	+4	+4	+1	+2	ACS Mastery 
5	+5	+4	+1	+2	Evade Fire 
6	+6/+1	+5	+2	+3	Improved Critical 
7	+7/+2	+5	+2	+3	Haste 
8	+8/+3	+6	+2	+4	ACS Grand Mastery 
9	+9/+4	+6	+3	+4	Fire Storm 
10	+10/+5	+7	+3	+5	Confirmed Critical Strike

Fleet Recon Trooper
Note, a Fleet Recon Trooper is a Long Range Reconnaissance patrol specialist and not an ACS trooper. 
 
Class Requirements
	Base Attack Bonus: +3.
	Attributes: 	Con.	12.
		Dex.	10.
		Str.	10.
		Wis.	10.
	Skill: Hide 6 Ranks. Move Silent 6 Ranks.
	Feats: Endurance.

Class Features
	Abilities: Constitution, Dexterity, Strength and Wisdom. 
	Class Bonus Hit Points per level: +2. 
	Base Attack Bonus: +1 every two Fleet Recon Class Level’s attained. 
	Saving Throws: Good Ref Save. 
	Armor Class Bonus: +1 to AC every two levels. 
 
Class Skills
	Skill Point at Each Level: 6 + Int Modifier.
	Class Skills: See Table: 14.2 Acquiring Skills as a Prestige Class.  
	Weapon Proficiency: Fleet Recon Troopers are proficient with simple, martial, exotic, earth tech firearms and heavy weapons, with all GalTech personnel and ACS weapon systems. 
	Armor Proficiency: Light, Medium, Heavy unpowered armor, and GalTech Power Armor. 
 
Class features

Path Finder
On achieving 1st level, the Fleet Recon Trooper gains the ability to make a Survival check to  blaze a trail or hide his trail, allowing the Fleet Recon Trooper to perform Hide checks while move at a higher pace than would normally be allowed, while traveling through trackless terrain or when traveling over land. The DC of the check depends on the pace at which the Fleet Recon Trooper is traveling. The Fleet Recon Trooper must still make the Hide check when attempting to hide his trail and if the trooper failed the check,  the amount he failed the check by is used as a negative to the Hide check. 

Table 14.9: Pathfinding 
Pace	Blaze a	Hide a
		Trail DC	Trail DC
Walk 	20	25
Hustle	25	30
Run	30	35

If the Pathfinder check is successful and the Fleet Recon Trooper is traveling alone, his overland movement rate increases by two steps, from trackless to highway. If the Fleet Recon Trooper is leading a group, the improvement is only one step, from trackless to road (trail).
If the Fleet Recon is traveling alone and attempting to hide his trail, his overland movement rate is increased by one step, from trackless to road (trail). 

Tracking
On achieving 1st level, the Fleet Recon Trooper gains the Tracking skill if he does not already have it. If the Fleet Recon Trooper already has the skill, he has the option of adding another rank to it, or gaining a different skill in its place.

Evasion
On achieving 2nd level, the Fleet Recon Trooper gains the evasion ability. Whenever the Fleet Recon Trooper is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in the blast radius of a grenade), the Fleet Recon Trooper suffers no damage if he makes a successful saving throw. Evasion can only be used when wearing medium or light armor.

Favored Terrain
On achieving 2nd level, the Fleet Recon Trooper may select a type of terrain as a favored terrain. Due to his extensive training and experience in operating in this terrain, the Fleet Recon Trooper gains a +1 circumstance bonus to Hide, Knowledge (Nature), Listen, Move Silently, Navigation (Planetary), Spot, and Survival checks when using these skills in this type of terrain. When he is operating in his favored terrain, the Fleet Recon Trooper’s base speed is increased by 2 meters.
At 4th level and every two levels thereafter (6th, 8th, and 10th level), the Fleet Recon Trooper may select an additional favored terrain, and the bonus associated with every previously selected favored terrain goes up by +1. For example, a 10th level Fleet Recon Trooper will have four favored terrain’s, with bonuses of +4, +3, +2, and +1.

The following are possible types of favored terrain:
	Arctic: Cold, icy areas; includes tundra and glaciers.
	Aquatic: Fresh or saltwater.
	Desert: Any Dry area with sparse vegetation.
	Forest: Any are covered with trees.
	Hills: Any are with rugged but not mountainous terrain.
	Marsh: Low, flat, waterlogged areas; includes swamps.
	Mountains: Rugged, higher elevation than hills.
	Plains: Any fairly flat area that is not a desert, marsh, or forest; grasslands.
	Underground: Subterranean areas. 
Note: Any planetary terrain that varies substantially from terrestrial norms will require its own terrain classification, and must be picked separately as a favored terrain.

Situation Awareness
On achieving 3rd level, the Fleet Recon Trooper learns how to size up a situation and get the lay of the land. Situation Awareness provides a +4 circumstance bonus on spot checks and covers an area out to 100 meter per Fleet Recon Trooper level the character has attained (but not behind him unless the trooper is performing rear guard). The Fleet Recon Trooper can use this ability at the start of an encounter to look for obvious enemies, alarms, and surveillance devices, traps, escape routes, and any explosive device that can easily be concealed.

Anything not concealed can be spotted by the Fleet Recon Trooper’s Situation Awareness with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result. The GM must roll for the Situation Awareness check without informing the player of the actual result, rolled, just whatever information would be gleamed from the check in question.

Uncanny Dodge
On achieving 4th level, the Fleet Recon Trooper retains his Dexterity Bonus to Armor Class regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Armor Class if he is immobilized).
On achieving 6th level, the Fleet Recon Trooper can no longer be flanked; he can easily react to opponents on opposite sides of himself as easily as he can react to a single attacker.

Improved Tracking
On achieving 5th level, the Fleet Recon Trooper gains a +2 aptitude bonus to his Tracking checks, due to the highly intense level of Recon training that the trooper has undertaken at this point, in his career

Defensive Cover
On achieving 7th level, the Fleet Recon Trooper gains the ability to use cover to maximum advantage.
The Fleet Recon Trooper gains an additional +2 cover bonus to Armor Class and an additional +2 cover bonus on Reflex saves whenever he has one-quarter, one-half, three-quarters, or nine-tenths cover.

Skill Mastery
On achieving 7th level, the Fleet Recon Trooper selects a number of skills from his Fleet Recon class list equal to 3+ his Intelligence modifier. When making a check using one of these skills, the trooper gains a +2 aptitude bonus and may take 10 even if stress and distraction would normally prevent him from doing so. He becomes so accomplished in the use of these skills that he can use them reliably even under adverse conditions. 

Improved Evasion
On achieving 8th level, the Fleet Recon Trooper gains the improved evasion ability. Whenever the Fleet Recon Trooper is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in the blast radius of a grenade), the Fleet Recon Trooper suffers no damage if he makes a successful saving throw and only half damage if on a failed save. Evasion can only be used when wearing heavy or medium armor.

Improved Situation Awareness
On achieving 9th level the Fleet Recon Trooper’s ability how to size up a situation and get the lay of the land improves. Situation Awareness now provides a +8 circumstance bonus on spot checks and covers an area out to 100 meter per Fleet Recon Trooper level the character has attained (but not behind him unless the trooper is performing rear guard).

Without a Trace
On achieving 10th level, the Fleet Recon Trooper becomes so good at what he does that he leaves almost no trace behind when he uses any of the following skills: Balance, Climb, Demolitions, Disable Device, Escape Artist, Hide, and Move Silently. Anyone using Investigate, Listen, Search, or Spot to detect the Fleet Recon Trooper’s activity take an additional -4 penalty. 

Fleet Recon pay-rate per Character Level

Cash per character level
Pay-rate per month is the trooper's Pay Grade at their time in service times ½ of the character’s class level in Fleet Recon Trooper. Time in service represents the total time the character has served on active duty or in the Reserves. Active Reservists get half pay and Inactive reservists do not receive any pay. 

Table 14.10: Fleet Pay
			Time in Service
	Under	3-5	6-10	11-15	16-20	21-25	26-30	30+
Pay Grade	2 years	years	years	years	years	years	years	years
Private E-1	f 320	f 336	f 352	f 370	f 387	f 406	f 426	f 447
Private 1st Class E-2	f 470	f 492	f 516	f 541	f 570	f 596	f 625	f 656
Lance Corporal E-3	f 690	f 722	f 758	f 795	f 834	f 875	f 920	f 963
Corporal E-4	f 1,011	f 1,061	f 1,114	f 1,169	f 1,227	f 1,288	f 1,352	f 1,420
Sergeant E-5	f 1,490	f 1,563	f 1,641	f 1,723	f 1,810	f 1,900	f 1,993	f 2,092
Staff Sgt. E-6	f 2,196	f 2,305	f 2,420	f 2,541	f 2,670	f 2,801	f 2,941	f 3,090
Gunnery Sgt. E-7	f 3,242	f 3,404	f 3,574	f 3,752	f 3,939	f 4,135	f 4,341	f 4,560
1st Sgt E-8	f 4,785	f 5,024	f 5,275	f 5,540	f 5,814	f 6,104	f 6,410	f 6,730
Sgt. Major E-9	f 7,065	f 7,420	f 7,790	f 8,177	f 8,585	f 9,014	f 9,464	f 9,937
2nd Lieutenant O-1	f 10,450	f 10,972	f 11,520	f 12,096	f 12,700	f 13,335	f 14,000	f 14,700
1st Lieutenant O-2	f 15,435	f 16,206	f 17,016	f 17,866	f 18,759	f 19,696	f 20,680	f 21,714
Captain O-3	f 22,800	f 23,940	f 25,137	f 26,393	f 27,712	f 29,097	f 30,551	f 32,080
Major O-4	f 33,684	f 35,368	f 37,136	f 38,992	f 40,941	f 42,990	f 76,640	f 80,472
Table 14.10: Fleet Pay (Continued)
			Time in Service
	Under	3-5	6-10	11-15	16-20	21-25	26-30	30+
Pay Grade	2 years	years	years	years	years	years	years	years
Lt. Colonel O-5	f 84,495	f 88,719	f 93,154	f 97,811	f 102,701	f 107,836	f 113,227	f 118,890
Colonel O-6	f 124,834	f 131,075	f 137,628	f 144,510	f 151,735	f 159,321	f 167,287	f 175,651
Brigadier  O-7	f 184,433	f 193,654	f 203,336	f 213,502	f 224,177	f 235,385	f 247,154	f 259,511
Major General O-8	f 272,486	f 286,110	f 300,415	f 315,435	f 331,206	f 347,766	f 365,154	f 383,411 
Lt. General O-9	f 402,581	f 422,710	f 443,845	f 466,037	f 489,340	f 513,807	f 539,497	f 566,471
General O-10	f 594,794	f 624,533	f 655,760	f 688,550	f 722,977	f 759,125	f 797,081	f 836,935

Table 14.11: Separate Rations Allowance
Personnel
Category	SepRats Allowance	Special
Officers	f 215 per month	Standard Rate.
Enlisted	f 315 per month	Standard Rate.
	f 345 per month	On base rations are not available.
All Grades	+f 100	Family Separation Ration Allowance

Table 14.12: Separate Housing Allowance/Basic Allowance for Quarters (BAQ)
Pay	BAQ (With	BAQ (without
Grade	Dependents)	Dependants
O-10	f 1,880	f 1,585
O-9	f 1,880	f 1,585
O-8	f 1,880	f 1,585
O-7	f 1,880	f 1,585
O-6	f 1,720	f 1,430
O-5	f 1,615	f 1,375
O-4	f 1,365	f 1,210
O-3	f 1,240	f 1,080
O-2	f 1,170	f 975
O-1	f 1,130	f 905
W-5	f 1,265	f 1,165
W-4	f 1,200	f 1,075
Pay	BAQ (With	BAQ (without
Grade	Dependents)	Dependants
W-3	f 1,170	f 990
W-2	f 1,105	f 910
W-1	f 970	f 790
E-9	f 1,280	f 1,035
E-8	f 1,185	f 955
E-7	f 1,150	f 885
E-6	f 1,080	f 825
E-5	f 965	f 745
E-4	f 835	f 645
E-3	f 760	f 605
E-2	f 780	f 575
E-1	f 820	f 500

Table 14.13: TDY Reimbursement Rates
TDY Allotment	Reimbursement 
Category 	Rate
Maximum Lodging	f 200
	Allotment
No Government	f 65
	Meals Rate
Proportional Meals	f 40
	Rate
Maximum Total TDY	f 260
	Pay Rate
Note: These Rates were put together after the U.S. General on the Galtech Staffing Project Team found out how much more them him the lowest private in the Fleet Strike units would make.

Table 14.14: Fleet Recon
	Base
	Attack	Ref	Fort/Will	AC
Level	Bonus	Save	Save	Bonus	Special 
1	+0	+2	+0	+0	Path Finder, Tracking 
2	+1	+3	+0	+1	Evasion, Favored Terrain 
3	+1	+3	+1	+1	Situation Awareness 
4	+2	+4	+1	+2	Uncanny Dodge, Favored Terrain 
5	+2	+4	+1	+2	Improved Tracking 
6	+3	+5	+2	+3	Uncanny Dodge (cannot be  
					flanked), Favored Terrain 
7	+3	+5	+2	+3	Defensive Cover, Skill Mastery 
8	+4	+6	+2	+4	Improved Evasion, Favored Terrain 
9	+4	+6	+3	+4	Improved Situation Awareness 
10	+5	+7	+3	+5	Without a Trace, Favored Terrain 

Cyberpunk

Class Requirements
	Base Attack Bonus: +3.
	Attributes: 	Cha.	12.
		Con.	10.
		Dex.	10.
		Str.	10.
		Wis.	10.
	Skill: Disguise 6 Ranks. Hide 6 Ranks. Move Silent 6 ranks.
	Feats: Endurance.

Class Features
	Abilities: Charisma, Constitution, Dexterity, Strength and Wis. 
	Class Bonus Hit Points per level: +2. 
	Base Attack Bonus: +1 every two Cyberpunk Class Level’s attained. 
	Saving Throws: Good Ref Save. 
	Armor Class Bonus: +1 to AC every two levels.
Class Skills
	Skill Point at Each Level: 6 + Int Modifier.
	Class Skills: See Table: 14.2 Acquiring Skills as a Prestige Class.  
	Weapon Proficiency: Cyberpunk’s are proficient with simple, martial, and exotic earth tech firearms.  
	Armor Proficiency: Light, Medium and Heavy unpowered armor. 

Class features

Tracking
On achieving 1st level, the Cyberpunk gains the Tracking skill if he does not already have it. If the Cyberpunk already has the skill, he has the option of adding another rank to it, or taking a different skill in its place.

Knowledge: Darhel
On achieving 1st level, the Cyberpunk gains limited access to the group's database on Darhel activities on earth and on planets where fleet units are stationed. This knowledge skill comes from intense surveillance on the part of the Cyberpunk resistance group, against the Darhel and their human service. While the group’s information is not always accurate, it is far more in depth than any group outside of the Bane Sidhe.

Evasion:
On achieving 2nd level, the Cyberpunk gains the evasion ability. Whenever the Cyberpunk  is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in the blast radius of a grenade), the Cyberpunk  suffers no damage if he makes a successful saving throw. Evasion can only be used when wearing medium or light armor.

Uncanny Computer Aptitude
On achieving 2nd level, the Cyberpunk gains access to the advanced computer training that the group provides. The Cyberpunks are in, general and as group, some of the most skilled hackers on the planet (allowing for the fact that they generally only select from the physically fit). Although they are known having to exempted members who would not have been able to meet their original physical fitness standards, from when they were an elite branch of the special operations community. They insure that all of their personnel are well versed in the intricacies of Earth, Posleen, and GalTech computers as much as they are able to, that is.  This gives cyberpunks a +2 aptitude bonus on Computer Use, and Research skill checks. 
On achieving 4th level, the Cyberpunk aptitude bonus to Computer Use and Research checks increases to a +4 aptitude bonus.

Situation Awareness
On achieving 3rd level, the Cyberpunk learns how to size up a situation and get the lay of the land. Situation Awareness provides a +4 circumstance bonus on spot checks and covers an area out to 100 meter per Cyberpunk level the character has attained (but not behind him unless the trooper is performing rear guard). The Cyberpunk can use this ability at the start of an encounter to look for obvious enemies, alarms, and surveillance devices, traps, escape routes, and any explosive device that can easily be concealed.
Anything not concealed can be spotted by the Cyberpunk’s Situation Awareness with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result. The GM must roll for the Situation Awareness check without informing the player of the actual result, rolled, just whatever information would be gleamed from the check in question.

Bonus Feat
On achieving 3rd level, the Cyberpunk gains a bonus feat and every odd Cyberpunk level after that (5th, 7th, and 9th level).

Uncanny Dodge
On achieving 4th level, the Cyberpunk retains his Dexterity Bonus to Armor Class regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Armor Class if he is immobilized).
On achieving 6th level, the Cyberpunk can no longer be flanked; he can easily react to opponents on opposite sides of himself as easily as he can react to a single attacker.
Improved Tracking
On achieving 5th level, the Cyberpunk gains a +2 aptitude bonus to his Tracking checks due to the highly intense level of Recon training that the trooper has undertaken at this point in his career

Feat Training
On achieving 6th level, the Cyberpunk gains the ability to ignore one of the prerequisites for a feat, when he takes a new feat. For example, a cyberpunk decides he wants to learn the sniper feat. Upon review, he notes that he has the Wisdom and Far Shot feat and 5 ranks in Hide, but he does not have the Improved Far Shot feat. Feat Training allows him to ignore the Improved Far Shot prerequisite. This represents the organizations vast skill base and the fact they have to make do, because they are hunted both by the U.S. Government and the Darhel.

Skill Mastery
On achieving 7th level, the Cyberpunk selects a number of skills from his Fleet Recon class list equal to 3+ his Intelligence modifier. When making a check using one of these skills, gains a +2 aptitude bonus and the trooper may take 10 even if stress and distraction would normally prevent him from doing so. He becomes so accomplished in the use of these skills that he can use them reliably even under adverse conditions. 

Improved Evasion
On achieving 8th level, the Cyberpunk gains the improved evasion ability. Whenever the Cyberpunk is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in the blast radius of a grenade), the Cyberpunk suffers no damage if he makes a successful saving throw and only half damage if on a failed save. Evasion can only be used when wearing heavy or medium armor.

Improved Situation Awareness
On achieving 9th level the Cyberpunk’s ability how to size up a situation and get the lay of the land improves. Situation Awareness now provides a +8 circumstance bonus on spot checks and covers an area out to 100 meter per Cyberpunk level the character has attained (but not behind him unless the trooper is performing rear guard). 

Without a Trace
On achieving 10th level, the Cyberpunk becomes so good at what he does that he leaves almost no trace behind when he uses any of the following skills: Balance, Climb, Demolition’s, Disable Device, Escape Artist, Hide, and Move Silently. Anyone using Investigate, Listen, Search, or Spot to detect the Fleet Recon Trooper’s activity take an additional -4 penalty. 

Danger Sense
On achieving 10th level, the Cyberpunk becomes so sensitive to the little things that show that there is something wrong with a given situation, due to being one of the most wanted people on a planet, that he gains the ability to sense danger before the situation fully materializes. A number of rounds equal to the character’s class levels in Cyberpunk, before the situation in question would be triggered, the GM rolls a Wisdom Check against a DC of 20 for the Cyberpunk in question, and every round up tell the actual situation either happens or the Cyberpunks succeeds in the check, unless the Cyberpunk botches one of the checks instead of just failing it.

Table 14.15: Cyberpunk
	Base
	Attack	Ref	Fort/Will	AC	 
Level	Bonus	Save	Save	Bonus	Special 
1	+0	+2	+0	+0	Tracking, Knowledge Darhel 
2	+1	+3	+0	+1	Evasion, Uncanny Computer 
					Aptitude 
3	+1	+3	+1	+1	Situation Awareness, Bonus Feat 
4	+2	+4	+1	+2	Uncanny Dodge, Uncanny 
					Computer Aptitude
5	+2	+4	+1	+2	Improved Tracking, Bonus Feat 
6	+3	+5	+2	+3	Uncanny Dodge (cannot be  
					flanked), Feat Training 
7	+3	+5	+2	+3	Skill Mastery, Bonus Feat 
8	+4	+6	+2	+4	Improved Evasion 
9	+4	+6	+3	+4	Improved Situation Awareness,  
					Bonus Feat
10	+5	+7	+3	+5	Without a Trace, Danger Sense 

Copyright Notice The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof;  the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright 2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 15: Adventuring and Campaign Ideas
This chapter contains no open content.

	It is the year 2015.
	The war is officially over on Earth.
	The Fleet finally arrived and raised the siege of Earth. The task force reduced the Posleen presence and installed an orbital battle system that engages and destroys any large concentrations of Posleen. The surface of the Earth, however, remains mostly uninhabited and, in areas, badly scarred.
	Yet riches abound for those bold enough to go scavenge them.  These riches include weapons, materials, minerals, information, ships, and more. 
	Many dangers remain in your path.

Campaign ideas

	There will be some secure human areas.
	There will be vast stretches of land that were previously held by the Posleen, in which there will be scattered small Posleen groups.
	Thus most characters will be looking for:
		Remnant Posleen technology.
		Remnant Aldenata technology.
		Items that have been lost to the Posleen and are now possibly recoverable
		General salvage.

	Characters can also consider establishing wilderness stations and/or new settlements as part of the process of regaining control of the surface.

The characters will have problems with:
	Posleen
	Wildlife, both native and extraterrestrial; feral domestic animals
	Other adventurer groups who are after the same stuff
	Bandits and raiders
	Military and government restrictions and regulations
	Those who don't want the surface recovered. These are both Darhel-controlled entities and environmentalist entities (sometimes one and the same.) This will become increasingly more likely as the characters become more powerful and noticeable.

	All of this ignores urban adventures in both surface cities and the Sub-Urbs, as well as the various real combat scenarios available.

	The first question to ask, regardless of what scenarios are being played out (as illustrated below) is, "What situation are the Earth forces and civilians in at this time?" That will then dictate what they would and would not be attempting to do, by and large. From that point, it is easier to see what goals both the military and any freelancers might have. After that, any scenario falls right into place.
 
Here are several suggested motives:
	Survival for the folks back home (need that power plant, etc.)
	Wealth - personal and community (need to attract trade)
	Communication with long-lost relatives - this could be a lucrative business or a political rebuilding business as in 'The Postman'
	Political rebuilding - whether for ambition or patriotic reasons
	New 'age of exploration' -- having sponsors fund exploration parties for their own reasons, and the characters picking & choosing things to build up their own explorer prestige
	Rescue of collapsing town/SubUrb -- possibly with hidden goals (rescue the Senator's son or find the expert)
	Guard trade caravan between ring of places that are starting to prosper, some which aren't but are on the way
	Military campaign to clear any remaining Posleen from an area
	What happened in the GM's favorite place/vacation spot (These will surely happen; please include a plot along with the scenery.)

Guidelines
	This RPG is currently set up for Earth-based campaigns. Later versions (if there are any) might include source material for Diess, Barwhon, or other off-planet settings.
	In areas fully assimilated  by the Posleen, the only structures left standing are those that the Posleen considered odd, different or special. All cash machines, banks, safe deposit boxes, jewelry stores, etc., have been smashed flat and/or looted already.
	Note: Viewpoint characters from the Legacy of the Aldenata book series (Mike O'Neal, Gen. Horner, Shari, etc.) may be used in cameo roles only. A party might have Wendi as their contact, but she would not go on the adventure with them.
	Note: Any personnel mustered out of Fleet Strike will be processed through and discharged at Fleet Strike Headquarters in Fredericksburg, VA, U.S.

Scenario 1 (beginning players and characters, or advanced players and beginning characters)
Immediately post-Hell's Faire

	For the last decade, you have lived underground, with the only news of what has happened coming from official releases and wildly varying rumors.  You really don't know which, if either, are closer to the truth.
	Now the SubUrb you live in is failing. The hydrophonic farms just don't seem to produce enough food.  Brown-outs are a regular feature of your life. Medical supplies are limited, their use restricted.  Clothes, weapons, ammo -- nothing is available.
	You and your friends have talked about it, argued over it with others. You have to to get out. You have to see what's left. If you can't find food and supplies, your family and friends will starve. But it's just going to be you few. No one else is willing to leave the Safe Zone.   

	Once you have your team assembled, your first chore is quite simple. Get out of the SubUrb. It really shouldn't be that difficult. The guards are a joke; the security cameras only function part of the time.  But you have no weapons other than what you can find in the SubUrb -- a weapon-free zone since it was built. Any weapons there might be are in the armory, which is in a still-functional security area, right next to the guards' living quarters, near the main exit.
	You have managed to fashion backpacks or some other type of carrying device.  Your friends and you have managed to beg, borrow, or steal a three-day supply of food and water. Other than that, you have a few bandages, and your determination.
	If you can get into the armory, you might find functional weapons. If you find them, maybe you can find ammunition for them, and figure out how to use them. If you can get into and out of the armory without getting caught. Then you must exit the SubUrb without getting caught. If you do get caught, you will be sent to Medical, judged Anti-social, and locked down in confinement. Don't get caught.*

	Once you make it Outside -- if you make it Outside -- then the fun really begins. Better watch your step. Not only is Outside in even worse shape than where you were before, but you might run into all kinds of other problems. From government forces that might be slightly upset with a band of armed civilians roaming around, to feral Posleen in remote areas, to an oolt of Posleen still under the direction and control of a God King. And some people like the fact that the surface has been cleared of "human infestation," and don't want to see it reinfested. They might be people you argued with your SubUrb. They might have followed you. There will also be other bands, similar to yours, looking for the same things you are, and who says they'll be willing to cooperate. They may think your stuff would make a pretty good haul. Hey, maybe theirs would, too.

	Some of the country you will have to cross will be barren, blasted, and scarred wasteland, depopulated. Some will be recently fought over, and possibly radioactive.  There will be few bridges left across any rivers, roads could be deadly, and the remains of cities or Posleen fiefdoms might be treasure troves or death traps.
	During your explorations, you might have to deal with humans, Darhel, Posleen, Indowy, Himmit, and more. Dangerous animals -- from Earth and off-planet -- poisons, radiation, lack of food and water . . . so many, many ways to die. Oh, but there are treasures out there, just waiting to be found. Weapons and tools of human and Posleen manufacture, Galactic technology, minerals, energy sources. Starships. Possibly most important of all, information.
	But beware . . . Here Be Dragons.

	Good Luck.

*[GM suggestion -- beginning players: make this a fairly simple task, with no more than a 20% chance of failure]
*[GM suggestion -- advanced players: this could be a difficult task that the players must plan in detail and use their heads to overcome. It could also set up any combat-types in the group as pure novices, no weapons experience, no training. Everything must be found, learned, earned.]

Scenario 2 (experienced players and low- to mid-level characters)
Sometime after Hell's Faire

	Things have gotten way better than they were during the war. Production has shifted more and more to either letting the Indowy build it or building it with robots. Coupled with the "payments" for the use of Fleet personnel by the Galactics, humans on Earth can now live in Urbs and have a decent lifestyle without having to do much of anything. Lotus eaters, unite!
	On the surface, things are tougher. There are the areas that were totally Posleen in which there are now no organized groups, but there are still large numbers of ferals. There are also secondary species that are parasitic on those Posleen that survive. They're also a real pain in the tail for any humans in the area. Even in the Urbs it isn't uncommon to hear, "You got yourself in a grat's nest with that stunt!" And with the withdrawal of the Fleet defense forces, feral Posleen have started creeping into the "safe" areas. Still, some people have started reestablishing communities. Others have given up and gone underground.
	The ebb and flow goes from Urbs to surface and back. There are big riches to be had in the "outlands," but safety is in the Urbs.

	Safe is one thing. Being bored out of your gourd is another. What the hey. You've got some cash, even a few FedCreds from helping out that Indowy, and you've heard that a new settlement a few counties over would really pay to have some of the clothes that the fabers in the Urb are turning out cheap as dirt. A farming settlement. Even with the robots turning out stuff these days, the quality of food in the Urb hasn't gone up that much. Get there early, you could corner the market for their harvest. And with them being right on the coast, they might even know someone who could bring in some coffee. Whoa. That would go over real nice! Your source also said the settlement had been having trouble with ferals. Those FedCreds would cover the cost of a few sets of Threat III armor -- your Indowy buddy might even be able to hook you up with some military-grade weapons and ammo. Those armpit-of-nowhere militia would probably go nuts trying to snap them up.
	Yeah, but if they're having trouble with ferals, it stands to reason that you'll have trouble with them, too, if you head out that way. Huh. Gonna need some muscle. Maybe not just for the trip, either. Depending on how desperate those people are for what you'd be bringing them. . . . Maybe Reg and his boys would like a little road trip.
	They've run caravans before. They're not cheap, and the caravans didn't always get through. In fact, a couple times, Reg wound up in front of a judge on suspicion. Nothing ever came of it, though, and you've never had any problem with them. They know you're good for a tip or a line on some choice items. The question is, are they going to be interested in running your caravan out into the back of beyond?
	And if they are, is old man Zeitz going to have the pack mules to get you there and back? No way can you afford trucks, not and keep Reg and his boys in gasoline for their bikes.
	First things first. Go see how much your goods are going to cost. You might have to grease a few palms to get further ahead on the waiting list. Lots of places need clothes. And you'll need to talk to that Indowy and see what sort of connections he has. Or is it a she? Maybe an it? And you thought the porn channel had some weird combinations!
	So your problems, in order, are to find out what trade goods you can get, how long it will take to get them, what you can use to transport them, whether you can hire a known guard force to get you and them over there (and watch your back when you do get there). Maybe you'll need maps -- there'd been lots of fighting in that area. Bridges probably won't have been rebuilt yet, and the roads, if any, might not remain intact enough for even mules to travel.
	Then you have to get there. Your contact's pretty reliable, but who knows where he got his information or who else might have heard it. Could be someone even shadier than Reg and his gang, and they might be waiting for the first trader sharp enough (or dumb enough) to try to reach the settlement. And there are the ferals the settlement's having trouble with. "Feral" covers such a wide range of hazards. Could be random loners. Could be a young God-king starting up an oolt. For that matter, it could be an old God-king who wasn't splattered when the Fleet came and pasted all his buddies into oblivion. You won't know until you know.
	Nor will you know -- until you know -- whether your contact's information was accurate. The settlement might not even be there. There have been plenty of times that a rumor flew ahead of reality. Someplace that was planned never got settled, or they were wiped out right after they got things set up. If the settlement isn't there, you might wind up paying Reg and his boys off with the body armor and any weapons you got, and be left standing on a Posleen-infested beach with a string of rented mules and several hundred pounds of clothes.
	If the settlement is there, you might cut a good deal, find out they're all charity cases, or wind up trying to fight your way out after they find out what you have. What you thought was opportunity knocking at the door could just as easily be you knocking on Death's door with your feet glued to the porch.
	So, say the settlement's there, you don't die on the way, and they don't try to rob you. It's only early summer. Whatever they have in the way of produce might not cover the cost of the goods you brought. So you're going to have to deal in options. Pain in the tail. Especially with a group so new they don't have any trade, yet. And there's another risk -- what if another trader gets there before you? There you are, standing on the beach again with your high-ticket items used to pay off your guards.
	But still . . . if it works out the way it should, you ought to be able to cut a deal sweet enough to set you up until next spring!

Copyright Notice The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other  material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright ©2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Chapter 16: Treasures and Rewards

Experience Points
	Experience Points represent how much your character has learned, by going through a trying time, through classroom experience, or on the job. There are several different experience point awards that characters can earn. The different types of Experience Awards are listed below:

Player Action/Behavior reward: These rewards encourage players to either play smarter or in character more often.

Table 16.1: Player Action/Behavior Award
Action/Behavior	Award
Playing within the Character description as 	100 XP times the character’s level.
	given to the GM when the character was made.	
Pulled off a Clever ruse.	100 XP times the average 
			Character’s level in the party.
The player did something that was unexpected by the	100 XP times the character’s level.
	GM, but that either the GM or the other players	
	considered outstanding/spectacular. 
The players used their wits in order to avoid a fight.	50 XP times the average
			Character’s level in the party.
The party formulated an ingenious plan to overcome	50 XP times the average
	a problem.		Character’s level in the party.
The party did something that was unexpected by	50 XP times the average
	the GM, but never the less was impressive.		Character’s level in the party.
Sabotaged enemy vehicle’s or equipment before fleeing	25 XP times the average
	when the party cannot overcome the current situation.		Character’s level in the party.
The party successfully broke contact with superior	25 XP times the average
	forces (when compared to the party in question).		Character’s level in the party.
The party is taking careful precautions against detection.	25 XP times the average
			Character’s level in the party.
A player did something that the GM thinks was clever.	25 XP times the character’s level.

Encounter (the adjusted CR is greater than 2 levels	75 XP times the average
	lower than the average Character’s level of the party.		Character’s level in the party.
Encounter (the adjusted CR is 1 to 2 levels lower	150 XP times the average
	than the average Character’s level of the party.		Character’s level in the party.
Encounter (the adjusted CR is equal to the average 	300 XP times the average
	Character’s level of the party.		Character’s level in the party.
Encounter (the adjusted CR is 1 to 2 levels higher	450 XP times the average
	than the average Character’s level of the party.		Character’s level in the party.
Encounter (the adjusted CR is greater than 2 levels 	600 XP times the average
	higher than the average Character’s level of the party.		Character’s level in the party.

Table 16.2: Encounter Adjusted Challenge Rating.
Adjusted	Challenge Rating for Multiple Threats
Challenge 				Five	Seven	Ten to	Same	Mixed
Rating	One	Two	Three	Four	or Six	to Nine	Twelve	Pair	Pair
	1	1-2	½	1/3	¼	1/6	1/8	1/8	½	½ + 1/3
	2	2-3	1	½	1/3	¼ 	1/6	1/8	1 	1 + ½
	3	3-4	1-2	1	½	1/3	¼ 	1/6	1	2 + 1
	4	4-5	2	1-2	1 	½ 	1/3	¼ 	2	3 + 1
	5	5-6	3	2	1-2	1	½	1/3	3	4 + 2
	6	6-7	4	3	2	1-2	1	½	4	5 + 3
	7	7-8	5	4	3	2	1	½	5	6 + 4
	8	8-9	6	5	4	3	2	1	6	7 + 5
	9	9-10	7	6	5	4	3	2	7	8 + 6
	10	10-11	8	7	6	5	4	3	8	9 + 7
	11	11-12	9	8	7	6	5	4	9	10 + 8
	12	12-13	10	9	8	7	6	5	10	11 + 9
	13	13-14	11	10	9	8	7	6	11	12 + 10
	14	14-15	12	11	10	9	8	7	12	13 + 11
	15	15-16	13	12	11	10	9	8	13	14 + 12
	16	16-17	14	13	12	11	10	9	14	15 + 13
	17	17-18	15	14	13	12	11	10	15	16 + 14
	18	18-19	16	15	14	13	12	11	16	17 + 15
	19	19-20	17	16	15	14	13	12	17	18 + 16
	20	20+	18	17	16	15	14	13	18	19 + 17

Groups Larger than Twelve: When dealing with groups larger than twelve and not using the massed combat rules, treat each group of Ten to Twelve as a Same Pair or Mixed Pair grouping.
Posleen formed units: A God King and his Oolt are treated as a mixed pair. If the God King's Oolt is larger than twelve (and in most situations it will be), use the above guidelines for Groups Larger than Twelve, and the treat the God king and his Oolt as a Mixed Pair after adjusting for the total of the Oolt.
Same Pair: This column show what generally follows the guideline as stated in the DMG that any pair of creatures/threats with the same CR constitute an adjusted Cr of +2 to the base CR.
Mixed Pair: This column show what combination of CR levels are required to get the Adjusted CR of that level. If one of the creatures is of a lower Cr are than that listed ignore the creature with a lower CR as far as the Adjusted CR is concerned.

The Adventure Length award
Represents the overall complexity of any one adventure, will be the second-most predominant award given when not in combat, right after the Player Action/Behavior reward. The actual XP award depends on the length of the adventure and the average level of the participating characters. Multiply the base experience point awards listed below by the average level of the participating characters, and then divide it evenly among the characters participating in the adventure.

Table 16.3: Adventure Length Experience Point Award
Adventure	Experience Point
Length	Award
Short (1-2 sessions) 	500 xp.
Medium (3-4 sessions)	1,000 xp.
Long (5-6 sessions)	2,000 xp

The Adventure Difficulty Award Adjustment table is intended to be used by the GM to adjust the above two Experience Awards to reflect the overall difficulty level of an adventure.

Table 16.4: Adventure Difficulty Award Adjustment
Difficulty	XP Modifier	Example
Trivial	x1/4	The characters could have completed the adventure in 
			their sleep.
Minor	x1/2	The worst that might have happened is a character 
			lost the keys to their vehicle.
Average	x1	A few characters may have been injured, or the party 
			ran into some other fairly minor difficulty in getting 
			the job done.
Hard	x1.5	There were a couple of times during the course of 
			events that posed real challenges for the characters to 
			overcome.
Difficult.	x2	One or more of the characters was seriously injured, 
			died, or other major difficulties were run into during 
			the adventure.
Impossible	x3	The characters barely survive the ordeal; those still 
			standing are in a state of shock.

The Work and Schooling Award 
	Represents time between game sessions or when a character or characters are unable to adventure as a group due to injury, when they are working to earn needed cash, or schooling.

Table 16.5: Work and School Experience Point Award
Per Week	Experience Pint Award
Full-time work or school. As long as the character is	20 XP per week.
	spending the majority of their time using the skill/feat 
	for gainful purposes or learning a skill or feat during a 
	given week, he is considered to be working or going to 
	school full-time for that week.	
Part-time work or school. As long as the character	10 XP per week.
	spends at least 20 hours using the skill/feat for gain full	 
	purposes or learning a skill or feat during a given 
	week, he is considered to be working or going to 
	school full-time for that week.
Not Working or going to school. If a character is 	5 XP per week.
	specifically on military leave, vacation, medical 
	recovery or otherwise does not use his skills or feat for 
	a monetary or learning purpose he is considered to not 
	be working or going to school.

	The rules handling character advancement are covered in the Player's Handbook and DMG. The actual effects will be adjusted by the Class Descriptions listed in LotA Chapter 5: Classes and LotA Chapter 14: Starting at Higher Levels, as well as any specific adjustments mentioned in LotA Chapter 3: Character Creation. 

Treasure
	The following rules, descriptions and tables govern any loot or treasure (in the old parlance) found by the party on bodies, in camps, or underground bases.
f = Federation Credits.  $ = US dollars.

Table 16.6: Treasure Values per Encounter
Encounter 	Treasure
Level	per Encounter
1	$6,000 or f 30 
2	$12,000 or f 60 
3	$18,000 or f 90 
4	$24,000 or f 120 
5	$32,000 or f 160 
6	$40,000 or f 200 
7	$52,000 or f 260 
8	$68,000 or f 340 
9	$90,000 or f 450 
10	$116,000 or f 580 
11	$150,000 or f 750 
12	$196,000 or f 980 
13	$260,000 or f 1,300 
14	$340,000 or f 1,700 
15	$440,000 or f 2,200 
16	$560,000 or f 2,800 
17	$720,000 or f 3,600 
18	$940,000 or f 4,700 
19	$1,220,000 or f 6,100 
20	$1,600,000 or f 8,000 

Table 16.7: Human Treasure
Encounter
Level	d%	 Money	d%	Goods	d%	Items
1st	01-14	-	01-90	-		01-71	-
	15-29	$ 1d6x20 	91-95	1gem	72-95	1 mundane
	30-52	$ 1d8x20 	96-100	1 art	96-100	1 minor 
	53-95	$ 2d8x20 
	96-100	f 1d4
2nd	01-13	-	01-81	-	01-49	-
	14-23	$ 1d10x20	82-95	d3 gems	50-85	1 mundane
	24-43	$ 2d10x20	96-100	1d3 art	86-100	1 minor 
	44-95	$ 4d10x20
	96-100	f 2d8 
3rd	01-11	-	01-77	-	01-49	-
	12-21	$ 2d10x20	78-95	1d3 gems	50-79	1d3 mundane
	22-41	$ 4d8x20	96-100	1d3 art	80-100	1 minor
	42-95	$ 1d4x200
	96-100	f 1d10 
4th	01-11	-	01-70	-	01-42	-
	12-21	$ 3d10x20	71-95	1d4 gems	43-62	1d4 mundane
	22-41	$ 4d12x200	96-100	1d3 art	63-100	1 minor
	42-95	$ 1d6x200
	96-100	f 1d8

Table 16.7: Human Treasure (Continued)
Encounter
Level	d%	 Money	d%	Goods	d%	Items
5th	01-10	-	01-60	-	01-57	-
	11-19	$ 1d4x200	61-95	1d4 gems	58-67	1d4 mundane
	20-38	$ 1d6x200	96-100	1d4 art	68-100	1d3 minor
	39-95	$ 1d8x200 
	96-100	f 1d10
6th	01-10	-	01-56	-	01-54	-
	11-18	$ 1d6x200	57-92	1d4 gems	55-59	1d4 mundane
	19-37	$ 1d8x200	93-100	1d4 art	60-99	1d3 minor
	38-95	$ 1d10x200	100	1 medium 
	96-100	f 1d12
7th	01-11	-	01-48	-	01-51	-
	12-18	$ 1d10x200	49-88	1d4 gems	52-97	1d3 minor
	19-35	$ 1d12x200	89-100	1d4 art	98-100	1 medium
	36-93	$ 2d6x200
	94-100	f 3d4
8th	01-10	-	01-45	-	01-48	-
	11-15	$ 1d12x20	46-85	1d6 gems	49-96	1d4 minor
	16-29	$ 2d6x200	86-100	1d4 art	97-100	1 medium
	30-87	$ 2d8x200 
	88-100	f 3d6 
9th	01-10	-	01-40	-	01-43	-
	11-15	$ 2d6x200	41-80	1d8 gems	44-91	1d4 minor
	16-29	$ 2d8x200	81-100	1d4 art	92-100	1 medium 
	30-85	$ 5d4x200 
	86-100	f 2d12
10th	01-10	-	01-35	-	01-40	-
	11-24	$ 2d10x200	36-79	1d8 gems	41-88	1d4 minor
	25-79	$ 6d4x200	80-100	1d6 art	89-99	1 medium
	80-100	f 5d6			100	1 major
11th	01-08	-	01-24	-	01-31	-
	09-14	$ 3d10x200	25-74	1d10 gems	32-84	1d4 minor
	15-75	$ 4d8x2,000	75-100	1d6 art	85-98	1 medium
	76-100	f 4d10			99-100	1 major 
12th	01-08	-	01-17	-	01-27	-
	09-14	$ 3d12x200	18-70	1d10 gems	28-82	1d6 minor
	15-75	$ 1d4x2,000	71-100	1d8 art	83-97	1 medium
	76-100	f 1d4x10			98-100	1 major 
13th	01-08	-	01-11	-	01-19	-
	09-75	$ 1d4x2,000	12-66	1d12 gems	20-73	1d6 minor
	76-100	f 1d10x10	67-100	1d10 art	74-95	1 medium
					96-100	1 major
14th	01-08	-	01-11	-	01-19	-
	09-75	$ 1d6x2,000	12-66	2d8 gems	20-58	1d6 minor
	76-100	f 1d12x10	67-100	2d6 art	59-92	1 medium
					93-100	1 major
15th	01-03	-	01-09	-	01-11	-
	04-74	$ 1d8x2,000	10-65	2d10 gems	12-46	1d10 minor
	75-100	f 3d4x10	66-100	2d8 art	47-90	1 medium
					91-100	1 major
16th	01-03	-	01-07	-	01-40	-
	04-74	$ 1d12x2,000	08-64	4d6 gems	41-46	1d10 minor
	75-100	f 3d4x10	65-100	2d10 art	47-90	1d3 medium
					91-100	1 major 
Table 16.7: Human Treasure (Continued)
Encounter
Level	d%	 Money	d%	Goods	d%	Items
17th	01-03	-	01-04	-	01-33	-
	04-68	$ 3d4x2,000	05-63	4d8 gems	34-83	1d3 medium
	69-100	f 2d10x10	64-100	3d8 art	84-100	1 major
18th	01-02	-	01-04	-	01-24	-
	03-65	$ 3d6x2,000	05-54	3d12 gems	25-80	1d4 medium
	66-100	f 5d4x10	55-100	3d10 art	81-100	1 major
19th	01-02	-	01-03	-	01-04	-
	03-65	$ 3d8x2,000	04-50	6d6 gems	05-70	1d4 medium
	66-100	f 3d10x10	51-100	6d6 art	71-100	1 major
20th	01-02	-	01-02	-	01-25	-
	03-65	$ 4d8x2,000	03-38	4d10 gems	26-65	1d4 medium
	66-100	f 4d10x10	39-100	7d6 art	66-100	1d3 major

Table 16.8: Gems
d%	Value	Average	Examples
01-40	$1d4x100	$250	amber color change obsidian; amethyst; aquamarine; azurite; 
			cats eye imperial quartz; cherry opal; citrine; diamond; 
			emerald; garnet; hematite crystal; hemimorphite; iolite; 
			Natural alexandrite crystal; peridot; rose quartz; ruby; 
			sapphire; silver pearl; star moonstone; star chrysoberyl; spinal; 
			tourmaline; topaz; and zircon.
41-72	$4d4x100	$1,000	blue sapphire; cats eye fine pink quartz; cats eye pink 
			rubellite; demantoid garnet; diamond; emerald; gem quality 
			Alexandrite; unheated mogok blood red ruby; and Tsavorite.
73-88	$2d4x1,000	$5,000	cats eye top red and silver bi color rubellite; diamond; 
			emerald; star ruby; and Tanzanite.
89-96	$4d4x1,000	$10,000	Clearest bright green emerald; and diamond.
97-100	$2d4x10,000	$50,000	superior gem quality Alexandrite 

Table 16.9: Art Objects
d%	Value	Average	Examples
01-10	$1d10x1,000	$5,500	Silver ewer; carved bone or ivory statuette; finely wrought 
			small gold bracelet
11-25	$3d6x1,000	$10,500	Cloth of gold vestments; black velvet mask with numerous 
			citrines; silver chalice with lapis lazuli gems
26-40	$1d6x10,000	$35,000	Large well-done wool tapestry; brass mug with jade inlays
41-50	$1d10x10,000	$55,000	Silver comb with moonstones; silver-plated steel longsword 
			with jet jewel in hilt
51-60	$2d6x10,000	$70,000	Carved harp of exotic wood with ivory inlay and zircon gems; 
			solid gold idol (5 kg.)
61-70	$3d6x10,000	$105,000	Gold dragon comb with red garnet eye; gold and topaz bottle 
			stopper cork; ceremonial platinum dagger with a star ruby in 
			the pommel
71-80	$4d6x10,000	$140,000	Eyepatch with mock eye of sapphire and moonstone; fire opal 
			pendant on a fine gold chain; old masterpiece painting
81-85	$5d6x10,000	$175,000	Embroidered silk and velvet mantle with numerous 
			moonstones; sapphire pendant on gold chain
86-90	$1d4x100,000 	$250,000	Embroidered and bejeweled glove; jeweled anklet; gold music 
			box
91-95	$1d6x100,000	$350,000	Golden circlet with four aquamarines; a string of small pink 
			pearls (necklace)
Table 16.9: Art Objects (Continued)
d%	Value	Average	Examples
96-99	$2d4x10,0000	$500,000	Jeweled gold crown; jeweled platinum ring
100	$2d6x100,000	$700,000	Gold and ruby ring; gold cup set with emeralds

Table 16.10: Mundane Items
d%	Mundane Item
01-10	Grenades
	01-25		White phosphorus Grenades (1d6 Grenades, $83 each)
	26-50		Thermite Grenades (2d6 Grenades, $150 each)
	51-75		Smoke Grenades (1d6 Grenades, $20 each)
	76-100		Fragmentation grenades (1d6 Grenades, $83 each)
11-12	Lockpick set ($90)
13-15	Search-and-rescue kit ($200)
16-18	Night vision goggles ($900)
19-22	Special Military Clothing
	01-20		Lrrp Web Gear ($50)
	21-40		Rifleman Kit ($300)
	41-60		M-60 Gunner Kit ($300
	61-80		Kevlar BDU's IIA ($850)
	81-100		Kevlar BDU's IIIA ($1,100)
23-27	Medical kit ($500)
28-29	M86 Pursuit Deterrent Munitions (PDM) (1d6 PDM’s, $950 each)
30-34	Masterwork Kevlar Clothes IIIA (+1 to DR)($ 2,700)
35-39	Rations, MRE (1d6 packs, $28 each)
40-43	Special Response Vest IV ($1200)
44-58	Masterwork Simple Melee Weapons (roll on Table 16.11: Simple Melee Weapons)
59-66	Masterwork Ancient Melee Weapons (roll on Table 16.12: Ancient Melee Weapons)
67-68	Masterwork Exotic Melee Weapons (roll on Table 16.13: Exotic Melee Weapons)
69-73	Masterwork Simple Firearm weapons (roll on Table 16.14: Simple Firearms)
74-83	Masterwork Martial Firearm weapons (roll on Table 16.15: Martial Firearms)
84-93	Exotic Firearm weapons (roll on table 16.16: Exotic Firearms)
94-100	Hard Assault Breastplate IV+ ($2,500)

Table 16.11: Simple Melee Weapons
D%	Weapon	Weapon Cost
01-12	Brass knuckles	$30 
13-24	Cleaver	$30 
25-29	Club	$20 
30-46	Knife	$55 
47-56	Metal baton	$70 
57-61	Sap	$5
61-73	Stun gun 	$30 
74-83	Tonfa	$40 
84-100	Bayonet 	$55 

Table 16.12: Ancient Melee Weapons
D%	Weapon	Weapon Cost
01-15	Hatchet	$20
16-29	Longsword	$150
30-44	Machete	$45
45-58	Rapier	$120
59-73	Spear	$80
74-87	Straight razor	$20
88-100	Sword cane	$150

Table 16.13: Exotic Melee Weapons
D%	Weapon	Weapon Cost
01-17	Chain	$30
18-38	Chain saw	$200
39-48	Kama	$30
49-69	Katana	$700
70+79	Kukri	$60
80-90	Nunchaku	$25
91-100	Three-section staff 	$80

Table 16.14: Simple Firearms 
D%	Weapon	Weapon Cost
01-10	Ammunition	
	01-50		Bullets, Pistol (1d6 magazines)	(Spec.2)
	51-80		Bullets, Rifle (1d6 magazines or 50 rounds) 	(Spec.2)
	81-100		Shells, Shotgun (1d6 magazines or 50 shells)	(Spec.3)
11-15	Baer 1911 UMCP	$2,500
16-25	Colt Double Eagle	$650
26-35	Colt Python	$1,150
36-39	Desert Eagle	$1,700
40-41	Freedom Arms	$2,060
42-46	Glock 17	$800
47-51	Glock 20	$730
52-56	Magnum Research	$999
57-61	Ruger Service-Six	$550
62-65	Ruger Redhawk	$750
66-75	Beretta M3P	$650
76-80	Browning BPS	$650
81-85	Custom Rifle, Bolt Action	$2,700
86-90	Mossberg	$500
91-95	Remington 700	$900
96-100	Winchester 94	$550
(Spec.2) See Chapter 8 Earth Equipment table 8.20: Ammunition, table 8.21: Ammunition, and table 8.21: Shotshell Damage for the base price of the different calibers of ammunition.

Table 16.15: Martial Firearms 
D%	Weapon	Weapon Cost
01-10	Ammunition
	01-50		Bullets, Pistol (1d6 magazines) 	(Spec.2)
	51-80		Bullets, Rifle (1d6 magazines or 50 rounds)	(Spec.2)
	81-89		Bullets, Heavy Rifle (1d6 magazines or 50 rounds) 	(Spec.2)
	90-95		40mm Grenade (1d6 magazines or 50 grenades)	(Spec.3)
	96-100		20mm Grenade (1d6 magazines or 50 grenades)	(Spec.3)
11-14	 Beretta 93R	$1,200
15-18	Professional Ordnance Carbon-15	$1,600
21-25	Professional Ordnance Carbon-15M	$2,100
26-39	AIW	$3,800
40-43	HK MP5	$1,500
44-47	HK PSG1	$3,500
48-51	AKM/AK-47	$500
52-55	Barrett Light Fifty M82A1	$7,300
56-59	Barrett M95 Bolt Action Rifle	$5,100
60-63	Barrett M99 Bolt Action Rifle	$3,100
64-67	Barrett M100	$12,100
68-71	Bushmaster M17U	$1,025
72-75	DSA SA58 OSW	$1,525
76-79	HK G3	$1,500
80-83	HK MP5K	$1,500
84-87	AR10A4	$1,400
88-91	M16A2	$950
92-95	M4 Carbine	$950
96-100	Steyr AUG	$1,500
(Spec.2) See Chapter 8 Earth Equipment table 8.20: Ammunition and table 8.21: Ammunition, for the base price of the different calibers of ammunition.
(Spec.3) See Chapter 8 Earth Equipment table 8.23: Explosives and Splash Weapons for the base price of the different calibers of grenade ammunition.

Table 16.16: Exotic Firearms 
D%	Weapon	Weapon Cost
01-14	Ammunition
01-20	Bullets, Medium Machine Gun	(Spec.4)
				(1d6 ready boxes of 100 rounds)
21-40	Bullets, Heavy Machine Gun 	(Spec.4)
				(1d6 ready boxes of 100 rounds)
41-60	40mm Grenade (50)	(Spec.3)
61-80	20mm Grenade (50)	(Spec.3)
81-100	Mortar Rounds (4)	$200
15-18	M-248 (medium machine gun)	$4,100
21-25	M-60E4 (medium machine gun)	$6,000
26-39	M2HB (heavy machine gun)	$14,000
40-43	CIS .50 (heavy machine gun)	$15,000
44-47	GAU-19/A (heavy machine gun)	$25,000
48-51	Mk-149 20mm (heavy machine gun)	$19,000
52-55	M72A3 LAW (rocket launcher)	$500
56-59	M79 (grenade launcher)	$350
60-63	M203 (grenade launcher)	$600
64-67	M205 (grenade launcher)	$1,200
68-71	M83 (grenade launcher)	$1,200
72-75	M85 (grenade launcher)	$1,200
76-79	MK-19 (auto. grenade launcher)	$5,000
Table 16.16: Exotic Firearms (Continued)
D%	Weapon	Weapon Cost
80-83	MK-47 (auto. grenade launcher)	$32,500
84-87	Flamethrower	$900
88-91	M-224 60 mm Mortar	$10,700
92-95	M-252 81 mm Mortar	$24,720
96-100	Mk-1 Manjack	$21,000
(Spec.2) See Chapter 8 Earth Equipment table 8.20: Ammunition and table 8.21: Ammunition, for the base price of the different calibers of ammunition.
(Spec.3) See Chapter 8 Earth Equipment table 8.23: Explosives and Splash Weapons for the base price of the different calibers of grenade ammunition.
(Spec.4) See Chapter 8 Earth Equipment table 8.29: General Equipment, Weapon Accessories Section.

Table 16.17: Masterwork Level
	Masterwork	Cost
d% 	Bonus	Multiplier
01-53	+1	x2
54-84	+2	x3
85-100	+3	x5

Table 16.18: Minor Items
d%	Minor Item
01-10	Mines
	01-25		Claymore Mine (1d4 mines, $750 each)
	26-50		Bouncing Betty (1d3 mines, $950 each)
	51-75		Blast Mine (1d6 mines, $225 each)
	76-100		Fragmentation Mine (1d6 mines, $275 each)
11-12	Assault Packs
	01-33		100 round Composite Assault Pack ($15)
	33-66		200 round Composite Assault Pack ($20)
	67-100		Machine Gun Assault Pack ($500)
13-18	Binoculars
	01-25		Standard ($50)
	26-50		Rangefinding ($500)
	51-75		Electro-optical Binoculars ($650)
	76-100		Rangefinding GIPS Binoculars with integral digital compass ($1,100)*
19-20	Field Surgery kit ($650)
21-22	Explosives
	01-20		Det cord (3d10 meters, $70)
	21-40		Dynamite (1d12 sticks, $200)
	41-60		Pipe Bomb (1d6 bombs, N/A)
	61-80		C4/Semtex (1d6 blocks, $200 each)
	81-100		Satchel Charge (6 blocks of C4, $200)
23-27	Field Surgery kit ($650)
28-29	Digital Tactical mapping unit ($1,500)*
30-34	Lineman’s buttset ($275)
35-39	Tool Kit
	01-25		Electronics Tool Kit, Basic ($350)
	25-50		Electronics Tool Kit, Deluxe ($2,750)
	51-75		Mechanical Tool Kit, Basic ($275)
	76-100		Mechanical Tool Kit, Deluxe ($2,000)
40-43	GIPS receiver ($500)

Table 16.18: Minor Items (Continued)
d%	Minor Item
44-58	Scopes
	01-25		1-2.5x Digital Ballistic AN/PAS-15 $1,200
	26-50		1-5x Digital Ballistic AN/PAS-16 $2,700
	51-75		5-10x Digital Ballistic AN/PAS-17 $3,600
	76-100		5-20x Digital Ballistic AN/PAS-18 $4,500
59-66	Chemical kit ($650)
67-68	Manual Entry Tool Backpack ($1,060)
69-73	Portable Lock, Door
	01-25		Very simple ($18)
	26-50		Average ($55)
	51-75		Good ($165)
	76-100		Amazing $540)
74-83	Snake Eye ($2,500)
84-93	Demolitions kit ($275)
94-100	Land Warrior MK I ($5,000)

Table 16.19: Medium Items
d%	Medium Item
01-05	Posleen Portable Sensor Unit 
06-10	Posleen Portable Medical Sensor
11-12	Pharmacist kit ($900)
13-18	Cellular interceptor ($5,000)
19-20	Forgery kit ($200)
21-22	Disguise kit ($200)
23-27	Remote Control Console ($5,000)
28-29	Evidence kit
	01-50		Basic Evidence kit ($55)
	51-100		Deluxe Evidence kit ($500)
30-34	Milspec Notebook Computer ($20,000)
35-39	Remote Control Console ($5,000)
40-43	Fake ID (The Price is 100 times the Forgers skill rank in Forgery)
44-58	Bouncer ($25,000)
59-66	Special Operations Medical Backpack ($1,350)
67-68	Manjack Tipods
	01-50		Tripod, Light Manjack ($2,625)
	51-100		Tripod, Medium Manjack ($3,650)
69-73	Scopes
	01-33		CDC Lightweight Video Sight (LVS) $25,000
	34-66		Advanced Fire Control Sighting Module AFCSM/AN/PAS-20 $28,000
	67-100		Advanced Fire Control Sighting Module AFCSM/AN/PAS-21 $30,000
74-83	Posleen Minor Items (roll on table 16.30: Posleen Minor Items)
84-93	Posleen Exotic Firearm weapons (roll on table 16.28: Posleen Exotic Firearms)
94-100	Land Warrior MK II ($33,500) 

Table 16.20: Major Items
d%	Major Item
01-05	GalTech Grenades
	01-50		GalTech Fragmentation Grenade (1d6 Grenades, f 5 each)
	51-100		GalTech Cratering Grenade (1d6 Grenades, f 8 each)
06-10	GalTech Portable Sensor Unit
11-12	GalTech Portable Medical Sensor
13-18	Power Crystal Demolition Unit ($40,000)*
19-20	Portable Remote Sensor Unit (f 14,000)*
21-22	Quantum GalTech Communications Jamming System 
			(f 12,500, Black Market Price is f 50,000)*
23-27	Power Crystal energy box ($27,500-$42,500)*
28-29	AID Cracking Tool Kit ($ )*
30-34	Upgraded Milspec Notebook Computer ($40,000)
35-39	Power Crystal Mortar Rounds (1d6 rounds, $20,000)*
40-43	AID Accessible Computers*
44-58	Civilian Vehicles (roll on table 16.20: Civilian Vehicles)
59-66	Militia Vehicles (roll on table 16.21: Militia Vehicles)
67-68	Military Vehicles (roll on table 16.22: Military Vehicles)
69-73	Posleen Medium Items (roll on table 16.31: Posleen  Medium Items)
74-83	GalTech Minor Items (roll on table 16.30: GalTech Minor Items)
84-93	GalTech Exotic Firearm weapons (roll on table 16.28: GalTech Exotic Firearms)
94-100	Guardian Armor*

Table 16.21: Civilian Vehicles
d%	Vehicle
01-03	Four Wheel ATV ($10,000)
04-06	Electric Pro Motorcross Bike ($6,300)
07-09	Motorcross Bike ($7,700)
10-12 	Heavy Duty Motorcross Bike ($29,800)
13-15	Fat Boy Cruiser Motorcycle ($12,760)
16-18	Road King Cruiser Motorcycle ($12,760)
19-21	Electric Road King Cruiser Motorcycle ($19,600)
22-24	Electric Racing Motorcycle ($8,100)
25-27	Professional Racing Motorcycle ($24,400)
28-30	City Car ($9,125)
31-33	Small Car ($34,870)
34-36	Electric Small Car ($39,420)
37-39	Medium Car ($54,300)
40-42	Electric Medium Car ($69,000)
43-45	Electric Limo ($199,000)
46-48	Electric Limo, Armored ($350,000)
49-51	Electric Sports Car ($135,750)
52-54	Electric Minivan ($97,302)
55-57	Van ($49,000)
58-60	Armored Car ($368,000)
61-63	Jeep ($43,910)
64-66	Small SUV ($49,000)
67-69	Electric Small SUV ($59,200)
70-72	Large SUV ($76,465)
73-75	Electric Large SUV ($118,365)
76-78	Pickup Truck ($40,850)
79-81	Quad Cab Pickup Truck ($45,840)
82-84	Heavy-Duty Pickup Truck ($96,700)
85-87	Quad Cab Heavy-Duty Pickup Truck ($101,700)
Table 16.21: Civilian Vehicles (Continued)
d%	Vehicle
88-90	Bus ($375,000)
91-93	Military Semi-Tractor ($1,236,000)
94-95	Military Semi-Tractor with Cargo Trailer ($1,791,600)
96-97	Military Semi-Tractor with Heavy Equipment Transport Trailer ($2,257,000)
98-100	Military Semi-Tractor with Fuel Tanker Trailer ($2,286,000)

Table 16.22: Militia Vehicles
d%	Vehicle
01-04	Four Wheel ATV ($10,000)
05-08	Electric Pro Motorcross Bike ($6,300)
09-12	Motorcross Bike ($7,700)
13-16	Heavy Duty Motorcross Bike ($29,800)
17-20	Van ($49,000)
21-24	Armored Car ($368,000)
25-28	Jeep ($43,910)
29-32	Small SUV ($49,000)
33-36	Electric Small SUV ($59,200)
37-40	Large SUV ($76,465)
41-44	Electric Large SUV ($118,365)
45-48	Pickup Truck ($40,850)
49-52	Quad Cab Pickup Truck ($45,840)
53-56	Heavy-Duty Pickup Truck ($96,700)
57-60	Quad Cab Heavy-Duty Pickup Truck ($101,700)
61-64	HMMWV 4 PERSON ($204,000)
65-68	HMMWV 2 PERSON ($204,000)
69-72	Armored CUTV (Civilian Utility Transport Vehicle) ($216,628)
73-76	ACS Rear Area Ground Transport (Converted School Bus) ($7,663,000)
77-80	Bus ($375,000)
81-84	Military Semi-Tractor ($1,236,000)
85-88	Military Semi-Tractor with Cargo Trailer ($1,791,600)
89-92	Military Semi-Tractor with Heavy Equipment Transport Trailer ($2,257,000)
93-96	Military Semi-Tractor with Fuel Tanker Trailer ($2,286,000)
97-100	Rolligon Rough Terrain Heavy Equipment Transport Trailer ($11,438,000)

Table 16.23: Military Vehicles
d%	Vehicle
01-07	Heavy Duty Motorcross Bike ($29,800)
08-14	HMMWV 4 PERSON ($204,000)
15-21	HMMWV 2 PERSON ($204,000)
22-28	Armored CUTV (Civilian Utility Transport Vehicle) ($216,628)
29-35	ACS Rear Area Ground Transport (Converted School Bus) ($7,663,000)
36-42	Military Semi-Tractor ($1,236,000)
43-49	Military Semi-Tractor with Cargo Trailer ($1,791,600)
50-56	Military Semi-Tractor with Heavy Equipment Transport Trailer ($2,257,000)
57-63	Military Semi-Tractor with Fuel Tanker Trailer ($2,286,000)
64-70	Rolligon Rough Terrain Heavy Equipment Transport Trailer ($11,438,000)
71-77	M2A5 Bradley ($3,402,000)
78-84	M3A5 Bradley ($5,651,000)
85-91	M122A1 Mortar Carier ($5,100,000)
92-98	M156 Mortar Carier ($5,250,000)
99-100	M156 Mortar Carier ($5,250,000)

Posleen Treasure
	The Posleen race has a generally incoherent monetary system where everything is given a set value by the Net, which is generally used as collateral to purchase anything from other God Kings. The one major form of readily acceptable currency is gold. But since they do not have a central authority to issue money, they judge the value of goods by its weight in gold. Also note that the Posleen have started to use Earth Tech and GalTech equipment due to the shortage of Posleen designed gear. For game purposes, 30 grams of gold are considered to represent One Federation Credit (f)  or $200.

Table 16.24: Posleen Treasure
Level	d%	Coins	d%	Goods	d%	Items
1st	01-14	-		01-90	-	01-71	-
	15-29	1d6x300 grams of	91-95	1 gem	72-95	1 mundane 
			gold
	30-52	1d8x300 grams of	96-100	1d2 gems	96-100	1 minor 
			gold
	53-95	2d8x300 grams of 
			gold
	96-100	1d4x3 kg. of gold
2nd	01-13	-		01-81	-	01-49	-
	14-23	1d8x300 grams of	82-95	1d3 gems	50-85	1 mundane 
			gold
	24-43	1d10x300 grams of	96-100	1d4 gems	86-100	1 minor 
			gold
	44-95	2d10x300 grams of
			gold
	96-100	1d6x3 kg. of gold
3rd	01-11	-		01-77	-	01-49	-
	12-21	1d10x300 grams of	78-95	1d3 gems	50-79	1d3 mundane 
			gold
	22-41	1d4 kg. of gold	96-100	1d4 gems	80-100	1 minor
	42-95	1d8 kg. of gold
	96-100	1d10 kg of gold
4th	01-11	-		01-70	-	01-42	-
	12-21	1d12x300 grams of	71-95	1d4 gems	43-62	1d4 mundane 
			gold
	22-41	2d8x300 grams of	96-100	1d6 gems	63-100	1 minor
			gold
	42-95	1d10 kg. of gold
	96-100	1d12 kg. og gold 
5th	01-10	-		01-60	-	01-57	-
	11-19	1d6 kg. of gold	61-95	1d4 gems	58-67	1d4 mundane 
	20-38	1d8 kg. of gold	96-100	1d6 gems	68-100	1d3 minor
	39-95	1d12 kg. of gold
	96-100	2d8 kg. of gold
6th	01-10	-		01-56	-	01-54	-
	11-18	1d8 kg of gold	57-92	1d4 gems	55-59	1d4 mundane 
	19-37	1d10 kg of gold	93-100	1d6 gems	60-99	1d3 minor
	38-95	2d8 kg. of gold			100	1 medium 
	96-100	2d10 kg. of gold 
7th	01-11	-		01-48	-	01-51	-
	12-18	1d10 kg. of gold	49-88	1d4 gems	52-97	1d3 minor
	19-35	1d12 kg. of gold	89-100	1d6 gems	98-100	1 medium
	36-93	2d10 kg. of gold
	94-100	2d12 kg. of gold

Table 16.24: Posleen Treasure (Continued)
Level	d%	Coins	d%	Goods	d%	Items
8th	01-10	-		01-45	-	01-48	-
	11-15	1d12 kg. of gold	46-85	1d6 gems	49-96	1d4 minor
	16-29	2d8 kg. of gold	86-100	1d8 gems	97-100	1 medium
	30-87	2d12 gold 
	88-100	3d10 kg of gold 
9th	01-10	-		01-40	-	01-43	-
	11-15	2d8 kg. of gold	41-80	1d8 gems	44-91	1d4 minor
	16-29	2d10 kg. of gold	81-100	1d10 gems	92-100	1 medium 
	30-85	3d10 kg. of gold
	86-100	4d8 kg. of gold
10th	01-10	-		01-35	-	01-40	-
	11-24	2d10 kg. of gold	36-79	1d8 gems	41-88	1d4 minor
	25-79	2d12 kg. of gold	80-100	1d10 gems	89-99	1 medium
	80-100	6d6 kg. of gold			100	1 major
11th	01-08	-		01-24	-	01-31	-
	09-14	2d12 kg. of gold	25-74	1d10 gems	32-84	1d4 minor
	15-75	3d10 kg. of gold	75-100	1d12 gems	85-98	1 medium
	76-100	4d10 kg. of gold			99-100	1 major 
12th	01-08	-		01-17	-	01-27	-
	09-14	3d10 kg. of gold	18-70	1d10 gems	28-82	1d6 minor
	15-75	3d12 kg. of gold	71-100	1d12 gems	83-97	1 medium
	76-100	4d12 kg. of gold			98-100	1 major 
13th	01-08	-		01-11	-	01-19	-
	09-75	4d10 kg. of gold	12-66	1d12 gems	20-73	1d6 minor
	76-100	5d10 kg. of gold	67-100	2d8 gems	74-95	1 medium
				96-100	1 major
14th	01-08	-		01-11	-	01-19	-
	09-75	6d8 kg. of gold	12-66	2d8 gems	20-58	1d6 minor
	76-100	1d6x10 kg. of gold	67-100	2d10 gems	59-92	1 medium
				93-100	1 major
15th	01-03	-		01-09	-	01-11	-
	04-74	5d10 kg. of gold	10-65	2d10 gems	12-46	1d10 minor
	75-100	1d8x10 kg. of gold	66-100	2d12 gems	47-90	1 medium
				91-100	1 major
16th	01-03	-		01-07	-	01-40	-
	04-74	1d6x10 kg. of gold	08-64	4d6 gems	41-46	1d10 minor
	75-100	1d10x10 kg. of gold	65-100	3d10 gems	47-90	1d3 medium
				91-100	1 major 
17th	01-03	-		01-04	-	01-33	-
	04-68	1d8x10 kg. of gold	05-63	4d8 gems	34-83	1d3 medium
	69-100	1d12x10 kg. of gold	64-100	6d6 gems	84-100	1 major
18th	01-02	-		01-04	-	01-24	-
	03-65	1d10x10 kg. of gold	05-54	3d12 gems	25-80	1d4 medium
	66-100	2d8x10 kg. of gold	55-100	4d10 gems	81-100	1 major
19th	01-02	-		01-03	-	01-04	-
	03-65	1d12x10 kg. of gold	04-50	6d6 gems	05-70	1d4 medium
	66-100	2d10x10 kg. of gold	51-100	4d10 gems	71-100	1 major
20th	01-02	-		01-02	-	01-25	-
	03-65	2d8x10 kg. of gold	03-38	4d10 gems	26-65	1d4 medium
	66-100	2d12x10 kg. of gold	39-100	4d12 gems	66-100	1d3 major

For treasures above 20th level, use the 20th-level row and then add a number of random major items.

Table 16.25: Treasure above 20th Level
Level	Major Items
21st	+1
22nd	+2
23rd	+4
24th	+6
25th	+9
26th	+12
27th	+17
28th	+23
29th	+31
30th	+42

Table 16.26: Gems
d%	Value	Average	Examples
01-40	1d4x30 grams	75 grams of	amber color-change obsidian; amethyst; aquamarine; azurite; 
	of gold	gold	cats eye imperial quartz; cherry opal; citrine; diamond; 
			emerald; garnet; hematite crystal; hemimorphite; iolite; 
			Natural alexandrite crystal; peridot; rose quartz; ruby; 
			sapphire; silver pearl; star moonstone; star chrysoberyl; spinal; 
			tourmaline; topaz; and zircon.
41-72	$4d4x30	300 grams of	blue sapphire; cats eye fine pink quartz; cats eye pink 
	grams of gold	gold	rubellite; demantoid garnet; diamond; emerald; gem quality 
			Alexandrite; unheated mogok blood red ruby; and Tsavorite.
73-88	2d4x300	1,500 grams of	cats eye top red and silver bi color rubellite; diamond; 
	grams of gold	gold	emerald; star ruby; and Tanzanite.
89-96	4d4x300	3,000 grams of	Clearest bright green emerald; and diamond.
	grams of gold	gold
97-100	2d4x3,000	15,000 grams of	superior gem quality Alexandrite 
	grams of gold	gold

Table 16.27: Posleen Mundane Items
d%	Posleen Mundane Item
01-10	Grenades
	01-25		White phosphorus Grenades (1d6 Grenades, $83 each)
	26-50		Thermite Grenades (2d6 Grenades, $150 each)
	51-75		Smoke Grenades (1d6 Grenades, $20 each)
	76-100		Fragmentation grenades (1d6 Grenades, $83 each)
11-15	Posleen Field Ration (1d6 days worth)*
16-18	Night vision goggles ($900)
19-22	Special Military Clothing
	01-33		Lrrp Web Gear ($50)
	34-66		Rifleman Kit ($300)
	67-100		M-60 Gunner Kit ($300
23-27	Medical kit ($500)
28-29	GalTech Grenades
	01-50		GalTech Fragmentation Grenade (1d6 Grenades, f 5 each)	51-100		GalTech Cratering Grenade (1d6 Grenades, f 8 each)
30-39	Rations, MRE (1d6 packs, $28 each)
Table 16.27: Posleen Mundane Items (Continued)
d%	Posleen Mundane Item
40-68	Posleen Melee Weapons (roll on Table 16.: Posleen Melee Weapons)
69-73	Simple Firearm weapons (roll on Table 16.8: Simple Firearms)
74-83	Martial Firearm weapons (roll on Table 16.10: Martial Firearms)
84-93	Exotic Firearm weapons (roll on table 16.11: Exotic Firearms)
94-100	Posleen Exotic Firearm weapons (roll on table 16.28: Posleen Exotic Firearms)

Table 16.28: Simple Melee Weapons
d%	Weapon	Weapon Proficiency	Weapon Cost
01-39	Boma Blade 	Exotic Melee Weapons	f 100
40-45	Cleaver	Simple Melee Weapons	$30 
46-51	Club	Simple Melee Weapons	$20 
52-57	Knife	Simple Melee Weapons	$55 
58-63	Bayonet 	Simple Melee Weapons	$55 
64-69	Hatchet	Ancient Melee Weapons	$20
70-75	Longsword	Ancient Melee Weapons	$150
76-81	Machete	Ancient Melee Weapons	$30
82-87	Spear	Ancient Melee Weapons	$40
88-93	Axe	Ancient Melee Weapons	$35
94-100	Katana	Exotic Melee Weapons	$200

Table 16.29: Posleen Exotic Firearms 
d%	Weapon	Weapon Cost
01-15	Ammunition
	01-14		Bullets, 1mm railgun (1d6 magazines, 800 rounds each)	f 250 each
	15-28		Bullets, 3mm railgun (1d6 magazines, 250 rounds each)	f 250
	29-42		HV Missile (1d6 missiles)	f 250 each
	43-56		EMP Grenade (1d6 grenades)	f 50 each
	57-70		Standard Posleen Power Crystals (1d6 crystals)	f 100 each
	71-84		Heavy-Duty Posleen Power Crystals (1d6 crystals)	f 400 each
	85-100		Flechette Shotgun shells (30)	f 400
21-25	1mm Railgun	f 2,000
26-39	3mm Railgun	f 5,000
40-43	HVM Launcher	f 6,500
44-47	EMP Grenade	f 800
48-51	Heavy Laser	f 4,000
52-55	Lt. Plasma Gun	f 3,000
56-59	Hvy. Plasma Gun	f 6,000
60-63	Sonic Devourer	f 6,000

Table 16.30: Masterwork Level
	Masterwork	Cost
d% 	Bonus	Multiplier
01-53	+1	x2
54-84	+2	x3
85-100	+3	x5

Table 16.31: Posleen Minor Items
d%	Minor Item
01-10	Hand Held Communicator (f 1,250)
11-20	Portable Sensor Unit (f 2,500)
21-29	Portable Medical Sensor (f 50)
30-39	Tool Kit
	01-25		Electronics Tool Kit, Basic (f 50)
	25-50		Electronics Tool Kit, Deluxe (f 400)
	51-75		Mechanical Tool Kit, Basic (f 25)
	76-100		Mechanical Tool Kit, Deluxe (f 200)
40-58	Grenades
	01-25		White phosphorus Grenades (1d6 Grenades, $83 each)
	26-50		Thermite Grenades (2d6 Grenades, $150 each)
	51-75		Smoke Grenades (1d6 Grenades, $20 each)
	76-100		Fragmentation grenades (1d6 Grenades, $83 each)
59-73	Portable Large Nano Factory (f 800)
74-100	Posleen Exotic Firearm weapons (roll on table 16.: Posleen Exotic Firearms)

Table 16.32: Posleen Medium Items
d%	Medium Item
01-20	Binoculars
	01-25	Standard ($50)
	26-50	Rangefinding ($500)
	51-75	Electro-optical Binoculars ($650)
	76-100	Rangefinding GIPS Binoculars with integral digital compass ($1,100)*
21-22	Manjack Tipods
	01-50	Tripod, Light Manjack ($2,625)
	51-100	Tripod, Medium Manjack ($3,650)
23-34	Bouncer ($25,000)
35-58	Scopes
	01-33	CDC Lightweight Video Sight (LVS) ($25,000)
	34-66	Advanced Fire Control Sighting Module AFCSM/AN/PAS-20 ($28,000)
	67-100	Advanced Fire Control Sighting Module AFCSM/AN/PAS-21($30,000)
59-68	GalTech Medium Items (roll on table 16.39: GalTech  Medium Items)
69-73	Portable Huge Nano Factory (f 4,000)
74-93	Posleen Exotic Firearm weapons (roll on table 16.28: Posleen Exotic Firearms)
94-100	Posleen Body Armor IIA* 

Table 16.33: Posleen Major Items
d%	Major Item
01-10	Damaged Armored Combat Suit*
	01-20		99% damaged/ the recovery bounty is 0.6% of original value
	21-40		80% damaged/ the recovery bounty is 13% of original value
	41-60		60% damaged/ the recovery bounty is 26% of original value
	61-80		40% damaged/ the recovery bounty is 40% of original value
	81-90		20% damaged/ the recovery bounty is 53% of original value
11-12	Tools
	01-50		Electronic Tools, Portable Shop (f 3,200)
	51-100		Vehicle Tools, Portable Shop (f 1,600)
13-39	GalTech Major Items (roll on table 16.: GalTech Major Items)
40-68	GalTech Exotic Firearm weapons (roll on table 16.: GalTech Exotic Firearms)
69-73	Portable Gargantuan Nano Factory (f 20,000)
74-83	Posleen Vehicle (roll on the table 16.: Posleen Vehicles)
84-93	Posleen Exotic Firearm weapons (roll on table 16.: Posleen Exotic Firearms)
94-100	Posleen Body Armor IIIA* 

Table 16.34: Posleen Vehicles
d%	Vehicle
01-50	Tenar (f 505,900)
51-100	Tenaral (f 5,960,400)

GalTech Treasure

Table 16.35: GalTech Treasure
Level	d%	Coins	d%	Items
1st	01-14	-	01-71	-
	15-29	f 1d6x20	72-95	1 mundane
	30-52	f 1d8x20	96-100	1 minor 
	53-95	f 2d8x20
	96-100	f 2d10x20 
2nd	01-13	-	01-49	-
	14-23	f 1d10x20	50-85	1 mundane
	24-43	f 2d10x20	86-100	1 minor 
	44-95	f 4d10x20
	96-100	f 1d6x200
3rd	01-11	-	01-49	-
	12-21	f 2d10x20 	50-79	1d3 mundane
	22-41	f 4d8x20	80-100	1 minor
	42-95	f 1d4x200
	96-100	f 1d10x200 
4th	01-11	-	01-42	-
	12-21	f 3d10x20	43-62	1d4 mundane
	22-41	f 4d12x200	63-100	1 minor
	42-95	f 1d6x200
	96-100	f 1d8x200 
5th	01-10	-	01-57	-
	11-19	f 1d4x200	58-67	1d4 mundane
	20-38	f 1d6x200 	68-100	1d3 minor
	39-95	f 1d8x200
	96-100	f 1d10x200
6th	01-10	-	01-54	-
	11-18	f 1d6x200 	55-59	1d4 mundane
	19-37	f 1d8x200 	60-99	1d3 minor
	38-95	f 1d10x200	100	1 medium 
	96-100	f 1d12x200 
7th	01-11	-	01-51	-
	12-18	f 1d10x200	52-97	1d3 minor
	19-35	f 1d12x200	98-100	1 medium
	36-93	f 2d6x200
	94-100	f 3d4x200
8th	01-10	-	01-48	-
	11-15	f 1d12x200	49-96	1d4 minor
	16-29	f 2d6x200	97-100	1 medium
	30-87	f 2d8x200 
	88-100	f 3d6x200 

Table 16.35: GalTech Treasure (Continued)
Level	d%	Coins	d%	Items
9th	01-10	-	01-43	-
	11-15	f 2d6x200 	44-91	1d4 minor
	16-29	f 2d8x200 	92-100	1 medium 
	30-85	f 5d4x200 
	86-100	f 2d12x200
10th	01-10	-	01-40	-
	11-24	f 2d10x200	41-88	1d4 minor
	25-79	f 6d4x200	89-99	1 medium
	80-100	f 5d6x200	100	1 major
11th	01-08	-	01-31	-
	09-14	f 3d10x200	32-84	1d4 minor
	15-75	f 4d8x200	85-98	1 medium
	76-100	f 4d10x200	99-100	1 major 
12th	01-08	-	01-27	-
	09-14	f 3d12x200	28-82	1d6 minor
	15-75	f 1d4x200	83-97	1 medium
	76-100	f 1d4x2,000	98-100	1 major 
13th	01-08	-	01-19	-
	09-75	f 1d4x2,000	20-73	1d6 minor
	76-100	f 1d10x2,000	74-95	1 medium
			96-100	1 major
14th	01-08	-	01-19	-
	09-75	f 1d6x2,000	20-58	1d6 minor
	76-100	f 1d12x2,000	59-92	1 medium
			93-100	1 major
15th	01-03	-	01-11	-
	04-74	f 1d8x2,000	12-46	1d10 minor
	75-100	f 3d4x2,000	47-90	1 medium
			91-100	1 major
16th	01-03	-	01-40	-
	04-74	f 1d12x2,000	41-46	1d10 minor
	75-100	f 3d4x2,000	47-90	1d3 medium
			91-100	1 major 
17th	01-03	-	01-33	-
	04-68	f 3d4x2,000	34-83	1d3 medium
	69-100	f 2d10x2,000	84-100	1 major
18th	01-02	-	01-24	-
	03-65	f 3d6x2,000	25-80	1d4 medium
	66-100	f 5d4x2,000	81-100	1 major
19th	01-02	-	01-04	-
	03-65	f 3d8x2,000	05-70	1d4 medium
	66-100	f 3d10x2,000	71-100	1 major
20th	01-02	-	01-25	-
	03-65	f 4d8x2,000	26-65	1d4 medium
	66-100	f 4d10x2,000	66-100	1d3 major

For treasures above 20th level, use the 20th-level row and then add a number of random major items.

Table 16.36: GalTech Treasure above 20th Level
Level	Major Items
21st	+1
22nd	+2
23rd	+4
24th	+6
25th	+9
26th	+12
27th	+17
28th	+23
29th	+31
30th	+42

Table 16.37: GalTech Mundane Items
d%	GalTech Mundane Item
01-10	Grenades
	01-25		White phosphorus Grenades (1d6 Grenades, $83 each)
	26-50		Thermite Grenades (2d6 Grenades, $150 each)
	51-75		Smoke Grenades (1d6 Grenades, $20 each)
	76-100		Fragmentation grenades (1d6 Grenades, $83 each)
11-12	Lockpick set ($90)
13-15	Disguise kit ($200)
16-18	Night vision goggles ($900)
19-22	Special Military Clothing
	01-20		Lrrp Web Gear ($50)
	21-40		Rifleman Kit ($300)
	41-60		M-60 Gunner Kit ($300
	61-80		Kevlar BDU's IIA ($850)
	81-100		Kevlar BDU's IIIA ($1,100)
23-27	Medical kit ($500)
28-29	Forgery kit ($200)
30-34	M281 Mine (f 100)
35-39	Rations, MRE (1d6 packs, $28 each)
40-43	Search-and-rescue kit ($200)
44-58	Masterwork Kevlar Cloths IIIA (+1 to DR)($ 2,700)
59-66	Special Response Vest IV ($1200)
67-68	Masterwork GalTech Melee Weapons (roll on Table 16.6: GalTech Melee Weapons)
69-73	Masterwork Simple Firearm weapons (roll on Table 16.8: Simple Firearms)
74-83	Masterwork Martial Firearm weapons (roll on Table 16.10: Martial Firearms)
84-93	Masterwork Exotic Firearm weapons (roll on table 16.11: Exotic Firearms)
94-100	GalTech Exotic Firearm weapons (roll on table 16.36: GalTech Exotic Firearms)

Table 16.38: GalTech Melee Weapons
d%	Weapon	Weapon Cost
(Simple Melee Weapon Proficiency)
01-12	Brass knuckles	$30 
13-24	Cleaver	$30 
25-29	Club	$20 
30-46	Molecular Blade 	$55 
47-56	Metal baton	$70 
57-61	Sap	$5
61-73	Stun gun 	$30 
74-83	Tonfa	$40 
84-100	Bayonet 	$55 
(Ancient Melee Weapon Proficiency)
01-15	Hatchet	$20
16-29	Longsword	$150
30-44	Machete	$45
45-58	Rapier	$120
59-73	Spear	$80
74-87	Straight razor	$20
88-100	Sword cane	$150
(Exotic Melee Weapon Proficiency)
01-17	Chain	$30
18-38	Chain saw	$200
39-48	Kama	$30
49-69	Katana	$700
70+79	Kukri	$60
80-90	Nunchaku	$25
91-100	Three-section staff 	$80

Table 16.39: GalTech Exotic Firearms
d%		Weapon	Cost
01-22	Ammunition
	01-10		Bullets, Flechette pistol (180) (1d6 magazines)	f 1.4 each
	11-20		Bullets, 3mm Gravpistol (1,000) (1d6 magazines)	f 625 each
	21-30		Bullets, 3mm Gravrifle (4,000) (1d6 magazines or ammo boxes)	f 200,000 each
	31-40		Bullets, Flechette Gun (100) (1d6 ammo boxes)	f 2,000 each
	41-50		100mm Auto Mortar 
		01-20			HE/Frag. (1d6 Rounds)	f 6 each
		21-40			Cluster Round  (1d6 Rounds)	f 18each
		41-60			Variable yield anti-matter (1d6 Rounds)	f 75 each
		61-80			HV Antimatter Penetration round (1d6 Rounds)	f 100 each
		81-100			HV Penetration round (1d6 Rounds)	f 5 each
	51-60		Grenades
		01-33			AM Grenade (1d6 Grenades)	f 50 each
		34-67			Fragmentation Grenade (1d6 Grenades)	f 5 each
		68-100			Cratering Grenade (1d6 Grenades)	f 8 each
	61-70		Standard GalTech Power Crystals (1d6 Crystals) 	f 500 each
	71-80		Heavy-Duty GalTech Power Crystals (1d6 Crystals)	f 2,000 each
	81-90		GalTech Power Crystal Supply	f 1,250,000
	91-100		GalTech Anti-Matter Power Core	f 2,500,000
23-29	1mm Flechette Pistol	f 500
30-36	M-100 3mm ACS Gravpistol	f 4,000
37-43	M-200 3mm ACS GravRifle	f 10,000
44-50	M-209 3mm Gravrifle (Sniper)	f 10,000
Table 16.39: GalTech Exotic Firearms (Continued)
d%		Weapon	Cost
51-57	M-300 3mm ACS GravWeapon	f 15,000
58-64	M-400 Terawatt Heavy Laser	f 28,000
65-71	M-500 ACS Flechette Gun	f 2,500 
72-78	M-600 100mm Variable Velocity Auto Mortar	f 12,000
79-85	M-700 Lance Launcher	f100,500
86-92	M-800 Grappler	f 25,000
93-100	M-900 Sonic Devourer	f 6,000

Table 16.40: Masterwork Level
	Masterwork	Cost
d% 	Bonus	Multiplier
01-53	+1	x2
54-84	+2	x3
85-100	+3	x5

Table 16.41: GalTech Minor Items
d%	Minor Item
01-05	GalTech Portable Sensor Unit (f 5,000)
06-10	Hand Held Communicator (f 1,250)
11-12	GalTech Portable Medical Sensor (f 5,000)
13-18	Evidence kit
	01-50		Basic Evidence kit ($55)
	51-100		Deluxe Evidence kit ($500)
19-20	Manjack Tripods
	01-50		Tripod, Light Manjack ($2,625)
	51-100		Tripod, Medium Manjack ($3,650)
21-22	Land Warrior MK II ($33,500)
23-27	Posleen Minor Items (roll on table 16.30: Posleen Minor Items)
28-29	Cellular interceptor ($5,000)
30-34	Scopes
	01-33		CDC Lightweight Video Sight (LVS) ($25,000)
	34-66		Advanced Fire Control Sighting Module AFCSM/AN/PAS-20 ($28,000)
	67-100		Advanced Fire Control Sighting Module AFCSM/AN/PAS-21 ($30,000)
35-39	Tool Kit
	01-25		Electronics Tool Kit, Basic (f 100)
	25-50		Electronics Tool Kit, Deluxe (f 800)
	51-75		Mechanical Tool Kit, Basic (f 100)
	76-100		Mechanical Tool Kit, Deluxe (f 800)
40-43	Fake ID (The Price is 100 times the Forgers skill rank in Forgery)
44-58	GalTech Drugs
	01-33		Anti-Rad (1d6 units, f 25 each)
	34-66		Hiberzine (1d6 units, f 25 each)
	67-100 		Provigil-C (1d6 units, f 25 each)
59-66	Special Operations Medical Backpack ($1,350) 
67-68	Food Converter (f 250)
69-73	Remote Control Console ($5,000)
74-83	Bouncer ($25,000)
84-93	GalTech Exotic Firearm weapons (roll on table 16.36: GalTech Exotic Firearms)
94-100	Power Crystals
	01-33		Micro Power Crystal (1d6 power crystals, f 10 each)
	34-66		Mini Power Crystal (1d6 power crystals, f 250 each)
	67-100		Standard Power Crystal (1d6 power crystals, f 500 each)

Table 16.42: GalTech Medium Items
d%	Medium Item
01-05	Modular Targeting Unit (f 475)
06-12	Portable Communicator (f 12,500)
13-18	Portable Remote Sensor Unit (f 14,000)*
19-20	Portable Sensor Unit (f 5,000)
21-22	Power Crystal Demolition Unit ($40,000)*
23-27	Power Crystal Mortar Rounds (1d6 rounds, $20,000)*
28-29	Milspecs (f 1,250)
30-34	AID Accessible Computers*
35-39	Tool Kit
	01-50		Electronics Tool Kit, Portable Shop (f 6,400)
	51-100		Mechanical Tool Kit, Portable Shop (f 6,400)
40-43	Portable Medical Sensor (f 5,000)
44-58	GalTech Drugs
	01-33		Anti-Rad (2d6 units, f 25 each)
	34-66		Hiberzine (2d6 units, f 25 each)
	67-100 		Provigil-C (2d6 units, f 25 each)
59-66	Militia Vehicles (roll on table 16.21: Militia Vehicles) 
67-68	Military Vehicles (roll on table 16.22: Military Vehicles)
69-73	Posleen Medium Items (roll on table 16.31: Posleen  Medium Items)
74-83	Guardian Armor*
84-93	GalTech Exotic Firearm weapons (roll on table 16.36: GalTech Exotic Firearms)
94-100	Power Crystals
	01-25		Micro Power Crystal (2d6 power crystals, f 10 each)
	6-50		Mini Power Crystal (2d6 power crystals, f 250 each)
	51-75		Standard Power Crystal (2d6 power crystals, f 500 each)
	76-100		Heavy Duty Power Crystal (1d6 power crystals, f 2,000 each)

Table 16.43: GalTech Major Items
d%	Major Item
01-09	Damaged Armored Combat Suit*
	01-20	99% damaged/ the recovery bounty is 0.6% of original value
	21-40	80% damaged/ the recovery bounty is 13% of original value
	41-60	60% damaged/ the recovery bounty is 26% of original value
	61-80	40% damaged/ the recovery bounty is 40% of original value
	81-90	20% damaged/ the recovery bounty is 53% of original value
10	Undamaged Armored Combat Suit*
	01-20	Trooper ACS (f 1,080,000)
	21-40	Heavy Weapons ACS (f 2,565,000)
	41-60	Scout ACS (f 1,092,000)
	61-80	Support ACS (f 1,189,000)
	81-100	Officer ACS (f 1,087,000)
40-47	Power Crystal Power Supply (f 1,250,000)
48-56	GalTech Drugs
	01-33	Anti-Rad (3d6 units, f 25 each)
	34-66	Hiberzine (3d6 units, f 25 each)
	67-100 	Provigil-C (3d6 units, f 25 each)
57-66	Anti-Matter Power Core (f 2,500,000)
67-74	GalTech Exotic Firearm weapons (roll on table 16.36: GalTech Exotic Firearms)
75-82	Mobile Medical Response Unit (f 75,000)
83-91	GalTech Vehicles (roll on table 16.41: GalTech Vehicles)

Table 16.43: GalTech Major Items (Continued)
d%	Major Item
92-100	Power Crystals
	01-25	Micro Power Crystal (3d6 power crystals, f 10 each)
	26-50	Mini Power Crystal (3d6 power crystals, f 250 each)
	51-75	Standard Power Crystal (3d6 power crystals, f 500 each)
	76-100	Heavy Duty Power Crystal (2d6 power crystals, f 2,000 each)

Table 16.44: GalTech Vehicles
d%	Vehicle
01-50	Grav Car (f 11,500)
51-100	Grav Limo, Armored (f 26,000)

Treasure

Earth Tech or Earth Modified Equipment

Power Crystal Demolition Unit: This demolition unit is a relatively simple design that highly illegal outside all but a few military units, due to its highly destructive nature. In fact it is considered to be a Class 1 felony, which carries the death penalty, to be in possession of one of the units without proper authorization. In most ways it can, in the proper situation,  be almost as effective as a nuclear demolition charge. 
	The demolition charge takes advantage of the tendency of Power Crystals to have a sympathetic detonation when damaged. The actual unit itself is perfectly safe. It only becomes dangerous after the two charged heavy-duty power crystals have been inserted into the detonation chambers of the unit, which are two spun cocoons of det cord, that will detonate when the activation trigger is fired. The activation trigger can be connected to any of the normal demolition detonator units. The unit accepts both Posleen and GalTech Heavy-Duty Power Crystals. Needless to say these units are highly Illegal and are considered have a Restriction Rating of Illegal (+4), and cost $40,000 per round on the black market. It is work noting that the units do not come with heavy-duty power crystals and two must be found before the unit can be used to its full potential, although it can be used with only one power crystal installed if necessary. The unit is also more effective the power crystal is fully charged before insertion.
	
Posleen Power Crystals: Due to the crystals dynamic structure they tend to be extremely unstable if damaged, doing 1 die points of damage per power charge currently being stored in the power crystal to anyone with in the blast radius of the power crystal when it is damaged. So a crystal with 20 charges would do 2d10 points of damage to anyone within the blast radius of the crystal if it destabilizes, and a crystal with 300 charges would do 30d10 points of damage to anyone with the blast radius of the crystal if it destabilizes. The Blast radius for a power crystal explosion is a minimum of 1 meter per point of damage caused by the blast.
	
GalTech Power Crystals: Due to the crystals dynamic structure they tend to be extremely unstable if damaged, doing ½ die points of damage per power charge currently being stored in the power crystal to anyone with in the blast radius of the power crystal when it is damaged. So a crystal with 20 charges would do 1d10 points of damage to anyone within the blast radius of the crystal if it destabilizes, and a crystal with 300 charges would do 15d10 points of damage to anyone with the blast radius of the crystal if it destabilizes. The Blast radius for a power crystal explosion is a minimum of 1 meter per point of damage caused by the blast.
	
Portable Remote Sensor Unit: It is suspected that these devices are being put together by members of the disbanded Cyberpunk Special Operation units. They start life as a GalTech portable sensor unit and a GalTech handheld communicator. After some minor modifications to the hardware interfaces of the two units, they are installed in a new housing along with an advanced PDA style control computer. 
	The PDA control computer also runs the encryption software that is designed so that others cannot monitor the data/control feed to and from the unit. The units are designed to send their data either to a dedicated computer system or a Remote Control Console.
	The unit’s communication range is limited to roughly 1 Astronomical unit and communicates in an instantaneous manner using a quantum linkage effect. 
	This unit incorporates a broad spectrum of portable sensors to analyze the general area out to 4 km. The device provides a +6 equipment bonus to related skill rolls of Listen, Search and Spot. This device runs off of a standard power crystal, which will run the unit for approximately 65 days, before needing to be changed.
	These units are sold for roughly f 14,000 on the black market, and are not available any other way since they have been altered without the producing Darhel company’s authorization.

Quantum GalTech Communications Jamming System: The GalTech design team has only managed to get their hands on one of these units. It is unknown at this time what organization has manufactured these units. But is suspected that it is the rumored Galactic Underground (Bane Sidhe), or a renegade Darhel clan. It appears that five units, amplifying each other’s signals, is needed to block quantum communications in a 50-meter radius. The down side of the effect is that the disruptions will show up on any Posleen or GalTech sensors relatively easily (DC 10) Sensors check. The only known way to mask the jamming is to place the units deep underground. The DC of the Sensors check is increased by +1 for every 10 meters of intervening rock or dirt. This is increased to +2 if the surround area has a high concentration of radioactive material.
	Each unit in the system that is active provides a -6 cumulative equipment penalty to all GalTech Communications checks within the jamming radius.
	The GalTech design team is uncertain why any group would place so many resources into jamming quantum communication systems over such a short distance. Although it must be important, due to the interest that the Darhel have placed on removing the one intact unit from the custody of the GalTech design team. The GalTech design team estimates that the unit would have a unit cost of roughly f 12,500 if they were built legally. The design team has so far been unsuccessful in acquiring the additional four units needed to fully test the unit that they now have.
	GM Note: The units are actually manufactured by the Bane Sidhe and were given to the Cyberpunk organization for their ongoing research into the AID devices.

Power Crystal energy box: These units come in all shapes and sizes. The first one of these units known to be manufactured was built by an Armorer in one of the 10,000’s line battalions. He built it because of the constant complaints from the heavy weapons platoons about the need to constantly change out the power crystals powering their railguns.
	The units come in all shapes and sizes. But the general standard is a unit that is slightly larger than a car battery and weighs about as much. It consists of a heavily armored casing, six heavy-duty power crystal connection sockets, a power control circuit, and a GalTech power cable with universal power connector. 
	The units generally have the following statistics:
Weight: between 5-20 kg.	AC: 15.
DR: 5-20.	Hit Points: 1-5.
Cost: $27,500-$42,500.

AID Cracking Tool Kit: The only groups know to posses these electronic tool kits are the Bane Sidhe and the Cyberpunk’s. This tool kit makes it remotely possible for someone to crack the hardwired loyalty functions, by granting a +6 equipment bonus on Repair and Computer checks for AID, and reducing the difficulty so that instead of actually being impossible, it become only a Practically Impossible Skill Check. 
	In general, to do something that's practically impossible requires that the character have at least rank 10 in the skill and entails a penalty of -20 on the character's roll or +20 on the DC (which amounts to about the same thing).
	Practically impossible tasks are hard to delineate ahead of time. They're the accomplishments that represent incredible, almost logic-defying skill and luck.
	The GM decides what is actually impossible and what is merely practically impossible. The effective DC for this task is 44, before any other modifiers are taken into effect. 
	The tool kit would cost f 800, but since they are not the lowest price someone could possible find one for, if it were available on the black market would be f 3,200.
Note: There is nothing in the tool kit that prevents an AID from sending messages while someone is attempting to alter it, so working on an activated Aid device would be considered highly dangerous, since it is inherently a time consuming task. Although how anyone would get their hands on an unactivated AID’s unit is a question since they are activated before leaving the Darhel manufacturing facility.

Power Crystal Mortar Rounds: Those who are aware of the existence of these rounds have jokingly called them the rich man’s tactical nuke. They take advantage of the tendency of Power Crystals to have a sympathetic detonation when damaged. The actual round is perfectly safe on its own. It only becomes dangerous after a charged power crystal has been inserted into the detonation chamber of the round, which is a spun cocoon of det cord that will detonate when the activation trigger is fired. Activation trigger can be set for all of the standard mortar round setting, ground burst, air burst, or ground penetrating. The round accepts both Posleen and GalTech Heavy-Duty Power Crystals. Needless to say these rounds are highly illegal and are considered to have a Restriction Rating of Illegal (+4), and cost $20,000 per round on the black market. It is work noting that the rounds do not come with a power crystal and one must be found before the round can be used. The round is also more effective if the power crystal is fully charged before insertion.

AID Accessible Computers: These highly illegal computers are designed to allow AID’s to interface with them and thereby gain access to the internet or run normal computer programs for the user. Possession of one of these computers is considered a Class 1 Felony (which carries an automatic death sentence). Due to the incident with Tenth Corp at the start of the Invasion,  where unknown parties used GalTech programming code to insert a Trojan horse into the Central Artificial Intelligence Targeting Artillery Fire Remote Command and Control System (Central for short), that caused the system to call for artillery fire on the calling unit instead of intended target.
	That, along with another hack that miss directed the location of units in the Inter Vehicle Information System, so that Commanders could not know were their troops were, was the reason it was made illegal, and the internet protocols were changed to make it extreme difficult for any GalTech system to interface with them, under most circumstances.
	These computers are generally designed to hide the fact that an AID’s device can access them. It takes a Search check against a DC of 20 to notice the alterations from the outside if a character has knowledge of computers and a DC of 15 if the character opens the computer up to check out the interior layout.

Table 16.45: AID Accessible Computers
				Purchase	Black Market	Skill
Object	Size	Weight	Price	Restriction	Bonus
Computer
	Desktop	Large	4.5 kg.	$14,500	Illegal (+4)	+0
	Upgrade Desktop	Large	4.5 kg.	$21,500	Illegal (+4)	+1
	Milspec Desktop	Large	4.5 kg.	$43,500	Illegal (+4)	+0
	Upgrade Milspec Desktop	Large	4.5 kg.	$64,500	Illegal (+4)	+1
	Notebook	Med	2.25 kg.	$20,000	Illegal (+4)	+0
	Upgrade Notebook	Med	2.25 kg.	$40,000	Illegal (+4)	+1
	Milspec Notebook	Med	2.25 kg.	$80,000	Illegal (+4)	+0
	Milspec Upgrade Notebook	Med	2.25 kg.	$160,000	Illegal (+4)	+1

Guardian Armor: Guardian armor is basically an upgraded Land Warrior MK II. There are several different upgrades involved in this armor. The most important is that the armor has been converted into a light power armor suit, by whoever has designed it. The party that designed it obviously has access to a Posleen Nano Factory of some type due to the Posleen technology that been incorporated into the design. 
	The main drawback of the suit is that Posleen sensors know recognize the wearer as a valid target due to the onboard Posleen technology.
	Due to the fact that who ever is building these suits has not gotten licensing permission to use the Land Warrior systems, the 9th U.S. Circuit Court has ruled that anyone who is found to posses one of these suits must pay a one time licensing fee to the U.S. Government for the use of their proprietary designs. due to the fact that the suits have been found to fit an ongoing tactical need in the current environment. 

Table 16.46: Guardian Armor
	Armor	Max Dex	Armor	Speed*	Purchase
Armor	Type	Class	DR	Bonus	Penalty	(10 m.)(8 m)	Weight	Price	Rest.
Power Armor
Guardian Armor	Tactical	+5	25	+3	-5	8	6	60 kg.	$5,275,000	Mil (+3)
	Power 
	Armor
Features:
	The heart of the system is a hardened milspec upgraded notebook computer with four processors carried on the back of the breastplate. This Voice activated or menu-driven system coordinates all electronics: a helmet mounted, flip down Monocle or armored Visor Heads-Up Display serving as the monitor for the computer and the weapon sighting system (allow the user to look around corners and even shoot without exposing himself). Along with the following features:
An inertial General Positioning Unit (GPU), (as long as the unit is re-calibrated once a week it will let the user know his exact position with an orienteering check DC 15. 
	A navigation module with a digital map database (provides a +2 equipment bonus to all orienteering and navigation (planetary) checks). 
	A built in command word voice activated milspec Posleen communication system Range: roughly 1 Astronomical unit.  Cryptography DC: 20.
	A built in command word voice activated milspec Posleen Portable communications system Range: roughly 100 Astronomical units. Cryptography DC: 20, which can send and receive encrypted voice messages, sound files, email, maps, electronic document files, and real time video files and streaming. 
	An Identify Friend or Foe (IFF) module. 
	Posleen tactical Sensors: This unit incorporates a broad spectrum of portable sensors to analyze the general environment out to 4 km. The device provides a +4 equipment bonus to related skill rolls of Listen Search, and Spot. 
	Threat warning system that detects the sensor emissions of a Tenar or a God King targeting module operating within 4 km as long as the system is within line of sight of threat warning module. 
	The system is powered by two Heavy-Duty GalTech or Posleen power crystals.
An upgraded Land Warrior Armor system consisting of the integrated articulated strength amplification armored assault hard suit based on the Hard Assault Breastplate IV technology. The system provides a full NBC capable environmental system. The suit provides a +3 bonus to strength for weight carrying and recoil purposed.
	Land Warrior Electronic Systems Pack  Cost: $500 Armor Class: N/A Damage Reduction: 13 Weight: 3.15 kg. 
	An integrated articulated strength amplification armored assault hard suit: This hard suit is made out of 1/4 titanium with a front and rear backing of 26 ply hard Kevlar composite that covers the suit. 
	Integrated mounting interface brackets on the front and back chest plates for Personal Protection Field units. This provides the wearer with some additional protection if she can acquire them, since they do not come with the suit. They appear to be beyond the technological manufacturing capabilities of the people manufacturing the suit. The user can control the Personal Protection Field Units using the onboard computer interface.
	The personnel protection field device is normally shaped like a pack of cigarettes, and that is what the mounting brackets assume. The energy field project out to a radius of 2 meters and stops when it touches an obstacle. The energy field can deflect most small arms fire and it has six settings. The settings are listed below.
	
Table 16.47: Personal Protection Field Settings
		Armor		Energy Charges
Setting	Class	DR	Used Per Round
Off	0	0	0
	1	+1	+5	1/16
	2	+2	+10	1/8
	3	+3	+15	1/4
	4	+4	+20	1/2
	5	+5	+25	1

	Land Warrior Mk II Helmet AN/PVS-18 The Land Warrior Mk II Helmet is a brand new helmet design used mostly by Fleet Recon (when their own equipment is not available) or the newly rebuilt Ground Forces Special Forces. It has an integrated armored visor Heads-Up Display which when lowered seal the helmet against NBC contaminants. The Helmets also has an integrated daylight video, low light amplification and thermographic features built in with a maximum digital zoom of 1-20x The visor is transparent unless activated. It then projects information from the sensor systems and information from the other Land Warrior systems along with the weapon mounted modified Posleen Modular Targeting Unit if the unit has been connected into the suit. This effectively negates the flat-footed penalty for using the unit. Note: The Land Warrior Mk II Helmet’s vision system 5-20X feature makes object 1,450-meters away appear to be 240-meters away (or objects 1,270-meters away appear to be 64-meters away), this effectively multiplying each range increment of the weapon by 2. The scope allows the user to visually target in the dark almost as if it were day, suffering only a -2 circumstance penalty. Cost: $30,000 Armor Class: N/A Damage Reduction: 13 Weight: 2.7 kg.
	Modular Targeting Unit: This unit is a snap on module designed to provide targeting queues to the user when mounted on a weapon. The Modular Targeting Unit provides a +4 equipment bonus to attack rolls when it is mounted on a weapon. The system also provides a +4 equipment bonus to Sensor skill checks when used in either weapon targeting mode or as a stand-alone unit.

Posleen Equipment: Damaged

Armored Combat Suit: The Federation Military has put a bounty on all Damaged Armored Combat suits found in the field. They must be turned over to them, under the presumption that the suits belong to a Fleet Strike Unit. Only a very tiny number of suits are in private hands. The bounty is 2/3 of the suits current value due to damage. 
	Posleen God Kings have been known to collect suits of fallen ACS troops that their Oolt has killed, as trophies.

Posleen Body Armor IIA: There is some anthropological debate as to why Posleen God Kings have started wearing this armor. The most likely explanations are since the armor made from pieces of Class IIA Kevlar BDU's that are stitched together, that the God Kings started making and wearing the armor as spoils of war and war trophies.  The Posleen Body armor has mainly been found to be worn by the so-called 5%ers. Although the bragging rights are not quite the same for this armor as for the Class IIA body armor that they have also started making. Since the 10,000 Brigade Combat Team or rather wealthy militia or private individuals only wear IIIA Kevlar BDU’s. 

Posleen Body Armor IIIA: Only some of the high level surviving Posleen God Kings have been found to wear this armor, mainly among the surviving 5%er’s. This armor is made from Class IIIA Kevlar BDU’s previously worn by deceased members of the 10,000 BCT.

Table 16.48: Posleen Body Armor
		Armor		Max Dex 	Armor		Speed*
Armor	Type	Class	DR	Bonus	Penalty	(10 m.)(8 m)	Weight
Medium Armor
Kevlar BDU's IIA	Tactical	+2	5	+3	-4	8		6	16.2 kg.
Kevlar BDU's IIIA	Tactical	+2	8	+2	-5	8		6	21.6 kg.

GalTech Equipment

Damaged Armored Combat Suit: The Federation Military has put a bounty on all Damaged Armored Combat Suits found in the field. They must be turned over to them, under the presumption that the suits belong to a Fleet Strike Unit. Only a very tiny number of suits are in private hands. The bounty is 2/3 of the suit's current value due to damage. 
	Posleen God Kings have been known to collect suits of fallen ACS troops that their Oolt has killed, as trophies.

Armored Combat Suit: There are suits that have made their way into the hands of civilians and private mercenary units hands. But they are few and far between. They also have to be specially fitted to the user by either a Suit Armorer or an Indowy craftsman. Owning a suit also requires a special GalTech License for the specific suit that authorizes the ownership of it.

************************************************************************
GALACTIC TECHNOLOGY

The following are guidelines from 
A: The Author, John Ringo, whose world we will all be experiencing, and,
B: The design team,  
as recommendations on generally handling the release of advanced technology into a particular game environment.

	Galactic Technology (GalTech) is much more of a hodgepodge than is generally apparent to humans. There are effectively three types of GalTech: Aldenata tech which requires Indowy manufacturing techniques, Aldenata tech that is produced by Indowy techniques but doesn't actually require it, and tech which was brought in or developed by other species.
	Taking them in reverse order, AIDs, some stealth technology and all human "upgrade" technology is non-Aldenata/Indowy. AIDs are Darhel tech and while the Indowy and Aldenata can produce the basic device, they are inexpert at reproducing the actual AI that "inhabits" it. They can handle the hardware but not the software. 
	Much of the stealth technology was brought in by the Himmit. The Indowy can produce all the materials, but some of the design facets and design concepts are still proprietary to the Himmit. Since as far as the Darhel can tell, the Himmit don't use anything but freestanding individual computers, their technology has so far resisted absorption.	Upgrade technology and much of the human biological systems tech has been produced by the Tchpth. They also have designed much of the weapons technology, including some of the anti-matter containment tech in the new weapons, and were the designers of the suit underlayer.

	Posleen technology is primarily Aldenata technology that is sufficiently "dumbed down" that it doesn't require Aldenata manufacturing techniques. It was developed before the Aldenata had lost the skills of most, lower level technology (the equivalent of early steam power to a modern computer engineer.) 
	Thus they cannot produce grav-gun ammunition, armor of the technology of ACS, or any of the more advanced gravitic systems. Their ships are slower due to reduced compensator technology, and they do not have the tunnel drive system or micro anti-matter containment.
	However, they are superior to humans by far. 

	Aldenata tech which does not, actually, require Indowy manufacture comes down to materials. Ship engines can be designed and built without Indowy techniques, but they cannot be built as efficiently or as small.
	By the same token, it's possible to make grav-guns, but not as small or powerful, and ACS is right out, leading to the last category.

	There are various technologies; the PPF field, the ACS armor, the primary armor on Fleet vessels, grav-gun ammunition, the energy absorption fields that make many of the systems work, that are such reality twisting devices that they aren't possible for humans (or Darhel or Posleen) to manufacture.

GALACTIC MANUFACTURING

	Indowy manufacture takes place in vats filled with nannites. These nannites are controlled by a combination of cybernetic and mental systems, the "mental" part being applied through energy field interaction that amounts to direct neural linkage.
	In many cases the nannites work at the atomic level forcing bindings that would be low probability chemical interactions. Indowy manufacture occasionally requires "weaving" material, virtually atom by atom. This is incredibly precise and tedious and requires teams of Indowy working in perfect harmony. If this sounds like intensive meditation or
"praying", that is what the first humans who observed the spectacle reported it as. Later, a few humans, mostly those raised by Indowy, achieved some ability in the field. But even their advancements are highly limited.
	Most humans who have any inkling of the reality, simply refer to it as magic.

	Tchpth either "one off" items or turn the design over to the Indowy to produce in quantity.

	Posleen use robotic factories. Indowy and Posleen with the appropriate skills can convert them to human use. However, Posleen generally destroy them rather than let them fall into other species' or even other Posleen's hands.

	Darhel only manufacture AIDs. They are mass-produced in AID-controlled nano-vats. They are then "loaded" with their core programming in a manner that is proprietary, not just to the Darhel, but to particular Darhel. The AID is generally controlled by the sixteen clan leaders of the Darhel. 

	Some have theorized that if the Indowy and the Darhel ever got together, they could overcome the problem of requiring "mentats" to build anything in Indowy technology.

	Himmit manufacturing is a complete mystery.

TECHNOLOGY CONVERSION AND REMNANTS

	Some technology is easy to convert and some is not.

	Indowy technology is either "locked," whether to a user or a group, or it is not. If it is not "locked" anyone can use it.
	"Unlocked" tech is basically small items. An Indowy gravcar (rare), grav-guns, pulsers, medical kits, etc. Each of these will have the same basic format as a human designed system, but will be much superior, the equivalent of magical items. Indowy techs can often get these repaired/refueled/restocked and in some cases can produce parts for them given time and materials.
	Examples of locked technology: ACS, user locked. Ships, user/chain of command locked. Basically any mobile and either economically or militarily powerful system is going to be locked. It requires high-level Indowy access to open it up and then in some cases it will require modification. By "High Level" the equivalent of an Inspired Lord or a Clan Lord and the activities of a seventh level or higher Dashon Mentat with maximum skill ranks in Dashon Mentat; your average Indowy tech character is going to shake its head in despair.
	So if a character finds a suit of ACS armor, it's going to require one hell of a lot of time and money for the character to be able to use it. Almost as much as buying it unless they have connections.

	Potential quests are finding persons who can unlock one of their gadgets.

	Tchpth materials will be locked to individuals, always. Generally these will just be Tchpth or Indowy helpers but Tchpth logic is not like human logic.
	Tchpth gadgets can be up to the equivalent of Asimov’s “any sufficiently advance technology is indistinguishable for magic” and can take any form whatsoever. Think of them as Da Vincis; they may be works of art or arts of war or both at once.

	AIDs are not only locked, the Darhel can access any of them at any time. However, they also contain the sum-total of human knowledge and will release various bits of Galactic knowledge. They also can instantaneously communicate with other AIDs within their communications range.

	Posleen technology, by and large, is locked. But small systems (Tenar, any of the guns and portable sensor systems) are partially convertible by human cybertechs while ships and factories require Indowy techs, by and large.
	However, most factories and ships are destroyed by the Posleen before capture, assuming they're not in a rout. Finding a functional robotic factory (that produces something recognizable) or an undamaged ship is sort of the "finding the dragon's hoard" of this sort of adventuring; the adventurers might as well retire. However, there is not an immediate return.
	Converting either one is extremely costly for an individual. They can either sell it at a cut rate, take a usurious loan to afford the conversion, or go out adventuring until they have the squeeze. After that, they're set.

	They also could attempt to find a Posleen God King that is willing to help and has the appropriate skill-set. This is a very low probability exercise.  

	Oh, and all Posleen systems are accessible by the Darhel for information purposes and have been fully exploited by them, so any information the Posleen would know about a party group the Darhel can find out, if they are interested in looking. They cannot control them externally, but they can look. This is not well known and there is no currently known way to lock them out.

Copyright Notice The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof; the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other  material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright ©2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

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Chapter 17: NPCs and Critters

NPCs and Posleen will be the major hazard, not critters (terrestrial or extra- ).  Note that some elite galactics will be at max age + upgraded for +4 to all mental abilities and +1d3 to all physical abilities.

OVERVIEW

Creature Description
	Each creature is organized in the same general format, as described in the following text. Much of the information on a creature is condensed into a creature statistics block, the contents of which are explained below. 

Template: Some creatures are presented as “templates.” A template can be acquired or inherited. Acquired templates can be applied to a creature anytime. Inherited templates assume the creature was born with the template.

Challenge Rating (CR)
	A creature’s Challenge Rating provides a rough measure of the creature’s toughness in a combat situation. As a rule of thumb, four heroes of a level equal to the creature’s Challenge Rating should exhaust roughly one-quarter of their resources battling it. But situations may arise where a creature’s Challenge Rating does not accurately reflect the difficulty of the challenge.

Size
	A creature falls into one of nine size categories. The size categories are briefly described in Table: Creature Sizes. Each size category includes a size modifier that applies to the creature’s Defense and attack rolls; a modifier that applies to grapple checks; and a modifier that applies to Hide checks. These modifiers have been figured into the statistics for the creatures described here.

Type
	A creature’s type determines many of its characteristics and abilities: physical ability scores, Hit Die type, base attack bonus, saving throw bonuses, skill points, feats, and special qualities. Mental ability scores (Intelligence, Wisdom, and Charisma) can vary widely among creatures of a type. Unless a type description specifies a particular score for one of these abilities, the GM will assign values as she deems appropriate.

Hit Dice (HD) and Hit Points (hp)
	A creature’s type and size determine its Hit Dice. A creature’s Hit Dice is equivalent to its level for determining how various FX abilities affect the creature, its rate of natural healing, and its maximum ranks in a skill. 
	A creature’s Hit Dice and Constitution modifier determine its hit points. A creature’s entry gives the creature’s average hit points.

Initiative (Init)
	The creature’s modifier on initiative checks is usually equal to its Dexterity modifier, although the Improved Initiative feat provides an additional +4 bonus.

Speed (Spd)
	A creature’s tactical speed on land is the amount of distance it can cover in one move action. If the creature wears armor that reduces its speed, this fact is given along with a parenthetical note indicating the armor type; the creature’s base unarmored speed follows.
If the creature has other modes of movement, these are given after the main entry. Unless noted otherwise, modes of movement are natural (not magical).
Burrow: The creature can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot run while burrowing.
Climb: A creature with a climb speed has the Climb skill at no cost and gains a +8 species bonus on Climb checks. The creature must make a Climb check to climb any wall or slope with a DC greater than 0, but it always can choose to take 10, even if rushed or threatened while climbing. The creature climbs at the given speed. If it attempts an accelerated climb, it moves at double the given climb speed (or its normal land speed, whichever is less) and makes a single Climb check at a -5 penalty. Creatures cannot use the run action while climbing. The creature retains its Dexterity bonus to Defense (if any) while climbing, and opponents get no special bonus on their attack rolls against the climbing creature.
Fly: The creature can fly at the given speed if carrying no more than a medium load. All fly speeds include a parenthetical note indicating maneuverability:
	Perfect: The creature can perform almost any aerial maneuver it wishes.
	Good: The creature is agile in the air, but cannot change direction as readily as one with perfect maneuverability.
	Average: The creature can fly as adroitly as a small bird.
	Poor: The creature flies as well as a very large bird.
	Clumsy: The creature can barely fly at all.
	Creatures that fly can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. It can make only claw attacks, but these deal double damage. Creatures can use the run action while flying, provided they fly in a straight line.
Swim: A creature with a swim speed can move through water at the given speed without making Swim checks. It gains a +8 species bonus on any Swim check to perform some special action or avoid a hazard. The creature always can choose to take 10, even if distracted or endangered when swimming. Creatures can use the run action while swimming, provided they swim in a straight line.

Armor Class
	A creature’s Armor Class includes a parenthetical mention of the modifiers contributing to it. The creature’s “touch” Armor Class (discounting natural armor and other armor modifiers) and “flat-footed” Armor Class (discounting Dexterity bonus and class bonus, if any) are provided as well.

Base Attack Bonus (BAB)
	A creature’s base attack bonus does not include any modifiers. It is used to calculate a creature’s grapple modifier as well as the maximum bonus on damage rolls for a creature using the Power Attack feat. Cross-referencing the creature’s Hit Dice and type on Table: Creature Saves and Base Attack Bonuses derives a creature’s base attack bonus.

Grapple Modifier (Grap)
	Whenever a creature makes an opposed grapple check, apply this modifier to its d20 roll. The total modifier on grapple checks is determined as follows: base attack bonus + Strength modifier + grapple modifier. The grapple modifiers for creatures of various sizes are given in Table: Creature Sizes.

Primary Attack (Attack)
	If a creature moves more than 5 feet in the same round it attacks, it makes only a single attack using its primary attack bonus. This bonus includes modifications for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity modifier on its primary attack. The damage and primary weapon type are noted in parentheses.
	A creature’s primary attack damage includes its full Strength modifier (1.5 times its Strength bonus if it is the creature’s sole attack).
	Use the creature’s primary attack bonus whenever the creature makes an attack of opportunity. 
Creatures can attack with natural weapons, manufactured weapons, or sometimes both.

Natural Weapons
	Natural weapons include teeth, claws, horns, and the like. The number of attacks along with the weapon, attack bonus, and form of attack (melee or ranged) are provided in a creature’s entry. Unless noted otherwise, natural weapons threaten critical hits on a natural attack roll of 20.
If any attacks also cause some special effect other than damage, that information is given along with the damage. Unless noted otherwise, creatures deal double damage on critical hits.
Natural weapons have types just as other weapons do. The most common types are summarized below.
Bite: The creature attacks with its mouth, dealing piercing damage.
Claw or Rake: The creature rips with a sharp appendage, dealing slashing damage.
Gore: The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage.
Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing damage. Stings are usually poisoned.

Manufactured Weapons
	Creatures that use manufactured weapons follow the same rules as characters, including those for multiple attacks and two-weapon fighting penalties.

Full Attack (Full Attack)
	A creature that takes no more than a 5-foot step during its turn can make a full attack using all of its natural weapons. A creature’s full attack includes both its primary attack and its secondary attacks (if any).
The primary attack bonus includes modifications for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity modifier on melee attacks. A creature’s primary attack damage includes its full Strength modifier (1.5 times its Strength bonus if it is the creature’s sole attack or if the creature is wielding a two-handed melee weapon).
	The remaining weapons are secondary attacks and take a -5 penalty on attack rolls. Creatures with the Multiattack feat (see Feats, below) take only a -2 penalty on secondary attacks. Secondary attacks add only one-half the creature’s Strength bonus to the damage.
	Creatures that do not normally carry ranged weapons are still given a ranged attack bonus for situations in which they might be throwing objects at a target.

Face/Reach
	Fighting space approximates the amount of space a creature needs to move and fight effectively, and how much space it occupies on a grid of 5-foot-by-5-foot squares. Table: Creature Sizes gives the fighting space for creatures of any given size, although variations and exceptions are possible. 
	A creature’s reach is the distance at which it can strike targets with its natural weapons without needing to adjust its position on the grid. A creature using its natural weapons threatens all squares within its reach. When measuring diagonally, every second square counts as two squares. Table: Creature Sizes provides the typical reach for creatures of any given size. The GM may adjust the values in the table by -5 feet or +5 feet for creatures that have less than normal or greater than normal reach. Unlike the wielder of a reach weapon, a creature with greater than normal reach (more than 5 feet) can still strike creatures next to it. A creature with greater than normal reach usually gets an attack of opportunity against a character if the character approaches it, because the character enters a square it threatens before he or she can attack it. (This does not apply if the character takes a 5-foot step.) Large or larger creatures with reach weapons can strike targets out to double their reach but can’t strike at targets within their normal reach or less.
	A creature with a 0-foot reach must move into the fighting space of its target to attack it, provoking an attack of opportunity from the target as the creature enters the target’s fighting space and threatened area. Also, creatures with 0-meter reach do not threaten the squares around them.

Special Qualities (SQ)
Many creatures have unusual abilities.
Extraordinary: Using an extraordinary ability is a free action unless noted otherwise.

Saving Throws
	A creature’s Fortitude, Reflex, and Will saving throw modifiers take into account the creature’s type, ability score modifiers, feats, and any special qualities.
Abilities
	Creatures have the same six ability scores as characters: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). Exceptions are noted below. 
Nonabilities: Some creatures lack certain ability scores. These creatures do not have an ability score of 0 -- they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are noted below.
Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. Quadrupeds can carry heavier loads than bipedal characters. (See Carrying Capacity.)
	A creature with no Strength score can’t exert force, usually because it has no physical body or because it is immobile. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier.
Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can’t move. If it can act (such as by emitting a gas cloud), the creature applies its Intelligence modifier instead of its Dexterity modifier to initiative checks. The creature fails all Reflex saves and Dexterity checks.
Constitution: Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage and ability drain, and it always fails Constitution checks.
Intelligence: Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature can speak all the languages mentioned in its descriptive text. Any creature with an Intelligence score of 3 or higher understands at least one language, whether or not it can speak it. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind effects and automatically fails Intelligence checks.
Wisdom: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.
Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.

Skills
	This section lists alphabetically all the creature’s skills by name along with skill modifiers that include adjustments for ability scores and any bonuses from feats or species abilities (unless otherwise noted in the descriptive text). All listed skills were purchased as class skills unless the creature acquires a character class (see Advancement, below).
	Automatic Languages: Some creatures read, write, or speak unique languages that PCs don’t know anything about. The GM determines whether a PC is capable of learning one of these unique languages and the method by which that language can be learned.

Feats
	This section lists alphabetically all the creature’s feats. 
Most creatures use the same feats that are available to characters.

Advancement
	The GM can improve a creature by increasing its Hit Dice. The Advancement entry indicates the increased Hit Dice (and often size) of the creature or indicates that the creature can advance by character class.
Increasing Hit Dice
	As a creature gains Hit Dice, many of its game statistics change.
Size: Adding Hit Dice to a creature can also increase its size. An increase in size affects a creature’s Defense, attack rolls, and grapple checks, as shown on Table: Creature Sizes, as well as physical ability scores and damage, as shown in the descriptions of the creature types.
Armor Class: An increase in size affects a creature’s Armor Class, as shown on Table: Creature Sizes. An increase in size might also improve a creature’s natural armor bonus to Armor Class, as shown on Table: Adjustments to Physical Abilities and Natural Armor. Note that a natural armor bonus stacks with an equipment bonus from armor.
Attack Bonus: Table: Creature Saves and Base Attack Bonuses shows how a creature’s base attack bonus improves as it gains Hit Dice. A change in the creature’s size also modifies its attack rolls, as shown on Table: Creature Sizes. Both values must be counted when recalculating a creature’s attack bonus.
Grapple Modifier: An increase in size affects a creature’s grapple modifier, as shown on Table: Creature Sizes.
Damage: An increase in size also increases the amount of damage a creature deals with its natural weapons.
Saving Throws: Table: Creature Saves and Base Attack Bonuses shows how a creature’s saving throw bonuses improve as it gains Hit Dice.
Ability Scores: An increase in size affects a creature’s Strength, Dexterity, and Constitution, as shown on Table: Adjustments to Physical Abilities and Natural Armor.
Skills and Feats: As shown on Table: Bonus Skill Points and Feats by Creature Type, a creature may gain additional skill points and feats depending on its type.

Table: Adjustments to Physical Abilities and Natural Damage Reduction (DR)
Old Size 1	Str	Dex	Con	Natural DR
Fine	-	-2	-	-
Diminutive	+2	-2	-	-
Tiny	+4	-2	-	-
Small	+4	-2	+2	-
Medium-size	+8	-2	+4	+2
Large	+8	-2	+4	+3
Huge	+8	-	+4	+4
Gargantuan	+8	-	+4	+5

Table: Bonus Skill Points and Feats by Creature Type
Type	Bonus Skill Points	Bonus Feats
Animal	-	-
Construct	-	-
Humanoid	+1 per extra HD	+1 per 4 extra HD
Monstrous 
      humanoid	+2 per extra HD	+1 per 4 extra HD
Plant	-	-
Vermin	-	-

Acquiring a Character Class
	A creature that acquires a character class follows the rules for multiclass characters. The creature’s character level equals its Hit Dice plus the number of character class levels it has. Creatures with 1 or fewer Hit Dice count only their character class levels.
Size: Adding character classes to a creature never affects its size.
Skills: Creatures that take levels of a character class do not gain as many skill points as a human character of the same class. Creatures get 4 fewer skill points at 1st level than a human character and 1 fewer skill point each level thereafter; see Table: Skill Points per Class Level for Nonhumans.
Feats: Creatures with 1 or fewer Hit Dice that acquire character class levels advance as human characters do, but they gain only one bonus feat at 1st level instead of two.
Talents and Abilities
	Creatures that advance by character class gain special talents and abilities, which are noted here.

Table: Skill Points per Class Level for Nonhumans
Basic Class	Skill Points per Level (1)
Prestige Class	Skill Points per Level
(Table not yet completed)
1 Humanoids with 1 or fewer Hit Dice advance as human characters does. At 1st level, multiply the number of skill points per level by 4.

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Posleen Ecological System
All material in this section is Product Identity, and may not be copied, redistributed, or used to create derivative works.

Abat
	A nearly impossible-to-eradicate small pest on Posleen landers. WtDD describes them as being about the size of rabbits, white and looked somewhat like a cross between a rat and a pillbug. They have a single leg/foot and hop along. 
	They live in underground colonies of 50-500 (5d10x10 animals in a colony with 150% Abat young living in the colony also). Their burrows looks something like a big, overly large flat termite mount with multiple exits similar to prairie dog hills. Their burrows are only found in the plains areas due to the fact that they require loose soil to burrow in. 
	If the colony is threatened roughly 20-50% of the adult population will attempt to drive off or destroy the perceived attacker while the rest of the adult population defends the colony.
Species Traits: Scent (Ex): This ability allows an Abat to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Skill Bonuses: Abates receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. They use their Dexterity modifier for Climb checks.
Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite).
CR: 1/8.
Tiny animal
Hit Dice: 1/2 d8; (hp 2).
Initiative: +2.
Speed: 6 meters, burrow 4 meters.
Armor Class: 14, flat-footed 12 (+2 size, +2 Dex).
Attacks: +0; Grap -12; Attack +4 melee (1d3-4, bite); Full Attack +4 melee (1d3-4, bite).
Face/Reach: 1 meter by 1-meter/0 meters.
Special Qualities: scent, low-light vision.
Saves: Fort +2, Ref +4, Will +1.
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, and Cha 2.
Skills: Balance +10, Hide +18, Move Silently +10, Swim +10.
Feats: Weapon Finesse (bite).
Advancement: 1 HD (Small); 2 HD (Medium-size).

Grat
	A small, wasp-like pest found on Posleen landers. Their only natural food source are Abat. Their sting is deadly to humans. Very territorial and aggressive. 
Species Traits: Skill Bonus: Grats gain a +8 species bonus on Spot checks.
Bonus Feat: Grats gain the bonus feat Weapon Finesse (stinger).
Attach (Ex): If a Grat hits with its stinger attack, it uses its eight barbed legs to latch onto its targets body. An attacked Grat has an AC of 12.
Blood Drain (Ex): A Grat drains blood, dealing 1d4 points of temporary Constitution damage each round that the Grat remains attached. Once the Grat has drained 4 point of Constitution, it will detach and fly away to digest its meal. If the targeted victim is an Earth life form the Grat will die within 1D4 days due to toxic shot syndrome,.the Grat being unable to handle the protein enzymes generated by Earth life. 
Implant Egg: On a natural 20 on the attack roll the Grat also Implant a larva Grat in its victim. The larva will feed off of the host causing 1 point of temporary Constitution damage per week. After the larva has drained 4 points of Constitution it will be fully grown and attempt burrow its way out of its host, causing 2d4 points of damage in the process. If the targeted implantation victim is an Earth life form the Grat larva will die within 1D4 days due to toxic shock syndrome. If the dead larva is not removed within 1D6 days by surgery, gangrene will start to set in.
CR: 1.
Tiny animal 
Hit Dice: 1d10; (hp 5).
Initiative: +4.
Speed: 4 meters, fly 16 meters. (average). 
Armor Class: 16, flat-footed 12 (+2 size, +4 Dex).
DR: 2 (+2 natural).
Attacks: +0; Grap -10; Attack +5 melee (1d4-1, stinger); Full Attack +5 melee (1d4-1, singer).
Face/Reach: 1 meter by 1-meter/0 meters.
Saves: Fort +2, Ref +6, Will +2.
Abilities: Str 6, Dex 19, Con 10, Int 2, Wis 12, and Cha 6.
Skills: Listen +6, Spot +6 (+14).
Feats: Weapon Finesse (stinger).
Advancement: None.

Groth
	Groth resemble a compost heap and they kill their prey by folding over their intended victim and then slowly digesting them. They can only fold once per hour or so. Their digestive acids do damage to equipment and people on contact. Death is generally by suffocation, so if the victim is in a party they are generally going to be rescued before they die. Groth come in a variety of sizes. The Groth’s entire surface area is part of its digestive system. So it can be said that the Groth is always eating as long as it is in contact with organic matter.
Species Traits: Swallow Whole (Ex): To use this ability, the Groth must hit with a fold attack. 
Digestive Acids (ex): The Groth’s digestive acids do 1D4 point of acid damage to an enfolded victim per round. Any weapon or person making contact with the Groths body takes 1D3 point of acid damage. The digestive acids continue to dissolve the victim, doing 1D3 points of acid damage, until the wound is washed out with at least one liter of water. The item or person makes a Fort save (DC 20) for half damage, per contact made with the Groths body.
Engulf (Ex): Whenever the Groth moves to a new location it engulfs and digests all organic matter in its path to its new location. Persons or animals in the path of the Groth can make a Reflex save (DC 10) to get out of the way before the Groth slides over them.
CR: 3.
Medium-size Animal 
Hit Dice (Medium-size): 2d8+2; (hp 10).
Initiative: +2.
Speed: 2 meter. 
Armor Class: 12, flat-footed 10 (+2 Dex).
DR: 11 (+11 natural).
Attacks: +1; Grap +1; Attack +1 melee (1d6-1, enfold); Full Attack (None).
Face/Reach: 1 meter by 1-meter/0 meters.
Special Qualities: Swallow Whole, Digestive Acids, and Engulf.
Saves: Fort +4, Ref +2, Will +0.
Abilities: Str 11, Dex 14, Con 13, Int 2, Wis 10, and Cha 6.
Skills: Climb +6, Listen +6, and Spot +3.
Feats: None.
Advancement: 4-6 HD (Large); 7-9 HD (Large); 10-12 HD (Huge).
						FF						Fort	Ref	Will
Size	Hit Dice	HP	Init	AC	AC	DR	BAB	Grab	Attack	Damage	Save	Save	Save	
Large	4 	28	+1	10	9	12	+3	+11	+7	1d6+3	+7	+2	+1 
Large	5	35	+1	10	9	13	+3	+11	+7	1d6+3	+7	+2	+1 
Large	6	42	+1	10	9	14	+4	+12	+8	1d6+3	+8	+3	+2
Large	7	49	+1	10	9	15	+5	+13	+9	1d6+3	+8	+3	+2 
Large	8 	56	+1	10	9	16	+6	+14	+10	1d6+3	+9	+3	+2
Large	9 	63	+1	10	9	17	+6	+14	+10	1d6+3	+9	+4	+3
Huge 	10	90	+0	8	8	18	+7	+23	+15	1d6+6	+12	+3	+3 
Huge	11	99	+0	8	8	19	+8	+24	+16	1d6+6	+12	+3	+3 
Huge	12	108	+0	8	8	20	+9	+25	+17	1d6+6	+13	+4	+4

Kanath
	Kanath are similar in size and shape to spider monkeys, but incorporate an exoskeleton structure. They are highly colored like poisonous frogs, but cover themselves in leaves and vines so as to camouflage themselves. They live in trees where they tend a fungus (which grows on the trees and on the ground around their food trees, and the fungus converts just about any source of sugars and proteins quite readily) that is their sole source of food. They have one “queen” that is the only reproducer in a colony, similar to mole rats. The gathers and fighters are have limited weapons capability (and they are neutered females). The males are larger, have large shearing mandibles and their ‘fingers” are tipped by heavy claws. They are only found in close proximity to the queen. The queen is mobile, man-sized, very well armored, and has shearing claws and mandibles as well as a scything rear foot, similar to the velociraptor. The queens are normally found in large hollowed-out trees.
	If two Kanath are left in the wilderness, the dominant one will transform into a queen and the lesser one into a male.
	Kanath are wily and will normally avoid contact with sentient life forms. There have been no successful communication attempts with any Kanath group. Genetic studies of the Kanath indicate that they are most similar to Himmit at the biochemical level.

Kanath Gatherer
Species Traits: Bonus Feats: Gatherers gain the bonus feats Skill Focus and Weapon Finesse (claw).
Pounce (Ex): If the Kanath Gatherer leaps upon his foe from the tree tops during the first round of combat, it can make a full attack even if it has all ready taken a move action. 
Scent (Ex): This ability allows a Kanath gatherer to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
Skill Bonuses: Gatherers receive a +4 to Profession (Fungus Farming), and to their hide checks while in a forest environment.
CR: 1/2.
Tiny Monstrous Humanoid
Hit Dice: 1d8; (hp 4).
Initiative: +4.
Speed: 16 meter, climb 16 meters. 
Armor Class: 15, flat-footed 11 (+1 size, +4 Dex).
DR: 4 (+4 natural).
Attacks: +1; Grap -7; Attack -1 melee (1d3-2 20/x3 half spear), or +5 ranged (1d3-2 20/x2 , javelin) or; +5 melee (1d3-2, claw); 
Full Attack -1 melee (1d4-2 20/x3 spear), or +5 ranged (1d4-2 20/x2 , javelin), or +5 melee (1d3-2, 2 claws), -1 melee (1d4-2, bite).
Face/Reach: 1 meter by 1-meter/0 meters.
Special Qualities: Bonus Feats, Pounce, Scent, and Skill Bonuses.
Saves: Fort +0, Ref +6, Will +1.
Abilities: Str 6, Dex 18, Con 10, Int 6, Wis 12, and Cha 5.
Skills: Profession (Fungus Farming) +3(+9), Balance +10, Climb +13, Hide +15(+19), Listen +4, and Spot +4.
Feats: Skill Focus Profession (fungus farmer), Skill Focus (Hide), and Weapon Finesse.
Advancement: 2-3 HD (Small).

Kanath Fighter
Species Traits: Bonus Feat: Kanath fighters gain the bonus feat Skill Focus, Weapon Finesse (claw) and Weapon Focus.
Pounce (Ex): If the Kanath fighter leaps upon his foe from the tree tops during the first round of combat, it can make a full attack even if it has all ready taken a move action. 
Scent (Ex): This ability allows a Kanath fighter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
Skill Bonuses: Kanath fighter receive a +4 to tracking feat checks, and to their hide checks while in a forest environment.
CR: 1.
Tiny Monstrous Humanoid 
Hit Dice: 2d8+2; (hp 10).
Initiative: +8.
Speed: 16 meter, climb 16 meters. 
Armor Class: 15, flat-footed 11 (+1 size, +4 Dex).
DR: 5 (+5 natural).
Attacks: +2; Grap -5; Attack +2 melee (1d3-1 20/x3 half spear), or +6 ranged (1d3-1 20/x2 , javelin) or; +6 melee (1d3-1, claw). 
Full Attack +2 melee (1d3-1 20/x3 half spear), or +6 ranged (1d3-1 20/x2 , javelin), or +6 melee (1d3-1, 2 claws), +1 melee (1d4-1, bite).
Face/Reach: 1 meter by 1-meter/0 meters.
Special Qualities: Bonus Feats, Pounce, Scent, and Skill Bonuses.
Saves: Fort +1, Ref +7, Will +1.
Abilities: Str 8, Dex 19, Con 12, Int 6, Wis 12, and Cha 5.
Skills: Balance +10, Climb +13, Hide +15(+19), Listen +4, and Spot +4.
Feats: Alertness, Improved Initiative, Skill Focus (Hide), Tracking, Weapon Finesse (claws) and Weapon Focus (Half Spear).
Advancement: 3-4 HD (Small).

Kanath Male
Species Traits: Bonus Feats: Kanath males gain the bonus feat Skill Focus, Weapon Finesse (claw).
Improved Grab (Ex): To use this ability, the Kanath male must hit with a claw or bite attack.
Pounce (Ex): If the Kanath male leaps upon his foe from the tree tops during the first round of combat, it can make a full attack even if it has all ready taken a move action. 
Scent (Ex): This ability allows a Kanath male to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
Skill Bonuses: Kanath males receive a +4 to tracking feat checks, and to their hide checks while in a forest environment.
CR: 2.
Small Monstrous Humanoid 
Hit Dice: 3d8+6; (hp 18).
Initiative: +6.
Speed: 16 meter, climb 16 meters. 
Armor Class: 12, flat-footed 10 (+2 Dex).
DR: 7 (+7 natural).
Attacks: +3; Grap -1; Attack +5 melee (1d4, claw); Full Attack +6 melee (1d4, 2 claws), +3 melee (1d6, bite).
Face/Reach: 1 meter by 1-meter/0 meters.
Special Qualities: Bonus Feats, Pounce, Scent, and Skill Bonuses.
Saves: Fort +2, Ref +6, Will +2.
Abilities: Str 11, Dex 17, Con 13, Int 6, Wis 12, and Cha 5.
Skills: Balance +10, Climb +13, Hide +15(+19), Listen +4, and Spot +4.
Feats: Alertness, Improved Initiative, Skill Focus (Hide), Tracking, and Weapon Finesse (claws).
Advancement: 4-5 HD (Medium-sized).

Kanath Queen
Species Traits: Bonus Feat: Kanath queens gain the bonus feat Skill Focus, Weapon Finesse (claw).
Improved Grab (Ex): To use this ability, the Kanath Queen must hit with a claw or bite attack. If it gets a hold of its victim, it can rake (See below).
Rake (Ex): A Kanath queen that gets a hold of its victim with a claw attack can make two rake attacks (+6 Melee) with the dew-claws on its hind legs for 1d8+1 points of damage each.
Scent (Ex): This ability allows a Kanath queen to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
Skill Bonuses: Kanath Queens receive a +4 to their hide checks while in a forest environment.
CR: 3.
Medium-sized Monstrous Humanoid 
Hit Dice: 4d8+6; (hp 18).
Initiative: +6.
Speed: 16 meter, climb 16 meters. 
Armor Class: 12, flat-footed 10 (+2 Dex).
DR: 7 (+7 natural).
Attacks: +4; Grap +4; Attack +6 melee (1d6, claw); Full Attack +6 melee (1d6, 2 claws), +5 melee (1d8, bite).
Face/Reach: 1 meter by 1-meter/0 meters.
Special Qualities: Bonus Feats, Scent, and Skill Bonuses.
Saves: Fort +2, Ref +6, Will +2.
Abilities: Str 12, Dex 15, Con 13, Int 6, Wis 12, and Cha 5.
Skills: Balance +10, Climb +13, Hide +15(+19), Listen +4, and Spot +4.
Feats: Alertness, Improved Initiative, Skill Focus (Hide), Tracking, and Weapon Finesse (claws).
Advancement: 5-6 HD (Medium-sized).

Posleen
	The Enemy. Yellow-gray centauroids. Thirteen to fifteen hands high (52" to 60") at the shoulder. Arms jut from a combination shoulder. Sauroid head with multiple teeth is mounted on a long, snake-like neck. "Hands" are four fingered talons, one of which is opposable, similar to fish-eating birds of prey. Feet are foreshortened talons adapted for running and slashing. 
	All Posleen have Craft (Weaponsmith: Ancient) as one of their base genetically imprinted skills, with Weaponsmith: Early, Weaponsmith: Modern, and Weaponsmith: Hypertechnology stacked on top of it, in addition to whatever other skills they have. All imprinted Posleen skills follow this pattern. Therefore a Posleen normal imprinted for farming will have Farming: Ancient, Farming: Early, Farming: Modern, and Farming: Hypertechnology. Kesentai can learn new skills and imprint them on their offspring. Thus, any group of Posleen, given time, could conceivably recreate their entire racial knowledge and technology base.
Organization: Solitary. Patrol [11-20 (2D10) plus one superior normal 2nd-5th level]. Company [2-20 (2D10) patrol size groupings (normally 60% will be equipped with Flechette Shotguns, 35 % will be equipped with 1mm Railguns, 2.5% will be equipped with 3mm Railguns, 2.5% will be equipped with HV missile Launchers, and all of them being equipped with a Boma Blade) with one 1st-3rd level God King]. Battalion [4 companies (normally 30% will be equipped with Flechette Shotguns, 50 % will be equipped with 1mm Railguns, 7.5% will be equipped with 3mm Railguns, 7.5% will be equipped with HV missile Launchers, and all of them being equipped with a Boma Blade) with three of the God Kings being 3rd-5th level, and the other God King being 5th-9th level]. Brigade [12 normal companies and 1 battalion]. A Company size enclave will have the 2-16 (2D8) patrol size work teams (equipped with tools, a Flechette Shotgun and a Boma blade each), 1-6 (1D6) patrol units (equipped with the normal level of weapons) 150% Posleen young (treat as normals with 1/4 the hp) and one 1st-3rd level God King. A Battalion size enclave will have 6-60 (6D10) patrol size work teams (equipped with tools, a Flechette Shotgun each and a Boma Blade each), 1 Company (equipped with the normal level of weapons) 150% Posleen young (treat as normals with 1/4 the hp, that cannot use weapons and do 1/2 damage with their hooves and bite attacks) with the normal three of the God Kings being 3rd-5th level, and the other God King being 5th-9th level. A Brigade size enclave will have 12 Companies broken up into 2-20 (2D10) patrol size work teams (equipped with tools, a Flechette Shotgun and a Boma blade each) with 12 1st-3rd level Kenstain (semi non-violent God Kings), 1 Battalion ((equipped with the normal level of weapons) 150% Posleen young (treat as normals with 1/4 the hp, that cannot use weapons and do 1/2 damage with their hooves and bite attacks) with the normal three of the God Kings being 3rd-5th level, and the other God King being 5th-9th level.

Posleen (Normal) Oolt'os
Posleen normals cannot be considered intelligent in the traditional sense. But due to genetic tinkering in their species past they do have a highly developed racial memory that allows them to remember skills that have been programmed into their genetic makeup.
Special Traits: Bonus Skills (Ex): One Craft Skill with 4 ranks and 2 Craft skills with 1 rank each.
Disease and Poison Resistance (Ex): The Posleen are highly resistant to diseases and poison and thereby receive a +10 species bonus to Fort saving throws against diseases and poisons.
Radiation Resistance (Ex): The Posleen are highly resistant to radiation poisoning and thereby are resistant to the first five hundred rads from any exposure (subtract 500 rads from any radiation exposure to find out what level of radiation damage the Posleen is actually exposed to), be it a short turn or long turn exposure. The Posleen also receive a +10 species bonus to Fort saving throws against the secondary effects of radiation poisoning.
Rage (Ex): A Posleen normal that takes damage in combat while not under the control of a Posleen God King goes into a killing rage the next round, attacking madly until either it or whoever or whatever caused it damage is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The Posleen cannot end its rage voluntarily.
Skill Bonus (Ex): Posleen receive a +10 species bonus on all Craft skills.
CR: 3
Large Monstrous Humanoid
Hit Dice: 4D8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 20 meters
AC: 11 (-1 size, +2 Dex)
DR: 3
Attacks: Melee: +4; Grap +10; Attack +9 melee (2D6+6, Critical 12-20/x2; High Damage Multiplier: X2, Boma Blade); Full Attack +9 melee (1D6+4, Critical 12-20/x2; High Damage Multiplier: X2, Boma Blade) +4 melee (1D6+3, 2 clawed hooves).
Ranged: 
1) Flechette Shotgun: +4; Attack +6 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 40 meters; Rate of Fire: S/B/F, Recoil: 0/1/2, Flechette Shotgun); Full Attack +6 (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 40 meters; Rate of Fire: S/B/F, Recoil: 0/1/2, Flechette Shotgun).
2) 1mm Railgun: +4; Attack +7 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 2/3/4, 1mm Railgun); Full Attack +7 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 2/3/4, 1mm Railgun).
3) 3mm Railgun: +4; Attack +7 ranged (6D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 4/5/6, 3mm Railgun); Full Attack +7 ranged (6D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 4/5/6, 3mm Railgun). 
4) HVM Launcher: +4; Attack +7 ranged (10D10, Critical 18-20/X2; High Damage Modifier: X2, Range Increment: 160 meters; Rate of Fire: S, Recoil: N/A, HVM Launcher); Full Attack +7 ranged (10D10, Critical 18-20/X2; High Damage Modifier: X2, Range Increment: 160 meters; Rate of Fire: S, Recoil: N/A, HVM Launcher).
Face/Reach: 2 meters by 4 meters/2 meters
Special Qualities: Bonus Skills, Disease and Poison Resistance, Radiation Resistance, Rage, and Skill Bonus.
Language: Posleen normals can understand but not speak the Posleen native language.
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 19, Dex 14, Con 15, Int 2, Wis 9, and Cha 9
Skills: Hide +2, Listen +4, Move Silently +4, Spot +4, Survival +1, Craft (select a craft skill) +4, Craft (select a craft skill) +1, Craft (select a craft skill) +1. All Posleen have Craft (Weaponsmith: Ancient) as one of their base genetically imprinted skills (with Weaponsmith: Early, Weaponsmith: Modern, and Weaponsmith: Hypertechnology stacked on top of it, in addition to whatever other skills they have).
Feats: Weapon Focus (Boma blade, Flechette shotgun, 1mm Railgun, 3mm Railgun, and HVM Launcher); Rage; Weapon Proficiency, Exotic Posleen Ballistic; Weapon Proficiency, Exotic Posleen Heavy Weapons.
Treasure: A Boma blade, one weapon, a random selection of other equipment, and Standard Treasure table.
Advancement: Normals advance by HD in the range of 5-8 HD.

Posleen (Superior Normal) Cosslain
	Posleen superior normals can barely be considered intelligent in the traditional sense; most mentally handicapped humans are brighter than the average Posleen superior normal. But due to genetic tinkering in their species past they do have a highly developed racial memory that allows them to remember skills that have been programmed into their genetic makeup.
Special Traits: Bonus Skills (Ex): One Craft Skill with 4 ranks and 2 Craft skills with 1 rank each. They receive an additional 2 skills at rank 4 and 4 skills at rank 2 from their progenitor.
Disease and Poison Resistance (Ex): The Posleen are highly resistant to diseases and poison and thereby receive a +10 species bonus to Fort saving throws against diseases and poisons.
Radiation Resistance (Ex): The Posleen are highly resistant to radiation poisoning and thereby are resistant to the first five hundred rads from any exposure (subtract 500 rads from any radiation exposure to find out what level of radiation damage the Posleen is actually exposed to), be it a short turn or long turn exposure. The Posleen also receive a +10 species bonus to Fort saving throws against the secondary effects of radiation poisoning.
Rage (Ex):  A Posleen superior normal that takes more than one-third its total hit points in damage in combat while not under the control of a Posleen God King goes into a killing rage the next round, attacking madly until either it or whoever or whatever caused it damage is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The Posleen cannot end its rage voluntarily.
Skill Bonus (Ex): Posleen receive a +10 species bonus on all Craft skills.
CR: 3
Large Monstrous Humanoid
Hit Dice: 4D8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 20 meters
AC: 11 (-1 size, +2 Dex)
DR: 3
Attacks: Melee: +4; Grap +10; Attack +9 melee (2D6+6, Critical 12-20/x2; High Damage Multiplier: X2, Boma Blade); Full Attack +9 melee (1D6+4, Critical 12-20/x2; High Damage Multiplier: X2, Boma Blade) +4 melee (1D6+3, 2 clawed hooves).
Ranged: 
1) Flechette Shotgun: +4; Attack +6 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 40 meters; Rate of Fire: S/B/F, Recoil: 0/1/2, Flechette Shotgun); Full Attack +6 (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 40 meters; Rate of Fire: S/B/F, Recoil: 0/1/2, Flechette Shotgun).
2) 1mm Railgun: +4; Attack +7 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 2/3/4, 1mm Railgun); Full Attack +7 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 2/3/4, 1mm Railgun).
3) 3mm Railgun: +4; Attack +7 ranged (6D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 4/5/6, 3mm Railgun); Full Attack +7 ranged (6D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 4/5/6, 3mm Railgun). 
4) HVM Launcher: +4; Attack +7 ranged (10D10, Critical 18-20/X2; High Damage Modifier: X2, Range Increment: 160 meters; Rate of Fire: S, Recoil: N/A, HVM Launcher); Full Attack +7 ranged (10D10, Critical 18-20/X2; High Damage Modifier: X2, Range Increment: 160 meters; Rate of Fire: S, Recoil: N/A, HVM Launcher).
Face/Reach: 2 meters by 4 meters/2 meters
Special Qualities: Bonus Skills, Disease and Poison Resistance, Radiation Resistance, Rage, and Skill Bonus.
Language: Posleen superior normals can understand but not speak the Posleen native language, but they are able to learn to read and write, along with a Posleen version of sign language.
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 19, Dex 14, Con 15, Int 4*, Wis 9, and Cha 14. *(This applies does not apply to language ability.)
Skills: Hide +3, Listen +4, Move Silently +2, Search + 1, Spot +5, Survival +3, Craft (select a craft skill) +5, Craft (select a craft skill) +2, Craft (select a craft skill) +2. All Posleen have Craft (Weaponsmith: Ancient) as one of their base genetically imprinted skills (with Weaponsmith: Early, Weaponsmith: Modern, and Weaponsmith: Hypertechnology stacked on top of it, in addition to whatever other skills they have).
Feats: Weapon Focus (Boma blade, Flechette shotgun, 1mm Railgun, 3mm Railgun, and HVM Launcher); Rage; Weapon Proficiency, Exotic Posleen Ballistic; Weapon Proficiency, Exotic Posleen Heavy Weapons; Alertness.
Treasure: A Boma blade, one weapon, any class equipment, and Standard Treasure table.
Advancement: Superior Normals advance by Character class. 1st-3rd level with 1-3 mixed combined levels soldier and scout. 4th-5th level with an additional 1-2 mixed combined levels in any class. 6-9th level with an additional 1-3 mixed combined levels in any class.

Posleen (God King) Kessentai
	The only truly intelligent beings in the Posleen hordes. They are generally no smarter than your average human, but generally do not apply it effectively.
Special Traits: Bonus Skills (Ex): One Craft Skill with 4 ranks and 2 Craft skills with 1 rank each. In addition they receive an addition 2 skills at rank 4 and 4 skills at rank 2 from their progenitor.
Disease and Poison Resistance (Ex): The Posleen are highly resistant to diseases and poison and thereby receive a +10 species bonus to Fort saving throws against diseases and poisons.
Mindlink (Ex): The Posleen God King can establish a telepathic bond with, and only with, Posleen normals or Posleen Superior Normals. It cannot be established with other Posleen God Kings or members of other races. The Posleen God King can communicate simple instructions empathetically with mild telepathic connotations. Once the bond is established it works over any distance. The Posleen God King can activate a mind link with one Posleen Normal/Superior Normal per HD + Cha bonus that the Posleen God King possesses. This Special Trait counts as a half action. The Posleen God King must make a Cha check DC 15 to successfully establish a mind link under stressful conditions; under normal conditions the attempt automatically succeeds. 
Maintain Mind link (Ex): The Posleen God King uses this ability to maintain his mind link with his Posleen troop of normals. The God King can maintain a link to 100 Posleen normals/superior normals times the Posleen God Kings HD. This Special Trait counts as a free action. 
Radiation Resistance (Ex): The Posleen are highly resistant to radiation poisoning and thereby are resistant to the first five hundred rads from any exposure (subtract 500 rads from any radiation exposure to find out what level of radiation damage the Posleen is actually exposed to), be it a short turn or long turn exposure. The Posleen also receive a +10 species bonus to Fort saving throws against the secondary effects of radiation poisoning.
Rage (Ex): A Posleen God King that takes more than two-thirds its total hit points in damage in combat goes into a killing rage the next round, attacking madly until either it or whoever or whatever caused it damage is dead. It gains a +4 Strength, +4 Constitution, and -2 AC. God Kings who choose the Rage feat may enter and end the rage voluntarily, provided they have not already used the feat the maximum number of times for that day.
Skill Bonus (Ex): Posleen receive a +10 species bonus on all Craft skills.
CR: 4
Large Monstrous Humanoid
Hit Dice: 4D8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 20 meters
AC: 11 (-1 size, +2 Dex)
DR: 3
Attacks: Melee: +4; Grap +11; Attack +10 melee (2D6+7, Critical 12-20/x2; High Damage Multiplier: X2, Boma Blade); Full Attack +10 melee (1D6+5, Critical 12-20/x2; High Damage Multiplier: X2, Boma Blade) +5 melee (1D6+3, 2 clawed hooves).
Ranged: 
1) Flechette Shotgun: +4; Attack +6 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 40 meters; Rate of Fire: S/B/F, Recoil: 0/1/2, Flechette Shotgun); Full Attack +6 (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 40 meters; Rate of Fire: S/B/F, Recoil: 0/1/2, Flechette Shotgun).
2) 1mm Railgun: +4; Attack +7 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 2/3/4, 1mm Railgun); Full Attack +7 ranged (3D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 2/3/4, 1mm Railgun).
3) 3mm Railgun: +4; Attack +7 ranged (6D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 4/5/6, 3mm Railgun); Full Attack +7 ranged (6D10, Critical 20/X2; High Damage Modifier: X2, Range Increment: 80 meters; Rate of Fire: S/B/F, Recoil: 4/5/6, 3mm Railgun). 
4) HM Launcher: +4; Attack +7 ranged (10D10, Critical 18-20/X2; High Damage Modifier: X2, Range Increment: 160 meters; Rate of Fire: S, Recoil: N/A, HVM Launcher); Full Attack +7 ranged (10D10; Critical 18-20/X2; High Damage Modifier: X2; Range Increment: 160 meters; Rate of Fire: S; Recoil: N/A).
5) Light Plasma Gun: +4; Attack +7 ranged (6d12(first range increment), 4d12 (second range increment), or 2d12 (third range increment to the 10th range increment), 1d12 (11th range increment to the 20th range increment), 1d6(21st range increment to the 30th range increment), or 1d3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer range. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
Critical 18-20/X2; High Damage Multiplier: N/A; Range Increment: 120 meters; Rate of Fire: S; Recoil: N/A). Full Attack +7 ranged (6d12(first range increment), 4d12 (second range increment), or 2d12 (third range increment to the 10th range increment), 1d12 (11th range increment to the 20th range increment), 1d6(21st range increment to the 30th range increment), or 1d3 (31st range increment to the 40th range increment). Plasma weapons are handled a bit differently than other energy weapons. Plasma weapons can be deadly at short range but lose their effectiveness at longer range. Plasma weapons fire a subcritical fusion plasma discharge. When you fire a plasma gun, the plasma spreads out rapidly. If the plasma does not hit anything in the first two range increments it spreads and deals damage to any target in a 2-meter path out to its maximum. Beyond the second range increment this weapon can damage multiple targets.
Critical 18-20/X2; High Damage Multiplier: N/A; Range Increment: 120 meters; Rate of Fire: S; Recoil: N/A)
6) Heavy Laser: +4; Attack +7 ranged (6d10; Critical 19-20/X2; High Damage Modifier: 2; Range Increment: 200 meters; Rate of Fire: S; Recoil: N/A); Full Attack +7 ranged (6d10; Critical 19-20/X2; High Damage Modifier: 2; Range Increment: 200 meters; Rate of Fire: S; Recoil: N/A).
Face/Reach: 2 meters by 4 meters/2 meters
Special Qualities: Bonus Skills, Disease and Poison Resistance, Mindlink, Maintain Mindlink, Radiation Resistance, Rage, and Skill Bonus.
Language: Posleen God Kings can understand, speak, read, and write the Posleen native language. They also know a Posleen version of sign language. Some are able to learn other languages (Galactic and Earth languages), both to speak and to read/write.
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 20, Dex 14, Con 15, Int 10, Wis 9, and Cha 16
Skills: Communicate + 1, Computer +1, Hide +3, Listen +4, Move Silently +2, Pilot +3, Sensors +2, Search + 1, Spot +5, Survival +3, Craft (select a craft skill) +4, Craft (select a craft skill) +2, Craft (select a craft skill) +2, Skill (select a specific skill) +4, Skill (select a specific skill) +4, Skill (select a specific skill) +2, and a Skill (select a specific skill) +2. All Posleen have Craft (Weaponsmith: Ancient) as one of their base genetically imprinted skills (with Weaponsmith: Early, Weaponsmith: Modern, and Weaponsmith: Hypertechnology stacked on top of it, in addition to whatever other skills they have).
Feats: Weapon Focus (Boma blade, Flechette shotgun, 1mm Railgun, 3mm Railgun, and HVM Launcher); Rage; Weapon Proficiency, Exotic Posleen Ballistic; Weapon Proficiency, Exotic Posleen Heavy Weapons; Alertness.
Treasure: Normally a Tenar, a Boma blade, one weapon (either a 3mm Railgun, HV Missile Launcher, Light Plasma gun, or Heavy Laser), any class equipment, and Double Standard Treasure table.
Advancement: God Kings advance by Character class. 1st-3rd level with 1-3 mixed combined levels soldier and scout. 4th-5th level with an additional 1-2 mixed combined levels in any class. 6th-9th level with an additional 1-3 mixed combined levels in any class. 10th-12th level with an additional 1-2 mixed combined levels in any class. 13th-15th level with an additional 1-3 mixed combined levels in any class. 16th-17th level with an additional 1-2 mixed combined levels in any class. 18th -20th level with an additional 1-3 mixed combined levels in any class.

Posleen (God King) Kenstain
	Kenstain are identical to Kessentai, except that they do not bond normals, fight only to defend their enclave, and usually advance as Civilian Experts. Having either become disillusioned with The Way or been deemed unworthy of leadership positions by the Net, they serve as castellains for Kessentai and are in charge of Posleen work teams. All have at least one level in soldier and scout, in addition to those in other classes.

Posleen (Feral)
	Due to the current fragmentation of Posleen society, and their manner of reproduction, many feral (solitary and/or unbonded) Posleen are around. All feral Posleen will have at least a spear, club, or other simple weapon. It is possible (20%) that the feral will also have a shield and/or primitive body armor (similar to horse barding). These will be cosslain (80%) or Kessentai (20%).
	If it is a feral Kessentai, it may (60%) have bonded 1d4 Posleen normals (10% chance of one cosslain), or (20%) 2d4 Posleen normals (20% chance of one cosslain, 10% chance of 1d3 cosslain). All will be armed with the most advanced weapons the area supplies material to make, and will have corresponding quality shields and/or body armor. The Kessentai will not have a tenar, but there is a 20% chance that one or more of the band will have scavenged Posleen weapons (boma blade, flechette shotgun, or 1mm railgun with limited ammunition and in functional but less-than-perfect condition.)
	If the band has established a base, they will have 1/2 Standard Treasure table. If not, they will have 1/5 Standard Treasure Table. This is in addition to whatever weapons they carry.
	Use the individual listings above to determine the qualities of Feral Posleen.
	Note: if the band is allowed to thrive, they could regain the armaments and other qualities of standard Posleen society within a few years.

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Galactics

Darhel This listing is Product Identity, and may not be copied, redistributed, or used to create derivative works.
	The Darhel are a Galactic Federation race. They are the bankers and administrators, due to their past manipulation of Federation laws. Generally human-height, bipedal hominids that look remarkably “human,” but with narrow, fox-like faces extending out into a baboonish "muzzle." Their vertical-slitted eyes have irises of variously green, gold and silver, and their long silvery “hair” is, in fact, rather thicker tendrils. Their mouths are full of very sharp teeth and relatively few molars. Strangely, they are all vegetarians.
Special Traits: Skill Bonus (Ex): Darhel receive a +8 species bonus on Bluff, Bribery, Diplomacy, Gather Information, Intimidation, Investigation, Knowledge (All), Listen, Profession, Research, Sense Motive, and Trade skill checks.
Lintatai: The Darhel race was genetically altered in their past to reduce the likelihood of them committing violent acts. Witnessing or seriously contemplating violence requires a Will save against a DC of 15. Participating in or directly ordering violence requires another roll and raises the save DC to 25. A Darhel that actually kills, even through acting in so indirect a means as pushing a button to activate a weapon or bomb, must roll against a DC of 50. Failing this save forces the Darhel into a vegetative state from which it will not recover. Darhel gain a +1 bonus against Lintatai per the highest level of advancement that they have attained. 
CR: 2
Medium-sized Monstrous Humanoid
Hit Dice: 1D8+ (hp)
Initiative: +2 (Dex)
Speed: 20 meters
AC: 11 (+2 Dex)
DR: 
Attacks: 
Melee: +1; Grap +6; Attack +6 melee (Normally do not use a weapon but if they do use one, what type they use is at the discretion of the GM); Full Attack +9 melee (Normally do not use a weapon but if they do use one, what type they use is at the discretion of the GM). Saving throw against Lintatai applies for each attack action and round of combat.
Ranged: 1) +1; Attack +5 ranged (Normally do not use a weapon but if they do use one, what type they use is at the discretion of the GM); Full Attack +5 ranged (Normally do not use a weapon but if they do use one, what type they use is at the discretion of the GM). Saving throw against Lintatai applies for each attack action and round of combat.
Face/Reach: 2 meters by 4 meters/2 meters
Special Qualities: Skill Bonus, Lintatai.
Language: Darhel can speak, read, and write the Darhel language and any other language that they wish to learn. 
Saves: Fort +0, Ref +6, Will -2.
Abilities: Str 21, Dex 19, Con 11, Int 15, Wis 7, and Cha 15.
Skills: Hide +2, Listen +4, Move Silently +4, Spot +4, Survival +1, Craft (select a craft skill) +4, Craft (select a craft skill) +1, Craft (select a craft skill) +1.
Feats: Skill Focus, Deceptive, and Confident.
Treasure: Standard.
Advancement: Darhel advance by Character class. Manipulator is their preferred class, and all Darhel will have at least one level in that class.

Replacement (Template)
	A replacement is a physical duplicate of a specific humanoid, called a primary. Although a replacement does not gain the specific life experiences of its primary, it can easily mimic the demeanor and general behavior of the primary, enabling it to fill the same general role as the primary. A replacement is identical in appearance to the original. Only a DNA scan can tell the difference between the two.
	Replacements are bred in Darhel laboratories. A sample of the primary’s subdermal tissue is required to create a replacement (dead skin cells or hair follicles will not do), and an adult replacement takes two months to grow. Creating a replacement requires a successful Craft (pharmaceutical) check (DC 50). The check must be made 1 month into the replacement’s growth period, and a failed roll indicates the premature death of the replacement. Financing the growth and development of a replacement also requires 460,800 Federation Credits before the process of growing the clone commences.
Template Traits
“Replacement” is an inherited template that can be added to any humanoid (referred to hereafter as the original). A replacement uses all the primary’s statistics except as noted here.
Challenge Rating: Same as the original -1.
Hit Dice: Change to one die type smaller than the primary.
Special Qualities: A replacement gains all of the original’s extraordinary. A replacement gains none of the original’s other special qualities or talents. A replacement knows that it lacks some of the abilities of the original and occasionally feels resentful toward the original for this reason.
In addition to its inherited extraordinary abilities, a replacement has the following special quality:
Limited Existence (Ex): A replacement has a programmed natural life span of one to four years (the creator must specify the life span when the project to create the replacement begins). Once the replacement reaches the end of its programmed life span, it must make a Fortitude save (DC 25) once per day. Each failed save drains the replacement of 1d6 points of Constitution. This ability drain cannot be restored by any means. When its Constitution drops to 0, the replacement dissolves into a mass of protoplasmic goo. A replacement that dies before this time retains the shape of the original.
Allegiances: A replacement’s primary allegiance is to its creator or owner. This allegiance cannot be broken unless the creator or owner does something to break it (such as by attacking the replacement). 
Saves: As the original, modified by altered ability scores (see Abilities, below).
Abilities: As the original, except ability scores cannot exceed 12. Ability scores of 13 or higher for the original are reduced to 12 for the replacement. A replacement that gains levels can never raise an ability score above 12.
Skills: A replacement has access to any skill in which the original has ranks, and all of a replacement’s skills are class skills even if they are cross-class skills for the original. A replacement gets a number of skill points per Hit Die equal to 4 + the replacement’s Intelligence modifier (minimum 1 skill point per Hit Die). The replacement can never have more ranks in a skill than the original.
The replacement gains a +10 species bonus on Disguise checks when impersonating the original. 
Feats: A replacement gains the original’s feats but cannot use any feat for which it no longer meets the prerequisites.
Automatic Languages: A replacement can read, write, and speak any language known by the original.
Advancement: By character class.

Replacement Human Scientist (Academic) 
CR: 6
Medium-size humanoid
Hit Dice: 7d6+14; hp 31
Initiative: +1
Speed: 10 meters
Armor Class: 12, flat-footed 11 (+1 Dex, +1 class)
DR: 0
Attacks: +3; Grap +3; Attack +3 melee (1d3, unarmed strike); Full Attack +3 melee (1d3, unarmed strike), or +4 ranged (2d6, SITES M9)
Face/Reach: 2 meters by 2 meters/2 meters
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 10, Dex 12, Con 12, Int 12, Wis 11, and Cha 9.
Skills: Bluff +4, Computer +4, Craft (chemical) +5, Decipher Script +3, Disguise +5 (+11 with contact lenses), Disable Device +3, Investigate +3, Knowledge (current events) +3, Knowledge (Earth and life sciences) +7, Profession +3, Research +11, Search +3.
Feats: Dodge*, Educated, Simple Weapons (Firearms) Proficiency, Simple Weapons Proficiency, Studious, Read/Write English, Read/Write Korean, Language English, Language Korean.
*The replacement does not meet the prerequisite for this feat and therefore cannot use it.
Possessions: SITES M9 (9mm autoloader pistol), 16 rounds of 9mm ammunition, firearms license, notebook computer, briefcase, cell phone, corporate security pass, overcoat, business clothing, wallet.

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CREATURES
The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

	Creatures presented here are mundane Earth animals.
	A creature’s description often includes statistics for both the standard breed and an “improved” version that has levels in one or more heroic classes. 

Ape
Species Traits: Scent (Ex): This ability allows an ape to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
CR: 2 
Large animal
Hit Dice: 4d8+8; (hp 26) 
Initiative: +2 
Speed: 12-meters, climb 12-meters 
Armor Class: 11, flat-footed 9 (-1 size, +2 Dex)
Damage Reduction: 3 (+3 natural)
Attacks: +3; Grap +12; Attack +7 melee (1d6+5, claw); Full Attack +7 melee (1d6+5, 2 claws) and +2 melee (1d6+2, bite), or +4 ranged; 
Face/Reach: 4 meters by 4 meters/ 4 meters 
Special Qualities: low-light vision, scent; 
Saves: Fort +6, Ref +6, Will +2;  
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, and Cha 7.
Skills: Climb +18, Listen +6, and Spot +6.
Feats: None.
Organization: Solitary or company 2-5 (1D4+1)
Advancement: 5-8 HD (Large).

Badger
Species Traits: Rage (Ex): A badger that takes damage in combat goes into a killing rage the next round, clawing and biting madly until either it or its whoever or whatever caused the badger damage is dead. It gains a +4 Strength, +4 Constitution, and -2 AC. The badger cannot end its rage voluntarily.
Scent (Ex): This ability allows a badger to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
CR: ½ 
Tiny Animal
Hit Dice: 1D8+2; (hp 6).
Initiative: +3 (+3 dodge).
Speed: 12 meters, burrow 4 meters.
Armor Class: 15, flat-footed 12  (+2 size, +3 Dex).
DR: 0.
Attacks: +0; Grap -8; Attack +5 melee (1D2-1, claw); Full Attack +5 melee (1D2-1, 2 claws), +0 melee (1D3-1, bite).
Face/Reach: 1 meter by 1-meter/ 0 meters.
Special Qualities: Rage, and scent.
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, and Cha 6.
Skills: Escape Artist +7, Listen +4, and Spot +4.
Feats: Weapon Finesse (Bite, Claw).
Advancement: 2 HD (Tiny).

Bat
Species Traits: Blindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 12 meters. Ultrasonic noise forces the bat to rely on its weak vision, which has a maximum range of 2 meters.
Skill Bonuses: Bats receive a +4 species bonus on Listen and Spot checks. These bonuses are lost if the bat’s blindsight is negated.
CR: 1/10
Diminutive animal
Hit Dice: 1/4 d8; (hp 1).
Initiative: +2.
Speed: 2 meters, fly 16 meters (good).
Armor Class: 16, flat-footed 14 (+4 size, +2 Dex).
DR: 0.
Attacks: +0; Grap -17; Attack none; Full Attack none.
Face/Reach: .4 meters by .4 meters/ 0 meters. 
Special Qualities: blindsight 12 meters.
Saves: Fort +2, Ref +4, Will +2.
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14; Cha 4.
Skills: Listen +9, Move Silently +6, and Spot +9.
Feats: None.
Advancement: None.

Bear, Black
Species Traits: Black Bears have the following traits. Scent (Ex): This ability allows the black bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
CR: 2
Medium-sized animal
Hit Dice: 3d8+6; (hp 19).
Initiative: +1.
Speed: 16 meters.
Armor Class: 11, flat-footed 10 (+1 Dex).
Damage Reduction: 2 (+2 natural).
Attacks: +2; Grap +6; Attack +6 melee (1d4+4, claw); Full Attack +6 melee (1d4+4, 2 claws), +1 melee (1d6+2 bite). 
Face/Reach: 2 meters by 2 meters/2 meters.
Special Qualities: low-light vision, and scent. 
Saves: Fort +5, Ref +4, Will +2.
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, and Cha 6.
Skills: Climb +6, Listen +4, Spot +7, Swim +8.
Feats: None.
Advancement: 4-5 HD (Medium-sized).

Bear, Brown
Species Traits: Brown Bears have the following traits. Improved Grab (Ex): To use this ability, the brown bear must hit with a claw attack. 
Scent (Ex): This ability allows the bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
CR: 4
Large animal
Hit Dice: 6d8+24; (hp 51).
Initiative: +1.
Speed: 16 meters.
Armor Class: 10, flat-footed 9 (-1 size, +1 Dex).
Damage Reduction: 5 (+5 natural).
Attacks: +4; Grap +16; Attack +11 melee (1d8+8, claw); Full Attack +11 melee (1d8+8, 2 claws), +6 melee (2d8+4 bite). 
Face/Reach: 4 meters by 4 meters/4 meters.
Special Qualities: improved grab, low-light vision, and scent. 
Saves: Fort +9, Ref +6, Will +3.
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, and Cha 6.
Skills: Climb +18, Listen +6, and Spot +6.
Feats: None.
Advancement: 7-10 HD (Large).

Bear, Polar
Species Traits: Polar Bears have the following traits. Improved Grab (Ex): To use this ability, the polar bear must hit with a claw attack. 
Scent (Ex): This ability allows the bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonus (Ex): +12 bonus to Hide checks while in snowy or white areas.
CR: 4
Large animal
Hit Dice: 8d8+32; (hp 68).
Initiative: +1.
Speed: 16 meters, Swim 12 meters.
Armor Class: 10, flat-footed 9 (-1 size, +1 Dex).
Damage Reduction: 5 (+5 natural).
Attacks: +6; Grap +18; Attack +13 melee (1d8+8, claw); Full Attack +13 melee (1d8+8, 2 claws), +8 melee (2d8+4 bite). 
Face/Reach: 4 meters by 4 meters/4 meters.
Special Qualities: improved grab, low-light vision, and scent. 
Saves: Fort +10, Ref +7, Will +3.
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, and Cha 6.
Skills: Hide +2, Listen +4, and Spot +7.
Feats: None.
Advancement: 9-12 HD (Large).

Bear, Grizzly
Species Traits: Grizzly Bears have the following traits. Improved Grab (Ex): To use this ability, the grizzly bear must hit with a claw attack. 
Scent (Ex): This ability allows the bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
CR: 5
Large animal
Hit Dice: 10d8+50; (hp 95).
Initiative: +0.
Speed: 16 meters, Swim 12 meters.
Armor Class: 9, flat-footed 9 (-1 size).
Damage Reduction: 5 (+5 natural).
Attacks: +7; Grap +20; Attack +15 melee (1d10+9, claw); Full Attack +15 melee (1d10+9, 2 claws), +10 melee (2d10+4 bite). 
Face/Reach: 4 meters by 4 meters/4 meters.
Special Qualities: improved grab, low-light vision, and scent. 
Saves: Fort +10, Ref +7, Will +3.
Abilities: Str 29, Dex 11, Con 21, Int 2, Wis 12, and Cha 6.
Skills: Hide +2, Listen +4, and Spot +7.
Feats: None.
Advancement: 12-15 HD (Huge).

Boar
Species Traits: Black Bears have the following traits. Ferocity (Ex): A boar will continue to fight without penalties even while disabled or dying. Scent (Ex): This ability allows the black bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
CR: 2
Medium-sized animal
Hit Dice: 3d8+9; (hp 22).
Initiative: +0.
Speed: 16 meters.
Armor Class: 10, flat-footed 10.
Damage Reduction: 6 (+6 natural).
Attacks: +2; Grap +6; Attack +4 melee (1d8+3, Gore); Full Attack none. 
Face/Reach: 2 meters by 2 meters/2 meters.
Special Qualities: Ferocity, low-light vision, and scent. 
Saves: Fort +6, Ref +3, Will +2.
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, and Cha 4.
Skills: Listen +7, Spot +5.
Feats: None.
Advancement: 4-5 HD (Medium-sized).

Camel
CR: 1
Large animal
Hit Dice: 3d8+6; (hp 19).
Initiative: +3.
Speed: 20 meters.
Armor Class: 12, flat-footed 9 (-1 size, +3 Dex).
Damage Reduction: 1 (+1 natural).
Attacks: +2; Grap +10; Attack +5 melee (1d4+6, bite); Full Attack none. 
Face/Reach: 2 meters by 2 meters/2 meters.
Special Qualities: low-light vision, and scent. 
Saves: Fort +5, Ref +6, Will +1.
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 11, and Cha 4.
Skills: Listen +5, Spot +5.
Feats: None.
Advancement: None.

Cat
Species Traits: Skill Bonuses: Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the cat’s Hide bonus rises to +8. Cats use their Dexterity modifier for Climb checks.
Bonus Feats: A cat gains the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw).
CR: 1/4 
Tiny animal
Hit Dice: 1/2 d8; (hp 2); 
Initiative: +2
Speed: 12 meters 
Armor Class: 14, flat-footed 12 (+2 size, +2 Dex)
DR: 0
Attacks: +0; Grap -12; Attack +4 melee (1d2-4, claw); Full Attack +4 melee (1d2-4, 2 claws), -1 melee (1d3-4, bite); 
Face/Reach: 1 meter by 1 meter/ o meters 
Special Qualities: low-light vision 
Saves: Fort +2, Ref +4, Will +1; 
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, and Cha 7.
Skills: Balance +10, Climb +5, Hide +17 (+21 in tall grass or heavy undergrowth), Jump +6, Listen +4, Move Silently +9, Spot +4.
Feats: Weapon Finesse (bite), Weapon Finesse (claw).
Advancement: None.

Crocodile
Species Traits: Aquatic: Crocodiles can move in water without making Swim checks and cannot drown in water.
Improved Grab (Ex): To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Skill Bonus: Crocodiles gain a +12 species bonus on Hide checks when submerged.

Medium-Size Crocodile
CR: 2.
Medium-size animal 
Hit Dice: 3d8+9; (hp 22).
Initiative: +1.
Speed: 8 meters, swim 12 meters.
Armor Class: 11, flat-footed 10 (+1 Dex).
DR: 4 (+4 natural).
Attacks: +2; Grap +6; Attack +6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap); Full Attack +6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap). 
Face/Reach: 2 meters by 2 meters/ 2 meters. 
Special Qualities: aquatic, improved grab, low-light vision. 
Saves: Fort +6, Ref +4, Will +2.
Abilities: Str 19, Dex 12, Con 17, Int 2, Wis 12, and Cha 2.
Skills: Hide +7 (+19 when submerged), Listen +5, Spot +5.
Feats: None.
Advancement: 4-5 HD (Medium-size); 6-7 HD (Large).

Huge Crocodile
CR: 4. 
Huge animal 
Hit Dice: 7d8+28; (hp 59). 
Initiative: +1.
Speed: 8 meters, swim 12 meters.
Armor Class: 9, flat-footed 8 (-2 size, +1 Dex).
DR: 7 (+7 natural).
Attacks: +5; Grap +21; Attack +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap); Full Attack +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap).
Face/Reach: 6 meters by 6 meters/ 4 meters.
Special Qualities: aquatic, improved grab, low-light vision. 
Saves: Fort +9, Ref +6, Will +3.
Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, and Cha 2.
Skills: Hide +0 (+4 while submerged), Listen +5, Spot +5.
Feats: None.
Advancement: 8-16 HD (Huge); 17-32 HD (Gargantuan).

Dog
Species Traits: Scent (Ex): This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Skill Bonus: Dogs gain a +2 species bonus on Jump checks. Dogs also gain a +4 species bonus on Survival checks when tracking by scent.
CR: 1/3
Small animal
Hit Dice: 1d8+2; (hp 6); 
Initiative: +3 
Speed: 16 meters 
Armor Class: 14, flat-footed 11 (+1 size, +3 Dex)
DR: 0
Attacks: +0; Grap -3; Attack +2 melee (1d4+1, bite); Full Attack +2 melee (1d4+1, bite); 
Face/Reach: 5 ft. by 5 ft.; Reach 5 ft.; 
Special Qualities: scent; 
Saves: Fort +4, Ref +5, Will +1; 
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, and Cha 6.
Skills: Jump +3, Listen +5, and Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: None.
Advancement: None.

Medium-Size Dog: 
CR: 1
Medium-size animal
Hit Dice: 2d8+4; (hp 13)
Initiative: +2
Speed: 16 meters
Armor Class: 13, flat-footed 11 (+2 Dex, +1 natural)
DR: 0
Attacks: +1; Grap +3; Attack +3 melee (1d6+3, bite); Full Attack +3 melee (1d6+3, bite); 
Face/Reach: 2 meters by 2 meters/2 meters 
Special Qualities: scent
Saves: Fort +5, Ref +5, Will +1; 
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, and Cha 6.
Skills: Jump +4, Listen +5, and Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: None.
Advancement: None.

Donkey
A donkey cannot fight while carrying a rider.
Species Traits: Scent (Ex): This ability allows a donkey to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
CR: 1/6. 
Medium-sized animal
Hit Dice: 2d8+2; (hp 11)
Initiative: +1.
Speed: 12 meters.
Armor Class: 11, flat-footed 10 (+1 Dex)
DR: 2 (+2 natural)
Attacks: +1; Grap +1; Attack +1 melee (1d4+1, bite). 
Face/Reach: 2 meters by 4 meters/2 meters 
Special Qualities: scent, low-light vision; 
Saves: Fort +4, Ref +4, Will +0; 
Abilities: Str 10, Dex 13, Con 12, Int 1, Wis 11, and Cha 4.
Skills: Balance +3, Listen +5, and Spot +5.
Feats: None.
Advancement: None.

Eagle
Species Traits: Skill Bonus: An eagle receives a + 8 species bonus to Spot checks during daylight hours.
CR: ½.
Small animal 
Hit Dice: 1d8+1; (hp 5). 
Initiative: +2. 
Speed: 4 meter, fly 32 meters (average); 
Armor Class: 14, flat-footed 12 (+1 size, +2 Dex, +1 natural)
DR: 0.
Attacks: +0; Grap -4; Attack +3 melee (1d3, claw); Full Attack +5 melee (1d3, 2 claw), -2 melee (1d4, bite). 
Face/Reach: 1 meter by 1 meter/0 meters 
Saves: Fort +3, Ref +4, Will +2; 
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, and Cha 6.
Skills: Listen +6, Spot +6 (+14 in daylight).
Feats: Weapon Finesse (claw, bite).
Advancement: None.

Ferret
Species Traits: Attach (Ex): If a ferret hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached ferret loses its Dexterity bonus to Defense and has a Defense of 12.
Scent (Ex): This ability allows a ferret to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
Skill Bonuses: A ferret receives a +8 species bonus on Balance checks and a +4 species bonus on Move Silently checks. It uses its Dexterity modifier for Climb checks.
Bonus Feat: A ferret gains the bonus feat Weapon Finesse (bite).
CR: 1/4
Tiny animal 
Hit Dice: 1¼ d8; (hp 2). 
Initiative: +2.
Speed: 8 meters, climb 8 meters.
Armor Class: 14, flat-footed 12 (+2 size, +2 Dex).
DR: 0.
Attacks: +0; Grap -12; Attack +4 melee (1d3-4, bite); Full Attack +4 melee (1d3-4, bite). 
Face/Reach: 1 meter by 1-meters/0 meters. 
Special Qualities: attach, low-light vision, and scent. 
Saves: Fort +2, Ref +4, Will +1. 
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, and Cha 5.
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, and Spot +4.
Feats: Weapon Finesse (bite).
Advancement: None.

Hawk
Species Traits: Skill Bonus: Hawks gain a +8 species bonus on Spot checks in daylight.
Bonus Feat: Hawks gain the bonus feat Weapon Finesse (claw).
CR: 1.
Tiny animal 
Hit Dice: 1d8; (hp 4).
Initiative: +3.
Speed: 4 meters, fly 24 meters. (average). 
Armor Class: 17, flat-footed 14 (+2 size, +3 Dex, +2 natural).
DR: 0.
Attacks: +0; Grap -10; Attack +5 melee (1d4-2, claw); Full Attack +5 melee (1d4-2, claw).
Face/Reach: 1 meter by 1-meter/0 meters.
Saves: Fort +2, Ref +5, Will +2.
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, and Cha 6.
Skills: Listen +6, Spot +6 (+14 in daylight).
Feats: Weapon Finesse (claw).
Advancement: None.

Herd Animal (Bison)
Species Traits: Stampede (Ex): A frightened herd flees as a group in a random direction, but always away from the perceived source of danger. It runs over anything of size Large or smaller that gets in its way, dealing 1d12 points of damage for every five animals in the herd. A successful Reflex save (DC 16) halves the damage.
CR: 2. 
Large animal
Hit Dice: 5d8+15; (hp 37)
Initiative: +0. 
Speed: 40 ft.
Armor Class: 13 or 9, flat-footed 13 or 9(-1 size, +4 or +0 natural).
DR: 0 or 4 (+0 or +4 natural).
Attacks: +3; Grap +11; Attack +6 melee (1d8+6, butt); Full Attack +6 melee (1d8+6, butt). 
Face/Reach: 4 meters by 4-meters/1 meter. 
Special Qualities: stampede.
Saves: Fort +7, Ref +4, Will +1.
Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 11, and Cha 4.
Skills: Listen +8, Spot +5.
Feats: None.
Advancement: 6-7 HD (Large).

Horse
A horse cannot fight while carrying a rider unless it has been specifically trained to do so.
Species Traits: Scent (Ex): This ability allows a horse to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
CR: 1 
Large animal
Hit Dice: 3d8+6; (hp 19).
Initiative: +1.
Speed: 24 meters.
Armor Class: 10, flat-footed 9 (-1 size, +1 Dex).
DR: 3 (+3 natural).
Attacks: +2; Grap +7; Attack +2 melee (1d4+1, hoof); Full Attack +2 melee (1d4+1, 2 hooves).
Face/Reach: 4 meters by 4 meters/2 meters.
Special Qualities: scent, low-light visions. 
Saves: Fort +6, Ref +4, Will +2; 
Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, and Cha 6.
Skills: Listen +6, Spot +6.
Feats: None.
Advancement: None.

Monkey
Species Traits: Bonus Feat: Monkeys gain the bonus feat Weapon Finesse (bite).
CR: ¼. 
Tiny animal
Hit Dice: 1d8; (hp 4).
Initiative: +2.
Speed: 12 meters, climb 12 meters.
Armor Class: 14, flat-footed 12 (+2 size, +2 Dex).
DR: 0.
Attacks: +0; Grap -12; Attack +4 melee (1d3-4, bite); Full Attack +4 melee (1d3-4, bite).
Face/Reach: 1 meter by 1-meter/0 meters.
Saves: Fort +2, Ref +4, Will +1.
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, and Cha 5.
Skills: Balance +10, Climb +13, Hide +13, Listen +4, and Spot +4.
Feats: Weapon Finesse (bite).
Advancement: 2-3 HD (Small).

Mule
A mule cannot fight while carrying a rider unless it has been specifically trained to do so.
Species Traits: Scent (Ex): This ability allows a donkey to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
CR: 1. 
Large animal
Hit Dice: 3d8+9; (hp 22).
Initiative: +1.
Speed: 12 meters.
Armor Class: 10, flat-footed 9 (-1 size, +1 Dex).
DR: 3 (+3 natural).
Attacks: +1; Grap +1; Attack +4 melee (1d4+3, hoof); Full Attack +4 melee (1d4+3, 2 hooves). 
Face/Reach: 4 meters by 4 meters/2 meters. 
Special Qualities: scent, low-light vision. 
Saves: Fort +6, Ref +4, Will +1. 
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, and Cha 6.
Skills: Listen +6, Spot +6.
Feats: None.
Advancement: None.

Owl
Species Traits: Skill Bonuses: Owls receive a +8 species bonus on Listen checks and a +14 species bonus on Move Silently checks. They receive a +8 species bonus on Spot checks in dusk and darkness.
Bonus Feat: Owls gain the bonus feat Weapon Finesse (claw).
CR: ¼.
Tiny animal
Hit Dice: 1/2 d8; (hp 2).
Initiative: +3.
Speed: 4 meters, fly 16 meters (average).
Armor Class: 17, flat-footed 14 (+2 size, +3 Dex, +2 natural).
DR: 0.
Attacks: +0; Grap -10; Attack +5 melee (1d2-2, claw); Full Attack +5 melee (1d2-2, claw).
Face/Reach: 1 meter by 1-meter/0 meters.
Special Qualities: low-light vision.
Saves: Fort +2, Ref +5, Will +2; AP 0; Rep +0; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4.
Skills: Listen +14, Move Silently +20, Spot +6 (+14 in dusk and darkness).
Feats: Weapon Finesse (claw).
Advancement: 1 HD (Small); 2 HD (Medium-size); 3-4 HD (Large).

Pony
A pony cannot fight while carrying a rider.
Species Traits: Scent (Ex): This ability allows a pony to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
CR: ¼. 
Medium-sized animal
Hit Dice: 2d8+2; (hp 11).
Initiative: +1.
Speed: 16 meters.
Armor Class: 11, flat-footed 10 (+1 Dex).
DR: 2 (+2 natural).
Attacks: +1; Grap +2; Attack +2 melee (1d3+1, hoof); Full Attack +2 melee (1d3+1, 2 hooves). 
Face/Reach: 2 meters by 4 meters/2 meters. 
Special Qualities: scent, low-light vision. 
Saves: Fort +4, Ref +4, Will +0. 
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, and Cha 4.
Skills: Listen +5, Spot +5.
Feats: None.
Advancement: None.

Rat
Species Traits: Scent (Ex): This ability allows a rat to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Skill Bonuses: Rats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. They use their Dexterity modifier for Climb checks.
Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite).
CR: 1/8.
Tiny animal
Hit Dice: 1/4 d8; (hp 1).
Initiative: +2.
Speed: 6 meters, climb 6 meters, swim 4 meters.
Armor Class: 14, flat-footed 12 (+2 size, +2 Dex).
Attacks: +0; Grap -12; Attack +4 melee (1d3-4, bite); Full Attack +4 melee (1d3-4, bite).
Face/Reach: 1 meter by 1-meter/0 meters.
Special Qualities: scent, low-light vision.
Saves: Fort +2, Ref +4, Will +1.
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, and Cha 2.
Skills: Balance +10, Climb +12, Hide +18, Move Silently +10, Swim +10.
Feats: Weapon Finesse (bite).
Advancement: 1/2 HD (Small); 1 HD (Medium-size).

Raven
Species Traits: Bonus Feat: Ravens gain the bonus feat Weapon Finesse (claw).
CR: ¼.
Tiny animal
Hit Dice: 1/4 d8; (hp 1).
Initiative: +2.
Speed: 4 meters fly 16 meters (average).
Armor Class: 14, flat-footed 12 (+2 size, +2 Dex).
DR: 0.
Attacks: +0; Grap -13; Attack +4 melee (1d2-5, claw); Full Attack +4 melee (1d2-5, claw).
Face/Reach: 1 meter by 1-meter/0 meters.
Saves: Fort +2, Ref +4, Will +2; AP 0; Rep +0; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6.
Skills: Listen +6, Spot +6.
Feats: Weapon Finesse (claw).
Advancement: 1/2 HD (Small); 1 HD (Medium-size); 2-4 HD (Large).

Shark
Species Traits: Aquatic: Sharks can move in water without making Swim checks and cannot drown in water.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to one mile.
Bonus Feat: Sharks gain the bonus feat Weapon Finesse (bite).
CR: 1
Medium-size animal
Hit Dice: 3d8+3; (hp 16).
Initiative: +2.
Speed: swim 24 meters.
Armor Class: 12, flat-footed 10 (+2 Dex).
DR: 3 (+3 natural).
Attacks: +2; Grap +3; Attack +4 melee (1d6+1, bite); Full Attack +6 melee (1d6+1, bite).
Face/Reach: 2 meters by 2 meters/ 2 meters.
Special Qualities: aquatic, keen scent, low-light vision.
Saves: Fort +4, Ref +5, Will +2.
Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, and Cha 2.
Skills: Listen +7, Spot +7, Swim +9.
Feats: Weapon Finesse (bite).
Advancement: 4-7 HD (Large); 8-16 (Huge).

Snake
Species Traits: Snakes have the following traits.
Variable Size: See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a snake’s fighting space (assuming the creature is coiled) and reach.
Improved Grab (Ex): Only constrictor snakes have this ability. To use this ability, a constrictor snake must hit with its bite attack. If it gets a hold, it can constrict (see below). See Improved Grab.
Constrict (Ex): With a successful grapple check against a creature of its size or smaller, a constrictor snake deals damage equal to its bite damage.
Poison (Ex): A viper injects venom with a successful bite. The victim must succeed on a Fortitude save or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to negate the venom’s secondary damage (same as the initial damage). The save DC is equal to 11 + 1/2 the snake’s Hit Dice + the snake’s Constitution modifier (DC 11 for a Tiny viper).
Scent (Ex): This ability allows a snake to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Skill Bonuses: Snakes receive a +8 species bonus on Balance checks and a +4 species bonus on Hide, Listen, and Spot checks. Snakes apply either their Strength or Dexterity modifier; whichever is higher, to Climb checks.
Bonus Feat: Vipers gain the bonus feat Weapon Finesse (bite).

Constrictor Snake
CR: 2.
Medium-size animal
Hit Dice: 3d8+3; (hp 16).
Initiative: +3.
Speed: 8 meters, climb 8 meters, swim 8 meters.
Armor Class: 15, flat-footed 12 (+3 Dex, +2 natural).
DR: 0.
Attacks: +2; Grap +5; Attack +5 melee (1d6+4, bite); Full Attack +5 melee (1d6+4, bite).
Face/Reach: 2 meters by 2 meters (coiled)/2 meters.
Special Qualities: improved grab, constrict 1d6+4, scent, low-light vision.
Saves: Fort +4, Ref +6, Will +2.
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, and Cha 2.
Skills: Balance +11, Climb +14, Hide +11, Listen +9, Spot +9, Swim +11.
Feats: None.
Advancement: 4-8 HD (Large); 9-16 HD (Huge); 17-32 HD (Gargantuan).

Tiny Viper
CR: 1/3.
Tiny animal
Hit Dice: 1/4 d8; (hp 1)
Initiative: +3.
Speed: 6 meters, climb 6 meters, swim 6 meters.
Armor Class: 17, flat-footed 14 (+2 size, +3 Dex, +2 natural).
DR: 0.
Attacks: +0; Grap -10; Attack +5 melee (1d3-2 plus poison, bite); Full Attack +5 melee (1d3-2 plus poison, bite).
Face/Reach: 1 meter by 1 meter (coiled)/0 meters.
Special Qualities: poison, scent, and low-light vision.
Saves: Fort +2, Ref +5, Will +1.
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, and Cha 2.
Skills: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8, Swim +11.
Feat: Weapon Finesse (bite).
Advancement: 1/2-1 HD (Small); 2 HD (Medium-size); 3-4 HD (Large); 5-16 HD (Huge).

Tiger
Species Traits: Pounce (Ex): If a tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the tiger must hit with a claw or bite attack. If it gets a hold, it can rake (see below). See Improved Grab.
Rake (Ex): A tiger that gets a hold of its target can make two rake attacks (+9 melee) with its hind legs for 1d8+6 points of damage each. If the tiger pounces on an opponent, it can also rake.
Skill Bonuses: Tigers receive a +4 species bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, their Hide bonus improves to +8.
CR: 4.
Large animal
Hit Dice: 6d8+18; (hp 45).
Initiative: +2.
Speed: 16 meters.
Armor Class: 11, flat-footed 9 (-1 size, +2 Dex).
DR: 3 (+3 natural).
Attacks: +4; Grap +14; Attack +9 melee (1d8+6, claw); Full Attack +9 melee (1d8+6, 2 claws), +4 melee (2d6+3, bite).
Face/Reach: 4 meters by 4 meters/2 meters.
Special Qualities: pounces, improved grab, rake 1d8+3, low-light vision.
Saves: Fort +8, Ref +7, Will +3.
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, and Cha 6.
Skills: Balance +6, Hide +5 (+9 in tall grass or undergrowth), Listen +3, Move Silently +9, Spot +3, Swim +11.
Feats: None.
Advancement: 7-12 HD (Large); 13-18 HD (Huge).

Toad
Species Traits: Skill Bonuses: A toad’s coloration gives it a +4 species bonus on Hide checks.
CR: 1/10.
Diminutive animal
Hit Dice: 1/4 d8; (hp 1).
Initiative: +1. 
Speed: 2 meters.
Armor Class: 15, flat-footed 14 (+4 size, +1 Dex).
DR: 0.
Attacks: +0; Grap -17; Attack none; Full Attack none.
Face/Reach: .4 meters by .4 meters/0 meters.
Saves: Fort +2, Ref +3, Will +2.
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, and Cha 4.
Skills: Hide +21 (includes +4 species bonus), Listen +5, Spot +4.
Feats: None.
Advancement: None.

Wolf
Species Traits: Scent (Ex): This ability allows a wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skill Bonuses: Wolves receive a +4 species bonus on Survival checks when tracking by scent.
CR: 1.
Medium-size animal
Hit Dice: 2d8+4; (hp 13).
Initiative: +2.
Speed: 20 meters.
Armor Class: 12, flat-footed 10 (+2 Dex).
DR: 2 (+2 natural).
Attacks: +1; Grap +2; Attack +3 melee (1d6+1, bite); Full Attack +3 melee (1d6+1, bite).
Face/Reach: 2 meters by 2 meters/2 meters.
Special Qualities: scent, trip, and low-light vision.
Saves: Fort +5, Ref +5, Will +1.
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, and Cha 6.
Skills: Hide+3, Listen +6, Move Silently +4, Spot +4, Survival +1 (+5 when tracking by scent).
Advancement: 3-4 HD (Large).

Wolverine
Species Traits: Rage (Ex): A wolverine that takes damage in combat goes into a killing rage the next round, clawing and biting madly until either it or its whoever or whatever caused the wolverine damage is dead. It gains a +4 Strength, +4 Constitution, and -2 AC. The wolverine cannot end its rage voluntarily.
Scent (Ex): This ability allows a wolverine to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
CR: 1.
Medium-size animal
Hit Dice: 3d8+12; (hp 25).
Initiative: +2.
Speed: 12 meters, burrow 4 meters, climb 4 meters.
Armor Class: 12, flat-footed 10 (+2 Dex).
DR: 2 (+2 natural).
Attacks: +2; Grap +4; Attack +4 melee (1d4+2, claw); Full Attack +3 melee (1d4+2, 2 claws), -1 melee (1d6-1, bite).
Face/Reach: 2 meters by 2 meters/2 meters.
Special Qualities: scent, trip, and low-light vision.
Saves: Fort +7, Ref +5, Will +2.
Abilities: Str 14, Dex 15, Con 19, Int 2, Wis 12, and Cha 10.
Skills: Climb +15, Listen +6, and Spot +6.
Advancement: 4-5 HD (Large).

Copyright Notice The terms Aldenata, Darhel, Dashon-Mentat, Fleet Strike, Fleet Recon, Hiberzine, Himmit, Indowy, Posleen, SubUrb, Tchpht, and descriptions thereof; ACS, associated systems, and the descriptions thereof;  the description of the Cyberpunk prestige class, the names and descriptions of specific characters from the Legacy of the Aldenata book series, the names and descriptions of all Posleen and Galactic equipment, and all other material directly derived from the Legacy of the Aldenata book series are Product Identity and the property of John Ringo, Copyright 2000-2003.

DESIGNATION OF OPEN GAME CONTENT Not everything in this document is Open Content. The names, descriptions, and text of classes, feats, skills, equipment, and rules are Open Content unless otherwise noted. (See Copyright Notice above.) Other descriptive and narrative text is closed content and cannot be republished without the consent of Baen Publishing Enterprises.

================================================================================

Credits

Publisher		Creator
		Jim Baen				John Ringo

Project Chair and Liaison with WotC	Editor  
		Aaron Hurt			Deann Allen

Content Manager		Design: General
		Mike Turner			Doug Lampert

Design: Tables / List Ogre	Design: Playability 
		Jason Ewing			Matt Jenkins

Writing Coordinator	Proofreader
		Jonathan Souza			Doug Jones
	Writer:	Ben-David Singleton		Assistant:	Monika Beeman
	2nd Writer:	Doug Jones			Additional:	John E. Bartley, III
								Andrew Crystal
Art Director		Quality Control
		Jon Carroll			Andrew Crystal
	2nd Director:	Russ Isler
	Artist:	Darius Garsys

Technical consultant, things that go boom	Technical consultant, exploding spaceships
		Jeff Powell			Ken Burnside

Head Kibitzer and Peg-boy	Webmaster http://www.alldenata.net/
		Rob Von Allmen			Lee O'Brien

Writing Team
Deann Allen, Rob Von Allmen, Monika Beeman, Betty Gohr, Doug Jones, Doug Lampert, John Ringo, Ben-David Singleton, Jonathan Souza

Design Team
Robert Atkins, John E. Bartley, III, Conrad Chu, Tim Covington, Andrew Crystall, Jason Ewing, Betty Gohr, Rob Hankshaw, Matt Jenkins, Rodney Graves, William Katzell, Doug Lampert, Bill Link, Adam Maas, Christopher E. Meadows, Andrew Norris, Charles Prael, John Ringo, Ben-David Singleton, Andrew Sivula, Bryan Stahl, Robert Tharp, David Toback, George Woodard, David Zube

Maps
Douglas Grimes, John Ringo

Art
Jon Carroll, Darius Garsys, Russ Isler

A-#1 Chief Writer and All-around Workhorse without whom this project would never have been finished

˜˜˜˜˜ Ben-David Singleton  ˜˜˜˜˜

Legacy of the Aldenata
Character Sheet
CHARACTER NAME 	PLAYER NAME	
PRIMARY CLASS 	CHARACTER LEVEL	SECONDARY/PRESTIGE CLASS	EXPERIENCE POINTS	
AGE	GENDER 	HEIGHT	WEIGHT	RACE	EYES	HAIR	SKIN 	
ABILITIES 	ABILITY  SCORE	ABILITY  MODIFIER	TEMP SCORE	TEMP MODIFIER	GEAR	
					ITEM	WT.	ITEM	WT.	
STR  									
									
DEX  									
									
CON  									
									
INT  									
									
WIS  									
									
CHA 									
									
HP Hit Points	Total	                     Current HP					
							
AC ARMOR CLASS	Total 	=10+	Class Bonus	Dex Bonus					
									
ARMOR	Size Mod.	Misc. Bonus	Equip. Bonus	Armor  Penalty	DR 					
										
SAVING THROWS	TOTAL	BASE  SAVE	ABIL. MOD. 	MISC. MOD. 	ATTACKS	TOTAL	BASE  ATTACK  BONUS	STR or DEX MOD. 	SIZE  MOD.  	MISC. MOD.	
FORTITUDE (CON)					MELEE Attack Bonus			STR			
REFLEX (DEX)	 	 	 	 							
					RANGED Attack Bonus			DEX			
WILL (WIS)	 	 	 	 							
                                             RANGED WEAPONS                                                         	ARMOR	
WEAPON 	Size 	Wt. 	Type 	HDM 	Magazine Cap. 	ARMOR PROTECTIVE ITEM	Type	Equip. Bonus	
Total Attack  Bonus	Range Inc.	Damage	Crit.	RofF	Proficient	Armor Penalty 	Max. Dex. 	DR 	
					YES	NO				
Special Properties 	Wt.	Speed	Size	Special Pproperties	
CASH AND OTHER VALUABLES	
	
                                     RANGED WEAPONS                                                         	SKILLS	
WEAPON 	Size 	Wt. 	Type 	HDM 	Mag. Cap.	SKILL NAME	Cross  Class	KEY ABIL. 	ABIL. MOD. 	RANK  	MISC MOD.	
Total Attack  Bonus	Range Inc.	Damage	Crit.	RofF	AI Relations		Cha				
					Appraise		Int				
Special Properties 	Balance		Dex				
	Bluff		Cha				
WEAPON 	Size 	Wt. 	Type 	HDM 	Mag. Cap.	Bribery		Cha				
						Broker		Int				
Total Attack  Bonus	Range Inc.	Damage	Crit.	RofF	Climb		Str				
					Combat Eng.		Int				
Special Properties 	Communications		Int				
	Computer Use						
WEAPON 	Size 	Wt. 	Type 	HDM 	Mag. Cap.	Concentration		Con				
						Craft                     						
Total Attack  Bonus	Range Inc.	Damage	Crit.	RofF	Craft                      						
					Craft                      						
Special Properties 	Cryptography		Int				
	Dashon-Mentat		Int				
                                                  FEATS                                                       	Decipher Script		Int				
FEAT NAME	FEAT DESCRIPTION	Demolitions		Int				
		Diplomacy		Cha				
		Disable Device		Int				
		Disguise		Cha				
		Drive		Dex				
		Escape Artist		Dex				
		First Aid		Int				
		Forgery		Int				
		Forward Ob.		Int				
		Gambling		Wis				
		Gather Info.		Cha				
		Gunnery		Wis				
		Handle Animal		Cha				
		Heal		Wis				
		Heavy Equip Op.		Dex				
		Hide		Dex				
		Ind. Fire Weap.		Wis				
		Innuendo		Wis				
		Intimidate		Cha				
		Investigate		Int				
		Jump		Str				
		Knowledge                               		Int				
								
		Knowledge                                		Int				
								
		Knowledge                                		Int				
								
		Liaison		Cha				
		Listen		Wis				
		Move Silently		Dex				
		Navigation  (Jump Lane)		Int				
								
		Navigation  (Hyperspace)		Int				
								
		Navigation  (Planetary)		Int				
								
		Navigation (System)		Int				
		Orienteering		Wis				
		Perform                  						
		Perform                						
		Perform                  						
		Pilot		Dex				
		Profession		Wis				
                                           VEHICLE                                                    	                                                      SKILLS	
Vehicle	Size	Sensors	Stealth	Communication	SKILL NAME 	Cross  Class	KEY ABIL.	ABIL. MOD.	RANK 	MISC MOD.	
Fuel Range	Handling	Top Speed	Acc.	Dec.	Profession		Wis				
					Profession		Wis				
Hit Points	Armor Class	                           DR                               	Read Lips		Wis				
		Frnt 	Rr	Lft	Rght	Trrt	Recruit		Cha				
							Repair		Int				
Weapon	Arc of Fire	Attack Bonus	Mag. Cap.	Research		Int				
				Ride		Dex				
Range Inc.	Damage	Type	Crit.	HDM	RofF	Search		Int				
						Sense Motive		Wis				
Special Properties	Sensors		Int				
	Sleight-of-hand		Dex				
Weapon	Arc of Fire	Attack Bonus	Mag. Cap.	Sports						
				Spot		Wis				
Range Inc.	Damage	Type	Crit.	HDM	RofF	Survival		Wis				
						Swim		Str				
Special Properties	Tracking		Int				
	Trade		Wis				
Weapon	Attack Bonus	Mag. Cap.	Ind. Fire Range	Tumble		Dex				
				Use Device		Int				
Time of Flight	Blast Radius	Reflex Save	Damage	Use Alien Device		Wis				
				Use Rope		Dex				
Special Qualities 	RofF 	Type 							
									
Crew	Passengers	Cargo	Wt. 							
										
                                        BACKGROUNDS	                                                   LANGUAGES	
BACKGROUND	BACKGROUND DESCRIPTION	LANGUAGE	READ/WRITE	LANGUAGE	READ/WRITE	

						

						

                                                                                            ADDITIONAL EQUIPMENT	
ITEM	Wt.	ITEM	Wt.