d20 Modern Metal Slug Part 3 Mars People
Martians/Mars People (From the MetalSlug Wiki)
Species Traits
Ability Modifiers: +2dex, -2con, +2int, -2cha. Mars People are agile and clever but, they are not hardy creatures and their alien minds make relating to other creatures difficult
Aberration traits (Ex): Mars People have all traits common to aberrations.
Natural Armor
Medium Size: Mars people receive no special bonuses or penalties based on size.
Darkvision: Mars People have Darkvision out to a range of 60ft
Base Land Speed: 30ft, Mars people ignore the normal penalties for moving across rough terrain.
Skills : Mars People receive a +4 Species bonus to Jump and Tumble checks
Multiple Limbs (Ex): Mars People have dozens of tentacles, granting the the Mars people a +4 species bonus to Grapple attempts, Climb checks, and checks to resist trip and over run attempts. A Mars person may use upto 4 tentacles to manipulate equipment when moving or all of its tentacles for manipulating controls in their vehicles.
Grace (Ex): Mars People suffer half as much fall damage as normal on a failed reflex save or no damage on a successful save.
Limited Telepathy (Su): A Mars Person can communicate telepathically with any creature within 100ft that has a language.
Free Language: All Mars People begin play with the ability to read, write and speak their own language (Mars People).
Level Adjustment:+1.
Progress Level: Base line Human +1
Typical Mars Person CR4. Medium Aberration Fast Hero2/Smart Hero2 HD:2d8-2 plus 2d6-2. HP17. Mas8. Init:+3. Spd 30ft. Defense:18,Touch18, FF15(+3dex,+5Class). Bab+2. Grapl+7. Atk: +5ranged (2d10 RI; 40ft Plasma Pistol). Full Atk: -2melee(1d3+1 non lethal 4 tentacle slaps). FS:5ftx5ft. R:5ft. SQ: Aberration traits, Darkvision 60ft, Multiple limbs, Grace, Limited Telepathy. AL:Mars People Empire or Invader Empire. Sv Frt-1, Ref+5, Wil+3. AP:4. Rep+1. Str13, Dex16, Con8, Int18 Wis12, Cha6.
Occupation: Adventurer (Survival, Treat Injury)
Skills: Climb+5, Computer Use+13, Demolitions+9, Disable Device+9, Drive+8, Hide+10, Jump+5, Move Silently+10, Pilot+8, Profession+6, Read/Write/Speak (Mars People), Repair+11, Ride+8, Treat Injury+6, Tumble+7
Feats: Aircraft Operation (Space craft), Gear Head, Mecha Operation, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy
Talents: Evasion, Savant (Computer Use)
Possessions: Plasma Pistol (3lb) w/1d4+1 power cells, various gear and personal possessions.
Monoeye
Species Traits
Outsider Type (Su): Monoeyes have all traits common to outsiders.
Darkvision: Monoeyes have Darkvision out to a range of 240ft
Bonus Feats: Monoeyes receive Archaic weapons proficiency as a bonus feat
Telepathy (Su): Monoeyes can communicate telepathically with any creature within 1 mile that has a language
Levitation (Su): Monoeyes are constantly surrounded in a field psionic energy, this field allows the Monoeye to fly at a base speed of 50ft with perfect maneuverability. A Monoeye can perform run actions while flying.
Telekinetics (Su): A Monoeye can manipulate all unattended objects of upto 50lb within 100ft.
Energy Barrage (Su): Monoeyes can conjure 5ft diameter orbs of energy, these orbs deal 6d6 points of damage half the damage is Electricity the other half is Fire. A Monoeye can throw bolts individually (As a normal ranged attack), in “bursts” (-6 attack +3d6 damage) or in volleys into a 10ft by 10ft square (Def 10, -4 Attack, Reflex save 15 negates), the orbs have a range of 120ft with no increments
Natural Psionics (Su): Once every 1d4 rounds a Monoeye may manifest the following powers as a 10th level Psionic Agent; Burst, Combat Precognition, Levitate, Dimension Slide, Dimension Door, Immovable Object.
Monoeye CR16. Gargantuan Outsider HD:16d8+16. HP88. Mas13. Init:-2. Spd 10ft, fly 50ft (Perfect). Defense: 16,Touch4, FF16(-4size, -2dex,+12Nat). Bab+16. Grapl+38. Atk:+22melee(2d6+10 claw) or +11ranged (6d6 energy orb). Full Atk:+18melee(2 claws 2d6+10) or +11/+6/+1/-4ranged (6d6 energy orb) or +7/+2/-3/-8ranged (6d6 Ref 15 negates energy orb volley) or +5/+0/-5/-10ranged (9d6 energy orb burst). FS:30ftx30ft. R:15ft. SQ: Outsider traits, Darkvision 240ft, Levitation, Telepathy, Telekinetics, Energy Barrage, Natural Psionics. AL: Mars People Empire. Sv Frt+11,Ref+8,Wil+10. AP: N/A. Rep+0. Str31, Dex6, Con13, Int30, Wis11, Cha6.
Skills: Computer Use+29, Craft (Any three)+29, Demolitions+29, Diplomacy+1, Disable Device+29, Drive+17, Hide-14, Intimidate+17, Knowledge (Any three)+29, Listen+21, Move Silently+17, Pilot+17, Repair+29, Spot+21
Feats: Alertness, Simple Weapons Proficiency, Star ship Gunnery, Star ship Operation (Any one), Two weapon fighting, Weapon Focus (Energy Orb)
Advancement: None
Monoeye UFO
D20rules: The Monoeye UFO is considered a Huge Object (Def8, Hardness 25, HP110)
The Monoeye UFO has the following powers
---Animate Dead; Upon initial activation, every creature with 4 or fewer Hit Dice within 2 miles must pass a DC 25 Fortitude save or be converted into a random Undead (GM discretion, typically Zombies, d20 Modern Ghouls or Viral Deathspawn)
---Summon Monoeyes; At time of creation, a Monoeye UFO is bonded to 2d4+2 Monoeyes, once it is activated the UFO can summon these Monoeyes at anytime as a Full Round Action
---Homing Beacon; Once activated, the Monoeye UFO grants a +10 circumstance bonus to Navigation checks for friendly starships and aircraft.
---Summon Monoliths; The Monoeye UFO can create massive stone slabs that it will drop on to any potential hostile creatures. The falling slabs hit everything within a 10ftx10ft square dealing 6d6 points of bludgeoning damage (Ref 15 negates), a Moneye UFO may summon upto 6 monoliths in a single round, but, it must recharge for 1d4+3 rounds between uses.
Hopper Mecha (PL6)
Hopper Mecha CR1/4. Construct. HD: 1/2d10+5. HP:7. Mas---. Init:+1. speed: 30ft. Defense:15, Touch12, FF14 (+1size, +1dex, +3equip). BaB:+0. Grapl:-4. Atk/Full Attack: +1melee(Slam 1d4). FS:5ftx5ft. R:5ft. SQ: Construct Traits, Self-Destruct (1d6). AL: Mars People empire. SV: Fort+0, Ref+1, Will+0. AP: N/A. Rep+0. Str11, Dex12, Con---, Int--, Wis10, Cha1.
Skills: Listen+2, Spot+4
Feats: None
Equipment: None
Purchase DC: 23($4,870) Restriction: Mil+3.
Frame: Armature.
Locomotion: Legs (4).
Manipulators: None
Armor: Duraplastic.
Sensors: Class V.
Skill Software: None
Feat Software: None
Accessories: Self-Destruct System
Big Eyes (PL7)
Big Eye CR1/4. Construct. HD: 1/2d10+5. HP:7. Mas---. Init:+1. Speed: fly 30ft (Poor). Defense:15, Touch12, FF14 (+1size, +1dex, +3equip). BaB:+0. Grapl:-4. Atk/Full Attack: +ranged (2d10 RI; 40ft Plasma Pistol) and (d). FS:5ftx5ft. R:5ft. SQ: Construct Traits. AL: Mars People empire. SV: Fort+0, Ref+1, Will+0. AP:N/A. Rep+0. Str11, Dex12, Con---, Int---, Wis10, Cha1.
Skills: Listen+2, Spot+4
Feats: Personal Firearms Proficiency
Equipment: Integrated Plasma pistol w/auto-loader gadget, 1d4+1 power cells
Purchase DC: 24($6,410) Restriction: Mil+3.
Frame: Armature.
Locomotion: thrusters (basic).
Manipulators: None
Armor: Duraplastic.
Sensors: Class V.
Skill Software: None
Feat Software: Feat Progit (Personal Firearms Proficiency)
Accessories: Weapon Mount
Ring Laser Mecha (リングレーザーメカ)
Species Traits
Construct Traits (Ex): Ring Laser Mecha have all traits common to constructs.
Advanced Sensors (Ex): The visual and audio sensors on a Ring Laser Mecha grant it Low-light vision and 60ft Darkvision
Skills: Ring Laser Mecha receive skill points as an aberration.
Ring Beam (Ex): The Mecha can fire a Ring shaped Line of energy 160ft long by 10ft wide, the beam deals 12d6 points of Electricity damage (Ref15 negates)
Limited Telepathy (Su): Ring Laser Mecha can communicate telepathically with any creature within 100ft that has a language
Ring Laser Mecha CR4. Large Construct HD:4d10+20. HP:42. Mas---. Init:-2. Spd 20ft. Defense:18, Touch8, FF18(-2dex,+10Nat). Bab+3. Grapl+11. Atk:+6melee(1d4+4 pincer). Full Atk:+melee(2 pincers 1d4+4) . FS:10ftx10ft. R:10ft. SQ: Construct traits, Advanced Sensors, Ring Beam, Limited Telepathy. AL:.Sv Frt+1,Ref-1,Wil+1. AP: N/A. Rep+0. Str19, Dex6, Con---, Int6, Wis11, Cha6.
Skills: Computer Use+3, Listen+4, Read/Write/Speak (Mars People), Spot+4
Feats: None
Advancement: 5-7HD (Large)
Mars Mecha (マーズメカ) (PL7)
Size: Huge, Quadrupedal (-2size) HP: 200
Super Structure: Duralloy Hardness: 15
Armor: Alumisteel Defense:+5
Penalty: -6 Reach: 10feet
Strength:+16 Dexterity: ---
Speed: 35feet Purchase DC: 45 ($2,114,500)
Equipment Package:
Crew: Cock Pit (Torso+Back), Integrated AI (Helmet), Class III Sensor System (Visor), Comm System
Defenses: Space Skin (Belt), 24 hours Life support (Shoulders)
Weapons: Bubble Launcher (Left arm+Right arm)
Bubble Launcher (PL6)
Creates bouncing spheres of energy to attack targets.
Damage: 4d6 Bludgeoning
Weight: 175lb
RoF: S
Slots: 2
Activation: Attack
Range Increment: 20ft
Target: Special
Duration: 1d4+2 rounds per bubble
Saving Throw: Ref 15 negates
Purchase DC: 30
Restriction: Mil+3
d20 rules: Releases a bubble of force in the direction the Mecha is currently facing (No attack roll required), the bubble of force will move 20ft per round dealing the listed damage to anything in its path (Ref 15 negates), upon striking a target the bubble will ricochet off in a random direction. A bubble will continue to bounce around the area until its duration has expired. A Single Bubble launcher can maintain upto 3 bubbles at one time
Rootmars
Species Traits
Construct Traits (Ex): Rootmars has all traits common to constructs.
Keen Senses (Ex): Rootmars has Darkvision out to a range of 120ft and low-light vision
Bonus Feats: Rootmars receives Aircraft Operation (Spacecraft), Gearhead, Star ship Battle Run, Star ship Dodge, Star ship Feint, Star ship Gunnery, Star ship Mobility, Star ship Operation (Ultralight, Light, Medium-weight, Heavy, Super Heavy), Star ship Strafe, Vehicle Dodge and Vehicle Expert as Bonus feats
Skills: Rootmars receives Skill points as an Outsider
Acid (Ex): Rootmars can spit blobs of acid, it may spit as many globs per round as it has attacks, acid globs have a 30ft range increment and a max range of five increments.
Energy Barrage (Su): once every 1d6 rounds, Rootmars can conjure 5ft diameter orbs of energy, these orbs deal 6d6 points of damage half the damage is Electricity the other half is Fire. Rootmars can throw bolts individually (As a normal ranged attack), in “bursts” (-6 attack +3d6 damage) or in volleys into a 10ft by 10ft square (Def 10, -4 Attack, Reflex save 15 negates), the orbs have a range of 120ft with no increments.
Electronic Powers (Su): Once every 1d4 rounds Rootmars may cast or manifest one of the following spells or psionics as a 10th level caster. Degauss, Electromagnetic Pulse, Lightning Bolt, Electric Charge, Lightning Strike.
Ship Integration (Ex): As long as a star ship has at least 200 tons of cargo space, Rootmars may be integrated into that ship's system, allowing it to control the ship completely on its own. The process of integrating Rootmars into the ship's control system take 2d12+8 hours, safely removing Rootmars takes another 2d12+8 hours. If Rootmars is reduced to 0hp while controlling the ship or if it is forced to quickly extract itself from the control network, the ship automatically drops to -1hp and begins breaking up as detailed in the star ship rules for d20 Future
Telepathy (Su): Rootmars can communicate telepathically with ant creature within 1 mile that has a language
Rootmars CR24. Colossal Construct HD:32d10+120. HP296. Mas---. Init:+1. Spd fly 80ft (Average). Defense:15, Touch3, FF14(-8size, +1dex,+12nat). Bab+24. Grapl+50. Atk:+26melee(4d6+10 Slam) or +17ranged (4d4 acid spit). Full Atk:+21melee(2 slams 4d6+10) or +17/+12/+7/+2ranged (4d4 acid spit) +17/+12/+7/+2ranged (6d6 energy orb) or +11/+8/+3/-2ranged (6d6 Ref 15 negates energy orb volley) or +9/+6/+1/-4ranged (9d6 energy orb burst). FS:60ftx60ft. R:30ft. SQ:. AL: Mars People Empire or Regular Army. Sv Frt+10, Ref+11, Wil+10. AP: N/A. Rep+0. Str31, Dex13, Con---, Int10 Wis11, Cha8.
Skills: Bluff+16, Computer Use+19, Concentration+17, Demolitions+17, Diplomacy+16, Disable Device+17, Drive+20, Hide-16, Intimidate+16, Listen+17, Navigate+17, Pilot+20, Repair+19, Sense Motive+17, Spot+17, Survival+17.
Feats: Aircraft Operation (Spacecraft), Gearhead, Star ship Battle Run, Star ship Dodge, Star ship Feint, Star ship Gunnery, Star ship Mobility, Star ship Operation (Ultralight, Light, Medium-weight, Heavy, Super Heavy), Star ship Strafe, Vehicle Dodge, Vehicle Expert
Flying Machines
Mini UFO, Black Mini UFO (プチUFO·黒プチUFO) (Requires Aircraft Operation: Spacecraft) (PL6)
Crew: 1 Pass: 0 Cargo: 600lb Init: +1 Maneuver: +2 Top Speed: 250 (25). Defense: 9 Hard: 10 HP: 35 Size: L PDC: 47 Res: Res (+2) Face: 2/2 Armament: Turreted Laser Sniper Rifle. Bonuses: None.
Equipment:
-Laser Sniper Rifle: Damage: 3d8 Damage Type: Fire. Critical: 20. Range Increment: 120feet. Rate of Fire: S. Magazine: Infinite (attached to ship's power supply). Size: L. Weight:14lb. Purchase DC: 21 Restriction: Res+2
-Tractor Beam: Allows the pilot of the mini UFO to make grapple attempts against a single target within 100ft. The Grapple check uses the pilots BaB, but, the UFO's size modifier and is considered to have a Strength Score of 20 (+5) for purposes of the check.
-Comm System: Allows the Mini UFO to communicate with its mother ship when out of range of the crew's telepathic abilities. Comm range 200miles
-Experimental Jump Drive: Allows the UFO to instantly travel upto 5 lightyears away from current position 1 per day as a Full Round Action or cast Dimension Door twice per day as a 10th level mage (can not perform both actions in the same day)
UFO (Requires Aircraft Operation; Spacecraft) (PL6)
Crew: 4 Pass: 0 Cargo: 2500lb Init: - Maneuver: - Top Speed: (). Defense: Hard: 15 HP: 55 Size: H PDC: Res: Mil (+3) Face: 4/4 Armament: Turreted Heavy Laser. Bonuses: Mil+3.
Equipment:
-Heavy Laser: Damage: 3d10 Damage Type: Fire. Critical: 20. Range Increment: 240feet. Rate of Fire: Single . Magazine: Infinite (attached to ship's power supply). Size: H. Weight: 100lb. Purchase DC: 27 Restriction: Mil+3
-Comm System: Allows the Mini UFO to communicate with its mother ship when out of range of the crew's telepathic abilities. Comm range 200miles
-Remote control system: Allows the UFO to be operated from the relative safety of a mothership, range 100miles
Dai-Manji:
Dai-Manji (PL8)
Type: Ultra-light Size: Colossal (-8size)
Subtype: System Patrol Craft Tactical Speed: 3,500 Ft ( 7Sq)
Defense: 7 Length: 140ft
Flat Footed Def: 5 Weight 800Tons
Autopilot Def: 5 Targeting Bonus +5
Hardness: 20 Crew: 4 Trained(+4)
Hit Dice: 15d20 (300hp) Passengers: 8
Initiative Mod +2 Cargo: 18,000lb
Pilot’s Class bonus +3 Grapple: +16
Pilot’s Dex Mod +2 PDC: 57
Gunner’s Atk +2 Restriction: Restriction (+2)
Attacks:
EMP Cannon +1ranged(8d8 [36], RI; 4000ft)
Plasma Cannon +1ranged (14d8 [63] RI; 3000ft)
Attack of Opportunity:
N/A
Standard Design Specs:
Power Plant: Anti-matter Reactor
Engines: Induction Engine, Thrusters
FTL Drive/After burners: None
Super Structure/Armor: Alloy Plating
Defenses: Power-link, Auto Pilot
Sensors: Class V Sensor Array, Improved Targeting System
Communications: Drivesat Comm array, Mass Transceiver
Weapons: Power-link, EMP Cannon,
Grapplers: Tractor Beam
Hangar: 8 Mini UFOs, can deploy upto 2 per round as a move action
Power-link (PL6)
A special Coupling system that allows larger vessels to boost the fire power of a smaller one. As a Full Round Action an Ultralight vessel with a Power-link may dock with a Light size or larger star ship that also has a Power-link (Each ship must pass a DC 15 Pilot check) while connected, the larger vessel receives a +500ft bonus to its movement speed per attached Ultra-light, and the Ultra-light receives a substantial power boost to its energy based weapons (+4 Attack bonus, +1 Step Critical threat increase, +25% damage bonus [rounded down]). A Power-link takes up 1 weapon slot and 1 Defense slot, a Light or Larger vessel may have multiple Power-links each link can only support one Power-linked Ultra-light at a time.
Purchase DC 5+1/4 base purchase DC
Rugname:
Rugname (PL 6)
Type: Light Size: Colossal (-8size)
Subtype: Destroyer Tactical Speed: 3,000 Ft ( 6 Sq)
Defense: 3 Length: 500ft
Flat Footed Def: 2 Weight: 8000Tons
Autopilot Def: 5 Targeting Bonus +3
Hardness: 30 Crew: 1 (Rootmars+20)
Hit Dice: 80d20 (1,600hp) Passengers: 88
Initiative Mod +2 Cargo: 120Tons
Pilot’s Class bonus +0 Grapple: +16
Pilot’s Dex Mod +1 PDC: 61
Gunner’s Atk +24 Restriction: Mil (+3)
Attacks:
N/A
Attack of Opportunity:
N/A
Standard PL Design Specs:
Power Plant: Fission Reactor
Engines: Fusion Torch, Thrusters
FTL Drive/After burners: N/A
Super Structure/Armor: Vandium
Defenses: 4x Power-links, improved autopilot system, improved damage control (3d10), radiation shielding, self-destruct system
Sensors: Class II Sensor system, Targeting system
Communications: Laser Transceiver, Radio Transceiver
Weapons: 4x Power-links
Grapplers: None
Hangar: 16x Mini-UFO's, can deploy upto 4 at a time as a move action, 4 Dai-Manji attached to Power-links, 24+ Big Eyes
Ground Vehicles: 1d4 Mars Mecha.
0 notes