Crafting Guide (WIP)
A manual to be used with the Omni Apocalypse Players Handbook
Chapter 1 (Creations)
- Primary Artisans Equipment....................................... Pg.3
- Secondary Artisans Tool....................................... Pg.3
- Developing plans......................... Pg.4
- Trivial Concoctions......................................... Pg.8
- Simple Concoctions......................................... Pg.11
- Advanced Concoctions....................................... Pg.13
- Intricate Concoctions..................................... Pg.14
Technicians/Maintenance Tool's.......................... Pg.15
- Trivial Schematics........................................ Pg.18
- Simple Schematics.......................................... Pg.26
- Advanced Schematics.......................................... Pg.35
- Intricate Schematics................................................ Pg.41
- Ammunition Creation............................................. Pg.45
- Drone Creation........................................... Pg.51
- Ranged weapon Creation................................................ Pg.52
- Melee Weapon Creation ............................................... Pg.74
- Armor Creation ............................................... Pg.83
- Hand Shield Creation ............................................... Pg.86
- Power Frame Creation ............................................... Pg.88
- Vehicle Creation ............................................... Pg.91
- Mech Creation ............................................... Pg.91
- Utility Vehicle Creation ........................................ Pg.96
- Air Vehicle Creation ............................................ Pg.102
- Personal Vehicle Creation .................................... Pg.108
- Trivial Schematics........................................ Pg.114
- Simple Schematics.......................................... Pg.114
- Advanced Schematics.......................................... Pg.114
- Intricate Schematics................................................ Pg.114
- Trivial Schematics........................................ Pg.116
- Simple Schematics.......................................... Pg.116
- Advanced Schematics.......................................... Pg.116
- Intricate Schematics................................................ Pg.116
Chapter 2, Gathering, Harvesting and Scavenging
- Rules For Gathering............................................. Pg.117
- Rules for Harvesting........................................... Pg.117
Materials.......................... Pg.118
- Created Material........................................... Pg.119
Artisans Crafts
Primary Artisan Equipment
Each specific artisans craft Has a Primary Artisan tool called Equipment or Supplies related to each Artisan craft. These Primary Artisan tools have all the required tools, components and equipments needed to create items with them.
- Chemistry Equipment: Used in the crafting of many chemical mixtures.
- Technician Equipment. Used Mainly for repairing or altering of tech devices and machinery, like Data crafting Systems, Voice communicators as well as APAD's, APN's, Computers, and electrical Wiring.
- Machinist's Equipment. Used for Building, repairing of fabrication of metals and Alloys, mainly used for crafting of weaponry, Vehicles, Armors and Industrial construction.
- Fabrication Equipment: Used in the crafting of plastic, pottery and glass work
- Surgical Equipment: Used in Advanced medical procedures and surgeries.
- Outfitters Equipment: Used in the crafting of many leather and clothing type equipment.
- Construction Equipment: Used in the crafting of many structures of stone.
- Carpentry Equipment: Used in the crafting of wood
- Farming Equipment: This Provides the functions of Farming and agriculture. allowing the growing of food and raising of animals
- Culinary Equipment: This provided the functions of Culinary Equipment, allowing the creation of food and Drink, even some with additional benefits beyond gaining Nurishment or Hydration Points.
- Brewers Equipment: used to allow the creation of Alcoholic, Energy, and soft Drinks, even some with additional benefits beyond gaining Nurishment or Hydration Points.
- Excavation Equipment: This Provides the functions of Digging mining and moving earth. allowing Excavation and mining operations to take place as well as terraforming for building and land management.
Secondary Artisans Tool's
In addition to this Primary artisans tool, there is a secondary artisan tool related to each primary artisans craft called Tools or Kits, these secondary artisan tools or kits may be used in place of the Primary Equipment or Supply function, but with some negatives. When making test with the related Primary Artisan skill, you may use the Secondary artisan tool in place of that Primary Artisans tool but the DC will be increased by 5.
Some things that are not related to crafting may require a Primary or secondary Artisans tools to interacts with. if this is the case and its a primary tool needed you can always use the secondary with the negative and if its a Secondary need you can always use the Primary tool in replace with now negatives.
- Science Tool: This Provides basic functions of the Chemistry Equipment. This may be used in place of Chemistry supplies but the DC will be increased by 5.
- Maintenance Tools. This Provides basic functions of the Technician Equipment. This may be used in place of Technician Equipment but the DC will be increased by 5.
- Welders Tools. This Provides basic functions of the Machinists Equipment. This may be used in place of Machinists Equipment but the DC will be increased by 5.
- Craftsman Tool: This Provides basic functions of the Fabrication Equipment. This may be used in place of Fabrication Equipment but the DC will be increased by 5.
- Medical Tools: This Provides basic functions of the Surgical Equipment. This may be used in place of Surgical Equipment but the DC will be increased by 5.
- Clothiers Tools: This Provides basic functions of the Outfitters Equipment. This may be used in place of Outfitters Equipment but the DC will be increased by 5.
- Masons Tool's: This Provides basic functions of the Construction Equipment. This may be used in place of Construction Equipment but the DC will be increased by 5.
- Wood Working Tools: This Provides basic functions of the Carpentry Equipment. This may be used in place of Carpentry Equipment but the DC will be increased by 5.
- Gardeners Tools: This Provides basic functions of the Farming Equipment. This may be used in place of Farming Equipment but the DC will be increased by 5.
- Cooks Tools: This Provides the basic functions of the Culinary Equipment. This may be used in place of Culinary Equipment but the DC will be increased by 5.
- Mixology Tools: This Provides the basic functions of the Brewers Equipment. This may be used in place of Brewers Equipment but the DC will be increased by 5.
- Mining Tools: This Provides the basic functions of the Excavation Equipment. This may be used in place of Excavation Equipment but the DC will be increased by 5.
Crafts and Creations
When Gain certain Artisans Equipment or Tool proficiencie, you may then start to develop Plans associated with the artisans tool or Equipment. Some plans will require other Artisans proficiencies to complete the craft, though if you do not have all the required Proficiencies you may attempt untrained or have a team with the appropriate artisan proficiencies to help with the crafting of that item.
Developing Plans
You may know an unlimited number of Plans, these plans must be written or imputed on any computer device and must be present during the Creation of a plan.
Dependant on what type of craft is being learned the Plan may also be called other things like Recipe, Schematics, Blueprint or whatever it may be called they are all the first step in a craft. This "Plan" must be of an appropriate level or lower, as indicated by the Table below.
Plan Book: Many things are built using Plans which show the design parameters, ingredient or materials and intended operation or usage of the item being created. Each Plan has a level of complexity that is classified as trivial, simple, advanced or intricate in that order from most Trivial/common to the most intricate/Rare items.
Your Plan book has a number of Plans known of your choice from the list of Plans presented later in this Chapter. As you level you may learn more complex and detailed Plans, See chart below for what levels and Complexities you can build, learn and Know. This is referred to as Tiers this is important to know because some Crafted items use the creators Tier to determine the Grade or potency of the item, as higher level crafters produce better and more effective items. If an item you acquire that was not built by you has a Tier it will be noted in its title, if a item does not state a tier it is considered a Tier 1, For example a level 9 Engineer makes a grapple gun and he then sells it to you, it would be referred to a Tier 2 Grapple gun.
Level | Tier | Can Build | Can learn |
---|---|---|---|
1-5 | 1 | Trivial/Common | Trivial/Common and Simple/Uncommon |
6-10 | 2 | Trivial/Common and Simple/Uncommon | Trivial/Common, Simple/Uncommon and Advanced/Rare |
11-15 | 3 | Trivial/Common, Simple/Uncommon and Advanced/Rare | Trivial/Common, Simple/Uncommon, Advanced/Rare and ntricate/Very Rare |
16-20 | 4 | Trivial/Common, Simple/Uncommon, Advanced/Rare and Intricate/Very Rare | Any |
Learning a Plan costs an amount of money and time depending on the level of complexity. These costs include the mundane materials and components needed to design the plan as well the time spent prototyping, testing and troubleshooting the item to perfect its intended use.
When learning a Plan it will be with a group of Skill and Artisan tool checks in varying difficulty as seen on the table below, this will be called a Crafting Challenge.
During the Crafting Challenge, each Artisans Tool has a list of appropriate Skills or Artisans Tools checks that can be used during the crafting challenge. If the item being crafted has another Artisans proficiency listed in the materials section, you use the first listed Skill or Artisans proficiency checks from all associated artisans proficiencies, then go back to the original Artisan Proficiency used and use the second listed skill or Artisans proficiency listed and then the second from any additional Artisans Proficiencies involved and so on... until you have filled all needed Skills involved for that plans complexity as seen below. During the making of a Plan, you must also have present any Artisans Tools required.
Below shows a chart listing the amount of time in hours needed to learn the plan as well as how many successful skill checks you need on a crafting challenge before an amount of failures and the amount of Skills used from the appropriate Artisans tools used.
The DC of each test starts at 10, each time you use the same test weather you passed or failed its the DC increases by 5. If a Critical Success or failure is rolled it will count as 2 Successes or 2 Failures. If you fail a challenge the plan is not completed and you recover half the cost and you must spend the time and materials again to attempt writing it again.
Complexity Level | Skill Challenge Level | Number of skills Involved | Time to learn |
---|---|---|---|
Trivial/Common | 4/2 | 2 | 2d4 hours |
Simple/Uncommon | 6/3 | 3 | 4d6 hours |
Advanced/Rare | 8/4 | 4 | 6d8 hours |
Intricate/Very Rare | 10/5 | 5 | 8d10 |
Note; unlike a Skill Challenge you may not use a bonus Skill during a Crafting challenge.
Crafting a item out of a Plan: After you have successfully wrote your plan into your Plan book, you may attempted to craft the item from the Plan. This is treated the same as learning the Schematic but you will use the Build times instead of the learn times listed in the Plan description and you must supply the Materials listed in the material section.
Furthermore like creating a plan, all Appropriate Artisans Tools or Equipment used must be present during the crafting of a item. If a test has an Additional Artisans Equipment or Tool used section you must also have that Artisans Equipment or Tool present to create the item.
If the item is being created with the secondary artisans equipment, the Build time required during the creation is doubled.
Team Crafting: When Crafting an item the process may be done with a group, When done the group must pick one character that knows the plan to be created, we will call them the "Team Leader". This team may not be more then 4 people including the team leader.
When a team is used during a crafting challenge, the The team leader must always start the challenge, and after that the team lead chooses the order the other at witch the other individuals may participate in the challenge.
Crafting at lower Tiers: If you are of a higher tier and have a plan that has an modification to it effectiveness because of a Tier, you may during the crafting process choose to create that device at a lower or higher to a max of the tier the Crafting leader is. When this is done you use the cost and build times for the tier the item is being created at.
Using Chemistry Supplies
Proficiency with Chemistry Equipment allows you to produce useful concoctions, such as Medications, Pills, Powders, Solutions, Materials and Medical Items.
Skill Challenge
- Chemistry Equipment/Science tools (Intelligence)
- Chemistry Equipment/Science Kit (Dexterity)
- Science
- Nature
- History
Contents
Chemistry Equipment include multiple glass beakers, a Gas Bunsen burner, a glass stirring rod, a small grinder, a Seperator and some common chemical ingredients/elements, H20, Acids and Bases. This Kit weighs about 50 pounds and must be used placed on a stable platform or table in a ventilated area.
Science Tools include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, distilled alcohol, powdered iron, and purified water. This Kit weighs about 25 pounds and must be used placed on a stable platform or table in a ventilated area.
Skill Checks
If you have proficiency in Chemistry Equipment, you can use your tool proficiency to give yourself advantage on certain skill checks.
Medicine
Proficiency with Chemistry Equipment allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation
When you inspect an area for clues, proficiency with Chemistry grants additional insight into any chemicals or other substances that might have been used in the area.
Science
Proficiency with Chemistry allows you to learn more information on science related skill checks involving elements Phyisics and similar subjects.
History
Your training in poisons can help you when you try to recall facts about infamous poisonings.
Concoction Creation
Concoction Type: Concoctions come in many different types, the concoction type is the specific material function of the item you create, for example will you create a liquid a powder, a pill or some are just items or materials, this is all dependent on the concoction and the items you have available during creation. If there is multiple When you create a concoction you must pick what type of concoction will be created.
Powders: Powders are used in many concoctions, base powders can be used in many functions like materials and varies forms of ingestion, this is also the base component of pill pressing.
Serums: a serum is a very delicate, volatile or Unstable concentrated liquid used in most cases with syringes and injectors. These compounds are usually very delicate requiring, specific containers or handling procedure
Liquids: Liquids come with many uses, some may be consumed, some are used as a material in other crafts and maintenance like oil for a machine or Some may be used as a weapon, like acids and flammable liquids.
Salves/Balms/Creams/Coatings: in most cases these are used as topical application fro biological to inorganic uses.
Items: this category covers a range of chemical based items, like smoke bombs, Flares, clotting gauze and weapon poisons and coatings.
The action used varies with each concoction type see chart below. In most cases if a Concoction has multiple says varies or not on the chart below, the action used will be listed in the Concoctions description.
Type | Action type |
---|---|
Powder | Varies |
Powder (Pill) | Bonus Action |
Serum (Syringe) | Special/Action |
Serum (Injector) | Bonus Action |
Liquid (Consumed) | Action |
Liquid (Material) | Varies |
Liquid (Weapon) | Varies |
Gas | Action |
Salve/Balm/Cream/Oinments | Action |
Coating | Action |
item | Varies |
Material | None |
Concoction Description
Material: This section shows what is required by a person to create the Concoction. If there is a Skill listed here you may use it during its creation, if there is any type of artisans tools listed you must have them present during the creation and may be used in the skill challenge to create the item.
List of Concoctions by Tier
Trivial Concoctions
- Basic Antitoxin
- Acid Vile
- Basic Poison Oils
- Liquid Paranoia
- Black Powder
- Black Light Ink
- Healing Ointment
- Electrolytes
- Eye Irritant Spray
- Grenade (Smoke)
- Bacteria Culture
- Rubber
- Refine Protein
- Ink
- Energy powder
- Flare/Illumination
- Cooking Oil
- Molitov
- Pressure Bandage
- Refined Fuel
- Saline
- Healing injections
Simple Concoctions
- Antibiotics
- Corrosive Aerosol Grenade
- Lethal poison
- Chlorine Gas, Powder or Liquid
- Chloraform
- Slow Lethal Poison
- Immune suppressant
- Pheromone Philter
- Quick Clot Gauze
- Truth Serum
- Vaccination
- Pain Narcotics
- Mustard gas
- Napalm Grenade
Advanced Concoctions
- Lethal Injection
- Rohypnol
- Anesthesia
- Adrenal Stim
- Regenerative Serum
- Medi-right
Intricate Concoctions
- Creeping Death Poison
- Deaths Sleep
- Water of death
- Rejuvination Treatments
- Anti Mutagen
Trivial Concoctions
Basic Anti Toxin
Trivial complexity Concoction schematic
Type: Serum
Build Time: 1d3 hours
Materials: A sample of the same Venom or Poison
When taken, for the next 24 hours gain advantage on all Checks made to resist Basic poisons as well as you gain Resistance to poison damage. If used on a target poisoned with a Basic Poison they may make a new test at disadvantage the start of each turn, on a pass they loose the poison condition from one basic poison effecting them.
Acid Vile
Trivial complexity Concoction schematic
Type: Item (Usable)
Build Time: 30 mins per Tier with bottle/vile, 1 hour per Tier, with glass/2 glass scrap and Fabrications Equipment.
**Materials: 2 Corrosive materials, 1 Glass bottle/vile or 1 Glass/2 glass scrap and
Additional Artisans Equipment: Fabrications Equipment only needed if no glass bottle or vile is provided.
This vile of corrosive liquid can be thrown at a target or simple pored on an object. As an action, you can throw this flask, shattering it on impact. Make a ranged Attack against a creature or object, treating the acid as a ranged weapon.
This weapon has the following profile
Name | Damage | Weight | Properties |
---|---|---|---|
Acid Thrown | 4D6 Acid | 1 lbs | Throw 25ft (3), Burst, Deviation (1D8) |
Acid splashed | 4D6 Acid | 1 lbs | one creature within 5 ft must make a dex save DC 12+Tier, taking half damage on a save and full on a fail. |
Basic Poison Oils
Trivial complexity Concoction schematic
Type: Coating
Build Time: 30 mins per Tier with bottles/viles, 1 hour per Tier, with glass
Materials: 2 Common Chemical, 1 Glass bottles/viles or 1 Glass and Fabrications Equipment.
Additional Artisans Equipment: Fabrications Equipment only needed if no glass bottle or vile is provided.
You can use one vile of this poison to coat one slashing or piercing weapon or up to 5 pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition they take 1d4 per Tier poison damage must make a DC 10 + Tier Constitution saving throw or be Nauseated for 1 hour. Once applied, the poison retains this effect for 1 minute.
Liquid Paranoia
Trivial complexity Concoction schematic
Type: Liquid (Consumed) or Serum
Build Time: 1d3 hours
Build Cost: 5d6x5cc
Material: Hallucinogens, Common Chemicals
A creature who consumes this poison is inflicted with the frightened condition, with the source of fear being the next humanoid it sees within 5 minutes of consumption. This fear lasts for 1 hour on a failed Wisdom saving throw (DC 15) or half as long on a success.
Black Powder
Trivial complexity Concoction schematic
Type: Powder (Material), Item (Weapon)
Activation Type: 1 reaction or 1 Action
Build Time: 1 hour
Materials: Sulfur, Carbon, Potassium, Nitrate
This volatile powder comes in 1lbs containers. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 Fire damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pounds of balck powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius 10ft and +5ft blast for every 2 pounds beyond 2 (maximum of 20 feet).
This is also a common material used in Ballistic Ammunition crafting
Black light Ink
Trivial complexity Concoction schematic
Type: Liquid (Material)
Build Time: 1 hour
Materials: Sulfur, Common Chemicals
1 ounce bottle of ink that can only be made visible with traits or items that see the invisible, or by applying a mild acid.
Healing Ointment
Trivial complexity Concoction schematic
Type: Ointment
Activation Type: 1 Action
Build Time: 1 hour per Tier
Materials: Stem Cell culture or Uncommon Herbs, Wax or Fat, Common Chemicals
This ointment is common and often found in Medi-packs, this used in very small amounts helps keep small cut and scrapes clean and healing, but when used in grater amounts this can cause rapid healing effects though this may only be done once per short rest. As an action apply this ointment to a biological target to heal 3d4 hit points, this increases by 1d4 at Tiers 2, 3 and 4.
Electrolytes
Trivial complexity Concoction schematic
Type: Liquid (Consumed), Powder or Powder (Pill)
Activation Type: 1 Action or 1 bonus Action with pill
Build Time: 30 mins
Materials: Salt, Potassium
As an action you may take this, after consumption you gain Twice as many Hydration points, this lasts for 24 hours as well as gain advantage on all Checks made to resist being dehydrated.
Eye Irritant Spray
Simple complexity device schematic
Type: item (Usable Device)
Activation Type: 1 reaction or 1 Action
Build Time: 1 hour
Charges: 5
Material: Common Chemicals or Pepper oil, Plastic or metal alloy
Additional Artisans Equipment: Fabrications tools for Plastic and Machinist Equipment for Metal Alloy.
When this device is equipped, you can use your reaction and one charge to impose disadvantage on the attack roll of a creature within 5 feet of you. An attacker that can’t be blinded is immune to this effect as well as all constructs and those with cybernetic eyes. Furthermore you may use the Blind ability below.
Blind: As an action and 1 charge you may make a ranged attack against a creature within 10ft, if you hit the creature must make a constitution save or be blinded until the end of there next turn. For each Tier beyond the first the range increases by 5ft and the DC to resist increases by 2.
Grenade, smoke
Trivial complexity Concoction schematic
Type: Item
Activation Type: 1 Action
Build Time: 1 hour
Materials: Potassium Nitrate, Dye (any color), Sheet metal
Additional Artisans Equipment: Technicians Equipment, Machinists Equipment
As an action, a character can throw this grenade at a point in range. treat this weapon as if it had range of 30 (3) and deviation 1d8 weapon property.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. The cloud lasts for 4 rounds with no wind 3 rounds with light wind, 2 rounds with heavy wind and 1 round with Strong wing.
Bacteria Culture
Trivial complexity Concoction schematic
Type: Material
Activation Type: None
Build Time: 1 hour then rest for 24 hours
Materials: 1 Contagion Bacteria, Sugar.
Once created this culture must be held in a room temperature environment for 24 hours to become an Active Bacteria Culture.
Rubber
Trivial complexity Concoction schematic
Type: Material
Activation Type: None
Build Time: 1 hour
Materials: Common Chemicals, Raw Rubber or 2 Rubber Scrap
This creates one Rubber material components. This may be done in smaller batches, at the cost of 2 metal scrap and 1 Carbons and the build cost is 1d6 x 5, as well as the time is 1 hour per batch.
Refined Protein
Trivial complexity Concoction schematic
Type: Liquid (Material)
Build Time: 1 hour
Materials: 1lbs Protein, Common Chemicals
This creates one Refined Protein material components.
Ink
Trivial complexity Concoction schematic
Type: Material
Activation Type: none
Build Time: 1 hour
Materials: Dye (Any Color), Common chemicals.
1 ounce bottle used in writing and printer.
Energy Powder
Trivial complexity Concoction schematic
Type: Powder, Powder (Pill)
Activation Type: 1 Action or Bonus (Pill)
Build Time: 1 hour
Materials: Caffeine concentrate or Amphetamine, Common Chemicals or common Herbs
When you consume this, double your speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make. The Powder is whitish brow and may be injected or ingested in some way.
Flares/Illumination
Trivial complexity Concoction schematic
Type: Item (1H Held)
Activation Type: 1 Action
Build Time: 1 hour
Material: Potassium, Dye (Any Color), Sheet metal
Additional Artisans Equipment: Machinists Equipment
When this device is held, you can use a bonus action to shoot a pyrotechnic flare into the air. The flare burns for 1 minute and can be used as a light source or for signaling someone across a distance. If used outdoors, the flare sheds dim light in a 120 foot radius and can be seen up to 3 miles away. Indoors the flare sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If used to attack a creature as a ranged attack, the flare deals 1d8 fire damage and you have disadvantage on the attack.
Cooking Oil
Trivial complexity Concoction schematic
Type: Liquid (Material) or Item (Usable)
Activation Type: 1 Action
Build Time: 1 hour
Materials: 10 Plant scrap
This Slippery viscous liquid is thick and heavy in the container, but it flows quickly when poured.
The liquid can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium).
Applying 1 gallon of this liquid takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, 1/4 gallon of this liquid can be poured on the ground as an action, where it covers a 5-foot square, duplicating the effect of the grease spell in that area for 8 hours dependent on environmental conditions.
Molitov
Trivial complexity Concoction schematic
Type: Item (Usable)
Activation Type: a open flame with an object interaction to light and 1 Action to throw.
Build Time: 15 mins per Tier with bottle/vile, 1 hour per Tier, with glass/2 glass scrap and Fabrications Equipment.
Materials: 1 gallon Fuel (Gasoline), 1 Cloth, 1 Glass bottles or 1 Glass/2 glass Scrap
Additional Artisans Equipment: Fabrications Equipment only needed if no glass bottle is provided.
This bottle or vile with flamable liquid will have a cloth or wick to light liquid can be trown at a target. As an action, you can throw this flask, shattering it on impact. Make a ranged Attack against a creature or object, treating the napalm as a ranged weapon.
This weapon has the following profile
Name | Damage | Weight | Properties |
---|---|---|---|
Molitov | 4D6 Fire | 1 lbs | Throw 25ft (3), Blast (10ft), Deviation (1D8) |
Pressure Bandage
Trivial complexity Concoction schematic
Type: Item (Bandage)
Activation Type: 1 Action
Build Time: 15 mins.
Materials: 1 Cloth, 2ft rope or String
Each Pressure Wrap is an obsorbent Pad with ties or lashes to secure the bandage to the injury site, these are is common, often found in Medi-packs. As an action and one Presure Wrap, may be apply to a biological target within 5ft, the applier must make a medicine sill check DC 10 and you may choose one Bleed or Hemmorage condition the creature has, on a pass that creature heal 4d4 hit points and they may end any one Bleeding or Hemorrhaging condition and on a fail the creature heals 2d4 and you may only end a the Bleeding condition if a Hemorrhage was chosen nothing happens.
Refined Fuel
Trivial complexity Concoction schematic
Type: Material
Activation Type: none
Build Time: 1 hour Prep, 12 hour refinement.
Build Cost: 2cc per gallon refined
Materials: 1 to 50 gallons Barrel of Petroleum, 2 empty 50 gallon barrels, containers for refined products
Each gallon of Petroleum yields 1/4 Pound Propane Gas, 1/4 gallon lubricant Oil, 1/2 Gasoline/Diesel, This may be done in 10 gallons increments to a max of 50 gallons, the build cost will be 1d6 x 5 for every 10 gallons refined.
Gasoline/Diesel: used to fuel vehicles and other devices like generators.
Lubricant Oil: used in vehicle construction and maintenance, also may be used with same functions as lubricant oil, though being covered in this oil for to long may lead to skin irritation.
Propane Gas: Used in many functions like torches stoves and heating systems
Saline
Trivial complexity Concoction schematic
Type: Liquid (Material)
Build Time: 1 hour
Materials: Salt, 1 gallon watter, 1 Rubber or 2 rubber scrap
Additional Artisans Equipment: Fabrications Equipment only needed if no Rubber is provided.
This creates 1 bag of saline material components.
Stem Cell Culture
Trivial complexity Concoction schematic
Type: Material
Build Time: 1 hour Prep, 12 hour in controlled environment.
Materials: Genetic Material, Saline, Refined Proteins
Once created this culture must be held in a cold environment if done it will stay alive for 1 week or if frozen will last as long as it remains frozen.
Healing Injection stim
Trivial complexity Concoction schematic
Type: Serum
Build Time: 15 mins.
Materials: Stem Cell Culture, 1 Bag Clean Blood, 1 injector, or syringe
This advanced translucent liquid may be injected into living flesh to allow for a rapid healing like effect.
This may be taken or given to a creature, to heal 2D4 + 8 hit points, this increases by 1d4+4 at Tiers 2, 3 and 4.
Simple Concoctions
Antibiotics
Simple complexity Concoction schematic
Type: Serum or Powder (Pill)
Activation Type: 1 Action or Bonus (Pill)
Build Time: 15 mins.
Materials: Bacteria Culture, Uncommon Chemicals
May be taken as a an action, for the next 24 hours gain advantage on all Checks made to resist or get rid of a diseases and if used on a Diseased target they may make a new test with disadvantage after each minute, on a pass they loose the condition.
Corrosive Aerosol Grenade
Simple complexity Concoction schematic
Type: Item (Usable)
Activation Type: 1 Action
Build Time: 15 mins.
Materials: 2 Corrosive Materials per Tier,
Additional Artisans Equipment: Machinists Equipment, Technicians Tools
This vile of corrosive liquid can be thrown at a target. As an action, you can throw this flask, shattering it on impact. Make a ranged Attack against a creature or object, treating the napalm as a ranged weapon.
This weapon has the following profile
Name | Damage | Weight | Properties |
---|---|---|---|
Acid | 4D6 Acid | 1 lbs | Throw 25ft (3), Blast (10ft), Deviation (1D8) |
At Tier 2 this gains + 2d6 damage, +5ft blast and gains Potent (+), Tier 3 has + 4d6 damage, + 10ft blast, and Potent (++) and at Tier 4 + 6d6 damage, +15ft blast and Potent (+++). Furthermore each additional tier cost and additional 2 corrosive materials per tier.
Lethal Poison
Simple complexity Concoction schematic
Type: Liquid Consumed, Serum
Activation Type: 1 Action or Bonus (Pill)
Build Time: 1-3 hours.
Materials: 1 Pesticide or 1 Herbacide per tier
A creature subjected to this poison must make a DC 10 + tier Constitution saving throw. On a failed save, it takes 1d12 Per tier poison damage and is Poisoned for 4 + Tier hours. On a successful save, the creature takes half damage and isn’t Poisoned. While poisoned in this way and you move more then 10ft, or use any type of action in a round you must make a Con save DC 10 + tier or vomit.
Chlorine Gas or Powder
Simple complexity Concoction schematic
Type: Item (Usable)
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 3 x Chlorine, Common Chemicals
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Chloaraform
Simple complexity Concoction schematic
Type: Liquid (Consumed/Inhaled)
Activation Type: 1 Action
Build Time: 1-3 hours.
Material: Chlorine, Methane
A creature subjected to this chemical must succeed on a DC 15 + Tier, Constitution saving throw or become poisoned for up to 8 hours, taking a new test after each hour. The poisoned creature is unconscious. The creature wakes up if it takes 5 or more damage or if another creature takes a minute to shake it awake.
Slow Lethal Poison
Simple complexity Concoction schematic
Type: Powder, Powder (Pill), Liquid (consumed) or Serum
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 1 Arsenic per Tier,
A creature subjected to this poison must succeed on a DC 15 + Tier Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Immune Suppressant
Simple complexity Concoction schematic
Type: Powder, Powder (Pill), Liquid (consumed) or Serum
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 1 Arsenic per Tier, Herbicide or Pesticide
A creature subjected to this concoction must succeed on a DC 15 + Tier Constitution saving throw on a failure they will have disadvantage on all saves made to resist contracting a disease or an effect caused by any disease.
Pheromone Philter
Simple complexity Concoction schematic
Type: Liquid (Consumed)
Activation Type: 1 Action
Build Time: 1-3 hours.
Build Cost: T1: 2d4x5cc, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
Materials: 1 oz Urine, Saliva or sweat of a Human, 1 hallucinogens, 1 Hipnotics, 1 Uncommon Chemicals
The next time you see or smell a human creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.
Valium
Simple complexity Concoction schematic
Type: Serum/Powder
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 1 Hipnotics, 1 Opioid, 1 Uncommon Chemicals
For the next 1d4 hours the affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.
A creature affected by this concoction makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Quick Clot Gauze
Simple complexity Concoction schematic
Type: Item (Bandage)
Activation Type: 1 Action
Quantity: 1-10
Build Time: 1-3 hours.
Materials: 1-10 Cotton, 1-10 clay
These rolls of Gauze a soaked in a liquid that help blood and liquids dray and clot. As an action and one Quick Clot Gauze, may be apply to a biological target within 5ft, when done they may end any one Bleed or Major Bleed condition.
Truth Serum
Simple complexity Concoction schematic
Type: serum
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: Hallucinogens, Hipnotics, Uncommon Chemicals
A creature subjected to this concoction must succeed on a DC 12+tier Constitution saving throw on a failure the creature can’t speak a deliberate lie while for one hour. You know whether each creature succeeds or fails on its saving throw. The Effected creature is aware of this concoction effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Vaccination
Simple complexity Concoction schematic
Type: Serum
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: A sample of the same Disease or Contagion.
you have spent countless hours attempting to aid those suffering from disease and have developed a number of treatments. this may be used to cure a target of a single disease afflicting them. Alternatively, the can be inoculated against that disease for the next 7 days x your Tier. any unused vaccines are considered inert after 24 hours.
Pain Narcotics
Simple complexity Concoction schematic
Type: Serum, Powder, Pill
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 2 Opioids, Uncommon Chemicals
This powerful pain management drug has a sedation like effect that may come with use. As an action this may be taken or given, when done the target gains 5d6 temporary HP for the next 4 hours and they must make a Con save DC 15 or become lethargic having there movement halved, they may not take reactions and they may only use a bonus action or make one attack or action for the next hour, this temporary HP is attached to your HP pool for the purpose of taking damage.
Note: the DC increases by 5 if given within 4 hours of previous dose, you may not benefit from more then 30 total temporary HP from this drug. This drug is addictive so each time the drug is taken more then once every 12 hours or taken each day for 3 consecutive days of use you must make a Con save DC 15 or become addicted, consult GM for details.
Mustard Gas
Simple complexity Concoction schematic
Type: Gas
Activation Type: 1 Action
Build Time: 1 hour.
Material: Sulfer, Uncommon chemical, 2 Common Chemicals, 1 metal alloy
Additional Artisans Equipment: Machinist Equipment
This weapon has the following profile
Name | Damage | Weight | Properties |
---|---|---|---|
Mustard Gas | 4D6 Poison | 1 lbs | Throw 25ft (3), Blast (10ft), Deviation (1D8) |
A creature subjected to damage from this grenade must succeed on a DC 15 + Tier Constitution saving throw on a failure they take 12 (4d6) poison damage and if the target breaths the gas they are poisoned, if contacted externaly gain the Burned condition and on a passed save they tack half damage.
the creature must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
The cloud lasts for 4 rounds with no wind 3 rounds with light wind, 2 rounds with heavy wind and 1 round with Strong wing. if a creature enters the cloud at any point it is subject to its effect.
At Tier 2 this gains + 1d6 damage, +5ft blast and gains Potent (+), Tier 3 has + 2d6 damage, + 10ft blast, and Potent (++) and at Tier 4 + 3d6 damage, +15ft blast and Potent (+++).
Napalm Grenade
Simple complexity Concoction schematic
Type: Item
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 1/4 Gallon Fuel Per Tier, 1 Plastic or Rubber or 2 Plastic or Rubber scrap, Metal Alloy,
Additional Artisans Equipment: Machinists Equipment, Technicians Tools
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask, shattering it on impact. Make a ranged Attack against a creature or object, treating the napalm as a ranged weapon.
This weapon has the following profile
Name | Damage | Weight | Properties |
---|---|---|---|
napalm Grenade | 4D6 Fire | 1 lbs | Throw 25ft (3), Blast (10ft), Deviation (1D8), Potent (+) |
Targets have disadvantage on saves made to Avoid lighting on fire as a result of taking fire damage from this. Furthermore targets not wearing cloth or flamable clothing must still test as normal (without disadvantage).
At Tier 2 this gains + 1d6 damage, +5ft blast and gains Potent (+), Tier 3 has + 2d6 damage, + 10ft blast, and Potent (++) and at Tier 4 + 3d6 damage, +15ft blast and Potent (+++).
Advanced Concoctions
Lethal Injection
Advanced complexity Concoction schematic
Type: Serum
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 3 Arsenic, 3 Rodenticide, 3 Cyonide, 10 common chemicals, 5 uncommon Chemicals, 1 Rare chemical
when taken you take 6d6 poison damage, and you must succeed on a DC 18 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 5d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Rohypnol
Advanced complexity Concoction schematic
Type: Powder, Powder (Pill)
Activation Type: 1 Action
Build Time: 1-3 hours.
Material: Hypnotics, Uncommon Chemicals, 3 Common Chemicals
A creature subjected to this poison must succeed on a DC 13 + Tier Constitution saving throw or be Poisoned and Slowed for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake, though you will remain with the poisoned condition for the duration unless you pass the test by 10 or more.
Anesthesia
Advanced complexity Concoction schematic
Type: Serum or Gas
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: Hypnotics, Opioids, Uncommon chemicals
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Unconscious for 1 hour. after the hour the creature wakes up if it is not given another dose of this concoction, creatures taking this concoction that are already unconscious may only pass the save on a roll of a natural 20.
Adrenal Stim
Advanced complexity Concoction schematic
Type: Serum
Activation Type: 1 Action
Build Time: 1-3 hours.
Material: 2 Amphetamine, 3 Sodium, Sulfur, Nitrate, Rare Chemicals.
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
Regenerative Stim
Advanced complexity Concoction schematic
Type: Serum
Activation Type: 1 Action
Build Time: 1-3 hours.
Material: 2 Stem cell Cultures, Rare Chemicals.
A biological creature under the effects of this serum, natural heals at a exponential rate. The target regains 4d8 + 15 hit points. For the next 60 minutes, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
If the target has any severed body members (fingers, legs, arms, and so on), if any, are restored after the 60 minutes. If you have the severed part and hold it to the stump, the limb to knit to the stump within 1 min.
Intricate Concoctions
Creeping Death Poison
Intricate complexity Concoction schematic
Type: Ingested
Activation Type: 1 Action
Build Time: 1-3 hours.
Material: Cyonide, Rare Chemicals, Uncommon Chemicals, Common Chemicals
A creature that ingests this poison suffers no effect until 2d6 hours later. If the poison has not been neutralized before then, the creature must succeed on a DC 19 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Death sleep
Intricate complexity Concoction schematic
Type: Ingested
Activation Type: 1 Action
Build Time: 1-3 hours.
Material: _
A creature that Ingests this poison must succeed at DC 20 Constitution saving throw or become poisoned for 24 hours. The poisoned creature appears to be dead, and only a successful Medicine check (DC 20) can determine otherwise.
Water of Death
Intricate complexity Concoction schematic
Type: Ingestion
Activation Type: 1 Action
Build Time: 1-3 hours.
Material:
This liquid looks, smells and tastes like water. Even the majority of chemical tests on this liquid cannot distinguish it from water. Only a creature proficient in Chemistry equipment and of Tier 4 can descern it after preforming an intricate Skill Challenge using the same skills used in Chemistry crafting, lasting 24 hours and costing 300 gp, will reveal that this liquid is actually one of the deadliest poisons in existence.
anyone who ingests this poison forces the subjected creature to make a DC 20 Constitution saving throw. On a failed save, the creature suffers blindness and deafness for 48 hours and becomes too riddled with pain to move for 24 hours. The creature’s maximum hitpoints is permanently reduced by 2d12 and receives 7d10 poison damage after 12 hours. On a successful save, the creature’s maximum hitpoints is reduced by 2d12 hitpoints and has blurred vision and muffled hearing for 24 hours.
The lost maximum hitpoints can only be restored by healing after using an Advanced Anti toxin.
Rejuvination Treatments
Intricate complexity Concoction schematic
Type: Injection
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 5 Stem Cell Cultivation, 2 Rare chemicals
When you inject this serum, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently use this, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.
Anti Mutagen
Intricate complexity Concoction schematic
Type: Injection, Pill
Activation Type: 1 Action
Build Time: 1-3 hours.
Materials: 5 Genetic material
Any sapien that take this is immune to receiving a Mutation for 1 month.
Technicians Equipment & Maintenance Tool's
Using Tech tools
Proficiency with Technicians Equipment allows you to create electronic and technological devices of all sorts as well as how to integrate devices into armor.
Skill Challenge
- Technicians Equipment (Intelligence)
- Technicians Equipment (Dexterity)
- Science
- Technology
- History
Contents
Technicians Equipment: Tech Tools includes Multimeter, soldering iron, a stock tool box. As well as a Micro tool set and optic magnification, used in microscopic wiring and circuit crafting.
Maintenance Tool's: Maintenance Tool's includes a stock tool box, Wrenches, Pliers, ext.
Skill Checks
If you have proficiency in Technicians Equipment, you can use your proficiency in it to give yourself advantage on certain skill checks at certain times.
Technology
When diagnosis status of tech devices.
Science
Your training in Tech Tool's can help you when using tech devices to help in Research.
Investigation and Perception
Your knowledge of tech helps you find the presence of technology and devices.
Medicine
When you diagnosis and treating a patient with a tech device, your knowledge and academics in the pursuit of engineering helps know.
Tech Device Creation
Equipment Type: Most devices are built as a standalone item or piece of gear, but some cases they may be integrated into a Piece of gear, this will all be noted in the description. You will see in this section what size and type the device is and what Gear location "Slot" it will occupy. If a device is "Held 2H or 1H" you must have the item in one or booth hands to used it.
If the device is listed as a either Eyewear, Headgear, Mouthgear, Torsogear, Backgear, Legwear, Armgear Handwear or footwear you may have one device in equipped in each place. If it is listed as Belt or Helm you may have 3 equipped at one time. If you are wearing armor it will have coverage listed in its description if the coverage occupies the same location as a gear slot you will have to choose witch one the armor or the gear, lighter armor allows for more devices to be worn. See chart below for what Armor coverage replaces Gear slots
Armor Coverage | Gear Slot used |
---|---|
Helm (Open) | Headgear |
Helm (Closed) | Headgear and Eyewere |
Torso | Torsogear |
Bracer | Armgear |
Gauntlet | Handwear |
Breeches | Legwear |
Sabatons | Footwear |
You will also see in this section if the device can be integrated in to armor, if the device is listed as Integration Armor you must Know the Plan and provide the armor as well as the material costs to do it. lighter Armor has less space within it to make integrations, this being said light armor may only have one integration per armor location, Medium Armors will allow 2 per armor location and Heavy will allow 3 per Armor location.
Device Descriptions
Energy: This section shows how long the item will last until you need to recharge the device. some devices will use this section even though they do not have a actual power source, as it may be spring loaded, but when the energy time is out the device needs to bee serviced.
Charges: Some devices have charges with each use the charges will deplete, once all charges are gone you must Recharge the device. the amount of charges used are noted in the device description.
Recharging a Devices: When a Device has used all its energy or its charges you must then spend the amount of time and material listed in the recharge section to recharge the device. If the required Recharge is a short or long rest you may only recharge one device that requires a rest per appropriate rest.
Materials: This section shows what is required by a person to create the device. If there is a Skill listed here you may use it during its creation, if there is any type of artisans tools listed you must have them present during the creation and may be used in the skill challenge to create the item.
Activating Devices Some devices provide a continuous benefit as long as the device is equipped or in workable condition. Other devices have an effect that requires you to take an action in order to activate it. The type of action required to activate the effect will be listed in the description of the devices. Some devises may require a outside power source, like a generator of socket power source.
Object Interactions. Most devices are easy to activate, requiring you only to flip a switch or twist a dial. A device with an effect of this type can be activated at the same time you either move or take another action (such as an attack action). Some devices which can be used as weapons may require you take both an object interaction and an attack action at the same time. You can activate a second devices effect that requires an object interaction on your turn by taking the Use an Object action. (See PHB pages 190 and 193 for more information about what sorts of actions can be combined with other actions.)
Actions. A device effect with an activation time of 1 action requires that you focus your attention on the device in order to use it.
Reactions. Some device effects can be activated as reactions. These effects are activated in response to some event. If a device can be activated as a reaction, the schematic description will tell you exactly when you can use it.
Stacking Devices Activations You cannot activate two device effects that both require 1 action during the same turn. You can activate both a gadget that requires 1 action and another gadget that requires only an object interaction by combining both activations into one action or by using the bonus action granted by your Fast Activation feature.
Device Attack Rolls and Saving Throws Some devices can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the schematic for that particular device. it will call for the device user to make either a Melee attack, a Ranged attack or a Tech attack.
Device attack modifier = your proficiency bonus + Strength or Dexterity for melee attack, Dexterity for Ranged attacks and Intelligence for Tech Attacks. what
Device save DC = 8 + your proficiency bonus + the Tier of the Gears crafter
Nonmagical Nature Although some devices create effects which are similar to those created by certain spells and magic items, devices and their effects are inherently non-magical. A devices, or the effect created by a devices, cannot be detected or dispelled using abilities that work on magic. Spells such as Detect Magic, Dispel Magic, Counterspell or Antimagic Field have no effect on the operation of a devices.
List of devices by Tier
Trivial Device
- Audio Recorder
- Auto Turret
- concealed Whip
- Common Computer Chip
- Digital Clock/Watch
- Fire Extinguisher
- Flotation Device
- Flashlight
- Grapnel Gun
- Headlamp
- Heads-up Display
- Lamp (Electric)
- Laser Designator
- Mega Phone
- Magnetic Return Weapon
- 02 Anylizer
- Ore detector
- Power/Micro Cell
- Retractable Skates
- Retractable Stilts
- Retractible Flippers
- Smokescreen Emitter
- Survival Tool
- Shield Generator
- Spring Boots
- Spy bug
- Water Condenser
Simple Device
- Adhesive Gun
- Ambush Monitor
- Antigrav Gloves
- Antitheft Device
- Blacklight
- Camo Cloak
- Cumpass/Altimiter
- Uncommon Computer Chip
- Cyclone Generator
- Cell Recharger
- Defibrillator
- Electromagnetic Grabber
- Entropy Reducer
- Fire Caster
- Healing Infusion
- Hearing Amplifier
- Implanted Tracking Device
- Inertial Dampener
- Jump Pack
- Lie-Detector
- Memory Eraser
- Molecular Reconstructor
- Net Launcher
- Medical Bed
- Microwave
- Nero Disruptor
- Night Vision Goggles
- Parachute
- Paranormal Scanner
- Personal Glider
- Picture Screen
- Proximity Detector
- Reactive Shield
- Rebreather
- Recovery
- Respirator
- Push Beam Emitter
- Sound Dampener
- Sunshades
- Tazer
- Thermal Vision
- Universal Translator
- Visual and audio Recorder
- Weapon Reach Extender
- Wrist Rocket Launcher
Advanced Concoctions
- Adaptive Armor
- Adrenalin infusion
- Anti Grav Boots
- Displacement Pads
- Binoculars/Eyeglass
- Food Irradiator
- Grav Lock Climbers
- Grenade Slinger
- Holographic Disguise
- Jetpack
- Life form Scanner
- Lightning Caster
- Nero Link Communicator
- Mass Molecular Reconstructor
- Mechanical Trap
- Mind Shield
- Drone Nero Link
- Particle Accelerator
- Personal Sonar
- Protoplaser Distributer
- Proton Coil
- Reset Button
- Stim Infusion
- Surveillance Camera
- Wheeled Heels
- Weather Rocket
Intricate Concoctions
- Life Support Systems
- Earth Churn
- Invisibility Generator
- Lightning Generator
- Mind Manipulator
- Personal Teleporter
- Protoplaser Blaster
- Quake Machine
- Time-Dilation Zone
Trivial Schematics
Audio Recorder
Trivial complexity device schematic
Equipment Type: Tiny object (Held 1H/Placed) / Integrated Armor (Bracer/Helm Closed)
Activation Type: 1 object interaction
Recharge: 1 Minute, 1 Micro Cell, Tech Equipment DC 10
Build Time: 1-3 hours.
Material: Plastic or Metal alloy, Wires (2), Common computer Chip, Uncommon Metals
This device allows you to record the sound of creatures and objects that can be heard within 60 feet of the device. You can begin recording by taking an object interaction to activate the device and you can take a second object interaction to stop the recording. When you activate the recorder, you can chose to record up to 4 hours in length with a Tier 1 Audio recorder, stored recordings can be played back by taking an object interaction, this sound is audible during this action. this device has 1 Hour of use until it has to be recharged. A Tier 2 Audio Recorder can record up to 12 hours of recording, a Tier 3 can record up to 24 hours and a Tier 4 can record up to 7 days.
Auto Turret
Trivial complexity device schematic
Equipment Type: Tiny Construct (Object)
Activation Type: 1 action
Energy: 1 minute or until out of ammo
Recharge: 1 Minutes and upload of appropriate ammunition,
Build Time: 1-3 hours.
Material: 1x of the weapons to be mounted upload of appropriate ammunition,
Additional Artisans Equipment: Technology DC 10
As an action you may deploy the Auto Turret to any unoccupied space within 20ft of you. the turret then deploys in that spot, if the terrain is slanted the turret is subject to slid or tip over (consult GM), the Turret Has an AC of 14 and has 10 hit points, it uses 1 + its tier + crafters Intelligence bonus for attack modifier, it is vulnerable to Lightning damage, resistant to Slashing, Piercing, Bludgeoning and Fire damage. It has True Immunity to Psychic, Radiation, Sonic and Poison damage as well as immune to the Charmed, Frightened, Exhaustion, Poisoned, Irradiated, Petrified and Paralyzed conditions.
Once on each of your turns each Turret may fire once at the closest visible unit within range using the mounted weapons Profile though it only has 2 range increments. Below you will see what type of weapons can be attached to the auto turret at what tier.
note if the attack can effect more then one creature this must include the closest target otherwise you focus on the closest target.
Tier | Weapons allowed | AC bonus | HP bonus |
---|---|---|---|
1 | Standard firearms (Pistols) | - | - |
2 | Standard firearm (Pistols), (Assault Rifles) and (Shotguns), (Laser), (Disc Launcher) that dont have the heavy, large or Long gun weapon Property | + 1 | + 5 |
3 | Standard firearm (Pistols), (Assault Rifles), (Shotguns), (Laser), (Disc Launcher), and (Machine guns) that dont have the heavy, large or Long Gun weapon Property | + 2 | + 10 |
4 | Any weapon that dont have the heavy, large or Long gun weapon Property | +3 | + 15 |
Tier Upgrades
Starting at Tire 2 you may modify an auto turret during its creation. During the creation of an auto turret you may gain two of the following Upgrades. At Tiers 3 and 4 add one additional upgrade totaling 4 at max tier. Note each of the Below upgrades must be learned as a seporate Schematic, each of the below
- Armor Plates (Simple): Your Turret AC increases by 1.
- Enhanced (Simple): Add one damage die to attacks made by this turret.
- Structural Support (Simple): your Turret gains 5 HP.
- Extra Ammo (Simple): Your turret has double the ammunition it usually would.
- Targeting enhancement (Advanced): Your turret adds the Crafter proficiency bonus to all its attack rolls and DC's of attacks made.
- Mini missiles (Advanced): Your turret may as its action fire a barrage on mini homing missiles, you have 3 missiles, the missiles can target a single individual, you may pick 3 different targets or any combination of creatures you like within 30ft of the turret. The missiles automatically hit there targets and deal 1d4+1 damage each. you regain the use of this feature when you complete a recharge of the turret. You may take this more then once, if you do you may increase the missile count by 1 and the range by 10ft.
- Double tap (Advanced): Your Auto Turret may fire twice during the same turn though both attacks have a negative 5 - the Tier of the turet to all attacks and DC's of attacks.
Concealed whip
Trivial complexity schematic
Equipment Type: Tiny Object (Held 1H/Belt/Bracer)
Activation Type: 1 object interaction
Energy: 7 days
Recharge: 10 min, Artificers Tools DC 10.
Build Time: 1-3 hours.
Material: Raw Metal (2)
When you take an object interaction to activate this device, a whip made out of a chain of interlocked metal teeth unfurls from your the intergrated object. The whip counts as a simple melee weapon which deals 1d6 slashing damage and has the reach and finesse traits. If you hit a creature of size large or smaller with this weapon, you can choose to pull the creature up to 10 feet closer to you instead of dealing damage. You can take a second object interaction to retract this device back into itself.
Common Computer Chip
Trivial complexity schematic
Type: Dimunetive Device (Material)
Build Time: 4 hour
Materials: Plastic, 2 Uncommon metals,
This creates 1 Common Computer Chip material component.
Digital Clock/Watch
Trivial complexity schematic
Equipment Type: Diminuitive or Tiny Construct (Held 1H/Handwear/Placed) / Integrated Armor (Bracer)
Activation Type: Continuous
Energy: 1 year
Recharge: 10 minutes, 1 Micro cell, Tech tools DC 10
Build Time: 1-3 hours.
Material: Micro cell (1), Sheet Metal/Plastic (1-3), Metal Alloy (1-3)
This small timepiece can be worn strapped to the wrist or held comfortably in the hand, even hung on a wall.
Fire Extinguisher
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Weight: 3 lbs
Activation Type: 1 action
Energy: none
Charges: 5
Recharge: 5 mins per charge, Potasium & common chemicals per charge, Chemistry & Technicians equipment DC 10.
Build Time: 1-3 hours.
Material: Salt (2), Potassium, Common chemicals
Chemistry Equipment, Artificers tools
As an action and 1 charge you spray fire retardant foam out of the device in a 15-foot cone. This foam extinguishes any uncovered, flames and sticks to any creatures in the affected area. Creatures covered in this foam must make a con save DC 12 or be Nauseated until you are not covered anymore. While covered you have advantage on saving throws versus fire damage and resistance to fire damage. The foam evaporates after 1d4 rounds. Once all charges are used, the device must be recharged and cannot be used again until that is done.
Flotation Device
Trivial complexity device schematic
Equipment Type: Tiny Construct (Chestgear) / Integrated Armor (Torso).
Activation Type: 1 object interaction
Energy: None
Charges: 1
Recharge: short rest
Build Time: 1-3 hours.
Material: Tech Tools DC 10
When you take an object interaction and 1 charge to activate this device, it becomes buoyant until destroyed, popped or you intentionally deflate it as an action, allowing you to float on the surface of any body of liquid. You have advantage on all Strength (Athletics) checks to swim. If you activate this device while you are submerged in a liquid, the device carries you to the surface of the liquid at a rate of 60 feet per round.
Flashlight
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 object interaction
Energy: 6 hours
Recharge: 1 mins, 2x Micro cell
Build Time: 1-3 hours.
Material: 2x micro cells, glass, Plastic or Sheet metal, Wires
This device casts a bright light in a 50 foot cone and a dim light for an additional 50 feet in whatever direction you are facing. The light emits no heat. The light can be switched on or off by taking an object interaction. you use a object interaction to turn on/off.
Grapnel Gun
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action + 1 object interaction
Energy: Lifts 1000ft of cable with full weight. Work with DM for how much extra feet it may pull with less weight as it would take less energy.
Charges: 1 action Retracts 25ft of spool per round.
Recharge: 10 mins, 1 power cell, Tech tools DC 10
Build Time: 1-3 hours.
Material: 3 Metal Alloy, Power cell, 2 wires, Uncommon Metal
This device consists of a folding grappling hook connected to a 50 foot long cable hidden in a compartment on your weapon or made into a standalone devise. You may take an action to activate this device, causing the grappling hook to shoot upward, unspolling the cable behind it as it goes. You can take an object interaction to activate a winch which winds the cable back into the compartment.
If the grappling hook has been set, the winch will pull you and up to 250 pounds of equipment you are carrying upwards toward the grappling hook at a rate of 25 feet per round. At each Tier beyond the first the Length increases by 50ft, it may pull an additional 250 pounds and climbs/Spools at a rate 5 feet greater each round. This may be made into a Held 2H tiny Construct if you do it may hold double the amount of cable per tier.
Headlamp
Trivial complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: 1 object interaction
Energy: 10 hours
Charges: None
Recharge: 5 mins, 1 Power cell, Tech tools DC 10
Build Time: 1-3 hours.
Material: 1 power cell, metal Alloy or Plastic, Glass, Wires
This device casts a bright light in a 30 foot cone and a dim light for an additional 30 feet in whatever direction you are facing. The light emits no heat. The light can be switched on or off by taking an object interaction.
Heads-up Display
Trivial device schematic
Equipment Type: Tiny Construct (Eyewear) / Integrated Armor (Helm Open/Closed)
Activation Type: constant
Energy: 7 days
Recharge: 1 Min
Build Time: 1-3 hours.
Material: 1 Micro cell, Computer Chip.
Additional Artisans Equipment: Tech Equipment
with this device active, you gain a bonus to all ranged attack equal to the tier of this gear and you gain advantage on checks made to determine a threat level of a target within 50ft multiplied by the Tier of this device. Furthermore you gain a bonus to your passive perception equal to the Tier of this device.
Lamp (Electric)
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 object interaction (+1 action, special)
Energy: 5 hours
Recharge: 30 seconds, 1 power cell, Technology skill DC 10
Build Time: 1-3 hours.
Material: 1 power cell,
Additional Artisans Equipment: Technology Equipment
A Common portable Oilless Lamp, sometimes called "Glow Pack," are roughly the size of a clenched fist and can shine strong, yellowish light in a area, lasting roughly five hours before their power pack needs recharging or replacing. This emits bright light in all directions out to 30ft and dim light out to 60ft, this lasts for 5 Hours of constant.
Laser Designator
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction (+1 action, special)
Energy: None
Charges: 5
Recharge: 1 Min, 1 power cell, Technology skill DC 10
Build Time: 1-3 hours.
Material: 1 power cell,
Additional Artisans Equipment: Technology Equipment
This device can be used to project a very intense point of light onto an object up to 50 feet away. The beam itself is invisible, except in very foggy or smoky conditions, and cannot be used as a light source. The projected point is bright and can be colored red, green, or blue depending on your choice. You can take an object interaction to toggle the beams color. the length of the beam increases by 250ft at each Tier beyond the first
Mark Target: You can take an action and 1 charge pointing at a target within 500ft of this, all ranged attacks creatures make against the marked target gain a bonus equal to the Tier of this item to the attack roll. If you use this function out of combat to let someone see something they don't, any creatures trying to see what your pointing at will have advantage on any checks made to do so. you may also use the below functions
Burned Cornea. You can take an action and 1 charge to target the eyes of a creature that can see you within 30 feet. make a ranged attack roll, if you hit The target must make a Constitution saving throw or be blinded until the end of their next turn.
Megaphone
Trivial complexity device schematic
Equipment Type: Tiny Construct (Placed/2H) / Integrated Armor Helm (Closed)
Activation Type: 1 action
Energy: 8 Hours
Recharge: 1 Mins, 1 Power cell, 1 Micro Cell, Technology DC 10
Build Time: 1-3 hours.
Material: 1 Power cell, 1 Micro Cell,
Additional Artisans Equipment: Machinists Equipment
This device is a Small 1 ft x 1ft construct that acts as a speaker that has a tiny 1H device you speak in and the audio is projected through the speaker. the volume may be controlled with a nob on the cube. This doubles then triples and so on, the range you can be heard.
Magnetic Return Weapon
Trivial complexity device schematic
Equipment Type: Integrated Weapon (Hilt/Handel)
Activation Type: Continuous
Energy: None
Charges: 5
Recharge: 5 mins
Build Time: 1-3 hours.
Material: 1 Power Cell,
Additional Artisans Equipment: Technology Equipment
Whenever you make a thrown attack with the weapon that this device is integrated with, that weapon automatically returns to your hand at the end of your turn at the cost of 1 charge. At each Tier beyond the first this device has 5 additional charges.
O2 Anylizer
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: 60 rounds
Charges: 3
Recharge: 1 Hour or 1 power cell, Technolgy skill DC 10, 5 GP of chemicals per charge, Chemistry Tools DC 10
Build Time: 1-3 hours.
Material: 1 power cell, Fine metal, Wires,
Additional Artisans Equipment: 5 GP of chemicals per charge, Chemistry Tools DC 10
You can use this device to identify a type of poison or disease that is affecting a creature. The afflicted creature must take an Action to breathe into the device. After 1d4 rounds of analysis, the device will indicate the type of disease or poison or the type of creature that produced the venom.
Synthesize Antidote. After analyzing the breath of an infected creature, you can take an action and one charge to synthesize an antidote or antitoxin against that poison or disease. Once begun, it takes the device 1d4 rounds to create the antidote. Drinking the antidote gives the infected creature advantage on their next saving throw versus the same disease or poison. Only the creature which provided the breath sample can benefit from drinking the antidote. Once used, the effect must be recharged and cannot be used again until you finish a short or long rest.
Ore Detector
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action (1 action, special)
Energy: None
Charges: 10
Recharge: 1 Min, 1 power cell, Tech equipment DC 10
Build Time: 1-3 hours.
Material: 1 Power cell, Fine metal
This device can be used to detect the presence of raw minerals and worked metal objects. As an action, and 1 charge you can use the device to scan a section of terrain or a container no larger than 15 cubic feet, such as a cave wall, closed barrel or a locked chest, safe, or footlocker. The device emits an audible whistle that indicates whether the container holds raw minerals or worked metal, including both mundane metal (such as bronze, iron, steel, copper, silver, and gold) and exotic metal (such as adamantine or cerimite). Only the presence of metal can be detected, not the exact type or form (coins, armor, etc.). The intensity of the whistle also allows you to determine approximately how much metal is held in the container, with a low-intensity tone indicating less than 5 pounds (the same approximate weight as 250 coins) of metal, a medium-intensity tone indicating 6-19 pounds of metal, and a loud whistle indicating 20 pounds (1,000 coins) weight or more. this has 5 charges Once used, this effect must be recharged and it cannot be used again until you complete a short or long rest.
Power/Micro Cell
Trivial complexity device schematic
Equipment Type: Dimunitive object
Activation Type: Special
Energy: Special
Charges: 1
Recharge: Raw power source, cables and Tech tools DC 15, or Battery Charger and Technology test DC 10
Build Time: 1-3 hours.
Material: Acid, Copper, Metal
You create one charged Small Battery. Batteries are a very common energy source used in all sorts of weapons and devices, it is about the size of pack of two packs of cards together. Additionally at every Tier beyond the first the crafter makes one additional Power cell Furthermore the crafter may choose to make two charged Micro Cells in replace of a Power cell. A Micro cell is similar to a Power cell but is is about half the size and cylindrical like a Lithium Size battery.
Retractable Ice Cleats
Trivial complexity device schematic
Equipment Type: Tiny Construct (Worn over Footwear) / Integrated Armor (Sabatons)
Activation Type: 1 object interaction
Energy: 7 days
Recharge: 30 minutes, Artificers Tools DC 10
Build Time: 1-3 hours.
Material: Fine Metal,
Additional Artisans Equipment: Artificers Tools DC 10
When this device is equipped, you can take an object interaction to deploy a small spikes from the bottom of your boots. While the spikes are deployed you ignore difficult terrain created by ice or snow but Hard terrain without ice or snow counts as difficult terrain for you usualy earth is fine. You can toggle this effect off by taking another object interaction to retract the spikes.
When the spikes are deployed, you can use your attack action to make an unarmed strike (kick) against a creature within 5 feet of you. The attack deals 1d4 Piercing damage if it hits.
Retractable Stilts
Trivial complexity device schematic
Equipment Type: Tiny Construct (Footwear/Legwear) / Integrated Armor (Breeches/Sabatons)
Activation Type: 1 object interaction
Build Time: 1-3 hours.
Material: Fine metal, Artificers Tools DC 10__When this device is equipped, you can take an object interaction to unfold telescoping stilts out of your footwear, increasing your effective height by 5 feet and enabling you to reach objects which you could not otherwise. While the stilts are deployed, walking counts as difficult terrain. If you make a weapon attack or are hit by an attack you must make a DC 13 Dexterity (Acrobatics) check or be knocked prone. You have disadvantage on any check to resist being pushed. You can retract the stilts by taking a second object interaction.
Retractable Flippers
Trivial complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons/Breeches)
Activation Type: 1 object interaction
Build Time: 1-3 hours.
Material: Artificers tools DC 15, Tech tools DC 15
When this device is equipped, you can take an object interaction to deploy mechanical flippers from the bottom of your boots. While the flippers are deployed swimming does not count as difficult terrain, but walking does. You can take a second object interaction to retract the flippers.
Smokescreen Emitter
Trivial complexity device schematic
Equipment Type: Tiny Construct (Torsogear/backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: none
Charges: 3
Recharge: 1 hour per charge
Build Time: 1-3 hours.
Material: 10 GP Chemicals per charge, Chemistry tools DC 15, Tech tools DC 15
When you take an object interaction and 1 Charge to activate this device thick, black smoke fills a 30 foot sphere around you. This smoke blocks line-of-sight and anything inside of this area is heavily obscured. This smoke lasts for 2d4 rounds unless dispersed by a moderate or greater speed wind.
Survival Tool
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 object interaction
Energy: 1 month
Recharge: 30 minutes
Build Time: 1-3 hours.
Material: Artificers Tools DC 10
This hand held device consists of numerous miniature tools which can be folded into or out of the body of the device by taking an object interaction. The tools available vary depending on the needs of the engineer that made it, but likely include tools such as an awl, can opener, chisel, corkscrew, file, fingernail clippers, fire striker, fish scaler, hook, knife, lock pick, magnifying glass, measuring spoon, muddler, pliers, ruler, scissors, screwdriver, spanner wrench, spatula, spork, thermometer, toothpick, tweezers, vegetable peeler, wire cutter, and a whistle, among others.
Shield Generator
Trivial complexity device schematic
Equipment Type: Tiny Construct (Belt) / Integrated Armor (Torso)
Weight: 2 lbs
Activation Type: Continuous
Energy: 7 days
Recharge: 10 mins, 1 power cell
Build Time: 1-3 hours.
Material: 1 Power cell, Metal Alloy (3), Wires (2), Fine Metal (1)
Additional Artisans Equipment: Tech Tools DC 10
A shield Generator is a small shield emitter that can generate a personal protective force field around an individual. Considered essential by many in the Empire, the Shield Generator distorts the image of the wearer with a shimmering cloak of protective energy. Incoming
attacks that strike the field will be refracted into multispectral electromagnetic bursts that dissipate harmlessly. there are varying levels of Shield Generators some may block massive amount of damage but take longer to recharge once depleted and then theres some that block less damage and recharge faster, there is even some that give resistance to certain damage types or even damage reduction. Most Shield Generators will be completely negated by magic weapons and spells, But some may be blessed or enhanced to do otherwise.
Shield Generators have 3 main characteristics the Shield Capacity, the Recharge Delay and the Recharge Rate, each are described below.
Shield Capacity: Each time you take damage and you have any shield capacity available you instead Soak the damage you then reduce the shield capacity of your shield generator by the damage taken until it is reduced to 0 then you take any remaining damage normally, at this point the Shield is Broken. Shield Generators may Soak damage from all types with the exception of Plasma, Necrotic, Radiant, Poison, Radiation, Psychic, Force, Flash and, Sonic/Thunder damage types, but they are Vulnerable to Lightning damage. If a wearer of a shield generator has a Damage reduction or resistance to a damage source it may not be applied to damage soaked by a shield generator.
Recharge Delay: After a shield is Broken you must complete an amount of rounds equal to your Shield Recharge Delay without taking any damage until your Shield will recharge its recharge rate. If your Recharge delay should reach be zero, the shield will gain its recharge rate at the start of each round regardless of being struck.
Recharge Rate: At the start of the turn after you waited a number of rounds equal to the Recharge Delay on a Broken shield generator, your Shield recharges an amount of its capacity equal its Recharge Rate. This happens at the start of each round until at its Shield capacity if full.
Special Traits: Some shield generators may have upgrades allowing for additional damage type blocked as well as things like bonus to AC, Abilities, Saves, Attacks ext as well as some more relic type shield generators will have special abilities that can be used or triggered, this will all be noted in the special traits section of the shield. Special traits come in 5 categories, Red, Green, Blue, Purple and Gold. Each generator may only have a certain number of each category Special trait dependent on how it was built.
Base Shield
Shield Capacity: 10
Recharge Delay: 5
Recharge Rate: 5
When creating a base Shield generator the engineer may tweek the components of the Shield making each shield different. When crafting a Shield you will gain a number of Shield adjustment points, these points are used to apply different adjustments to the Base shield generator making for many different types of base shield. the number of adjustment points you get per tier are all detailed in the charts below.
Tier Crafted | Number of Adjustment points |
---|---|
1 | 5 |
2 | 10 |
3 | 15 |
4 | 20 |
Shield Adjustments (Random D8)
Each of the below Shield adjustments cost 1 point per choice, each adjustment may be taken as many time as you wish unless otherwise said in the adjustments description below. Note only use rollers choice when rolling for a random shield Generator.
(1) Shield Capacity Up: +10
(2) Recharge Delay Down: -1 round
(3) Recharge Rate: +5
(4) Special Traits, Green and Red: This shield may have 1 or +1 Green trait/s and 1 or + 1 Red trait/s. This may only be taken a number of times equal to the shields tier.
(5) Special Traits Blue (Simple Schematic): This shield may have 1 or +1 Blue trait/s applied. This may only be taken twice.
(6) Special Traits Purple (Advanced Schematic): This shield may have 1 Purple trait applied. This may only be taken once.
(7) Special Traits Gold (Intricate Schematic): This shield may have 1 Gold trait applied. This may only be taken once.
(8) Rollers Choice: Pick one of your choice.
Special Traits
The below traits must be learned as a separate Plan, each of the trait colors has a related Complexity as seen below. All traits are optional you may choose to apply them or not and you do not need to fill all slots with a Trait.
Green Traits (Trivial Complexity) (Random 2d10)
Green Traits can be taken more then once Stacking the Effects. Some shield types may not be able to stack some effects. Furthermore each green traits may only be stacked a number of time equal to its tier. Note only use rollers choice when rolling for a random shield Generator.
- (2) Skilled: +1 to any one Skill check.
- (3) Enhancing: +1 to any one ability score
- (4) Saving: +1 to any one save
- (5) Warrior: +1 to melee attack rolls
- (6) Ranger: +1 to Ranged Attack rolls
- (7) Caster: +1 to Spell Attack rolls
- (8) Mobile: +5ft movement
- (9) Basic Resistance: Resistance to any one damage type thats not Plasma, Necrotic, Poison, Radiation Psychic, Flash, Force and Sonic
- (10) Multi Protection: Your shield can soak damage from one of the following damage types, Plasma, Necrotic, Poison, Radiation, Psychic, Force.
- (11) Amped: Increase your shield capacity by 10.
- (12) Quickened: Decrease your shield Recharge delay by 1 round.
- (13) Charged: Increase your shield Recharge rate by 5.
- (14) Lethal: +1 Melee, Ranged or Ranged spell damage
- (15) Witch tuned: +1 Spell DC's
- (16) Focused fires: +1 weapon attack DC's
- (17) Focused Arcana: +1 to all Harness the arcane rolls as well as any rolls made to deny the arcane or to prevent a denial.
- (18) Blocking: +1 AC
- (19) Eager: +1 Initiative Bonus
- (20) Rollers Choice:
Red Traits (Trivial Complexity), (Random 2d10)
Red Traits can be taken more then once Stacking the Effects. Some shield types may not be able to stack some effects. Furthermore each Red traits may only be stacked a number of times equal to its tier. For each red trait chosen you may choose one additional Green Trait, this trait does not count as one of your slotted Green traits. furthermore when choosing Red traits you must roll randomly with 2d10 using the below numbers. Note only use rollers choice when rolling for a random shield generator.
- (2) Shattered: -1 AC
- (3) Missing: -1 to all weapon attack DC's.
- (4) Cutting: Each time you are damaged you take an additional 1 damage against all damage sources.
- (5) Nerfed: Decrease your shield capacity of a the shields by 10.
- (6) Slowed: Increase your shield Recharge delay of a the shields by 1
- (7) Weak: Decrease your Shield recharge rate of all shield types by 5.
- (8) Regression: -1 to any one ability score, Roll 1d6 chosen from the ability scores from top to bottom.
- (9) Unprotected: -1 to any one save, Roll 1d6 chosen from the ability scores from top to bottom.
- (10) Melee Bane: -1 to melee attack rolls
- (11) Ranged Bane: -1 to Ranged Attack rolls
- (12) Caster Bane: -1 to Spell Attack rolls
- (13) Immobile: -5ft movement
- (14) Non Lethal: -1 Melee, Ranged and ranged spell attack damage (To a Minimum of 1)
- (15) Caster Null: -1 Spell DC
- (16) Unskilled: -1 to any one Skill check, Roll a d20 choosing from the skill list from top to bottom with Technology and Science at the end.
- (17) Caster Bane: -1 to all harness the arcane rolls.
- (18) Uneager: -1 Initiative Bonus
- (19) Re-roll: place holder for now
- (20) Rollers Choice:
Blue Traits (Simple Complexity), (Random 2d8)
You may replace 2 Green Traits with one Blue Trait
- (2) Fast hands: you may reload a weapon in hand as a bonus action or as a free action once per turn if you can already reload as a bonus action.
- (3) Dashing: You may Dash as a bonus action
- (4) Dodging: You may Dodge as a bonus action
- (5) Disengaging: You may Disengage as a bonus action
- (6) Hiding: You may Hide as a bonus action
- (7) Enhanced Resistance: Resistance to one of the following damage types, Plasma, Necrotic, Poison, Radiation, Psychic and Force.
- (8) Targeting: +1 to all attack rolls and DC, including spell attacks
- (9) Jumping: your jump hight is doubled.
- (10) Quick charge: You may as a bonus action recharge this shield an amount equal to its recharge rate.
- (11) Roided: +1d4 to all melee damage rolls.
- (12) Dampening: Gain a damage reduction 1+1 per tier against all damage types that your shield can soak.
- (13) Concussive: When the shield is Broken each creature within 5ft of you must make a Strength saving throw DC 8 + Proficiency of wearer + Tier, being knocked prone on a failure.
- (14) Amped Shot: The first shot fired by a ranged weapon while your shield is at full shield capacity deals and additional 1d12 lightning damage per tier. After this shot is fired, you reduce your shield capacity by 5 per tier.
- (15) Amped Strike: The first attack made by a melee weapon while your shield is at full shield capacity deals and additional 1d12 lightning damage per tier. After this strike is made, you reduce your shield capacity by 5 per tier.
- (16) Rollers Choice:
Purple Traits (Advanced Complexity), (Random 1D8)
Purple traits are very powerful and come in many was much like a class ability or feature. Note only use rollers choice when rolling for a random shield generator.
- (1) Health Pucks: each time this shield is Broken your shield distributes a number of health Pucks equal to 2d4, to adjacent unoccupied Squares Starting at the 9 o'clock position moving clockwise, if a space is occupied place in the further adjacent square. Whenever a friendly character enters a square with health puck and they have less health then there total the puck is consumed and that character gains 5 HP.
- (2) Shield Pucks: each time this shield is Broken your shield distributes a number of shield Pucks equal to 2d4, to adjacent unoccupied Squares Starting at the 9 o'clock position moving clockwise, if a space is occupied place in the further adjacent square. Whenever a friendly character enters a square with shield puck and they have less Shield then there total shield capacity the puck is consumed and that character gains 5 Shield Capacity.
- (3) Elemental Nova: When the shield is Broken each creature within 5ft of you takes 1d8 per tier of a chosen damage type, each target must make a dexterity saving throw DC 8 + Proficiency of wearer + Tier, taking half damage on a success.
- (4) Trigger Happy: The wearer of this shield may make one extra ranged attack per turn when making the attack action provided you made all ranged attacks that turn.
- (5) Hack and Slash: The wearer of this shield may make one extra Melee attack per turn when making the attack action provided you made all melee attacks that turn.
- (6) Slasher: The wearer of this shield may make one extra Melee attack per turn when making the attack action.
- (7) Immunity: Gain Immunity to one damage type thats not Plasma, Necrotic, Poison, Radiation Psychic, Flash, Force and Sonic.
- (8) Rollers Choice:
Gold Traits (Intricate), (Random 1d4)
Gold traits are the most powerful most apply spell like effects and may even have charges to use with multiple features.
- (1) Hastened: Once per Short rest the wearer of this shield can as a bonus action apply the effects of the haste spell, it last for a number of rounds equal to the tier of the shield, does not require concentration or a harness the arcane roll and can not be dispelled. Furthermore when the duration is complete you not only suffer the lethargic condition but you also gain 1 level of exhaustion, until a long rest is completed.
- (2) Stealth Mod: Once per Short rest the wearer of this shield can as a bonus action Become Invisible for up to one minute this acts just like the invisibility spell.
- (3) Shunting: this has a number of charges equal to the Tier this shield is, at the cost of one charge you may teleport up to 60ft with the same capabilities of the Dimension Door spell.
- (4) Turboed: When you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Spring Boots
Trivial complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons)
Activation Type: Continuous
Energy: 7 days
Charges: None
Recharge: 30 mins
Build Time: 1-3 hours.
Material: Artificers Tools DC 15, Tech Tools DC 15
While this device is equipped, you can jump twice the normal distance, though you can’t jump farther in any one turn than your remaining movement would allow.
Spy Bug
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H/Placed)
Activation Type: 1 action
Energy: 1 hour
Recharge: i minute
Build Time: 1-3 hours.
Material: 1 Micro Cell,
Additional Artisans Equipment: Tech Tools DC 10
You can take an action to activate this device, which takes the form of a tiny mechanical insect such as a beetle, cockroach, or cricket. The Machine has AC 10, 1 hit point, a movement speed of 30ft, and cannot attack. It can take no actions on its own, but you can control the mechanical insect via a wireless communications link sent to a Advanced Personal advisement Display module or a Plasma Screen. While controlling the clockwork you perceive through the clockwork’s senses and are deaf and blind with regard to your own senses. The wireless link is lost and the device is deactivated if the mechanical insect moves further than 250 feet away from you or if you take an object interaction to disable it. Starting at 10th level, your spy bug gains a flying speed of 50 feet in addition to its walking speed and the range at which you can control the device increases to 500 feet.
Water Condenser
Trivial complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 Action
Energy: 1 week
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 4x Energy Cell, Tech Tools DC 10
This device condenses water vapor out of air and stores the water in a bladder on your tool belt. As an action you can decant up to 1 gallon of clean, fresh water. Once every hour.
Simple Schematics
Adhesive Gun
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction + 1 attack action
Charges: 5
Recharge: 2 Hours
Build Time: 1-3 hours.
Material: 3 GP Chemicals per charge,
Additional artisans Equipment: Chemistry Tools DC 10, Tech tools DC 15.
When this device is equipped, you can use an object interaction in conjunction with a Ranged attack action and one charge to shoot a stream of sticky Adhesive out this device. Make a ranged attack against a creature of size large or smaller that is within 30/60 feet of you. If you hit, the creature is restrained by the adhesive. As an action, the restrained creature can make a Strength saving throw to break free from the webbing. The effect ends if the adhesive is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. at each tier beyond the first the AC increases by 2, the DC to break is increases by 5 and the adhesives Hit points increase by 5.
Ambush Monitor
Simple complexity device schematic
Equipment Type: Eyewear / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 1 month
Recharge: 10 Mins, 1 Micro cell, Tech Tools DC 10
Build Time: 1-3 hours.
Material: 1 Micro cell, Glass, Computer chip, Sheet metal, 2 Wires, Uncommon Metal
In addition to your normal field of vision, you can also perceive objects which are behind you. You cannot be surprised by any creature sneaking up behind you unless they are invisible and enemies dont have advantage on attacks from flanking or like abilities.
Antigrav Gloves
Simple complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Gauntlet)
Activation Type: 1 object interaction
Energy: 1 hour
Charges: None
Recharge: 1 Minute
Build Time: 1-3 hours.
Material: 1 Micro cell, technology DC 10
When this device is equipped, you can take an object interaction to activate it. Your push/drag/lift capacity is doubled for the next 5 minutes.
Antitheft Device
simple complexity device schematic
Equipment Type: Tiny Object (Torsogear) / Integrated Armor (Torso)
Weight: 2 lbs
Activation Type: Continuous
Energy: 7 days
Recharge: 5 mins, 1 Power cell and Tech Tools DC 10
Build Time: 1-3 hours.
Material: Power cell, Plastic/Sheet Metal, Wires (3), Circuit board
When this device is equipped, other creatures have disadvantage on any Dexterity (Sleight of Hand) checks that they make in an attempt to steal objects that are in your possession. Additionally, you automatically know when a failed attempt to pick your pockets has been made.
Blacklight
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 object interaction
Energy: 10 mins
Recharge: 1 Minute
Build Time: 1-3 hours.
Material: 1 Micro cell, Tech tools DC 15.
When you take an object interaction to activate it, this device casts a low intensity, violet colored light in a 5 foot cone in whatever direction you are facing. The light makes objects appear sharper and makes visible searches easier. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object that is illuminated by this light. The light lasts for 1 minute or until you switch it off by taking an object interaction.
Camo Cloak
Simple complexity device schematic
Equipment Type: Tiny Construct (Backgear)
Activation Type: Bonus action
Energy: none
Charges: 5
Recharge: 5 minutes
Build Time: 1-3 hours.
Material: 1 Micro cell, Tech tools DC 15.
When you activate this device, your cloak begins to change color to match your environment.
as a bonus action and 1 charge, For the next three minutes you have advantage on all Dexterity (Stealth) checks and you gain an additional +5 bonus to Dexterity (Stealth) checks as long as you remain motionless without moving or taking actions.
Compass/Altimiter
Simple complexity device schematic
Equipment Type: Diminutive Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: Continuous
Energy: none
Charges: None
Recharge: 1 min
Build Time: 1-3 hours.
Material: 1 Micro cell, Tech tools DC 15
When when observed, you always know which direction is north and what your approximate altitude or depth below ground is.
Uncommon Computer chip
Simple complexity device schematic
Equipment Type: Tiny Object (material)
Build Time: 1-3 hours.
Material: Uncommon Metal, Plastic
When you take an object interaction to activate this device, a whip made out of a chain of interlocked metal teeth unfurls from your the intergrated object. The whip counts as a simple melee weapon which deals 1d6 slashing damage and has the reach and finesse traits. If you hit a creature of size large or smaller with this weapon, you can choose to pull the creature up to 10 feet closer to you instead of dealing damage. You can take a second object interaction to retract this device back into itself.
Cyclone Generator
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 2H)
Activation Type: 1 action
Energy: 1 min
Charges: None
Recharge: 10 minutes
Build Time: 1-3 hours.
Material: 1 Power cell,
When you take an action to activate this device, a strong wind gusts out of your tool belt in a direction of your choosing. The wind blows in a line 60 feet long and 10 feet wide. Each creature size Large or smaller that starts its turn in the line must succeed on a Strength saving throw or be pushed 10 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. A strong wind extinguishes open flames, and disperses gases and vapor. you may take an object interaction to end it this. This may be pointed in any direction.
Cell Recharger
Simple complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction + Special
Energy: Continuous, Requires 1 unit of power per port in use.
Recharge: Raw power source
Build Time: 1-3 hours.
Material:
This device mast be connected to a Raw power source, if so it has 5 charging ports each port can have 1 Power cell or 2 Micro cells plugged in, once a Energy cell or two Micro cells are plugged in it will be fully charged in 4 Hours and 2 Hours for just one Micro cell in a port.
Defibrillator
Simple complexity device schematic
Equipment Type: Small construct with two paddles each held in one hand can be (Backgear).
Activation Type: 1 object interaction
Energy: none
Charges: 10
Recharge: 1d3 rounds
Build Time: 1-3 hours.
Material: 4 x Power cells
When you take an object interaction to activate this device, as an action a creature within 5ft of this device can target an unconscious, dying creature within 5 feet of the device. That creature regains 1 hit point, this does not work on Constructs and may only be done once before requiring a long rest to use again.
Electromagnetic Grabber
Simple complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Gauntlet)
Activation Type: 1 action
Energy: none
Charges: 5
Recharge: 5 mins
Build Time: 1-3 hours.
Material: 1 Power cell
When this device is equipped, you can take an action and 1 charge to target a creature within 30 feet of you that is wielding a weapon or holding an object made of metal that weighs 5 pounds or less. The target must make a Strength saving throw. On a failed save, they drop the object, which flies through the air and into your hands. You may also target a metal object of 5 lbs or less, theres no test needed.
Entropy Reducer
Simple complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: 1 reaction
Energy: 1 year
Recharge: 10 Minutes, 1 Micro cell, Tech tools DC 10
Build Time: 1-3 hours.
Build Cost: T1: 2d4x5cc, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
Material: Micro cell, Wires (3)
Whenever the wearer rolls a 1 on an attack roll, ability, check, or saving throw with this device equipped, you can use your reaction to activate it. If you do, re-roll the die. You must use the new roll.
Firecaster
Simple complexity device schematic
Equipment Type: Dimunitive Construct (Held 1H) / Integrated Armor (Gauntlet)
Activation Type: 1 object interaction (1 action, special)
Energy: none
Charges: 50
Recharge: 3 hours
Build Time: 1-3 hours.
Material: 2 Sp Chemicals per charge, Chemistry Equipment DC 15, Artificers.
When you take an object interaction and 1 charge to activate this device, it produces a small flame, which you can use to light a candle, torch, or campfire. last for 1 round.
Flame Gout: You take an action and 10 charges to shoot a sheet of flames out of your gloves. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 1d6 + 1d6 for each tier fire damage on a failed save, or half as much damage on a successful one. The fire has the ignite property. The damage dealt by the flames increases by 1d6 for each Tier this device is.
Gyro Stabilizer
Simple complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 4 Micro cells, Tech tools DC 15.
As a bonus action and 1 charge, for the next 3 minutes you have advantage on Dexterity (Acrobatic) checks to avoid falling and you gain a + 10 to Acrobatics Checks used to balance.
Healing Infusion
Simple complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 action (1 reaction, special)
Energy: none
Charges: 3
Recharge: 2 hours
Build Time: 1-3 hours.
Material: 1 Power cells, Tech tools DC 15. 10 Gp per charge in Chemicals, Chemistry Tools DC 15
When you use an action and 1 charge to activate this device you regain a number of hit points equal to 1d8 + your Intelligence modifier. The amount healed increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Once used, the device must be reset and cannot be used again until you complete a short or long rest.
Self Defense. When you are damaged by a single attack or effect that deals more than one-quarter of your hit point total, you can use your reaction to activate your healing infusion and using 1 charge. You regain a number of hit points equal to 1d4 + your Intelligence modifier. The amount healed increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Once used, the device must be reset and cannot be used again until you complete a short or long rest.
Hearing Amplifier
Simple complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 24 hours
Charges: None
Recharge: 1 Min
Build Time: 1-3 hours.
Material: 1 Micro cells, Tech tools DC 15.
While this device is equipped you have advantage on Wisdom (Perception) checks that rely on hearing. But you suffer disadvantage on checks made against effects caused by Thunder damage and you have vulnerability to thunder damage.
Implanted Tracking Device
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 3
Recharge: 1, 1/2 hour per dart
Build Time: 1-3 hours.
Material: 10 Gp per dart, Tech tools DC 15, Artificers tools DC 15
When this device is equipped, you can use an object interaction in conjunction with an attack action to fire a spring loaded dart at a target you can see within 60/120 feet of you. You make a ranged attack roll. If the attack hits, the target takes 1d4 piercing damage and the dart implants a mechanical tracking device under the target’s skin. As long as the tracking device remains functional, you know which direction and approximately how far away from you the target is, up to a maximum range of 10 miles. The tracking device functions for 24 hours or until you take an object interaction to deactivate it. The presence of the tracking device is not immediately noticeable to the target unless they have a passive perception score higher than your device saving throw DC. An intelligent creature that is aware of the presence of the tracking device can chose to cut it out from under their skin using a bladed weapon that deals piercing or slashing damage. For every Tier this devices is beyond the first the device lasts for an additional 24 hours. This device may also be built into a 2 handed tiny construct, if this is done the device can hold 2 more tracker darts and the range increases to 120ft/240ft.
Inertial Dampener
Simple complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 reaction
Energy: none
Charges: 3
Recharge: 5 mins
Build Time: 1-3 hours.
Material: 2 Power cells, Tech tools DC 15
You can activate this device as a reaction and 1 Charge whenever you are the target of an effect which would push, pull, slide, or otherwise cause you to move against your will. The inertial dampener allows you to reduce the amount of space you are moved by up to 5 feet. For each Tier this is beyond the first you can reduce the effect of forced movement by an additional 5 feet.
Jumppack
Simple complexity device schematic
Equipment Type: Small Construct (Backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction + Continuos
Energy: none
Charges: 10 Power frame uses 2 charges per Jump
Recharge: 2 hours
Build Time: 1-3 hours.
Material: 5GP Chemicals per charge, Chemistry tools DC 15, 2 Power cell, Tech tools DC 15
A large backpack sized thruster device that can control a fall like a grave chute but it may be used to make controlled trust in in a direction, It allows Troops to maneuver with fast and savage attacks.
as an object interaction and 1 charge, You may now jump up to 40ft up and 40ft forward and you gain the slow fall feature Below. During this jump, if you don't end the flight on a hard surface you may fly half you initial jump distance allowed up and the same forward and make one Pivot of 90 degrees per turn. this may only be done for 5 rounds consecutively and then the Pack needs to be vented for 1 rounds. If your in a zero gravity environment, you can Maneuver up to 40ft normally and no venting is needed. At each additional Tier the jump distance increases by 10 ft and it has 5 additional Charges.
Slow Fall:you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level. If you are venting you may not apply the effects of Slow fall or if you have no charges left.
Lie-Detecter
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer/Helm Closed)
Activation Type: 1 object interaction
Energy: 5 mins
Charges: None
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 1 Power cell, Tech tools DC 15
You may take an object interaction to activate this effect. as long as you are looking at the device you gain advantage on any Insight checks made to perceive whether any creature who is speaking is intentionally lying or is telling the truth.
Memory Eraser
Simple complexity device schematic
Equipment Type: Diminutive Construct (Held 1H)
Activation Type: 1 action
Energy: none
Charges: 5
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 5 Micro cells, Tech tools DC 15,
When this device is equipped, you can take an action to activate it, targeting one creature who can see you within 30 feet of you. The targeted creature must make an Intelligence saving throw. If they succeed, nothing happens. If they fail to save, they permanently forget the events of the last minute. This device cannot be used in combat or against hostile creatures. Memories lost this way can be regained only through the use of a Lesser Restoration, Greater Restoration or similar magic. At Tier 2 you can target 4 additional creature when you use this device, the DC to resist increases by 2 and creatures that fail their saving throw forget the events of five minute of time (5 creatures, DC +2, 5 minutes), at Tier 3 (10 creatures, DC +2, 15 minutes), and Tier 4 (20 creatures, DC+ 6 1 hour).
Molecular Reconstructor
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Charges: 5
Recharge: 1 hours per charge
Build Time: 1-3 hours.
Material: 10 GP Chemicals per charge, Chemistry tools DC 15,
Additional Artisans Equipment: Machinists Equipment, Chemistry Equipment
When you have this device equipped, you can activate it by taking an action and one charge to touch a creature. The creature you touch regains a number of hit points equal to 1d6 + your Intelligence modifier. The amount healed increases by 2d6 and you gain 1 extra charge at each tier. This effect works on both living creatures, Cyborgs and Constructs. Once all charges are used, the device must be reset and cannot be used again until you complete a short or long rest.
Furthermore you may cast the Mending cantrip at will, this does not count as a spell but more a Physical reconstruction on a molecular level.
Net Launcher
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 1
Recharge: 1 hour per net
Build Time: 1-3 hours.
Material: 20 Gp per net, Tech tools DC 15, Artificers tools DC 15
When this device is equipped, you can use an object interaction in conjunction with a ranged attack action using the net that this device is integrated with. The range of the net attack is 15/30. A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on Creatures that are formless, or Creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the Effect and destroying the net. at levels 5, 11 and 17 the AC increases by 2, the DC to break is in creased by 5 and the Hit points increase by 5
Medical bed
Simple complexity device schematic
Equipment Type: Large Construct
Activation Type: Continuous (+1 object interaction, special)
Energy: 3 days
Charges: 10
Recharge: 5 mins Hours
Build Time: 1-3 hours.
Material: 25 Gp Chemicals per charge, 1 Regenerative Fluids, Chemistry tools DC 15, 4 energy cells, Tech tools DC 15
When this device is equipped, you can not move from it, you require half the normal amount of food and water to sustain yourself, you gain advantage on any Constitution saves and whenever you would heal from Hit die during a rest, you heal the maximum.
Healing coma. When you use an object interaction and 1 charge to activate this device, you fall into a cataleptic state that is indistinguishable from death. For the next 1 Hour per charge used, you appear dead to all outward inspection and to spells and other device effects used to determine your status. During this time you are blinded and incapacitated, and your speed drops to 0. While in this state, you also have resistance to all damage except necrotic, psychic and force damage. In addition you gain advantage on death saves. Furthermore if you are diseased or poisoned when you activate this effect, the effect is ended after a duration determined by the GM or if you become diseased or poisoned while under the effect, the disease and poison have no effect or is ended after a duration determined by the GM.
Microwave
Simple complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction
Energy: Power cells or 2 unit of power
Charges: 10
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 3 metal alloy, computer chip, 5 wires, Power cells or 1 unit of power.
When you take an object interaction and one charge to activate this device, all cookable food and drink of a weight up to 5 pounds or 1 gallon placed within the 1-foot cube, after a minute per pound the food or drink is hot and is concidered cooked or water is purified as if boiled, providing a Food (Meal) per pound of food or a Drink (Water/Juice) per 1/4 gallon of non potable liquids.
Nero Disruption Ray
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action
Charges: 3
Recharge: 10 mins
Build Time: 1-3 hours.
Material: Power Cell, Sheet Metal, Plastic, 2 Computer chips, 3 Wires, Uncommon Metal
When this device is equipped, you can use an action to shoot a ray of energy at a target you can see within 50 feet of you. This ray assaults and twists the creature’s mind, spawning delusions and provoking uncontrolled action. The target must roll a Wisdom saving throw. If it succeeds, the ray has no effect. If it fails the saving throw, the target can’t take reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn.
D10 | Action |
---|---|
1-2 | The creature babbles incoherently but doesn’t move and takes no further action this turn |
3-4 | The creature takes the dash action and uses all of its movement to flee directly away from the engineer that activated this effect. |
5-6 | The creature uses all of its movement to move in a random direction. It takes no further action during this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9 | The creature uses its movement to close the distance between it self and the engineer that activated this effect. It then takes an action to make an attack against the engineer, making a melee attack if the engineer is within its reach or a ranged attack otherwise. |
10 | The creature can act and move normally. |
At the end of each of its turns, the affected creature can make another Wisdom saving throw. The effect ends if the target succeeds on the saving throw or at the end of their third turn after they are targeted by this effect.
Night Vision Goggles
Simple complexity device schematic
Equipment Type: Tiny Construct (Eyewear/Held 1H) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous (+ 1 object interaction, special)
Energy: 8 hours
Charges: None
Recharge: 1 min
Build Time: 1-3 hours.
Material: 2 micro Cells, Tech tools DC 10__You may use an object interaction to turn on/off the NVGs. While this device is equipped and on you have darkvision out to a range of 60 feet and low out to 120ft. it does not take much to fit this to a helm, This may be worn on a mount and flipped up and down as a object interaction. doing this does not take allot and can be done by anyone with 5 GP worth of material and a successful technology skill test DC 10. If you fail you may retake the test with a +5 to the DC. If you fail twice you must acquire 3 GP worth of straps to replace what was broke.
Parachute
Simple complexity device schematic
Equipment Type: Tiny Construct (Backgear, No Power frames)
Activation Type: 1 reaction
Energy: none
Charges: 1
Recharge: 15 mins
Build Time: 1-3 hours.
Material: Dexterity check DC 15
With this device equipped, you can use your reaction and 1 charge to deploy the chute causing you to fall at a rate of 60 feet per round until you reach a landing surface. When the creature lands, it must make a dex or strength save DC 15, if passed you take no falling damage and can land on your feet. During the decent you can do the following with a successful Strength or dexterity save DC 10; Slow decent to 30ft per round make a turn no more then 90 degrees.
Paranormal Scanner
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction
Energy: 1 hour
Charges: None
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 2 Power Cells, Tech tools DC 15
When this device is equipped you can use a object interaction activate this device to scan for undead, Fae, Aberant or Fiendish beings in your vicinity, when a presence is detectet a tone as will as a searies of lights will increases as the presences power increases. You can sense how many creatures with the type of undead or Fiend are within 50 feet of you. You can sense nearby creatures either on your current plane of existence or in the ethreal or Shadow plane. You know the approximate number of creatures, creature size or power of the presence by and their approximate distance from you, but no other information about them. This increases by 50ft for each Tier beyond the first.
Personal Glider
Simple complexity device schematic
Equipment Type: Medium Construct (Backgear) / Integrated Armor (Torso, No Power frames)
Activation Type: 1 object interaction
Energy: 30 days
Charges: None
Recharge: 30 mins
Build Time: 1-3 hours.
Material: Artificers Tools, Tech tools DC 15
When you take an object interaction to activate this device your cloak/ back back becomes rigid glider wings, allowing you to glide down from a high place. You can fly at a speed of 30 feet for a maximum distance of up to three times the height of your starting point. (If you begin at a height of 30 feet, you can glide a maximum of 90 feet from your starting point.) If you are still airborne when you reach the maximum distance, you fall.
Picture screen
Simple complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 object interaction
Energy: 4 hour
Charges: None
Recharge: 1 min
Build Time: 1-3 hours.
Material: 1 Power Cell or Raw power source, Technology DC 10
This device may be from a small 6"x"6" screen up to a 2ft x 2ft Screen that is capable of projecting images from a data feed of some sort weather it be wired or wireless, the images and colors are usually different from screen to screen, this screen has the capability of projecting audio from the device through the same data feed. The quality of the video and the audio is dependent on the Tier. The crafter may also choose to make the screen an additional 2ft x 2ft for each Tier they are beyond the first. As an object interaction you may turn up or down the volume and switch between multiple data feeds. You may also create a small remote to serve the same functions from anywhere in line of sight of the plasm screen within 30ft.
Proximity Detector
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Helm Closed)
Activation Type: 1 action
Energy: none
Charges: None
Recharge: 5 mins
Build Time: 1-3 hours.
Material: Tech tools DC 15
You can use this device to set an alarm against unwanted intrusion. Take an action and choose a door, a window, or an area within 30 feet of you that is no larger than a 30-foot cube. For the next 8 hours or until you chose to deactivate the device using an object interaction, as long as you are on the same plane of existence an alarm alerts you whenever a size Tiny or larger creature touches or enters the designated area. When you set the alarm you choose whether the alarm is silent or audible. A silent alarm quietly alerts you that the ward has been triggered as long as you are within 1 mile of the warded area. This alarm will awaken you if you are sleeping. An audible alarm produces the sound of loud tone for 10 seconds within 100 feet of the warded area. You can chose to set the alarm in a new area after taking a short or a long rest.
Reactive Shield
Simple complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Bracer)
Activation Type: 1 reaction
Energy: none
Charges: None
Recharge: 5 mins
Build Time: 1-3 hours.
Material: Tech tools DC 15
When this device is equipped, you can use your reaction when you are targeted with a melee or ranged attack to unfold a popout shield made of a strong but flexible synthetic material. You are considered to have proficiency with this shield whether or not you are proficient with shields and the shield does not occupy your hands. The shield provides you with half-cover (+2 to AC and Dexterity saving throws) until the end of your next turn. At 11th level this benefit increases to three-quarters cover (+5 to AC and Dexterity saving throws).
Rebreather
Simple complexity device schematic
Equipment Type: Tiny Construct (Mouthgear) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: none
Charges: None
Recharge: none
Build Time: 1-3 hours.
Material: none
You can breathe underwater while you have this device equipped.
Recovery Field
Simple complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 object Interaction
Energy: none
Charges: 2
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 2 Power cells, Tech tools DC 15
During a Short rest you may activate this device and use one charge, if you do, you or any friendly creature within 30 feet of the device an extra 1d4 hit points per hit die spent during that short rest. The amount of hit points healed increases to 1d6 hit points for each Tier this is.
Respirator
Simple complexity device schematic
Equipment Type: Tiny Construct (Mouth or Mouth, Eye and Mouthgear) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 4 Hours in a contaminated enviornment
Charges: None
Recharge: 1 Action
Build Time: 1-3 hours.
Material: 10 Gp materials, Tech tool DC 15
Respirators take many forms: a flexible polyplas hood, a visored helmet, or a sophisticated face-mask. They use replaceable oxygen canisters and internal breath recyclers to protect the wearer from hostile atmospheres and toxic gasses.
While this device is equipped, and breathing through the Respirator, you are immune to breathable poisons and toxic atmospheres. you have advantage on saving throws made against harmful gases and vapors.
Push Beam Emitter
Simple complexity device schematic
Equipment Type: Tiny construct (Held 2H) / Integrated Armor (Gauntlet/Bracers)
Activation Type: 1 object interaction +1 action
Energy: none
Charges: 3
Recharge: 5 mins
Build Time: 1-3 hours.
Material: 3 Power cells, Tech tools DC 15
This device consists of a Device that can focus sound into a beam of compressed energy. When this device is equipped, you can use an object interaction in conjunction with an attack action to make a ranged attack at a target you can see within 60 feet of you. You add both your proficiency bonus and Dexterity modifier to the attack roll. If the attack hits, the beam deals 3d6 Bludgeoning damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. At each Tier Beyond the first you gain an additional 1D6 damage, the distance you may move the target is increased by 5 ft and gain +2 to the DC to resist the push.
Sound Dampener
Simple complexity device schematic
Equipment Type: Tiny Construct (Worn over Footwear) / Integrated Armor (Boots)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 5 Micro cells, Tech tools DC 15
When you take an object interaction to activate this device, for the next 3 minutes you have advantage on Dexterity (Stealth) checks to move silently and you gain a + 10 to stealth rolls made as long as you move no more than half your speed.
Sunshades
Simple complexity Device schematic
Equipment Type: Tiny Construct (Eyewear) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous (+1 reaction, special)
Energy: none
Charges: 1
Recharge: 5 mins
Build Time: 1-3 hours.
Material: Tech tools DC 15
With this gadget equipped, you are shielded from the visual effects of direct sunlight.
Retinal Shield. With this device equipped, you can use your reaction to activate this effect whenever you have to make a saving throw versus an effect that could blind you. If you do, you have advantage on the saving throw.
Tazer
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 10
Recharge: 1 min
Build Time: 1-3 hours.
Material: 1 Power cell, Tech tools DC 15
When this device is equipped, you can use an object interaction in conjunction with an attack action and one charge to make an melee strike against a creature within 5 feet of you. On a hit, the target takes 1d8 + your intelligence bonus lightning damage, and the must make a Constitution save or be Stunned until the end of there next turn. the target has disadvantage on the save if they are wearing armor made of metal. This attack’s damage increases by 1d8 for each Tier the crafter was.
Thermal Vision
Simple complexity device schematic
Equipment Type: Tiny Construct (Eyewear/Held 1H) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous (+ 1 object interaction, special)
Energy: 4 hour
Charges: None
Recharge: 1 Minute
Build Time: 1-3 hours.
Material: 1 energy Cells, Tech tools DC 15
When you use an object interaction to activate this device, You ignore any penalties due to visual conditions, Like Invisibility against targets with a body temp significantly different then its surroundings, out to a distance of 120ft.
Universal Translator
Simple complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Closed)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 5 mins
Build Time: 1-3 hours.
Material: 5 Micro cells, Tech tools DC 15
You may take an object interaction to activate this device. For the next three minutes you understand the literal meaning of any spoken language that you hear.
Visual and audio Recorder
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H/Placed) / Integrated Armor (Helm Closed/Bracer)
Activation Type: 1 object interaction
Energy: 4 hour
Charges: None
Recharge: Short rest
Build Time: 1-3 hours.
Material: 1 Power Cell, Technology DC 10
This device allows you to record the sound of creatures and objects that can be heard within 60 feet of the device and see creatures and objects that are or pass by a cone in the direction the device is facing, out to a distance as far as sight can see. You can begin recording by taking an object interaction to activate the device and you can take a second object interaction to stop the recording. When you activate the recorder, you can chose to record up to 30 minutes in length with a Tier 1 Visual and Audio Recorder, stored recordings can be played back by taking an object interaction, this sound is audible during this action. this device has 4 Hour of use until it has to be recharged. A Tier 2 Audio Recorder can record up to 1 hour of recording, a Tier 3 can record up to 2 hours and a Tier 4 can record up to 4 Hours.
Weapon Reach Extender
Simple complexity device schematic
Equipment Type: Integration Weapon (Hilt/Handel)
Activation Type: Continuous
Energy: 1 Month
Charges: None
Recharge: 30 mins
Build Time: 1-3 hours.
Material: Tech tools DC 15, Artificers Tools DC 15
This device adds a telescoping handle to the weapon it is attached to. Treat the weapon that this device is attached to as though it has the reach trait. If it already has the reach trait, the weapon’s reach extends for an additional +5 feet.
Wrist Rocket Launcher
Simple complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Bracer/Torso)
Activation Type: 1 action
Energy: none
Charges: 1
Recharge: 1 hour per rocket
Build Time: 1-3 hours.
Material: 10 Gp per rocket, Tech tools DC 15, Chemistry tools DC 15.
When this device is equipped you can use a Bonus action to activate it. If you do, you fire two explosive rockets out of the device. Each of the two rockets hits a creature of your choice that you can see within 60 feet of you. Each rocket deals 1d4 Bludgeoning damage + 1 Fire damage to its target. The rockets all strike simultaneously, and you can direct them both to hit the same, or different targets. At each tier this fires 2 additional rockets.
Advanced Schematics
Adaptive Armor
Advanced complexity device schematic
Equipment Type: Small Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 reaction
Energy: none
Charges: 5
Recharge: 30 mins
Build Time: 1-3 hours.
Material: 5 Power Cells, Tech tools DC 15.
With this device equipped, you can use your reaction and one charge to activate it whenever you are targeted by an attack, spell, or effect that deals acid, cold, fire, lightning, or thunder damage. Until the end of your next turn, you gain resistance to damage of the same type as the attack.
Adrenaline Infusion
Advanced complexity device schematic
Equipment Type: Small Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: none
Charges: 3
Recharge: 30 mins
Build Time: 1-3 hours.
Material: 10 Gp per Charge, Tech tools DC 15, Chemistry tools DC 15.
When this device is equipped, you can use an object interaction and one charge to activate it. During the same turn that the device is activated, you can take one additional action on top of your regular action and a possible bonus action. This additional action can be used to take any action except the attack action only gives one attack regardless of the extra attack feature.
Antigrav Boots
Advanced complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: long rest
Build Time: 1-3 hours.
Material: 1 Power cells, Tech tools DC 15
When this device is equipped, you can take an object interaction and 1 charge to activate it. For the next 3 minutes you can float above the ground as if immune to the effects of gravity. You can change your altitude up or down when moving, up to a maximum of 20 feet above the ground. Walking while floating above the ground is very difficult and costs 2 feet of movement for every 1 foot you move. When the effect ends you float gently to the ground if you are still aloft.
Displacement Pads
Advanced complexity device schematic
Equipment Type: Tiny Construct (Worn over Footwear) / Integrated Armor (Sabatons)
Activation Type: Continuous
Energy: 24 hours
Charges: None
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 2 Power cells, Tech tools DC 15
Gain the ability to walk on water or move across light, thin or narrow surfaces that would not normally bear your weight. Finishing your movement on such surfaces still imposes the normal conditions and a DC15 Dexterity saving throw is needed to avoid normal consequences. At level 9 you can now finish movement on such surfaces without the normal consequences (e.g. finish a turn standing on water).
Eyeglass/Binoculars
Advanced complexity device schematic
Equipment Type: Tiny Construct (held 1H) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 7 days
Charges: None
Recharge: 5 Mins
Build Time: 1-3 hours.
Material: 1 Micro cells, Tech tools DC 15
While this device is equipped or held to the eye you have advantage on Wisdom (Perception) checks that rely on sight.
Food Irradiator
Advanced complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction
Energy: Power cells or 1 unit of power
Charges: 10
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 3 metal alloy, computer chip, 5 wires, Power cells or 1 unit of power.
When you take an object interaction and one charge to activate this device, all food and drink of a weight up to 10 pounds placed within the 2-foot cube, after a minute the food or drink is purified and rendered free of poison, Radiation and disease, but not necrosis.
Grav lock Climbers
Advanced complexity device schematic
Equipment Type: Tiny Construct (Worn over Handwear and Footwear) / Integrated Armor (Sabatons)
Activation Type: Continuous
Energy: 8 Hours
Recharge: 1 mins
Build Time: 1-3 hours.
Material: 4 Micro cells, Tech tools DC 15
When this device is equipped, you gain a climbing speed equal to your movement speed, climbing does not require additional movement. You have advantage on all Strength (Athletics) checks that you make to climb.
Grenade Slinger
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Bracer)
Activation Type: Continuous
Energy: none
Charges: None
Recharge: None
Build Time: 1-3 hours.
Material: Artificers Tools DC 15, Tech tools DC 15
When you make an attack using a Grenade with this gadget equipped, the range of the attack is increased to 50/100.
Holographic Disguise
Advanced complexity device schematic
Equipment Type: Tiny construct (Torsogear/backgear) / Integrated Armor (torso)
Activation Type: Continuous
Energy: 10 minutes
Charges: None
Recharge: 5 Mins
Build Time: 1-3 hours.
Material: 2 Power cells, Tech tools DC 15
When you activate this device by taking an object interaction, it projects a three dimensional holographic image around you, making you—including your clothing, armor, weapons, and other belongings on your person—look different. You can seem up to 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you: you might use the hologram to add or change a minor feature, make yourself appear to be wearing different clothing, or to look like a completely different person.
The changes wrought by this device, fail to hold up to physical inspection. For example, if you use the hologram to add a hat to your outfit, objects pass through the hat, and anyone who attempts to touch the hat would feel nothing or would feel your head and hair. If you use this device to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your device save DC. The disguise lasts for 10 minutes or until you take an object interaction to cancel it.
Jetpack (Basic)
Advanced complexity device schematic
Equipment Type: Small Construct (Backgear) / Integrated Armor (Torso no Power frame)
Activation Type: 1 object interaction + Continuos
Energy: 1 Hours
Charges: 1
Recharge: 4 hours, the Power cells should need changing after 100 hours of flight and the chemical replaced after 1 hours of flight.
Build Time: 1-3 hours.
Material: 50GP Chemicals, Chemistry tools DC 15, 4 Power cell, Tech tools DC 15
When you take an object interaction to activate or deactivate this device, you gain or lose a flying speed of 45 feet. If you are still airborne when this effect ends, you fall.
Life Form Scanner
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action
Energy: 1 hour
Charges: None
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 1 Power cells, Tech tools DC 15
When this device is equipped you can use a object interaction to scan for living beings in your vicinity. You can sense how many small or larger sized creatures are within 100 feet of you. You know the number of creatures, the creature size, and their approximate distance and direction from you, but no other information about them. Creatures with the type Construct, Plant, Fiend or undead cannot be detected this way. This increases by 100ft for each Tier beyond the first.
Lightning Caster
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 3
Recharge: 1 min
Build Time: 1-3 hours.
Material: 1 Arch back, Tech tools DC 15
When this device is equipped, you can use an object interaction in conjunction with an attack action using the weapon that this device is integrated with of a stand alone version to shoot a bolt of lightning at a target. The target takes 6d6 lightning damage if the attack hits, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once used, the device must be recharged and this effect cannot be used again until you complete a short or long rest.
Nero link Communicator
Advanced complexity device schematic
Equipment Type: Tiny Construct (headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: 1 object interaction + Continuous
Energy: 24 hours
Charges: None
Recharge: long rest
Build Time: 1-3 hours.
Material: 1 energy cell, 6 Micro cells, Tech tools DC 15
this device has 6 transponders and the base module th base module is a tiny construct that last for 24 hours, while the module is on anyone with a transponder gains the ability to communicate with any other creatures with a transponder, telepathically. You can communicate telepathically with any creature that has an Intelligence score of at least 1 by sharing mental projections of words, images, sounds, and other sensory messages.
Mass Molecular Reconstructor
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: none
Charges: 1
Recharge: 4 hours
Build Time: 1-3 hours.
Material: 25 GP Chemicals per charge, Chemistry tools DC 15, Tech tools DC 15
When you have this device equipped, you can activate it by taking an action and one charge. Chose up to three creatures you can see within 50 feet of you. Each targeted creature regains a number of hit points equal to 3d6 + your Intelligence modifier. You gain one extra charge, the amount healed increases by 1d6 and the number of targets increases by 1 when you reach 10th level (4d6, 4 Creatures), and by an additional 2d6 at 15th level (6d6, 5 Creatures). This effect works on both living creatures and constructs, but has no effect on undead, celestial, demon or abberition. Once all charges are used, the device must be reset and cannot be used again until you complete long rest.
Furthermore you may cast the Mending cantrip at will, this does not count as a spell but more a Physical reconstruction on a molecular level.
Mechanical Trap
Advanced complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 action
Energy: none
Charges: 24 hours
Recharge: none
Build Time: 1-3 hours.
Material: none
This device allows you to take an action to place a prebuilt, mechanical trap on the ground in an unoccupied location that is within 10 feet of you. When you place the trap you must chose both a damage type for the trap and
a trigger mechanism for the trap. You can choose acid, bludgeoning, cold, fire, force, lightning, piercing, poison, radiant, slashing or thunder damage. The available trigger mechanisms are shown below.
Trigger Mechanism
Trigger | Description |
---|---|
Location | a 5x5 foot area within 20 feet of the trap |
Proximity | a 15x15 foot sphere around the trap |
Timer | a number of minutes between 1 and 60 |
The trap becomes active at the beginning of your second turn after it is placed and remains in place and active until it is triggered or disarmed or until you take an object interaction to remotely disable it. When the trap is triggered, it deals 2d10 damage of the chosen type to everything in a 30 foot sphere around the point where it was placed. The damage done by the trap increases by an additional 1d10 (3d10 total) when you reach 11th level and again at 17th level (4d10 total). Creatures that take damage from the trap must succeed on a Dexterity saving throw or suffer a secondary effect. The secondary effect varies depending on what damage type the trap deals.
Trap Secondary Effects
Damage type | Description |
---|---|
Acid | Deals 1d10 additional damage at the beginning of each affected creature’s turn. Affected creatures may take an action to wash off the acid and stop the reoccurring damage. |
Bludgeoning | Deals twice the normal damage dice. |
Cold | Affected creatures have their movement speed reduced by half until the end of their next turn. |
Fire | The trap ignites any flammable objects in the area that aren’t being worn or carried. Thick, black smoke fills a 15 foot sphere around trap. The smoke blocks line-of-sight and anything inside of this area is heavily obscured. This smoke lasts for 1d4 rounds unless dispersed by a moderate or greater speed wind. |
Force | Affected creatures are pushed 10 feet away from the trap and knocked prone. |
Lightning | Affected creatures are incapacitated until the end of their next turn |
Damage type | Description |
---|---|
Piercing | Deals twice the normal damage dice. |
Poison | Affected creatures are poisoned. They may make a Constitution saving throw at the end of each of their turns to end the effect. |
Slashing | Deals twice the normal damage dice. |
Sonic/Thunder | Affected creatures are stunned until the end of their next turn. |
Mind Shield
Advanced complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous
Energy: none
Charges: None
Recharge: None
Build Time: 1-3 hours.
Material: Artificers tools, Tech tools DC 15
You cannot be targeted by divination magic or perceived through magical or technological scrying sensors while this gadget is equipped.
Drone Nero Link
Advanced complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous
Energy: 24 hours
Recharge: 1 min, charged Micro cell
Build Time: 1-3 hours.
Material: 1 Micro cell, 2 Metal alloy, 3 Wires, 2 Uncommon Computer chips, 1 Rare computer Chip, Uncommon Metals, 1 Cloth, 1 rubber
When this device is equipped, You may control a number of Drones equal to 1 or your Intelligence bonus x your Proficiency bonus. Before this may be done you must spend a short rest with a Uncommon Computer or better, the Nero harness and any Drones you wish to command.
When a drone is controlled via a Drone Nero link, on each of the controllers turns they can command the creation telepathically (no action required). This may not be done if you are Unconscious or the drone is farther then 120ft of its controller unless otherwise specified. Drones follow all the normal rules for Minion including the number of units you may have, though you will use the wearers Intelligence bonus instead of charisma.
The wearer can see and perceive as if in the position of any drone it controls, though they must use the drones attributes to calculate any checks or saves.
Particle Accelerator
Advanced complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 object interaction
Energy: none
Charges: 1
Recharge: long rest
Build Time: 1-3 hours.
Material: 1 Power cell, Tech tools DC 15
When you activate this device by taking an object interaction, the device accelerates your motor skills, allowing you to attack twice, instead of once, whenever you take the Attack action on your turn. If you already have the Extra Attack feature, then you take an additional attack on top of those already granted by this feature. This effect ends at the end of your third turn after it is activated.
Personal Sonar
Advanced complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 7 days
Charges: None
Recharge: long rest
Build Time: 1-3 hours.
Material: 1 Micro cell, Tech tools DC 15
When this device is equipped, you have blindsight out to a range of 30 feet.
Porotoplaser Distributer
Advanced complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction (+1 bonus action, special)
Energy: 1 min
Charges: None
Recharge: 4 hours
Build Time: 1-3 hours.
Material: 25 GP Chemicals per charge, Chemistry tools DC 15, Tech tools DC 15
When you have this device equipped, you can take an object interaction to activate it. Once activated, it projects a globe of positive energy in a 10 foot radius around you. On each of your turns, you may take a bonus action to cause one creature (including yourself) within the energy sphere to regain 1d8 hit points plus your Intelligence modifier. This effect works on both living creatures and Constructs, but has no effect on undead and Fiends. The energy projection lasts for 1 min.
Proton Coil
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 3
Recharge: 15 mins
Build Time: 1-3 hours.
Material: 1 Plasma Cell, Tech tools DC 15
When this device is equipped, you can use an action using this device and 1 charge to shoot a bolt of energy at a target creature of size Large or smaller. You add both your proficiency bonus and Dexterity modifier to the attack roll. The target of this attack can be located on either your current plane of existence or in the another plane as long as you can see them. If the attack hits, the bolt of energy wraps around the target, rendering them restrained. At the beginning of each of its turns, the target may make a Wisdom saving throw. The effect ends if the target succeeds on the saving throw or at the end of their third turn after they are targeted by this effect. As long as the target remains restrained, you can use an action on your own turn to push or pull the creature up to 15 feet in any direction.
Stim Infusion
Advanced complexity device schematic
Equipment Type: Tiny Construct (Torsotgear/Backgear) / Integrated Armor (Torso)
Activation Type: Continuous (+1 action, special)
Energy: 24 hours
Charges: 1
Recharge: 3 hours
Build Time: 1-3 hours.
Material: 25 GP Chemicals per charge, Chemistry tools DC 15, 1 Power cell, Tech tools DC 15
When this device is equipped, your stamina in boosted and you gain the following benefits:
- You can add half your Intelligence modifier to the number of days that you can go without food before you risk becoming exhausted.
- You have advantage on Constitution saving throws versus any effect that would give you a level of exhaustion, such as when making a forced march or attempting to survive drinking too little water.
- You require half the amount of sleep each night that you normally would.
Stimulant Injection. You can activate this effect by using an action and one charge. If activated, you must make a Constitution saving throw. If you succeed, you reduce your level of exhaustion by one. Once you have used this effect.
Surveillance Camera
Advanced complexity device schematic
Equipment Type: Tiny Construct (1 melee weapon)
Activation Type: 1 object interaction
Energy: 4 hour
Charges: None
Recharge: Short rest
Build Time: 1-3 hours.
Material: 1 Energy Cell, Tech Tools DC 10
This device allows you to supply a data feed of visual and the sound of creatures and objects within 60 feet of the device and see creatures and objects that are or pass by a cone in the direction the device is facing, out to a distance as far as sight can see. This Feed can be wired or wireless. a Plasma Screen or APAD is the most common ways to view the surveillance footage.
This device can be set to pan back and forth in a 90 degree arch or be controlled with a remote to zoom in and pan, you gain a +1 bonus to perception checks when looking through the surveillance cameras perspective, this bonus increases by 1 at every Tier beyond the first.
You may also be wired to a Raw power source, if so you will not need a Power cell. Furthermore if you know the Visual and audio Recorder Schematic you can record the surveillance footage.
Wheeled Heels
Advanced complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons, no power frames)
Activation Type: Continuous
Energy: 7 days
Charges: 1
Recharge: 1 hour per charge
Build Time: 1-3 hours.
Material: 20 GP Chemicals per charge, Chemistry tools DC 15 for boost, 1 Power cell, Tech tools DC 15 for basic function
While this device is equipped, you can use a bonus action on each of your turns to take the Dash action.
Rocket boost. You can take an object interaction and 1 charge to Fire rockets built into your boots, causing your walking speed to be doubled and any creature that makes an opportunity attack against you has disadvantage on the attack roll. This effect lasts for one minute.
Weather Rocket
Advanced complexity device schematic
Equipment Type: Small construct Placed
Activation Type: 1 action
Energy: 6 hours
Charges: None
Recharge: none 1 use
Build Time: 1-3 hours.
Material: none
When you take an action to activate this device, you shoot a small rocket into the sky which explodes at a high altitude, releasing chemicals that alter the local atmosphere, changing the weather conditions for a radius of 5 miles around your location. You must be outdoors to activate this effect.
You can change the current weather conditions, including precipitation, temperature, and wind. It takes 1d4 x 10 minutes for new conditions to take effect. The effect lasts for 6 hours and then gradually returns to normal.
Consult the current weather conditions on the table below. You can change each of the conditions by 2 steps up or down. You can also change the direction of the wind to any direction you wish. At each additional Tier beyond the First you may increase the steps up or down by 1.
Precipitation
Stage | Conditions |
---|---|
1 | Clear |
2 | Light Clouds |
3 | Overcast or Fog |
4 | Rain or Snow |
5 | Torrential Rain or a Blizzard |
Wind
Stage | Conditions |
---|---|
1 | Calm |
2 | Moderate Wind |
3 | Strong Wind |
4 | Gale |
5 | Storm |
6 | Torential Rain or a Blizzard |
Temperature
Stage | Conditions |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Artic Cold |
Intricate Schematics
Life Support System
Intricate complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 action (1 reaction, special)
Energy: 1 Minute
Charges: 5
Recharge: 1 hour per charge, 10 mins for cell
Build Time: 1-3 hours.
Material: 20 GP Chemicals per charge, Chemistry tools DC 15, 1 Power cell, Tech tools DC 15
When you use an object interaction to activate this device you gain the following benefits:
- As an action and a number of charges you may roll 3d4 for each charge used and add that number of hit points to your HP.
- At the cost of 1 charge you gain a + 10 to all checks made to resisting the effects of the poison and diseases effects.
- As long as there is one charge still available, at the start of each of your turns, you regain 1 hit point.
- The pain suppressor reservoir uses one charge, each each charge can be used as a reaction to ignore one critical hit made against you, the attack will still hit but not count as a critical hit.
- You have advantage on all Constitution checks and Constitution saving throws.
- If the wearer is Stunned, you may use your bonus action and one charge to negates it.
- If you drop to 0 hit points, you can use one charge to make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. The DC of this saving throw increases by 5 each time this effect is triggered after the first in the same day.
Earth Churn
Intricate complexity device schematic
Equipment Type: Small Construct (Held 2H)
Activation Type: 1 object interaction
Energy: none
Charges: 3
Recharge: 1 Min
Build Time: 1-3 hours.
Material: 4 energy cells, Plasma cell, Tech tools DC 15
When you take an object interaction and one charge to activate this device, you gain a burrowing speed of 10 feet which lasts for 5 rounds. You leave a tunnel 5’ wide and as high as you are tall in your wake.
Invisibility Generator
Intricate complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: 1 min
Charges: 1
Recharge: long rest
Build Time: 1-3 hours.
Material: 4 Power cells, Tech tools DC 15
When you use an object interaction to activate it, this device projects a light-bending sphere of energy in a 10 foot radius around you. The sphere renders you and all other creatures inside of it invisible to any creature that is outside of the sphere. Equipment that is worn or carried by a creature inside of the sphere is invisible as long as it is on the creature’s person. The sphere and its effect moves when you move. The effect lasts for one minute or until you take a second object interaction to cancel it.
Jetpack (Advanced)
Intricate complexity device schematic
Equipment Type: Tiny Construct (Backgear) / Integrated Armor (Torso no Power frame)
Activation Type: 1 object interaction + Continuos
Energy: 1 Hours
Charges: None
Recharge: 1 hours the Omni core should need changing after 50 hours of flight and the Chemical replaced after 1 hours of flight.
Build Time: 1-3 hours.
Material: 50GP Chemicals, Chemistry tools DC 15, 1 Omni Core, Tech tools DC 15
When you take an object interaction to activate or deactivate this device, you gain or lose a flying speed of 50 feet. If you are still airborne when this effect ends, you fall.
Lightning Generator
Intricate complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action
Energy: none
Charges: 3
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 3 Arch packs, Tech tools DC 15
When you take an action and one charge to activate this device you are bathed in a shower of sparks. Chose one of the following effects:
- Throw Lightning. A bolt of lightning forming a line 50 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
- Shield of Sparks. Until the beginning of your next turn, whenever a creature within 5 feet of you targets you with a melee attack, that creature takes 3d8 lightning damage and can’t take reactions until the beginning of their next turn.
- Static Charge. Creatures within 15 feet of you that are wearing metal armor are pushed up to 15 feet directly away from you. Until the beginning of your next turn any creature wearing metal armor within a 60 foot sphere around you must pay 2 feet of movement for every 1 foot they move in your direction. No creature wearing metal armor may get closer to you then 10 feet away.
Mind Manipulator
Intricate complexity device schematic
Equipment Type: Tiny Construct (held 1H/Headgear) / Integrated Armor (Helm open or closed/Bracer)
Activation Type: 1 action (+1 action, special)
Energy: none
Charges: 1
Recharge: 10 Mins
Build Time: 1-3 hours.
Material: 1 energy cell, Tech tools DC 15
When you activate this device by taking an object interaction in conjunction with a Ranged attack, you attempt to enforce telepathic link upon a creature that you can see within 50 feet. if you hit with attack, The creature must succeed on a Wisdom saving throw or be charmed by you. If you or creatures that are friendly to you are fighting the target creature, it has advantage on the saving throw.
While the creature is charmed, you have telepathic link to the creature as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “attack that creature,” “run over there,” or “fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the mind control. If the saving throw succeeds, the effect ends.
The mind control lasts for one hour unless you chose to end it early by using an object interaction. You can attempt to control the mind of another creature after recharging the device during a short or long rest. However, you can only control the mind of one creature at any one time.
Personal Teleporter
Intricate complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 10 mins
Build Time: 1-3 hours.
Material: 2 energy cells, Tech tools DC 15
When this device is equipped you can take an object interaction and one charge to activate it, teleporting yourself and all items you are carrying to a location within 60 feet of you that you can see. If you would arrive in a place already occupied by an object or creature you take 4d6 force damage and the device fails to teleport you.
Protolaser Blaster
Intricate complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: none
Charges: 1-3
Recharge: 4 hours, 1 Plastic and a single uncommon chemicals, Rare chemicals and stem cell culture per charge.
Build Time: 96 hours.
Material: 1 Energy cell per charge, 3 Wires, Uncommon computer chip, Rare computer chip, 3 Uncommon metal, 1 Plastic, uncommon chemicals, Rare chemicals and stem cell culture per charge.
Chemistry tools DC 15, Tech tools DC 15
When this device is equipped, you can use an action to shoot a ray of positive energy at a target you can see within 40 feet of you. This ray restores health and causes the effected creature’s wounds to regenerate at a greatly increased rate. The creature regains 50 hit points. For the next minute as long as the target is conscious, it also regains 1 hit point at the start of each of its turns. This effect works on both living creatures and constructs, but has no effect on undead, Aberante, Fey or Fiends.
Quake Machine
Intricate complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction + 1 action to place
Energy: 6 rounds
Charges: None
Recharge: one use
Build Time: 1-3 hours.
Material: None
When this device is equipped, you can take an object interaction to place a seismic reactor onto the ground at a point within 10 feet of you. At the beginning on your next turn, the device triggers, creating a seismic disturbance that causes an intense tremor in a 50-foot radius circle around the point where you placed it. This tremor shakes creatures and structures in contact with the ground in that area, with the following effects:
- The ground in the area becomes difficult terrain.
- Each creature on the ground must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
- Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
- The tremor deals 50 bludgeoning damage to any structure
in contact with the ground in the effected area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
The above effects repeat at the beginning of each of your next 5 turns, unless you take an object interaction to end the effect early.
Time-Dilation Zone
Intricate complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: 1 minute
Charges: 1
Recharge: 30 mins
Build Time: 1-3 hours.
Material: 1 Power cell, Tech tools DC 15
When you activate this device by taking an action, chose a spot within 30 feet of you that you can see. The gadget projects an invisible sphere of energy in a 40 foot sphere around the chosen point. The flow of time is altered for creatures inside the sphere.Movement costs double for each creature inside the energy sphere, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. A creature that starts its turn inside the sphere can use either an action or a bonus action, but not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with an activation type of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete casting the spell. If it can’t, the spell is wasted.
The energy sphere lasts for 1 minute unless you end it early by taking an object interaction.
Using Machinists Equipment
Proficiency with Machinists Equipment or Welders Tools allows you to shape and forge metal to create Weapons, Aarmor, Vehicles, Power Frames and ARC's. Some Items may requires other Artisans proficiencies in order to make them, this will be Noted in the item description under additional Artisans tools, if this is the case you may choose to use that tool Proficiency during the skill challenge when creating that item and the Tool, Supply or kit must be present as well.
Skill Challenge
- Machinists Equipment (Strength)
- Machinists Equipment (Intelligence)
- Nature
- Science
- Technology
Contents
Machinists Equipment: Machinists Equipment includes all Wielders Tools, a Plasma/Lazer cutter, a Portable Lathe/Milling Machine, Air compressor as well as all equipment in Wielders tools.
Wielders Tool's: Wielders tools include a Portable Wielder, face shield, Grinder/Metal Cutter, Blow torch, Hammers and vises.
Skill Checks
If you have proficiency in Artificers/blacksmiths Tool's, you can use your tool proficiency to give yourself advantage on certain skill checks.
Science
Your training in Artificers/Smiths Tool's can help you when collecting hard minerals.
Arcana and History.
Your Expertise lends you additional Insight when examining metal Objects, such as Weapons.
Investigation.
You can spot clues and make deductions that others might overlook when an Investigation involves armor, Weapons, or other metalwork.
Ammunition Creation
Ballistic Ammunition Types
When making Ballistic ammunitions you may create them in 2 stages the first is what type of round type or Caliber you wish to create as seen on charts below. Each round types plan must be learned separately.
Match Grade Ammunition
The second stage is to determine what grade you wish to create the munition as, this determines the potency of the round if any, bbasic standard grade round are the basic version having no potency as seen on chart to the right. When you learn the Plan for any of the below ammunition types you automatically learn the standard Grade plan as well at no cost of time or materials, each of the other grades of ammunition needs to be learned as a separate plan, note; each Match Grade other then standard must be learned separately and for each type of round as well.
Ammunition | Additional Store cost | Additional Materials needed | Properties | Complexity |
---|---|---|---|---|
Standard | - | - | - | Trivial |
Match | - | Uncommon Metal | Potent (+) | Simple |
Master | - | Rare Metal | Potent (++) | Complex |
Artificer | - | - | Potent (+++) | Intricate |
Ballistic Ammunitions | Store Cost | Complexity | Materials | Quantity |
---|---|---|---|---|
.22LR | - | - | - | - |
9mm P | - | - | - | - |
.40 P | - | - | - | - |
.45 P | - | - | - | - |
.50 P | - | - | - | - |
.40 Ball | - | - | - | - |
.45 Ball | - | - | - | - |
.50 Ball | - | - | - | - |
.38 Mag | - | - | - | - |
.44 Mag | - | - | - | - |
.456 Mag | - | - | - | - |
.500 Mag | - | - | - | - |
5.56x45mm | - | - | - | - |
7.62x39mm | - | - | - | - |
7.62x51mm | - | - | - | - |
7.62x54mm | - | - | - | - |
.50 Cal | - | - | - | - |
Magnetic Munitions types
Ballistic Ammunitions | Properties | Complexity | Materials | Quantity |
---|---|---|---|---|
Micro Mag Discs | - | - | - | - |
Mag Disc | - | - | - | - |
Mega Mag Disc | - | - | - | - |
Micro Mag Rod | - | - | - | - |
Mag Rod | - | - | - | - |
Mega Mag Rod | - | - | - | - |
Shotgun Ammunition Types
Ballistic Ammunitions | Properties | Complexity | Materials | Quantity |
---|---|---|---|---|
20 gage | - | - | - | - |
12 gage | - | - | - | - |
10 gage | - | - | - | - |
8 gage | - | - | - | - |
Arrows Types
Ballistic Ammunitions | Properties | Complexity | Materials | Quantity |
---|---|---|---|---|
Arrow | - | - | - | - |
Great Arrow | - | - | - | - |
Crossbow Bolts Types
Ballistic Ammunitions | Properties | Complexity | Materials | Quantity |
---|---|---|---|---|
Micro Bolts | - | - | - | - |
Bolt | - | - | - | - |
Great Bolt | - | - | - | - |
Mega Bolt | - | - | - | - |
Thrower/Spewer Ammunition Types
Ballistic Ammunitions | Properties | Complexity | Materials | Quantity |
---|---|---|---|---|
Napalm | Deals Fire Damage | - | - | - |
Liquid Nitrogen | - | - | - | - |
Acid | - | - | - | - |
Energy Ammunition Types
Energy Ammunitions | Properties | Complexity | Materials | Quantity |
---|---|---|---|---|
Micro Cell | 5gp | - | Trivial | |
Power Cell | 10gp | - | Trivial | |
Radiation Rod | 15gp | - | Advanced | |
Grav Core | 1500gp | - | Intricate | |
Plasma Core | 100gp | - | Intricate | |
Arch pack | 20gp | - | Simple | |
Matter Cell | 1500gp | - | Intricate | |
Antimatter Cell | 1500gp | - | Intricate |
Explosive Ammunitions
Explosive Ammunitions | Properties | Complexity | Materials | Quantity |
---|---|---|---|---|
40mm rounds | ||||
Frag Mk1 | 50gp | 2D6 bludgeoning 2D6 Piercing | Blast 5ft, Knockback (1), deviation (1d6) | Trivial |
Krak Mk1 | 75gp | 3D10 Piercing | Burst, AP (-1), Potent (+) | Simple |
Frag MK2 | 100gp | 3D6 bludgeoning 3D6 Piercing | Blast 5ft AP (-1), Potent (+), Knockback (2), deviation (1d6) | Simple |
Krak MK2 | 150gp | 4D10 Piercing | Burst, AP (-2), Potent (++) | Advanced |
Incendiary | 50 | 5D6 Fire | Blast (10ft), Ignite, AP (-2), Potent (+) | Simple |
Smoke | 20 | Special | Blast (10ft) | Trivial |
60/81mm Mortar Rounds | ||||
Frag 60mm | 250 | 4D6 bludgeoning 4D6 Piercing | Blast 10ft, Knockback (2) | Simple |
Krak 60mm | 350 | 4D10 Piercing | Burst, AP (-2), Potent (+) | Simple |
Frag 81mm | 500 | 5D6 bludgeoning 5D6 Piercing | Blast 15ft, AP (-1), Potent (+), Knockback (4) | Advanced |
Krak 81mm | 650 | 5D10 Piercing | Burst, AP (-3), Potent (++) | Advanced |
Incendiary 81/60mm | 300 | 8D6 Fire | Blast (20ft), Ignite, AP (-2), Potent (+) | Advanced |
Smoke 81/60mm | 100 | Special | Blast (20ft) | Simple |
Rocket/Missile Launcher rounds | ||||
Frag 66mm | 250 | 3D6 bludgeoning 3D6 Piercing | Blast 10ft, Knockback (2) | Simple |
Krak 66mm | 350 | 4D10 Piercing | Burst, AP (-2), Potent (+) | Simple |
Frag 84mm | 500 | 5D6 bludgeoning 5D6 Piercing | Blast 15ft, AP (-1), Potent (+), Knockback (4) | Advanced |
Krak 84mm | 650 | 5D10 Piercing | Burst, AP (-3), Potent (++) | Advanced |
Rpg | 250 | 4D6 bludgeoning 4D6 Piercing | Blast 10ft, Knockback (2) | Simple |
75/105mm | ||||
75mm HE | 250 | 4D6 bludgeoning 4D6 Piercing | Blast 10ft, Knockback (2) | Advanced |
75mm Sabot | 350 | 5D10 Piercing | Burst, AP (-2), Potent (+) | Advanced |
105mm HE | 600 | 5D6 bludgeoning 6D6 Piercing | Blast 15ft, AP (-1), Potent (+), Knockback (4) | Intricate |
105mm Sabot | 650 | 6D10 Piercing | Burst, AP (-3), Potent (++) | Intricate |
Special Ballistic Ammunition Types
Each of there special round types must be learned separately and separately for each ammunition Type
The following rounds may be created in the following ballistic types .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal.
Ammunition | Properties | Materials | Complexity |
---|---|---|---|
Armor Piercing | + AP (-1) or gains AP (-1) | 1 Metal Alloy | Trivial |
High Velocity AP | + AP (-2) or gains AP (-2) | 1 Rare Metal | Simple |
Penetrator | causes Spill over damage regardless how many shoots where fired | 1 Alloy, 1 Rare metal | Simple |
Conflagration | Deals fire damage | 1 Magnesium, 1 Nitrate | Simple |
Cryo | Deals Cryo/Cold damage and + AP (-1) or gains AP (-1) | 1 uncommon chemical, 1 Nitrate | Simple |
Electro Conductive | Deals Electrical/Lightning damage and gains the Stunning (2) weapon property, Equal to the created Tier. | 1 Uncommon Chemicals, uncommon Metal | Simple |
Enhanced | +1-4 damage | 1 Rare metal | Trivial |
Smart Round | +1-4 Attack rolls | - | Trivial |
Incendiary | Deals plasma damage and + AP (-3) or gains AP (-3) | 1 rare chemical, 1 rare Metal | Simple |
Special Round Descriptions
Some special rounds may only be used in Specific Auto, Revolver or shotgun weapons, if this is the case it will be noted in the round description
Armor Piercing:
Just adds a Simple Tungsten Penetrator in the ballistic very common around the Empire, mostly used by mortals to overcome Power armor, Constructs, Hard carapace and similar targets
Effect: You treat the weapon as having an AP level of one greater then it dose normally, If there is no AP, it gains AP (-1).
High Velocity AP:
like the AP round this round has the Adamantine Penetrator and in increases the Grain count of powder to dangerous levels, making this round very effective at penetrating Armor but a bit more prone to missfire, though not as common amongst the lower class of the Imperium this round is moderately common.
Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2) and you add 1 to the Missfire property of the weapon.
Conflagration:
This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of puff of thermal reactivity.
Effect: The damage is now Fire and gains the Ignite weapon property
Cryo:
This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of concentratev Nitrogin.
Effect: The damage is now does cold damage and you treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP (-1)
Electro Conductive:
This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of focused Static electricity.
Effect: The damage is now Lightning damage and gains the Stunning (1-4) weapon property, Equal to the created Tier.
Enhanced:
Moderatly common amongst the Arbities and Gangers of hive cities=
Effect: Gain a bonus to to all damage rolls with these rounds equal to the created tier.
Incendiary:
This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of Molten slag.
Effect: The damage is now Fire and you treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2)
Special Cannon Round Types
The following rounds may be created in the following ballistic types 20mm, 25mm.
Ammunition | Cost Per Unit | Properties | Complexity |
---|---|---|---|
HET Rounds | 5gp | Deal Half bLudgeoning damage gains burst or + 5ft cube or +1 DC | Simple |
AP-T Rounds | 4gp | + AP (-2) or gains AP (-2) | Simple |
APFSDS-T Rounds | 10gp | +2 to attacks and DC, + AP (-2) or gains AP | Advanced |
Vengeance Rounds | 15gp | + AP (-4) or gains AP (-4) and + 3 Misfire | Advanced |
Phosphor Bolt Rounds | 5gp | Deals fire damage, gains Ignite and Ignores cover | Simple |
Incendiary Bolt | 3gp | Deals fire damage, + AP (-2) or gains AP (-2) | Simple |
Balefire | 5gp | Deals Poison damage, now has Burst or +1 cube size and DC | Simple |
Tempest Bolts | 3gp | Deals lightning damage, gains stunning (1-4) and + AP (-1) or gains AP (-1) | Simple |
Implosion Rounds | -gp | + 1 damage die, gains burst and + AP (-2) or gains AP (-2) | Advanced |
Hypercorrosive Rounds | -gp | Deals acid damage, + AP (-3) or gains AP (-3), Ignores Cover | Advanced |
Executioner Rounds | -gp | Advantage on attacks, + AP (-2) or gains AP (-2), Ignores cover | Intricate |
Mortis Bolts | -gp | Deals Necrotic damage and + AP (-2) or gains AP (-2) | Intricate |
Special Cannon Round Descriptions
These special cannon rounds may be found in an used with the folowing calibers: 25mm, 75mm, 105mm
HE-T Cannon Rounds
High explosive with Tracer Rounds are best used against multiple lightly-armoured targets. They detonate before impact and detonate a small explosive charge victims.
A proximity detonator replaces the mass-reactive cap, and the Adamantine tip and dense metallic core are replaced with an increased charge. They are similar to flak rounds and are used against large clusters of enemies.
Effect: Weapons with the SS and SA rate of fire now have the burst property and the weapon deals half its total damage done as Bludgeoning as well. If firing in auto fire modes you increase the your cube size by 5ft and you gain a bonus +1 to the DC required.
AP-T Cannon Rounds.
The Armor Piercing with Tracer Rounds are armour-piercing rounds for bolt guns. The dense metallic core is replaced by a solid adamantium core.
Effect: You treat the weapon as having two AP level greater then it dose, If there is no AP, it gains AP (-2).
APFSDS-T Cannon Rounds.
The Armor Piercing Fin stabilized Discarding Adamantine Sabot with Tracer Rounds are powerful armour piercing rounds. The dense metallic core is replaced by a solid adimantine core and uses a heavier main charge.
Upon impact, the outer casing peels away and the high velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super hardened metal further into the wound. These rounds are effective against heavily-armoured infantry and lightly-armoured vehicles. The main charge is increased to enable a larger explosion. The standard dense metallic core is replaced by a core of pure adamantium to optimise the penetration of reinforced armour.
Effect: You gain a +2 to all attacks and DC's made with these rounds and You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2).
Vengeance Cannon Rounds
Vengeance Round bolts were created using unstable flux core technology that makes them hazardous to use but extremely potent at penetrating through heavily armoured targets. As their name implies, these bolts were developed by the Imperium specifically to target the Chaos Space legionnaire of the Traitor Legions.
Effect: You treat the weapon as having an AP level of 4 greater then it dose, If there is no AP, it gains AP (-4) and add 3 to the misfire chance of the weapon.
Phosphor Cannon Rounds
Phosphor Bolts are hollow shelled bolts used by Veterans that unleash a gout of superheated, volatile gas that explodes moments later.
The use of Phosphor Bolts can eliminate the value of cover for enemy troops as any targets struck receive full damage even when partially protected by cover.
Effect: The damage is now Fire, it gains the Ignite Property and If your target has cover you ignore.
Incendiary Cannon Rounds
Incendiary Bolts are designed to immolate their targets and destroy them with superheated moltan slag. The dense core of the standard bolt is replaced with an Oxy-Thermo penetrator.
Effect: The damage is now Fire and you treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2)
Balefire Cannon Rounds:
Balefire Rounds have devastating results on organic matter, as the rounds were developed to combat the mutated organisums of the omniwastes. The core and tip are replaced with a vial of acid that is propelled out like an aerosole upon the shattering of the vial, pumping the acid into the air around the detonation.
Effect: The damage is now acid and weapons with the SS and SA rate of fire now have the burst property. If firing in auto fire modes you increase the cube size by 5ft and you gain a bonus +1 to the DC required.
Tempest Cannon Round
Tempest Bolts replace the standard mass-reactive core and armour-piercing tip of a bolt round with a fragmentation shell encasing a powerful micro-explosive proximity charge. This has the effect of showering a target with a murderous storm of shrapnel.
These heavier rounds, however, lack range compared to standard bolt shells. Produced only on Mars, Tempest Bolts were designed to be particularly effective at incapacitating machines and other electronic devices.
Such bolts are highly effective against targets like combat robots and cyborgs whose bodies are now more machine than organic tissue.
Effect: Your rounds now have the burst weapon property and deals Lightning damage. Furthermore against constructs and vehicles, the weapon gains the Stunning (1-4) property and you treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP (-1).
Implosion Cannon Rounds (Bolt Sniper Rifle)
The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimally small amount of antimatter; this creates a violently decompressing vacuum when exposed to matter.
Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round's force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim's body from the inside out enough to debilitate even a geneborn soldier.
Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2), it gains the burst weapon property and you add one damage die to the attack.
Hypercorrosive Cannon Rounds (Bolt Sniper Rifle)
Hypercorrosive rounds are used only in the Bolt Sniper Rifle used by legionnaire snipers. HyperCorrosive rounds detonate in a shower of Corrosive acid, sending out a cloud of metal melting liquids.
Effect: The damage is now acid you treat the weapon as having an AP level of Three greater then it dose, If there is no AP, it gains AP (-3). Furthermore they have the Burst property and gains ignores cover.
Executioner Cannon Rounds (Bolt Sniper Rifle)
Executioner rounds are used only in Bolt Sniper Rifle used by legionnaire snipers.
Executioner rounds are sophisticated self-guiding missiles slaved to a miniaturised computer that can seek their target behind cover, even changing direction mid-flight with tiny bursts of ballistic propellant.
Effect: You have advantage on attack with theses rounds and You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2). Furthermore it gains the ignores cover weapon property.
Mortis Cannon Bolts (Bolt Sniper Rifle)
Mortis bolts are used only in the Bolt Sniper Rifle used by legionnaire snipers. Mortis bolts use an advanced anti mater technology to end material matter.
Effect: The weapon deals Necrotic damage and You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2).
Drone Creation
Trivial complexity device schematic
Equipment Type: Tiny Construct (Object)
Activation Type: Nero harness
Energy: up to 12 hours of continuous flight
Recharge: Short rest, 1 charged Power cell, Maintenance Tools,
Additional Artisans Equipment: Technicians Equipment
When this Schematic is learned you must Pick one of the below type to learn, the each Drone types has its own Build Time, cost, and material cost as well as individual plan complexities as see below.
Drone Type | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Utility | Trivial | 1d4x5 | 1d4 hours | 2 metal Alloy, 5 Wires, 1 Common Computer Chip, |
Cargo | Simple | 1d6x10 | 1d4 hours | - |
Gun | Simple | 1d4x5 | 1d4 hours | 2 metal Alloy, 5 Wires, 1 Common Computer Chip, |
Spotter | Complex | 1d6x10 | 1d4 hours | - |
Hunter Killer | Trivial | 1d6x10 | 1d4 hours | - |
Shield | Complex | 1d6x10 | 1d4 hours | - |
Note You must have a Drone Harness to control drones, the amount of drones you may control usually depends on the Nero Harness and its wearer. Each of there profiles may be found in the Minions section of the Omni Apocalypse Players Handbook. Below is a list
Tier Upgrades
Furthermore you may modify a Drone during its creation enhancing it effectiveness. During the creation of a Drone you may gain two of the following Upgrades, each of the below upgrades must be learned as a separate plan with a complexity as listed below.
At each additional Tiers you may add 2 additional upgrade to a drone.
Upgrade | Complexity | Extra Build Cost | Extra Build Time | Extra Materials |
---|---|---|---|---|
Armor Plates | - | - | 1d4x5 | 1d4 hours |
Structural Support | Trivial | - | - hours | - |
Enhanced Weapon | Trivial | - | - | - hours |
Power Charger | Simple | - | - | - hours |
Enhanced Targeters | - | - | - | - hours |
Mini Missiles | - | - | - | - hours |
Upgrade | Complexity | Extra Build Cost | Extra Build Time | Extra Materials |
---|---|---|---|---|
Double Tap | - | - | - | - hours |
Enhanced Spot | - | - | - | - hours |
Boosted Shield | - | - | - | - hours |
Special Warhead | - | - | - | - hours |
Upgrade Descriptions
Armor Plates (Any): Your Drone AC increases by 1. This Upgrade may be taken multiple times gaining an additional +1 AC.
Structural Support (Any): your Drone gains 5 HP. This Upgrade may be taken multiple times gaining an additional 5 HP.
Enhanced (Gun): Add one damage die to attacks made by this Drone. This may be taken twice resulting in 3d4 damage.
Potent (Gun or hunter killer): Your Drones weapon gains Potency (+) or gain one additional stage of potency, this may be taken to a max of Potent (+++).
Anti Tank (Gun or Hunter killer): this drones weapon gains (AP -1), this may be taken multiple times
Targeting enhancement (Gun): gain a +1 to all attacks and DC from attacks with this drone. This Upgrade may be taken multiple times gaining an additional +1.
Mini missiles (Gun): Your turret may as its action fire a barrage on mini homing missiles, you have 2 missiles, the missiles can target a single individual or you may pick 2 different targets or any combination of creatures you like within 30ft of the turret. The missiles automatically hit there targets and deal 1d4+1 damage each. you do not need to fire all the missiles at once.
You regain the use of this feature when you complete a recharge of the drone. You may take this more then once, if you do you may increase the missile count by 1 and the range by 10ft.
Double Tap (Gun): Your Drone may fire 1 additional time when making the attack action with this drone, though both attacks have a negative 5 - the Tier of the drone to all attacks and DC's of attacks. this may only be taken once
Enhanced Spot (Spooter): you apply 2 tracker lights each time it uses the spot ability. this may be taken more then once increasing the tracker lights gained by one, to a max of 5 gained.
Boosted Shields (Shield): your drone either gains + 10 shield capacity, +5 shield Recharge rate or has - 1 shield recharge delay each time you pick this upgrade.
Special warhead (Hunter Killer): your drones weapon now deals it damage dice of your choice of Fire, Cryo, Acid or lightning damage.
Ranged weapon Creation
When it comes to the assembly of a firearm theres is many steps in doing so. The first 6 Attachment / Component Groups are crucial to the proper functioning of a Firearm, Though the 5th Attachment / Component Group is not essential, it is to the proper acquisition of a target but not its functions, a firearm may be fired without the 5th Attachment / Component Group (Sights), but this is done at disadvantage. The rest of the Attachment / Component Groups are not needed, but Firearms can be crafted in all shapes and sizes. The many other Attachment and Component Groups can be used to hone a firearm to be a deadly companion.
Below there is descriptions of each Attachment / Component group and what types of Attachments / Components are available in each group as well as the cost and time to build of each, note some specific Attachments / Components may not be used with certain other Attachments/Components.
Ranged Weapon Attachment / Component Groups
Each Firearm can have one Attachment / Component in each of the Firearms Attachment / Component groups, each firearm has 12 Weapon Attachment / Component Groups that can be changed an modified to change the way the firearm will perform, the names of theses Attachment / Component Groups will change dependent on what type of Frame you pick for Attachment / Component Group 1. The Attachment / Component Groups are essentially the same for all weapons but the may have different names for the Attachment / Component group, for example caliber type Frames are called Receivers and a Laser weapon Frames are called Energy Converters, See the chart below for the 12 Attachment / Component Groups and what there called for the different Frame types
The quality of the weapon is determined by the Crafters Tier, see chart below for Details. All Frames will have the Rate of fire (SS) weapon Property and refer to the chart below for any additional weapon properties as well as the frame quality and Base Misfire/Crit per tier.
Tier | Receiver Rarity | Misfire/Crit | Weapon Properties | Requisition Cost |
---|---|---|---|---|
1 | Crude | 1-5/20 | Unreliable | 1 |
2 | Standard | 1-4/20 | - | 5 |
3 | Superior | 1-3/20 | - | 10 |
4 | Master | 1-2/19-20 | Reliable | 15 |
5 | Artificers | 1/18-20 | Reliable | 25 |
Components / Attachments Slot names
Slot | Ballistic | Disc | Laser | Matter | Arch | Radiation | Plasma | Thrower | Antimatter | Grav | Bow |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Receiver | Magnetic Chamber | Energy Capacitor | Matter Chamber | Arch Capacitor | Rad Chamber | Plasma Chamber | Fuel pump | Antimatter Chamber | Grav Capacitor | Draw |
2 | Feed | +/- Converter | Energy Converter | Matter Distributer | Arch Converter | Rad pull | Plasma injection | Fuel injector | Antimatter Distributer | Grav Converter | Style |
3 | Hand Grip | Hand Grip | Hand Grip | Hand Grip | Hand Grip | Hand Grip | Hand Grip | Hand Grip | Hand Grip | Hand Grip | Hand Grip |
4 | Barrel | Magnetic Rail | Energy Extender | Matter Amp | Arch Thrower | Radiation Caster | Plasma Rail | Fuel pipe | Antimatter Amp | Grav Reach | Limbs |
5 | Sights | Sights | Sights | Sights | Sights | Sights | Sights | Sights | Sights | Sights | Sights |
6 | Rate of Fire | Rate of fire | Rate of Fire | Rate of Fire | Rate of Fire | Rate of Fire | Rate of Fire | Rate of Fire | Rate of fire | Rate of Fire | Rate of Fire |
7 | Magazine | Disc Well | Energy Cell | Matter Reservoir | Arch Pack | Radiation Rod | Plasma Cell | Fuel Bottle | Antimatter Reservoir | Grav Cell | Serving |
8 | Stock | Stock | Stock | Stock | Stock | Stock | Stock | Stock | Stock | Stock | Stock |
9 | Compensator | Magnetic Control | Energy Focuser | Matter Harness | Arch Control | Rad Dish | Plasma Flue | Nozzle | Antimatter Harness | Grav Harness | Arrow rest |
10 | Under barrel | Under Barrel | Under barrel | Under barrel | Under barrel | Under barrel | Under barrel | Under barrel | Under barrel | Under barrel | Stabilizer |
11 | Side Rail | Side Rail | Side Rail | Side Rail | Side Rail | Side Rail | Side Rail | Side Rail | Side Rail | Side Rail | Side Rail |
12 | Misc | Misc | Misc | Misc | Misc | Misc | Misc | Misc | Misc | Misc | Misc |
Attachment / Component Group 1
Frame Type
Every weapon must start with a Frame, the Frame is the base housing of the firearm, this determines what Type of Round you will fire. Each Frame has a round type and a complexity connected to it, you must be able to create that complexity in order to craft that type of Frame, this also determines the cost of the Device upon creation.
Type: Component (See below)
Energy: If used and not recharged or every 100 rounds x the Tier fired with the weapon the misfire chance increases by 1. Lasers, Arch, Plasma and Radiation weapons don't get dirty and have few moving parts so they require minimum maintenance. usually about once a week and up to a month if not in frequent use or having been Physically soiled in some way.
Recharge: Short rest, Weapons Cleaning Kit
Materials: depends on Frame or body, as seen below.
Ballistic Ammunition Types
The following ammunition types are considered to be ballistic in nature.
Ballistic Ammunitions | Damage | Properties | Complexity | Build Cost | Build Time | Materials | Component Type |
---|---|---|---|---|---|---|---|
.22LR | 1d4 | Range (30ft), Recoil (8), Tiny, Reloading, Piercing damage | Trivial | 1d4x5 | 1d4 hours | 2 metal alloy, 1 wood scrap | Receiver |
9mm P | 1d6 | Range (40ft), Recoil (9), Tiny, Reloading, Piercing damage | Trivial | 1d6x10 | 1d4 hours | 4 metal alloy, 2 wood scrap | Receiver |
.40 P | 1d8 | Range (60ft), Recoil (11), Reloading, Piercing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | Receiver |
.45 P | 1d10 | Range (80ft), Recoil (13), Reloading, Piercing damage | Simple | 1d10x20 | 1d6 hours | 8 metal alloy, 2 wood scrap | Receiver |
.50 P | 1d12 | Range (100ft), Recoil (15), Bulky, Reloading, Piercing damage | Simple | 1d12x25 | 2d4 hours | 10 metal alloy, 2 wood scrap | Receiver |
.40 Ball | 2d4 | Range (40ft), Recoil (13), Reloading, Piercing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | Receiver |
.45 Ball | 2d6 | Range (60ft), Recoil (15), Reloading, Piercing damage | Simple | 1d10x20 | 1d6 hours | 8 metal alloy, 2 wood scrap | Receiver |
.50 Ball | 2d8 | Range (80ft), Recoil (17), Bulky, Reloading, Piercing damage | Simple | 1d12x25 | 2d4 hours | 10 metal alloy, 2 wood scrap | Receiver |
.38 Mag | 2d4 | Range (50ft), Recoil (10), Tiny, Reloading, Piercing damage | Trivial | 2d2x5 | 1d4 hours | 1 metal alloy, 1 wood scrap | Receiver |
.44 Mag | 3d4 | Range (70ft), Recoil (12), Reloading, Piercing damage | Trivial | 2d4x15 | 1d6 hours | 5 metal alloy, 2 wood scrap | Receiver |
.456 Mag | 2d8 | Range (160ft), Recoil (16), Massive Parts (+2/+2), Bulky, Reloading, Piercing damage | Simple | 1d10x20 | 1d6 hours | 8 metal alloy, 2 wood scrap | Receiver |
.500 Mag | 1d20 | Range (200ft), Recoil (19), Massive parts (+2/+1), Bulky, Heavy, Reloading, Piercing damage | Simple | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
5.56x45mm | 1d8 | Range (120ft), Recoil (15), Tiny, Reloading, Piercing damage | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
7.62x39mm | 2d4 | Range (100ft), Recoil (16), Reloading, Piercing damage | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
7.62x51mm | 2d6 | Range (140ft), Recoil (17), Reloading, Piercing damage | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
7.62x54mm | 2d8 | Range (180ft), Recoil (18), Bulky, Reloading, Piercing damage | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
.50 Cal | 3d6 | Range (200ft), Recoil (20), Massive parts (+3/+2), Bulky, Heavy, Reloading, Piercing damage | Simple | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
20mm | 2d10 | Range (250ft), Recoil (21), Massive parts (+4/+3), Heavy and Bulky, or Vehicle only, Reloading, Piercing damage | Advanced | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
25mm | 2d12 | Range (350ft), Recoil (22), Vehicle only, Reloading, Piercing damage | Complex | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
75mm Cannon | See Round | Range (400ft), Recoil (27), Vehicle only, Heavy, Reloading, See round for damage type | Complex | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
105mm Cannon | See Round | Range (500ft), Recoil (30), Vehicle only, Heavy, Reloading, See round for damage type | Complex | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
40mm Grenade | See Round | Range (60ft), Recoil (15), Reloading, See round for damage type | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
Ballistic Ammunitions | Damage | Properties | Complexity | Build Cost | Build Time | Materials | Component |
---|---|---|---|---|---|---|---|
60mm Mortar | See Round | Range (150ft), Recoil (16), Massive parts (-/+1), Bulky, Reloading, Piercing damage | Trivial | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
81mm Mortar | See Round | Range (250ft), Recoil (21), Massive parts (-/+3), Bulky, Reloading, See round for damage type | Simple | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
Rocket Propelled Grenade | See Round | Range (75ft), Recoil (11), Reloading, See round for damage type | Simple | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
66mm Rocket | See Round | Range (150ft), Recoil (13), Bulky, Reloading, See round for damage type | Simple | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
84mm Rocket | See Round | Range (200ft), Recoil (15), Massive parts (+2/-), Heavy, Bulky, Reloading, See round for damage type | Simple | 2d6x25 | 2d4 hours | 9 metal alloy, 2 wood scrap | Receiver |
Micro Mag Discs | 1d8 | Range (80ft), Recoil (8), Tiny, Reloading, Slashing damage | Simple | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
Mag Disc | 1d10 | Range (100ft), Recoil (10), Reloading, Slashing damage | Simple | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Magnetic Chamber |
Mega Mag Disc | 2d12 | Range (120ft), Recoil (12), Heavy, Reloading, Slashing damage | Simple | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Magnetic Chamber |
Micro Mag Rod | 1d8 | Range (80ft), Recoil (8), Tiny, Reloading, Piercing damage | Simple | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
Mag Rod | 1d10 | Range (100ft), Recoil (10), Reloading, Piercing damage | Simple | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Magnetic Chamber |
Mega Mag Rod | 2d12 | Range (120ft), Recoil (12), Heavy, Reloading, Piercing damage | Simple | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Magnetic Chamber |
20 gage | 1d8 | Range (40ft), Recoil (15), Tiny, Reloading, Piercing damage | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
12 gage | 1d10 | Range (50ft), Recoil (19), Reloading, Piercing damage | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
10 gage | 1d12 | Range (60ft), Recoil (21), Bulky, Reloading, Piercing damage | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 | |
8 gage | 1d20 | Range (70ft), Recoil (22), Bulky, Massive Parts (+2/+2), Reloading, Piercing damage | Trivial | 2d4x5 | 1d4 hours | 3 metal alloy, 2 wood scrap | Receiver |
40 lbs Draw | 1d6 | Range (30ft), Recoil (9), Tiny, Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
60 lbs Draw | 1d8 | Range (40ft), Recoil (11), Tiny, Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
80 lbs Draw | 1d8 | Range (40ft), Recoil (13), Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
100 lbs Draw | 1d10 | Range (40ft), Recoil (15), Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
120 lbs Draw | 1d12 | Range (40ft), Recoil (17), Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
140 lbs Draw | 2d6 | Range (40ft), Recoil (19), Bulky, Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
150 lbs Draw | 2d8 | Range (40ft), Recoil (21), Reloading, Bulky, Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
Ballistic Ammunitions | Damage | Properties | Complexity | Build Cost | Build Time | Materials | Component |
---|---|---|---|---|---|---|---|
Micro Bolts | 1d6 | Range (30ft), Recoil (9), Reloading, Tiny, Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
Bolt | 1d8 | Range (40ft), Recoil (11), Reloading, Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
Great Bolt | 1d10 | Range (40ft), Recoil (11), Reloading, Bulky, Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
Mega Bolt | 1d12 | Range (40ft), Recoil (11), Reloading, Bulky, Heavy, Massive parts (+2/+2) Piercing damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Draw |
Laser | 1d8 | Range (80ft), Recoil (0), Reloading, Fire damage | Simple | 1d4x5 | 1d4 hours | 2 metal alloy, 1 wood scrap | Energy capacitor |
E Laser | 1d10 | Range (100ft), Recoil (0), Reloading, Fire damage, Potent (+) | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Energy capacitor |
Disintegrator | 2d8 | Range (30ft), Recoil (0), Reloading, Disintegrate, Dispersing, Potent (+++), Fire damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Energy Capacitor |
Matter | 1d4 | Range (150ft), Recoil (0), Reloading, Force damage | Advanced | 1d4x5 | 1d4 hours | 2 metal alloy, 1 wood scrap | Matter Chamber |
Arch | 3d4 | Range (80ft), Recoil (0), Reloading, Lightning damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Arch Capacitor |
Radiation | 1d20 | Range (70ft), Recoil (0), Reloading, Radiation damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Rad Chamber |
Plasma | 1d10 | Range (60ft), Recoil (0), Reloading, Plasma damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Plasma Chamber |
Antimatter | 1d12 | Range (100ft), Recoil (0), Reloading, Necrotic damage | Advanced | 1d4x5 | 1d4 hours | 2 metal alloy, 1 wood scrap | Antimatter Chamber |
Thrower/Spewer | 4d6 | Range (see Group 4), Recoil (0), Reloading, see Fuel injectors for damage type | Advanced | 1d4x5 | 1d4 hours | 2 metal alloy, 1 wood scrap | Fuel Pump |
Grav | 1d10 | Range (60ft), Recoil (0), Reloading, Grav, Bludgeoning damage | Advanced | 1d4x5 | 1d4 hours | 5 metal alloy, 3 Glass, 2 Rubber, 3 Wires, 1 wood scrap | Grav Capacitor |
Attachment / Component Group 2
Feed, +/- Converter, Energy Converter, Matter Chamber, Arch Converter, Rad pull, Plasma injection, Fuel injector, Antimatter Distributer, Grav Converter
The next step after picking a Frame or body is to determine how you will feed ammunition or a power source to it. Below is a chart with the Colonial Credit cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Chamber Feed | - | - | - | |
Mag Feed | - | - | - | |
Belt Feed | - | - | - | |
+/- Converter | - | - | - | |
Energy Converter | - | - | - | |
Matter Distributer | - | - | - | |
Arch Converter | - | - | - | |
Rad Pull | - | - | - | |
Plasma Injector | Advanced | - | - | |
Fuel Injector (Napalm) | - | - | - | |
Fuel Injector (Cryo) | - | - | - | |
Antimatter Distributer | - | - | - | |
Grav Converter | - | - | - | |
Style | - | - | - |
Chamber Feed
Type: Component (Ballistic), (Bow)
Frames Used: See below
Many ballistic Firearms use some means of placing an amount of rounds directly into the weapons Receiver, this results in a small amount of rounds can be fired before having to reload. Most common Firearms to use this are Leaver and Bolt action rifles, Shotguns, Revolver style firearms as well as Mortars, rocket launchers and Breach loaded cannons. This results in minimum feed failures.
Weapons with this Component Have its Misfire reduced by 3 to a minimum of 1. The amount of chambered rounds the weapon can have when this component as well as the is dependent on the Type of Round the weapon will be firing, see chart below. This component may not be applied to a weapon with any Rate of fire component other then SS or SA.
Frame Type | Chambered Rounds |
---|---|
.22LR | 6 |
.40 Ball | 1 or 6 |
.45 Ball | 1 |
.50 Ball | 1 |
.38 Mag | 6 |
.44 Mag | 6 |
.456 Mag | 6 |
.500 Mag | 3 |
5.56x45 | 10 |
7.62x39 | 8 |
7.62x51 | 5 |
7.62x54 | 5 |
.50 | 3 |
20mm | 1 |
Ammunition Type | Chambered Rounds |
---|---|
25mm | 1 |
75mm | 1 |
105mm | 1 |
20 gage | 9 |
12 gage | 7 |
10 gage | 6 |
8 gage | 5 |
40mm | 6 |
60mm | 1 |
81mm | 1 |
Micro Bolt | 1 |
Bolt | 1 |
Great Bolt | 1 |
Mega Bolt | 1 |
Mag Feed
Type: Component (Ballistic), (Mag Disc), (Bow)
Frames Used: See Below
Most weapons use a Magazine, there is usually a small port that a Magazine can be attached, to feed ammunition to the weapon. This results in a some feed failures. Weapons with this Component reduces its misfire by 2 to a minimum of 1.
The amount of rounds a standard magazine has is dependent on the Type of Frame or body that the weapon has, see chart below.
Furthermore See Component / Attachment group 6 for additinal types of Magazines usually modifying the basic capacities shown below.
Frame Type | Pistol Magazine size | Rifle/SMG Mag Size |
---|---|---|
.22LR | 17 | 20 |
9mm | 13 | 30 |
.40 P | 11 | 30 |
.45 ACP | 8 | 25 |
.50 P | 5 | 20 |
5.56x45 | - | 20 |
7.62x39 | - | 20 |
7.62x51 | - | 20 |
7.62x54 | - | 10 |
.50 BMG | - | 5 |
20mm | - | 3 |
66mm Rocket | - | 5, Massive Parts (+2/-) |
Frame Type | Pistol Magazine size | Rifle/SMG Mag Size |
---|---|---|
20 gage | 8 | 15 |
12 gage | 7 | 10 |
10 gage | 5 | 10 |
8 gage | 5 | 10 |
Micro Mag Disc | 30 | 75 |
Mag Disc | 20 | 50 |
Mega Mag Disc | 20 | 30 |
Micro Mag Rod | 30 | 75 |
Mag Rod | 20 | 50 |
Mega Mag Rod | 20 | 30 |
Micro Bolt | 15 | 30 |
Bolt | 10 | 20 |
Great Bolt | - | 5 |
Mega Bolt | - | 5 |
Belt Feed
Type: Component (Ballistic)
Frames Used: See Below
Some weapons forgo using magazines at all, preferring to feed the Rounds directly into the firing chamber using a linked belt. Because the belt is exposed to the elements, it is frequently clogged with dirt or dust. This can, like the Drum Mag, lead to jamming, some use a box or pouch to house their ammunition belts, though this does not improve the feed failures.
A weapon with this component misfire its missfire increased by 1, and gains massive parts (+1/+1), with this the magazine size becomes much greater then most other feed types, see chart below for belt sizes per Frame or body type.
Ammunition Type | Belt size |
---|---|
.22LR | 250 |
5.56x45 | 200 |
7.62x51 | 100 |
7.62x54 | 100 |
.50 | 50 |
20mm | 40 |
25mm | 30 |
40mm Grenade | 25 |
20 gage | 50 |
12 gage | 50 |
10 gage | 50 |
8 gage | 30 |
Energy Converter
Type: Component (Laser), (Disintegrator)
Frames Used: Laser, E-laser
Laser weapons uses a Power cell as the ammunition source. This allows the weapon to be fired 50 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 100 shots per cell. If it has a sniper barrel you get 25 shots per Cell.
Disintegrator weapons uses a Power cell as the ammunition source. This allows the weapon to be fired 5 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 10 shots per cell. If it has a sniper barrel you get 3 shots per Cell. This component may not be applied to a weapon with any Rate of fire component other then Extensive Action.
Matter Distributer
Type: Component (Matter)
Frames Used: Matter
Matter weapons use a Matter Cell as the ammunition source. This allows the weapon to be fired 25 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 50 shots per cell.
Arch Converter
Type: Component (Arch)
Frames Used: Arch
Arch weapons use a Arch pack as the ammunition source. This allows the weapon to be fired 50 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 100 shots per pack. This component may not be applied to a weapon with any Attachment / Component Group 9 (Rate of fire). This component may not be applied to a weapon with any Rate of fire component other then SS or SA.
Rad Pull
Type: Component (Radiation)
Frames Used: Radiation
Radiation weapons use a Radiation Rod as the ammunition source. This allows the weapon to be fired 20 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 40 shots per rod. This component may not be applied to a weapon with any Rate of fire component other then SS, SA or Extensive Action.
Plasma Injector
Type: Component (Plasma)
Frames Used: Plasma
Plasma weapons use a Plasma Cell as the ammunition source. This allows the weapon to be fired 25 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 50 shots per cell. This component may not be applied to a weapon with any Rate of fire component other then SS or SA.
Antimatter Distributer
Type: Component (Antimatter)
Frames Used: Antimatter
Antimatter weapons use a Force matter Cell as the ammunition source. This allows the weapon to be fired 25 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 50 shots per cell.
Incendiary Fuel Injector
Type: Component (Thrower)
Frames Used: Thrower/Spewer
Thrower weapons with a Napalm Fuel Injector uses a Incendiary Bottle as the ammunition source can be fired 5 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 10 shots per bottle. Thrower/Spewer weapons can not be automatic or burst rate of fire. This component may not be applied to a weapon with any Rate of fire component other then Extensive Action.
Cryo Fuel Injector
Type: Component (Thrower)
Frames Used: Thrower/Spewer
Thrower weapons with a Cryo fuel Injector uses a Cryo bottle bottle as the ammunition source can be fired 5 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 10 shots per bottle. Thrower/Spewer weapons can not be automatic or burst rate of fire. This component may not be applied to a weapon with any Rate of fire component other then Extensive Action.
Acid Fuel Injector
Type: Component (Thrower)
Frames Used: Thrower/Spewer
Thrower weapons with a Acid fuel injector uses a Caustic bottle as the ammunition source can be fired 5 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 10 shots per bottle. Thrower weapons can not be automatic or burst rate of fire. This component may not be applied to a weapon with any Rate of fire component other then Extensive Action.
Grav Converter
Type: Component (Grav)
Frames Used: Grav
Grav weapons use a Grav Cell as the ammunition source. This allows the weapon to be fired 25 times before needing to be reloaded if there is a pistol barrel on this weapon as well you will get 50 shots per cell. This component may not be applied to a weapon with any
Straight
Type: Component (Bow)
Frames Used: 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw
Straight weapons use an arrow as the ammunition source. This component may not be applied to a weapon with any Rate of fire component other then SS.
Recurve
Type: Component (Bow)
Frames Used: 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw
Recurve weapons use an arrow as the ammunition source. This component may not be applied to a weapon with any Rate of fire component other then SS or SA.
Compound
Type: Component (Bow)
Frames Used: 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw
Compound weapons use an arrow as the ammunition source. This component may not be applied to a weapon with any Rate of fire component other then the Extensive Action, Rate of fire.
Attachment / Component Group 3
Hand Grip
One of the next major steps to making a firearm usable, is to craft some way to hold the Firearm, with the most comfortability. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Makshift Grip | Trivial | - | - | |
Standard Grip | Simple | - | - | |
Comfort | Simple | - | - | |
No Slip Grip | Simple | - | - | |
Bio Grip Recognition | Advanced | - | - |
Makeshift Grip
Type: Component (Hand Grip)
Frames Used: any with the exception of 25mm, 75mm, 105mm, 60mm, 81mm
Weapon with this component gains the Inaccurate (-1) weapon property.
Standard Grip
Type: Component (Hand Grip)
Frames Used: any with the exception of 25mm, 75mm, 105mm, 60mm, 81mm
Weapon with this component may reduce the recoil of the weapon by 1.
Recoil Grip
Type: Component (Hand Grip)
Frames Used: any with the exception of 25mm, 75mm, 105mm, 60mm, 81mm
Weapon with this component may reduce the recoil of the weapon by 2.
Comfort Grip
Type: Component (Hand Grip)
Frames Used: any with the exception of 25mm, 75mm, 105mm, 60mm, 81mm
Weapon with this component gains the Accurate (+1) weapon property.
No Slip Grip
Type: Component (Hand Grip)
Frames Used: a any with the exception of 25mm, 75mm, 105mm, 60mm, 81mm
gain advantage on saves and checks against being disarmed or dropping your weapon.
Bio Grip Recognition
Type: Component (Hand Grip)
Frames Used: any with the exception of 25mm, 75mm, 105mm, 60mm, 81mm
These custom grips check the biosignature of the wielder every time they are held, ensuring that only authorized personnel can activate the weapon. Any mechanisms your weapon has (triggers, sights, Underbarrel attachments etc.) will not activate for anyone but you.
Base Plate
Type: Component (Hand Grip)
Frames Used: 60mm, 81mm
A weapon with this component gains the Mounted weapon property and the Massive parts (-/+1) Weapon property, as well as all recoil is negated.
Hand Fire
Type: Component (Hand Grip)
Frames Used: 60mm
A weapon with this component gains the Heavy weapon property and gains the Massive parts (+1/-) Weapon property.
Attachment / Component Group 4
Barrel, Energy Extender, Arch Thrower, Plasma Rail
All firearms must have some sort of a barrel to direct the projectile toward the target. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Light Pistol | 5 | - | - | |
Pistol | 10 | - | - | |
Precision Pistol | 15 | - | - | |
Short Rifle | 5 | - | - | |
Standard Rifle | 10 | - | - | |
Precision Rifle | 20 | - | - | |
Long Rifle | 15 | - | - | |
SMG | 15 | - | - | |
Heavy | 20 | - | - | |
Sniper | 15 | - | - | |
Pistol Rad Dish | 20 | - | - | |
Standard Rad Dish | 25 | - | - | |
Heavy Rad Dish | 30 | - | - | |
Pistol Fuel Pipe | 15 | - | - | |
Standard Fuel Pipe | 20 | - | - | |
Heavy Fuel Pipe | 25 | - | - |
Light Pistol
Type: Component (Barrel, Magnetic Rail, Energy Extender)
Frames Used: .22LR, 9mm, .40P, .40 Ball, .38 Mag, 20 gage, Micro Mag Disc, Micro Mag Rod, Laser
Weapon with this component has its range increment decreased by 1/2 and has a max range of (4) Increments, it gains the CQC and lite Weapon Properties, add 3 to its recoil and is One handed. Weapons with this component may not have anything in Attachment / Component Group 7 (Stocks). This component may only be used on any Receiver with the following Projectile types.
Pistol
Type: (Barrel, Magnetic Rail, Energy Extender,, Matter amp, Arch Thrower, Radiation Caster, Plasma Rail, Antimatter Amp, Grav Reach)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 mag, 44 mag, .456 mag, .500 Mag, 20 gage, 12 gage, 10 gage, 8 gage, Micro Mag Disc, Mag Disc, Micro Mag Rod, Mag Rod, Laser, E Laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Grav.
Weapon with this component has its range increment decreased by 1/4 and has a max range of (4) Increments, it gains the CQC and Mega light Weapon Properties, add 2 to its recoil and is One handed. Weapons with this component may not have anything in Attachment / Component Group 7 (Stocks). This component may only be used with any receiver with the following Projectile types,
Marksman Pistol
Type: Component (Barrel, Magnetic Rail, Energy Extender)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 mag, 44 mag, .456 mag, .500 Mag, Micro Mag Disc, Mag Disc, Micro Mag Rod, Mag Rod, Laser, E Laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Grav.
Weapon with this component has its range increment decreased by 1/4 and has a max range of (4) Increments, it gains the CQC and Mega light Weapon Properties, add 2 to its recoil, gains the Pinpoint weapon property and it is One handed. Weapons with this component may not have anything in Attachment / Component Group 7 (Stocks). This component may only be used with any receiver with the following Projectile types.
Short Rifle
Type: Component (Barrel, Magnetic Rail, Energy Extender,, Matter amp, Arch Thrower, Radiation Caster, Plasma Rail, Antimatter Amp, Grav Reach, Limbs)
Frames Used: .22LR, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51, 7.62x54mm, 50. cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Grav.
Weapon with this component has its range increment decreased by 1/4 (round up to nearest 5 or 10ft increment) and has a max range of (4) Increments, it gains the Assault Weapon Property, add 1 to its recoil and is Two handed.
Standard Rifle
Type: Component (Barrel, Magnetic Rail, Energy Extender,, Matter amp, Arch Thrower, Radiation Caster, Plasma Rail, Antimatter Amp, Grav Reach, Limbs)
Frames Used: .22LR, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51, 7.62x54mm, 50. cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Grav.
Weapon with this component and has a max range of (4) Increments and is Two Handed.
Marksman Rifle
Type: Component (Barrel, Limbs)
Frames Used: .22LR, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51, 7.62x54mm, 50. cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
Weapon with this component gains the Pinpoint weapon property and has a max range of (4) Increments.
Long Rifle
Type: Component (Barrel, Energy Extender, Arch Thrower, Plasma Rail, Limbs)
Frames Used: .22LR, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51, 7.62x54mm, 50. cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
Weapon with this component has its range increment increased by 1/2 (round up to nearest 5 or 10ft increment) and has a max range of (6) Increments, it gains the Long Gun Weapon Property, subtract 2 to its recoil and is Two handed.
SMG
Type: Component (Barrel, Energy Extender, Arch Thrower, Plasma Rail)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, 5.56x45mm, 7.62x39mm, Micro Mag Disc, Mag Disc, Micro Mag Rod, Mag Rod, Micro Bolts, Bolt, Laser, E laser.
Weapon with this component has its range increment decreased by 1/2 (round to nearest 5 or 10ft increment) and has a max range of (4) Increments, it gains the Assault and CQC Weapon Properties, add 2 to its recoil and is Two handed.
Heavy
Type: Component (Barrel, Mag Disc, Energy Extender, Arch Thrower, Plasma Rail, Matter, Radiation, Antimatter, Grav, Limbs)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Grav.
Weapon with this component has its range increment is multiplied by 2 and has a max range of (4) Increments, it gains 1 extra damage die and the Massive parts (+2/-) as well as the Heavy weapon property, furthermore it gains the Two handed. This Component cant be used on a frame that has the tiny weapon property.
Emplacement
Type: Component (Barrel, Energy Extender, Arch Thrower, Plasma Rail, Matter, Antimatter, Grav, Limbs)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 60mm Mortar, 81mm Mortar, Rocket Propelled Grenade, 66mm Rocket, 84mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Flamer, Cryolator, Grav.
Weapon with this component has its range increment is multiplied by 3 and has a max range of (4) Increments, it gains 2 extra damage die and the Massive parts (+2/+2) as well as the Mounted weapon property, furthermore it gains the Two handed.
Sniper
Type: Component (Barrel, Energy Extender, Matter, Antimatter, Limbs)
Frames Used: .22LR, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Flamer, Cryolator, Grav.
Weapon with this component has its range increment is multiplied by 3 and has a max range of (6) Increments, it gains the Long Gun and Precise Weapon Property, subtract 4 from its recoil and is Two handed. This component may not be applied to a weapon with any Attachment / Component Group 9 (Rate of fire).
Pistol Radiation Dish
Type: Component (Radiation Caster)
Frames Used: Radiation
A weapon with this Attachment / Component mast take the Extensive action Rate of Fire component in Attachment / Component Group 6.
When a Weapon with this Integration is fired all creatures in a 20ft line that is 5ft wide, Each effected creature must make a Dex save DC 8 + your Proficiency + Dex Bonus, If the test is passed the target takes half damage, on a fail the target takes full damage. This weapon is one handed.
Standard Radiation Dish
Type: Component (Radiation Caster)
Frames Used: Radiation
A weapon with this Attachment / Component mast take the Extensive action Rate of Fire component in Attachment / Component Group 6.
When a Weapon with this Integration is fired as an action effecting all creatures in a 40ft line that is 5ft wide, Each effected creature must make a Dex save DC 8 + your Proficiency + Dex Bonus, If the test is passed the target takes half damage, on a fail the target takes full damage. This weapon is two handed.
Heavy Radiation Dish
Type: Component (Radiation Caster)
Frames Used: Radiation
A weapon with this Attachment / Component mast take the Extensive action Rate of Fire component in Attachment / Component Group 6.
When a Weapon with this Integration is fired as an action it effects all creatures in a 60ft line that is 10ft wide, Each effected creature must make a Con save DC 8 + your Proficiency + Dex Bonus, If the test is passed the target takes half damage, on a fail the target takes full damage. This weapon gains 2 extra damage die and the Heavy Weapon Property, furthermore it is a Two handed weapon.
Pistol Fuel Pipe
Type: Component (Fuel Pipe)
Frames Used: Thrower/Spewer
A weapon with this Attachment / Component mast take the Extensive action Rate of Fire component in Attachment / Component Group 6.
When a Weapon with this Integration is fired as an action effecting all creatures in a 15ft cone, Each effected creature must make a Dex save DC 8 + your Proficiency + dex Bonus, If the test is passed the target takes half damage, on a fail the target takes full damage. This weapon is one handed.
Standard Fuel Pipe
Type: Component (Fuel Pipe)
Frames Used: Thrower/Spewer
A weapon with this Attachment / Component mast take the Extensive action Rate of Fire component in Attachment / Component Group 6.
When a Weapon with this Integration is fired as an action effecting all creatures in a 30ft cone, Each effected creature must make a Dex save DC 8 + your Proficiency + dex Bonus, If the test is passed the target takes half damage, on a fail the target takes full damage. This weapon is Two handed.
Heavy Fuel Pipe
Type: Component (Fuel Pipe)
Frames Used: Thrower/Spewer
A weapon with this Attachment / Component mast take the Extensive action Rate of Fire component in Attachment / Component Group 6.
When a Weapon with this Integration is fired as an action effecting all creatures in a 40ft cone, Each effected creature must make a Dex save DC 8 + your Proficiency + dex Bonus, If the test is passed the target takes half damage, on a fail the target takes full damage. This weapon gains 2 extra damage die and the Heavy Weapon Property, furthermore it is a Two handed weapon.
Short Mortar Tube
Type: Component (Barrel)
Frames Used: 60mm, 81mm
Weapon with this component has its range increment increased by 1/2 (round to nearest 5 or 10ft increment), has a max range of (6) Increments and is Two handed.
Standard Mortar Tube
Type: Component (Barrel)
Frames Used: 60mm, 81mm
Weapon with this component has a max range of (6) Increments and is Two handed.
Long Mortar Tube
Type: Component (Barrel)
Frames Used: 60mm, 81mm
Weapon with this component has its range increment multiplied by 2 (round to nearest 5 or 10ft increment), has a max range of (6) Increments and is Two handed.
Short Rocket Tube
Type: Component (Barrel)
Frames Used: 66mm, 84mm
Weapon with this component has its range increment increased by 1/2 (round to nearest 5 or 10ft increment), has a max range of (6) Increments and is Two handed.
Weapon Group 5
Sights
At this point the weapon can be fired but the user will suffer disadvantage because of the lack of a Sighting device, unless you attach a sight to the firearm. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Iron Sights | 1 | - | - | |
Dot/Halo | 5 | - | - | |
4x Scope/Acog | 10 | - | - | |
4x Hybrid/Rco | 20 | - | - | |
6x Mid Range Scope | 15 | - | - | |
6x Hybrid Scope | 25 | - | - | |
8x long Range Scope | 20 | - | - |
Makeshift Sights
Type: Component (Sight)
Frames Used: .22LR, 9mm, .40P, .45P, .50 P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 60mm Mortar, 81mm Mortar, Rocket Propelled Grenade, 66mm Rocket, 84mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
Weapon with this component gains the Inaccurate (-1) weapon property.
Standard Sights
Type: Attachment (Sight)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 60mm Mortar, 81mm Mortar, Rocket Propelled Grenade, 66mm Rocket, 84mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
Weapon with this Integration the weapon has a basic way to sight and engage a target without any negatives.
Dot/Halo
Type: Attachment (Sight)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Grav.
+1 to attacks rolls and any DC's of attacks within 1 range multiple.
4x Scope/Acog
Type: Attachment (Sight)
Frames Used: .22LR, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
Always count your range multiplier As 1 less (to a minimum of 1)
4x Hybrid/Rco
Type: Attachment (Sight)
Frames Used: .22LR, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
- Always count your range multiplier As 1 less (to a minimum of 1)
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
6x Mid Range Scope
Type: Attachment (Sight)
Frames Used: .22LR, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
- Always count your range multiplier As 2 less (to a minimum of 1) |
- +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first |
- -2 to all attacks rolls and any DC's of attacks made at 1 range multiple and -4 if your within half that range. |
- Your weapon gains the Precise Weapon property. |
6x Hybrid Scope:
Type: Attachment (Sight)
Frames Used: .22LR, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
- Always count your range multiplier As 2 less (to a minimum of 1)
- Gain a +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
- Your weapon gains the Precise Weapon property.
8x long Range Scope:
Type: Attachment (Sight)
Frames Used: .22LR, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
- Always count your range multiplier As 3 less (to a minimum of 1)
- Gain a +4 to attacks rolls and any DC's of attacks at any range multiple beyond the second
- Gain a -4 to all attacks made at 2 range multiple or less and -8 if your within 1 range increment.
- Your weapon gains the Precise Weapon property.
Makeshift Mortar Sights
Type: Component or Attachment (Sight)
Frames Used: 60mm, 81mm
Weapon with this component has the Indirect and Deviation (1d12) weapon properties.
Mortar Sights
Type: Component or Attachment (Sight)
Frames Used: 60mm, 81mm
Weapon with this component has the Indirect and Deviation (1d10) weapon properties.
Advanced Mortar Sights
Type: Component or Attachment (Sight)
Frames Used: 60mm, 81mm
Weapon with this component has the Indirect and Deviation (1d8) weapon properties.
Makeshift Rocket Sights
Type: Component or Attachment (Sight)
Frames Used: RPG, 66mm, 84mm
Weapon with this component has the Deviation (1d12) weapon properties.
Rocket Sights
Type: Component or Attachment (Sight)
Frames Used: 66mm, 84mm
Weapon with this component has the Deviation (1d10) weapon properties.
Advanced Rocket Sights
Type: Component or Attachment (Sight)
Frames Used: 66mm, 84mm
Weapon with this component has the Deviation (1d8) weapon properties.
Attachment / Component Group 6
Rate of Fire
The Rate of fire determins the rate at witch a weapon can be fired, not all weapons use this Component Group. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Bolt Action | - | - | - | |
Single Shot | - | - | - | |
Semi Auto | - | - | - | |
Burst Fire | - | - | - | |
Full auto | - | - | - | |
Select fire | - | - | - | |
Hair Trigger | - | - | - |
Extensive Action
Type: Component (Rate of Fire)
Frames Used: .22LR, 9mm, .40P, .45P .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 60mm Mortar, 81mm Mortar, Rocket Propelled Grenade, 66mm Rocket, 84mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer.
Some rifles you must manually extract / eject and Feed / Chamber each round or some energy weapons need to be charged before firing, resulting in a slow fire time but this leads to a more accurate or destructive shoot. Most Extensive action weapons are Magazine feed, belt feed, Chamber feed or use a energy cell in some way.
Weapons with this component gains the extensive action and rate of fire (SS) weapon properties, add one damage dice to the damage as well and reduce the misfire by 1 to minimum of 1.
Single Shot
Type: Component (Rate of Fire)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 66mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Arch, Radiation, Plasma, Antimatter, Grav.
When this device is equipped, the firearm that the device is integrated into gains the Rate of fire (Single Shot). Reduce the Misfire by 1 to minimum of 1.
Hair Trigger
Type: Component (Rate of Fire)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Arch, Radiation, Plasma, Antimatter, Grav.
When this device is equipped, the firearm that the device is integrated into gains the Rate of fire (Semi auto).
Burst Fire
Type: Component (Rate of Fire)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
The firearm that the device is integrated into gains the Rate of fire (Burst fire 3) weapon property, you may add 1 to the Burst value for each quality level it is.
A weapon with this component gains the Burst 3 weapon property, you may add 1 to the Burst value for each quality level of the frame its combined with, though you must Pay the requisition cost of this feature for each additional burst value added. The recoil of the weapon increases by 1 when you add this component and an additional 1 for every additional burst values added beyond 3.
Full Auto
Type: Component (Rate of Fire)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Matter, Antimatter.
A weapon with this component gains the Rate of fire (Automatic 2) weapon property, you may add 1 to the Automatic value for each quality level of the frame its combined with, though you must Pay the requisition cost of this feature for each additional auto fire value added. The recoil of the weapon increases by 1 when you add this component and an additional 1 for every additional auto fire values added beyond 3.
when you add this component and an additional 1 missfire.
Select fire
Type: Component (Rate of Fire)
Frames Used: same as Chosen rates of fire
When this device is equipped, the firearm that the device is integrated into gains 2 different firing modes, you may choose between Single Shot, Burst Fire or Full Auto. You may Use bot rates of fire, taking a object interaction to switch between them.
Base Plate
Type: Component (Rate of Fire)
Frames Used: 60mm, 81mm
A weapon with this component gains the Mounted weapon property and the Massive parts (-/+1) Weapon property.
Attachment / Component Group 7
Magazine, Energy Cell, Arch Pack, Radiation Core, Plasma Cell, Fuel Bottle
Magazines are used to hold and feed individual rounds to the weapons receiver. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Standard Magazine | 5 | - | - | |
Extended | 10 | - | - | |
Quick Magazine | 10 | - | - | |
Drum Magazine | 10 | - | - | |
Belt Pouch/box | 5 | - | - | |
Belt Hard Chute | 20 | - | - | |
Napalm Bottle | 10 | - | - | |
Arch Pack | 10 | - | - | |
Plasma Cell | 10 | - | - | |
Rad Rod | 10 | - | - |
Standard Magazine
Type: Attachment (Magazine)
Most Firearms use a Magazine, this is a small metal device that feeds an amount of ammunition to the weapons. A standard magazine holds an amount of rounds as described in Attachment / Component Group 2.
Extended Magazine
Type: Attachment (Magazine)
This device may be used in any magazine weapon, it gives a 50% increase to the amount of rounds in a weapons Standard magazine. The increase in magazine capacity goes up by an additional 50% at quality level, this component must be created for a specific weapon types like pistols and rifles and for specific round type as well.
Quick Magazine
Type: Attachment (Magazine)
You may reload this weapon as a Bonus action now, if you already can reload as a bonus action you may reload a quick mag once per turn as a free action.
Drum Magazine
Type: Attachment (Magazine)
Drum magazines are not as common as standard mags and extended mags but are still used amongst those who wish to cause the most destruction. Drum magazines have an unfortunate tendency to jam. However, drums can vary in size, negating the need to reload as often. Despite the frequent jamming, they still brook some favor with Gangs, Guerrillas or militia. They are also frequently seen in brutal assaults, where running empty in a firefight can mean certain death.
This device may be used in any Magazine fed weapon, the weapons magazine capacity is multiplied by 2 and the Misfire increases by 1. The increase in magazine capacity, increases by an additional Multiple of 1 and the the misfire increases by an additional 1, this may be done twice beyond the first.
Belt Pouch/Box
Type: Attachment (Magazine)
This is a basic device made to hold the linked ammunition and it usually attached to the weapon, set next to or carried. This attachment may only be used with a weapon with the Belt Feed component in Attachment/Component group 2.
Belt Hard chute with Ammo pack
Type: Attachment (Magazine)
This is a device made to hold the linked ammunition, usually in the form of a back pack with a flexible but hard feed chute attached to the weapon, a weapon with this attachment reduces the Misfire increase from belt feed by 1 and triples its belt size. This pack may not be reloaded by taking 5 mins provided you have an appropriate amount of linked ammunition. This attachment may only be used with a weapon with the Belt Feed component in Attachment/Component group 2.
Fuel bottle
Type: Attachment (Fuel bottle)
this bottle of fuel can be found in varying size dependent on the Quality level, you get 5 charges per quality level.
Arch Pack
Type: Attachment (Arch pack)
This is a small cube much like a power cell, use in arch weaponry.
Plasma Cell
Type: Attachment (Plasma cell)
This is a small round soda can lice device holds an amount of plasma for use in Plasma weaponry.
Rad rod
Type: Attachment (Radiation Rod)
This is a small rod about the size of of a pack of gum, made for use in radiation Casters.
Attachment / Component Group 8
Stock
Stocks are used to stabilize the weapon in the shoulder that can provide increased recoil management and accuracy. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Makeshift Stock | - | - | - | - |
Standard Stock | 5 | - | - | - |
Cushioned Stock | 10 | - | - | - |
Sniper Stock | 15 | - | - | - |
Marksman | 20 | - | - | - |
Collapsible Stock | 15 | - | - | - |
Quick Stock | 10 | - | - | - |
Makeshift Stock
Type: Component (Stock)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
Weapon with this component will reduce its recoil its recoil 2 and it gains the Inaccurate (-1) weapon property.
Standard Stock
Type: Attachment or Component (Stock)
Frames Used: .22LR, 9mm, .40P, .45P, .50 P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
a weapon with this integration will reduce its recoil by 2.
Cushioned Stock
Type: Attachment (Stock)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
a weapon with this integration will reduce its recoil by 4.
Sniper Stock
Type: Attachment (Stock)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
a weapon with this integration will reduce its recoil by 3 and you gain a +2 to attacks made at ranges made at greater then 1 increment and a -2 at 1 or less increments.
Marksman Stock
Type: Attachment (Stock)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
a weapon with this integration will reduce its recoil by 1 and you gain a + 1 to all attacks made.
Collapsible Stock
Type: Attachment (Stock)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
When extended the weapon counts as if it had a standard Stock, When collapsed the weapon will count as having the CQC property provided this weapon dose not have the Long gun or Mounted weapon properties and you fire at disadvantage in the Prone position with a collapsed stock. Note when collapsed you will not have the benefits of the recoil reduction from a standard stock. changing from extended to Collapsed or visa versa may be done as a object interaction.
Quick Stock
Type: Attachment (Stock)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 60mm Mortar, 81mm Mortar, Rocket Propelled Grenade, 66mm Rocket, 84mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, 20 gage, 12 gage, 10 gage, 8 gage, Micro Bolts, Bolt, Micro Mag Rod, Mag Rod, Mega Mag Rod, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
If a weapon with this component is in your hands when Initiative is Rolled you roll 1d4 add to the roll.
Attachment / Component Group 9
Compensator, Energy Focuser, Arch Control, Rad Dish, Plasma Flue, Nozzle
Though the compensator is not necessary to the functioning of a firearm it provides may benefits. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Compensator | 5 | - | - | |
Suppressor Threads | 15 | - | - | |
Standard Muzzle | 5 | - | - | |
Advanced Muzzle | 10 | - | - | |
Flash Suppressor | 5 | - | - |
Standard Muzzle
Type: Component (Compensator) (Arrow Rest)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt.
a weapon with this integration Reduces its Recoil by 2.
Advanced Muzzle
Type: Component (Compensator), (Arrow Rest)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt.
a weapon with this integration Reduces its Recoil by 4, but the weapon is twice as loud
Suppressor Threads
Type: Attachment (Compensator)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 20 gage, 12 gage, 10 gage, 8 gage.
This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.} weapons with the heavy property may not use this attachment.
Flash suppressor
Type: Component (Compensator)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 20 gage, 12 gage, 10 gage, 8 gage.
Enemies have disadvantage on any checks made to see the flash of your firearm or to visually determine the location of where a shot was fired from by a weapon with this component.
Pressure Nozzle
Type: Component (Nozzle)
Frames Used: Thrower/Spewer
When a weapon with this Attachment / Component is fired it instead of a con it fires in a line 5ft wide and a length equal to twice the cone length.
Attachment / Component Group 10
Under barrel
Under barrel attachments come in the form of bi pods, Fore grips and even under barrels launchers, some under barrel attachments, note some under barrel attachments may be taken with another under barrel attachment. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Bayonet Lug | 1 | - | - | |
Retractable Bayonet | 5 | - | - | |
Bipod | 5 | - | - | |
Fore Grip | 10 | - | - | |
Point Grip | 15 | - | - | |
Pod Grip | 25 | - | - | |
Angeled Fore Grip | 15 | - | - | |
Flash light | 5 | - | - | |
Laser sight | 10 | - | - |
Bayonet Lug
Type: Component (Under barrel)
Frames Used:
Activation Type: 1 Action + (continuous)
You may attach a bayonet to the front of the weapon. A weapon equipped with this bayonet, allows the weapon to be used as an effective close-quarters melee weapon in addition to its normal ranged attack capability. As long as the bayonet is attached, you can use the weapon to make a melee attack, adding both your proficiency bonus and your choice of either your Strength or Dexterity modifier to the attack roll. If the attack hits, the bayonet deals 1d6 plus either your Strength or Dexterity modifier in piercing or Slashing damage. If you hit a creature of size large or smaller with the bayonet, you can choose to push the creature up to 5 feet away to you if they fail on a strength save throw.
Retractable Bayonet
Type: Attachment (Under barrel)
Frames Used:
Activation Type: 1 object interaction (+ 1 attack action, special)
A weapon equipped with this device contains a hidden, retractable metal spike bayonet, allowing the weapon to be used as an effective close-quarters melee weapon in addition to its normal ranged attack capability. The bayonet can be deployed or hidden inside the weapon by using an object interaction. As long as the bayonet is deployed, you can use the weapon to make a melee attack, adding both your proficiency bonus and your choice of either your Strength or Dexterity modifier to the attack roll. If the attack hits, the bayonet deals 1d6 plus either your Strength or Dexterity modifier in piercing or Slashing damage. If you hit a creature of size large or smaller with the bayonet, you can choose to push the creature up to 5 feet away to you if they fail on a strength save throw.
Bipods
Type: Component (Under barrel)
Frames Used:
When this device is equipped, and you are prone, you may as a part of an attack use an object interaction to brace the weapon on its bipods, doing this will remove the penalties of the long gun weapon property. Furthermore you may have this attachment as well as a fore grip, Point grip or Angled fore Grip. Furthermore this adds 1 to the weapons recoil.
Fore Grip
Type: Component (Under barrel)
Frames Used:
Reduce the recoil of this weapon by 2.
Point Grip
Type: Component (Under barrel)
Frames Used:
You gain a +2 to all attacks rolls and DC made with this weapon.
Pod Grip
Type: Component (Under barrel)
Frames Used:
You gain a +1 to all attacks rolls and DC made and when Prone, you may as a part of an attack use an object interaction to brace the weapon on its bipods, doing this will remove the penalties of the long gun weapon property.
Angeled Fore Grip
Type: Component (Under barrel)
Frames Used:
If a weapon with this mod is in your hands when Initiative is Rolled you roll 1d4 and add it to the roll.
Attachment/Component Group 11
Side Rail:
Flash light
Type: Component (Side Rail)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 60mm Mortar, 81mm Mortar, Rocket Propelled Grenade, 66mm Rocket, 84mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
a weapon With this Attachment may as a free action shine bright lite at 50ft and dim lite out to 100ft.
Laser sight
Type: Component (Side Rail)
Frames Used: .22LR, 9mm, .40P, .45P, .50P, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 60mm Mortar, 81mm Mortar, Rocket Propelled Grenade, 66mm Rocket, 84mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. This grant the Wielder a +1 to all attacks rolls and DC made within the lasers range.
Attachment/Component Group 12
Misc:
Over Charger
Type: Component (Misc)
Frames Used: Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter.
a weapon with this Component gains the Over charged weapon property.
.22LR, 9mm, .40P, .45P, .50P, .40 Ball, .45 Ball, .50 Ball, .38 Mag, .44 Mag, .456 Mag, .500 Mag, 5.56x45mm, 7.62x39mm, 7.62x51mm, 7.62x54mm, .50 cal, 20mm, 25mm Chain gun, 75mm Cannon, 105mm Cannon, 40mm Grenade, 60mm Mortar, 81mm Mortar, Rocket Propelled Grenade, 66mm Rocket, 84mm Rocket, Micro Mag Disc, Mag Disc, Mega Mag disc, Micro Mag Rod, Mag Rod, Mega Mag Rod, 20 gage, 12 gage, 10 gage, 8 gage, 40 lbs Draw, 60 lbs Draw, 80 lbs Draw, 100 lbs Draw, 120 lbs Draw, 150 lbs Draw, Micro Bolts, Bolt, Great Bolt, Mega Bolt, Laser, E laser, Disintegrator, Matter, Arch, Radiation, Plasma, Antimatter, Thrower/Spewer, Grav.
Melee Weapon Creation
When it comes to the assembly of a melee weapon theres is many steps in doing so. The first 5 Attachment / Component Groups are crucial to the proper functioning of a melee weapon and you must have them during the creation of a weapon. Weapon Attachments / Components group 6 is not nessesary. You may only have one Attachment / Component in each of the Attachments / Components groups with the exception of Attachments / Components group 6, you may attach more then one attachments / Component group 6 to a single weapon.
Below there is descriptions of each Attachment / Component group and what types of Attachments / Components are available in each group as well as the cost and time to build of each, note some specific Attachments / Components may not be used with certain other Attachments/Components.
Melee Weapon Attachment / Component Groups
Each melee weapon can have one Attachment / Component in each of the Melee Attachment / Component groups, each melee weapon has 6 Weapon Attachment / Component Groups that can be changed an modified to change the way the weapon will perform, the names of theses Attachment / Component Groups will change dependent on what type of Body you pick for Attachment / Component Group 1. The Attachment / Component Groups are essentially the same for all weapons but the may have different names for the Attachment / Component group, for example Blade type Frames are called Blade Edge and a ax weapon body is called Axe head, See the chart below for the 6 Attachment / Component Groups and what there called for the different Frame types
Components / Attachments Group names
Group | Blade | Axe | Hammers | Spear | Whips | Fist |
---|---|---|---|---|---|---|
1 | Blade Edge | Ax Head | Blunt Head | Spear Head | Thong | Size |
2 | Grip | Haft | Haft | Shaft | Handle | Glove |
3 | Point | Face | Face | Tip | Cracker | Knuckles |
4 | Guard | Butt | Butt | Rear Edge | Fall | Back |
5 | Pommel | Knob | Knob | Rear Tip | Heal | Palm |
6 | Misc | Misc | Misc | Misc | Misc | Misc |
The quality of the weapon is determined by the Crafters Tier, see chart below for Details. All Frames will have the Rate of fire (SS) weapon Property and refer to the chart below for any additional weapon properties as well as the frame quality and Base Misfire/Crit per tier.
Tier | Receiver quality | Mishap/Crit | Weapon Properties | Requisition Cost |
---|---|---|---|---|
1 | Crude | 1-5/20 | Inaccurate (-1) | 1 |
2 | Standard | 1-4/20 | - | 5 |
3 | Superior | 1-3/20 | - | 10 |
4 | Master | 1-2/19-20 | Accurate (+1) | 15 |
5 | Artificers | 1/18-20 | Accurate (+2) | 20 |
Attachment / Component Group 1
Melee Weapon Body
Every Melee weapon must start with a Body, the Body is the base function and style of the melee weapon, this determines what Type of weapon you make. Each body has a type and a complexity connected to it, you must be able to create that complexity and know the Schematic in order to craft that type of Body, this also determines the cost of the Device upon creation.
Type: Component (See below)
Energy: -.
Recharge: Short rest, Weapons Cleaning Kit
Materials: depends on body type, as seen below.
Melee Body Types
The following ammunition types are considered to be ballistic in nature.
Body Types | Damage | Properties | Complexity | Build Cost | Build Time | Materials | Component Type |
---|---|---|---|---|---|---|---|
Blade (Tiny) | 1d4 | Tiny, light, Finesse, thrown (range 30, with 2 increments), Slashing damage | Trivial | 1d4x5 | 1d4 hours | 2 metal alloy, 1 wood scrap | Blade Edge |
Blade (Small) | 1d6 | Tiny, light, Mega Thrown (range 20ft, with 2 Increments), Slashing damage | Trivial | 1d6x10 | 1d4 hours | 4 metal alloy, 2 wood scrap | Blade Edge |
Blade (Medium) | 1d8 | Mega Light, Slashing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | Blade Edge |
Blade (Large) | 1d10 | Bulky, Slashing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | Blade Edge |
Blade (Great) | 3d4 | Bulky, Slashing | Simple | 1d10x20 | 1d6 hours | 8 metal alloy, 2 wood scrap | Blade Edge |
Blade (Mega) | 2d6 | Large, Bulky, Slashing damage | Simple | 1d12x25 | 2d4 hours | 10 metal alloy, 2 wood scrap | Blade Edge |
Axe Head (Small) | 1d6 | Tiny, light, thrown (range 20, with 2 increments) Slashing damage | Trivial | 1d6x10 | 1d4 hours | 4 metal alloy, 2 wood scrap | - |
Axe Head (Medium) | 1d8 | Mega light, Mega Throw (range 20, with 2 increments), Slashing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Axe Head (Large) | 1d10 | Bulky, Slashing | Simple | 1d10x20 | 1d6 hours | 8 metal alloy, 2 wood scrap | - |
Axe Head (Great) | 2d6 | Bulky, Slashing | Simple | 1d10x20 | 1d6 hours | 8 metal alloy, 2 wood scrap | - |
Axe Head (Mega) | 1d12 | Large, Bulky, Slashing damage | Simple | 1d12x25 | 2d4 hours | 10 metal alloy, 2 wood scrap | - |
Blunt Head (Small) | 1d6 | Tiny, light, Bludgeoning damage | Trivial | 1d6x10 | 1d4 hours | 4 metal alloy, 2 wood scrap | - |
Blunt Head (Medium) | 1d8 | Mega Light, Bludgeoning damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Blunt Head (Large) | 1d10 | Bulky, Bludgeoning | Simple | 1d10x20 | 1d6 hours | 8 metal alloy, 2 wood scrap | - |
Blunt Head (Great) | 2d6 | Bulky, Bludgeoning | Simple | 1d10x20 | 1d6 hours | 8 metal alloy, 2 wood scrap | - |
Blunt Head (Mega) | 1d12 | Large, Bulky, Bludgeoning damage | Simple | 1d12x25 | 2d4 hours | 10 metal alloy, 2 wood scrap | - |
Melee Frame Types
The following ammunition types are considered to be ballistic in nature.
Ballistic Ammunitions | Damage | Properties | Complexity | Build Cost | Build Time | Materials | Component Type |
---|---|---|---|---|---|---|---|
Spear Head (Small) | 1d6 | Tiny, Thrown (range 40, with 3 increments), Piercing damage | Trivial | 1d6x10 | 1d4 hours | 4 metal alloy, 2 wood scrap | - |
Spear Head (Medium) | 1d8 | Mega Light, Thrown (range 30, with 3 increments), Piercing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Spear Head (large) | 1d10 | Bulky, Mega thrown (range 30, with 3 increments), Piercing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Spear Head (Mega) | 1d12 | Large, Bulky Thrown (range 20, with 3 increments), Piercing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Whip (Small) | 1d4 | Tiny, light, Finesse, Mega Thrown (range 20ft, with 2 Increments), Slashing damage | Trivial | 1d6x10 | 1d4 hours | 4 metal alloy, 2 wood scrap | - |
Whip (Medium) | 1d6 | Mega Light, Finesse, Slashing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Whip (Large) | 1d8 | Bulky, Finesse, Slashing damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Whip (Mega) | 1d10 | Large, Bulky, Finesse, Slashing damage | Simple | 1d12x25 | 2d4 hours | 10 metal alloy, 2 wood scrap | - |
Fist (Tiny) | 1d4 | Tiny, light, Bludgeoning damage | Trivial | 1d4x5 | 1d4 hours | 2 metal alloy, 1 wood scrap | - |
Fist (Small) | 1d6 | Tiny, light, Bludgeoning damage | Trivial | 1d6x10 | 1d4 hours | 4 metal alloy, 2 wood scrap | - |
Fist (Medium) | 1d8 | Mega Light, Bludgeoning damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Fist (Large) | 1d10 | Bulky, Bludgeoning damage | Trivial | 1d8x15 | 1d6 hours | 6 metal alloy, 2 wood scrap | - |
Fist (Mega) | 1d12 | Large, Bulky, Bludgeoning damage | Simple | 1d12x25 | 2d4 hours | 10 metal alloy, 2 wood scrap | - |
Blade (Tiny), Blade (Small), Blade (Medium), Blade (Large), Blade (Great), Blade (Mega), Axe Head (Small), Axe Head (Medium), Axe Head (Large), Axe Head (Great), Axe Head (Mega), Blunt Head (Small), Blunt Head (Medium), Blunt Head (Large), Blunt Head (Great), Blunt Head (Mega), Spear Head (Small), Spear Head (Medium), Spear Head (large), Spear Head (Mega), Whip (Small), Whip (Medium), Whip (Large), Whip (Mega), Fist (Tiny), Fist (Small), Fist (Medium), Fist (Large), Fist (Mega).
Attachment / Component Group 2
Grip, Haft, Shaft, Handel, Glove
Below is a chart with the cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
One-Handed | Trivial | - | - | |
Two-Handed | Trivial | - | - | |
Polearm | Trivial | - | - | |
Versitile | Simple | - | - |
1H
Type: Component (Grip), (Haft), (Shaft), (Handle), (Glove)
Body Used: Blade (Tiny), Blade (Small), Blade (Medium), Blade (Large), Blade (Mega), Axe Head (Small), Axe Head (Medium), Axe Head (Large), Axe Head (Mega), Blunt Head (Small), Blunt Head (Medium), Blunt Head (Large), Blunt Head (Mega), Spear Head (Small), Spear Head (Medium), Spear Head (Mega), Whip (Small), Whip (Medium), Whip (Mega).
Weapon with this component gains the one-handed weapon property. Furthermore this reduces the Mishap chance by 2 to a minimum of one.
2H
Type: Component (Grip), (Haft), (Shaft)
Body Used: Blade (Large), Blade (Great), Axe Head (Large), Axe Head (Great), Blunt Head (Large), Blunt Head (Great), Blunt Head (Mega), Spear Head (Small), Spear Head (Medium), Spear Head (large), Spear Head (Mega), Whip (Small), Whip (Medium), Whip (Large), Whip (Mega).
Weapon with this component is two-handed handed weapon property And you will increases the damage die by one type. If the die type is 1d12 it becomes (2d8) and if it was 2d6 it is now 3d6, if it was 3d4 it becomes 1d12. Furthermore this reduces the Mishap chance by 1 to a minimum of one.
Polearm
Type: Component (Grip), (Haft), (Shaft)
Body Used: Blade (Small), Blade (Medium), Blade (Large), Blade (Mega), Axe Head (Small), Axe Head (Medium), Axe Head (Large), Axe Head (Mega), Blunt Head (Small), Blunt Head (Medium), Blunt Head (Large), Blunt Head (Mega), Spear Head (Small), Spear Head (Medium), Spear Head (large), Spear Head (Mega).
Weapon with this component is two-handed handed and gains the Reach weapon property. Furthermore this reduces the Mishap chance by 1 to a minimum of one.
Versatile
Type: Component (Grip), (Haft), (Shaft),
Body Used: Blade (Small), Blade (Medium), Blade (Large), Blade (Mega), Axe Head (Small), Axe Head (Medium), Axe Head (Large), Axe Head (Mega), Blunt Head (Small), Blunt Head (Medium), Blunt Head (Large), Blunt Head (Mega), Spear Head (Small), Spear Head (Medium), Spear Head (large), Spear Head (Mega).
Weapon with this component gains the Versatile weapon property the damage dice increases by one die type when wielding with two-hands, if the die type is 1d12 it becomes (2d8) and if it was 2d6 it is 3d6. Furthermore this reduces the Mishap chance by 1 to a minimum of one.
Attachment / Component Group 3
Point, Face, Tip, Cracker, Knuckles
All firearms must have some sort of a barrel to direct the projectile toward the target. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Makeshift | - | - | - | |
Standard | Trivial | - | - | |
Trowing | Trivial | - | - | |
Straight Blade | Trivial | - | - | |
Lethal | Simple | - | - | |
Erginomic | Simple | - | - | |
Pick Head | Simple | - | - | |
Spikes | Simple | - | - | |
Blades | Simple | - | - | |
Claws | Simple | - | - |
Makeshift
Type: Component (Point), (Face), (Tip), (Cracker), (Knuckles)
Body Used: Blade (Tiny), Blade (Small), Blade (Medium), Blade (Large), Blade (Great), Blade (Mega), Axe Head (Small), Axe Head (Medium), Axe Head (Large), Axe Head (Great), Axe Head (Mega), Blunt Head (Small), Blunt Head (Medium), Blunt Head (Large), Blunt Head (Great), Blunt Head (Mega), Spear Head (Small), Spear Head (Medium), Spear Head (large), Spear Head (Mega), Whip (Small), Whip (Medium), Whip (Large), Whip (Mega).
Weapon with this component gains the Inaccurate (-1) weapon property.
Standard
Type: Component (Point), (Face), (Tip), (Cracker), (Knuckles)
Body Used: Blade (Tiny), Blade (Small), Blade (Medium), Blade (Large), Blade (Great), Blade (Mega), Axe Head (Small), Axe Head (Medium), Axe Head (Large), Axe Head (Great), Axe Head (Mega), Blunt Head (Small), Blunt Head (Medium), Blunt Head (Large), Blunt Head (Great), Blunt Head (Mega), Spear Head (Small), Spear Head (Medium), Spear Head (large), Spear Head (Mega), Whip (Small), Whip (Medium), Whip (Large), Whip (Mega).
Weapon with this component gains no Positives or Negatives.
Throwing
Type: Component (Point), (Face), (Tip)
Frames Used: Any with the Thrown or Mega Thrown weapon properties.
Weapon with this component now deals Piercing and gains 2 Additional range increments.
Straight Blade
Type: Component (Point)
Frames Used: Blade (Tiny), Blade (Small), Blade (Medium), Blade (Large), Blade (Great), Blade (Mega).
Weapon with this component your blade may now deal Piercing damage as well as Slashing.
Lethal
Type: Component (Point), (Face), (Tip), (Cracker), (Knuckles)
Frames Used: Blade (Tiny), Blade (Small), Blade (Medium), Blade (Large), Blade (Great), Blade (Mega).
Weapon with this component gains the Lethal weapon property.
Erganomic
Type: Component (Point), (Tip),
Frames Used: Blade (Small), Blade (Medium), Blade (Large), Blade (Great), Blade (Mega), Spear Head (Small), Spear Head (Medium), Spear Head (large), Spear Head (Mega).
Weapon with this component gains the Finesse weapon property.
Pick Head
Type: Component (Face)
Frames Used: Axe Head, Blunt Head
Weapon with this component Now deals Piercing damage and you gain advantage on all rolls made to dig, tunnel or break stone.
Spikes
Type: Component (Knuckles)
Frames Used: Axe Head, Blunt Head
Weapon with this component Now deals Piercing damage.
Blades
Type: Component (Knuckles)
Frames Used: Axe Head, Blunt Head
Weapon with this component Now deals Slashing damage.
Claws
Type: Component (Knuckles)
Frames Used: Axe Head, Blunt Head
Weapon with this component Now deals your choice of either Piercing or slashing damage.
Weapon Group 4
Guard,' Butt, Rear Edge, Fall
At this point the weapon can be fired but the user will suffer disadvantage because of the lack of a Sighting device, unless you attach a sight to the firearm. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
- | 1 | - | - | |
- | 5 | - | - | |
- | 10 | - | - | |
- | 20 | - | - | |
- | 15 | - | - | |
- | 25 | - | - | |
- | 20 | - | - |
Makeshift
Type: Component (Guard), (Butt), (Rear edge), (Fall), (Back)
Frames Used:
Weapon with this component Gains the Inaccurate (-1).
Standard
Type: Component (Guard), (Butt), (Rear edge), (Fall), (Back)
Frames Used:
Weapon with this component has no Positives and Negatives.
Cross
Type: Component (Guard)
Frames Used:
Weapon with this component gain a +1 AC bonus against melee attacks.
Double Headed
Type: Component (Butt)
Frames Used:
Weapon with this component may now deal your choice of either Slashing, Piercing or Bludgeoning damage as well as it original, this must be of a different type then your Body. If you choose to deal this new damage type during an attack you must determine it before making the attack, you will reduce its damage dice by one die type. If the damage is 2d6 it becomes 1d10, if 2d8 its 2d6 and if its 3d6 it becomes 2d8.
Lightning Prod/Coil
Type: Component (Guard), (Fall)
Frames Used:
Weapon with this component Now deals Lightning damage.
Nero Prod/Coil
Type: Component (Fall)
Frames Used:
Weapon with this component Now deals Psychic damage. Furthermore when dealing damage with this weapon it deals double Stress damage.
Rocket Head
Type: Component (Butt), (Back)
Frames Used:
Weapon with this component deals one additional damage dice but gains the Extensive action weapon property.
Attachment / Component Group 5
Pommel, Knob, Rear Tip, Heal, Palm
The Rate of fire determins the rate at witch a weapon can be fired, not all weapons use this Component Group. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Bolt Action | 5 | - | - | |
Semi Auto | 5 | - | - | |
Burst Fire | 10 | - | - | |
Full auto | 10 | - | - | |
Select fire | 10 | - | - | |
Hair Trigger | 25 | - | - |
Makeshift
Type: Component (Pommel), (Knob), (Rear Tip), (Heal), (Palm)
Frames Used: -
Weapon with this component Gains the Inaccurate (-1).
Standard
Type: Component (Pommel), (Knob), (Rear Tip), (Heal), (Palm)
Frames Used: -
Weapon with this component Gains no Positives or negatives.
Vibro/Power Resonator
Type: Component (Pommel), (Knob), (Rear Tip), (Heal), (palm)
Frames Used: -
A weapon with this component gains AP (-1), Per Tier.
Arch Module
Type: Component (Pommel), (Knob), (Rear Tip), (Palm)
Frames Used: Axe Head, Blunt Head
Weapon with this component Now deals a combination of Lightning and your normally dealt damage, the amount of the two types of damage are dependent on the weapons original damage dice, see chart below for details.
d8 | Normal/Lightning damage |
---|---|
1d4 | 1d4/1 |
1d6 | 1d4/1d4 |
1d8 | 1d6/1d4 |
1d10 | 1d6/1d6 |
1d12 | 1d8/1d6 |
2d6 | 1d8/1d8 |
2d8 | 1d10/1d10 |
2d10 | 1d12/1d12 |
3d6 | 1d12/1d10 |
2d12 | 2d8/1d12 |
3d8 | 2d8/1d10 |
4d6 | 2d8/2d6 |
Cryo Module
Type: Component (Pommel), (Knob), (Rear Tip), (Palm)
Frames Used: Axe Head, Blunt Head
Weapon with this component Now deals a combination of Cryo and your normally dealt damage, the amount of the two types of damage are dependent on the weapons original damage dice, see chart below for details.
d8 | Normal/Cryo damage |
---|---|
1d4 | 1d4/1 |
1d6 | 1d4/1d4 |
1d8 | 1d6/1d4 |
1d10 | 1d6/1d6 |
1d12 | 1d8/1d6 |
2d6 | 1d8/1d8 |
2d8 | 1d10/1d10 |
2d10 | 1d12/1d12 |
3d6 | 1d12/1d10 |
2d12 | 2d8/1d12 |
3d8 | 2d8/1d10 |
4d6 | 2d8/2d6 |
Flame Module
Type: Component (Pommel), (Knob), (Rear Tip), (Palm)
Frames Used:
Weapon with this component Now deals a combination of Fire and your normally dealt damage, the amount of the two types of damage are dependent on the weapons original damage dice, see chart below for details.
d8 | Normal/Fire damage |
---|---|
1d4 | 1d4/1 |
1d6 | 1d4/1d4 |
1d8 | 1d6/1d4 |
1d10 | 1d6/1d6 |
1d12 | 1d8/1d6 |
2d6 | 1d8/1d8 |
2d8 | 1d10/1d10 |
2d10 | 1d12/1d12 |
3d6 | 1d12/1d10 |
2d12 | 2d8/1d12 |
3d8 | 2d8/1d10 |
4d6 | 2d8/2d6 |
Plasma Blade
Type: Component (Pommel)
Frames Used:
Weapon with this component Now deals plasma damage.
Attachment / Component Group 6
Misc
The Rate of fire determins the rate at witch a weapon can be fired, not all weapons use this Component Group. Below is a chart with the requisition cost of each Attachment / Component in this group.
Attachment / Component | Complexity | Build Cost | Build Time | Materials |
---|---|---|---|---|
Potency Enhancement | 5 | - | - |
Potency Enhancements
Type: Component (Guard), (Butt), (Rear Edge), (Fall)
Frames Used: -
A weapon with this component gains Potency to all types of damage this weapon deals, this is dependant on what Tier the crafter of of the weapon is. see chart below for what potency is given per tier.
Crafter Tier | Benefits |
---|---|
1 | - |
2 | Potency (+) |
3 | Potency (++) |
4 | Potent (+++) |
Lanyard
Type: Component (Misc)
Frames Used: -
gain advantage on saves and checks against being disarmed or dropping your weapon.
Bio Recognition Modual
Type: (Pommel), (Knob), (Rear Tip), (Heal)
Frames Used: -
These custom grips check the biosignature of the wielder every time they are held, ensuring that only authorized personnel can activate the weapon. Any mechanisms your weapon has (triggers, sights, Underbarrel attachments etc.) will not activate for anyone but you.
Armor Creation
Equipment Type: All Armor slots, see below
Activation Type: See donning Armor Below
Material: See below
-.
No Armor Benefits
AC | Stealth | Properties | Ability Enhancements | Weight |
---|---|---|---|---|
10 (No max dex) | - | None | None | 0 lbs |
Doning Armor: To don power armor you must use an object interaction when you are within 5ft of the rear of the armor to open it, at the start of your next turn the armor will be open, you may then as an action climb into the suit, you must then use another object interaction to close the armor. After the armor is opened it will remain that way for 1 min or until you climb in or you use an object interaction on it within 5ft.
Crafting Armor: each pierce of armor occupies its own slot and your armors overall stats and properties will be determined on how many of each type is equipped in each armor slot. There are 6 total armor slots, the Helmet, Torso, Bracer, Gauntlet, Breeches and Sabotons. You do not need to have all armor locations filled to gain the benefits of armor
Armor Creation
Each armor piece may have one Component in each of the armors Component groups, each armor has 3 Component Groups that can be changed an modified to change the way the armor will perform. When it comes to the assembly of a set of armor, theres is many steps in doing so. You must fill all the first 2 component slot for each piece of armor to be functional, Component Group 3 is optional. Some components for certain armor types may require you to have a certain number of armor locations filled with that component in order for it to function.
Each type of armor Piece must be learned as an individual Schematic and when you create a piece you must Create and complete a skill challenge for each individual Piece you are making.
Armor Components Group 1
Below is a chart with the cost of each Component in this group.
Component | Complexity | Build Time | Artisans Craft | Materials |
---|---|---|---|---|
Super Light | Trivial | Outfitters Equipment | - | |
Light | Trivial | Outfitters Equipment | - | |
Medium | Trivial | Outfitters Equipment | - | |
Heavy | Simple | Outfitters Equipment | - | |
Super Heavy | Advanced | Outfitters Equipment | - |
Type: you must pick one of the below armor types
Armor Types
Each Armor piece has 6 locations.
Type | AC bonus | Type | Properties | Weight |
---|---|---|---|---|
Super Light | + 1/4 (None) | Lite | None | 1/2-2 lbs Average |
Light | + 1/3 (Max dex 6, -1 per 3-6) | Lite | None | 1-5 lbs Average |
Medium | + 1/2 (Max dex 6, -1 per 1-2) | Medium | None | 6-10 lbs Average |
Heavy | + 1 (Max dex 6, -1 per 1-2) | Heavy | -5 movement per 3-6 | 11-15 lbs Average |
Super Heavy | + 1, 1/3 (Max dex 6, -1 each) | Heavy | -5 movement per 2-3 | 15-20 lbs Average |
Armor Components Group 2
Below is a chart with the cost of each Component in this group.
Component | Complexity | Build Time | Artisans Craft | Materials |
---|---|---|---|---|
Cloth | Trivial | - | Outfitters Equipment | 2 Cloth |
Leather/Hide | Trivial | - | Outfitters Equipment | 1 Cloth, 2 Leather |
Polycarbonate | Simple | - | Fabrication Equipment | 1 Cloth, 1 Leather, 2 plastic, 1 Carbon |
Chain link | Simple | - | Machinist Equipment | 1 Alloy |
Alloy Plate | Advanced | - | Machinist Equipment | 1 Leather, 2 Alloy |
Carapace | Advanced | - | Fabrication Equipment | - |
Flack/Kevlar | Advanced | - | Fabrications Equipment | - |
Advanced Alloy Chain link | - | Advanced | Machinist Equipment | - |
Advanced Alloy Plate | Advanced | - | Machinist Equipment | - |
Cloth
Armor Types used: Super Light, Light
If you are wearing only armor pieces with this component or the Leather/Hide Component, this armor does not suffer disadvantage on stealth rolls and you may catch fire from weapons that deal fire damage.
Heavy Cloth
Armor Types used: Light
If you are wearing only armor pieces with this component or the cloth or Leather/Hide Component, this armor does not suffer disadvantage on stealth rolls.
Leather/Hide
Armor Types used: Super Light, Light, Medium and Heavy
If you are wearing only other armor pieces with this component or the Cloth Component, this armor does not suffer disadvantage on stealth rolls.
If you are wearing a 4 or more pieces of armor with this component you gain resistance to Fire damage.
Polycarbonate
Armor Types used: Light and Medium
If you are wearing a 4 or more Pieces of armor with this component you gain resistance to Slashing and Bludgeoning damage.
If you are wearing a 5-6 Pieces of armor with this component you gain Immunity to Slashing and bludgeoning damage.
Chain link
Armor Types used: Super light, Light and Medium
If you are wearing a 3 or more pieces of armor with this component you gain resistance to Piercing damage.
Furthermore your max dex is reduce by 1 for every 3-6 chain link piece worn
Alloy Plate
Armor Types used: Light, Medium, Heavy and Super Heavy
If you are wearing a 4 or more Pieces of armor with this component you gain resistance to Piercing, Slashing and Bludgeoning damage and your armors AC bonus increases by 1. If your wearing all 6 pieces with this component you armor bonus is increased bay an additional 1.
Furthermore your max dex is reduce by 1 for every 1-3 Alloy plate pieces worn
Carapace
Armor Types used: Super light, Light, Medium, Heavy and Super Heavy
If you are wearing 4 Pieces or more with this component you gain resistance to Piercing and Slashing damage and Immunity to Bludgeoning.
Furthermore your max dex is reduce by 1 for every 3-6 carapace Pieces worn.
Flack/Kevlar
Armor Types used: Light, Medium, Heavy and Super Heavy
If you are wearing a 3-4 Pieces of armor with this component you gain resistance to Piercing and Slashing damage.
If you are wearing a 5-6 Pieces of armor with this component you gain Immunity to Piercing and Slashing damage.
Furthermore your max dex is reduce by 1 for every 1-3 Flack/Kevlar pieces worn.
Advanced Alloy Chain link
Armor Types used: Super light, Light and Medium
If you are wearing a more then 4 pieces of armor with this component you gain Immunity to Piercing damage.
Advanced Alloy Plate
Armor Types used: Light, Medium, Heavy and Super Heavy
If you are wearing a 4 or more pieces of armor with this component you gain Immunity to Piercing, Slashing and Bludgeoning damage.
Furthermore your max dex is reduce by 1 for every 2-3 advanced alloy plates worn.
Armor Components Group 3
Upgrade:
Cerasteal Coating
Armor Types used: Light, Medium, Heavy and Super Heavy
This Upgrade may only be taken with the Alloy plate or Advanced alloy plate components in group 2.
If you are wearing a 3-4 Pieces of armor with this component you gain resistance to Acid and Plasma damage.
If you are wearing a 5-6 Pieces of armor with this component you gain Immunity to Acid and Plasma damage.
Insulated
Armor Types used: Light, Medium, Heavy and Super Heavy
If you are wearing a 3-4 Pieces of armor with this component you gain resistance to Cryo and Fire damage.
If you are wearing a 5-6 Pieces of armor with this component you gain Immunity to Cryo and Fire damage.
Rubberized
Armor Types used: Light, Medium, Heavy and Super Heavy
If you are wearing a 3-4 Pieces of armor with this component you gain resistance to Lightning damage.
If you are wearing a 5-6 Pieces of armor with this component you gain Immunity to Lightning damage.
Leaded
Armor Types used: Light, Medium, Heavy and Super Heavy
If you are wearing a 3-4 Pieces of armor with this component you gain resistance to Radiation damage.
If you are wearing a 5-6 Pieces of armor with this component you gain Immunity to Radiation damage.
Reinforced
Armor Types used: Light, Medium, Heavy and Super Heavy
For every Pieces of armor with this component you have, you gain 1 + the crafters Tier Armor capacity for a light Piece, 1 + the crafters Tier x 2 for medium, 1 + the crafters Tier x 3 for Heavy and 1 + the crafters Tier x 4 for Super heavy.
This temporary hp called Armor Capacity has the same resistances your armor has if any, with the exception of acid damage, this Armor Capacity has vulnerability to Acid damage. once depleted the armor may provide its acid resistances or immunities if any to any damage taken after that.
Environmentally sealed
Armor Types used: Light, Medium, Heavy and Super Heavy
If all 6 pieces have this component it protects the wearer from the vacuum of space and other environmental hazards, while this suits helm is donned and sealed it gives the wearer Immunity poison damage sources sourced from out side the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the helm includes an internal/external speaker and inbuilt microphone communicator.
Hand Shields
Equipment Type: Shield
Activation Type: held in hand
Material: See below
-.
Shield Creation
Each armor piece may have one Component in each of the armors Component groups, each armor has 3 Component Groups that can be changed an modified to change the way the armor will perform. When it comes to the assembly of a set of armor, theres is many steps in doing so. You must fill all the first 2 component slot for each piece of armor to be functional, Component Group 3 is optional. Some components for certain armor types may require you to have a certain number of armor locations filled with that component in order for it to function.
Each type of armor Piece must be learned as an individual Schematic and when you create a piece you must Create and complete a skill challenge for each individual Piece you are making.
Armor Components Group 1
Below is a chart with the cost of each Component in this group.
Component | Complexity | Build Time | Artisans Craft | Materials |
---|---|---|---|---|
Buckler | Trivial | Outfitters Equipment | - | |
Small | Trivial | Outfitters Equipment | - | |
Full | Trivial | Outfitters Equipment | - | |
Tower | Simple | Outfitters Equipment | - | |
Colossal | Advanced | Outfitters Equipment | - |
Type: you must pick one of the below armor types
Armor Types
Each Armor piece has 6 locations.
Type | AC bonus | Type | Properties | Weight |
---|---|---|---|---|
Buckler | + 1 | Lite | Tiny | 1/2-2 lbs Average |
Small | + 2 | Lite | None | 1-5 lbs Average |
Full | + 2 (This is added to Armor saves made vs any listed damage types in) | Medium | None | 6-10 lbs Average |
Tower | + 2 (This is added to Armor saves made vs any listed damage types in) | Heavy | -5 movement per 3-6 | 11-15 lbs Average |
Colossal | + 3 (This is added to Armor saves made vs Slashing, Piercing and Bludgeoning damage) | Heavy | Bulky, -5 movement per 2-3 | 15-20 lbs Average |
Armor Components Group 2
Below is a chart with the cost of each Component in this group.
Component | Complexity | Build Time | Artisans Craft | Materials |
---|---|---|---|---|
Wood | Trivial | Carpentry Equipment | 3 Hardwood | |
Leather/Hide | Trivial | Outfitters Equipment | 1 Cloth, 5 Leather | |
Polycarbonate | Trivial | Fabrication Equipment | 1 Cloth, 2 Leather, 2 plastic, 1 Carbon | |
Alloy | Advanced | Machinist Equipment | 1 Leather, 2 Alloy | |
Carapace | Advanced | Fabrication Equipment | - | |
Advanced Alloy | Advanced | Machinist Equipment | - |
Wood
Armor Types used: Buckler, Small, Full, Tower, Colossal
Blocks Slashing, Piercing and Bludgeoning damage. this is also susceptable to breakage and may catch fire from weapons that deal fire damage.
Leather/Hide
Armor Types used: Buckler, Small, Full
Blocks Fire and Slashing damage.
Polycarbonate
Armor Types used: Buckler, Small, Full, Tower, Colossal
Blocks Slashing, Piercing and Bludgeoning damage.
Alloy Plate
Armor Types used: Buckler, Small, Full, Tower, Colossal
Blocks Slashing, Piercing and Bludgeoning damage.
Carapace
Armor Types used: Buckler, Small, Full, Tower, Colossal
Blocks Slashing, Piercing and Bludgeoning damage.
Advanced Alloy Plate
Armor Types used: Buckler, Small, Full, Tower, Colossal
Blocks Slashing, Piercing and Bludgeoning damage.
Armor Components Group 3
Upgrade:
Cerasteal Coating
Armor Types used: Buckler, Small, Full and Tower, Colossal
Blocks, Acid and Plasma damage.
Insulated
Armor Types used: Buckler, Small, Full and Tower, Colossal
Blocks Cryo and Fire damage.
Rubberized
Armor Types used: Buckler, Small, Full and Tower, Colossal
Blocks Lightning damage.
Leaded
Armor Types used: Buckler, Small, Full and Tower, Colossal
Blocks Radiation damage.
Reinforced
Armor Types used: Buckler, Small, Full and Tower, Colossal
you gain +5 armor capacity for a Buckler Shield, +10 for Small, +15 for Full +20 for Great and.
this Armor Capacity has the same resistances your armor has, if any.
Power Frame
Simple complexity device schematic
Equipment Type: Special All Armor slots, if you enter a Power frame you may not have Armor greater then light Equipped.
Activation Type: See donning a Power Frame Below
Energy: 1000 Hours
Charges: None
Recharge: 1 Hour
Material: Charged Arcanium Core, Tech tools DC 15, Artificers Tools DC 15
the power armor of the post omni apocalypse has undergone many changes over the years. all power armor starts with a Frame all frames are basically the same and give you enhanced physical abilities. The frame itself is is not very armored but it does allow the wearer some basic enhancements as seen below.
Power frames come in all shapes and sizes, Small and large creatures may still use power frames but it must be built for the specific size category, most common frames are made for medium creatures of human size and shape but small and large frames can be found or a medium frame can be modified in some cases. Some mutants may not be able to find the proper frame or not be able to modify a frame to suit them. If there is any questions consult you GM. some mutants like those with horn mutation may be able to where a frame but will not be able to where a helm, treat yourself as having that slot filled by the appropriate type of armor when determining Power frame plate bonuses.
Power Frame Benefits
AC | Stealth | Properties | Ability Enhancements | Weight |
---|---|---|---|---|
12 (Max dex +5) | Disadvantage | Special | +4 Str, +4 dex, +10ft Movement | 450 lbs |
Power Frame Properties
Servo Actuators: When wearing a power frame you count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift. Furthermore you gain the Larger than Most Ability as described Below.
Larger than Most You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.
Recoil Suppression: Provides the ability to fire Non Heavy two handed weapons with one-handed. if this is done attacks are made at a negative equal to your currant Proficiency bonus.
No Manual Dexterity: While protective, armored gloves are not ideal for fine manipulation, you have the following negatives while in power armor.
you can not wield any Tiny weapons
Suffer a -10 penalty on slight of hand and dexterity based skill tests that rely on fine manipulation of you fingers.
Length per Omni Core: Each Frame runs of a single Omni core a highly Technological device that borders on the lines of magic and Technology, this core provides a nuculer level of power. the core is placed into the frame gives the frame 1000 hours of run time as just the frame in normal operations. To install a Omni Core it takes about an hour and requires a charged core, Tech tools and a check at DC 15 and Artificers tools and a check at DC 15. if ether test is failed it may be re attempted at a DC of + 5, if the second attempt is failed the process must be done again.
Doning power Armor: To don power armor you must use an object interaction when you are within 5ft of the rear of the armor to open it, at the start of your next turn the armor will be open, you may then as an action climb into the suit, you must then use another object interaction to close the armor. After the armor is opened it will remain that way for 1 min or until you climb in or you use an object interaction on it within 5ft.
Power Armor Frame Partswith the right services a power armor frame may be upgraded and augmented to suit many different operational functions, Like armor plating or grave boots for use in the zero gravity of the Cosmos, whatever it may be you must follow a few guidelines when you upgrade your armor. A frame has 6 major locations the Torso, Left arm, Right arm, Left leg, Right leg and the Head. Each location may have one armor plat and as many integrations as you wish.
Power Armor Drain:Heavier armor and multiple device integrations will require more power as all system that you add to or integrated into your frame are powered by the Arcanium core. This power drain will take from the total hours of power you have until your Core needs to be changed. For armor plates this drain will be noted in the Armor plate description.
For Device integration you may integrate any amount of systems in any of the 6 Armor location on a frame, but this will be at a cost of 10 hours x tier of energy for each device that was integrated.
if you stay at a sustained Sprint for more than an hour a day you will drain a 50 of energy for each hour sustained beyond the first.
Power Frame Plates
Each power frame has 6 plate locations.
Plate | AC bonus | Type | Ability adjustments | Weight | Complexity |
---|---|---|---|---|---|
Light | + 1/3 (Max dex -1 per - 3-6) | Lite | -5 movement with 3-6, -1 STR per 3-6 | 25 lbs | Simple |
Medium | + 1/2 (Max dex -1 per - 2-4) | Medium | -5 movement per 2-3, -1 STR per 1-3, -1 DEX per 1-3 | 75 lbs | Simple |
Heavy | + 1 (Max dex -2 per 1-3) | Heavy | -5 movement per 1-2, -2 STR per 1-3, -2 DEX per 1-3 | 125 lbs | Advanced |
Super Heavy | + 1, 1/3 (Max dex -1 each) | Heavy | -10 movement per 1-3, -2 STR per 1-3, -1 DEX per | 225 lbs | Intricate |
Power frame Plate
Each type of plate must be learned as an individual Schematic and when you create a plate you must Create and complete a skill challenge for each individual plate you are making.
You gain further bonuses when you have different amounts of specific types of plates equipped as well as if you have all the same plates additional benefits are granted, See Below.
Super Heavy Plates
- For each Super Heavy plate you have attached you will reduce the energy by 100 Hours.
- If you have all Super Heavy type plates in all 6 locations you gain the following Power frame properties: Overpowered Servo Actuators and Bio Enhancement Module.
Heavy Plates
- For each Heavy plate you have attached you will reduce the energy by 75 hours.
- If you have all Heavy type plates in all 6 locations you gain the following Power frame properties: Overpowered Servo Actuators.
Medium plates
- For each Medium Armor Plates you have attached will Reduce the energy by 50 Hours.
- If you have all Medium type plates in all 6 locations you gain the following Power frame properties: Enhanced Servo Actuators.
Light plates
- For each Light Armor Plates you have attached will Reduce the energy by 25 Hours.
- If you have all light type plates in all 6 locations you no longer suffer disadvantage on stealth checks made and you gain the following Power frame properties: Enhanced servo Actuators.
- For each Light plate you have, you gain gain 10 temporary HP,
Power Frame Upgrades
Below is a list of upgrades that my be applied to a Power frame, each of these upgrades will have to be learned as a individual Device schematic and when learned as well as when you create/install the upgrade, it will require Artificers equipment in addition to Tech Equipment. Each Upgrade will be listen in a specific Device Schematic category this will be what complexity the Schematic the
learner/crafterneeds to learn or acquired. There is no limit to the number of these upgrades a frame may have but some may not be taken with another upgrades, or may require another specific upgrade, if this is the case it will be noted in the upgrade description below.
Simple Schematic
Reinforced Plating: Each reactive plate gains +5 temporary HP per plate for Light Plates and a +10 for medium, +15 for heavy and +20 for super heavy. This temporary HP must be used after any shield capacity or Catalyst Power Temp HP, and it has Vulnerability to Acid damage.
Advanced Alloy Plating: If all plates are advanced alloy the wearer gains resistance to Bludgeoning, Piercing and Slashing damage. This cant be taken with Cerasteel Plating. this resistance is only used when damage is applied to the armors Temporary armor bonus. This upgrade reduces the operations time of a frame by 50 hours. This also requires an amount of Alloy equal to 100gp for each plate made.
Cerasteel Coating: If all plates are Ceresteal the wearer gains resistance to Acid and Plasma damage. This upgrade reduces the operations time of a frame by 10 hours.
Insulation: the wearer of a frame with Insulation gains resistance to Cold and Fire damage. This upgrade reduces the operations time of a frame by 10 hours.
Rubberized: the wearer of a frame with Rubberized gains resistance to Lightning damage. This upgrade reduces the operations time of a frame by 5 hours.
Leaded: the wearer of a frame with Leaded gains resistance to Radiation damage. This upgrade reduces the operations time of a frame by 5 hours.
Enhanced Servo Actuators: This frame no longer suffers the reduction to its movement ability Enhancement. If this is used with a frame that has 4 or more Super heavy plates you may only suffer no more then a -5 to you movement from your armor.
Reactive Servo Actuators: This frame no longer suffers the reduction to its Dexterity ability Enhancement. This may not be used with any Super heavy plate applied.
Overpowered Servo Actuators: This frame no longer suffers the reduction to its Strength ability Enhancement. This may not be used with any light plate applied.
Environmentally Sealed: Protects the wearer from the vacuum of space and other environmental hazards, while this suits helm is donned and sealed it gives the wearer Immunity poison damage sources sourced from out side the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the helm includes an internal/external speaker and inbuilt microphone communicator.
Bio Enhancement Module: The wearer of this frame gains a +4 Constitution ability enhancement.
Audio Filters: This must be taken with Environmentally sealed, You gain Immunity to Sonic/Thunder damage
Reactive Flash Shielding: This must be taken with Environmentally sealed, You gain Immunity to Flash damage
Advanced
Advanced Frame and wiring Harness: This frame may now have one more device integrations on each of its equipment slots.
Master-Crafted Alloy Plating (Replaces Alloy Plating): Gain immunity to Slashing, Piercing and Bludgeoning damage.
Master-Crafted Cerasteal Coating (Replaces Cerasteal coating): Gain immunity to Acid and Plasma damage.
Master-Crafted Insulations (Replaces Insulation): Gain immunity to Cold and Fire damage.
Master-Crafted Rubberized (Replaces Rubberized): Gain immunity to Lightning damage.
Master-Crafted Leaded (Replaces Leaded): Gain immunity to Radiation damage.
Intricate
Artificers Alloy Plating (Replaces Master-Crafter Alloy Plating): Gain immunity to as well as a damage reduction -5 to Slashing, Piercing and Bludgeoning damage.
Artificers Cerasteal Plating (Replaces Master-Crafter Cerasteal Plating): Gain immunity as well as a damage reduction -5 to Acid and Plasma damage.
Artificers Insulations (Replaces Master-Crafter Insulation): Gain immunity to as well as a damage reduction -5 to Cold and Fire damage.
Artificers Rubberized (Replaces Master-Crafter Cerasteal Plating): Gain immunity as well as a damage reduction -5 to Lightning damage.
Artificers Leaded (Replaces Master-Crafter Insulation): Gain immunity to as well as a damage reduction -5 to radiation damage.
Vehicle Creation
Mech Creation
Material:
Part | Materials Needed |
---|---|
Standard Hull | 20 Metal Alloy, 2 Wires, 4 glass, 3 Rubber Hoses, 1 Power Cell |
Scout Hull | 15 Metal Alloy, 2 Wires, 3 Rubber Hoses, 1 Power Cell |
Armored | 25 Metal Alloy, 2 Wires, 5 glass, 3 Rubber Hoses, 2 Power Cell |
Light weight | 10 Metal Alloy, 2 Wires, 3 glass, 3 Rubber Hoses, 1 Power Cell |
Bipedal | 8 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Quadrupedal | 16 Metal Alloy, 4 Wires, 8 Rubber Hoses |
Tracks | 20 Metal Alloy, 2 Wires, 6 Rubber Hoses |
Grav Plate | 12 Metal Alloy, 10 Wires, 4 Rubber Hoses, 4 Power cells |
Grabber Claw | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Melee Arm | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Ranged Arm | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Grapple Arm | 5 Metal Alloy, 2 Wires, 2 Rubber Hoses, 50ft Steal Cable |
This Schematic allows the owner the ability to create a Mech. The Mech is a highly customizable vehicle, that is usually seen with articulated arms. These War walker or tank like Mechs come many types, having different means to functionality and support, like different Legs, Arms, weapon systems, hull types and much more.
The Mech is most favored when Federation army patrols must move across rough terrain that would completely immobilize heavier wheeled or tracked vehicles. Mech achieve a perfect balance of robustness and mobility, able to negotiate terrain that would immobilize heavier vehicles whilst still able to face down fire that would shred ranks of infantry.
Some Mech, appropriately called Armored Mechs, may possess better cockpit armor plating than the norm and are fitted with stabilizers to let them carry heavier weaponry. This transforms the Mech's role from one of utility, armed reconnaissance and light infantry fire support to one of full on anti armor or even artillery support.
Many civilian and mercenaries employ the use of a Walker in combat and non combat functions. Some engineers acquire or build a sentinel and outfit it with many different upgrades and functions, causing different modification and models to be developed, like the Lifters and Runner variations.
Building a Mech
There are four main parts of a Mech, Each Mech must have one Hull option, one legs option and two arm options, though both arms can be the same. Each of these part make changes to various stats of the Mech profile in the following pages.
When learning how to create a Mech you must learn each of the Hull, Leg and Arm options as a separate Schematic, additionally when you create a Mech from scratch you must build each Part separately and once you have all the Parts built you must the complete a Crafting challenge with an advanced difficulty and now Material cost, though Credit value must still be provided.
Hull
Standard
Stat | Modification |
---|---|
Hull Points: | 20 x Con bonus |
Armor Class: | 13 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 20 Str/16 Dex/18 Con |
Movement/round: | 35ft |
Movemnet/Over Land: | 35 Mph |
Vehicle handling: | 0 |
Fuel use per Hour: | 10 Gal |
Fuel tank Size: | 300 Gal |
Scout
Stat | Modification |
---|---|
Hull Points: | 10 x Con bonus |
Armor Class: | 12 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 18 Str/18 Dex/14 Con |
Movement/round: | 50ft |
Movemnet/Over Land: | 50 Mph |
Vehicle handling: | +2 |
Fuel use per Hour: | 5 Gal |
Fuel tank Size: | 100 Gal |
Furthermore a scout body gains the Crew Exposure vehicle position action as well as the Open topped and Open Topped Crew positions Actions vehicle feature below.
Crew Exposure: Anyone in any position is considered 3/4 cover to all targets except for targets in a 45 degree arch from the rear, if that is the case the driver is completely covered.
Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss the targets AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Open Topped Crew positions Actions any crew may on its turn, attack as normal from its position with non heavy ranged weapon, they may be fired in a 180 degree arch off the Front of the Vehicle if you are the driver the though this may not be done if the driver has moved or used an action with the mech this may not be done. if you have the spar seats upgrade the other crew may fire from there positions like the drive.
Armored
Stat | Modification |
---|---|
Hull Points: | 25 x Con Bonus |
Armor Class: | 16 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 22 Str/14 Dex/20 Con |
Movement/round: | 30ft |
Movemnet/Over Land: | 30 Mph |
Vehicle handling: | -5 |
Fuel use per Hour: | 20 Gal |
Fuel tank size: | 400 Gal |
Furthermore any crew that is enclosed in this vehicle gains advantage on any save against any effects that cause the Blinded, Deafened as well as disadvantage on perception skill test.
Light weight
Stat | Modification |
---|---|
Hull Points: | 15 x Con Bonus |
Armor Class: | 14 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 16 Str/20 Dex/16 Con |
Movement/round: | 40ft |
Movemnet/Over Land: | 40 Mph |
Vehicle handling: | +4 |
Fuel use per Hour: | 10 Gal |
Fuel tank size: | 200 Gal |
Furthermore a Battlemechs with this hull is now Large size, and Battlemech with this hull may not equip any weapons with the Heavy or Large weapon property and its stomp now deals d6's for damage die instead of d8's.
Legs (pick one)
Bipedal: Standard legs with now changes.
Quadrupedal: A Mech with these legs is no longer effected by difficult terrain and Pilots gain advantage on any checks Made to avoid being knocked prone.
Furthermore a Mech with these legs has -5 ft movement per round and -5 Mph over land and Burns an additional 5 gallons of fuel per hour of operations.
Tracks: Any weapons on a Mech withe these legs, to include a gun turret no longer suffers the effects of the heavy weapon property and you are immune being knocked prone and may not use the stomp attack.
Furthermore a Mech with these legs has -10 ft movement per round and -10 Mph over land and Burns an additional 20 gallons of fuel per hour of operations.
Grav Plate: A Mech with these Legs now floats above most surfaces to include liquids. You are immune being knocked prone.Furthermore a Mech with thses legs have an additional -5 vehicle handling, Burns an additional 10 gallons of fuel per hour of operations and cant use the stomp attack.
Arms (pick 2, may have the same)
Grabber Claw: Standard arm with no changes. See Mech Profile for details.
Melee Arm: Your Battlemech gains an arm that can have any Mega melee weapon that does not have the Two handed Property, Melee weapons deal one additional damage dice or 2 if its a split damage weapon, IE a weapon that deals 2d4 or 2d6 ext. unless you have a Light weight Body then the damage stays the same. If you have two Melee arms you may use two handed weapons or weapons with the versatile property if you use both arms. Furthermore all weapons on a melee arm gains a +5ft reach.
Ranged Arm: Your Mech gains an arm that can have any ranged weapon that does not have the Light or Tiny weapon property mounted to it.
Grapple Arm: you gain a grappling launcher This fires a grappling hook connected to a 90 foot long cable. You may as an action on your turn or as a reaction, activate this arm, causing the grappling hook to shoot outward, unspolling the cable behind it as it goes. to do so you must make a ranged attack with grapple, if it hits it deals 2d8 Piercing damage, with the AP (3) weapon property and the hook remains in the target and the target is grappled.
You can take an object interaction to activate a winch which winds the cable back into the compartment. If the grappling hook has been set, the winch will pull your weight x2 toward the Mech at a rate of 30 feet per round.
At any point a creature grappled by this feature may use its action to attempt to remove the hook, the target must make a strength save DC 8 + Pilot Pro + Mech Dex, removing the spear on a successful save.
Mech Upgrades
Below is a list of available War rig Upgrades. Each upgrade must be learned and created/Apply as a separate Schematic. Each complexity and the Upgrades in it are listed below.
Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequisites will be listed in the upgrades description.
Common Upgrades (Trivial)
Shield Generator: Your Mech may now install or wear and gain the benefits of any shield generator, on your mech.
Armor plates: Your Battlemech gains a +2 bonus to your AC on all sides an you suffer a -2 to all vehicle handle checks and a -5ft movement and -5 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations. This may be taken twice.
Cerasteal Plating: Your War Bike gain resistance to Fire, Acid and Plasma damage.
Insulation: Your Motor Bike gain resistance to Electrical/Lighting, Cryo/Cold and Radiation damage.
Hull Supports: Your Mech gains additional Hull points equal to 5 x your mechs constitution bonus for a light Hull, 10 x your mechs constitution bonus for Scout Hull, 15 x your mechs constitution bonus for Standard Hull and 20 x your mechs constitution bonus for Armored Hull. as well as the vehicle now Burns 5 gallons more fuel per hour of operations for a Light body, 10 for Scout, 15 for standard and 20 for Armored.
Superior Materials: your Mechs Constitution is increased by +4
Enhanced Hydraulics: your Mechs Strength is increased by +4
Mobility Enhancements: your Mechs Dexterity is increased by +4
Turbo Core: your Mechs Speed increases by 20ft and gains 20 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations.
Underslung Weapon: You gain a Non heavy weapon that is attached to one of you arms, this may be taken twice, once for each arm.
Uncommon Upgrades (Simple)
Advanced Targeting systems: Ranged weapons on you Mech with the exception of a Gun turret, do not suffer the Effects of long range as well as you may use your pilots entire dex bonus when making weapon attacks with driver or pilot weapons regardless of the vehicles dex.
Malware Protection: Your Mech is now immune to the effects of Charmed and Frightened or any effect that targets a construct.
Extra Large Fuel Tank: Your Mechs fuel tank now hold double the amount gallons.
Enhanced Fuel System: Your Your Mechs fuel consumption is reduced by 1/2 (round down to nearest 5 or 10 gal).
Weapon stabilizers: Your Mech no longer suffers from the unstabilized weapons feature.
Auto Loader: You may reload any vehicle weapons system you have as a bonus action with the exception a mounted gun turret. This may only be done 1 time for each weapon between rests. This upgrade may be taken more then once allowing one additional reload per weapon between rests.
Maglock Footing (Must have Bipedal or Quadrupedal): Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface When when wearing these boots the mechs movement is reduced by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.
Heavy Footed (Must have stomp): your Stomp deals an additional damage die.
Martial Enhancements (Must have a Melee Arm): The weapon on your Melee arm will always use the versatile deals one additional damage dice or two if its a chain weapon, IE Chain Ax, Chain spear ext.
Marine Propulsion Systems (Must have Environmentally sealed and can not have Tracks or Grave plate): Your Mech gains a swim speed equal to half your base speed.
Gun Turret (Cant be taken with Larger Storage or Spare Seats) your Mech gains a new position with a turret that 1 passenger can man. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The Turret Gunner may on its turn, fire the mounted weapon as a attack action.
Gun Turret (Position): fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.
Shoulder Mounted Artillary: The pilot may now fire a shoulder mounted turret that may have any Missile Launcher, Rocker launcher, Grenade Launcher or Mortar weapon mounted to it. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action. This may be take twice mounting a weapon on each shoulder.
Shoulder Mounted Artillary weapon. The weapon fires in a 180 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.
Heavy Hitter (Requires a Melee arm): You may wiled Two handed weapon or use the versatile damage weapons av a weapon wielded in one Melee arm, Though all attacks will suffer a negative to the attack roll equal to the wielders proficiency.
Spare Seats (Cant be taken with Gun Turret or Larger Storage): you Mech may have 2 passenger of medium size or less, as well as this vehicle now Burns 5 gallons more fuel per hour of operations.
Larger Storage (Cant be taken with Gun Turret or Spare Seats): the Storage compartment in your walker is now 5x5 and can hold 1000 pounds, as well as this vehicle now Burns 10 gallons more fuel per hour of operations.
Environmentally Sealed (Must have standard, Armored body or Light): Protects the occupants from the vacuum of space and other environmental hazards, while inside the vehicle it gives Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune Poison and Radiation damage as well as the poisoned condition from sources sourced form outside the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and includes an external speaker and inbuilt microphone communicator.
Jump Thrusters (Can not be taken with Tracks or Grav Plate): as an object interaction, You Mech may now jump up to your speed in hight and you movement forward. Furthermore you gain the slow fall feature Below, as well as this vehicle now Burns 5 gallons more fuel per hour of operations.
Slow Fall: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.
Rare Battelmech Upgrades (Advanced)
Advanced Advanced Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.
Advanced Cerasteal Plating (Cant be taken with Cerasteal Plating): Gain immunity to Fire, and acid damage.
Advanced Insulations (Cant be taken with Insulation): Gain immunity to Cold, and Lightning damage.
Full Audio Dampeners (Must have Environmentally sealed: Gain Immunity to Thunder damage.
Holy Icon: Gain Resistance to Radiant damage and Forces damage.
Booster Jets (Requires Jump Thrusters) During a jump, if you don't end the flight on a hard surface you may spend 1 charge and an amount of gallons of fuel equal to 5 x your Mechs Constitution bonus (minimum 1) and gain a fly speed equal to your movement, durring this flight you may make one Pivot of 90 degrees per turn. This may only be done for 5 rounds consecutively, spending the same amount of fuel used to initiate the jump each round and then it needs to be vented for 5 rounds. This may be done underwater gaining a swim speed instead of a fly speed with the same restrictions and If your in a zero gravity environment, you can Maneuver normally and no venting is needed and only uses 1 gallon of fuel. This has 5 charges, regaining all on a long rest.
If you have no charges left or you are venting you may not apply the effects of Slow fall.
Omni Core reactor: Each gallon of fuel now lasts 10 times longer then normal, you will still need to Provide Fule.
Mech
Huge/Vehicle Construct (Mount, 15ft. by 15ft.)
Crew One Driver of medium or small size.
Passengers None
Travel pace See Hull Stats
STR DEX CON INT WIS CHA See Hull See Hull See Hull 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning
Damage Immunities Poison, Psychic, Necrotic and Radiation regardless of Potency
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious
Hull
Armor Class: See Hull Stats
Hit points See Hull Stats
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.
Pilot
The Pilot may on its turn, use its action to use Stomp or use one of the arms on the battle Mech in replace of one of the pilots attacks during the pilots attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon is being fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes. Furthermore the drive may as there movement action make one move with the Mech.
Arm 1 (Grabber Arm): you now have a robotic manipulations arm, this arm can lift up to 100 pounds x the vehicles Strength bonus and requires the drivers action to operate. Many Battle Mechs have other types of arms like weapons arms or even grappling hooks launchers.
Arm 2 (Grabber Arm): you now have a robotic manipulations arm, this arm can lift up to 100 pounds x the vehicles Strength bonus and requires the drivers action to operate. Many Battle Mechs have other types of arms like weapons arms or even grappling hooks launchers.
Move: The Driver may move the vehicle up to the vehicles movement on its turn, the vehicle can not be turned greater the 90 during any given movement, meaning you may turn 90 during your normal movement but if you use another action or gain another movement action you may turn another 90 degrees.
Stomp. Melee Weapon Attack: reach 5ft., one target. Hit 9 (2D8 + 5), this attack can only be used against medium or smaller creatures.
In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.
Vehicle Features
A Mech has the following features
Fuel: This vehicle has a Ignas oil tank with an amount of gallons as listed in your Hull Stats and burns an amount of gallons each hour of operations as listed in the Hull stats, after witch the vehicle gains 1 level of Exhaustion every rounds after empty.
Handling. See Hull
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more then its base movement or made a turn greater then 90 degrees.
Utility Vehicle
Trivial complexity device schematic
Material:
Part | Materials Needed |
---|---|
Standard Hull | 20 Metal Alloy, 2 Wires, 4 glass, 3 Rubber Hoses, 1 Power Cell |
Scout Hull | 15 Metal Alloy, 2 Wires, 3 Rubber Hoses, 1 Power Cell |
Armored | 25 Metal Alloy, 2 Wires, 5 glass, 3 Rubber Hoses, 2 Power Cell |
Light weight | 10 Metal Alloy, 2 Wires, 3 glass, 3 Rubber Hoses, 1 Power Cell |
4x4 (Sport) | 8 Metal Alloy, 2 Wires, 4 Rubber Hoses, |
4x4 | 16 Metal Alloy, 4 Wires, 8 Rubber Hoses, |
8x8 | 20 Metal Alloy, 2 Wires, 6 Rubber Hoses, |
Tracks | 12 Metal Alloy, 10 Wires, 4 Rubber Hoses, 4 Power cells |
Grav Plate | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Boat Hull | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Submersable | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Troop Compartment | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Main Gun Turret | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Side Sponson | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Cargo Bed | 5 Metal Alloy, 2 Wires, 2 Rubber Hoses, 50ft Steal Cable |
This Schematic allows the owner the ability to create a Utility Vehicle. The War Rig is a highly customizable vehicle, that is usually seen with weapons or transport capabilities. These Utility Vehicle come many types, like Buggies or side by sides, Car, Trucks, tanks, or even bout or submersible like vehicles, all having many different means to functionality and support, like different Vehicle turrets, hulls supports and much more.
Utility Vehicle Creation
There are four main parts of a Utility Vehicle, Each Utility Vehicle must have one Hull option, one Mobility option and two Utility options. Each of these part make changes to various stats of the Utility Vehicle profile in the following pages.
When learning how to create a Utility Vehicle you must learn each of the Hull, Mobility and Utility options as a separate Schematic, additionally when you create a Utility Vehicle from scratch you must build each Part separately and once you have all the Parts built you must complete a Crafting challenge with an advanced difficulty and no Material cost, though Credit value must still be provided.
Hull
Standard
Stat | Modification |
---|---|
Hull Points: | 20 x Con bonus |
Armor Class: | 13 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 20 Str/16 Dex/18 Con |
Movement/round: | 35ft |
Movemnet/Over Land: | 35 Mph |
Vehicle handling: | 0 |
Fuel use per Hour: | 10 Gal |
Fuel tank Size: | 300 Gal |
Scout
Stat | Modification |
---|---|
Hull Points: | 10 x Con bonus |
Armor (Fron/Side/Rear): | 12 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 18 Str/18 Dex/14 Con |
Movement/round: | 50ft |
Movemnet/Over Land: | 50 Mph |
Vehicle handling: | +1 |
Fuel use per Hour: | 5 Gal |
Fuel tank Size: | 100 Gal |
Furthermore a scout body gains the Crew Exposure vehicle position action as well as the Open topped and Open Topped Crew positions Actions vehicle feature below.
Crew Exposure: Anyone in any position is considered 3/4 cover to all targets except for targets in a 45 degree arch from the rear, if that is the case the driver is completely covered.
Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss the targets AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Crew positions Actions any crew may on its turn, attack as normal from its position with non heavy ranged weapon, they may be fired in a 180 degree arch off the Front of the Vehicle if you are the driver the though this may not be done if the driver has moved or used an action with the mech this may not be done. if you have the spar seats upgrade the other crew may fire from there positions like the drive.
Armored
Stat | Modification |
---|---|
Hull Points: | 25 x Con Bonus |
Armor Class: | 16 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 22 Str/14 Dex/20 Con |
Movement/round: | 30ft |
Movemnet/Over Land: | 30 Mph |
Vehicle handling: | -5 |
Fuel use per Hour: | 20 Gal |
Fuel tank Size: | 400 Gal |
Furthermore any crew that is enclosed in this vehicle gains advantage on any save against any effects that cause the Blinded, Deafened as well as disadvantage on perception skill test.
Light weight
Stat | Modification |
---|---|
Hull Points: | 15 x Con Bonus |
Armor Class: | 14 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 16 Str/20 Dex/16 Con |
Movement/round: | 40ft |
Movemnet/Over Land: | 40 Mph |
Vehicle handling: | +4 |
Fuel use per Hour: | 10 Gal |
Fuel tank Size: | 200 Gal |
Furthermore a war riggs with this hull is now Large size, and may not equip any weapons with the Heavy or Large weapon property and its ram now deals d8's for damage die instead of d10's.
Mobility (pick one)
4x4 (Sport): A War Rig with this mobility gains a +20 ft movement per round and + 20 Mph over land, an additional -4 vehicle handling and Burns an additional 5 gallons of fuel per hour of operations
Furthermore a Utility Vehicle with this mobility Burns an additional 5 gallons of fuel per hour of operations and your ram deals D8 instead of D10s.
4x4: Standard mobility with now changes.
8x8: A Utility Vehicle with this mobility is no longer effected by difficult terrain and Drivers gain advantage on any checks Made to avoid being knocked prone.
Furthermore a Utility Vehicle with this mobility is now Huge size, has -5 ft movement per round, -5 Mph over land and Burns an additional 10 gallons of fuel per hour of operations.
Tracks: Any weapons on a War Rig with this mobility, not including a Mounted gun turret no longer suffers the effects of the heavy weapon property and your War Rig is immune being knocked prone.
Furthermore a Utility Vehicle with this mobility is now Huge, has -10 ft movement per round and -10 Mph over land and Burns an additional 20 gallons of fuel per hour of operations.
Grav Plate: A Utility Vehicle with this mobility now floats above most surfaces to include liquids and your War Rig is immune being knocked prone.
Furthermore a Utility Vehicle with this mobility is now Huge, has an additional -2 vehicle handling and Burns an additional 15 gallons of fuel per hour of operations.
Boat Hull: A Utility Vehicle with this mobility loses its on land movement and gains a swim speed equal to is movement overland movement though this may only float and may not dive.
Furthermore a Utility Vehicle with this mobility is now Huge, has an additional -4 vehicle handling and Burns an additional 5 gallons of fuel per hour of operations.
Boat Hull (Speed): A Utility Vehicle with this mobility loses its on land movement and gains a swim speed equal to is movement overland +20ft, though this may only float and may not dive.
Furthermore a Utility Vehicle with this mobility has an additional -6 vehicle handling and Burns an additional 10 gallons of fuel per hour of operations.
Submersable (Cant be used with a Scout Frame): A Utility Vehicle with this mobility loses its on land movement and gains a swim speed equal to is movement overland movement as well as this mobility gains the Environmentally sealed War Rig upgrade at no cost.
Furthermore a Utility Vehicle with this mobility is now Huge, has an additional -4 vehicle handling and Burns an additional 10 gallons of fuel per hour of operations.
Utility (pick 2)
Troop compartment: your Utility Vehicle gains 3 additional seats these are usually arranged behind the Driver and front seat passenger. This upgrade may be taken twice.
Main Gun Turret (may not be taken with Scout Hull): your vehicle gains a new position, with a Main gun turret that 1 passenger can man. The turret may have one vehicle weapon mounted to it. When the weapon is in operations, the operator will use the below position profile.
The Main Gun Turret Gunner may on its turn, use its action to use one of the weapons on the Main Gun Turret in replace of one of the Gunners attacks during the Gunners attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon is being fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes.
Main Gun Turret (Position): All weapons attached to the turret fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.
Side Sponson: your vehicle gains a two Additional position, with two small Sponsons that 1 passenger per sponson can man on either side on the vehicles hull. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The sponson Gunner may on its turn, fire the mounted weapon as an attack action.
Right/left Sponson (Position): The weapon fires in a 180 degree arch of the Right/Left of the vehicle and use the profile of the appropriately mounted weapon.
Cargo Bed: Your Utility Vehicle gains a 5x5ft truck bed that can hold 500 pounds x war rigs Strength bonus, this space is considered to bey 5ft in hight unless your vehicle has the open toped feature or you choose to have it open like i truck bed, if this is done anything in the space is considered to be visible with 1/2 cover.
If your Hull is huge the bed size is 8x8 and can hold 1000 pound x war rigs strength bonus with a hight of 8ft.
This may be taken twice, if done your War Rig gains a 8x8ft truck bed that can hold 800 pounds x war rigs Strength bonus if your Hull is Large, with an 8ft hight or if your hull is huge the bed size is 12x12 and can hold 1500 pound x war rigs strength bonus with a 12ft hight allowed.
Utility Vehicle Upgrades
Below is a list of available Utility Vehicle Upgrades. Each upgrade must be learned and created/Apply as a separate Schematic. Each complexity and the Upgrades in it are listed below.
Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequisites will be listed in the upgrades description.
Common Utility Vehicle Upgrades (Trivial)
Shield Generator: Your Utility Vehicle may now install and gain the benefits of any shield generator, on your war rig.
Armor plates: Your Utility Vehicle gains a +2 bonus to your AC on all sides an you suffer a -2 to all vehicle handle checks and a -5ft movement and -5 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations. This may be taken twice.
Cerasteal Plating: Your War Bike gain resistance to Fire, Acid and Plasma damage.
Insulation: Your Motor Bike gain resistance to Electrical/Lighting, Cryo/Cold and Radiation damage.
Hull Supports: Your Utility Vehicle gains additional Hull points equal to 5 x your mechs constitution bonus for a light Hull, 10 x your mechs constitution bonus for Scout Hull, 15 x your mechs constitution bonus for Standard Hull and 20 x your mechs constitution bonus for Armored Hull. as well as the vehicle now Burns 5 gallons more fuel per hour of operations for a Light body, 10 for Scout, 15 for standard and 20 for Armored.
Superior Materials: your Utility Vehicles Constitution is increased by +4
Enhanced Hydraulics: your Utility Vehicles Strength is increased by +4
Mobility Enhancements: your Utility Vehicles Dexterity is increased by +4
Turbo Core: your Utility Vehicle Speed increases by 20ft and gains 20 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations.
Uncommon Utility Vehicle Upgrades (Simple)
Advanced Targeting systems: Ranged weapons on you War Rig with the exception of a Gun turret, do not suffer the Effects of long range as well as you may use your pilots entire dex bonus when making weapon attacks with driver or pilot weapons regardless of the vehicles dex.
Spirit Release: Your Utility Vehicle is now immune to the effects of Charmed and frightened or any effect that targets a machine spirit.
Extra Large Fuel Tank: Your Utility Vehicle fuel tank now hold double the amount gallons.
Enhanced Fuel System: Your Your Utility Vehicle fuel consumption is reduced by 1/2 (round down to nearest 5 or 10 gal).
Weapon stabilizers: Your Utility Vehicle no longer suffers from the unstabilized weapons feature.
Auto Loader: You may reload any vehicle weapons system you have as a bonus action with the exception of a mounted gun turret and a Dash mounted Gun. This may only be done 1 time for each weapon between rests. This upgrade may be taken more then once allowing one additional reload per weapon between rests.
Death roller (cant be taken with Light and scout Hulls or with a death roller): your ram deals an additional damage die and if you choose when getting this upgrade, to have your ram deal half its damage dice in your choice of either Piercing or Slashing damage.
Dozer Blade (cant be taken with Light and scout Hulls or with a death roller): your ram deals an additional damage die and you no longer suffer the effects of difficult terrain.
Marine Propulsion Systems: Your Utility Vehicle gains a swim speed equal to half your base speed, Though it can not dive, it may only Float.
Enhanced Cockpit (Must have Main Gun Turret): The driver may fire any of the Main Gun Turret weapons on as if they where in the Main Gun Turret seat as well as preform the tasks of a driver.
Maximized Seating (Must have Troop transport): You gain 6 Troop seats for each troop compartment upgrade you take, as well as this vehicle now Burns 5 gallons more fuel per hour of operations.
Larger Storage (Must have Cargo Bed): the cargo bed on your War rig is now 2x2x2ft larger and can hold an additional 200 pounds for large Hulls and 3x3x3ft and an additional 500 pounds for Huge Hulls, as well as this vehicle now Burns 10 gallons more fuel per hour of operations.
Environmentally Sealed (Must have standard, Armored or Light Hull): Protects the occupants from the vacuum of space and other environmental hazards, while inside the vehicle it gives Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune poison and radiation damage sources sourced form outside the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the includes an external speaker and inbuilt microphone communicator.
Coaxial Machine Gun (must have Main Gun Turret): Your Main Gun Turret may now have a medium or light machine gun mounted next to the main gun and can be operated by the Main Gun Turret gunner during there turn.
Dash Mounted Gun: The occupant of the Front Passenger seat may now fire forward mounted turret that may have any non pistol or non heavy weapon mounted. When the weapon is in operations you will use the below position profile. The Dash Mounted Gunner may on its turn, fire the mounted weapon as an action.
Dash Mounted Gun (Position). This can be operated by the front seat passenger and fires in a 180 degree arch of the front of the vehicle.
Mounted Gun Turret (Cant be taken with Main Gun Turret) your War Rig gains a new position with a turret that 1 passenger can man. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The mounted gun turret Gunner may on its turn, fire the mounted weapon as an attack action.
Mounted Gun Turret (Position): The weapon fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.
Rare Utility Vehicle Upgrades (Advanced)
Forward Mounted Gun: The Driver may now fire forward mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon but not Mortars. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action.
Forward Mounted weapon. The weapon fires in a 45 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.
Advanced Advanced Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.
Advanced Cerasteal Plating (Cant be taken with Cerasteal Plating): Gain immunity to Fire, and acid damage.
Advanced Insulations (Cant be taken with Insulation): Gain immunity to Cold, and Lightning damage.
Full Audio Dampeners (Must have Environmentally sealed: Gain Immunity to Thunder damage.
Holy Icon: Gain Resistance to Radiant damage and Forces damage.
War Fortress You Utility Vehicle gains one utility upgrade in addition to your chosen 2 utility upgrades, when this is done you vehicle is now one size larger and burns an additional 20 gallons of fuel per hour of operations.
Omni Core Reactor: Your amount of fuel in gallons is now 10 times grater.
Utility Vehicle
Large/Construct (Mount, 10ft. by 10ft.)
Crew One Driver of small or Medium size.
Passengers 1 Medium or smaller
Travel pace Refer
STR DEX CON INT WIS CHA See Hull See Hull See Hull 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning
Damage Immunities Poison, Psychic, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious
Hull
Armor Class: See Hull
Hit points See Hull
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occuping creatures turn choosing from the options below.
Driver
The Driver may on its turn, use its action to use Ram or use one of the Driver weapons in replace of one of the drivers attacks during the drivers attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon that is being used is fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes. Furthermore the drive may as there movement action make one move with the vehicle.
Move: The Driver may move the vehicle up to the vehicles movement on its turn, the vehicle can not be turned greater the 90 during any given movement, meaning you may turn 90 during your normal movement but if you use another action or gain another movement action you may turn another 90 degrees.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 14 (2D10 + 6) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 3D10 + 12 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 4D10 + 18, the DC is 20 and you push them 15ft.
In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.
Front seat
The Front passenger may on its turn, attack as normal from its position, ranged weapon may be fired in a 90 degree arch of the front and of the vehicle and 180 degree arch off the right side of the Vehicle.
Vehicle Features
The war has the following features
Fuel: This vehicle has a Ignas oil tank with an amount of gallons as listed in your Hull Stats and burns an amount of gallons each hour of operations as listed in the Hull stats, after witch the vehicle gains 1 level of Exhaustion every rounds after empty.
Handling. See Hull.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more then 60ft or made a turn greater then 90 degrees.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Air Vehicle
Trivial complexity device schematic
Material:
Part | Materials Needed |
---|---|
Standard Hull | 20 Metal Alloy, 2 Wires, 4 glass, 3 Rubber Hoses, 1 Power Cell |
Scout Hull | 15 Metal Alloy, 2 Wires, 3 Rubber Hoses, 1 Power Cell |
Armored | 25 Metal Alloy, 2 Wires, 5 glass, 3 Rubber Hoses, 2 Power Cell |
Light weight | 10 Metal Alloy, 2 Wires, 3 glass, 3 Rubber Hoses, 1 Power Cell |
Fixed Wing (Jet) | 8 Metal Alloy, 2 Wires, 4 Rubber Hoses, |
Fixed Wing (Rotor) | 16 Metal Alloy, 4 Wires, 8 Rubber Hoses, |
Fixed Wing (Air Bus) | 20 Metal Alloy, 2 Wires, 6 Rubber Hoses, |
Rotary Wing (Heavy) | 12 Metal Alloy, 10 Wires, 4 Rubber Hoses, 4 Power cells |
Rotary Wing (Light) | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Troop Compartment | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Main Gun Turret | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Wing/door Sponson | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Cargo Space | 5 Metal Alloy, 2 Wires, 2 Rubber Hoses, 50ft Steal Cable |
This Schematic allows the owner the ability to create a Utility Vehicle. The Air Vehicle is a highly customizable Air vehicle, that is usually seen with weapons or transport capabilities. These Air Vehicle or plane like vehicles come many types, Like Planes, Helicopters or even jets having different means to functionality and support, like Weapon systems, hull supports and much more. When creating a Air Vehicle you must pick one Hull, one Mobility and two Utilities. Each of these have changes to various stats of the Air Rig profile in the following pages.
Air Vehicle Creation
There are four main parts of a Air Vehicle, Each Air Vehicle must have one Hull option, one Mobility option and two Utility options. Each of these part make changes to various stats of the Utility Vehicle profile in the following pages.
When learning how to create a Air Vehicle you must learn each of the Hull, Mobility and utility options as a separate Schematic, additionally when you create a Air Vehicle from scratch you must build each Part separately and once you have all the Parts built you must complete a Crafting challenge with an advanced difficulty and no Material cost, though Credit value must still be provided.
Hull
Standard
Stat | Modification |
---|---|
Hull Points: | 20 x Con bonus |
Armor Class: | 12 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 16 Str/14 Dex/16 Con |
Movement/round: | Min 80 Max 200ft |
Movemnet/Over Land: | 200 Mph |
Vehicle handling: | 0 |
Fuel use per Hour: | 10 Gal |
Fuel tank Size: | 150 Gal |
Scout
Stat | Modification |
---|---|
Hull Points: | 10 x Con bonus |
Armor Class: | 10 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 16 Str/16 Dex/14 Con |
Movement/round: | Min 60ft - Max 150ft |
Movemnet/Over Land: | 150 Mph |
Vehicle handling: | +1 |
Fuel use per Hour: | 5 Gal |
Fuel tank Size: | 100 Gal |
Furthermore a scout body gains the Crew Exposure vehicle position action as well as the Open topped and Open Topped Crew positions Actions vehicle feature below.
Crew Exposure: Anyone in any position is considered 3/4 cover to all targets except for targets in a 45 degree arch from the rear, if that is the case the driver is completely covered.
Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss the targets AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Crew positions Actions any crew may on its turn, attack as normal from its position with non heavy ranged weapon, they may be fired in a 180 degree arch off the Front of the Vehicle if you are the driver the though this may not be done if the driver has moved or used an action with the mech this may not be done. if you have the spar seats upgrade the other crew may fire from there positions like the drive.
Armored
Stat | Modification |
---|---|
Hull Points: | 25 x Con Bonus |
Armor Class: | 15 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 20 Str/14 Dex/20 Con |
Movement/round: | Min 100ft - Max 250ft |
Movemnet/Over Land: | 250 Mph |
Vehicle handling: | -5 |
Fuel use per Hour: | 40 Gal |
Fuel tank Size: | 400 Gal |
Furthermore any crew that is enclosed in this vehicle gains advantage on any save against any effects that cause the Blinded, Deafened as well as disadvantage on perception skill test.
Light weight
Stat | Modification |
---|---|
Hull Points: | 15 x Con Bonus |
Armor Class: | 14 + Pilots Dex bonus to max of vehicles Dex bonus |
Ability Scores: | 20 Str/16 Dex/16 Con |
Movement/round: | Min 50ft - Max 300ft |
Movemnet/Over Land: | 300 Mph |
Vehicle handling: | +4 |
Fuel use per Hour: | 20 Gal |
Fuel tank Size: | 200 Gal |
Furthermore an Air Vehicle with this hull is now Large size and may not equip any weapons with the Heavy or Large weapon property.
Mobility (pick one)
Fixed Wing (Jet): A Air Vehicle with this mobility gains a +20ft miniumum and a +50ft Maximum movement per round and multiply the Mph over land by 2, gains an additional -4 vehicle handling, as well as it Burns an additional 5 gallons of fuel per hour of operations
Fixed Wing (Rotor): Standard movement with now changes.
Fixed Wing (Air Bus): Any weapons on a Air Vehicle with this mobility, not including a Mounted gun turret no longer suffers the effects of the heavy weapon property and your Air Vehicle is immune being knocked prone.
Furthermore a Air Rig with this mobility is now Huge, has -10ft minimum and a -25ft movement per round as well as -50 Mph over land and Burns an additional 20 gallons of fuel per hour of operations.
Rotary Wing (Heavy): A Air Vehicle with this mobility now floats or hovers, you no longer have the Fast Mover vehicle feature and your Movement per round and Movement over land is equal to the minimum Movement. You may now turn 180 degrees with this vehicle during each movement action taken.
Furthermore an Air Vehicle with this mobility is now Huge size, has an additional -2 vehicle handling and Burns an additional 20 gallons of fuel per hour of operations.
Rotary Wing (Light): A Air Vehicle with this mobility now floats or hovers, you no longer have the Fast Mover vehicle feature and your Movement per round and Movement over land is equal to the minimum Movement. You may now turn 180 degrees with this vehicle during each movement action taken.
Furthermore a Air Rig with this mobility Burns an additional 10 gallons of fuel per hour of operations.
Utility (pick 2)
Troop compartment: your Air Vehicle gains 3 additional seats these are usually arranged behind the Driver and front seat passenger. This upgrade may be taken twice.
Main Gun Turret (may not be taken with Scout Hull): your vehicle gains a new position, with a Main gun turret that 1 passenger can man. The turret may have one vehicle weapon mounted to it. When the weapon is in operations, the operator will use the below position profile.
The Main Gun Turret Gunner may on its turn, use its action to use one of the weapons on the Main Gun Turret in replace of one of the Gunners attacks during the Gunners attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon is being fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes.
Main Gun Turret (Position): All weapons attached to the turret fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.
Wing/Door Sponsons: your vehicle gains a two Additional position, with two small Sponsons that 1 passenger per sponson can man on either side of the vehicles hull or wing. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The sponson Gunner may on its turn, fire the mounted weapon as an attack action.
Right/left Wing/Door Guns (Position): The weapon fires in a 180 degree arch of the Right/Left of the vehicle and use the profile of the appropriately mounted weapon.
Cargo Space: Your Air Vehicle gains a 5x5ft cargo space that can hold 500 pounds x Air rigs Strength bonus, this space is considered to be 5ft in hight unless your vehicle has the open topped feature or you choose to have it open like i deck or open stern, if this is done anything in the space is considered to be visible with 1/4 cover.
If your Hull is huge the bed size is 8x8 and can hold 1000 pound x Air rigs strength bonus with a hight of 8ft.
This may be taken twice, if done your Air Rig gains a 8x8ft truck bed that can hold 800 pounds x Air rigs Strength bonus if your Hull is Large, with an 8ft hight or if your hull is huge the bed size is 12x12 and can hold 1500 pound x Air rigs strength bonus with a 12ft hight allowed.
Air Vehicle Upgrades
Below is a list of available Air Vehicle Upgrades. Each upgrade must be learned and created/Apply as a separate Schematic. Each complexity and the Upgrades in it are listed below.
Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others may require you to not have a specific upgrade, if this is the case, these changes and any prerequisites will be listed in the upgrades description.
Common Air Vehicle Upgrades (Trivial)
Shield Generator: Your Air Vehicle may now install and gain the benefits of any shield generator, on your Air rig.
Armor plates: Your Air Vehicle gains a +2 bonus to your AC on all sides an you suffer a -2 to all vehicle handle checks and a -5ft movement and -5 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations. This may be taken twice.
Cerasteal Plating: Your War Bike gain resistance to Fire, Acid and Plasma damage.
Insulation: Your Motor Bike gain resistance to Electrical/Lighting, Cryo/Cold and Radiation damage.
Hull Supports: Your Aire Vehicle gains additional Hull points equal to 5 x your mechs constitution bonus for a light Hull, 10 x your mechs constitution bonus for Scout Hull, 15 x your mechs constitution bonus for Standard Hull and 20 x your mechs constitution bonus for Armored Hull. as well as the vehicle now Burns 5 gallons more fuel per hour of operations for a Light body, 10 for Scout, 15 for standard and 20 for Armored.
Superior Materials: your Air Vehicle Constitution is increased by +4
Enhanced Hydraulics: your Air Vehicle Strength is increased by +4
Mobility Enhancements: your Air Vehicle Dexterity is increased by +4
Turbo Core: your Air Vehicle Speed increases by 20ft and gains 20 miles an hour over land as well as the vehicle now Burns 20 gallons more fuel per hour of operations.
Uncommon Utility Vehicle Upgrades (Simple)
Advanced Targeting systems: Ranged weapons on you Air Vehicle with the exception of a Gun turret, do not suffer the Effects of long range as well as you may use your pilots entire dex bonus when making weapon attacks with driver or pilot weapons regardless of the vehicles dex.
Spirit Release: Your Air Vehicle is now immune to the effects of Charmed and frightened or any effect that targets a machine spirit.
Extra Large Fuel Tank: Your Air Vehicle fuel tank now hold double the amount gallons.
Enhanced Fuel System: Your Your Air Vehicle fuel consumption is reduced by 1/2 (round down to nearest 5 or 10 gal).
Weapon stabilizers: Your Air Rig no longer suffers from the unstabilized weapons feature.
Auto Loader: You may reload any vehicle weapons system you have as a bonus action with the exception a mounted gun turret and a Reae mounted gun turret. This may only be done 1 time for each weapon between rests. This upgrade may be taken more then once allowing one additional reload per weapon between rests.
Marine Landing Systems: Your Air Vehicle can now Float and land on water as well as hard surface.
Enhanced Cockpit (Must have Main Gun Turret): The driver may fire any of the Main Gun Turret weapons on as if they where in the Main Gun Turret seat as well as preform the tasks of a driver.
Maximized Seating (Must have Troop transport): You gain 6 Troop seats for each troop compartment upgrade you take, as well as this vehicle now Burns 5 gallons more fuel per hour of operations.
Larger Storage (Must have Cargo Space): the cargo space on your War rig is now 2x2x2ft larger and can hold an additional 200 pounds for large Hulls and 3x3x3ft and an additional 500 pounds for Huge Hulls, as well as this vehicle now Burns 10 gallons more fuel per hour of operations.
Environmentally Sealed (Must have standard, Armored or Light Hull): Protects the occupants from the vacuum of space and other environmental hazards, while inside the vehicle it gives Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune poison and radiation damage sources sourced form outside the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the includes an external speaker and inbuilt microphone communicator.
Coaxial Machine Gun (must have Main Gun Turret): Your Main Gun Turret may now have a medium or light machine gun mounted next to the main gun and can be operated by the Main Gun Turret gunner during there turn.
Rear Mounted Gun: The occupant of the Front Passenger seat may now fire a Rear mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon but not Mortars. When the weapon is in operations you will use the below position profile. The Rear Mounted Gunner may on its turn, fire the mounted weapon as an action.
Rear Mounted Gun (Position). This can be operated by the front seat passenger and fires in a 180 degree arch of the Rear of the vehicle.
Mounted Gun Turret (Cant be taken with Main Gun Turret) your Air Vehicle gains a new position with a turret that 1 passenger can man. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon and Mortars but the range becomes anywhere within 10ft of your Air Rig regardless of your hight. When the weapon is in operations, the operator will use the below position profile. The mounted gun turret Gunner may on its turn, fire the mounted weapon as an attack action.
Mounted Gun Turret (Position): The weapon fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.
Nose/Wing Mounted Gun: The Driver may now fire a Nose/Wing mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon and Mortars but the range becomes anywhere within 10ft of your Air Rig regardless of your hight. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action. This upgrade may be taken up two additional times as long as you dont have the Rotary Wing (Heavy) and Rotary Wing (light) Mobility upgrades.
Forward Mounted weapon. The weapon fires in a 45 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.
Rare Utility Vehicle Upgrades (Advanced)
Advanced Advanced Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.
Advanced Cerasteal Plating (Replaces Cerasteal Plating): Gain immunity to Fire, and acid damage.
Advanced Insulations (Replaces Insulation): Gain immunity to Cold, and Lightning damage.
Full Audio Dampeners (Must have Environmentally sealed: Gain Immunity to Thunder damage.
Holy Icon: Gain Resistance to Radiant damage and Forces damage.
Air Fortress You Air Rig gains one utility upgrade in addition to your chosen 2 utility upgrades, when this is done you vehicle is now one size larger and burns an additional 20 gallons of fuel per hour of operations.
Omni Core Reactor: Your War rig needs no Fuel, your War rig will not run out of fuel any time soon, your rig is immune to Exhaustion as long as a core is active and will not die due to running out of power form continuous operations, this core it the equivalent of 10,000 Gallons of Ignas oils. This arcanium core may be replaced during a long Rest.
Air Vehicle
Large/Construct (Mount, 10ft. by 10ft.)
Crew One Driver of small or Medium size.
Passengers 1 Medium or smaller
Travel pace Refer to Hull
STR DEX CON INT WIS CHA See Hull See Hull See Hull 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning
Damage Immunities Poison, Psychic, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious
Hull
Armor Class: See Hull
Hit points See Hull
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occuping creatures turn choosing from the options below.
Pilot
The Pilot may on its turn, use its action to use one of the Pilot weapons in replace of one of the drivers attacks during the drivers attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon that is being used is fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes. Furthermore the Pilot may as there movement action make one move with the vehicle.
Move: The Pilot may move the vehicle up to the vehicles movement on its turn, the vehicle can not be turned greater the 90 during any given movement, meaning you may turn 90 during your normal movement but if you use another action or gain another movement action you may turn another 90 degrees.
In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.
Front seat
The Front passenger may on its turn, attack as normal from its position, ranged weapon may be fired in a 90 degree arch of the front and of the vehicle and 180 degree arch off the right side of the Vehicle.
Vehicle Features
The war has the following features
Fuel: This vehicle has a Ignas oil tank with an amount of gallons as listed in your Hull Stats and burns an amount of gallons each hour of operations as listed in the Hull stats, after witch the vehicle gains 1 level of Exhaustion every rounds after empty.
Handling. See Hull.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 90 degrees.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Fast Mover: A vehicle with this feature Must move at least its Minimum movement, if this can not be none the vehicle starts to fall at a rate of 60ft per round and has dis advantage on all Skill checks, saves and attacks made.
Personal Vehicle
Trivial complexity device schematic
Material:
Part | Materials Needed |
---|---|
Standard Hull | 20 Metal Alloy, 2 Wires, 4 glass, 3 Rubber Hoses, 1 Power Cell |
Scout Hull | 15 Metal Alloy, 2 Wires, 3 Rubber Hoses, 1 Power Cell |
Armored | 25 Metal Alloy, 2 Wires, 5 glass, 3 Rubber Hoses, 2 Power Cell |
Light weight | 10 Metal Alloy, 2 Wires, 3 glass, 3 Rubber Hoses, 1 Power Cell |
2x2 (Sport) | 8 Metal Alloy, 2 Wires, 4 Rubber Hoses, |
2x2 | 16 Metal Alloy, 4 Wires, 8 Rubber Hoses, |
4x4 | 20 Metal Alloy, 2 Wires, 6 Rubber Hoses, |
Tracks | 12 Metal Alloy, 10 Wires, 4 Rubber Hoses, 4 Power cells |
Grav Glide | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Marine Hull | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Submersable | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Passenger Seat | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Cargo Bed | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
Side Mounter Gun | 5 Metal Alloy, 2 Wires, 4 Rubber Hoses |
This Schematic allows the owner the ability to create a Personal Vehicle. The Personal Vehicle is a highly customizable Personal vehicle, that is usually seen with weapons or a sidecar. These Personal Vehicle come in many types, like motorcycles, half tracks, jet skies, 4 wheelers, or even or submersible like vehicles, all having many different means to functionality and support, like different side cars, hulls supports and much more.
AT Vehicle Creation
There are four main parts of a Personal Vehicle, Each Personal Vehicle must have one Hull option, one Mobility option and two Utility options. Each of these parts make changes to various stats of the Personal Vehicle profile in the following pages.
When learning how to create a Personal Vehicle you must learn each of the Hull, Mobility and Utility options as a separate Schematic, additionally when you create a Personal Vehicle from scratch you must build each Part separately and once you have all the Parts built you must complete a Crafting challenge with an advanced difficulty and no Material cost, though Credit value must still be provided.
Hull
Standard
Stat | Modification |
---|---|
Hull Points: | 10 x Con bonus |
Armor Class: | 12 + Drivers Dex to max of vehicle Dex bonus |
Ability Scores: | 18 Str/16 Dex/16 Con |
Movement/round: | 60ft |
Movemnet/Over Land: | 60 Mph |
Vehicle handling: | 0 |
Fuel use per Hour: | 5 Gal |
Fuel tank Size: | 30 Gal |
Scout
Stat | Modification |
---|---|
Hull Points: | 5 x Con bonus |
Armor Class: | 10 + Drivers Dex to max of vehicle Dex bonus |
Ability Scores: | 16 Str/18 Dex/14 Con |
Movement/round: | 80ft |
Movemnet/Over Land: | 80 Mph |
Vehicle handling: | +1 |
Fuel use per Hour: | 3 Gal |
Fuel tank Size: | 25 Gal |
Armored
Stat | Modification |
---|---|
Hull Points: | 20 x Con Bonus |
Armor Class: | 14 + Drivers Dex to max of vehicle Dex bonus |
Ability Scores: | 20 Str/14 Dex/18 Con |
Movement/round: | 40ft |
Movemnet/Over Land: | 40 Mph |
Vehicle handling: | -5 |
Fuel use per Hour: | 7 Gal |
Fuel tank Size: | 40 Gal |
Furthermore any crew that is enclosed in this vehicle gains advantage on any save against any effects that cause the Blinded, Deafened as well as disadvantage on perception skill test.
Light weight
Stat | Modification |
---|---|
Hull Points: | 15 x Con Bonus |
Armor Class: | 11 + Drivers Dex to max of vehicle Dex bonus |
Ability Scores: | 14 Str/20 Dex/12 Con |
Movement/round: | 50ft |
Movemnet/Over Land: | 50 Mph |
Vehicle handling: | +4 |
Fuel use per Hour: | 2 Gal |
Fuel tank Size: | 20 Gal |
Furthermore a Motor Bike with this hull is now Large size, and motor bikes with this hull may not equip any weapons with the Heavy or Large weapon property.
Mobility (pick one)
2x2 (Sport): A War Bike with this mobility gains a +20 ft movement per round and + 20 Mph over land, an additional -4 vehicle handling and Burns an additional 2 gallons of fuel per hour of operations
2x2: Standard mobility with now changes.
4x4: A War Bike with this mobility is no longer effected by difficult terrain and Drivers gain advantage on any checks Made to avoid being knocked prone.
Furthermore a War Bike with this mobility is now Large size, has -5 ft movement per round, -5 Mph over land and Burns an additional 2 gallons of fuel per hour of operations.
Tracks: Any weapons on a War Bike with this mobility, not including a Mounted gun turret no longer suffers the effects of the heavy weapon property and your War Rig is immune being knocked prone.
Furthermore a War Bike with this mobility is now large, has -10 ft movement per round and -10 Mph over land and Burns an additional 5 gallons of fuel per hour of operations.
Grav glide: A War Bike with this mobility now floats above most surfaces to include liquids and your War Rig is immune being knocked prone.
Furthermore a War Bike with this mobility is now Large, has an additional -2 vehicle handling and Burns an additional 2 gallons of fuel per hour of operations.
Marine Hull: A War Bike with this mobility loses its on land movement and gains a swim speed equal to is movement overland movement though this may only float and may not dive.
Furthermore a War Bike with this mobility is now Large, has an additional -4 vehicle handling and Burns an additional 1 gallons of fuel per hour of operations.
Marine Hull (Speed): A War Bike with this mobility loses its on land movement and gains a swim speed equal to is movement overland +20ft, though this may only float and may not dive.
Furthermore a War Bike with this mobility has an additional -6 vehicle handling and Burns an additional 2 gallons of fuel per hour of operations.
Submersable (Cant be used with a Scout Frame): A War Bike with this mobility loses its on land movement and gains a swim speed equal to is movement overland movement as well as this mobility gains the Environmentally sealed War Bike upgrade at no cost.
Furthermore a War Bike with this mobility is now Large, has an additional -4 vehicle handling and Burns an additional 5 gallons of fuel per hour of operations.
Utility (pick 2)
Passenger seat: your War Bike gains an additional seat this is usually in the form of a side car next the Driver. This upgrade may be taken twice gaining an additional seat in the side car behind the other passenger.
Cargo Bed: Your War Bike gains a 3x3ft truck bed that can hold 100 pounds x war rigs Strength bonus, this space is considered to bey 3ft in hight unless your vehicle has the open toped feature or you choose to have it open like i truck bed, if this is done anything in the space is considered to be visible with 1/4 cover.
If your Hull is Large the bed size is 5x5 and can hold 250 pound x War Bike strength bonus with a hight of 5ft.
This may be taken twice, if done your War Bike gains a 5x5ft truck bed that can hold 250 pounds x War Bike Strength bonus with an 5ft hight, if your Hull is Large, the bed size is 8x8 and can hold 750 pound x War Bike strength bonus with a 8ft hight allowed.
Side Mounted Gun: The Driver may now fire side mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon but not Mortars. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action. This Upgrade may be take twice.
Side Mounted weapon. The weapon fires in a 45 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.
Personal Vehicle Upgrades
Below is a list of available Personal Vehicle Upgrades. Each upgrade must be learned and created/Apply as a separate Schematic. Each complexity and the Upgrades in it are listed below.
Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others may require you to not have a specific upgrade, if this is the case, these changes and any prerequisites will be listed in the upgrades description.
Common Personal Vehicle Upgrades (Trivial)
Shield Generator: Your War Bike may now install and gain the benefits of any shield generator, on your mech.
Armor plates: Your War Bike gains a +2 bonus to your AC on all sides an you suffer a -2 to all vehicle handle checks and a -5ft movement and -5 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations. This may be taken twice.
Cerasteal Plating: Your War Bike gain resistance to Fire, Acid and Plasma damage.
Insulation: Your Motor Bike gain resistance to Electrical/Lighting, Cryo/Cold and Radiation damage.
Hull Supports: Your War Bike gains additional Hull points equal to 5 x your mechs constitution bonus for a light Hull, 10 x your mechs constitution bonus for Scout Hull, 15 x your mechs constitution bonus for Standard Hull and 20 x your mechs constitution bonus for Armored Hull. as well as the vehicle now Burns 5 gallons more fuel per hour of operations for a Light body, 10 for Scout, 15 for standard and 20 for Armored.
Superior Materials: your War Bike Constitution is increased by +4
Enhanced Hydraulics: your War Bike Strength is increased by +4
Mobility Enhancements: your War Bike Dexterity is increased by +4
Turbo Core: your War Bike Speed increases by 20ft and gains 20 miles an hour over land as well as the vehicle now Burns 5 gallons more fuel per hour of operations.
Uncommon Utility Vehicle Upgrades (Simple)
Advanced Targeting systems: Ranged weapons on you Motor Bike with the exception of a mounted Gun turret, do not suffer the Effects of long range as well as you may use your pilots entire dex bonus when making weapon attacks with driver or pilot weapons regardless of the vehicles dex.
Spirit Release: Your War Bike is now immune to the effects of Charmed and frightened or any effect that targets a machine spirit.
Extra Large Fuel Tank: Your War Bike fuel tank now hold double the amount gallons.
Enhanced Fuel System: Your War Bike fuel consumption is reduced by 1/2 (round down to nearest gal).
Weapon stabilizers: Your War Bike weapons no longer suffers from the unstabilized weapons feature this includes mounted gun turret.
Auto Loader: You may reload any vehicle weapons system you have as a bonus action with the exception a mounted gun turret. This may only be done 1 time for each weapon between rests. This upgrade may be taken more then once allowing one additional reload per weapon between rests.
Environmentally Sealed (Must have standard, Armored or Light Hull): Protects the occupants from the vacuum of space and other environmental hazards, while inside the vehicle it gives Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune poison and radiation damage sources sourced form outside the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the includes an external speaker and inbuilt microphone communicator.
Mounted Gun Turret (Must be taken with Side car or Cargo bed) your War Rig gains a new position with a turret that 1 passenger can man. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The mounted gun turret Gunner may on its turn, fire the mounted weapon as an attack action.
Mounted Gun Turret (Position): The weapon fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.
Forward Mounted Gun: The Driver may now fire forward mounted turret that may have any non heavy or pistol weapon mounted to it. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action.
Forward Mounted weapon. The weapon fires in a 45 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.
Rare Utility Vehicle Upgrades (Advanced)
Advanced Advanced Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.
Advanced Cerasteal Plating (Replaces Cerasteal Plating): Gain immunity to Fire, and acid damage.
Advanced Insulations (Replaces Insulation): Gain immunity to Cold, and Lightning damage.
Full Audio Dampeners (Must have Environmentally sealed: Gain Immunity to Thunder damage.
Holy Icon: Gain Resistance to Radiant damage and Forces damage.
War Bike You War Bike gains one utility upgrade in addition to your chosen 2 utility upgrades, when this is done you vehicle is now one size larger and burns an additional 5 gallons of fuel per hour of operations.
Arcanium Core Generator (Replaces Extra large fuel tank): Your War Bike needs no Fuel, your War rig will not run out of fuel any time soon, your Motor Bike is immune to Exhaustion as long as a core is active and will not die due to running out of power form continuous operations, this core it the equivalent of 10,000 Gallons of Ignas oils. This arcanium core may be replaced during a long Rest.
Personal Vehicle
Medium/Vehicle Construct (Mount, 5ft. by 5ft.)
Crew One Driver of Medium or small size.
Passengers One of Medium or Small size.
Travel pace See hull stats
STR DEX CON INT WIS CHA See Hull See Hull See Hull 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning
Damage Immunities Poison, Psychic, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious
Hull
Armor Class: See Hull stats
Hit points: See Hull Stats
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.
Driver
The Driver may on its turn, use its action to attack with a held weapon or use one of the Driver weapons in replace of one of the drivers attacks during the drivers attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon that is being used is fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes. Furthermore the driver may as there movement action make one move with the vehicle.
Move: The Driver may move the vehicle up to the vehicles movement on its turn, the vehicle can not be turned greater the 90 during any given movement, meaning you may turn 90 during your normal movement but if you use another action or gain another movement action you may turn another 90 degrees.
In control: If the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.
Driver Exposure: Anyone in the drivers seat is considered fully exposed to targets within a 90 degree arc of the flanks and rear of the vehicle and you get 1/4 cover against targets in a 90 degree arc of the front of the vehicle.
Crew positions Actions any crew may on its turn, attack as normal from its position with non heavy ranged weapon, they may be fired in a 180 degree arch off the Front of the Vehicle if you are the driver the though this may not be done if the driver has moved or used an action with the mech this may not be done. if you have the spar seats upgrade the other crew may fire from there positions like the drive.
Vehicle Features
The Motor bike has the following features
Fuel: This vehicle has a Ignas oil tank with an amount of gallons as listed in your Hull Stats and burns an amount of gallons each hour of operations as listed in the Hull stats, after witch the vehicle gains 1 level of Exhaustion every rounds after empty.
Handling. see hull stats.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Unstabalized Weapons Any attacks made while on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 90 degrees, with the exception of a ram attack
Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss the targets AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Using Fabrication Equipment
Proficiency with Chemistry Equipment allows you to produce useful concoctions, such as Medications, Pills, Powders, Solutions, Materials and Medical Items.
Skill Challenge
- Fabrication Equipment/Craftsman tools (Intelligence)
- Fabrication Equipment/Craftsman tools (Dexterity)
- Science
- Nature
- History
Contents
Fabrication Equipment includes a crucible, pottery wheel, 3D printer, Class cutter. This Kit weighs about 50 pounds and must be used placed on a stable platform or table in a ventilated area.
Craftsman Tools include two Hammers, clamps, Sheers, Crucible, Potters Wheel Molding Equipment.
Skill Checks
If you have proficiency in Chemistry Equipment, you can use your tool proficiency to give yourself advantage on certain skill checks.
Medicine
Proficiency with Fabrication Equipment allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation
When you inspect an area for clues, proficiency with Chemistry grants additional insight into any chemicals or other substances that might have been used in the area.
Science
Proficiency with Chemistry allows you to learn more information on science related skill checks involving elements Phyisics and similar subjects.
History
Your training in poisons can help you when you try to recall facts about infamous poisonings.
Concoction Creation
Concoction Type: .
Powders: .
Serums: .
Liquids: .
Salves/Balms/Creams/Coatings: in most cases these are used as topical application fro biological to inorganic uses.
Items: this category covers a range of chemical based items, like smoke bombs, Flares, clotting gauze and weapon poisons and coatings.
The action used varies with each concoction type see chart below. In most cases if a Concoction has multiple says varies or not on the chart below, the action used will be listed in the Concoctions description.
Type | Action type |
---|---|
Material | None |
Concoction Description
Material: This section shows what is required by a person to create the Concoction. If there is a Skill listed here you may use it during its creation, if there is any type of artisans tools listed you must have them present during the creation and may be used in the skill challenge to create the item.
Trivial Schematic
Fiberglass
Trivial complexity Plan schematic
Type: Material
Quantity: 1-5
Material: 1-5 Glass, 1-5 resin, 1-5 Fibers
Cost to Build: 1d6 x 5 per each one created
This creates an amount fiberglass material components. This may be done in smaller batches, at the cost of 1 of each material component needed and the build cost is 1d6 x 5, as well as the time is 1 hour per batch.
Metal Alloy
Trivial complexity device schematic
Type: Material
Quantity: 1-10
Build Time: 1-3 hours.
Build Cost: T1: 1d6 x 5 per each one created, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
Material: 2 Metal Scrap or 1 Raw Iron, 1 carbons
This creates amount Metal Alloy material components. This may be done in smaller batches, at the cost of 2 metal scrap and 1 Carbons and the build cost is 1d6 x 5, as well as the time is 1 hour per batch.
Rubber Hose
Trivial complexity device schematic
Type: Material
Quantity: 1-10
Build Time: 1-3 hours.
Build Cost: T1: 1d6 x 5 per each one created, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
Material: 5 Rubber
This creates an amount or Rubber Hose material components. This may be done in smaller batches, at the cost of 1 Rubber and the build cost is 1d6 x 5, as well as the time is 1 hour per batch.
Clear Glass
Trivial complexity device schematic
Type: Material
Quantity: 1-10
Build Time: 1-3 hours.
Build Cost: T1: 1d6 x 5 per each one created, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
Material: 2-20 lbs Sand or 1-10 Glass Scrap
This creates 10 Glass material components. This may be done in smaller batches, at the cost of 2lbs sand or 1 Glass S and the build cost is 1d6 x 5, as well as the time is 1 hour per batch.
Plywood
Trivial complexity device schematic
Type: Material
Quantity: 1
Material: 2 wood scrap, any Resin
Build Time: 1-3 hours.
Build Cost: T1: 1d6 x 5 per each one created, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
This creates 1 4x4 section of Plywood material components. This may be done in smaller batches, at the cost of 1 Rubber, as well as the time is 1 hour per batch.
Clean Cloth
Trivial complexity device schematic
Type: Material
Quantity: 1-5
Build Time: 1-3 hours.
Build Cost: T1: 1d6 x 5 per each one created, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
Material: 2-20 cotton scrap or 1 Raw Cotton
This creates an amount of Plywood material components. This may be done in smaller batches, at the cost of 1 Rubber and the build cost is 1d6 x 5, as well as the time is 1 hour per batch.
Wires
Trivial complexity device schematic
Equipment Type: Material
Quantity: 1-5
Material: 2 uncommon metal, 1 Rubber
Build Time: 1-3 hours.
Build Cost: T1: 1d4 x 5 per each one created, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
This creates 10 wires, these are used as a material components in many crafts.
Simple Schematics
Sheet Metal
Simple complexity device schematic
Type: Material
Quantity: 2
Build Time: 1-3 hours.
Build Cost: T1: 1d6 x 5 per each one created, T2: 4d6x10cc, T3: 8d8x15cc, T4: 16d10x20cc
Material: 1 Metal Alloy
This creates 2 Sheet Metal material components. This may be done in smaller batches, at the cost of 2 metal scrap and 1 Carbons and the build cost is 1d6 x 5, as well as the time is 1 hour per batch.
Culinary Equipment & Cookings Tools
Using Culinary Equipment
Proficiency with Culinary Equipment allows you to prepare useful Meals and Drinks, That provide additional benefits beyond that of nurishment.
Skill Challenge
- Culinary Equipment/Cookings tools (Intelligence)
- Culinary Equipment/Cookings tools (Wisdom)
- Science
- Nature
- Survival
Contents
Culinary Equipment includes a crucible, pottery wheel, 3D printer, Class cutter. This Kit weighs about 50 pounds and must be used placed on a stable platform or table in a ventilated area.
Cooks Tools include two Hammers, clamps, Sheers, Crucible, Potters Wheel Molding Equipment.
Skill Checks
If you have proficiency in Chemistry Equipment, you can use your tool proficiency to give yourself advantage on certain skill checks.
Science
-.
Nature
Proficiency with -.
Survival
-.
Recipe Creation
Recipe Type: Concoctions come in many different types, the concoction type is the specific material function of the item you create, for example will you create a liquid a powder, a pill or some are just items or materials, this is all dependent on the concoction and the items you have available during creation. If there is multiple When you create a concoction you must pick what type of concoction will be created.
Food (Meal): Each Meal provides 8+1d4 points of Nourishment.
Food (Snack): Each Snack provides 1+1d4 points of Nourishment.
Food (Candy): Each candy provides 1 points of Nourishment and in some cases it may reduce Fatigue for a time.
Drink (Water/Juice): Each Water/Juice provides 6 points of Hydration.
Drink (Soda/Sugar): Each Soda/Sugar provides 3 points of Hydration and in some cases it may reduce Fatigue for a time.
Drink (Energy): Each Soda/Sugar provides 1 points of Hydration and may reduce Fatigue for a time.
Drink (Liquor): Each Liquor provides an amount of Dehydration points and may increase Fatigue as well as other effects.
Drink (Beer/Ale): Each Beer/Ale provides an amount of Dehydration points and may increase Fatigue as well as other effects.
Beneficial Recipes: each charater can only have 1 Drink and 1 Food effect active at a time if a food or drink is consumed before the duration of a previous effect is over, the new food or drink effect has no effect.
Recipe Description
Material: This section shows what is required by a person to create the Recipe. If there is a Skill listed here you may use it during its creation, if there is any type of Artisans tools listed you must have them present during the creation and may be used in the skill challenge to create the item.
Trivial Schematic
Chard Critter
Trivial complexity Recipe schematic
Type: Food (Snack)
Craft Time: 5 mins
Material: 1 Raw critter Flesh
A very basic snack. Lasts for 24 hours unrefrigerated.
Chard meat kabob
Trivial complexity Recipe schematic
Type: Food (Snack)
Craft Time: 5 mins
Quantity: serves 5
Material: 1 Raw Poultry, Raw Red meat or Game meat, 1 Wood Scrap
A very basic snack. Lasts for 24 hours unrefrigerated.
Boiled Buggahs
Trivial complexity Recipe schematic
Type: Food (Meal)
Craft Time: 15 mins
Material: 1 Raw Insectoid Flesh or Raw Fish (Shellfish)
A very basic Meal
Seared meat or Fish
Trivial complexity Recipe schematic
Type: Food (Meal)
Craft Time: 15 mins
Material: 1 Raw Poultry, Raw Red meat, Raw Game meat, Raw white fish or Raw red fish
A very basic Meal
Boiled Watter
Trivial complexity Recipe schematic
Type: Drink (water/juice)
Craft Time: 30 mins
Quantity: serves 4
Material: 1 gallon Dirty water
A very basic drink
Flat Bread
Trivial complexity Recipe schematic
Type: Food (Snack)
Craft Time: 15 mins per 4 cooked
Quantity: serves 2
Material: 1 water, 1 Flour, 1 Salt
A very basic snack. Lasts for 24 hours or 7 days air tight.
Garden salad
Trivial complexity Recipe schematic
Type: Food (Snack)
Craft Time: 5 mins
Quantity: serves 5
Material: 1 Lettuce, 1 Cucumber, 1 Bell peeper, 1 Onion, 1 Tomato
Once consumed this snack also gives you 2 hydration points. Lasts for 24 hours unrefrigerated or 5-7 days refrigerated.
Fruit salad
Trivial complexity Recipe schematic
Type: Food (Snack)
Craft Time: 5 mins
Quantity: serves 5
Material: 1 of any 5 of the following: Apple, Banana, Grapes (Red) or (Green), Orange, Peach, pear, Pineapple, Blueberry, Raspberry, Strawberry
Once consumed this snack also gives you 2 hydration points. Lasts for 24 hours unrefrigerated or 5-7 days refrigerated.
Simple Schematic
Jam
Trivial complexity Recipe schematic
Type: Food (Snack)
Craft Time: 5 mins
Quantity: serves 5
Material: 5 of any of the following: Grapes (Red) or (Green), Orange, Peach, Blueberry, Raspberry, Strawberry, 2 Sugar
once a serving is consumed gain +5ft movement for 1 hour. This lasts for 24 hours unrefrigerated or 5-7 days refrigerated.
Refined caffeine
Trivial complexity Concoction schematic
Type: Liquid (Material)
Build Time: 1 hour
Build Cost: 1d4x5cc
Materials: 1lbs coffee beens or Tea
This creates one Refined Caffeine material components.
Hog Raost
Trivial complexity Recipe schematic
Type: Food (Meal)
Craft Time: 3 hours
Craft Cost: 1d4x3 per
Serves: serves 5
Material: 5 Raw Pork, Salt or Rock salt, Common Herbs, Common Spices
+2 con for 4 Hours, the preperation of this food creates 1 Pork Scraps
Seared Steak
Trivial complexity Recipe schematic
Type: Food (Meal)
Craft Time: 20 Mins per 5 cooked
Craft Cost: 1d4x3 per
Serves: serves 1
Material: Raw Red Meat Portion, Salt or Rock salt, Common Herbs, Butter
+2 Strength for 4 Hours
Gathering & Harvesting
Rules for Gathering
Certain areas may contain certain harvestable plants, fungi, metal scraps or even more advanced tech crafting items like wires and circuitry. To determine what goods and material can be found in an area, make a Nature check or Investigation if in urban environment. If the check is:
- 10-14 all common goods and material bound to that environment are identified
- 15-19 all common and uncommon goods and material bound to that environment are identified
- 20 + all common, uncommon and rare goods and material bound to that environment are identified
The GM can decide to be more or less lenient depending on the area, a lush jungle may contain more interesting herbs and fungi than a windswept dessert.
Inspecting an area to make the check takes 30 minutes. If the DM allows it, a +1 can be added to the check for each additional 30 minutes spent on investigating the area to a maximum of +5.
The player can repeatedly search an area without repercussions on the amount of ingredients obtained from an area.
Rules for Harvesting
Once an item is identified and the player can throw a d20 plus there intelligence bonus to determine if they can harvest the ingredient, they may add their proficiency bonus to the roll if you are proficient with the Tool, kit or supply that is associated with the item found.
Harvesting an ingredient takes 10 minutes. If the DM allows it, a +1 can be added to the check for each additional 10 minutes spent on harvesting to a maximum of +5. The player must decide beforehand how long they want to spent on harvesting theingredient.
If the player fails to harvest an ingredient, a d4 is thrown. On a:
- 1: all the materials are destroyed
- 2: You only gain 1 of the material.
- 3: the quantity of the material is reduced by half
- 4: the quantity of the Material is reduced by a quarter
Attempting to harvest the ingredients can be done only once, failure results in the destruction of all harvestable ingredients.
Materials
Gathered & Scavenged Materials
Material | Weight per Unit |
---|---|
Apple | -lbs |
Bacteria (Contagion) | -lbs |
Bacteria (Biotic) | -lbs |
Banana | -lbs |
Beans (Green) | -lbs |
Beans (Other) | -lbs |
Bean (Coffee) | -lbs |
Beargill Gill | -lbs |
Behemoth Toe | -lbs |
Blue Berry | -lbs |
Bloodbug saliva | -lbs |
Coal/Charcoal | -lbs |
Carrot | -lbs |
Chemical Scrap | -lbs |
Chitter tail | -lbs |
Cloth Scrap | -lbs |
Clean Water | -lbs |
Coca leaf | -lbs |
Cocoa Bean | -lbs |
Coconut | -lbs |
Corn | -lbs |
Common Chemical | -lbs |
Common Metal | -lbs |
Common Mushrooms | -lbs |
Common Clay | -lbs |
Common Wood | -lbs |
Common Stone | -lbs |
Common Herbs | -lbs |
Common Spices | -lbs |
Corrosive Material | .1lbs |
Crystal | -lbs |
Cranberry | -lbs |
Cucumber | -lbs |
Diamond | -lbs |
Dirt | -lbs |
Dirty Water | -lbs |
Material | Weight per Unit |
---|---|
Egg | -lbs |
Electronic Scrap | -lbs |
Fat/Tallow | -lbs |
Fertilizer (Natural) | -lbs |
Fibers | -lbs |
Fish Scrap | -lbs |
Genetic Material | -lbs |
Glass | -lbs |
Glass Scrap | -lbs |
Goblin Ear | -lbs |
Grapes (Green) | -lbs |
Grapes (Red) | -lbs |
Gum Resin/sap | -lbs |
Intestine | -lbs |
Leafy Greens | -lbs |
Lime/Lemmon | -lbs |
Magnet | -lbs |
Marijuana | -lbs |
Metal Scrap | -lbs |
Milk | -lbs |
Mud slug slime | -lbs |
Mutant hound eye | -lbs |
Mutant Spider Venom | -lbs |
Natural Dye (Color) | -lbs |
Natural Fibers | -lbs |
Nut (Peanut) | -lbs |
Nut (Almond) | -lbs |
Nut (Other) | -lbs |
Onion | -lbs |
Orange | -lbs |
Peach | -lbs |
Pear | -lbs |
Pea pods | -lbs |
Peppers (Bell) | -lbs |
Peppers (Hot) | -lbs |
Petroleum | -lbs |
Material | Weight per Unit |
---|---|
Pineapple | -lbs |
Plastic Scrap | -lbs |
Plant Scrap | -lbs |
Poultry Scrap | -lbs |
Poppy Seed | -lbs |
Pork Scrap | -lbs |
Potato | -lbs |
Protein | -lbs |
Pumpkin | -lbs |
Rare Chemicals | -lbs |
Rare Clay | -lbs |
Rare Herbs | -lbs |
Rare Metal | -lbs |
Rare Mushrooms | -lbs |
Rare Spices | -lbs |
Rare Stone | -lbs |
Rare Wood | -lbs |
Raspberry | -lbs |
Rat Hound Tail | -lbs |
Raw Cotton | -lbs |
Raw Critter Flesh | -lbs |
Raw Fish (White) | -lbs |
Raw Fish (Red) | -lbs |
Raw Fish (Shellfish) | -lbs |
Raw Game Meat | -lbs |
Raw Iron | -lbs |
Raw Insectoid Flesh | -lbs |
Red Meat Scrap | -lbs |
Raw Poultry | -lbs |
Raw Pork | -lbs |
Raw Red Meat | -lbs |
Raw Rubber | -lbs |
Raw Sugar (Cane) | -lbs |
Raw Sugar (Honey) | -lbs |
Raw Sugar (Liquid/sap) | -lbs |
Rice | -lbs |
Salt (Rock) | -lbs |
Salt Peter | -lbs |
Sand | -lbs |
Material | Weight per Unit |
---|---|
Shellock Chitin | -lbs |
Skin (Smooth) | -lbs |
Skin (Fur) | -lbs |
Soil | -lbs |
Squash | -lbs |
Stone Scrap | -lbs |
Strawberry | -lbs |
Sugar Scrap | -lbs |
Timber (Wood) | -lbs |
Timber (Fine Wood) | -lbs |
Timber (Hard Wood) | -lbs |
Tomato | -lbs |
Tox Toad venom gland | -lbs |
Uncommon Chemicals | -lbs |
Uncommon Clay | -lbs |
Uncommon Herbs | -lbs |
Uncommon Metal | -lbs |
Uncommon Mushrooms | -lbs |
Uncommon Spices | -lbs |
Uncommon Stone | -lbs |
Uncommon Wood | -lbs |
Vegetable Scrap | -lbs |
Wax | -lbs |
Wood Scrap | -lbs |
Wood | -lbs |
Fine Wood | -lbs |
Hard Wood | -lbs |
Wheat | -lbs |
Created Materials
Material | Artisans tool | Schematic Complexity | Weight |
---|---|---|---|
Alloy Cable | Machinists Equipment | - | -lbs |
Amphetamine | Chemistery Equipment | - | -lbs |
Asphalt | Fabrications Equipment | - | -lbs |
Bacteria (Culture) | Chemistry Equipment | - | -lbs |
Ballistic Glass | Fabrications Equipment | - | -lbs |
Block | Fabrications Equipment | - | -lbs |
Brick | Fabrications Equipment | - | -lbs |
Broth (Light) | Culinary Equipment | - | -lbs |
Broth (Dark) | Culinary Equipment | - | -lbs |
Broth (Fish) | Culinary Equipment | - | -lbs |
Broth (Veggie) | Culinary Equipment | - | -lbs |
Butter | Culinary Equipment | - | -lbs |
Caffeine Concentrate | Fabrications Equipment | - | -lbs |
Cerasteel | Fabrications Equipment | - | -lbs |
Chain (Linked) | Machinists Equipment | - | -lbs |
Chain (Mechanical) | Machinists Equipment | - | -lbs |
Chemical Dye (Color) | Chemistery Equipment | - | -lbs |
Chemical Resin | Chemistry Equipment | - | -lbs |
Chocolate | Culinary Equipment | - | -lbs |
Clear Glass | Fabrication Equipment | - | -lbs |
Cloth | Outfitters Equipment | - | -lbs |
Common Computer Chip | Technicians Equipment | - | -lbs |
Common White Liquor | Brewers Equipment | - | -lbs |
Common Dark Liquor | Brewers Equipment | - | -lbs |
Concrete Powder | Fabrications Equipment | - | -lbs |
Cooking oil | Chemistry Equipment | - | -lbs |
Corn Meal | Culinary Equipment | -lbs | |
Cream | Culinary Equipment | - | -lbs |
Material | Artisans tool | Schematic Complexity | Weight |
---|---|---|---|
Dough (Pastry) | Culinary Equipment | - | -lbs |
Dough (Pasta) | Culinary Equipment | - | -lbs |
Dough (Bread) | Culinary Equipment | - | -lbs |
Flour | Culinary Equipment | - | -lbs |
Fur/Hide | Fabrications Equipment | - | -lbs |
Fiber Rope | Fabrications Equipment | - | -lbs |
Fine Cloth | Outfitters Equipment | - | -lbs |
Fertilizer (Chemical) | Chemistry Equipment | - | -lbs |
Hallucinogens | Chemistery Equipment | - | -lbs |
Herb Blend | Culinary Equipment | - | -lbs |
Herbicide | Chemistery Equipment | - | -lbs |
Hypnotics | Chemistery Equipment | - | -lbs |
Ink (Color) | Chemistry Equipment | - | -lbs |
Insulated Alloy | Fabrications Equipment | - | -lbs |
Juice Concentrate (Flavor) | Culinary Equipment | - | -lbs |
Lard | Culinary Equipment | - | -lbs |
Leather | Outfitters Equipment | - | -lbs |
Machine Belts | Fabrications Equipment | - | -lbs |
Metal Alloy | Fabrications Equipment | - | -lbs |
Opioids | Chemistery Equipment | - | -lbs |
Pesticide | Chemistery Equipment | - | -lbs |
Plastic | Fabrications Equipment | - | -lbs |
Psycodelics | Chemistery Equipment | - | -lbs |
Rare Computer Chip | Technicians Equipment | - | -lbs |
Rare White Liquor | Brewers Equipment | - | -lbs |
Material | Artisans tool | Schematic Complexity | Weight |
---|---|---|---|
Rare Dark Liquor | Brewers Equipment | - | -lbs |
Refined Proteins | Chemistry Equipment | - | -lbs |
Rubber | Fabrications Equipment | - | -lbs |
Roasted Coffee | Culinary Equipment | - | -lbs |
Rodenticide | Chemistery Equipment | - | -lbs |
Saline | Chemistry Equipment | - | -lbs |
Salt (Refined) | Chemistry Equipment or Culinary Equipment | - | -lbs |
Sausage Casing | Chemistry Equipment or Culinary Equipment | - | -lbs |
Sheet Metal | Fabrications Equipment | - | -lbs |
Starch | Culinary Equipment | - | -lbs |
Stem Cell (Culture) | Chemistry Equipment | - | -lbs |
Synthetic Fiber | Fabrications Equipment | - | -lbs |
THC | Chemistery Equipment | - | -lbs |
Uncommon Computer Chip | Technicians Equipment | - | -lbs |
Uncommon Dark Liquor | Brewers Equipment | - | -lbs |
Uncommon White Liquor | Brewers Equipment | - | -lbs |
Wires | Fabrications Equipment | - | -lbs |
Yeast Culture | Culinary Equipment or Chemistry Equipment | - | -lbs |
Materials
Common Metals
this this range of metals consists of but is not limited to Iron, Copper, Aluminium.
Gathering: Chemistry Equipment (DC 10)
Quantity: 1d8 Common Metals
Location: Mountains, Underground, Volcanic, Water (Fresh), Water (Salt)
Uncommon Metals
this this range of metals consists of but is not limited to Magnesium, Silver, Cobalt, Lead, Nickel, Zinc.
Gathering: Chemistry Equipment (DC 10)
Quantity: 1d6 Common Metals
Location: Mountains, Underground, Volcanic, Water (Fresh), Water (Salt)
Rare Metals
this this range of metals consists of but is not limited to Gold, Titanium, Platinum, Tungsten, Lithium.
Gathering: Chemistry Equipment (DC 10)
Quantity: 1d4 Common Metals
Location: Mountains, Underground, Volcanic, Water (Fresh), Water (Salt)
Common Chemicals
this this range of chemicals consists of but is not limited to Sulfer, Ammonia, Sodium, Methane, Hydrogen, Calcium, Oxidants, Magnesium, Carbon
Gathering: Chemistry Equipment (DC 10)
Quantity: 1d6 Common Metals
Location: -
Uncommon Chemicals
this this range of chemicals consists of but is not limited to Arsenic, Chlorine, Peroxide, Nitrates, Potassiums, Boron.
Gathering: Chemistry Equipment (DC 10)
Quantity: 1d6 Uncommon Metals
Location: -
Rare Chemicals
this this range of chemicals consists of but is not limited to Helium, Phosphorous, Cyanides,
Gathering: Chemistry Equipment (DC 10)
Quantity: 1d6 Common Metals
Location: -
Wood Scrap
Wood scrap is usually usable hard wood boards and planks found around the wastes.
Gathering: Carpentry Equipment (DC 15)
Quantity: 3d4 Wood Scrap
Location: -,
Uses (4):
Created Materials
Amphetamine
this Chemical compound comes in many forms, most commonly as Meth or Cocaine. When this substance is processed a bit more it can make other narcotics that produce a speed like effect.
Gathering: Chemistry Equipment (DC 10)
Quantity: 1d4 Amphetamines
Location: Urban (Metro), Urban (wasteland)
Special Effects: When this substance is ingested by itself you gain +5 movement as well as +2 wisdom -2 Charisma. This substance is addictive so each time it is taken within the same day or two consecutive days of use you must make a Con save DC 15 or become addicted, consult GM for details.
Harvestable Creature Parts
Noted below are all animals that can be killed to harvest ingredients
Ankheg
Large monstrosity, unaligned (CR 2)
location: nests beneath fields and forests
Ingredients:
- Ankheg Ichor: A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rarity: Uncommon (DC15)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (2): Oil of Sharpness, Midnight Tears
Carrion Crawler
Large monstrosity, unaligned (CR 2)
Location: Caves, sewers, dungeons, forested marshes, battlefields and cemeteries (anywhere with carrion and where other carrion eaters cannot move freely)
Ingredients:
- Crawler Mucus:A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throwor be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the savingthrow at the end of each of its turns, ending the effect on itself on a success.
Rarity: Uncommon (DC 15)
Harvesting: Poisoner's Kit (DC 20)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (3): Potion of resistance (Acid), Vial of Acid, Oil of Slipperiness
Drider
Large Monstrosity, Chaotic Evil (CR 6)
Location: Underdark
Ingredient:
- Drider Posion
Rarity: Rare (DC 20)
Harvesting: Poisoner’s Kit (DC 15)
Quantity: 1d6
Creature condition: Dead or Incapacitated
Uses: Drow Poison
Eagle
Small Beast, unaligned (CR 0)
Location: Coastal, Grassland, Hill, Mountain
Ingredient:
- Eagle Claw
Rarity: Uncommon (DC 15)
Harvesting: a Knife (DC 10)
Quantity: 1d8
Creature condition: Dead or Incapacitated
Uses: Potion of Speed
Elementals
Large elemental, unaligned (CR 5)
Location: Desert and Mountain (Air), Underdark (Earth), Desert (Fire), Coastal, Swamp and Underwater (Water)
Ingredient:
- Respective elemental essence
Rarity: Rare (DC 20)
Harvesting: Alchemist’s Kit (DC 15)
Quantity: 1d6
Creature condition: Trade or Dead or Incapacitated
Uses (2/1/1/1): (Air) Smokebomb, Potion of Flying, (Earth) Potion of Climbing, (Fire) Alchemist’s Fire, (Water) Potion of Swimming
Ghost
Medium undead, unaligned (CR 4)
Location: Underdark, Urban
Ingredient:
- Ectoplasm
Rarity: Uncommon (DC 15)
Harvesting: Alchemist’s kit (DC 15)
Quantity: 1d4 flasks
Creature Condition: Unrelated
Uses (2): Potion of Gaseous Form, Oil of Etherealness
Giants
Huge Giants, Varies (CR Varies)
Location: Hills and Forests (Hill), Artic (Frost), Caves (Stone), Volcanoes and Rocky Mountains (Fire), High Altitude Mountains (Cloud), Extreme Altitude Mountains (Storm)
Ingredient:
- Giant’s fingernail
Rarity: Rare (DC 20)
Harvesting: a knife (DC 10)
Quantity: 7
Creature Condition: Dead or Incapacitated, or trade
Uses (1): Potion of Giant’s Strength
Giant Poisonous Snake
Medium beast, unaligned (CR 1/4)
Location: desert, forest, grassland, swamp, underdark, urban
Ingredients:
- Serpent’s venom:A creature hit with an attack by a weapon coated in this venom must succeed on a DC 11Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damageon a successful one.
Rarity: Common (DC 10)
Harvesting: Poisoner's Kit (DC 10)
Quantity: 1d3 vials
Creature Condition: Dead or Incapacitated
Uses (1): Philter of Love
Giant Toad
Large beast, unaligned (CR 1)
Location: coastal, desert, forest, swamp and underdark
Ingredients:
- Amphibian Saliva
Rarity: Uncommon (DC 15)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (2): Potion of Resistance (Force), Oil of slipperiness
Giant Wolf Spider
Medium Beast, unaligned (CR 1/4)
Location: coastal, desert, forest, grassland, Hill
Ingredients
- Giant Wolf Spider Hair
Rarity: Common (DC 10)
Harvesting. A knife
Quantity. 1d8
Creature Condition. Dead or Incapacitated
Uses (1). Potion of Climbing
Gray Ooze
Medium Beast, unaligned (CR 1/2)
Location: Underdark
Ingredients
- Grey Ooze Residue
Rarity: Uncommon (DC 15)
Harvesting: Alchemist’s Kit (DC 15)
Quantity: 1d4
Creature Condition: Dead
Uses (1): Vial of Acid
Imp
Tiny Fiend (Devil), Lawful evil (CR 1)
Location: Varies
Ingredients
- Imp Heart
Rarity: Rare (DC 20)
Harvesting: A Knife (DC 15)
Quantity: 1
Creature Condition: Dead
Uses (1): Potion of Longevity
Nothic
Medium Aberration, Neutral Evil (CR 2)
Location: Locations of Magical Learning, Underdark
Ingredients
- Nothic Tears:When used as eyedrops provide 1d4 hours of darksight
Rarity: Uncommon (DC 15)
Harvesting: nothing
Quantity: 1d4 vials
Creature Condition: Dead or incapacitated, or trade
Uses (1): Potion of Truesight
Purple Worm
Gargantuan monstrosity, unaligned (CR 15)
Location: desert and Underdark
Ingredients:
- Purple Worm Poison:A creature hit with an attack by a weapon coated in this poison must make a DC 19 Constitutionsaving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on asuccessful one.
Rarity: Very Rare (DC 20)
Harvesting: Poisoner's Kit (DC 20)
Quantity: 1d8 vials
Creature Condition: Dead or Incapacitated
Uses (1): Deathsleep
Quipper
Tiny Beast, Unaligned (CR 0)
Location: Underwater
Ingredients:
- Quipper scale
Rarity: Common (DC 10)
Harvesting: a knife (DC 5)
Quantity: 1d4
Creature condition: Dead or incapacitated
Uses (2): Potion of Animal Friendship, Potion of Swimming
Remorhaz
Large/Huge monstrosity, Unaligned (CR 5/11)
Location: Artic
Ingredients:
- Remorhaz Ichor
Rarity: Rare (DC 20)
Harvesting: Alchemist’s Kit (DC 20)
Quantity: 1d6, 3d6
Creature condition: Dead or incapacitated
Uses (1): Potion of Firebreath
Skulk
Medium Humanoid, Chaotic Neutral (CR 1/2)
Location: Coastal, Forest, Swamp, Underdark, Urban
Ingredients:
- Skulk Claw
Rarity: Uncommon (DC 15)
Harvesting: a knife (DC 10)
Quantity: 1d10
Creature condition: Dead
Uses (1): Potion of Invisibility
True Dragons
Varying Dragon, Varying Alignment (CR Varies)
Location: Varies
Ingredients:
- Dragon’s blood
Rarity: Rare (DC 20)
Harvesting: a knife (DC 10) (1/4 of normal Exp.)
Quantity: Xd8 (X depends on size of the dragon) when Dead or Incapacitated, 1d4 when trading
Creature condition: Dead or Incapacitated, or Trade
Uses (1): Oil of Dragon’s Bane
Wyvern
Gargantuan monstrosity, unaligned (CR 15)
Location: Hills and Mountains
Ingredients:
- Wyvern Poison:A creature hit with an attack by a weapon coated in this poison must make a DC 15 Constitutionsaving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on asuccessful one.
Rarity: Rare (DC 18)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d8 vials
Creature Condition: Dead or Incapacitated
Uses (1): Oil of Dragon’s Bane
Environments
A convenient list with all available resources sorted based on environments
Artic
Common Material
Uncommon Materials
Rare Materials
Desert
Common Material
Uncommon Materials
Rare Materials
Forest (Dense)
Common Material
Uncommon Materials
Rare Materials
Forest (Light)
Common Material
Uncommon Materials
Rare Materials
Plains
Common Material
Uncommon Materials
Rare Materials
Industrial
Common Material
Uncommon Materials
Rare Materials
Jungle
Common Material
Uncommon Materials
Rare Materials
Mountains
Common Material
Uncommon Materials
Rare Materials
Swamp
Common Material
Uncommon Materials
Rare Materials
Urban (Metro)
Common Material
Uncommon Materials
Rare Materials
Urban (Wasteland)
Common Material
Uncommon Materials
Rare Materials
Underground
Common Material
Uncommon Materials
Rare Materials
Water (Fresh)
Common Material
Uncommon Materials
Rare Materials
Water (Salt)
Common Material
Uncommon Materials
Rare Materials
Volcanic
Common Material
Uncommon Materials
Rare Materials
Change Log and art credits
Art Credits
Change Log
Power Frames
Armor | Cost | AC | Attribute Adjustments | Property Additions/Adjustments | Type | Weight | Coverage |
---|---|---|---|---|---|---|---|
Spartan | |||||||
Mk-1 | -gp | 14 (+4 Max dex) | +2 Str, +4 Dex | +5ft movement | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-2 | -gp | 14 (+4 Max dex) | +2 Str, +4 Dex | +5ft movement, Adimantite | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-3 | -gp | 14 (+4 Max dex) | +2 Str,, +4 Dex | +5ft movement, Adimantite, Environmentally sealed | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-4 | -gp | 14 (+6 Max dex) | +2 Str, +4 Dex | +5ft movement, Adamantite, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-4A | -gp | 14 (+6 Max dex) | +2 Str, +4 Dex | +5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-4B | -gp | 14 (+6 Max dex) | +2 Str, +4 Dex | +5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Leaded | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-4C | -gp | 14 (+6 Max dex) | +2 Str, +4 Dex, | +5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Insulation | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-5 | -gp | 14 (+4 Max dex) | +2 Str, +4 Dex | +10ft movement, Adamantite, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-5A | -gp | 14 (+4 Max dex) | +2 Str, +4 Dex | +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-5B | -gp | 14 (+4 Max dex) | +2 Str, +4 Dex | +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Leaded | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-5C | -gp | 14 (+4 Max dex) | +2 Str, +4 Dex, | +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Insulation | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-6 | -gp | 14 (+6 Max dex) | +2 Str, +4 Dex | +10ft movement, Adamantite, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Reactive Servo Actuators | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-6A | -gp | 14 (+6 Max dex) | +2 Str, +4 Dex | +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Reactive Servo Actuators | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Mk-6B | -gp | 14 (+6 Max dex) | +2 Str, +4 Dex | +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Reactive Servo Actuators, Leaded | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Standard Power Frames Continued
Armor | Cost | AC | Attribute Adjustments | Property Additions/Adjustments | Type | Weight | Coverage |
---|---|---|---|---|---|---|---|
Spartan Continued | |||||||
Mk-6C | -gp | 14 (+6 Max dex) | +2 Str, +4 Dex, | +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Reactive Servo Actuators, Insulation | Light | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Storm Trooper | |||||||
ST-1 Alpha | -gp | 15 (+3 Max dex) | +2 Str, +2 Dex | + 10ft Movement | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
ST-A2 | -gp | 15 (+3 Max dex) | +2 Str, +2 Dex | + 10ft Movement, Adamantine | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
ST Bravo | -gp | 15 (+3 Max dex) | +2 Str, +2 Dex | + 10ft Movement, Adamantine, Advanced Frame and wiring Harness | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
B-2 | -gp | 15 (+3 Max dex) | +2 Str, +2 Dex | + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Charlie | -gp | 15 (+3 Max dex) | +2 Str, +2 Dex | + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
C-2 | -gp | 15 (+3 Max dex) | +2 Str, +2 Dex | + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Insulation | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
C-3 | -gp | 15 (+3 Max dex) | +2 Str, +2 Dex | + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Leaded | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Delta | -gp | 15 (+5 Max dex) | +2 Str, +4 Dex | + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Reactive Servo Actuators | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
D-2 | -gp | 15 (+5 Max dex) | +2 Str, +4 Dex | + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Reactive Servo Actuators, insulated | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
D-3 | -gp | 15 (+5 Max dex) | +2 Str, +4 Dex | + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Reactive Servo Actuators, Leaded | Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Standard Power Frames Continued
Armor | Cost | AC | Attribute Adjustments | Property Additions/Adjustments | Type | Weight | Coverage |
---|---|---|---|---|---|---|---|
Thunder Armor | |||||||
T1 | -gp | 16 (+2 Max dex) | - | - | 2 Heavy, 4 Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
T1-A | -gp | 16 (+2 Max dex) | +4 Str | Overpowered Servo Actuators | 2 Heavy, 4 Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
T2 | -gp | 16 (+2 Max dex) | - | Adamantite | 2 Heavy, 4 Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
T2-A | -gp | 16 (+2 Max dex) | +4 Str | Adamantite, Overpowered Servo Actuators | 2 Heavy, 4 Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
T3 | -gp | 16 (+2 Max dex) | - | Cerasteale | 2 Heavy, 4 Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
T3-A | -gp | 16 (+2 Max dex) | +4 Str | Cerasteal, Overpowered Servo Actuators | 2 Heavy, 4 Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
T3-B | -gp | 16 (+2 Max dex) | +4 Str | Cerasteal, Overpowered Servo Actuators, Insulated | 2 Heavy, 4 Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
T3-C | -gp | 16 (+2 Max dex) | +4 Str | Cerasteal, Overpowered Servo Actuators, Leaded | 2 Heavy, 4 Medium | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Gladius | |||||||
MK-1 | -gp | 18 (+1 Max dex) | +4 Str | -5ft movement | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-2 | -gp | 18 (+1 Max dex) | +4 Str | -5ft movement, Adamantine | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-3 | -gp | 18 (+1 Max dex) | +4 Str | -5ft movement, Adamantine, Environmentally sealed | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4 | -gp | 18 (+1 Max dex) | +4 Str | -5ft movement, Adamantite, Environmentally sealed, Advanced Frame and wiring Harness | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4A | -gp | 18 (+1 Max dex) | +4 Str | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4B | -gp | 18 (+1 Max dex) | +4 Str | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Insulated | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Standard Power Frames Continued
Armor | Cost | AC | Attribute Adjustments | Property Additions/Adjustments | Type | Weight | Coverage |
---|---|---|---|---|---|---|---|
Gladius Continued | |||||||
MK-4C | -gp | 18 (+1 Max dex) | +4 Str | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Leaded | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4A1 | -gp | 18 (+3 Max dex) | +4 Str, +4 Dex | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4A2 | -gp | 18 (+3 Max dex) | +4 Str, +4 Dex | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Insulated | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4A3 | -gp | 18 (+3 Max dex) | +4 Str, +4 Dex | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Leaded | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-5 | -gp | 18 (+3 Max dex) | +4 Str, +4 Dex | Adamantite, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Enhanced Servo Actuators | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-5A1 | -gp | 18 (+3 Max dex) | +4 Str, +4 Dex | Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Enhanced Servo Actuators | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-5A2 | -gp | 18 (+3 Max dex) | +4 Str, +4 Dex | Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Enhanced Servo Actuators, Insulated | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-5A3 | -gp | 18 (+3 Max dex) | +4 Str, +4 Dex | Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Enhanced Servo Actuators, Leaded | Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Titan | |||||||
MK-1 | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -10ft movement | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-2 | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -10ft movement, Adamantine | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-3 | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -10ft movement, Adamantine, Environmentally sealed | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4 | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -10ft movement, Adamantine, Environmentally sealed, Advanced Frame and wiring Harness | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4A | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Standard Power Frames Continued
Armor | Cost | AC | Attribute Adjustments | Property Additions/Adjustments | Type | Weight | Coverage |
---|---|---|---|---|---|---|---|
Titan Continued | |||||||
MK-4B | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Insulation | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-4C | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Leaded | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-5 | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -5ft movement, Adamantine, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-5A | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-5B | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Insulation | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
MK-5C | -gp | 20 (No Max dex) | +4 Str, -2 Dex, +4 Con | -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Leaded | Super Heavy | -LBS | Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm |
Basic Power Frame Properties
All power frames will have the following properties.
Servo Actuators: When wearing a power frame you count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift. Furthermore you gain the Larger than Most Ability as described Below.
Larger than Most You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.
Recoil Suppression: Provides the ability to fire two handed weapons with one-hand. you may fire any two handed ranged weapon that does not have the Heavy, Bulky or Longgun weapon property. If this is done attacks are made at a negative equal to your currant Proficiency bonus.
No Manual Dexterity: While protective, armored gloves are not ideal for fine manipulation, you have the following negatives while in power armor.
you can not wield any Tiny weapons
Suffer a -10 penalty on slight of hand and dexterity based skill tests that rely on fine manipulation of you fingers.
Length per Arcanium Core: Each Frame runs of a single Arcanium core a highly Technological device that borders on the lines of magic and Technology, this core provides a nuculer level of power. the core is placed into the frame gives the frame 30 days of run time as just the frame in normal operations. To install a Arcanium Core it takes about an hour and requires a charged core, Tech tools and a check at DC 15 and Artificers tools and a check at DC 15.if ether test is failed it may be re attempted at a DC of + 5, if the second attempt is failed the process must be done again.
Doning power Armor: To don power armor you must use an object interaction when you are within 5ft of the rear of the armor to open it, at the start of your next turn the armor will be open, you may then as an action climb into the suit, you must then use another object interaction to close the armor. After the armor is opened it will remain that way for 1 min or until you climb in or you use an object interaction on it within 5ft.
Power Armor Frame Partswith the right services a power armor frame may be upgraded and augmented to suit many different operational functions, Like armor plating or grave boots for use in the zero gravity of the Cosmos, whatever it may be you must follow a few guidelines when you upgrade your armor. A frame has 6 major locations the Torso, Left arm, Right arm, Left leg, Right leg and the Head. Each location may have one armor plat and as many integrations as you wish.
Power Armor Drain:Heavier armor and multiple device integrations will require more power as all system that you add to or integrated into your frame are powered by the Arcanium core. This power drain will take from the total days of power you have until your Core needs to be changed. For armor plates this drain will be noted in the Armor plate description.
For Device integration you may integrate any amount of systems in any of the 6 Armor location on a frame, but this will be at a cost of 1 days energy for each device that was integrated.
if you stay at a sustained Sprint for more than an hour a day you will drain a day of energy for each hour sustained beyond the first
Additional Power Frame Properties
Some power Frames may have one or multiple of the following properties.
Adimantine Plating: If all plates are Adamantite the wearer gains resistance to Bludgeoning, Piercing and Slashing damage. This cant be taken with Cerasteel Plating.
Master Crafted: gains immunity instead of resistance to the listed damage types.
Artificers: gains immunity instead of resistance and -5 damage reduction to the listed damage types.
Cerasteel Plating: If all plates are Ceresteal the wearer gains resistance to Bludgeoning, Piercing, Slashing, Fire and Acid damage. This cant be taken with Adimantite Plating.
Master Crafted: gains immunity instead of resistance to the listed damage types.
Artificers: gains immunity instead of resistance and -5 damage reduction to the listed damage types.
Insulation: the wearer of a frame with Insulation gains resistance to Lightning and Cold damage. This cant be taken with Leaded.
Master Crafted: gains immunity instead of resistance to the listed damage types.
Artificers: gains immunity instead of resistance and -5 damage reduction to the listed damage types.
Leaded: the wearer of a frame with Leaded gains resistance to Poison damage for sources of Radiation. This cant be taken with Insulation.
Master Crafted: gains immunity instead of resistance to the listed damage types.
Artificers: gains immunity instead of resistance and -5 damage reduction to the listed damage types.
Environmentally Sealed: Protects the wearer from the vacuum of space and other environmental hazards, while this suits helm is donned and sealed it gives the wearer immunity to damage and effects from contact related and airborn poisons, carcinogen and disease. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the helm includes an eternal speaker and inbuilt microphone communicator.
Enhanced Servo Actuators: This frame no longer suffers the reduction to its movement ability Enhancement. If this is used with a frame that has 4 or more Super heavy plates you may only suffer no more then a -5 to you movement from your armor.
Reactive Servo Actuators: This frame no longer suffers the reduction to its Dexterity ability Enhancement also you gain a + 1 Max dex for every 2 dex increased to a maximum of +6. Furthermore This may not be used with any Super heavy plate applied.
Bio Enhancement Module: The wearer of this frame gains a + 4 Constitution ability enhancement.
Advanced Frame and wiring Harness: This frame may now have one more device integrations on each of its equipment slots.
Overpowered Servo Actuators: This frame no longer suffers the reduction to its Strength ability Enhancement. This may not be used with any light plate applied.
Gear
Drone
A Drone is a tiny robotic device that appears in different forms like the Empire, fashion them from the skulls of loyal Imperial servants to which robotic components and an antigravitic technology have been added to allow them to hover and drift bodiless through the air. This is so that they may continue their work for the Empire even after death. To have one's skull chosen to serve as a Servo-skull is a great honor in the Empire, for it implies one's service in life has been satisfactory enough to warrant continuation beyond death. Some others resemble more Robotic and sleek designs, that show the engineers individual style.
Drones perform an important roll in much of the technological lands, serving as everything from scribes and video cameras that copy down and recored important moments, to simple moving torches, hovering about their charge with candles and lanterns to illuminate the area.
Drones are used throughout all the Empire and other locations. Each is built to perform a certain task, some are designed for military roles, and among these some are built with enhanced optical sensors that allow them to serve as a reconnaissance scout.
Utility Drones
All utility Drones have a basic Profile as described in Chapter 3 (Minions), with the ability that are described below.
Auto Scribe
This commonly used drone allows one to copy down important conversations and confessions of prisoners word for word.
Effect: this skull records all words spoken by up to 6 targets within 30ft of the skull. This skull has roughly an hours worth of scroll th right on, it may last longer if less people are a part of the conversation and there are frequent Pauses in the conversation.
Audio and Video Drone
This drone is also found quite common amongst most factions and used by most technologically advanced cultures. These Drones have a video camera, microphone and speaker, that has capability of recording as well as play back on a small screen any recorded footage on the device.
Effect: this skull records all audio and video within a 45 degree cone in front of the drone. This Drone has 8 hours worth of recording. the quality of the Video and audio is of moderate quality and degrades with distance from the source.
Service Drone
The most common form of the Drone is the Service Drone. They are designed and equipped to offer assistance with a particular task, and most are fitted
with a basic set of extendable articulating pincers and whatever else by way of gear their duty requires.
Effect: this Drone can preform a rudementery tasks that it was loaded to do. Like changing out torches, delivering a scroll, opening doors, hold a glow beam, Speaker, video or Holo device, though the Service Drone does not have the capacity to be able to preform many different tasks.
Linguistic Drone
Useful to diplomats and explorers, a Linguistic drone is a specially designed drone equipped with an advanced linguistic device. The Linguistic Drone hovers just over the shoulder of its master, aiding him in translating and understanding unfamiliar tongues.
Effect: This Drone can Speak, understand and translate any known language in its records.
Message Drone
A Message Drone is a mobile communications platform used commonly with the Empire to carry recorded messages. The drone is an round or Square metal unit about the size of a citrus fruit that has an anti gravity emitter built within it.
The Message Drone carries messages to people it is programmed to find by using a recorded pheromonal trace to track down the person for whom its message is intended. The drone can record short audio and holographic messages that will only be played for the person whose pheromonal markers match the drone's data set.
Because it carries a relatively small power cell, the Message Drone can only be used for short range communications and is generally used within the spires of wealthy Metros to carry personal or business oriented messages between the members of the nobility.
Effect: This drone can carry a message of up to one minute long to a target you know within 5 miles.
Advanced Drones
Each advanced Drones has its own Profile described in the NPC minions Section of this book.
Gun Drone
Designed with a somewhat reinforced structure and fitted with a single efficient weapon system and targeting selection programs, Guardian-skulls (also known as Gun-skulls and Combat-skulls depending on their armament) are uncommon but prestigious and effective bodyguard devices. Their small size, tireless vigilance, and ability to hover in the shadows silently make them surprisingly discreet and effective servants.
Effect: See Gun drone in the minions section of Chapter 3 (Minions).
Spotter Drone
This advanced recon drone is conected directly to the owners mind by way of nero link. it allows the owner to see and hear through its electronic senses
Effect: See spotter drone in the minions section of Chapter 3 (Minions).
Special Tool's
- Data Hacking Tools. Used for Building, repairing of fabrication of metals and Alloys, mainly used for crafting of weaponry, Vehicles, Armors and Industrial construction.
- Data slate. This Provides basic functions of the Data hacking Tools. This may be used in place of Data Hacking tool's but the DC will be increased by 5.
- Data Forger Tools. Used as a Deception check when using a Cogitators.
- Data Mining Tools. used as a Persuasion check when using Cogitators.
Vehicle and Mount Use
Anyone may attempt to pilot or use any mount or vehicle provided you can fit within its saddle or cockpit as listen in the mounts description. When riding a mount use the following rules.
Animal Mounts will use Animal handling Skill for any vehicle handling rolls made Though you use your Dexterity bonus in replace of wisdom and when doing so you may only benefit from your dexterity bonus to a maximum of your mounts Dexterity bonus.
When Riding an animal mount you may make actions that require both hands, though if this presists for more then on round vehicle handling roll DC's will increase by 1 each round.
When piloting a vehicle use the following rules.
Vehicles will use the appropriate vehicle tool proficiency for any vehicle handling rolls made, you use your Dexterity bonus and when doing so you may only benefit from your dexterity bonus to a maximum of your vehicle Dexterity bonus.
When piloting a vehicle and you make an attack with a pilot or Driver Weapon you will use the pilots dexterity bonus but only to a maximum of the Vehicles Dexterity bonus.
Mounts and Vehicles
Below is a list of mounts and vehicles and the cost of them, refer to the Monster Manual for the profiles.
Item | Cost | Speed | Carrying Capacity | seating | Fuel type/amount | Weight | Size |
---|---|---|---|---|---|---|---|
Donkey or Mule | 8gp | 40ft | 420 lbs | 1 | Veggiterian 8 pounds/day | 450 Lbs | M |
Horse, draft | 50gp | 40ft | 540 lbs | - | Veggiterian 20 pounds/day | 1500 Lbs | L |
Horse, Riding | 75gp | 60ft | 480 lbs | 2 | Veggiterian 15 pounds/day | 1000 Lbs | L |
Pony | 30gp | 40ft | 225 | - | Veggiterian 7 pounds/day | 400 Lbs | M |
Pony Riding | 50gp | 40ft | 200 lbs | 1 | Veggiterian 5 pounds/day | 350 Lbs | M |
Warhorse | 400gp | 60ft | 540 lbs | 2 | Veggiterian 17 pounds/day | 1200 Lbs | L |
Dune Strider | 500gp | 70ft | 450 Lbs | 1 | Omniverous 16 pounds/day | 900 Lbs | L |
Bicycle | 10gp | 40ft | 200 lbs | 1 | man powered | 15 Lbs | M |
Mo-ped/Scooter | 125gp | 50ft | 280 lbs | 1 | Refined Machine Oil 3GT/100MPG | 250 Lbs | M |
Motor Bike | 450gp | 80ft | 300 lbs | 2 | Refined Machine Oil 5GT/75MPG | 350 Lbs | M |
Motor Quad | 650gp | 60ft | 550 lbs | 2 | Refined Machine Oil 8GT/50MPG | 450 Lbs | M |
Magna Bike | 1,050gp | 80ft | 950 lbs | 1 | Refined Machine Oil 15GT/25MPG | 1250 Lbs | L |
Magna Quad | 1,300gp | 60ft | 1200 lbs | 1 | Refined Machine Oil 20GT/20MPG | 1800 Lbs | L |
Small Vehicle | 6,500gp | 90ft | 750 lbs | 2 | Refined Machine Oil 15GT/25MPG | 2500 Lbs | H |
Medium Vehicle | 13,050gp | 80ft | 1100 lbs | 5 | Refined Machine Oil 25GT/15MPG | 2500 Lbs | H |
Large Vehicle | 22,300gp | 60ft | 1850 lbs | 8 | Refined Machine Oil 300GT/25MPG | 2500 Lbs | H |
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The intent of this document is be a test document for any new GM Binder themes you might create. To use it, grab the source of this document, paste it into a new document, and then apply your theme styles above.
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Headline 2
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Headline 3
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Headline 4
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Headline 5
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Headline 6
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Type Faces
- Bold
- Italics
Strikethrough- Super
- SuperScript
- SubScript
- Internal Link
- External Link
- Item 1
- Item 2
- Item 3
- Item 1
- Item 2
- Item 3
Theme tester document by /u/Iveld
Class Block Narrow
Level | Proficiency Bonus | Features | Some Modifier |
---|---|---|---|
1st | +2 | Something | — |
2nd | ─ | ─ | — |
... | ─ | ─ | ─ |
20th | ─ | ─ | ─ |
Catchy Title
Useful Information
Catchy Title
Useful information
Class Features
As a class_name, you gain the following class features
Hit Points
- Hit Dice: 1d10 per class_name level
- Hit Points at 1st Level: something
- Hit Points at Higher Levels: something_higher
Proficiencies
- Armor: armor
- Weapons: weapons
- Tools: tools
- Saving Throws: saving_throws
- Skills: Choose two from skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a item1 or (b) item2
d8 | Loot |
---|---|
1 | 100gp |
2 | 200gp |
3 | 300gp |
4 | 400gp |
5 | 500gp |
6 | 600gp |
7 | 700gp |
8 | 1000gp |
d8 | Loot |
---|---|
1 | 100gp |
2 | 200gp |
3 | 300gp |
4 | 400gp |
d8 | Loot |
---|---|
5 | 500gp |
6 | 600gp |
7 | 700gp |
8 | 1000gp |
Spell Name
Spell Type
- Casting Time: Casting Time
- Range: Range
- Components: V, S
- Duration: Duration
A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.
Monster Name
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (+Mod) Dex (+Mod) Con (+Mod) Int (+Mod) Wis (+Mod) Cha (+Mod)
- Condition Immunities Some
- Senses Senses
- Languages Languages
- Challenge Senses
Actions
Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)
Theme tester document by /u/Iveld
Monster Name
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (+Mod) Dex (+Mod) Con (+Mod) Int (+Mod) Wis (+Mod) Cha (+Mod)
- Condition Immunities Some
- Senses Senses
- Languages Languages
- Challenge Senses
Actions
Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)
Cantrips (0 Level)
- Cantrip A
- Cantrip B
- Cantrip C
1st Level
- Spell A
- Spell B
- Spell C
2nd Level
- Spell A
- Spell B
- Spell C
3rd Level
- Spell A
- Spell B
- Spell C
4th Level
- Spell A
- Spell B
- Spell C
5th Level
- Spell A
- Spell B
- Spell C
6th Level
- Spell A
- Spell B
- Spell C
7th Level
- Spell A
- Spell B
- Spell C
8th Level
- Spell A
- Spell B
- Spell C
9th Level
- Spell A
- Spell B
- Spell C
Class Block Wide
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Something | — | — | — | — | — | — | — | — | — | — | — |
2nd | ─ | ─ | — | — | — | — | — | — | — | — | — | — | — |
... | ─ | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
20th | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
Theme tester document by /u/Iveld
Summary of Content
Summary of Content
Practice
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