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Gundam General Equipment PL 7

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**Digital paper (PL 7)**

In the universal century towards the end of the second Neo Zeon digital paper was created, allowing for the paper itself to serve as a type of LCD screen. With about a 6 hour. Half-life After the paper itself is charged by running through a special printer. The specifics of digital paper allow for minor moving animations, as well as the ability to interact with certain animations through the use of a digital pen it was rather popular among military groups, as well is advanced technical colleges.

**Digital Penn (PL 7)**

A digital pen is design to interact with and write on digital paper when its charged. A digital pen allows yu to select several different colors and tip widths on digital paper digital paper.

**Personal Ballute Pack (PL 7)**

The personal ballute is a combination ballute pack combined with a parachute sized for a normal human. Designed so that crews of ships and vehicles in low orbit can bail out and survive atmospheric entry in emergency situations. The ballute deploys when activated encapsulating the user in heat ablative balloons until entry is complete then it breaks away and leaves user with a parachute to deploy when ready. A personal ballute cannot be directed by the user.

**Survival Bubble (PL 7)**

The survival bubble consists of a compact device with a pole tab and they pull string pulling the pole tab activated device once active the string can be pulled immediately 8th in plastic bubble will surround the user from the sides of the device well the device is active it will inflate the balloon or bubble and he the year to 76 degrees this device grants 1 hours worth Aretha Bellaire for a human being or similar creature was designed for emergencies of sudden decompression allowing for survivors who happened to have one handy to be able to save themselves before they 68 it in total vacuum
Farscape Impromptu Armor

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**Peacekeeper Commando Combat suit PL 6**

Developed steadily through experience, and development over centuries, the Peacekeeper Commando Combat suit is made up of composited layers of advanced protective, thermo-regulating materials. While not true armor, the Peacekeeper Commando Combat suit is made up of a pair of boots, a pair of pants and a sturdy duty jacket.. the Peacekeeper Commando Combat suit keeps its wearer comfortable in most environments, and while its protection is limited, it is energy weapon resistance. The suit appears as a leather uniform of black and crimson.

**Special:** The Peacekeeper Commando Combat suit provides its full defensive protection against energy damage.
ConMot Champion

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The ConMot Champion was a popular truck and was developed to follow up on the success of the Avenger and its marketing. While other companies continues to try pushing new models year after year ConMot had found a winning strategy of limiting production to just a few models that would catch as much attention as possible. The champion was seen as an ideal truck for pioneers and colonists moving to an under developed planet or territory, without looking out of place in an urban setting.

**Purchase TN:** 31 (To Build) 21 (New) 14 (Used)

**Restriction:** –

• • The ConMot Champion requires the Drive Skill to be operated.
• • The ConMot Champion 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 Champion 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***
• • 2 Seats

***Power System***
• • Internal Combustion Engine (PL 5)

***Vehicle Systems***
• • 8 Unit Fuel Tank (PL 6) • • Fuel Economizer (PL 6) • • Radio Transceiver (PL 5) • • Anti-Accident System (PL 6) • • 4x4 Drive (PL 5)
GRAN

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Gran originally came from the world and system of Kinyen in the Expansion Reg ion. They are longtime members of ga lacti c society, with numerous colonies. Although most of these colonies are peaceful, their co lony on Malastare quickly became embroi led in a bitter confl ict with the native Dugs, forcing the Gran to act aggressively to protect themselves. Gran place society over self, and they receive training that complements both their personal talents and society's needs. The desire to ma intain balance within society caused the Gran to establish al ien-only areas of Kinyen. This was intended to restrict alien influence and avoid trouble between species, such as what happened on Malastare. During the Dark Times, the Empire has pushed the Gran leadership to grant access to all areas. When the Gra n refused, Kinyen was subjected to orbital bombardment. The Kinyen Gran relented, but the incident inspired many Gran to resist the new Empire.

**Personality:** Gran are highly social and unable to stand solitude, or isolation from other Gran, for any length of time. Most are talkative, friendly, and hospitable. They are slow to anger. Gran friendships are for life. Gran from Malastare and other colonies fol low looser social codes than those from the home world.

**Physical Description:** The beige-skinned Gran have three distinctive eye stalks with pitch-black eyes, ahead of small horns and large, triangular ears. Males and females have similar builds.

**Home Worlds:** Kinyen, with colonies on many other worlds, including Hok and Malastare.

**Languages:** Gran speak, read, and write Basic and Gran.

**Example Names:** Ainlee Teem, Aks Moe, Ask Aak, Baskol Yeesrim, Cera Vixe, Cruegar, Kea R- Lan, Mawhonic, Nadin Paal, Ree-Yees, Vee Naaq.

**Adventurers:** Heroic Gran are often nobles, scoundrels, scouts, and bounty hunters. Prior to the Dark Times, Gran Jedi consulars were common, and it is possible that some survived the initial Jedi purge. After the bombardment of Kinyen, individual istic Gran find themselves open to other methods of serving society, looking for new ways to resist the Empire.

**GRAN SPECIES TRAITS**

• • Ability Modifiers: -2 Intelligence, +2 Charisma. Gran are highly social creatures.

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

• • Speed Gran base speed is 10 meters.

• • Darkvision. Gran can see in dim light within 20 meters as if it were bright light, and in darkness as if it were dim light. Gran can't discern color in darkness, only shades of grey.

• • Target Awareness: A Gran takes no distance penalties on Spot checks made to notice targets for the first 50 squares between the Gran and its targets.

• • Triple Vision: Once per encounter, a Gran can aim by taking a single swift action.

• • Conditional Bonus Feat: A Gran with the Point Blank Shot feat gains Precise Shot as a bonus feat at character creation.

• • Automatic Languages: Basic and Gran.
ITHORIAN

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Ithorians come from the jungle planet of Ithor or one of its many space-worthy herd ships, also known as hammerheads by the galaxy at large. Ithorians are a peaceful people. Ithorians dedicate themselves to ecological endeavors especially on their home-world where they seek to preserve the pastoral beauty of the great tropical jungle. A gentle people Ithorians have a great love of art many travel the galaxy in giant hyperdrive capable herd ships designed to serve as ecological replicas of the Ithorians home-world bringing the beauty of Ithor wherever they go.

**Personality:** Ithorians tend to be calm peaceful tranquil, and calm.

**Physical Description:** Ithorians are humanoids ranging in height between 1.8 to 2.3 meters tall with long necks that curl forward and end in dome shaped heads they have two mouths one on each side of their necks producing a stereo effect when they talk.

**Ithorian home world:** Ithor or a specific herd ship.

**Language:** Ithorians speak stereophonic Ithoranese, and basic

**Adventurers:** Ithorians tend to concentrate on peaceful professions. They love to meet new beings and see new places. They enjoy negotiating deals and finding peaceful solutions to conflict.

**ITHORIAN RACIAL TRAITS**

• • +2 Wisdom +2 Charisma -2 Dexterity Ithorians are wise and deliberate thinkers whose personable nature allows them to get along well with others however they are relatively slow to react with below average coordination.

• • Medium-size Ithorians have no special benefits or penalties due to their size

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

• • +2 species bonus to knowledge (nature) Ithorians study the natural environment.

• • +4 species bonus on survival checks Ithorians are in tune with their natural surroundings.

• • +1 species bonus on Will Saves Ithorians have strong above average will power.

• • Automatic languages Ithoranese, and basic.
Gundam Equipment

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FZE-88 Eagle Class Bomber

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Built and designed as part of the frontier armaments Program, the FZE-88 Eagle Class Bomber was developed for use as a strike craft. It serves in the given role quite well as one of the most fearsome starfighters of the human empire. The Eagle Class bomber is capable of solo long distance bomber raids against a variety of targets as well as engagements as part of an open field engagement.

**Purchase TN:** 103 (To Build) 69 (New) 46 (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) **• •** Rocket-Jet Space Engines (800 meters) (PL 5) **• •** 2x Rocket-Jet Space Engines (600 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) **• •** Sensor Baffler (PL 6) **• •** Autopilot System (PL 5) **• •** Ablative Heat Shielding (PL 5) **• •** Anti-Accident System (PL 6) **• •** Chaff Launcher (PL 6) **• •** Decoy Drone Launcher (PL 6) **• •** Missile Lock Alert (PL 6) **• •** Missile/Torpedo Launcher, Large (PL 5) **• •** 2x Bomber Drop Bay (PL 5) **• •** Targeting System (+6) (PL 6)
Gundam

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Gundam is a rich and storied franchise with many comics, anime, movies, and video games which make up a lot of its sometimes confusing perfusion of different cannon universes. So much so that it can often be hard to keep it all straight. This presents many opportunities for setting campaigns in established gundam universes or creating your own. GM’s will find several useful tools for doing so right here.

## **Gundam**

These are the available resources for Mobile Suit Gundam.

PlaceholderGundam AC TimelinePlaceholderGundam UC TimelinePlaceholderGundam Girl's TimelinePlaceholderGundam Species GuidePlaceholderGundam FeatsPlaceholderGundam Psionic FeatsPlaceholderGundam Advanced ClassesPlaceholderGundam Design Construction TemplatesPlaceholderGundam Superstructure MaterialsPlaceholderGundam Structure TraitsPlaceholderGundam Vehicle ArmorPlaceholderGundam Vehicle Power SystemsPlaceholderGundam Movement SystemsPlaceholderGundam Vehicle Utility SystemsPlaceholderGundam Vehicle Defense SystemsPlaceholderGundam Vehicle Offensive SystemsPlaceholderGundam Vehicle WeaponsPlaceholderGundam Mecha WeaponsPlaceholderGundam Aquatic Vehicles CodexPlaceholderGundam Atmospheric Vehicles CodexPlaceholderGundam Ground Vehicles CodexPlaceholderGundam Mecha CodexPlaceholderGundam Space Station CodexPlaceholderGundam Starfighter CodexPlaceholderGundam Starship Codex
Halo

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In the distant past, a powerful race called the Forerunners fought an alien parasite known as the Flood. The Flood, which spread through infestation of sentient life, overran much of the Milky Way Galaxy. One of the races affected was humanity, who came into conflict with the Forerunners as a result. Exhausted by their war and after having explored all other options, the Forerunners conceived a weapon of last resort to combat the Flood, called the Halo Array. Using an installation known as the Ark, they built large ring-shaped megastructures known as Halos. The Halo Array, when activated, would destroy all sentient life in the galaxy depriving the Flood of their food, after which samples of the lost lifeforms would be reseeded. Delaying as long as they could, the Forerunners activated the rings and disappeared.
Tens of thousands of years later, in the 26th century, humanity under the auspices of the United Nations Space Command, or UNSC colonize many worlds thanks to the development of faster-than-light "slipspace" travel. Tensions escalate between the older and more stable "Inner Colonies" and the remote "Outer Colonies", leading to civil war. The UNSC sponsors the Spartan-II program to create an elite group of enhanced supersoldiers, whose purpose is to suppress the rebellion covertly. In the year 2525, human worlds come under attack by a theocratic alliance of alien races known as the Covenant. The Covenant leadership declares humanity heretics and an affront to their gods the Forerunners, and begins a holy war of genocide. The Covenant's superior technology and numbers prove decisive advantages; though effective, the Spartans are too few in number to turn the tide of battle in humanity's favor.
In 2552, the Covenant arrive at the UNSC's last major stronghold beyond Earth, the planet Reach, in orbit of Epsilon Eridani and launch an invasion of the planet. The last Spartans and UNSC military are unable to stop the Covenant from bombarding the planet. The UNSC Navy suffers devastating losses, and every Spartan but their leader, player character Master Chief John-117, is believed to be lost in action. Following directives to avoid leading the Covenant to Earth, Cortana, the AI aboard the fleeing UNSC ship Pillar of Autumn, selects random coordinates that lead the ship to a Halo ring, Installation 04. These events form the backdrop to the first game in the series.
Over the course of the game, the Covenant pursue, damaging the Autumn and leading its crew to wage a guerrilla war on the ring's surface. The Covenant accidentally release Flood imprisoned on the ring; to nullify the threat, the ring's AI caretaker, 343 Guilty Spark, enlists the help of the Master Chief in activating Halo. Cortana reveals that Halo's activation would mean their own destruction. Master Chief and Cortana instead detonate Autumn's engines, destroying Halo and preventing the escape of the Flood.

## **Halo**

These are the available resources for Halo.

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Heavy Gear Movement Systems

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***Vehicle Movement Systems***

A vehicle’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the vehicle—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.

To build a vehicle engine from scratch, a character must succeed at a Craft (mechanical) check (TN 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase TN.

Installing an engine requires a successful Craft (mechanical) check (TN 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.

The various types of engines are listed below.

**Minimum vehicle Size:** The minimum size the starship must be to have this type of engine.

**Tactical Speed Bonus**: The bonus that the engine provides to the vehicle’s tactical speed, given in meter and squares.

**Purchase TN:** The engine’s purchase TN.

**Secondary Roller System (PL 5)**

A secondary roller system is a series of wheels or treads built into the feet and/or legs, of a mech and/or walker. A secondary roller system allows a mech and/or walker to roll over the ground like a ground vehicle at twice its normal walking land speed. A mech or walker may only gain the benefit of this system over normal non-hindering terrain.

**Advanced Secondary Roller System (PL 6)**

An advanced secondary roller system is an improvement over its previous incarnation. It still employs a series of wheels or treads built into the feet and/or legs, of a mech and/or walker, though with more powerful drive motors, friction-less parts, and other various advancements. An advanced secondary roller system allows a mech and/or walker to roll over the ground like a ground vehicle at three times its normal walking land speed. A mech or walker may only gain the benefit of this system over normal non-hindering terrain.
Gundam General Equipment PL 5

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**Nanobeacon (PL 5)**

An invaluable device used in tracking, and search and rescue, the nanobeacon is a very small microchip transmitter that can be placed on a targets body (or on an object). It sends out a microburst UHF pulse on a long wave frequency on a single channel, allowing it to be tracked from 500 kilometers away.

**Zeon Infantry Pack (PL 5)**

Developed before the One Year War for use by the colonial defense forces. The military style field pack breaks down and can be quickly reassembled into a small tent big enough to sleep one soldier and their gear. It then can easily be reassembled back into a field pack. Switching from pack to tent or vise versa takes about 5 minutes.

 Zeon Infantry Pack
EWOK

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Ewoks hail from the forest moon of Endor, where they maintain a primitive hunter/gatherer society prior to the battle of endor. Ewoks were almost entirely unknown to the galaxy at large some traders, and explorers visited Endors moon, but with no form of space travel Ewoks never left their own world. Although primitive by galactic standards the tribal Ewoks are resourceful, and highly adaptable. The tribal Ewoks may be technologically primitive when compared to most of galactic society, but they are also cleaver, and inventive. While they tend to be initially wary around machinery it isn’t long before their natural curiosity wins out, and they plunge into wild, and exuberant experimentation.

**Personality:** Ewoks tend to be curious superstitious, and courageous. Though they can be a bit fearful around things that are strange, and new.

**Physical Description:** Ewoks on average are between 2 ½ to 3 ½ feet tall they are covered in thick fur that varies greatly in coloration and pattern they often wear hoods adorned with animal bones and feathers

**Ewok home world:** The forest moon of Endor.

**Language:** The Ewoks speak Ewokese, there is no written form of this language they can learn to speak and read basic.

**Adventurers:** an Ewok adventurer may be motivated by a love of excitement a natural inquisitiveness or a warriors’ quest usually an Ewok joins up with a scout or hero has access to a starship ans starts traveling gathering powerful items from their adventures

**EWOK RACIAL TRAITS**

• • +2 Dexterity -2 Strength

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

• • Ewok have a base land speed of 6 meters.

• • Sneaky, Ewoks in their natural environment rely on stealth and guile to survive. As such Ewoks get a +2 bonus on Hide, and Move Silently checks, as well as a +2 bonus to Survival checks made to avoid being tracked.

• • Primitive: Ewoks cannot gain Personal Firearms Proficiency or use a technological weapons. An Ewok counts all firearms and technological weapons as Exotic Weapons, receive a -2 penalty when using any sort of technology beyond their own, and must take the Exotic Weapon Proficiency feat for each individual weapon.

• • Ewoks receive the Alertness feat at character creation for free.

• • Scent ability, Ewoks can even track using Scent.

• • Automatic languages speak Ewokese.
FZE-89 Condor Reconnaissance Fighter

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Built and designed as part of the frontier armaments Program, the FZE-89 Condor was designed as a reconnaissance fighter, and scout. Though rarely deployed as a combat fighter, it is a fairly common sight in almost any fleet formation or at an Earth Imperial base.

**Purchase TN:** 156 (To Build) 104 (New) 69 (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) **• •** 3x 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) **• •** Navicomputer (PL 6) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Utility Flare System (PL 5) **• •** Advanced Sensor Jammer (PL 5) **• •** Class III Sensor Array (PL 6) **• •** Enigma Sensor Suite (PL 6) **• •** Laser Transceiver (PL 6) **• •** Proximity Sensors (PL 6) **• •** Sensor Baffler (PL 6) **• •** Stealth Suite (PL 6) **• •** Autopilot System (PL 5) **• •** Ablative Heat Shielding ( PL 5) **• •** Anti-Accident System (PL 6) **• •** Chaff Launcher (PL 6) **• •** Missile Lock Alert (PL 6) **• •** Hyperdrive Class 10 (PL 6)
Groathrax

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The Groathrax is often the most terrifying creatures that can be encountered. As humanity expanded out into the stars colonizing and terraforming more and more new worlds, it was unknown how the lifeforms that were transplanted would adapt and evolve in those places. The Groathrax is an unfortunate result of one such instance. A 22 meter tall behemoth, a carnivorous 4 armed creature evolved from gorillas. The Groathrax is a hyper carnivore with an impressive series of adaptations that make it a truly formidable beast. The Groathrax has been known to attack and destroy entire settlements in search of food often drawn in by large concentrations of live-stalk like cattle and even the settlers themselves, even military bases have been known to fall victim to these vicious beasts, with even the Groathrax has been known to rip through even the most heavily armed garrisons if they are caught off guard, able to bring down well equipped mecha in close combat. To most beings in the galaxy simply seeing the Groathrax is a death sentence as these insatiable carnivores are known to fly into a rage when hungry.
KHIL

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The Khil were a sentient species native to the planet Belnar. They were among the earliest member species of the Galactic Republic and had spread to countless worlds throughout the galaxy by the time the Galactic Empire came to power. They were enthusiastic supporters of the Republic and the peaceful order it represented. Khil were involved at all levels of the galaxy's society, acting as soldiers, scientists, musicians, entrepreneurs, and politicians. Most Khil considered themselves "citizens of the galaxy."

Physically, Khil were warm-blooded, hairless humanoids with grayish skin and a wide variation in height. Their mouths were their most distinctive features: instead of jaws, Khil had many fleshy tendrils hanging from their lower face and neck. Khil breathed through these organs, called *hullepi* in Khilese. Khil communicated by breathing through hullepi of different lengths, thus producing various musical tones. This made them natural musicians.

Organic debris and moisture absorbed through the hullepi, along with vegetable and fruit juices, made up the Khil diet. Khil communities usually had low population densities, allowing large wetland parks to thrive. In addition to their utilitarian purposes, these green spaces were kept for their aesthetic value. The many non-Khil residents and visitors on Khil colony worlds also appreciated these parks.

In general, Khil were dedicated and ambitious people, with little tolerance for laziness or time-wasting. From infancy, they were taught to work hard and strive for leadership positions. They were often slightly arrogant, convinced that nothing was beyond their abilities if they only applied enough effort. Though their tenacity usually served them well, they were sometimes prone to severe mood swings, and even nervous breakdowns, when faced with high stress or a lack of progress. Their intensely driven, sometimes arrogant nature was tempered by a strong loyalty to family and a usually polite and friendly demeanor.

The Khil were technologically advanced and easily integrated non-Khil neighbors into their culture. Their cosmopolitan cities attested to their willingness to live in harmony with other peaceful species. While they greatly preferred a political solution when possible, in the days of interstellar warfare they had no desire to see their hard work destroyed, especially by a war-loving enemy, and thus Khil deviousness and vindictiveness became especially apparent when they defend their home world and colonies.

**KHIL SPECIES TRAITS**

• • -2 Constitution, +2 Intelligence, +2 Wisdom.

• • Medium-size: Khil have no special modifiers due to their size.

• • Speed 10 meters.

• • Hullepi: Khil generally do not suffer the effects of starvation. In sterile environments, such as a starship or space station, Khil suffer the effects of starvation.

• • Skill Bonus: Khil receive a +4 bonus on Preform (sing) checks.

• • Automatic Languages: Khilese.
LANNIK

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Lannik were short, bipedal humanoids with droopy, long ears and orange to reddish to purple and bluish tones to their skin. Their home world was Lannik.

The Lannik were known for their bellicose society, and were seen to be fearless and sometimes hotheaded and arrogant. More often than not, Lannik kept clear heads in combat, and could deduce a solution to many dangerous situations. The Lannik were governed by the Lannik High Court.

The Lannik home world was first discovered by a group of Human and Duros explorers, who brought high technology to Lannik. The natives' exposure to this technology split Lannik society into factions, each with its own thoughts on how to integrate that technology into their society. Conflicts raged on Lannik, forcing the intervention of several criminal groups, and finally, the Galactic Republic itself, which restricted the amount of technology exported to the planet. This did not go as planned, serving only to increase the amount of technology on Lannik, and also entrenched crime syndicates on the planet. This led to the rise of the terrorist group known as the Red Iaro.

During the Separatist Crisis, Spotts TradeChip Company mislabeled Jedi Master Yoda as a Lannik in its controversial Jedi TradeChips series.

By the time of the Galactic Empire, Lannik were rarely seen off-world.

**LANNIK SPECIES TRAITS**

• • +2 Dex, -2 Wis, -2 Cha

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

• • Speed: Lannik base speed is 6 meters.

• • Fearless: Intimidate checks made against a Lannik suffer a -4 penalty. Additionally Lannik receive a +2 bonus on Will saves made to resist fear effects.

• • Iron Will: A Lannik gains this feat at character creation.

• • Automatic Languages: Lannik and Basic
LURMEN

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The Lurmen originated on the icy world of Mygeeto, though when the Intergalactic Banking Clan took over the planet early in the Separatist crisis, a majority of the population was enslaved. Those who were able to escape the slavers fled in small enclaves to a variety of planets, such as Maridun and Utapau. Unfortunately for some, even those drastic measures were not enough to avoid the Clone Wars. The Lurmen prefer to work with the natural environment instead of fighting it and use local materials to construct housing that enhances their surroundings instead of destroying them. These beliefs served them well in the colonization of Maridun, where giant seed-pods were able to be used for housing, and in constructing warrens in the sinkholes of Utapau.

**Personality:** The Lurmen are a gentle, peaceful people who simply wish to be left alone to pursue a quiet existence in harmony with the beings and environment around them. Most Lurmen abhor violence, firmly believing that it only creates more violence with retaliation in its wake, causing many species to see them as cowards. However, some would say the braver being allows himself to be struck without any intention of fighting back or fleeing. The Lurmen are generally stubborn, refusing to budge from their beliefs even when pressed with overwhelming evidence to the contrary.

**Physical Description:** Lurmen are small marsupials with large eyes that tend to prefer walking on all fours, though they are also capable of walking on just their hind legs, or curling their bodies into a hoop and rolling at even greater speeds. The Lurmen are covered in a soft fur, typically grey and white, though some variation in fur coloration exists.

**home world:** The chilly Outer Rim world of Mygeeto.

**Languages:** Lurmen have been a part of the galactic community long enough that Basic is their adopted native language.

**Example names:** Tee Watt Kaa, Wag Too, Tub

**LURMEN SPECIES TRAITS**

• • Ability Modifiers: -2 Strength, +2 Dexterity, -2 Constitution, +2 Wisdom. The peaceful Lurmen are insightful, overcoming their lack of physical might with agility

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

• • Speed: Lurmen base speed is 10 meters.

• • Expert Tumblers: Lurmen can re-roll any Tumble skill check but must keep the second result.

• • Rolling Movement: Lurmen are able to move at greater speeds by rolling in a ball. When a Lurmen uses the Run action, they move five times their speed instead of four.

• • Automatic Languages: Basic.
1970 Chevrolet Camaro SS RS

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The second-generation Chevrolet Camaro is an American pony car that was produced by Chevrolet from 1970 through the 1981 model years. It was introduced in the spring of 1970. Build information for model 123-12487 was released to the assembly plants in February of that same year. It was longer, lower, and wider than the first generation Camaro. A convertible, which was available for the first generation, was unavailable for the second. GM engineers have said the second generation is much more of "A Driver's Car" than its predecessor.

**Purchase TN:** 35 (To Build) 23 (New) 15 (Used)

• • The 1970 Chevrolet Camaro SS RS requires the Drive Skill to be operated.

• • The 1970 Chevrolet Camaro SS RS 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 Camaro SS RS 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***

• • 8 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5)
HACS-02MG-MPS Jaguar

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The Jaguar entered full production just in time to take part in the fight against the Earth invasion. They first swelled the ranks of the northern armies and, once in Rapid agreement had been reached, were sent to the South the answer the need for high technology Commando gears in the southern forces. The Jaguar saw action across the planet as a Commando, a trooper, a command unit, and Auntie armor unit, and a makeshift adoptable fire support gear. It also unfortunately for its Pilots, jump-started Southern gear development and inspired the deadly black mamba. The Jaguar is yet to replace the hunter because it was higher cost increased complexity, but with every cycle it enter service and more and more units and some considered only a matter of time before it becomes a lead gear of all Northern forces.

**Purchase TN:** 240 (To Build) 160 (New) 107 (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***

• • 4x Fuel Tanks (PL 5) **• •** Advanced Secondary Roller System (PL 6) **• •** Life Support System (PL 5) **• •** Fuel Economizer(PL 6) **• •** Radio Transceiver (PL 5) **• •** Starlight Vision System (PL 5) **• •** Class III Sensor Array (PL 6) **• •** Targeting System (PL 6) **• •** A.P.G.L. Anti-Personnel Grenade Launcher (PL 6) **• •** Medium Rocket Pack (PL 6) **• •** Vibrodagger, Huge (PL 6) **• •** Light Autocannon (PL 6)
Listen (Wis)

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**Check:** Make a Listen check against a TN that reflects how quiet the noise is that a character might hear or against an opposed Move Silently check. The GM may call for a Listen check by a character who is in a position to hear something. A character can also make a Listen check voluntarily if he or she wants to try to hear something in the character’s vicinity. The GM may make the Listen check in secret so that the character doesn’t know whether not hearing anything means that nothing is there or that the character failed the check. A successful Listen check when there isn’t anything to hear results in the character hearing nothing.

 Listener distracted

**Try Again?:** A character can make a Listen check every time he or she has the opportunity to hear something in a reactive manner. As a move action, the character may attempt to hear something that he or she failed (or believes he or she failed) to hear previously.

**Special:** When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners’ skill checks. A character can take 10 or take 20 when making a Listen check. Taking 20 means the character spends 1 minute attempting to hear something that may or may not be there to hear. A character with the Alertness feat gets a +2 bonus on all Listen checks. A sleeping character can make Listen checks, but takes a –10 penalty on the checks.

**Time:** A Listen check is either a reaction (if called for by the GM) or a move action (if a character actively takes the time to try to hear something).
Farscape Creature Compendium

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The World to an individual being is a BIG place, the Galaxy is a REALLY BIG place, and the Universe is unimaginably, and VASTLY BIGGER, and the Multiverse……… well you get the idea, but all that vastness is far from empty. Its positively teaming with life, with danger and excitement. The denizens and things you may encounter in all that endless area are sure to be wondrous and deadly indeed.

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= **Go to Farscape NPC Characters & Enemies** =

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GKR-927 Command Tank

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Built by the Earth Empire Royal Military Engineering Corps as a front-line command vehicle to carry flag officers into battle. While not the command vehicle of choice the GKR-927 quickly found favor with many rank and file officers for its rugged dependability, and reliable performance. The tank has served with distinction on hundreds of battlefields over the course of decades.

One of the defining features of the tank is its advanced suite of advanced sensors and communication systems, allowing it to easily coordinate several smaller task forces with one another. In addition the tank carried a substantial amount of firepower.

Latter the tank found use as an exploritory vehicle in the Earth Expiditionary forces.

**Purchase TN:** 157 (To Build) 105 (New) 70 (Used)

**Restriction:** Mil (+3)

• • Tanks require the Pilot Ground Vehicles Skill to be operated.

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

• • A tank always has a minimum crew of 2 or more regardless of size category.

• • A tank can drive over any object at least 1 size category smaller than the tank. Anything run over by a tank takes damage based on how big the tank is, a large tank deals 3d6, and the damage increases by one damage step for every size category the tank is above large. Characters and creatures run over by a tank are considered stunned, and prone. (Vehicle Trait)

• • A tank may always turn in place as a standard move action, regardless of the vehicles maneuverability rating.

• • Tanks are typically treaded vehicles, (tanks with more than one vehicle type such as a Tank/Car, or Tank/Speeder may chose to use the other vehicles movement type instead of tank treads, where as Tank/Walkers must use the movement of the Walker type.) a vehicle using tank treads may ignore rough terrain, and instead treat areas with vehicles characters, and creatures, between 1 to 3 three size categories smaller than the tank as rough terrain. A tank ignores vehicles, creatures, and characters 4 size categories or more smaller than the tank for purposes of the tanks movement. A tank must always have a means of traveling across the ground. (Vehicle Trait)

***Accommodations***

• • 1 Luxury Accommodation • • 8 Seats

***Facilities***

• • Brig (PL 5) • • Command Salon (PL 6) • • Med Bay (PL4)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • Automatic Fire Control System (PL 5) • • Life Support System (PL 5) • • Internal Comm System (PL 5) • • Utility Flare System (PL 5) • • Class V Sensor Array (PL 7) • • Depolarizing Charge (PL 6) • • Radio Transceiver (PL 5) • • SatCom (Satellite Communications) (PL 6) • • Drivesat Comm Array (PL 7) • • Emergency Armor Foam System (PL6) • • Holo Transceiver (PL 7) • • Subspace Radio (PL 7) • • Damage Control System (PL 5) • • Anti-Accident System (PL 6) • • Radiation Shielding (PL 6) • • Oracle Targeting System Mark V (PL 6) • • Laser Painter (PL 5)
Gundam Feats

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**BASIC FEATS**

**ZERO SYSTEM MASTERY [BASIC FEAT]**

**Prerequisites:** Must use the Zero System for at least 3 hours without losing control, Wis 16.

**Benefit:** A character with this feat no longer needs to make checks to resist the negative effects of piloting a vehicle equipped with the ZERO System.
IORION PROJECT SUBJECTS / SPARTAN 1'S

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The Spartan project was an intuitive started by the U.N.S.C. the intention of the program was to produce superior super soldiers for the purpose of maintaining military superiority and preventing the fall of the government at all costs they were to be an elite commando division within the U.N.S.C.

The following templates can only be added to human characters and the bonuses given are added in addition to those given for human.

**ORION PROJECT SUBJECTS / SPARTAN 1'S**

The Orion project was the first known attempt at fulfilling the concept of the Spartan programs goal. While the Orion Project Subjects were from a completely separate program, the data collected in the project would later be used In Dr. Cathren Halsey’s Spartan project. Thus the test subjects were referred to as Spartan 1’s. The subjects were selected from existing members of the U.N.S.C. military unfortunately the results weren’t very impressive and the project was abandoned because of the minimal results.

**Template For Humans or Human Subtypes**

• • +1 Constitution +1 Strength +1 Dexterity

• • +1 to Listen, and Spot checks.

• • +1 meter to base land speed.

• • +2 bonus to Fortitude Saves made to resist disease.

• • Level Adjustment +1
HASIKIAN

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Hasikians are a species responsible for many great works of art and literature, perhaps a result of the deep emotions they feel and the rapidness with which they change emotional states. After one too many spacers tried asking for directions and ended up getting any number of emotional outbursts as a result, it became a running joke that the reason the scales on a Hasikian’s head change color is to help outsiders keep track of when it’s safe to approach them.

**Personality:** Hasikians are incredibly empathetic amongst one another but are often considered self-absorbed by other species. This is largely because Hasikians have a hard time reading other species’ body language, as they depend on the color changes of head scales to determine mood. Hasikians are a very emotional species, suffering from mood swings that shift quickly. However, Hasikians are loyal and supportive friends once they come to learn to read a person’s moods.

**Physical Description:** Hasikians are reptilian humanoids covered in fine scales that are usually brightly colored. The head scales of a Hasikian change color based on their moods.

**home world:** It is unknown which world the Hasikians originated from, but they can be found in small numbers throughout the galaxy.

**Languages:** Hasikians have a native language that incorporates occasional sibilants and ululations, but most often speak Basic.

**Example names:** T’Seely, L’Whoroo, D’Hartayan.

**HASIKIAN SPECIES TRAITS**

• • Ability Modifiers: +2 Strength, +2 Dexterity, -2 Charisma. Though physically gifted, Hasikians wear their emotions on their scales, making some social grace difficult for them.

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

• • Speed: Hasikian base speed is 10 meters.

• • Mood Scales: The scales on a Hasikian, particularly on their face, change color dramatically to emphasize their mood, conferring a -4 penalty to all Bluff checks.

• • Conditional Bonus Feat: Hasikians take to wilderness survival training exceptionally well, as a result of the varied climates of their home world. Any Hasikian trained in the Survival skill gains Skill Focus (Survival) as a bonus feat.

• • Automatic Languages: Basic and Hasikian
Farscape Exotic Weapons

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**Qualta Blade (PL 6)**

It’s a sword that folds out into a rifle. It uses magnetic pulse disruptions; basically it fires off little balls of electrostatic ions. Purchase TN: 22 for Luxan; 34 for all other races

**Tavlek Gauntlet (PL 7)**

The gauntlet is the signature weapon of the Tavlek people. It is a weapon that is both offensive and defensive in design as well as enhancing the abilities of the wearer by injecting them full of a very powerful stimulant. The gauntlet carries enough stimulants in it to last for 4 hours. Tavleks are immune to most of the ill effects of the stimulant naturally. They do not suffer any of the other ill effects because they have time to get used to it since they first start receiving the stimulant regularly from a very early age.

The gauntlet grants its wearer an extra 10 ft. of movement and a +4 str. Non-Tavleks wearing the gauntlet often become extremely aggressive. In game terms, they will attack anyone who questions them or does not immediately, blindly agree with them or a person who they already disliked to begin with. The defensive abilities of the gauntlet come from the fact that the gauntlet uses its wearer’s own natural biological energy to produce an energy field around its wearer granting a +2 deflection bonus to defense. The gauntlet can also be used very effectively to block, so when the wearer takes a full round defensive action the bonus goes up to +6. The gauntlet’s energy attack also has a chance of stunning the opponent. Whenever hit by the Tavlek gauntlets attack you must succeed a fort save (TN 14) or be stunned for 1 round.

If the wearer of the Tavlek gauntlet gets knocked unconscious or falls asleep the gauntlet will detach. When the gauntlet runs out of stimulant the gauntlet will detach. If non-Tavlek wearing the gauntlet runs out of stimulant or is knocked unconscious or the gauntlet is removed, they sleep for 1d4 hours and can only be roused by a strong stimulant and is fatigued for 1d4 hours after that.