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CONTROL MIND (Cha) Trained Only

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**Psionic Skill:** Requires the Wild Talent feat, Psychokinesis feat, and Dark Power Psionics feat

You can guide the actions of individuals overriding their individual impulses and replacing them with your synchronized mental processes. This allows you to increase the efficiency of allies, subjects, or minions-not enemies, opponents, or unaligned bystanders. With a higher degree of ability, you can control more individuals at a much greater range. Note that this does not allow you to manipulate these beings like puppets; you only increase their efficiency.

**Check:** A Control Mind check (TN 20) allows you to coordinate the actions of one or more individuals. Each of these individuals gains a Psionic bonus on attack rolls and skill checks equal to one-fourth your Skill Ranks in Control Mind (rounded down, to a minimum of +1) for as long as you continue to spend psionic power points. Initiating this skill requires a full-round action, costs 10 psionic power points. Maintaining it requires a move action each round. The Psionic Character must also spend psionic power points for each minute (that is, every 10 rounds) the power is used. You can affect large numbers of individuals with the same Control Mind check, provided they are not beyond your maximum range. However, the more people you wish to affect, the more psionic power points you need to spend. The targets of the Control Mind skill don't have to be willing. While under the influence of your Control Mind Check you can direct the activities of those individuals with simple tasks or directions such as for example: (to attack a certain target even their own allies, shut down or activate a particular device, or even in extreme cases kill themselves. Targets of Control Mind may receive a bonus or negative to their Will Save how far for or against the order is to the targets self interest or cause they are aligned with.

 0
 +2
 +4

 5 to 14
 15 to 24
 25 to 34
 35 plus

 6-50
 51-100
 101-200

**Special:** The maximum range for this ability is based on your mastery of Psionics being equal to your maximum number of Psionic Power Points. To use this ability you must have line of site, on the target, know their specific location (within your range), or have touched their minds previously. If an individual makes their Will Save they are free from the effects of Control Mind and cannot be effected again for at least 24 hours, additionally any Psionic Power Points used in the attempt are still considered spent.
1984 Buick Regal Grand National

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The Buick Regal Grand National was one of the hottest performance cars of the dark days of the 1980s, and its performance is still very respectable even by today's standards. The 1986-87 intercooled models have always received most of the attention, but what many don't realize is that the Grand National package actually dates back to 1982 (in the Regal line). Another fact is that everything the Grand National had except the Darth Vader black paint was also on the T-Type (with the exception of the 87 Buick GNX), so if you wanted the performance of the Grand National but didn't want it in black and/or preferred a much more subdued look, the T-Type was the way to go.

Like James Dean, the Grand Nationals lived fast and died young.

For 1984, the Grand National returned, now in all black paint. The turbocharged 3,791 cc (3.8 L; 231.3 cu in) became standard and was refined with sequential fuel injection, distributor-less computer-controlled ignition, and boasted 200 hp (149 kW) at 4400 rpm and 300 lb⋅ft (407 N⋅m) of torque at 2400 rpm. Only 5,204 turbo Regals were produced that year, only 2,000 of which were Grand Nationals. Because this was the first year of production of the computer-controlled sequential fuel injection and distributor-less ignition, this is often considered the year and model that started the development of the legendary intercooled Grand Nationals. The performance of this package was well ahead of its time and the "little V6" easily kept up with the bigger V8s. 1⁄4 mile (402 m) performance was listed at 15.9 seconds at stock boost levels of 10 psi (0.69 bar), while for the same year, the Chevrolet Camaro V6 was listed at 17.0 and the Chevrolet Corvette at 15.2 seconds. Soon, performance enthusiasts determined the modifications that worked and the Grand Nationals easily broke into the 13-second territory. All Grand Nationals had the Lear Siegler-made cloth/leather interior which was only available for this year. An estimated 200 of the 1984 Grand Nationals were produced with the Astroroof option which makes these the rarest of the Grand Nationals.

For 1985, the Grand National remained unchanged.

**Purchase TN:** 37 (To Build) 24 (New) 16 (Used)

• • The 1984 Buick Regal Grand National requires the Drive Skill to be operated.

• • The 1984 Buick Regal Grand National 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 1984 Buick Regal Grand National 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***

• • 6 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5) • • 2x Turbocharger (PL 5)
Craft (chemical) (Int) Trained Only

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This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.

**Acids and Bases:** Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.

 Potent (2d6/2d10)
 Concentrated (3d6/3d10)
 1 The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.

**Explosives:** Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius. If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.

**Poisonous Substances**: Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.

**Save TN:** The Target Number of the Fortitude save to negate the effects of the poison.

**Initial Damage:** The damage a character takes immediately upon failing his or her Fortitude save.

**Secondary Damage:** The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

**Purchase TN:** The TN for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 3-meters-radius area.

**Restriction:** The restriction rating for the poison, if any, and the appropriate black market purchase TN modifier. Remember to apply this modifier to the purchase TN when making a Wealth check to acquire the poison on the black market.

**Craft TN:** The TN of the Craft check to create a quantity of the poison.

**Time:** The amount of time required for the Craft check.

If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 3-meters-radius area and takes 1 round to fill the area.

**Special:** A character without a chemical kit takes a –4 penalty on Craft (chemical) checks. A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.
B2 Super Battle Droid

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The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

**B2 SUPER BATTLE DROID (ADVANCED) [Droid]**
2022 Dodge Charger SRT Hellcat Widebody

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For 2020, the Charger Hellcat comes standard with the "widebody" to accommodate an improved tire/suspension package. Dodge also added a new trim for 2020 called the SRT Hellcat Redeye. The Hellcat Redeye comes standard with the 797 hp (594 kW; 808 PS) V8 engine. The 2020 Charger Pursuit was only available in the RWD V6 and AWD V8 models. Beginning in 2021, the roles reversed, with the V6 Pursuit now equipped with AWD and the 850RE 8-spd auto. The V8 Pursuit was RWD with the 8HP70. In 2022, several police models were dropped, including the V8-RWD Charger Pursuit, the V6-AWD Durango Pursuit, and both Durango SSV models. That leaves police with the V6-AWD Charger and V8-AWD Durango Pursuit models, and 4×4 1500/2500/3500 Ram SSV models, through 2023.

In 2022, the Street and Racing Technology team produced the "Jailbreak Edition", based on the 2020 Hellcat Redeye Widebody. SRT added ten extra horsepower from the stock Hellcat Redeye, which totals 807. The idea behind it was for the user to be able to customize the Charger through the factory as if there was a "Jailbreak". The Inside offers different options for the floor mats, color of the leather seats ,logos ,sound system, headliner. The exterior of the Charger has the options to add racing stripes to differ from the Challenger. Users have the option of changing the color of the car, brake calipers, wheels, badges, exhaust tips, and an option of adding the SRT spoiler.

In January 2022, Dodge announced that the Hemi V8 Charger (5.7L, 6.4L, and 6.2L) will be retired at the end of the 2023 model year.

**Purchase TN:** 61 (To Build) 40 (New) 27 (Used)

• • The 2022 Dodge Charger SRT Hellcat Widebody requires the Drive Skill to be operated.

• • The 2022 Dodge Charger SRT Hellcat Widebody 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 2022 Dodge Charger SRT Hellcat Widebody 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***

• • 6x Fuel Tanks (PL 5) • • Supercharger (PL 5) • • 4x4 Drive (PL 5)
1986 Ford Sierra RS Cosworth

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The Ford Sierra RS Cosworth is a high-performance version of the Ford Sierra that was built by Ford Europe from 1986 to 1992. It was the result of a Ford Motorsport project with the purpose of producing an outright winner for Group A racing in Europe.

The Ford Sierra RS Cosworth was first presented to the public at the Geneva Motor Show in March 1985, with plans to release it for sale in September and closing production of the 5,000 cars in the summer of 1986.

In practice, it was launched in July 1986, and 5545 were manufactured in total, of which 500 were sent to Tickford for conversion to the Sierra three-door RS500 Cosworth. The vehicles were manufactured at Ford's Genk factory in Belgium in both Left and Right hand drive, with the Pre Production Prove out Process cars produced in February 1986 and the main production of the vehicle commencing summer 1986, the final cars off the production line were in December 1986. 3 colours were produced, Black, White and Moonstone Blue, with White and Moonstone Blue both seeing around 2/5th of the total number of Right Hand Drive models produced with Black cars around 1/5th. The following number of vehicles were registered in the UK.

**Purchase TN:** 33 (To Build) 22 (New) 11 (Used)

• • The 1986 Ford Sierra RS Cosworth requires the Drive Skill to be operated.

• • The 1986 Ford Sierra RS Cosworth 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 1986 Ford Sierra RS Cosworth 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***

• • 4 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5) • • Turbocharger (PL 5)
1985 Chevrolet Monte Carlo SS

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For 1985, T-tops were re-introduced since they were discontinued after the 1983 model year, while additional SS colors (black, maroon, and silver in addition to white), pinstriping, and options were made available. The (later to be highly sought after) medium blue ("gunmetal") color for the SS was dropped. A four-speed automatic overdrive transmission, the Turbo Hydramatic 200-4R, with a revised sport rear axle ratio with a 3.73:1 gear became standard on the SS. Gone for good were the 229 CID V6 and 350 CID V8 diesel engines. Introduced in place of the 229 CID V6 was a 262 CID (4.3 L) V6 (RPO LB4) that was fuel-injected with throttle-body fuel injection. The small block 305 5.0 liter V8's were fitted with computer-controlled 2-barrel Quadrajet carburetors that include an automatic choke for easy engine turn over and start.

The 1985 Chevrolet Monte Carlo, Chevy's rear-wheel-drive personal-luxury car, got more power, but for the first time since 1981, no diesel engine was offered in the Monte Carlo. On the base model, the previously standard 3.8 L Chevy V6 gave way to a larger 4.3 L V6 with throttle-body fuel injection. That brought 20 extra horsepower, to a total of 130. The optional 5.0 L V8 likewise gained some horsepower, via a jump in compression ratio. It jumped from 150 horsepower to 165. The High Output 5.0 L V8 in the 1985 Chevrolet Monte Carlo SS remained at 180 horsepower. 10.5-inch front disc brakes were standard along with drum brakes on the rear. A/C was $730. The V6 and base V8 were available with either a three- or four-speed automatic transmission, but the H.O. V8 in the SS came only with a four-speed automatic this year. The base coupe carried on visually unchanged except for pin-striping and optional T-tops or a vinyl-covered roof. The SS version was modified. Previously offered only in white or dark blue metallic, color choices were expanded to include silver, maroon, and black. "Removable glass roof panels" (T-tops) came on board as a midyear option. Nearly 120,000 Monte Carlos found eager buyers in 1985. Though the total was down from 1984, the SS model saw sales climb from 24,050 to 35,484. The 1985 Monte Carlo SS also came with a 35-millimeter sway bar for extra support.

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

• • The 1985 Chevrolet Monte Carlo SS requires the Drive Skill to be operated.

• • The 1985 Chevrolet Monte Carlo SS 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 1985 Chevrolet Monte Carlo SS 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)
1985 Dodge B250 Van

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The Dodge Ram van (also known as the Dodge B-series) is a range of full-size vans that were produced by Chrysler Corporation from the 1971 to 2003 model years. Replacing the Dodge A100, the Ram Van transitioned to a front-engine drivetrain configuration. Offered as a cargo van and a passenger van, the model line was initially offered as a cutaway van chassis.

The B-series van line was produced across 32 years of production, making it among the longest-lived platform designs in American automotive history. Much of the exterior and chassis underpinnings saw only gradual changes during their entire production, with three distinct generations developed. Alongside its use by Dodge, the full-size van range saw rebranding during the 1970s for both Fargo Trucks and Plymouth (marking the debut of the Plymouth Voyager nameplate).

For its entire production run, Chrysler produced B-platform vans at the now-demolished Pillette Road Truck Assembly plant in Windsor, Ontario, Canada; prior to 1980, the model line was produced at Saint Louis North Assembly (Fenton, Missouri). In 2003, the Dodge Sprinter (a rebranding of its Mercedes-Benz namesake) was introduced, replacing the B-series van entirely from 2004 to 2006. Since 2014, the Ram division offers the ProMaster to the full-size van market, a rebranded Fiat Ducato.

**Purchase TN:** 50 (To Build) 33 (New) 22 (Used)

• • The 1985 Dodge B250 Van requires the Drive Skill to be operated.

• • The 1985 Dodge B250 Van 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 1985 Dodge B250 Van 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***

• • 7x Seating Only

***Power System***

• • 8 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 8x Fuel Tanks (PL 5)
Crothar Adult

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The Crothar is an amphibious crustacean predator from the planet Ceanera IV a tropical planet of volcanic archipelagos and islands. A Crothar has a veracious appetite and is an incredible hunter adapted to hunt on land and in water. Crothars tend to breed in great numbers though often keeping populations in check by cannibalistic tenancies. This allows them to spread across a territory rapidly in sustainable numbers. Crothars can be found on a few other worlds though this has mostly been due to how they were favored as a naturally existing biological weapon, often being introduced to the environments of besieged worlds.

**CROTHAR ADULT**

• • **Tong Tentacle:** Whenever the Crothar makes a successful attack against an opponent with its Tong Tentacles the Crothar may attempt a grapple as a free action.

• • **Swallow Whole (EX):** If a creature with this special attack begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
Gundam Psionic Feats

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**BIT CONTROL [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, Technopathic

**Benefit:** The character gains the ability to control remote weapons / mobile bits equipped to a vehicle they are piloting, this ability uses a psionic interface. The number of remote weapons / mobile bits the character can control is equal to the characters wisdom modifier +1.

**Activation:** Remote weapons / mobile bits are a vehicle weapon system please see the entry on them in the vehicles chapter.

**GREATER BIT CONTROL [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, Technopathic, Bit Control, Improved Bit Control, BAB +10

**Benefit:** This allows the character to control four times the amount of remote weapons / mobile bits that the character is normally able to control, and increases the remote weapons / mobile bits normal the control range to one and a half times the systems normal control range.

**IMPROVED BIT CONTROL [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, Technopathic, Bit Control, BAB +5

**Benefit:** This feat doubles the amount of remote weapons / mobile bits that the character is normally able to control.

**NEWTYPE [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, Technopathic

**Benefit:** psionic power point requirements for using psionic interface technologies are halved and rounded up for characters with this feat. In addition the character receives a +3 bonus to all Pilot Skill checks
FRIENDSHIP (Cha)

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***Psionic Skill:** Requires Wild Talent feat.*

You can use your psionic power to calm a hostile or unfriendly person or animal.

**Check:** A Friendship check alters the attitude of a hostle or unfriendly target, changing it to something more amiable. You don’t need to be able to communicate with the target. Instead of using words, you employ calming emotions through the use of your psionic power. Make the check, compare it to the list of TN’s on the table below, and apply the result for the highest TN that’s equal to or less than the check result.

 Indifferent
 Friendly
 Helpful

The result of a Friendship check sets the TN for the target's Will save.

 25-34
 35+

A successful saving throw means that Friendship has no effect on the target.

If the check fails (a result of 14 or less against a hostile character, or a result of 9 or less against an unfriendly character), the target’s attitude becomes worse by one category. If the check succeeds and the target fails his Will save, the target maintains the new attitude towards the psionic character until a situation occurs to alter that state.

When the psionic character ends contact with the target (by leaving the target’s immediate vicinity), the target can immediately make a Will saving throw (TN 20) to shake off the effects of Friendship. Otherwise, the Psionic-induced attitude fades in 1 hour.

**Retry:** You can make only one successful check involving a specific target per hour. (If your use of Friendship on a target that turns him from hostile to unfriendly, you can’t then follow that with a second check to try to improve the attitude of the now-unfriendly character). If the check fails, you can’t use Friendship on this target again until 24 hours have passed.

**Special:** You can take 10 when making a Friendship check, but you can’t take 20.

**Time:** Friendship is a full-round action that provokes an attack of opportunity. Its effects last until something occurs to change the target’s attitude, or until 1 hour has passed.

**Psionic Power Point Cost:** 2
Human Storm Trooper Rookie

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Stormtroopers were the elite soldiers of the Galactic Empire. Like Imperial-class Star Destroyers and TIE fighters, stormtroopers served as ever present reminders of the absolute power of Emperor Palpatine. These faceless enforcers of the New Order were considered an extension of the Emperor's will, and often used efficient yet brutal tactics to keep thousands of star systems throughout the galaxy in submission to the Empire. At the height of the Empire, stormtroopers had effectively become symbols of major authority. With few exceptions, they were distinguished from all other military units by their signature white armor.

**Species Traits**

• • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents. See Chapter: Feats.

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • **Ambush:** When you successfully hit an opponent who has not yet acted in combat, you deal +2 damage with the attack.
Human Storm Trooper Veteran

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Stormtroopers were the elite soldiers of the Galactic Empire. Like Imperial-class Star Destroyers and TIE fighters, stormtroopers served as ever present reminders of the absolute power of Emperor Palpatine. These faceless enforcers of the New Order were considered an extension of the Emperor's will, and often used efficient yet brutal tactics to keep thousands of star systems throughout the galaxy in submission to the Empire. At the height of the Empire, stormtroopers had effectively become symbols of major authority. With few exceptions, they were distinguished from all other military units by their signature white armor.

**Species Traits**

• • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents. See Chapter: Feats.

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • ***Ambush:*** When you successfully hit an opponent who has not yet acted in combat, you deal +2 damage with the attack.

• • **Robust:** The Commoner becomes especially robust, gaining a number of hit points equal to his Commoner level as soon as he selects this talent. Thereafter, the hero gains +1 hit point with each level he gains.

• • **Extreme Effort:** The effort requires a full-round action and provides a +2 bonus on the check.

• • ***Shoot from the Hip:*** You can always use a rifle to make attacks of opportunity.

• • ***Opportunity Fire:*** You gain a +2 bonus on attacks of opportunity made with rifles.

• • ***Man Down:*** Whenever an ally within 6 meters of you is reduced to 0 Hit Points, you may immediately move up to your speed towards that ally as a reaction, and not provoke attacks of opportunity.

• • ***Lifesaver:*** (Prerequisite: *Man Down*) 1/encounter, reaction: When an ally takes damage that equals or exceeds its damage threshold or reduces it to 0 hit points, you can take all that damage yourself provided you can move your speed and reach them, provoking attacks of opportunity as normal.

• • **Improved Extreme Effort:** The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total). *Prerequisite:* Extreme Effort

• • **Advanced Extreme Effort:** The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total). *Prerequisites:* Extreme effort, improved extreme effort.

• • **Bonus Class Skill:** Code-Breaking

• • **Bonus Class Skill:** Sense Motive

• • **Skill Bonus +1:** Code-Breaking
Aquatic Vehicles Codex

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Vehicles in the vehicle codex are designed to be as close as possible to fit all depictions found in books, comics, video games, movies and tv shows, while still staying within the logical statistics, systems, and technologies of the given universe, while staying within the rules and game balance of D20 Sci-fi. Vehicle states and individual systems might not completely line up with the vehicle creation section found later in this chapter.
Mankind has been traveling the water ways of our world since the earliest times in history. For as long as we have been exploring the water ways we have learned just how dangerous it can be.

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Colonial Viper Mark IV Class Fighter

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The Viper Mark IV was designed and created to replace the Viper Mark III as the Colonies main space superiority fighter.

The Mark IV was intended to replace the older Mark II and Mark IIIs that still dominated the ranks of the Colonial Fleet. It was the first Viper to be designed from scratch rather than adapted from an earlier model although it still shared the basic layout to the earlier models. It was intended to address some of the flaws experienced by the earlier models such as short range and a degradation in performance when fighting in an atmosphere. Therefore the Mark IV is signficantly more aerodynamic than previous Vipers.

**Purchase TN:** 456 (To Build) 304 (New) 202 (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 (630 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 I Sensor Array (PL 5) • • Collision Detection Sensors (PL 6) • • Targeting System (PL 6) • • 2x Rail Cannon, Medium (PL 6) • • 2x Autofire Module (PL 6) • • 2x Missile/Torpedo Strikefoil, Large (PL 5)
HWK-290 Light Freighter

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The HWK-290 was a light freighter manufactured by the Corellian Engineering Corporation during the decades leading up to the Battle of Naboo, in an effort to break into a new market for fast, small cargo ships. Unlike YT-series of ships for tramp captains, the Hawk line was aimed at more upscale clients, like wealthy merchants and noble politicians. The series saw modest success, but never reached the amount of sales of YT-series, and was discontinued during the Clone Wars to make way for military production.

**Purchase TN:** 93 (To Build) 62 (New) 41 (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)

• • Repair checks made to repair damage to a freighter or restore a damaged system get a +2 bonus. Freighters often have a straightforward design with simple and durable components, making repairs very easy to handle. (Vehicle Trait)

• • A freighter may go twice as long without maintenance as other vehicles their size. (Vehicle Trait)

***Accommodations***

• • 7 Spartan Accommodations

***Structure Traits***

• • Advanced Wings (PL 5) • • Escape Pods (PL 6)

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • 6x Ion Engine (Speed +400 meters.) (PL 6) • • Maneuvering Thrusters (PL 5) • • Repulsorlift (PL6) • • Navicomputer (PL 6) • • Hyperdrive, Class 2 (PL 7) • • Automatic Fire Control System (PL 5) • • Internal Comm System (PL 5) • • Life Support System (PL 5) • • Class III Sensor Array (PL 6) • • Enigma Sensor Suite (PL 6) • • Gravity Field Generator (PL 6) • • Proximity Sensors (PL 6) • • Collision Detection Sensors (PL 6) • • Damage Control System (PL 5) • • Radiation Shielding (PL 6) • • Shields – SP 220 – DR 44 (PL 7)
Elasmosaurus

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Though it resides primarily in the water, an elasmosaurus only breathes air. An elasmosaurus has a total length of some 30 feet, including a tail half as long as its entire body, and weighs about 5,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake.

**Combat:** An elasmosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.

**Skills:** \*An elasmosaurus has a +8 racial bonus on Hide checks in water.
FFE-72 Falcon

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Built and designed as part of the frontier armaments Program, the FFE-72 Falcon is the mainstay superiority fighter of Her Imperial Majesties Forces. The fighter is considered to one of the best starfighters ever produced due in no small part to its well rounded versatile abilities and nature. Its speed, maneuverability, firepower, durability, and ease of repair have made it a favorite fighter among commanders, pilots, and mechanics alike.

**Purchase TN:** 104 (To Build) 35 (New) 23 (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 (PL 6)

***Vehicle Systems***

• • 10 Unit Fuel Tank (PL 6) **• •** Maneuvering Thrusters (PL 5) **• •** 4x Rocket-Jet Space Engines (800 meters) (PL 5) **• •** VTOL (Vertical Take Off & Landing) Jets (PL 5) **• •** Fuel Economizer (PL 6) **• •** RAM Scoop System (PL 6) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Utility Flare System (PL 5) **• •** Class II Sensor Array (PL 6) **• •** Autopilot System (PL 5) **• •** Ablative Heat Shielding ( PL 5) **• •** Anti-Accident System (PL 6) **• •** Decoy Drone Launcher (PL 6) **• •** Missile Lock Alert (PL 6) **• •** 2x Missile/Torpedo Launcher, Large (PL 5) **• •** 2x M-9 Barrage Chaingun (PL 5) **• •** Targeting System (+3) (PL 6)
Farscape Equipment

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=**Go to Farscape Exotic Weapons**=

=**Go to Farscape Smallarms**=

=**Go to Farscape Long Arms**=

=**Go to Farscape Exotic Firearm Weapons**=

=**Go to Farscape Impromptu Armor**=

=**Go to Farscape Light Armor**=

=**Go to Farscape Medium Armor**=
Jedi Guardian Novice

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**Species Traits**

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • Weapon of Choice (lightsaber): Weapon masters dedicate their lives to the study of a single melee weapon, often the katana or another type of sword. A weapon master must select a specific weapon of choice. All of a weapon master's special abilities apply only when he is wielding that type of weapon. Once he has selected a weapon of choice, a weapon master cannot later change that weapon.

• • Lightsaber Bonus +1: Starting at 1rst level the Force Knight gain a bonus to attack and damage when using a lightsaber.

• • Lightsaber Deflection (2/round): Starting at first level the Force Knight once per round can use their lightsaber to redirect a missed attack with a ranged energy weapon that targets the Force Knight. The redirected attack can be aimed at a new target by the Force Knight. The redirection is treated as an attack of opportunity, this attack is made at one half the Force Knight’s ranged attack bonus rounded down, and again at 5th level, 9th level, 13th level, and 17th level the Force Knight gains this ability again, each time the Force Knight gains this ability he can use this ability one more time per round each time per round past the first use incurs a -1 penalty to the attack. Making a Lightsaber Deflection is considered an attack of opportunity as such you can not use this ability more times per round than you would normally be able to make attacks of opportunity. Making a Lightsaber Deflection does not incur attacks of opportunity from adjacent opponents.

• • *Guardian Strike:* Whenever you deal damage to a target with a lightsaber, that target takes a -2 penalty to attack rolls against anyone other than you until the end of your next turn.

• • *Soresu Initiate:* (Prerequisite: *Lightsaber Defense*, Combat Expertise [Feat]) You may roll a Concentration check TN 15, and spend 4 Psionic Power Points to gain a +2 bonus to your Defense Class.

• • *Soresu Practitioner:* (Prerequisite: *Soresu Initiate*) 1/round When an opponent makes a successful melee attack against you, as a reaction you may roll a Psionic Perception check TN 15 at double the normal Psionic Power Point cost, if you succeed this allows you to roll an attack if the result of your attack succeeds you block the attack.

• • *Circle of Shelter:* (Prerequisite: *Soresu Practitioner*) you may forego half of your attacks rounded up, as well as half your movement speed, to gain a bonus to your Defense Class as if you had taken a full-round total defense action.
HACS-02HG-MPS Grizzly

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The grizzly heavy fire support gear has been a Mainstay of the northern armies since its introduction in the TN 1870s. The basic Armament of the grizzly is based on that of the older there. The grizzly is proving its worth repeatedly over the 60 cycles of its existence. And expensive machine to produce, the grizzly only slowly replaced the bear. It first saw action in the northern guard campaign to suppress particularly vicious Wounded Knee smuggling ring in the TN 1880s and was responsible for a stunning number of kills. The grizzly was also involved in a fair number of skirmishes with the southern MILICIA trips in the Badlands. The true test, however, was the war of the alliance. Faced with the fast armor of the colonial expeditionary forces or CEF hover tanks, the grizzly proved effective in combat, especially when deployed with for word observing units to tag tanks with laser designators. Since the war, the grizzly has continued to serve with distinction across the northern hemisphere. In TN 1920s saw and especially why distribution of Grizzlies is Northern guard replaced most of its bears with it.

**Purchase TN:** 291 (To Build) 194 (New) 129 (Used)

**Restriction:** Mil (+3)

• • Humanoid Mecha require the Pilot Mecha Skill to be operated.

• • Humanoid shape a mecha may be half again rounded up as tall as their fighting space for example a gargantuan mecha can be up to 8 meters tall.

• • 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.

***Accommodations***

• • 1 Seat

***Structure Traits***

• • Backpack, Heavy (PL 6)

***Power System***

• • V-Engine (PL 6)

***Vehicle Systems***

• • Fuel Tanks (PL 5) **• •** Secondary Roller System (PL 5) **• •** Fuel Economizer (PL 6) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Starlight Vision System (PL 5) **• •** Class II Sensor Array (PL 6) **• •** Targeting System (PL 6) **• •** Heavy Machinegun (PL 6) **• •** Heavy Guided Mortar (PL 6) **• •** 2x Medium Rocket Pack (PL 6) **• •** Heavy Autocannon (PL 6) **• •** Vibroblade, Huge (PL 6)
Jaffa Warrior Rookie

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The Jaffa are an offshoot of humanity, genetically engineered by the Goa'uld. They have an abdominal pouch which serves to incubate larval Goa'uld. The infant Goa'uld provides strength, longevity, and good health, at the cost of supplanting the Jaffa's natural immune system, making them dependant on the Goa'uld for more symbiotes. The Jaffa have a warrior culture and form the armies of the Goa'uld.
The Goa'uld sought to populate the galaxy (and also mine other planets for a rare substance called Naquadah, which is central in all Goa'uld technology), and sent slaves to other planets via the Stargate until 3,000 BC, before a rebellion led to Ra's retreat from Earth and the burial of Earth's Stargate. (Stargate, SG1: "Children of the Gods")
Some of the slaves who were taken from Earth were implanted with infant Goa'uld, and became known as Jaffa. As 'reward' for carrying infant Goa'uld, the larval symbiote (or prim'ta) protects the host Jaffa from disease and gives the host Jaffa a long life, along with increased physical capabilities (although it is unclear how much is from the symbiote and how much is a result of their disciplined upbringing). The symbiote is also capable of healing its host of most injuries or ailments.

**Species Traits**

• • Human Subtype: This trait meas that Jaffa are considered human for purpose of determining weather the character is susceptible to certain diseases that only effect humans. Additionally Jaffa are considered human for purpose of determining weather the character qualifies for racial templates that require the character to be human, and Advanced Classes that require the character to be human.

• • Symbiote Dependents: A jaffa cannot survive without being implanted with a larval goa'uld symbiote. The sybiote grants the jaffa a +10 bonus to Constitution, and a +3 bonus to all Fortitude saves to resist poison and desease. The symbiote literally replaces the jaffas naturally absent immune system. If the jaffa ever loses their larval goa'uld symbiote or it is killed they have only have a maximum of 2 days in which to procure another larval goa'uld symbiote or they will die.

• • Low-light Vision: A jaffa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

• • Natural Tactition: A jaffa gains Knowledge (tactics) as a class skill and gets a +2 bonus to Knowledge (tactics).

• • Meditative Trance: Instead of sleeping for 8 hours, a jaffa can enter a trance that lasts 4 hours. At the end of the trance, he gains the benefits of having slept for 8 hours. The trance cannot be entered more than once per standard day. During the trance the jaffa remains somewhat aware of their surroundings and can make Listen and Spot checks to avoid being surprised.

**Class Abilities**

• • Weapon Of Choice: Ma'Tok Staff Weapon