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Alien vs Predator Light Armor

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**Armored Vest (M3) (PL 6)**

The M3 Armored Vest is designed for both comfort and protection. It consists of several materials sandwiched together to create a protective shell. The armor's stopping power is limited against direct hits and high-velocity ammunition, but is effective in stopping low-powered ammunition. It also provides limited protection against explosive bullets and fragments from grenades or artillery. The M3's curved and rounded surfaces reduce its radar signature and it has infrared masking. The vest provides a +2 equipment bonus to Hide checks against thermal and radar detection methods.

Remote biomonitors in the interior read the wearer's life signs, including heart rate and respiration. The biomonitors gives a +2 equipment bonus to Treat Injury checks for anyone working on the wearer. The vest has mounts for a TNR Lamp on the left shoulder and three brackets to hold an IMP.

**Yautja, Hunter Armor, Light (PL 6)**

This armor consists of forearm bracers, lower leg bracers, shoulder plates, belt, armored briefs with groin-cup, belt and sandals. There are six hangers on the basic belt for other assorted items.

**Yautja, Hunter Padding (PL 6)**

This basic armor is given to all new Predators seeking to advance themselves in society. It serves as a flight suit, provides warmth and prevents chaffing.
AD-Bright Police Cruiser

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The AD-Bright police cruiser uses hover technology to put police on equal footing with the private citizens’ hovervehicles.

**Purchase TN:** 66 (To Build) 44 (New) 30 (Used)

**Restriction:** Res (+2)

• • Speeders require the Drive Skill to be operated.

• • Many speeders have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A speeder travels just above the ground there fore it may ignore difficult terrain, and even travel above water as if it were ground.

• • A speeder can change the height at witch it travels to a maximum of 10 meters above the ground. This allows the speeder to travel above most typical obstacles.

***Accommodations***

• • 2 Seats

***Structure Traits***

• • Advanced Control Flaps (PL 5)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • Repulsorlift (PL6) • • Fuel Economizer (PL 6) • • 2x Rocket-Jet Space Engines (400 meters) (PL 5) • • 4 Unit Fuel Tank (PL 5) • • Radio Transceiver (PL 5) • • Class I Sensor Array (PL 5) • • Voice Amplification System (PL 5) • • Utility Flare System (PL 5)
Alien Chestburster

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After a facehugger has impregnated someone, this is the next evolvement of the Alien life cycle. It weighs a little over a pound and looks like a cross between a drone Alien and a facehugger: it has the head and upper arms of an adult, but retains the long, powerful tail of the facehugger.

Chestbursters are ravenous little beasts. They grow at incredible speed and require a massive supply of matter – even inorganic materials. A chestburster will consume a total of two times its eventual adult weight. Roughly, one-fourth of what it consumes will be hydrocarbon-based matter (plants, animals, plastic), one-half will be inorganics (glass, silicon, dirt) and one-fourth is water. All these materials are readily available in the most environments. Given the right materials, a chestburster grows to full size in 1d4 hours, molting once per hour. If a chestburster does not find enough food within three days, it dies.

**COMBAT**

Chestbursters avoid open combat.

*Birth (Ex):* Between the time the facehugger detaches and dies and the chestburster is born at the end of gestation, the host is totally unaware anything is amiss, except perhaps for being very ravenously hungry. At the time of the chestburster’s appearance, however, this changes. Gripped in horrible pain, the host’s chest us torn apart from the inside out as the chestburster forces its way into the world. This usually causes the death of the host, causing 3d10 Con damage. Should the victim survive this trauma, damage continues at the rate of 1d4 Con damage per round until stabilized by a Treat Injury check (TN 25) or healing drugs doing more than 10 points of healing. Birth takes 1d3 rounds.

*Acid Bite (Ex):* A chestburster deals an extra 1d6 points of acid damage every time it bites an opponent.

*Chew (Ex):* Chestbursters can chew through anything – both to consume it and remove obstacles. By gnawing on any material, it can inflict 1d4 points of acid damage to objects per round, ignoring hardness.

*Regenerate (Ex):* Because the chestburster is growing so fast and regularly shedding its skin, wounds heal over at high speeds. Damage dealt to the chestburster is treated as non-lethal damage. The chestburster automatically heals non-lethal damage at a fixed rate of 5 hit points per round. Fire deals lethal damage to the chestburster, which doesn’t go away. A regenerating chestburster that has been rendered unconscious through non-lethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to non-lethal damage. Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating chestbursters can regrow lost portions of their bodies.

*Skills:* Racial bonus of +10 to Hide and Move Silently.
1995 Toyota Supra

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The A80 program began in February 1989 under various teams for design, product planning, and engineering led by Isao Tsuzuki. By the middle of 1990, a final A80 design concept from Toyota Technical Centre Aichi was approved and frozen for production in late 1990. The first test mules were hand-built in A70 bodies during late 1990, followed by the first A80 prototypes being hand-assembled in 1991. Again using subframe, suspension, and drivetrain assemblies from the Z30 Soarer (Lexus SC300/400), pre-production of the test models started in December 1992 with 20 units made, and official mass production began in April 1993. The fourth generation of the Supra again shared its platform with the upscale Soarer coupé, sold in the U.S. as the Lexus SC. Although the two cars looked similar dimension wise, the new Supra was more than 13 inches (340 mm) shorter than its luxurious cousin.

This redesign saw Toyota placing great emphasis on a more serious high-performance car. The A80 featured two new engines: a naturally aspirated Toyota 2JZ-GE having a power output of 164 kW (220 hp; 223 PS) at 5,800 rpm and 210 lb⋅ft (285 N⋅m) at 4,800 rpm of torque and a twin turbocharged Toyota 2JZ-GTE having a power output of 206 kW (276 hp; 280 PS) and 318 lb⋅ft (431 N⋅m) of torque for the Japanese model. For the export model (American/European markets) Toyota upgraded the Supra turbo's engine (by installing smaller, steel wheeled turbochargers and bigger fuel injectors, etc.). This increased the power output to 239 kW (321 hp; 325 PS)at 5,600 rpm and 315 lb⋅ft (427 N⋅m) of torque at 4,000 rpm (243 kW (326 hp; 330 PS) and 325 lb⋅ft (441 N⋅m) for European markets) Upon its launch in 1993, it was the first Toyota-badged vehicle to include a passenger airbag as standard (US-market only).

**Purchase TN:** 85 (To Build) 57 (New) 38 (Used)

• • The 1995 Toyota Supra requires the Drive Skill to be operated.

• • The 1995 Toyota Supra has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1995 Toyota Supra has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 4 Seats

***Power System***

• • 6 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Unit Fuel Tank (PL 5) • • 2x Turbocharger (PL 5)
Cretan Motors “Hecaton”

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The national automobile company of Crete came late to the industry, but has made impressive strides toward winning over truck buyers. T The cab can be sealed against harsh environments—ads show them driving into lakes and being pulled out with the interior dry as a bone and the occupants casually listening to the stereo.

**Purchase TN:** 20 (To Build) 13 (New) 9 (Used)

**Restriction:** –

• • The Cretan Motors “Hecaton” requires the Drive Skill to be operated.

• • The Cretan Motors “Hecaton” has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The Ford Mustang Cretan Motors “Hecaton” has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

• • *4x4 Drive:* A Car with 4x4 Drive ignores half the speed reduction when traveling over rough terrain.

***Accommodations***

• • 7 Seats

***Power System***

• • Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x4 Drive (PL 5) • • Supercharger (PL 5)
2016 Nissan GT-R

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The Nissan GT-R, is a sports car and grand tourer produced by Nissan, unveiled in 2007. It is the successor to the Nissan Skyline GT-R, a high-performance variant of the Nissan Skyline. Although this model was the sixth-generation to bear the GT-R name, it is no longer part of the Skyline9 line-up. The GT-R is built on the PM platform, which is derived from the FM platform used in the Skyline and the Nissan Z models.

After more than six years of development, the production version of the GT-R was unveiled at the 2007 Tokyo Motor Show and featured the *VR38DETT* engine and other new technologies. The overall body is made out of steel, aluminium and other materials such as carbon-fibre. The GT-R was sold worldwide, unlike its predecessors which were only sold in a limited number of markets. The GT-R has had several facelifts, updates and special editions throughout the years. The GT-R was praised and received various accolades by automotive publications for its performance and practicality at a relatively-low price. It is one of the fastest production cars in the market. It has also competed in various motorsports

**Purchase TN:** 65 (To Build) 43 (New) 28 (Used)

• • The 2016 Nissan GT-R requires the Drive Skill to be operated.

• • The 2016 Nissan GT-R has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 2016 Nissan GT-R has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 4x Seating Only

***Power System***

• • 6 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5) • • 2x Turbocharger (PL 5) • • 4x4 Drive (PL 5)
Alien vs Predator Ground Vehicles Codex

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1967 Chevrolet Corvette Stingray1967 Pontiac GTO1968 Dodge Charger RT1968 Ford Mustang Shelby GT500 KR1970 Chevrolet Camaro SS RS1970 Chevrolet Kingswood Station Wagon1972 Dodge Challenger1971 Ford Cortina GXL1973 Chevrolet El Camino SS1973 Ford Centurion1982 Alfa Romeo GTV61982 Delorean DMC-121983 Winnebago Brave1983 Winnebago Chieftain1984 Buick Regal Grand National1985 Chevrolet Monte Carlo SS1985 Chevy Silverado1985 Dodge B250 Van1985 Ford Thunderbird1986 Ford Sierra RS Cosworth1986 Pontiac Fiero 2M41991 Maserati Biturbo S1992 Geo Metro1992 Toyota Corolla SE1993 Ford Escort GT1993 Nissan R321994 Dodge Neon1994 Ford Econoline E3501995 Toyota Supra1996 Chevy Corsica1996 Chevy Express1996 Dodge Viper GTS1997 Ford F250 7.3 Diesel 1997 Ford Ranger2013 Subaru Crosstrek XV2014 Lamborghini Huracán2016 Nissan GT-R2017 Subaru BRZ2018 BMW 320i2018 BMW M42020 Honda Civic Type R2022 Dodge Charger SRT Hellcat Widebody2023 Acura NSX Type SM577 Armored Personnel Carrier
Alien vs Predator Simple Weapons

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**Arm Scythe, Yautja (PL 5)**

An Arm Scythe operates and is used in much the same way as Wrist Blades, the big difference being that with an Arm Scythe there is only one blade, as opposed to the two, or three found on Wrist Blades, additionally it is longer, wider, and more steeply curved, giving it a very different attack profile.

**Wrist Blades, Yautja (PL 5)**

These dual blades extend out of a forearm sheath. They are slightly curved, as a natural claw would be. They are extremely sharp and are granted the keen ability. The activation of the blades involves sensors tied to the muscles in the forearm and wrist. When the yautja tenses its muscles, makes a clenched fist and bends the wrist inward, the blades extend for combat.

When any of these conditions are not met, the blades retract. Depending on the way the weapon is used this can be either a slashing or piercing weapon. One common tactic to use thrust the tips of the bladed through an opponent, which would make it piercing. Another is to slash the blades across an opponent, like a sword. This would make is slashing. So the weapon can be used either way. This weapon is the preferred weapon of most skilled hunters. It truly shows your skill when you can kill an opponent in close combat.

**Combistick, Yautja (PL 5)**

This is a short spear, which extends from a .7 meter long shaft into a full-length spear. The spear also has gyros in it to help keep the initial aim of the spear on target. It will continually correct the trajectory of the spear until the spear impacts a target. The spear is also completely made of xerbinium. Its battery lasts 2 years. In its longer form, the combistick has reach.

**Poleblade, Yautja (PL 5)**

The Yautja poleblade is a beautiful weapon covered in rare gemstones and strengthened with xerbinium. Blades top each end of the staff and the entire weapon is immune to acid. It has a conducting field similar to the cloaking device that allows it to remain cloaked when in hand. A Yautja poleblade is a double weapon.
CAARITE

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Caarites are sly, ingratiating beings whose friendly demeanor overshadows their penchant for crooked dealings. While they suffer from a rather poor reputation, it is difficult for anyone around a Caarite for an extended period of time to believe it capable of anything truly malicious. They wear broad grins, bearing a double row of wide, flat, white teeth. Taking advantage of their frail, friendly appearance, they seize the upper hand in negotiations, exuding an almost childlike charm when dealing directly with large groups of individuals.

**Personality:** Caarites are friendly, entertaining, and opportunistic. They desire to get the better of their rivals by any means necessary and demonstrate few scruples at the bargaining table.

**Physical Description:** Caarites stand 1 meter tall (on average), with features that are vaguely porcelain. They have slightly elongated snouts turned delicately upwards at their tips. Their broad, open faces make their open smiles look even friendlier. Their flesh is pale pink, and their bodies are hairless.

**Home Worlds:** The humid Outer Rim planet of Caarimon.

**Languages:** Caarites speak Caarimala and Basic. Many Caarites know at least one additional language.

**Example Names:** Velin Wir, Thurm Loogg, Belrem Mar, Fiana Jor, Zoda Brell.

**CAARITE SPECIES TRAITS**

• • Ability Modifiers: All Caarites receive a +2 bonus to their Charisma but suffer a -2 penalty to their Constitution. Caarites are endearing and approachable but are physically weak.

• • Small: As a small size category creature, Caarites gain a +1 size bonus to their Defense Class, a +1 size bonus to attack rolls, and a +4 to Hide checks.

• • Speed: Caarites have a base speed of 6 meters.

• • Heat Resistance: Caarites add a +5 Species bonus to their Fortitude Defense to resist Extreme Heat.

• • Natural Diplomat: A Caarite gains a +5 Species bonus to Bluff, or Diplomacy checks made to Haggle. Additionally, Bluff and Diplomacy are always a Class Skill for Caarites.

• • All Caarites can speak, read, and write both Basic and Caarimala.
1968 Dodge Charger RT

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The Dodge Charger is a model of automobile marketed by Dodge in various forms over seven generations since 1966.

The first Charger was a show car in 1964.A 1965 Charger II concept car resembled the 1966 production version.

The Charger has been built on three different platforms in various sizes. In the United States, the Charger nameplate has been used on intermediate sized pony cars, muscle cars, and personal luxury coupes, as well as on subcompact hatchbacks; and the current Charger is a full-size four-door sedan.

The Charger was redesigned for 1968, and an initial 35,000 units were slated for production. The demand was high and 96,100 Chargers were actually produced. Based on the Chrysler B platform, the model years received various cosmetic changes to the exterior and interior including: an undivided grill, rounded tail lights, and hidden headlights. The powertrains were carried over from 1967, but the 225 cu in (3.7 L) slant-6 became available in mid-1968. The Charger was not successful in stock car racing such as NASCAR. A more aerodynamic shape formed the Charger 500 model that became the basis for the 1969 Charger Daytona.

**Purchase TN:** 36 (To Build) 24 (New) 16 (Used)

• • The 1968 Dodge Charger RT requires the Drive Skill to be operated.

• • The 1968 Dodge Charger RT has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1968 Dodge Charger RT has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 5x Seating Only

***Power System***

• • 8 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5)
CRYOKINESIS (Wis) Trained Only

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***Psionic Skill:** Requires the Wild Talent, Primal Power feat.*

Cryokinesis is the psychic ability to control and create ice and cold temperatures with the mind. You can create a sudden burst of cold and ice.

**Check:** With a Cryokinesis check, a user causes a small burst of cold and ice, a Reflex save prevents creatures in the area from being frozen in place and save for half damage. The result of the Cryokinesis check determines the size of the area you can affect and the TN of the Reflex save to escape it.

**Time:** Activating Cryokinesis is an attack action. It affects all characters within the chosen area when it is activated; if a target is unable to make the Reflex save, it is frozen in place. During this time, the target is caught in ice barely able to move, and must spend a move action to break free.
Aleph-class Starfighter

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The *Aleph*-class starfighter, originally nicknamed the Pondskipper, but more commonly known as the Aleph or Twee, was a heavy two-seater starfighter designed by Sienar Fleet Systems for use by the Galactic Alliance Navy. The fighter was utilized by the Alliance during the Second Galactic Civil War and beyond.

**Purchase TN:** 793 (To Build) 264 (New) 176 (Used)

**Restriction:** Mil (+3)

**Shield** – **SP** 220 – **DR** 44 – **Shield** **Damage Threshold** 88

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule does not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 2 Seats Only

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) • • 2x Electromagnetic Turbine (PL 6) • • Repulsorlift (PL6) • • Navicomputer (PL 6) • • Fuel Economizer (PL 6) • • 2x Ion Engine (Speed +3500 meters.) (PL 6) • • Hyperdrive, Class 1 (PL 7) • • 6x Fuel Tanks (PL 5) • • Life Support System (PL 5) • • Laser Painter (PL 5) • • Utility Flare System (PL 5) • • Stealth Suite (PL 6) • • Collision Detection Sensors (PL 6) • • Advanced Diagnostics (PL 7) • • Class V Sensor Array (PL 7) • • Subspace Radio (PL 7) • • Autopilot System, Improved (PL 6) • • Chaff Launcher (PL 6) • • Damage Control, Improved (PL 6) • • Stealth Screen (PL 6) • • Interceptor Missiles (PL 6) • • Shield – SP 220 – DR 44 (PL 7) **• •** Landing Gear (PL 4) • • Targeting System, Improved (PL 7) • • Daedalus Long Range Targeting Software (+13) (PL 7) • • Mine Layer (PL 5) • • 4x Missile/Torpedo Launcher, Large (PL 5) • • 4x Laser Cannon, Light (PL 6)
ConMot Avenger

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The ConMot Avenger was a popular car when it came out, all the modern options combined with sophisticated style and grace. Often marketed at the lower middle class as a sports luxury car at a manageable price. The ConMot corporation (Constitution Motors) a subsidiary or Williams Tech enterprises has managed to keep production costs down by leaving the design of the Avenger exactly the same over the coarse of 40 years, while finding new ways to streamline production. This business plan proved to be even more profitable since they all so produce a full array of replacement parts. The cars retro aesthetic, refined design, low costs, good performance, and savy marketing have lead to the Avenger being found in almost all place you find humans, from space colonies, to planetary cities.

**Purchase TN:** 28 (To Build) 18 (New) 12 (Used)

**Restriction:** –

• • The ConMot Avenger requires the Drive Skill to be operated.

• • The ConMot Avenger has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The Ford Mustang ConMot Avenger has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 4 Seats

***Power System***

• • Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 8 Unit Fuel Tank (PL 6) • • Fuel Economizer (PL 6) • • Radio Transceiver (PL 5) • • Supercharger (PL 5) • • Anti-Accident System (PL 6)
AQUALISH

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The Aqualish are amphibious humanoids native to The Mid Rim world of Ando. Three breeds of Aqualish exist-the Aquala (Widely considered the "Baseline" Aqualish), the Quara, and the Ualaq. The three strains are generally similar in appearance and in all their traits, but the Quara and Ualaq have claw-like hands with five digits whereas the Aquala have fins. The Ualaq are set apart by the fact that they have four eyes instead of two.

The Aqualish hold no beings in greater contempt than those who belong to a different subspecies than themselves-Aquala hate the Quara and the Ualaq, the Quara hate the Aquala and Ualaq, and the Ualaq hate the Aquala and the Quara. Each strain views the others as inferior and weak. Since Quara and Ualaq can more easily use Equipment designed for the general galactic population, they are more frequently encountered away from Ando than the Aquala.

**Personality:** The Aqualish admire strength and are openly contemptuous and hostile toward the weak. It is customary and accepted social behavior for an Aqualish to be pushy and belligerent toward people he or she is interacting with for the first time. If the individual does not stand up to them, the Aqualish assumes the other being is weak and continues to bully him or her.

**Physical Description:** Aqualish are tusked, walrus-faced humanoids with skin ranging in color from dark green or blue to deep russet or black. Members of the Ualaq subspecies have four eyes instead of two. Adult Aqualish stand between 1.8 and 2 meters tall.

**Home Worlds:** Ando, a Mid Rim water planet dotted with swampy islands and rocky outcroppings on which the Quara, Ualaq, and Aquala make their homes.

**Languages:** Aqualish speak, read, and write both Basic and Aqualish. The Quara, Ualaq, and Aquala have slightly different dialects of Aqualish, but have no trouble understanding one another.

**Example Names:** Calfta, Bongi, Carn'ar, Gondara, Gunda Mabin, Korai-tae, Po Nudo, Ponda Baba, Undra Lagor, Yada Munda.

**AQUALISH SPECIES TRAITS**

• • Ability Modifiers: Aqualish receive a +2 bonus to their Constitution but suffer -2 penalties to both Wisdom and Charisma. Aqualish are hardy and fit but are brash and brutish compared to others.

• • Medium: As medium creatures, Aqualish have no special bonuses or penalties due to their size.

• • Speed: Aqualish have a base speed of 10 meters.

• • Bonus Feat: Rugged and resilient, Aqualish gain Toughness as a bonus Feat.

• • Breathe Underwater: As amphibious creatures, Aqualish can't drown in water.

• • Expert Swimmer: A Aqualish may choose to re-roll any Swim check, but the result of the re-roll must be accepted, even if it is worse. In addition, a Aqualish may choose to Take 10 on Swim checks, even when distracted or threatened.

• • Automatic Languages: All Aqualish can speak, read, and write both Aqualish and Basic.
ConMot Rambler Class Suttle

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The Rambler Class Shuttle is a rather inexpensive option for shuttles in the civilian market. Though one of the only ventures Constitution Motors made into the aerospace industry. Though its sales never met the record numbers of other product lines, the Rabler still sees limited though steady production with no signs of being discontinued anytime soon.

**Purchase TN:** 123 (To Build) 41 (New) 27 (Used)

**Restriction:** Mil (+3)

• • Shuttles require the Pilot Starship Skill to be operated.

• • Shuttles get a +5 bonus to all Saves and Piloting Skill Checks made to re-enter or exit a planets atmosphere.

***Accommodations***

• • 8 Luxury Accommodations

***Facilities***

• • Arcade (PL 5) **• •** Cryo Storage (PL6) **• •** Maintenance Bay (PL 4) **• •** Med Bay (PL4)

***Structure Traits***

• • Advanced Control Flaps (PL 5) **• •** Advanced Wings (PL 5)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • 50 Unit Fuel Tank (PL 6) **• •** Maneuvering Thrusters (PL 5) **• •** Repulsorlift (PL6) **• •** 4x Rocket-Jet Space Engines (200 meters) (PL 5) **• •** 2x Rocket-Jet Space Engines (800 meters) (PL 5) **• •** Fuel Economizer (PL 6) **• •** RAM Scoop System (PL 6) **• •** Navicomputer (PL 6) **• •** Automatic Fire Control System (PL 5) **• •** Internal Comm System (PL 5) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Class II Sensor Array (PL 6) **• •** Autopilot System (PL 5) **• •** Ablative Heat Shielding (PL 5) **• •** Anti-Accident System (PL 6) **• •** Missile Lock Alert (PL 6) **• •** Hyperdrive Class 10 (PL 6)
Crusher Titan

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The Crusher Titan was designed as a weapon of sheer terror. Built to be utterly massive, able to stride through the battlefield physically dominating everything in its path. The crusher titan can simply bowl over even some of the largest fortifications.

From a tactical stand point the of the immense Crusher Titan was to be so large, so loud, so destructive, and so terrifying that it would distract the enemy and draw fire off of other forces in the area. In addition to this it can be armed with either its Iconic Mega sledge (a giant sledge hammer), or a massive cannon with a ridiculace 15 inch bore (Shells similar to those used by battleships used during WW II).

**Purchase TN:** 159 (To Build) 106 (New) 71 (Used)

**Restriction:** Mil (+3)

• • A humanoid mecha must be at least 1 size category larger than its occupant pilot and a maximum of Epic Type 15.

• • Humanoid Mecha require the Pilot Mecha Skill to be operated. (Special: A humanoid mecha that is only between 1 – 3 size categories larger than its occupant pilot can instead be designed to be used in the same manor as power armor thus instead using the Power Armor Proficiency feat)

• • Many humanoid mecha have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • Most if not all humanoid mecha have hands capable of wielding hand held weapons like a normal humanoid creature could, and needs the Mecha Hand Weapon Proficiency Feat to use Mecha Hand Weapons. When piloting a humanoid mecha wielding a mecha hand weapons without the Mecha Hand Weapon Proficiency Feat, the mecha only suffers the normal -4 penalty for non-proficiency.

• • Humanoid mecha are able to make unarmed attacks like a character with the IMPROVED UNARMED STRIKE [UNARMED FEAT], to be able to do this the pilot must have at least 5 ranks in Pilot Mecha.

• • The light fortification converts 50% of turning all critical hits into regular hits.

***Accommodations***

• • 1 Seat

***Structure Traits***

• • Light Fortification (PL 7) **• •** Structural Enhancement (PL 7)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • 2x Mecha Grapple Launcher (PL 5) **• •** Radio Transceiver (PL 5) **• •** Stabilization Spikes (PL 5) **• •** Starlight Vision System (PL 5) **• •** Utility Flare System (PL 5) **• •** Voice Amplification System (PL 5) **• •** Laser Painter (PL 5) **• •** Sensor Tower (PL 5) **• •** Depolarizing Charge (PL 6) **• •** Class III Sensor Array (PL 6) **• •** SatCom (Satellite Communications) (PL 6) **• •** Advanced Diagnostics (PL 7) **• •** Advanced Gyroscopic Stabilizers (PL 7) **• •** Emergency Armor Foam System (PL 7) **• •** Anti-Accident System (PL 6) **• •** Autopilot System, Improved (PL 6) **• •** Damage Control, Improved (PL 6) **• •** Radiation Shielding (PL 6) **• •** Self-Destruct System (PL 6) **• •** Oracle Targeting System (Mark V) (PL 6) **• •** Targeting System (+10) (PL 6) **• •** Crusher Titan Hammer (PL 5)
Tertius

> Dr. Eagleden moved on to create Tertius, 54-03, who looked like Mr. Chandler, an intern who was working on the faulty robot.
>
> Sixtine about Tertius, Project 54 Ch. X

Tertius is a character in the *Project 54* series. He is the older brother of Septimus and Sixtine, and the third automaton as part of Project 54.

## Trivia

* Tertius's name means “third.” His name comes from the fact that he is the third automaton (as part of Project 54) created by Eduard Eagleden.
* Tertius (and the rest of the characters) were originally supposed to live in France or a French-inspired imaginary country, but it was changed so that they live in an English/American-inspired imaginary country.
* Tertius resembles Arthur Chandler.
	+ However, his character design was initially modeled after Dr. Eagleden's.
* Septimus is “made like a doll,” meaning that he has no genitalia.
	+ He shares this trait with the other automatons that came before him.
1970 Chevrolet Kingswood Station Wagon

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The Kingswood name returned for the 1969 model year, based on the Impala, and was available only with a V8. It slotted above the Bel Air-based Chevrolet Townsman; a Caprice-based Kingswood Estate model was positioned above the standard Kingswood, serving as the flagship Chevrolet station wagon. Much like the Caprice on which it was based, the 1969 Kingswood Estate was available with concealed headlights.

All full-size Chevrolet station wagons received new sheet metal for 1971, as did their sedan counterparts; each wagon nameplate retained its position in the lineup through 1972.

Midway through the 1971 model year, the Turbo-Hydramatic transmission became standard, and the three-speed manual transmission was eliminated. A Turbo-Hydramatic had been ordered on nearly all Kingswoods built during the late 1960s and early 1970s.

For 1973, Chevrolet eliminated the Kingswood Estate/Kingswood, along with their Townsman and Brookwood sister nameplates, for its full-sized station wagons; they now utilized the Bel Air, Impala, and Caprice nameplates from their sedan counterparts.

**Purchase TN:** 45 (To Build) 30 (New) 20 (Used)

• • The 1970 Chevrolet Kingswood Station Wagon requires the Drive Skill to be operated.

• • The 1970 Chevrolet Kingswood Station Wagon has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1970 Chevrolet Kingswood Station Wagon has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 8x Seating Only

***Power System***

• • 8 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 6x Fuel Tanks (PL 5)
DUROS

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The Duros originate in the Duro star system located at the extreme edge of the core region of space. With an almost innate affinity for space travel the Duros were among the first to leave their home world and spread to the stars. Whatever reason for their wanderlust, the Duros tend to gravitate toward the space lanes for income and adventure. Their home world is governed by vast starship engineering corporations, and most Duros learn to rebuild a hyperdrive, or pilot a starship shortly after learning how to walk.

**Personality:** A Duros tends to be intense, and adventurous. Always seeking to learn whats at the end of the next hyperspace jump. They are a proud self-sufficient, fun loving people who also have a tendency gregariousness.

**Physical Description:** Duros average about 1.2 meters – 1.4 meters in height. They are hairless with large eyes, and wide lip-less mouths. Skin color ranges from blue-gray to deep azure.

**Duros home world:** The orbiting cities of the Duro system.

**Languages:** Duros read and write and speak Durese and Basic.

**Adventures:** Duros adventurers include hyperspace explorers, star charts, and spacers. They also tend to gravitate towards the sciences including engineering, astrogation, trading, and a small number go into diplomatic professions.

**DUROS RACIAL TRAITS**

• • +2 Dexterity +2 Intelligence -2 Strength -2 Constitution Duros are agile in both mind and body but they are not a physically hearty people.

• • Medium-Size Duros have no special benefits or penalties due to their size.

• • Duros have a base land speed of 10 meters.

• • Duros receive the Spacer feat for free at first level.

• • Automatic languages Durese Basic.
CATHAR

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The Cathar are ancient socially advanced species of bipedal feline humanoids from a planet of the same name. Cathar itself is a large world of numerous ecological niches including rough uplands with gigantic insect predators. The Cathar species dwells in large living city trees. Each tree is artistically carved with friezes showing the triumphant history of the Cathar and their heroes. Cathar use the wide grasslands known as the Vast Veldt as a place of solitude. Two of the greatest Cathar heroes; the female Sylvia and her mate Crado, were powerful Jedi Knights. For thousands of years before the Galactic Civil War, Crado fell to the dark side under the tutelage of Exar Kun. He was destroyed in an explosion after trying to activate an ancient Sith super-weapon for his master. Sylvar, angry over the death of her mate almost fell to the dark side herself before regaining the Jedi past. Both were remembered on Cathar itself in meticulously carved works of tree art.

**Personality:** Cathar are proud, passionate beings with strong morals and equally strong ties to tradition and family. They also form strong friendships and unshakable loyalties. Cathar generally hate as fiercely as they love. Although even-tempered they are often quick to act. Their ferocity in battle is both legendary and terrifying.

**Physical Description**: Cathar have leonine features and flowing manes with males names generally larger than those of females. Male Cathar have short beards and two tusks jutting from the lower jaw, while females merely have impressive fangs along with the upper jaw. Males average 1.8 meters tall while females average 1.6 meters tall.

**home world:** Cathar, a temperate world located in the Expansion Region.

**Language:** Cathar speak and read Catharese and Basic, punctuating their spoken words with the occasional low growl.

**Example Names:** Crado. Elashi. Feeth. Larducias. Marishara. Nodon. Nonak. Stragos. Sylvar. Tinisho.

**CATHAR SPECIES TRAITS**

• • Ability Modifiers: +2 Dexterity -2 Intelligence

• • Medium: As medium size creatures. Cathar have no special modifiers due to their size.

• • Speed: Cathar base speed is 12 meters

• • Natural Weapons: Cathar have sharp claws and can make a claw attack in place of normal unarmed attack. The claw attack deals 1d6 points of slashing damage plus the Cathar’s strength modifiers. The claw attack does not provoke attacks of opportunity (critical: 20/x2).

• • Free Language Skills: Read/Write and Speak Basic and Catharese.
1996 Chevy Corsica

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The Chevrolet Corsica (named after Corsica, France) is a front-wheel drive compact car that was produced by Chevrolet from 1987 to 1996. The Corsica was built upon the L-body platform. It shared the L-body with the 2-door Beretta, and the rebadged revival of the Pontiac Tempest which was essentially the same car, but was only sold in Canada. The Corsica came in two styles and four trims. Sold initially only as a 4-door sedan, it was also available as a 5-door hatchback from model years 1989 to 1991. Corsicas were built alongside the Beretta by both the Wilmington Assembly in Delaware and Linden Assembly in New Jersey.

**Purchase TN:** 37 (To Build) 24 (New) ?? (Used)

• • The 1996 Chevy Corsica requires the Drive Skill to be operated.

• • The 1996 Chevy Corsica has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1996 Chevy Corsica has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 5 Seats

***Power System***

• • 6 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 3x Unit Fuel Tank (PL 5)
Appraise (Int) Trained Only

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You can evaluate the monetary value of an object.

**Appraise Value of Item**

A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item’s abilities. If you fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more. You can also use this check to determine the most valuable item visible in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.

**Action:** Appraising an item takes 1 standard action. Determining the most valuable object in a treasure hoard takes 1 full-round action.

**Retry?** Additional attempts to Appraise an item reveal the same result.

**Quick Appraise:** Whether performing a daring burglary or a hasty act of espionage, adventurers don’t always have time to carefully study the value of potential loot. Characters can use the Appraise skill to make a quick but rough estimation of an item’s value.

**Check:** You can appraise an item quickly, but the TN is higher. Failing the check means that you cannot estimate the item’s value.

Item (Examples) TN Common 15 Trade goods (spices, food stuffs, raw materials, etc.), mundane items, livestock Rare 20 Fine clothing, precious metals (unworked), gems, artwork Exotic 25 Unusual gems (strange colorings, unusual to the region, unusually large or pure), jewelry, obscure religious items Unique 30+ Masterpiece artwork, royal jewels, crowns, or other adornments

**Action:** Appraising an item quickly takes 1 round.

**Try Again:** You can try to appraise an item normally (requires 1 minute), but you cannot try to appraise the item quickly again. You can try to appraise an item normally whether or not you successfully appraise the item quickly.
Aggressor Assault Fighter

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Designed and precision optimized for combat and patrol duties, the Aggressor was a fast and highly maneuverable ship that blurred the lines between starfighter and a larger system patrol craft. Easily identifiable by its insectile shape, the Aggressor was characterized by a thin V-shaped twin-decked hull, and articulated S-foils mounted port and starboard. These S-foils acted as high-precision control surfaces, and made use of ailerons and maneuvering thrusters in conjunction with variable positioning to give the craft extremely high maneuverability. The front of the craft was dominated by two flat mandibles, which served the purpose of housing some of the crafts weaponry, as well as acting as magnetic docking clamps.

Sporting a single Kuat Drive Yards Sol-Mk. VI ion engine that provided enormous acceleration, the Aggressor performed so well that Trilon designers found it necessary to add safety limiters and layers of Inertial dampeners to keep pilots conscious during high-speed maneuvers. These safety features worsened the craft's handling noticeably, but were necessary to keep pilots from incapacitating themselves. At the pilot's discretion, these safeties could be manually deactivated to drastically improve the craft's handling, but anyone aboard would be subjected to tremendous inertial strain though droids and organics fitted with certain cybernetics were more or less immune to these effects.

**Purchase TN:** 219 (To Build) 142 (New) 97 (Used)

**Restriction:** Lic +1

**Shield** – **SP** 170 – **DR** 34 – **Shield** **Damage Threshold** 68

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule does not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 1 Seat Only

***Structure Traits***

• • S-Foils (PL 6) • • Advanced Control Flaps (PL 5) • • Docking Clamps (PL 4)

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) **• •** Life Support System (PL 5) **• •** Repulsorlift (PL 6) **• •** Class III Sensor Array (PL 6) **• •** Collision Detection Sensors (PL 6) **• •** Ion Engine (Speed 1500 meters) (PL 6) **• •** Chaff Launcher (PL 6) **• •** Subspace Radio (PL 7) **• •** Shield – SP 170 – DR 34 (PL 7) **• •** Targeting System (+5)(PL 6) **• •** 2 x Laser Cannon, Light (PL 6)
Colonial Viper Mark VI Class Fighter

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A noted improvement over the problematic Viper Mark V the Viper Mark VI was intended from the start as a conventional colonial fighters being completely compatible with the existing colonial fleet being based on the Viper Mark IV. The Viper Mark VI replaced the Viper Mark V as the Colonies main space superiority fighter. It was then in turn replaced by the Viper Mark VII.

Artimus Bowman and Scott Tolan are getting ready to launch in a Raptor from the Battlestar Valkyrie but have to wait for a squadron of Mark VIs to land before they can depart.

**Purchase TN:** 689 (To Build) 459 (New) 306 (Used)

**Restriction:** Mil (+3)

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule dose not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 1 Seat

***Structure Traits***

• • Advanced Control Flaps (PL 5) **• •** Advanced Wings (PL 5)

***Power System***

• • Fusion Generator

***Vehicle Systems***

• • 3x Hydrogen Injectors (PL 5) • • 6x Fuel Tanks (PL 5) • • Advanced Maneuvering Thrusters (PL 6) • • 3x Rocket-Jet Space Engines (675 meters) (PL 5) • • VTOL (Vertical Take Off & Landing) Jets (PL 5) • • R.C.S. (Reaction Control System) (PL 5) • • Fuel Economizer (PL 6) • • RAM Scoop System (PL 6) **• •** Landing Gear (PL 4) • • Life Support System (PL 5) • • Radio Transceiver (PL 5) • • Utility Flare System (PL 5) • • Class II Sensor Array (PL 6) • • Collision Detection Sensors (PL 6) • • Proximity Sensors (PL 6) • • Chaff Launcher (PL 6) • • Missile Lock Alert (PL 6) • • Targeting System (PL 6) • • 5x Rail Cannon, Medium (PL 6) • • 5x Autofire Module (PL 6)