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<blockquote data-quote="kronos182" data-source="post: 9317356" data-attributes="member: 6668634"><p>Additional Armacham Items</p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>SHO Series-3 Combat Shotgun</strong></span></span></p><p><span style="font-family: 'Calibri'">The SHOE Series-3 is a manually operated pump-action repeating 10-gauge combat shotgun, with an eight-round tubular magazine under the smooth bore full choke barrel. It has lower accuracy, but high damage due to the larger gauge.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">SHO Series-3 (PL5)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d10</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 25 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 13 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 8 Internal</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 18 Res (+2)</span></p><p><span style="font-family: 'Calibri'">Notes: 10 gauge, can't use slugs, -1 attack roll. Target struck must make Fort save DC 15 or be knocked prone, on a successful save Dazed for 1 round instead.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>Vollmer Ultra92 Automatic Shotgun</strong></span></span></p><p><span style="font-family: 'Calibri'">The Ultra92 is a gas operated, self loading semi-automatic 12 gauge shotgun in a bullpup configuration with the box magazine at the rear of the weapon. The frame is a bit thick with a heavier than standard heat shroud around the barrel.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Vollmer Ultra92 (PL5)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 35 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 14 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 12 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 18 Mil (+2)</span></p><p><span style="font-family: 'Calibri'">Notes: Open choke +1 attack roll. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>EL-10 CAS Shotgun</strong></span></span></p><p><span style="font-family: 'Calibri'">The EL-10 CAS is a semi automatic 10 gauge shotgun that uses a feed similar to the P90, where a magazine is fitted to the top of the weapon, the shells are laid sideways and rotated and lowered into the chamber.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">EL-10 CAS (PL5)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d10</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 40 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 12 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 12 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 18 Mil (+2)</span></p><p><span style="font-family: 'Calibri'">Notes: Open choke +1 attack roll.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"><strong><strong><span style="font-size: 22px">LP4 Lightning Arc </span></strong></strong></span></p><p><span style="font-family: 'Calibri'">The LP4 Lightning Arc is a heavy, and heavily insulated rifle, with a short adjustable stock, that fires a beam of electricity that looks like a lightning bolt, dealing incredible damage, but has a low rate of fire and ammunition capacity, using power packs.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">LP4 Lightning Arc (PL5-6)</span></p><p><span style="font-family: 'Calibri'">Damage: 4d6</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Damage Type: electricity</span></p><p><span style="font-family: 'Calibri'">Range Increment: 50 ft line, 5 ft wide, Reflex DC 16</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 18 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 10 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 25 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Targets wearing or carrying at least 20 lbs of metal suffer -1 to their Reflex save for every 20 lbs of metal they are wearing or carrying. Robots, power armour, vehicles, mechs suffer -2 for every size category of medium or larger.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>Type 12 Laser Carbine</strong></span></span></p><p><span style="font-family: 'Calibri'">This thick carbine sized weapon, with heavily padded under barrel grip, is a laser that instead of firing short pulses, fires a concentrated beam, making it highly accurate. It's damage is respectable, but as a concentrated beam, its damage can multiple greatly over time if the beam is kept on the target without interruption.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Type 12 Laser Carbine (PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2*</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 50 ft (out to 5 increments in atmosphere, 20 in vacuum of space)</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 13 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 40 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 21 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Masterwork +1 to attack rolls. If successfully strikes the same target each round (or multiple attacks in same round) without missing, the critical multiplier increases by 1 to a maximum of x5.</span></p><p><span style="font-family: 'Calibri'">If used to make double tap attacks, instead of only increasing damage by +1 die, increase damage by +2 die, but uses 3 charges from power pack, and counts as two successful hits increasing critical multiplier to x3 for next attack.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Armacham Forces</strong></span></span></p><p><span style="font-family: 'Calibri'">Armacham makes uses of various forces for protecting their facilities and their operations. From security guards to black ops soldiers for their secret facilities. They also employ empowered soldiers, which they use as elite security against supernatural forces, and as secret super soldiers.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>Security Guards</strong></span></span></p><p><span style="font-family: 'Calibri'">Basic security guards, the visible protection forces of Armacham facilities and VIPs.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Security Guard Low Level</strong></span></p><p><span style="font-family: 'Calibri'">CR: 1</span></p><p><span style="font-family: 'Calibri'">Type: Human</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">HD: 1d10+2 plus 1d8+2, 14 hp.</span></p><p><span style="font-family: 'Calibri'">Mas: 15</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16, touch 13, flat-footed 15 (+1 Dex, +2 Class, +3 undercover vest)</span></p><p><span style="font-family: 'Calibri'">BAB: +1</span></p><p><span style="font-family: 'Calibri'">Grapple: +3</span></p><p><span style="font-family: 'Calibri'">Attack: unarmed strike +3 melee (1d3+2 nonlethal), or tonfa +3 melee (1d4+2 bludgeon), or 9mm pistol +2 ranged (2d6 ballistic)</span></p><p><span style="font-family: 'Calibri'">Full Attack: unarmed strike +3 melee (1d3+2 nonlethal), or tonfa +3 melee (1d4+2 bludgeon), or 9mm pistol +2 ranged (2d6 ballistic)</span></p><p><span style="font-family: 'Calibri'">Face/Reach: 5 ft x 5 ft, 5 ft</span></p><p><span style="font-family: 'Calibri'">Alignment: Armacham</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Ref +1, Will +0</span></p><p><span style="font-family: 'Calibri'">Rep: +0</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8</span></p><p><span style="font-family: 'Calibri'">Occupation: Blue Collar (Climb, Drive, Intimidate)</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +2*, Concentration +5, Drive +5, Intimidate +4, Knowledge (Current Events) +2, Listen +1, Profession +1, Read/Write English, Speak English, Spot +3, Swim +1*</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency</span></p><p><span style="font-family: 'Calibri'">Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Security Guard Mid Level</strong></span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Type: Human</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">HD: 3d10+6 plus 3d8+6, 45 hp.</span></p><p><span style="font-family: 'Calibri'">Mas: 15</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 18, touch 15, flat-footed 17 (+1 Dex, +4 Class, +3 undercover vest)</span></p><p><span style="font-family: 'Calibri'">BAB: +5</span></p><p><span style="font-family: 'Calibri'">Grapple: +7</span></p><p><span style="font-family: 'Calibri'">Attack: unarmed strike +7 melee (1d3+2 nonlethal), or tonfa +7 melee (1d4+2 bludgeon), or 9mm pistol +7 ranged (2d6 ballistic)</span></p><p><span style="font-family: 'Calibri'">Full Attack: unarmed strike +7 melee (1d3+2 nonlethal), or tonfa +7 melee (1d4+2 bludgeon), or 9mm pistol +7 ranged (2d6 ballistic)</span></p><p><span style="font-family: 'Calibri'">Face/Reach: 5 ft x 5 ft, 5 ft</span></p><p><span style="font-family: 'Calibri'">Alignment: Armacham</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +6, Ref +3, Will +2</span></p><p><span style="font-family: 'Calibri'">Rep: +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8</span></p><p><span style="font-family: 'Calibri'">Occupation: Blue Collar (Climb, Drive, Intimidate)</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +3*, Concentration +7, Drive +8, Intimidate +6, Jump +1*, Knowledge (Current Events) +3, Listen +3, Profession +5, Read/Write English, Speak English, Spot +7, Swim +2*</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency</span></p><p><span style="font-family: 'Calibri'">Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Security Guard High Level</strong></span></p><p><span style="font-family: 'Calibri'">CR: 9</span></p><p><span style="font-family: 'Calibri'">Type: Human</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">HD: 5d10+15 plus 15d8+15, 80 hp.</span></p><p><span style="font-family: 'Calibri'">Mas: 16</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 20, touch 17, flat-footed 19 (+1 Dex, +6 Class, +3 undercover vest)</span></p><p><span style="font-family: 'Calibri'">BAB: +8/+3</span></p><p><span style="font-family: 'Calibri'">Grapple: +10</span></p><p><span style="font-family: 'Calibri'">Attack: unarmed strike +10 melee (1d3+2 nonlethal), or tonfa +10 melee (1d4+2 bludgeon), or 9mm pistol +10 ranged (2d6 ballistic), or Mossberg shotgun +9 ranged (2d8)</span></p><p><span style="font-family: 'Calibri'">Full Attack: Tonfa +10/+5 melee (1d4+2 bludgeon), or 9mm pistol +10/+5 ranged (2d6 ballistic), or Mossberg shotgun +9/+4 ranged (2d8)</span></p><p><span style="font-family: 'Calibri'">Face/Reach: 5 ft x 5 ft, 5 ft</span></p><p><span style="font-family: 'Calibri'">Alignment: Armacham</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +9, Ref +3, Will +2</span></p><p><span style="font-family: 'Calibri'">Rep: +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 15, Dex 12, Con 16, Int 13, Wis 10, Cha 8</span></p><p><span style="font-family: 'Calibri'">Occupation: Blue Collar (Climb, Drive, Intimidate)</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +3*, Concentration +10, Drive +9, Intimidate +8, Jump +1*, Knowledge (Current Events) +3, Listen +6, Profession +8, Read/Write English, Speak English, Spot +9, Swim +2*</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Beretta 92F), Defensive Martial Arts</span></p><p><span style="font-family: 'Calibri'">Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions, Mossberg (12-gauge shotgun), 12 rds 12ga ammunition.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>Armacham Black Ops Soldiers</strong></span></span></p><p><span style="font-family: 'Calibri'">Armacham employs Black Ops soldiers that protect their more sensitive facilities, VIPs and are the first members they use to engage forces outside their facilities, such as when they want to secure new technologies or subjects for their research, authorized to shoot on sight. Mid to High level Black Ops can be assigned specialty Armacham weapons and equipment as the mission dictates. Black Ops soldiers standard equipment are a dark blue coverall with tactical vest, helmet with tinted goggles, tactical webbing, radios with earbuds and mic for easy communications without using their hands. They are armed with an ASP Rifle, a pistol, R3 Incendiary and tear gas grenades.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Black Ops Soldier Low Level</strong></span></p><p><span style="font-family: 'Calibri'">CR: 1</span></p><p><span style="font-family: 'Calibri'">Type: Human</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">HD: 1d10+2 plus 1d8+2, 16 hp.</span></p><p><span style="font-family: 'Calibri'">Mas: 14</span></p><p><span style="font-family: 'Calibri'">Init: +2</span></p><p><span style="font-family: 'Calibri'">Speed: 25 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 22, touch 16, flat-footed 20 (+2 Dex, +4 Class, +6 tactical vest)</span></p><p><span style="font-family: 'Calibri'">BAB: +0</span></p><p><span style="font-family: 'Calibri'">Grapple: +1</span></p><p><span style="font-family: 'Calibri'">Attack: unarmed strike +1 melee (1d3+1 nonlethal), or rifle butt +1 melee (1d6+1 bludgeon), or Asp rifle +3 ranged (2d10 ballistic), or Grenade +2 ranged</span></p><p><span style="font-family: 'Calibri'">Full Attack: unarmed strike +1 melee (1d3+1 nonlethal), or rifle butt +1 melee (1d6+1 bludgeon), or Asp rifle +3 ranged (2d10 ballistic)</span></p><p><span style="font-family: 'Calibri'">Face/Reach: 5 ft x 5 ft, 5 ft</span></p><p><span style="font-family: 'Calibri'">Alignment: Armacham</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +3, Ref +3, Will +1</span></p><p><span style="font-family: 'Calibri'">Rep: +0</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10</span></p><p><span style="font-family: 'Calibri'">Occupation: Law Enforcement (Intimidate, Knowledge (tactics)</span></p><p><span style="font-family: 'Calibri'">Skills: Intimidate +3, Knowledge (streetwise) +3, Knowledge (tactics) +3, Move Silently +4, Profession +3, Read/Write English, Speak English, Spot +2</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency</span></p><p><span style="font-family: 'Calibri'">Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, tactical vest, 3 tear gas grenades, 3 R3 Incendiary grenades, various gear and personal possessions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Black Ops Soldier Mid Level</strong></span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Type: Human</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">HD: 3d10+6 plus 3d8+6, 44 hp.</span></p><p><span style="font-family: 'Calibri'">Mas: 15</span></p><p><span style="font-family: 'Calibri'">Init: +2</span></p><p><span style="font-family: 'Calibri'">Speed: 20 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 25, touch 18, flat-footed 23 (+2 Dex, +6 Class, +7 special response vest)</span></p><p><span style="font-family: 'Calibri'">BAB: +4</span></p><p><span style="font-family: 'Calibri'">Grapple: +5</span></p><p><span style="font-family: 'Calibri'">Attack: unarmed strike +5 melee (1d3+1 nonlethal), or rifle butt +5 melee (1d6+1 bludgeon), or Asp rifle +7 ranged (2d10 ballistic), or Grenade +6 ranged</span></p><p><span style="font-family: 'Calibri'">Full Attack: unarmed strike +5 melee (1d3+1 nonlethal), or rifle butt +5 melee (1d6+1 bludgeon), or Asp rifle +7 ranged (2d10 ballistic), or Grenade +6 ranged</span></p><p><span style="font-family: 'Calibri'">Face/Reach: 5 ft x 5 ft, 5 ft</span></p><p><span style="font-family: 'Calibri'">Alignment: Armacham</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +5, Ref +5, Will +3</span></p><p><span style="font-family: 'Calibri'">Rep: +2</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10</span></p><p><span style="font-family: 'Calibri'">Occupation: Law Enforcement (Intimidate, Knowledge (tactics)</span></p><p><span style="font-family: 'Calibri'">Skills: Intimidate +6, Knowledge (streetwise) +4, Knowledge (tactics) +5, Move Silently +1*, Profession +5, Read/Write English, Speak English, Spot +3</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot</span></p><p><span style="font-family: 'Calibri'">Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, special response vest, 4 tear gas grenades, 4 R3 Incendiary grenades, various gear and personal possessions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Black Ops Soldier High Level</strong></span></p><p><span style="font-family: 'Calibri'">CR: 9</span></p><p><span style="font-family: 'Calibri'">Type: Human</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">HD: 5d10+10 plus 5d8+10, 62 hp.</span></p><p><span style="font-family: 'Calibri'">Mas: 15</span></p><p><span style="font-family: 'Calibri'">Init: +2</span></p><p><span style="font-family: 'Calibri'">Speed: 20 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 29, touch 20, flat-footed 27 (+2 Dex, +8 Class, +9 forced entry unit)</span></p><p><span style="font-family: 'Calibri'">BAB: +6/+1</span></p><p><span style="font-family: 'Calibri'">Grapple: +8</span></p><p><span style="font-family: 'Calibri'">Attack: unarmed strike +8 melee (1d3+2 nonlethal), or rifle butt +8 melee (1d6+2 bludgeon), or Asp rifle +9 ranged (2d10 ballistic), or Grenade +8 ranged</span></p><p><span style="font-family: 'Calibri'">Full Attack: unarmed strike +8/+3 melee (1d3+2 nonlethal), or rifle butt +8/+3 melee (1d6+2 bludgeon), or Asp rifle +9/+4 ranged (2d10 ballistic), or Grenade +8/+3 ranged</span></p><p><span style="font-family: 'Calibri'">Face/Reach: 5 ft x 5 ft, 5 ft</span></p><p><span style="font-family: 'Calibri'">Alignment: Armacham</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +6, Ref +6, Will +3</span></p><p><span style="font-family: 'Calibri'">Rep: +2</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 14, Dex 15, Con 15, Int 8, Wis 12, Cha 10</span></p><p><span style="font-family: 'Calibri'">Occupation: Law Enforcement (Intimidate, Knowledge (tactics)</span></p><p><span style="font-family: 'Calibri'">Skills: Intimidate +9, Knowledge (streetwise) +6, Knowledge (tactics) +8, Move Silently +1*, Profession +6, Read/Write English, Speak English, Spot +4</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light, medium, heavy), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot</span></p><p><span style="font-family: 'Calibri'">Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, forced entry unit, 4 tear gas grenades, 4 R3 Incendiary grenades, various gear and personal possessions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Black Ops soldiers are fairly well trained, working in groups, making use of cover, covering fire, squad tactics. They will work together to take down strong opponents, particularly with flanking maneuvers.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>ASP Rifle</strong></span></span></p><p><span style="font-family: 'Calibri'">The Baksha ASP rifle is a bullpup rifle based on the Tavor TAR-21 used by the Israeli Forces, but chambered to use 7.62mm rounds instead of 5.56mm, has a three-round burst mode, an electro-optical scope mounted on top. The heavier calibre makes the rifle a little heavier than the TAR-21</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>ASP Rifle (PL5)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d10</span></p><p><span style="font-family: 'Calibri'">Critical: 2-</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 75 ft (not counting use of scope)</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 12 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 30 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22</span></p><p><span style="font-family: 'Calibri'">Notes: Features a three-round burst setting. When the three-round burst used with Burst Fire feat, it fires only three bullets instead of five, and can be used with only three bullets in the weapon. Does not grant the use ability to make burst fire attacks without the Burst Fire Feat, without the feat uses 5 bullets, wasting the extra two bullets.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>Black Ops Light Soldiers</strong></span></span></p><p><span style="font-family: 'Calibri'">These solders are similar to regular Black Ops soldiers, but are trained for rapid response and mobility. They have lighter armour and equipment which is modified to remove any sharp corners and save weight as possible. They are usually deployed in either APCs upgraded for high speed or by helicopter and repel by rope to get to the ground quickly.</span></p><p><span style="font-family: 'Calibri'">Make following changes to Black Ops Soldier to make Black Ops Light Soldier:</span></p><p><span style="font-family: 'Calibri'">Armour modified with Lighter version (reduce Defense provided by armour by -1, changes it's category to one lighter, reduce armour check penalty by 1, speed increases by 5 ft to max of 30 ft);</span></p><p><span style="font-family: 'Calibri'">Remove goggles and replace with Vision Monocle;</span></p><p><span style="font-family: 'Calibri'">Remove Intimidate skill and split ranks between Climb and Jump skills.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Vision Monocle</strong></span></span></p><p><span style="font-family: 'Calibri'">This monocle fits over one eye, provides protection against vision attacks for that eye only, includes zoom functions like binoculars, and night vision, but only in the eye it is fitted over.</span></p><p><span style="font-family: 'Calibri'">Weight: -</span></p><p><span style="font-family: 'Calibri'">PDC: 22 Mil +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>Black Ops Heavy Soldiers</strong></span></span></p><p><span style="font-family: 'Calibri'">These Black Ops soldiers are fitted with heavier armour, full helmets, equipped with a shotgun in addition to the ASP rifle, and 1 out of 4 members will be equipped with either an Andra SR5 missile launcher or a HV Hammerhead, or other heavy weapons that become available or suit the situation. Black Ops Heavy soldiers are used to defend the most sensitive parts of Armacham facilities, to defend against heavy attackers, or when they need heavier units to secure locations, subjects or resources. Black Ops Heavy Soldiers operate in groups of 4, 8, 12 or 16.</span></p><p><span style="font-family: 'Calibri'">Only mid and high level Black Ops can be turned into Black Ops Heavy Soldiers.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to create a Black Ops Heavy Soldier:</span></p><p><span style="font-family: 'Calibri'">Replace Armour with Black Ops Heavy Armour;</span></p><p><span style="font-family: 'Calibri'">Add Exotic Weapon Proficiency (Rocket Launcher) feat;</span></p><p><span style="font-family: 'Calibri'">Reduce Intimidate by 2 ranks, increase Knowledge (tactics) by 2 ranks;</span></p><p><span style="font-family: 'Calibri'">Add 12 gauge shotgun with 50 rds;</span></p><p><span style="font-family: 'Calibri'">Add either HV Hammerhead or Andra SR5 missile launcher for every 4th member.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Black Ops Heavy Armour</strong></span></span></p><p><span style="font-family: 'Calibri'">This armour is a modified version of forced entry armour by Armacham, with heavy torso jacket with ceramic plates over the chest and back, neck, groin and arm protection, with light plates protecting the legs. The helmet completely covers the face with a large tinted visor. The armour comes in grey with black highlights, and also dark blue with black. There are multiple easy to access pockets and pouches, with bands for holding shotgun or specialty ammunition for quick reloading. The shoulders are also padded to allow for comfortable use of the Andra SR5 missile launcher and other heavy weapons.</span></p><p><span style="font-family: 'Calibri'">The helmet contains built in radio and vision enhancement of nightvision, binoculars and protection against flashbangs. The helmets also have a weave of material that was supposed to help against psychic attacks, although its effectiveness is limited. Built into the gloves are fitted with RF ID chips that allow them to unlock doors in Armacham facilities without having to actually carry ID cards. The chips are connect to a heart monitor and if the glove removed from the wearer without properly turning it off, the chip shorts out to prevent its use by unauthorized users.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Black Ops Heavy Armour (PL5)</span></p><p><span style="font-family: 'Calibri'">Type: Heavy, Tactical</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: 8</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +0</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +0</span></p><p><span style="font-family: 'Calibri'">Max Dex: +1</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -7</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 20 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 20 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 20</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil +2</span></p><p><span style="font-family: 'Calibri'">Notes: built in military radio, nighvision goggles, binoculars, +2 Reflex save vs light based attacks (flash bangs, etc), +1 Will saves against psychic attacks, Armacham ID chip, when using shotgun grants Quickload feat.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px">Replica Forces</span></span></p><p><span style="font-family: 'Calibri'">The Replica Forces are cloned super soldiers designed by Armacham Technology Corporation under the auspices of Project Perseus, which was to use these clones under the command of a psionic leader issuing orders via telepathy.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Replica Template</span></strong></span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Hit Points: +1 per hit die</span></p><p><span style="font-family: 'Calibri'">Speed: +5 ft</span></p><p><span style="font-family: 'Calibri'">Special Attacks: </span></p><p><span style="font-family: 'Calibri'">Special Qualities: DR 1, Psychic Receiver</span></p><p><span style="font-family: 'Calibri'">Abilities: +1 Dex</span></p><p><span style="font-family: 'Calibri'">ECL: +1</span></p><p><span style="font-family: 'Calibri'">PDC: 24</span></p><p><span style="font-family: 'Calibri'">Requires 10 Fort saves DC 16</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Psychic Receiver</strong></span></p><p><span style="font-family: 'Calibri'">Replicas are modified to be able to receive telepathic orders much easier, although they can't use telepathy themselves. Users attempting to use telepathy to communicate with Replicas can do so at double the range.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Replica Soldiers</span></strong></span></p><p><span style="font-family: 'Calibri'">Replica Soldiers are Black Ops Soldiers using the Replica Template. Replica Soldiers make up the bulk of the Replica Forces, but there are different types, mostly armed with different weapons to fill specific rolls, such as Scout with lighter armour, shotgunners with semi or full automatic shotguns, desert with desert patterns fatigues with cooling systems. Rocket soldiers will have the SR5 missile launchers, and other heavy weapon units.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9317356, member: 6668634"] Additional Armacham Items [FONT=Calibri][SIZE=6][B]SHO Series-3 Combat Shotgun[/B][/SIZE] The SHOE Series-3 is a manually operated pump-action repeating 10-gauge combat shotgun, with an eight-round tubular magazine under the smooth bore full choke barrel. It has lower accuracy, but high damage due to the larger gauge. SHO Series-3 (PL5) Damage: 2d10 Critical: 20x2 Damage Type: Ballistic Range Increment: 25 ft Rate of Fire: Semi Size: Large Weight: 13 lbs Ammo: 8 Internal Purchase DC: 18 Res (+2) Notes: 10 gauge, can't use slugs, -1 attack roll. Target struck must make Fort save DC 15 or be knocked prone, on a successful save Dazed for 1 round instead. [SIZE=6][B]Vollmer Ultra92 Automatic Shotgun[/B][/SIZE] The Ultra92 is a gas operated, self loading semi-automatic 12 gauge shotgun in a bullpup configuration with the box magazine at the rear of the weapon. The frame is a bit thick with a heavier than standard heat shroud around the barrel. Vollmer Ultra92 (PL5) Damage: 2d8 Critical: 20x2 Damage Type: Ballistic Range Increment: 35 ft Rate of Fire: Semi Size: Large Weight: 14 lbs Ammo: 12 box Purchase DC: 18 Mil (+2) Notes: Open choke +1 attack roll. [SIZE=6][B]EL-10 CAS Shotgun[/B][/SIZE] The EL-10 CAS is a semi automatic 10 gauge shotgun that uses a feed similar to the P90, where a magazine is fitted to the top of the weapon, the shells are laid sideways and rotated and lowered into the chamber. EL-10 CAS (PL5) Damage: 2d10 Critical: 20x2 Damage Type: Ballistic Range Increment: 40 ft Rate of Fire: Semi Size: Large Weight: 12 lbs Ammo: 12 box Purchase DC: 18 Mil (+2) Notes: Open choke +1 attack roll. [B][B][SIZE=6]LP4 Lightning Arc [/SIZE][/B][/B] The LP4 Lightning Arc is a heavy, and heavily insulated rifle, with a short adjustable stock, that fires a beam of electricity that looks like a lightning bolt, dealing incredible damage, but has a low rate of fire and ammunition capacity, using power packs. LP4 Lightning Arc (PL5-6) Damage: 4d6 Critical: - Damage Type: electricity Range Increment: 50 ft line, 5 ft wide, Reflex DC 16 Rate of Fire: Single Size: Large Weight: 18 lbs Ammo: 10 box Purchase DC: 25 Mil (+3) Notes: Targets wearing or carrying at least 20 lbs of metal suffer -1 to their Reflex save for every 20 lbs of metal they are wearing or carrying. Robots, power armour, vehicles, mechs suffer -2 for every size category of medium or larger. [SIZE=6][B]Type 12 Laser Carbine[/B][/SIZE] This thick carbine sized weapon, with heavily padded under barrel grip, is a laser that instead of firing short pulses, fires a concentrated beam, making it highly accurate. It's damage is respectable, but as a concentrated beam, its damage can multiple greatly over time if the beam is kept on the target without interruption. Type 12 Laser Carbine (PL6) Damage: 3d8 Critical: 20x2* Damage Type: Fire Range Increment: 50 ft (out to 5 increments in atmosphere, 20 in vacuum of space) Rate of Fire: Semi Size: Medium Weight: 13 lbs Ammo: 40 box Purchase DC: 21 Mil (+3) Notes: Masterwork +1 to attack rolls. If successfully strikes the same target each round (or multiple attacks in same round) without missing, the critical multiplier increases by 1 to a maximum of x5. If used to make double tap attacks, instead of only increasing damage by +1 die, increase damage by +2 die, but uses 3 charges from power pack, and counts as two successful hits increasing critical multiplier to x3 for next attack. [SIZE=7][B]Armacham Forces[/B][/SIZE] Armacham makes uses of various forces for protecting their facilities and their operations. From security guards to black ops soldiers for their secret facilities. They also employ empowered soldiers, which they use as elite security against supernatural forces, and as secret super soldiers. [SIZE=6][B]Security Guards[/B][/SIZE] Basic security guards, the visible protection forces of Armacham facilities and VIPs. [B]Security Guard Low Level[/B] CR: 1 Type: Human Size: Medium HD: 1d10+2 plus 1d8+2, 14 hp. Mas: 15 Init: +1 Speed: 30 ft Defense: 16, touch 13, flat-footed 15 (+1 Dex, +2 Class, +3 undercover vest) BAB: +1 Grapple: +3 Attack: unarmed strike +3 melee (1d3+2 nonlethal), or tonfa +3 melee (1d4+2 bludgeon), or 9mm pistol +2 ranged (2d6 ballistic) Full Attack: unarmed strike +3 melee (1d3+2 nonlethal), or tonfa +3 melee (1d4+2 bludgeon), or 9mm pistol +2 ranged (2d6 ballistic) Face/Reach: 5 ft x 5 ft, 5 ft Alignment: Armacham Saves: Fort +4, Ref +1, Will +0 Rep: +0 Abilities: Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8 Occupation: Blue Collar (Climb, Drive, Intimidate) Skills: Climb +2*, Concentration +5, Drive +5, Intimidate +4, Knowledge (Current Events) +2, Listen +1, Profession +1, Read/Write English, Speak English, Spot +3, Swim +1* Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions. [B]Security Guard Mid Level[/B] CR: 5 Type: Human Size: Medium HD: 3d10+6 plus 3d8+6, 45 hp. Mas: 15 Init: +1 Speed: 30 ft Defense: 18, touch 15, flat-footed 17 (+1 Dex, +4 Class, +3 undercover vest) BAB: +5 Grapple: +7 Attack: unarmed strike +7 melee (1d3+2 nonlethal), or tonfa +7 melee (1d4+2 bludgeon), or 9mm pistol +7 ranged (2d6 ballistic) Full Attack: unarmed strike +7 melee (1d3+2 nonlethal), or tonfa +7 melee (1d4+2 bludgeon), or 9mm pistol +7 ranged (2d6 ballistic) Face/Reach: 5 ft x 5 ft, 5 ft Alignment: Armacham Saves: Fort +6, Ref +3, Will +2 Rep: +1 Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8 Occupation: Blue Collar (Climb, Drive, Intimidate) Skills: Climb +3*, Concentration +7, Drive +8, Intimidate +6, Jump +1*, Knowledge (Current Events) +3, Listen +3, Profession +5, Read/Write English, Speak English, Spot +7, Swim +2* Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions. [B]Security Guard High Level[/B] CR: 9 Type: Human Size: Medium HD: 5d10+15 plus 15d8+15, 80 hp. Mas: 16 Init: +1 Speed: 30 ft Defense: 20, touch 17, flat-footed 19 (+1 Dex, +6 Class, +3 undercover vest) BAB: +8/+3 Grapple: +10 Attack: unarmed strike +10 melee (1d3+2 nonlethal), or tonfa +10 melee (1d4+2 bludgeon), or 9mm pistol +10 ranged (2d6 ballistic), or Mossberg shotgun +9 ranged (2d8) Full Attack: Tonfa +10/+5 melee (1d4+2 bludgeon), or 9mm pistol +10/+5 ranged (2d6 ballistic), or Mossberg shotgun +9/+4 ranged (2d8) Face/Reach: 5 ft x 5 ft, 5 ft Alignment: Armacham Saves: Fort +9, Ref +3, Will +2 Rep: +1 Abilities: Str 15, Dex 12, Con 16, Int 13, Wis 10, Cha 8 Occupation: Blue Collar (Climb, Drive, Intimidate) Skills: Climb +3*, Concentration +10, Drive +9, Intimidate +8, Jump +1*, Knowledge (Current Events) +3, Listen +6, Profession +8, Read/Write English, Speak English, Spot +9, Swim +2* Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Beretta 92F), Defensive Martial Arts Possessions: Berreta 92F (9mm), 50 rds of ammunition 9mm, uniform, undercover vest, tonfa, various gear and personal possessions, Mossberg (12-gauge shotgun), 12 rds 12ga ammunition. [SIZE=6][B]Armacham Black Ops Soldiers[/B][/SIZE] Armacham employs Black Ops soldiers that protect their more sensitive facilities, VIPs and are the first members they use to engage forces outside their facilities, such as when they want to secure new technologies or subjects for their research, authorized to shoot on sight. Mid to High level Black Ops can be assigned specialty Armacham weapons and equipment as the mission dictates. Black Ops soldiers standard equipment are a dark blue coverall with tactical vest, helmet with tinted goggles, tactical webbing, radios with earbuds and mic for easy communications without using their hands. They are armed with an ASP Rifle, a pistol, R3 Incendiary and tear gas grenades. [B]Black Ops Soldier Low Level[/B] CR: 1 Type: Human Size: Medium HD: 1d10+2 plus 1d8+2, 16 hp. Mas: 14 Init: +2 Speed: 25 ft Defense: 22, touch 16, flat-footed 20 (+2 Dex, +4 Class, +6 tactical vest) BAB: +0 Grapple: +1 Attack: unarmed strike +1 melee (1d3+1 nonlethal), or rifle butt +1 melee (1d6+1 bludgeon), or Asp rifle +3 ranged (2d10 ballistic), or Grenade +2 ranged Full Attack: unarmed strike +1 melee (1d3+1 nonlethal), or rifle butt +1 melee (1d6+1 bludgeon), or Asp rifle +3 ranged (2d10 ballistic) Face/Reach: 5 ft x 5 ft, 5 ft Alignment: Armacham Saves: Fort +3, Ref +3, Will +1 Rep: +0 Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10 Occupation: Law Enforcement (Intimidate, Knowledge (tactics) Skills: Intimidate +3, Knowledge (streetwise) +3, Knowledge (tactics) +3, Move Silently +4, Profession +3, Read/Write English, Speak English, Spot +2 Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, tactical vest, 3 tear gas grenades, 3 R3 Incendiary grenades, various gear and personal possessions. [B]Black Ops Soldier Mid Level[/B] CR: 5 Type: Human Size: Medium HD: 3d10+6 plus 3d8+6, 44 hp. Mas: 15 Init: +2 Speed: 20 ft Defense: 25, touch 18, flat-footed 23 (+2 Dex, +6 Class, +7 special response vest) BAB: +4 Grapple: +5 Attack: unarmed strike +5 melee (1d3+1 nonlethal), or rifle butt +5 melee (1d6+1 bludgeon), or Asp rifle +7 ranged (2d10 ballistic), or Grenade +6 ranged Full Attack: unarmed strike +5 melee (1d3+1 nonlethal), or rifle butt +5 melee (1d6+1 bludgeon), or Asp rifle +7 ranged (2d10 ballistic), or Grenade +6 ranged Face/Reach: 5 ft x 5 ft, 5 ft Alignment: Armacham Saves: Fort +5, Ref +5, Will +3 Rep: +2 Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10 Occupation: Law Enforcement (Intimidate, Knowledge (tactics) Skills: Intimidate +6, Knowledge (streetwise) +4, Knowledge (tactics) +5, Move Silently +1*, Profession +5, Read/Write English, Speak English, Spot +3 Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, special response vest, 4 tear gas grenades, 4 R3 Incendiary grenades, various gear and personal possessions. [B]Black Ops Soldier High Level[/B] CR: 9 Type: Human Size: Medium HD: 5d10+10 plus 5d8+10, 62 hp. Mas: 15 Init: +2 Speed: 20 ft Defense: 29, touch 20, flat-footed 27 (+2 Dex, +8 Class, +9 forced entry unit) BAB: +6/+1 Grapple: +8 Attack: unarmed strike +8 melee (1d3+2 nonlethal), or rifle butt +8 melee (1d6+2 bludgeon), or Asp rifle +9 ranged (2d10 ballistic), or Grenade +8 ranged Full Attack: unarmed strike +8/+3 melee (1d3+2 nonlethal), or rifle butt +8/+3 melee (1d6+2 bludgeon), or Asp rifle +9/+4 ranged (2d10 ballistic), or Grenade +8/+3 ranged Face/Reach: 5 ft x 5 ft, 5 ft Alignment: Armacham Saves: Fort +6, Ref +6, Will +3 Rep: +2 Abilities: Str 14, Dex 15, Con 15, Int 8, Wis 12, Cha 10 Occupation: Law Enforcement (Intimidate, Knowledge (tactics) Skills: Intimidate +9, Knowledge (streetwise) +6, Knowledge (tactics) +8, Move Silently +1*, Profession +6, Read/Write English, Speak English, Spot +4 Feats: Armour Proficiency (light, medium, heavy), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot Possessions: Asp Rifle (7.62mm), 100 rds of ammunition, uniform, forced entry unit, 4 tear gas grenades, 4 R3 Incendiary grenades, various gear and personal possessions. [B]Combat[/B] Black Ops soldiers are fairly well trained, working in groups, making use of cover, covering fire, squad tactics. They will work together to take down strong opponents, particularly with flanking maneuvers. [SIZE=5][B]ASP Rifle[/B][/SIZE] The Baksha ASP rifle is a bullpup rifle based on the Tavor TAR-21 used by the Israeli Forces, but chambered to use 7.62mm rounds instead of 5.56mm, has a three-round burst mode, an electro-optical scope mounted on top. The heavier calibre makes the rifle a little heavier than the TAR-21 [B]ASP Rifle (PL5)[/B] Damage: 2d10 Critical: 2- Damage Type: Ballistic Range Increment: 75 ft (not counting use of scope) Rate of Fire: S, A Size: Large Weight: 12 lbs Ammo: 30 box Purchase DC: 22 Notes: Features a three-round burst setting. When the three-round burst used with Burst Fire feat, it fires only three bullets instead of five, and can be used with only three bullets in the weapon. Does not grant the use ability to make burst fire attacks without the Burst Fire Feat, without the feat uses 5 bullets, wasting the extra two bullets. [SIZE=6][B]Black Ops Light Soldiers[/B][/SIZE] These solders are similar to regular Black Ops soldiers, but are trained for rapid response and mobility. They have lighter armour and equipment which is modified to remove any sharp corners and save weight as possible. They are usually deployed in either APCs upgraded for high speed or by helicopter and repel by rope to get to the ground quickly. Make following changes to Black Ops Soldier to make Black Ops Light Soldier: Armour modified with Lighter version (reduce Defense provided by armour by -1, changes it's category to one lighter, reduce armour check penalty by 1, speed increases by 5 ft to max of 30 ft); Remove goggles and replace with Vision Monocle; Remove Intimidate skill and split ranks between Climb and Jump skills. [SIZE=5][B]Vision Monocle[/B][/SIZE] This monocle fits over one eye, provides protection against vision attacks for that eye only, includes zoom functions like binoculars, and night vision, but only in the eye it is fitted over. Weight: - PDC: 22 Mil +3 [SIZE=6][B]Black Ops Heavy Soldiers[/B][/SIZE] These Black Ops soldiers are fitted with heavier armour, full helmets, equipped with a shotgun in addition to the ASP rifle, and 1 out of 4 members will be equipped with either an Andra SR5 missile launcher or a HV Hammerhead, or other heavy weapons that become available or suit the situation. Black Ops Heavy soldiers are used to defend the most sensitive parts of Armacham facilities, to defend against heavy attackers, or when they need heavier units to secure locations, subjects or resources. Black Ops Heavy Soldiers operate in groups of 4, 8, 12 or 16. Only mid and high level Black Ops can be turned into Black Ops Heavy Soldiers. Make the following changes to create a Black Ops Heavy Soldier: Replace Armour with Black Ops Heavy Armour; Add Exotic Weapon Proficiency (Rocket Launcher) feat; Reduce Intimidate by 2 ranks, increase Knowledge (tactics) by 2 ranks; Add 12 gauge shotgun with 50 rds; Add either HV Hammerhead or Andra SR5 missile launcher for every 4th member. [SIZE=5][B]Black Ops Heavy Armour[/B][/SIZE] This armour is a modified version of forced entry armour by Armacham, with heavy torso jacket with ceramic plates over the chest and back, neck, groin and arm protection, with light plates protecting the legs. The helmet completely covers the face with a large tinted visor. The armour comes in grey with black highlights, and also dark blue with black. There are multiple easy to access pockets and pouches, with bands for holding shotgun or specialty ammunition for quick reloading. The shoulders are also padded to allow for comfortable use of the Andra SR5 missile launcher and other heavy weapons. The helmet contains built in radio and vision enhancement of nightvision, binoculars and protection against flashbangs. The helmets also have a weave of material that was supposed to help against psychic attacks, although its effectiveness is limited. Built into the gloves are fitted with RF ID chips that allow them to unlock doors in Armacham facilities without having to actually carry ID cards. The chips are connect to a heart monitor and if the glove removed from the wearer without properly turning it off, the chip shorts out to prevent its use by unauthorized users. Black Ops Heavy Armour (PL5) Type: Heavy, Tactical Equipment Bonus: 8 Nonprof. Bonus: +3 Str Bonus: +0 Nonprof Str Bonus: +0 Max Dex: +1 Armour Penalty: -7 Speed (30 ft): 20 ft Weight: 20 lbs Purchase DC: 20 Restriction: Mil +2 Notes: built in military radio, nighvision goggles, binoculars, +2 Reflex save vs light based attacks (flash bangs, etc), +1 Will saves against psychic attacks, Armacham ID chip, when using shotgun grants Quickload feat. [SIZE=6]Replica Forces[/SIZE] The Replica Forces are cloned super soldiers designed by Armacham Technology Corporation under the auspices of Project Perseus, which was to use these clones under the command of a psionic leader issuing orders via telepathy. [B][SIZE=5]Replica Template[/SIZE][/B] Size: Medium Hit Points: +1 per hit die Speed: +5 ft Special Attacks: Special Qualities: DR 1, Psychic Receiver Abilities: +1 Dex ECL: +1 PDC: 24 Requires 10 Fort saves DC 16 [B]Psychic Receiver[/B] Replicas are modified to be able to receive telepathic orders much easier, although they can't use telepathy themselves. Users attempting to use telepathy to communicate with Replicas can do so at double the range. [B][SIZE=6]Replica Soldiers[/SIZE][/B] Replica Soldiers are Black Ops Soldiers using the Replica Template. Replica Soldiers make up the bulk of the Replica Forces, but there are different types, mostly armed with different weapons to fill specific rolls, such as Scout with lighter armour, shotgunners with semi or full automatic shotguns, desert with desert patterns fatigues with cooling systems. Rocket soldiers will have the SR5 missile launchers, and other heavy weapon units.[/FONT] [/QUOTE]
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