d20 Modern Stats for the Empire of Zin (Saints Row IV)
The Empire of Zin
Zin
Species Traits
Ability Modifiers: +4Str, +4Con, -2Int, -2Wis, -4Cha.
Creature Type: Zin are Humanoids with the Zin Subtype.
Natural Armor: +3
Size: Medium, Zin receive no sized based bonuses or penalties
Base Land Speed: 30ft
Natural Attacks (Ex): 2 slam 1d4+Str Modifier Bludgeoning.
Spikes (Ex): Zin have sharp spikes jutting from their shoulders, forearms, and forehead. These spikes are not long enough to be used as natural weapons but, grants a +1 bonus to grapple checks and deals 1 point of piercing damage for each round a grapple is maintained.
Custom Clothing (Ex): Because of their spikes, Zin clothing and armor must be custom made, increasing their Purchase DCs by +4.
Automatic Languages: All Zin can speak/read/write their own language (Zin) and learn at least one langauge of the peoples they've subjugated or intend to conquer.
Level Adjustment:+0.
Progress Level: Base Human +2.
Common Zin CR1. Medium Humanoid (Zin) Fast Ordinary1/Dedicated Ordinary1 HD:1d8+2 plus 1d6+2. HP12. Mas15. Init:+0. Spd ft. Defense:18,Touch14, FF18(+4Class,+1Equip,+3Nat). Bab+0. Grapl+3. Atk/Full Atk:+2melee(1d4+2 slam or 1d6+3 Riflebutt) or +0ranged (3d6 RI; 100ft Alien rifle or Special RI;20ft Suppresson grenade) or -4ranged (Alien Rifle Auto-fire). FS:5ftx5ft. R:5ft. SQ: Spikes. AL: Empire of Zin. Sv Frt+3,Ref+1,Wil+0. AP:N/A. Rep+1. Str15, Dex10, Con15, Int8, Wis9, Cha6.
Occupation: Blue Collar (Climb, Intimidate, Repair)
Skills: Climb+4, Drive+2, Intimidate+0, Read/Write/Speak (Zin), Repair+1, Ride+2, Treat Injury+2
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Alien Rifle (14lb), Leather Jacket (4lb non-proficient), 1d4 Suppression grenades (.75lb each)
Elite Zin CR4. Medium Humanoid (Zin) Strong Ordinary2/Tough1/Fast1 HD:3d8+9 plus 1d10+3. HP31. Mas17. Init:-1. Spd 30ft. Defense:19, Touch15, FF19 (-1dex,+6Class,+1Equip,+3Nat). Bab+2. Grapl+7. Atk/Full Atk:+6melee(1d4+4 Slam) or +1ranged (3d4 RI; 40ft Alien SMG or 2d12 RI; 20ft Alien Pistol). FS:5ftx5ft. R:5ft. SQ: Spikes. AL: Empire of Zin. Sv Frt+3, Ref+1, Wil+0. AP: N/A. Rep+0. Str19, Dex8, Con17, Int10, Wis12, Cha6.
Occupation: Military (Demolitions, Survival)
Skills: Demolitions+5, Drive+1, Intimidate+0, Listen+3, Pilot+1, Read/Write/Speak (Zin), Spot+3, Survival+6
Feats: Alertness, Advanced Firearms Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Alien SMG (5lb) or Alien Pistol (3lb), ZinTek Force Shield (4lb, non-proficient), various gear and personal possessions
Warden
Species Traits
Bonus Hit Dice: A Warden begins play with 6 hit dice, these Hit Dice grant 6d8+6x their Con Modifier worth of bonus Hit Points, a +6 Base Attack Bonus, A +2 base Fortitude save bonus, a +5 base bonus to Reflex and Will saves 2 bonus feats and 10+2x their Int Score worth of skill points, for purposes of spending these skill points Climb, Jump, Intimidate, Listen and Spot are considered “class” skills.
Ability Modifiers: Str+10, Dex-4, Con+10, Int-4, Wis-2, Cha-4..
Creature Type: Wardens are Monstrous Humanoids with the Zin subtype.
Natural Armor: +10
Size: Large, because of their size, Wardens suffer a -1 size penalty to Attack rolls and Defense, a -4 size penalty to Hide checks, a +4 size bonus to grapple checks, and have twice the carrying capacity as a medium sized creature.
Darkvision: Wardens have Darkvision out to a range of 60ft
Base Land Speed: 40ft.
Natural Attacks (Ex): A Warden possesses 2 Slam attacks (1d8) and a Bite (1d4) as natural attacks. A Warden can use its bite attack in conjunction with a manufactured weapon as a Full attack action.
Elbow Spikes (Ex): Wardens have long blade like bone spurs protruding backward from their arms. As a Full round action a Warden can attempt to slash an opponent with one or both of these blade (standard rules for two weapon fighting with light weapons apply), dealing 1d8+the Wardens strength modifier worth o piercing damage and threatening a critical hit an a natural 19 or 20. The coordination need to attack with their arm spikes prevents a Warden from using them in-tandem with other natural or manufactured weapons.
Improvised missiles (Ex): As a Full round action a Warden can pick up an object upto huge size and hurl it at its target, the thrown object deals bludgeoning damage equal to a falling object of the same size (see d20 Modern RPG pg 214) plus1.5x the Warden's Strength Modifier and has a range increment of 30ft with a maximum range of 150ft. A Warden can also throw a grappled opponent in this way.
Enhancement (Su): The Empire of Zin has further modified some Wardens to use a single “super power”. At character creation roll on the Enhancement table below.
Bonus Feats (Ex): Wardens receive Archaic Weapons proficiency and light armor proficiency as bonus feats.
Special requirements: Wardens require larger clothing/armor than medium sized creatures (+4 Purchase DC) and can not use weapons sized smaller than small.
Starting Language: Wardens can speak read and write Zin, while it is technically possible for them to learn other languages but, most never do.
Level Adjustment:+3.
Thrown Objects
Object size
Enhancement Table
d100 roll Enhancement
00-50 No Enhancement
51-60 Blast: Once every 1d4 rounds the Warden can cast Concussion as a 10th level Battlemind. +2 CR, +1 Level Adjustment
61-70 Stomp: Once every 1d4 rounds a Warden can generate a shock-wave, the wave effects everything within a 30ft radius centered on the Warden, it deals 3d6 damage and everything caught in the wave must make a DC 20 Reflex save (or Drive check for vehicles), or be thrown backward 15ft, the pulse does not effect targets more than to size categories larger than the Warden, +2 CR, +1 Level Adjustment
71-80 Buff: Once every 1d4 rounds the Warden may cast Bless, Aid and Enhance Ability on itself as a 5th level Acolyte. +2 CR, +1 Level Adjustment
81-100 Telekinesis: Once every 1d4 rounds the Warden can cast Telekinesis as a 10th level Telepath. +2 CR, +1 Level Adjustment
Typical Warden CR6. Large Monstrous Humanoid (Zin) HD:6d8+30.HP57. Mas21. Init:-2. Spd 40ft. Defense:20,Touch7, FF20(-1size, -2dex,+3Equip,+10Nat). Bab+6. Grapl+15. Atk: +10melee (1d4+5 bite) or +0ranged (3d8 RI;120ft Laser gun arm, auto-fire). Full Atk: +4/+0/-1melee(1d8+5/19-20 Elbow spikes) or +5melee (2 Slams 1d8+5) and +0melee (1d4+2 bite), or +0/-5ranged (3d8 RI;120ft Laser gun arm, auto-fire) or +3ranged (4d6+7 RI;30ft Huge object). FS:10ftx10ft. R:10ft. SQ: Improvised Missiles, Monstrous Humanoid traits, DR25/-- (when Warden Shield is active). AL: Empire of Zin. Sv Frt+7, Ref+3 (+11 when Warden Shield is active),Wil+4. AP: N/A. Rep+0. Str21, Dex6, Con21, Int6, Wis9, Cha6.
Skills: Climb+6, Hide-9, Intimidate+4, Jump+6, Listen+5, Read/Write/Speak (Zin), Spot+5.
Feats: Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Armor Proficiency (Light), Run, Simple Weapons Proficiency
Possessions: Modified Laser gun arm (11lb), Studded Leather, Warden Shield (15lb), various gear and personal possessions.
Enhanced Warden CR8. Large Monstrous Humanoid (Zin) HD:6d8+30.HP57. Mas21. Init:-2. Spd 40ft. Defense:20,Touch7, FF20(-1size, -2dex,+3Equip,+10Nat). Bab+6. Grapl+15. Atk: +10melee (1d4+5 bite) or +0ranged (3d8 RI;120ft Laser gun arm, auto-fire). Full Atk: +4/+0/-1melee(1d8+5/19-20 Elbow spikes) or +5melee (2 Slams 1d8+5) and +0melee (1d4+2 bite), or +0/-5ranged (3d8 RI;120ft Laser gun arm, auto-fire) or +3ranged (4d6+7 RI;30ft Huge object). FS:10ftx10ft. R:10ft. SQ: Improvised Missiles, Monstrous Humanoid traits, Enhancement (Blast, Buff, Stomp or Telekinesis), DR25/-- (when Warden Shield is active). AL: Empire of Zin. Sv Frt+7, Ref+3 (+11 when Warden Shield is active),Wil+4. AP: N/A. Rep+0. Str21, Dex6, Con21, Int6, Wis9, Cha6.
Skills: Climb+6, Hide-9, Intimidate+4, Jump+6, Listen+5, Read/Write/Speak (Zin), Spot+5.
Feats: Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Armor Proficiency (Light), Run, Simple Weapons Proficiency
Possessions: Modified Laser gun arm (11lb), Studded Leather, Warden Shield (15lb), various gear and personal possessions.
Elite Warden CR14. Large Monstrous Humanoid Tough Hero3/Strong Hero3 HD:9d8+45 plus 3d10+15.HP102. Mas21. Init:-2. Spd 40ft. Defense:24,Touch11, FF24(-1size, -2dex,+3Equip,+4 class, +10Nat). Bab+11. Grapl+20. Atk: +melee (1d4+5 bite) or +ranged (3d8 RI;120ft Laser gun arm, auto-fire). Full Atk: +11/+11/+6/+1melee(1d8+7/19-20 Elbow spikes) or +11melee (2 Slams 1d8+7) and +6melee (1d4+4 bite), or +8/+3/-2ranged (3d8 RI;120ft Laser gun arm, auto-fire) or +3ranged (4d6+7 RI;30ft Huge object). FS:10ftx10ft. R:10ft. SQ: Improvised Missiles, Monstrous Humanoid traits, Enhancement (Blast, Buff, Stomp or Telekinesis), DR25/-- (when Warden Shield is active). AL: Empire of Zin. Sv Frt+11, Ref+5 (+13 when Warden Shield is active),Wil+6. AP:6. Rep+1. Str21, Dex6, Con21, Int6, Wis9, Cha6.
Skills: Climb+6, Concentration+8, Hide-9, Intimidate+4, Jump+6, Listen+5, Read/Write/Speak (Zin), Spot+5, Swim+5.
Feats: Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Armor Proficiency (Light), Cleave, Exotic Firearms Proficiency (Machine guns), Power Attack, Run, Simple Weapons Proficiency, Two Weapon Fighting
Talents: Second Wind, Stamina, Melee Smash, Improved Melee Smash
Possessions: Modified Laser gun arm (11lb), Studded Leather, Warden Shield (15lb), various gear and personal possessions.
Build
Species Base Height Modifier Base Weight Modifier
Zin 5'5” +2d12" 150lb x(2d6)lb
Warden 8'6” +4d8" 450lb x(4d12)lb
C.I.D.
Traits
Construct (Ex): C.I.D.s have all traits common to constructs.
Darkvision (Ex): C.I.Ds have advanced sensors that grant them Darkvision to a range of 60ft
Skills: Because of their advanced AI C.I.D.s receive a number of skill points equal to their Intelligence Modifier +15, they Treat Listen, Spot, Hide and Move Silently as “class” skills. C.I.D.s possess an advanced Vocabulizer that grants it the ability to speak Zin plus a number of additional languages equal to their intelligence bonus (minimum +0)
Spell-like Abilities (Su): Once Per Round as a Full Round Action a C.I.D may cast Mage Armor, Resist Energy or Stone Skin on a friendly target as a 7th level mage
Self Destruct System (Ex): As a Free Action a C.I.D can cause itself to explode, destroying itself and dealing 4d8 points of Slashing/Concussion damage to everything in a 10ft radius (Ref 15 for half damage)
Communications Array (Ex): A C.I.D can triple the signal range of and friendly communication device within 100ft.
Revive Target (Su): Once every 1d4 rounds a C.I.D. May revive an ally that has been reduced to zero (0) HP, the target is revived at 50% their maximum HP and suffer a
C.I.D. CR7. Small construct HD:2d10+5. HP16. Mas---. Init:+0. Spd 50ft fly (Perfect). Defense:18, Touch11, FF18(+1size, +7Nat). Bab+1. Grapl-4. Atk/Full Atk:+0melee(1d3-1 Slam) or +2ranged (2d12/x3 RI; 20ft integrated Alien Pistol). FS:2.5ftx2.5ft. R:0ft. SQ: Construct Traits, Spell-Like Abilities, Self Destruct System, Communications Array, Revive Target. AL: Empire of Zin. Sv Frt+0, Ref+0, Wil+0. AP: N/A. Rep+0. Str8, Dex10,Con--, Int21 Wis10, Cha10.
Skills: Hide+9, Listen+5, Move Silently+5, speak (Zin, plus 5 more), Spot+5.
Feats: None
Possessions: Integrated Alien Pistol
Marauders
Species Traits
Construct Traits (Ex): Marauders have all the traits common to constructs.
Integrated Laser Cannon (Ex): A Marauder has a powerful Laser cannon built into its turreted sensor systems. The Laser has a fire rate of Single and a Range Increment of 250ft with a maximum range of 2,500ft.
Reinforced armor plating (Ex): The Heavy metal plating for a Marauder, is heavily reinforced, granting a +10 Equipment bonus to Defense, 45 points of Hardness and is always considered to be behind ¾ cover when calculating Reflex saves.
Roll out (Ex): The Marauder can fold into a compact sphere (or unfold again) as a Full Round Action, while rolled up, the Marauder can not use its laser but, can make a Slam attack. While in its spherical form, the Marauder receives a +5 Deflection bonus to Defense and an additiona 5 points of hardness to its shell, while in its spherical form the Marauder's speed increases to 80ft and the Marauder can run at upto 4x speed (when unfolded the Marauder can not run)
Sensor Array (Ex): Marauders receive Alertness, Attentive, Guide and Track as Bonus Feats
Programming (Ex): A Marauder is programmed with 24 skill points (divided between the skills provided from its Sensor Array) and Mobility, Point Blank Shot and Shot on the Run as Bonus Feats
Cold vulnerability (Ex): In addition to the standard effects of cold based weapons/attacks, a Marauder also suffers the effects of a Slow Spell as cast by a 10th level Mage.
Marauder CR10. Huge Construct (Mechanical) HD:8d10+40. HP84. Mas---. Init:+1. Spd 20ft. Defense:,Touch,FF(+dex,+Class,+Equip,+Nat). Bab+6. Grapl+24. Atk/Full Atk:+14melee(4d10+15 Slam) or +5ranged (15d6 Fire, Laser Cannon). FS:20ftx20ft. R:10ft. SQ: Reinforced Armor Plating, Roll out, Sensor Array, Programming, Cold Vulnerability. AL: Creator or Master. Sv Frt+2, Ref+6,Wil+2. AP: N/A. Rep+0. Str30, Dex13, Con---, Int---. Wis10, Cha4.
Skills: Hide-7, Investigate+8, Listen+8, Navigate+8, Sense Motive+8, Spot+8, Survival+8
Feats: Alertness, Attentive, Guide, Mobility, Point Blank Shot, Shot on the Run, Track
Advancement: 9-15HD (Huge)
Murderbot
Murderbot (PL7) CR4. Large Construct. HD:2d10+20. HP:31. Mas-. Init:+1. Speed:30ft. Defense:16, Touch8, FF16 (-1size, -1dex, +8equip). BaB:+1. Grapl:+11. Atk/Full Attack: +6melee (1d4+6 non-lethal slap) or -4ranged (3d8 RI; 120ft laser Auto-fire) or +0ranged (4d8, RI; 50ft mine thrower). FS:10ftx10ft. R10ft. SQ: Construct Traits, DR2/--. AL: Creator, Empire of Zin. SV: Fort+0, Ref-1, Will+0. AP: N/A. Rep+0. Str22, Dex8, Con--, Int--, Wis10, Cha1.
Skills: Hide-5, Intimidate-1, Listen+6, Spot+6
Feats: None
Equipment: Laser Gun arm, Mine Thrower arm w/50 mines
Purchase DC: 35 ($136,840) Restriction: Mil+3.
Frame: Biomorph.
Locomotion: Enhanced Legs(pair).
Manipulators: Advanced hands(x2)
Armor: Duralloy Armor w/Concussive Plates.
Sensors: Class VIII.
Skill Software: 2x Skill Chips (Listen and Spot), Skill Progit (Intimidate)
Feat Software: None
Accessories: 2x Weapon Mounts
Weapon list Range PDC/
Weapons Dmg Type Crit Inc RoF Mag Wght SZ Res
Alien Rifle 3d6 Fire 20 100ft S,A 875(cell) 14lb L 21/mil
Disentigrator 4d12 Energy 20 100ft Sin Special 18lb L 24/ill
Bounce Rifle 2d8 Pierce 20 150ft S Special 12lb L 25/mil
Alien Pistol 2d12 Fire 20x3 20ft S 437(cell) 3lb S 19/res
Alien SMG 3d4 Electric 20 40ft A 1750(cell) 5lb M 23/mil
Thump Gun 2d12 Energy 20x3 40ft S 175(cell) 15lb L 20/res
Alien RPG 20d8 Conc N/A 350ft Sin 14(cell) 24lb H 25/mil
Abduction Gun N/A N/A N/A 60ft Sin Special 26lb H 28/ill
Black Hole Launcher Special Special N/A 350ft Sin Special 32lb H 29/ill
Mine Thrower arm 4d8 Conc N/A 50ft S 50(box) 9lb L 26/mil
Laser gun arm 3d8 Fire 20 120ft A 500(cell) 11lb L 27/mil
Hand Grenades
Weapon list Burst Range Reflex PDC/
Weapons Dmg Type Radius Inc Save Wght SZ Res
Suppression Grenade N/A N/A 20ft 10ft N/A .75lb T 15/Ill
Alien Rifle
Fire three beams at once. More firepower, less aiming. What's not to love?— Weapon Description
D20Rules: The dominator has a 3 Round burst setting (-2Attack, +3d6 damage). A Dominator must be allowed to cool for 1d4 rounds for every 30 shots fired, built up heat can be vented at anytime before hitting the 30 shot mark as a Move Action (less than 20 shots fired) or as a Full Round Action (20-29 shots fired). A special module can be purchased for the Dominator (Purchase DC 19, Repair DC 15 and a full round action to install), with the module installed the Dominator restores 1 point of health to the shooter for every 5 points of damage an attack deals to a target. A Dominator can be purchased with the health draining module preinstalled (+4 PDC, Restriction increases to Illegal). A character/NPC with either Personal Firearms Proficiency or Alien Weapons Proficiency can operate a Dominator without penalty.
Disintegrator
One hit. One kill. No mess to clean up.— Weapon Description
D20Rules: A target that fails a Massive Damage save or is reduced to 0HP by a disintegrator is instantly slain and reduced to ash, the Disintegrator has theoretically infinite ammunition thanks to its integrated power generator but, must be charged as a move action the first time it is fired in an encounter and must recharge for 1d8+2 rounds between shots, the recharge time can be reduced to 1d6+2 rounds (Purchase DC 21 repair DC 15 when purchased at a later date, +4 Purchase DC when buying an already modded disintegrator) and again to 1d4+2 rounds (Purchase DC21 Repair DC 15, recharge time must have already been reduced to 1d6+2 when purchased at a later date, +3 Purchase DC [stacks with previous +4 increase] when buying an already modded disintigrator). A character/NPC with either Personal Firearms Proficiency or Alien Weapons Proficiency can operate a Disintigrator without penalty.
Bounce Rifle
Fires compressed energy bolts that bounce from target to target. Fun at parties!— Weapon Description
D20rules: On a successful hit from a Bounce rifle everything within a 10ft radius of the target must pass a DC15 Reflex save or suffer 2d8 piercing damage. Confirmed critical hits do not apply to secondary targets, anything with less than total cover is vulnerable. A Bounce rifle can be fired upto 6 times before it has to recharge for 1d6 rounds. The Bounce rifle requires either the Personal Firearms or Alien Weapons proficiency feat to operate without penalty and can be used in conjunction with the Double tap and Skip shot feats (bonuses and penalties granted by these feats also apply to secondary targets within the 10ft radius).
Alien Pistol
A hefty punch in a small package.— Weapon Description
D20rules: A Z9 Handcannon must be allowed to cooldown for 1 round after every 20 shots fired, if less than 20 shots have been fired, the shooter can vent built up heat as a move action. A special module can be purchased for the Z9 (Purchase DC 17, DC 15 repair and a Full round action to install), with the module installed the Z9 grants a +2 equipment bonus to critical confirmation rolls, a Z9 with the module preinstalled can be purchased (Purchas DC 21). The Z9 Handcannon requires either the Personal Firearms Proficiency or Alien Weapons Proficiency feat to use with out penalty.
Alien SMG
This gun, used by aliens for zapping, can also be used for zapping aliens. Handy!— Weapon Description
D20 rules: The Xenoblaster expends 20 rounds into a 10x10ft square on an auto fire attack (Ref 17 negates), or 10 rounds on a burst fire attack (-4 Attack, +3d4 damage). A Xenoblaster must be allowed to cool for 1d4 rounds for every 60 shots fired, built up heat can be vented at anytime before hitting the 60 shot mark as a Move Action (less than 30 shots fired) or as a Full Round Action (30-59 shots fired). Their is a special module for Xenoblasters (Purchase DC 21, Repair DC 15 and a Full Round action to install), with the module installed, the Xenoblaster will receive a cumulative +2damage bonus for every consecutive attack made with the Xenoblaster (maximum +10 damage), the bonus will reset after the Smg fires 60 shots and triggers its cool down, or if the shooter triggers a manual heat vent. Xenoblasters with the module preinstalled are available (Purchase DC 25 Restriction Illegal). A character with eithe the Presonal Firearms or Alien weapons proficiency feat can use the Xenoblaster without penalty. Firing a Xenoblaster one handed imposes an additional -2 penalty to attack rolls in addition to any other penalties the shooter may already be incurring (Non-proficient, Two Weapon Fighting penalties, ect)
Thumpgun
At last, the range of a rifle paired with the finesse of a brutal curbstomp!— Weapon Description
D20rules: After every 20 shots the Thumpgun must be allowed to cooldown for 1d4 rounds, the weapon's heat can be manually vented (as a move action for 10 shots or less, or as a Full Round action for 11-19 shots). Requires Personal Weapons or Alien Weapons proficiency to use without penalty.
"Tyrant" Alien RPG
This alien weapon lays down the law ... and a blast of superheated plasma.— Weapon Description
D20rules: Burst Radius 10ft (Ref 15 for half), must cooldown/recharge for a full round between shots. Ignores upto 10 points of hardness against target struck. Requires the Exotic Firearms (Rocket Launcher) proficiency to use without penalty.
Abduction Gun
Give your foes a close encounter. Also works on cows.— Weapon Description
d20rules: Firing the Abduction gun is a Full Round action. The Abduction gun creates a column of red light with a hieght of 60ft and a radius of 15ft. Anything within the radius must make a DC 25 Escape artist check or begin floating into the air at a rate of 15ft per round. Creatures outside the radius may attempt to pull a victim out of the column as a Full Round Action with a successful DC 20 Grapple check, failing the check by 5 points or more drags the would be rescuer into the column of light, anything that reachs the top of the column must make a DC 16 Fort Save, on a failure a creature with 4HD or less is instantly slain, a creature with 5HD or more suffer 6d8 points of Negative Energy damage, creatures slain by the column disintegrate. The Column persists for 1d4+2 rounds, when the column flickers out after the time runs out, all targets not slain by the column plummet to the ground suffering applicable fall damage. The Abduction gun has theoretically infintie ammunition but, must be allowed to recharge for 1d6+4 rounds between uses. Requires the Exotic Firearms Proficiency (Cannons) feat.
Black Hole Launcher
Black holes suck, weaponized black holes suck more.— Weapon Description
d20rules: Firing a Black hole cannon is a full round action, once fired it must recharge for 1d8+2 rounds. The generated singularity effects anything within a 40ft radius, crushing gravitational forces deal 6d12 points of bludgeoning damage to all targets within the radius (Ref 25 for half damage), additionally all targets within a 60 feet of the impact point must pass a DC 30 Balance check or be knocked prone and drawn toward the singularity at a rate of 15ft per round. The singularity persist for 1d4 rounds, at the end of its duration it collapses exploding, dealing an additional 6d12 points of bludgeoning damage to everything within 40ft (Ref25 for half), additionally everything within the 40ft radius must make a DC 25 Tumble check or be hurled 60ft away from the impact point (suffering fall damage if applicable).
Minethrower Arm
The Attached heavy weapon for Murderbots
d20 rules: The Minethrower arm fires proximity mines, the proximity mine will detonate when a hostile NPC/character within 5ft. Once triggered, the mine detonates, dealing the listed damage to anything within 10ft (Reflex 15 for half damage). Mines are sold in bundles of 10 with a purchase DC of 17 per bundle. Requires the Exotic Firearms Proficiency (Grenade Launchers) Feat
Lasergun Arm
The primary weapon for Murderbots and Wardens
d20rules: must be allowed to cooldown for 1d4 rounds every 100 consecutive shots, requires exotic firearms Proficiency (Machine guns)
Suppression Grenade
D20rules: everything caught within the blast radius of a Suppression grenade must pass a DC20 Fort save or be unable to use any spells, psionic powers or natural abilities with the supernatural description for 1d4+2 rounds.
Armor
Type/ Equip Bonus Dex Armor Spd
Armor Name Sub-type Prof. Non Prof. Bonus Penalty (30ft) Weight PDC/Res
ZinTek Force Shield Med/Shield +3 +1 N/A -2 N/A 4lb 15/lic+1
Warden Shield Light/Tac N/A N/A +8 -2 30ft 15lb 27/mil+3
ZinTek Force Shield
d20rules: ZinTek shields impose a 25% Arcane Spell failure penalty, when making a shield bash with a ZinTek Force Shield, half the damage is bludgeoning and the other half is non-specific energy. A
Warden Shield
A special full body shield provided to wardens
d20rules: The Warden shield that grants the wearer Damage Reduction 25/---. and a +6 reflex save bonus against non-supernatural AoE weapons. If the wearer is caught in a AoE of a spell, psionic effect or supernatural ability that forces a Reflex save, and fail the save by 5 points or more the shield generator will shutdown for 1d4 rounds, restarting the shield after the cooldown ends is a Full Round Action. A Warden Shield is generated from a belt that can be worn and used in conjunction with other armors
Vehicle Top PDC
Name Crew Pass Cargo Init/Man Speed. Def: Hard HP SZ Res
Assert 1 3 400lb -0/+1 210(21) 8 10 36 H 34/lic
Assert, Armed 2 2 200lb -2/-1 210(21) 8 15 36 H 34/mil
Destructor 2 0 600lb -4/-4 70(7) 6 45 75 G 47/mil
Void, flight mode 1 2 450lb +1/+2 2600(26) 6 15 45 G 45/mil
Void, hover-mode 1 2 450lb -2/-4 260(26) 6 15 45 G ----
XOR 1 0 125lb +1/+1 400(40) 9 10 20 L 30/mil
Weapon list Range PDC/
Weapons Dmg Type Crit Inc RoF Mag Wght SZ Res
Laser Machine Gun 4d8 Fire 20 120ft A Cell 106lb H 25/mil
Laser Beam 6d6 Fire 20 400ft A Cell 70lb H 30/mil
Destructor Cannon 24d8 Fire 20 600ft Sin Cell 750lb H 46/mil
Void Laser Cannon 10d10 Energy 19-20 500ft Sin Cell 800lb H 51/mil
Laser Machine gun (PL6)
The standard armament for Armed Asserts and XOR scout vehicles, and a secondary weapon for Destructor main battle tanks, the laser draws power from the vehicles own battery granting technically unlimited “ammunition”.
D20rules: The Laser Machine gun requires the Exotic Firearms (Machine guns) Feat to operate without penalty and must be allowed to cool for 1d4 round after firing 100 consecutive shots.
Laser Beam (PL6)
The Coaxial beam weapon for the Destructor Main battle tank
d20rules: A shooter with the Strafe Feat can arc the weapon as a full round action allowing them to hit everything in a 100ft cone or anything in a 30ft radius centered on the turret. Must be allowed to cooldown for 1d4 rounds after every 100 shots fired.
Destructor Cannon (PL7)
The Main gun for the Destructor Main battle tank.
D20 rules: the cannon's beam causes an explosion at the point of impact (radius 10ft, Ref 15 for half damage, the target struck does not get a save). Targets caught in the blast radius are not subject to critical hits.
Void Laser Cannon (PL8)
Fires three energy orbs at a target.
D20 Rules: Battery Fire (+2 Attack, deals an additional 2d10 damage per 5 points the attack roll exceeds the targets defense [max +4d10]), Over Heat (The Cannon must cool for 1d4 rounds after each shot), Blast Radius (10ft Ref 17 for half, target struck does not make a saving throw and secondary targets caught in the blast radius are not subject to critical hits)
Assert (PL7)
D20 Rules: An assert is 2 squares wide by 3 long and provides ¾ cover to crew and passengers (½ to gunner). The Laser Machine gun on the armed variant is mounted in a full turret. All variants of the assert come with a GPS system and a radio that can be used as both a CB set and AM/FM receiver. Asserts are hover vehicles that can cross land or water with equal ease and ignore terrain based movement penalties. In emergancies the driver of an armed assert can operate both the vehicle and the turret, when doing so, they may take a move action and attack action each round.
Destructor (PL8)
D20Rules: The Destructor is 4 Squares wide by 6 long providing Full cover to the driver and ¾ cover to the secondary gunner. The Destructor has a Turret mounted Destructor Cannon and coaxial mounted laser beam that can be operated by the driver, and a Laser Machine gun in a semi exposed pintle mount that can be operated by a separate gunner. The Destructor is a hover vehicle that can cross land or water with equal ease and is uneffected by terrain modifiers. The Destructor has a GPS navigation system and a radio that can be used as both a CB set and AM/FM receiver
Void (PL8)
D20Rules: Void fighters are 6squares wide and 6 squares long, they provide full cover to crew and passengers. Dual Mode (A Void can switch between flight and hover modes, In flight mode it functions like a standard jet aircraft, in hover mode it handles like a helicopter), The Void has a powerful active radar and a radio that can be used as both a CB set and AM/FM receiver. Void fighters can operate in atmosphere or in vacuum and require the Aircraft operation (Space craft) feat to use without penalty. The Void is armed with a Void laser cannon and 2 fire-linked laser machine guns (+2d8 damage), these weapons are fixed forward when in flight mode and full turret when in hover mode.
Xor (PL7)
D20rules: Xor bikes are flying hover vehicles with a 30,000ft flight ceiling. A Xor has a fixed forward firing Laser machine gun. Xor bikes a 1 square wide by 2 long and provides half cover to the pilot.
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Viras in d20 Modern
Gamera’s weird squid people adversaries
Viras
Virasians
Species Traits
Outsider traits: Virasians have all traits common to Outsiders with the native subtype.
Darkvision (Ex): Virasians possess darkvision out to a range of 60ft.
Bonus Feats: Virasians receive Archaic Weapons proficiency, Multi-Attack, and Weapon Focus (Head spike) as bonus feats
Skills: If a Varasian receives a +10 species bonus to jump checks as long as they have at least 4 tentacles touching the ground before making the check. Virasians also receive a +8 species bonus to swim checks if forced to make them.
Humanoid disguise (Ex): When on a mission to a planet populated with humans or humanoid creatures the subordinate Virasians (but, not the commander) will squeeze into a specially designed suit that gives them an externally human appearance (+10 to disguise checks to pass as human, however their eyes will glow in the dark, breaking their disguise. While disguised a Virasian is considered medium sized and it loses access to all its abilities except; Darkvision, Amphibious, Telepathy Natural Psionics, and Cold vulnerability, but, gain the Detach ability (see below). Dawning or removing a Humanoid disguise is a Full-Round action that provokes attacks of opportunity.
Combine (Su): Over the course of 3d4 minutes the leader of a Virasian crew can complete a ritual that will transform him into a Viras, the transformation provides the following benefits/penalties and is irreversible; Size increases to Colossal (+24Str, -6Dex, +12 Con, -4Int, -2Cha, increase Natural Defense from +7 to +19), +34d8 Hit Dice (+42 BAB, +23 saves, does not gain additional skill points), Damage Reduction 25/+2, Fire resistance 30, Speed +30ft, Head spike range +60ft, +12d6 damage. The Ritual requires at least 6 subordinate Virasians to be successful.
Amphibious (Ex): A Virasian can breath air or water with equal ease and can swim without making checks.
Natural Psionics (Sp): Once per round a Virasian can manifest the following powers as an 8th level Telepath; Far hand, Control Object, Telekinesis
Cold Vulnerability (Ex): Virasians suffer an additional 50% damage from cold based attacks or enviromental effects.
Head Spike (Ex): As a Free action, a Virasian may harden its head tentacles into a single sharp spike or soften them back into tentacles, when the tentacles are hardened, a viras may make a single Head spike attack against a target within 60ft as a Full Attack action. A head spike attack deals 6d6 points of damage half piercing and half bludgeoning
Telepathy (Su): Virasians can communicate Telepathically with any creature within 100ft that has a language.
Detach (Su): As a move action, a disguised Virasian can detach or reattach one of its disguise's forearms as a move action and manipulate it with their natural psionic abilities.
Improved Grab (Ex): To use this ability, a Virasian must hit with its tentacle attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained or it can constrict (see below).
Constrict (Ex): A Virasian that succeeds in grappling an opponent its own size or smaller deals 1d6+5 points of damage per round as it constricts.
Multi-limb (Ex): Virasian, receive a +4 species bonus on Climb checks and grapple checks.
Typical Virasian CR8. Large Outsider (Native) HD:8d8+8. HP44. Mas13. Init:+2. Spd 30ft, swim 30ft, climb 20ft. Defense:18, Touch11, FF16(-1size,+2dex,+7Nat). Bab+8. Grapl+21. Atk:+12melee(1d4+7 bite) or +9ranged. Full Atk:+10melee(1d6+5, six tentacle slams) and +8melee(1d4+2 bite) or +9/+4ranged. FS:10ftx10ft. R:10ft. SQ: Outsider traits, Darkvision 60ft, Combine, Amphibious, Natural Psionics (Far hand/Control Object/Telekinesis), Cold Vulnerability, Head Spike(6d6 +13melee), Telepathy, Detach, Improved Grab, Constrict(1d6+5), Multi-limb AL:Planet Viras or Zanon. Sv Frt+7, Ref+8,Wil+7. AP:0. Rep+0. Str20, Dex15, Con13, Int10 Wis12, Cha6.
Skills: Climb+20, Computer Use+3, Hide-2, Intimidate+9, Jump+26, Listen+14, Read/Write/Speak (Viras plus any three), Spot+14, Swim+13
Feats: Alertness, Archaic Weapons Proficiency, Multi-Attack, Starship Gunnery, Starship Operation (Any One), Weapon Focus (Head Spike)
Possessions: None
Advancement: By Character class.
Disguised Virasian CR8. Medium Outsider (Native) HD:8d8+8.HP44. Mas13. Init:+2. Spd 30ft. Defense:19, Touch12, FF17(+2dex,+7Nat). Bab+8. Grapl+17. Atk:+13melee or +10ranged. Full Atk:+13/+8melee or +10/+5ranged. FS:5ftx5ft. R:5ft. SQ: Outsider traits, Humanoid disguise, Darkvision, Amphibious, Telepathy Natural Psionics, and Cold vulnerability, Detach AL:Planet Viras or Zanon. Sv Frt+7, Ref+8,Wil+7. AP:0. Rep+0. Str20, Dex15, Con13, Int10 Wis12, Cha6.
Skills: Climb+20, Computer Use+3, Hide-2, Intimidate+9, Jump+26, Listen+14, Read/Write/Speak (Viras plus any three), Spot+14, Swim+13
Feats: Alertness, Archaic Weapons Proficiency, Multi-Attack, Starship Gunnery, Starship Operation (Any One), Weapon Focus (Head Spike)
Possessions: Humanoid Disguise
Advancement: By Character class.
Viras CR42. Colossal Outsider (Native) HD:42d8+294. HP483. Mas25. Init:-1. Spd 60ft, swim 60ft, climb 50ft. Defense:20, Touch1, FF20(-8size,-1dex,+19Nat). Bab+42. Grapl+79. Atk:+51melee(2d6+25 bite) or +33ranged. Full Atk:+49melee(2d8+17, six tentacle slams) and +47melee(2d6+8 bite). FS:60ftx60ft. R:60ft. SQ: Outsider traits, Darkvision 60ft, Amphibious, Natural Psionics (Far hand/Control Object/Telekinesis), Cold Vulnerability, Head Spike(18d6+25, +52melee, 120ft), Telepathy, Detach, Improved Grab, Constrict(2d8+17), Multi-limb, DR25/+2, Fire Resistance 30. AL: Planet Viras or Zanon. Sv Frt+30, Ref+22,Wil+24. AP:0. Rep+0. Str44, Dex9, Con25, Int6 Wis12, Cha4.
Skills: Climb+30, Computer Use-1, Hide-18, Intimidate+6, Jump+36, Listen+12, Read/Write/Speak (Viras plus any three), Spot+12, Swim+23
Feats: Alertness, Archaic Weapons Proficiency, Multi-Attack, Starship Gunnery, Starship Operation (Any One), Weapon Focus (Head Spike)
Possessions: None
Advancement: None.
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New Post has been published on https://designsbyrudy.com/project/boardroom-coffee-table-design-nac-canada/
Boardroom and Coffee Table Design for NAC in Canada
Boardroom Table and Coffee Table Design for NAC Constructors LTD
This time I was presented with a two-tables design challenge. A boardroom table and a coffee / lobby sitting area table for NAC, North America Construction (1993) Ltd. and NAC Constructors Ltd (1996) based in Canada. It seams like that’s my country of choice for large concrete and steel table designs, of course thanks to Hammertown Industrial Furniture in Canada . They already started on this project so hopefully I’ll be able to present the real pictures of those two finished tables.
Boardroom table’s top frame (5’x9′) consists of 2.5″x 2.5″ steel angle, and 1″x1″ tubing. The entire frame will be filled with one inch thick concrete slab, and its center section will have a large 1/4″ thick steel plate embedded into it. A square cutout in the plate’s center will contain NAC’s logo.
An entire top sits on a massive concrete and steel column welded to a steel plate.
The 40″x50″ coffee table’s front concrete leg displays NAC’s logo and name, it also provides partial support for the concrete and steel top. Two additional legs in opposite corners and a steel shelf complete this design. Can’t wait to see the real thing.
Please let me know if you’d like to make a statement with a unique piece of furniture custom designed and handcrafted for your company.
Click any of the gallery pictures below to expand.
Boardroom Table
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Coffee Table
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Looking for a custom boardroom table?
Please contact me if you'd like to have a unique table designed and build to fit your particular environment. Whether you need a conference room table, office desk, or maybe your dinning room table, if you like my table designs, I'm sure I can create and build one for you.
Darek @ (847) 281-5131
If you'd like to have a unique piece of concrete furniture designed, describe it in as much detail as possible.
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Boardroom and Coffee Table Design for NAC in Canada
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