recursal/Fanatic-Fandom huggingface dataset:
6000 SUX

Return to Home

Return to Ground Vehicle Codex

Return to Robocop Ground Vehicles Codex

The 6000 SUX is the car advertised in the movie, and used by Clarence Boddicker. The car itself is a large 4 door, most likely hatchback executive type car. It also comes with reclining leather seats, cruise control, a Blaupunkt radio, has a fast speed and has the mileage of 8.2mpg. Although the 6000 SUX is intended as a dig at the Pontiac 6000 ("the 6000 sucks"), It is reminiscent of the real life Rover SD1 and to an extent the Citroen CX.

The 6000 SUX was one of the necessary items former city council worker Ron Miller wanted if he was to release the captives during a hostage scene and also used at one point by Joe P. Cox, where it was blown up by Clarence by his Cobra Assault Cannon out of jealousy.

**Purchase TN:** 28 (To Build) 19 (New) 13 (Used)

**Restriction:** –

• • Cars require the Drive Skill to be operated.

• • All cars get certain components that for them cost no Equipment Slots. Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

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

***Accommodations***

• • 5 Seats

***Power System***

• • Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 8 Unit Fuel Tank (PL 5) **• •** 4x4 Drive (PL 5) **• •** Supercharger (PL 5) **• •** Class I Sensor Array (PL 5) **• •** SatCom (Satellite Communications) (PL 6) **• •** Anti-Accident System (PL 6)
COORDINATOR

Return to Home

Return to Gundam Setting Guide

Return to Gundam Species Guide

Go to Species Directory

Coordinators are genetically engineered humans. They were designed to have superior abilities, faster reflexes, higher intelligence, and greater abilities than normal. These enhanced abilities have caused normal humans also called naturals to hate them. Due to their great abilities many coordinators consider themselves to be better than naturals and many of them tend to be fairly arrogant.

**COORDINATOR SPECIES TRAITS**

• • +2 Strength +2 Dexterity +2 Constitution +2 Intelligence -2 Wisdom +2 Charisma

• • Psionically Sterile – coordinators cannot take psionic feats or gain psionic abilities.

• • Coordinators gain an additional Bonus feat.

• • Coordinator base land speed is 12 meters.

• • Human Subtype: This trait means that Coordinators are considered human for purpose of determining weather the character is susceptible to certain diseases that only effect humans. Additionally Coordinators are considered human for purpose of determining weather the character qualifies for racial templates (for example the Spartan Template from Halo) that require the character to be human, and Advanced Classes that require the character to be human.

• • At first level Coordinators get 4 additional skill points and one additional skill points each level after that

• • Level Adjustment 2
Alien vs Predator Exotic Weapons

Return to Home

Return to Equipment Guide

Return to Alien vs Predator Setting Guide

Return to Alien vs Predator Equipment

**Shredder Whip, Yautja (PL 4)**

The shredder whip is a rounded chain work of tightly fitting interlocking bladed plates it otherwise works as any other whip would the shedder whip deals lethal damage.

**Smart Disk (PL6)**

One of the most advanced pieces of equipment carried by the Predator, the smart weapon is a flat disc shaped weapon that can be held in the hand, or thrown at an opponent. Computer controlled gyros guarantee that the disc returns to its wielder. When activated, it creates a disruptive field around itself, which can cut through the hardest of metals. It's used mostly for ranged combat, but it can also be used in melee combat.
Teurg mistyczny

**Teurgowie mistyczni** należą do prestiżowej klasy, której członkowie posiadają nie tylko znajomość wiedzy tajemnej, ale też boską moc.

Zdolności magiczne teurgów mistycznych nie mają żadnych ograniczeń, a oni sami potrafią pogodzić wszelkie paradoksy wynikające z oddawania się tak wiedzy magicznej, jak i temu, co boskie. Poszukują wszelkich form magii, uznając, że nie ma sensu poprzestawać w swej wiedzy na jednym, ograniczającym paradygmacie, choć wielu z nich po prostu łaknie bezgranicznej władzy. Niezależnie od ich motywacji, teurgowie mistyczni wierzą, że postrzeganie jest rzeczywistością, a poprzez boskie moce oraz energie astralne multiwersu postrzeganie to może zostać użyte do manipulacji i kontroli nie tylko natury rzeczywistości, ale też samego przeznaczenia.

Teurgowie mistyczni wywodzą się od wieloklasowych postaci rzucających czary – postaci te potrafią rzucać zarówno zaklęcia magiczne, jak i boskie, a zdobywane przez nie moce rozwijają ich kunszt w obydwu tych dziedzinach.

## Rozgrywka

**Rola**: Teurg mistyczny jest potężnym członkiem każdej drużyny, który rzuca czary ofensywne, defensywne i uzdrawiające. Teurgowie mistyczni przemierzają świat w poszukiwaniu magicznych lub świętych artefaktów, wiedzy magicznej bądź boskich objawień. Większość z nich nie ma skrupułów, by współpracować z grupami poszukiwaczy przygód, o ile cele takich grup nie są bezpośrednio sprzeczne z ich własnymi.

**Charakter**: Motywacje teurgów mistycznych rzadko wynikają z ich poczucia altruizmu lub filantropii, zatem większość z nich jest zazwyczaj neutralna, neutralna dobra lub neutralna zła. Bez względu na swój dobry, neutralny, czy tez zły charakter, praworządni teurgowie mistyczni są rzadko spotykani i często wykorzystują swoje moce, aby albo pomagać społeczeństwu, albo je kontrolować. Chaotyczni teurgowie mistyczni są jeszcze rzadziej spotykani, ponieważ tego typu powołanie wymaga ogromnej samodyscypliny.

**Kość Wytrzymałości**: k6.

**Rangi umiejętności na każdym poziomie**: 2 + modyfikator inteligencji.
Battlestar Galactica Vehicle Armor

Return to Home

Return to Vehicle Structure

Return to Battlestar: Galactica Setting Guide

Armor can be welded or otherwise fixed securely to a vehicle’s superstructure, providing Damage Reduction to the vehicle.

Installing armor on a vehicle requires a Craft (mechanical) check (TN 20). The check is made after investing an amount of time determined by the vehicle’s size: Large - 3 hours, Huge - 6 hours, Gargantuan - 12 hours, Colossal Type 1 - 24 hours Colossal Type 2 - 48 hours, Colossal Type 3 - 96 hours, Colossal Type 4 - 192 hours, Colossal Type 5 - hours. Armor can be removed in half the time with a successful Repair check (TN 20).

Different types of vehicle armor are presented below, along with the following statistics:

**Equipment Bonus:** The equipment bonus that the armor provides to the vehicles Damage Reduction.

**Armor Penalty:** vehicle armor applies this penalty on its operator’s Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks. (this in specific applies to mecha)

**Speed Penalty:** The amount by which the armor reduces the vehicle’s base speed.

**Purchase TN:** The cost of the armor.

**Restriction:** Since vehicle require a license to own and operate, vehicle armor does not require a special license to purchase.

**Armor Type**

most vehicle has armor fixed to the outside of it though not all vehicle do and how effective the armor is depends on the materials and the thickness of the armor the armors weight and restrictive nature of the armor effects the maneuverability handling of the vehicle

**Vehicle Armor Material**

Just as with a vehicle super Structure material a vehicles armor material helps to define the abilities of the vehicle and greatly affects the overall stats of the vehicle.

**Carbon Composite Material Covering (PL 6)**

Carbon Composite Material Covering is not armor in the normal sense of absorbing and reducing damage, however it can be fitted in place of armor providing no protection but instead granting Improved stealth capabilities. Carbon Composite Material Covering adds +4 to any check made to locate the vehicle using any sensor system below PL 8. When calculating armor type value with Carbon Composite Material Covering use armor type none.
Core General Equipment PL 0

Return to Home

Return to Equipment Guide

**Rope, Hempen PL 0**

This rope has 2 hit points and can be burst with a TN 23 Strength check.

**Waterskin PL 0**

A waterskin is a leather pouch with a narrow neck that is used for holding water.

**Torch PL 0**

A typical torch is a wooden rod capped with a twisted flax soaked in tallow. A torch burns for 1 hour, clearly illuminating a 6-meter radius and providing shadowy illumination out to a 13-meter radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

**Sack PL 0**

This item is made of burlap or a similar material and has a drawstring so it can be closed.

**Flint and Steel PL 0**

Striking steel and flint together creates sparks. By knocking sparks into tinder, you can create a small flame. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
BATTLEMIND (Wis) Trained Only

Return to Home

Return to Psionics

**Psionic Skill:** Requires the Wild Talent, and Psychometabolism feats.

You can increase your prowess in combat, using the your psionic power to enhance your concentration and commitment in battle.

**Check:** Making a check, battlemind grants a psionic bonus on attack rolls as shown on the table below. You can decide to select a bonus that's less than the result you achieve.

 15 to 24
 25 to 34
 35

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

A character with the Mettle feat and at least 1 rank in this skill gets a +2 aptitude bonus on battlemind checks.

**Time:** Activating Battlemind is a standard action. The psionic bonus lasts for 10 rounds (1 minute).
DENEAN

Return to Home

Return to Farscape Setting Guide

Return to Farscape Species Guide

Go to Species Directory

We needed to find the element Clorium to assist in emergency surgery to Moya's neural nexus. But when Crichton, Aeryn, and D'Argo went searching for some on a planet's surface, they discovered that the planet was populated by non-spacefaring bipeds called Deneans.

Crichton met one of the local females, Lyneea, along with her young son, Fostro. Crichton later told me how astonished he was to discover how similar their planet's cultural development was to that of the "humans" on his home world. Lyneea's people had not yet conclusively discovered the existence of intelligent life outside of their own planet, much less met any such lifeforms. Hence, the sight of an alien like Crichton came as quite a shock to them -- and the sight of D'Argo was an even greater shock.

The paranoid reaction of their military -- capturing D'Argo for study and eventual dissection -- leads me to conclude that Deneans are still rather primitive, but Crichton disagrees with me. Crichton insists that Lyneea and her son are probably much more typical examples of the Denean species: they overcame their initial fear and were genuinely enthralled at the notion of meeting extraterrestrial beings.

In fact, Crichton feels oddly honored to have been the Deneans' "first contact." I was compelled to point out that the Deneans, whether they were aware of it or not, must have had prior contact with "alien" lifeforms... after all, Crichton and D'Argo spoke to them. How could Lyneea and Fostro have understood what they were saying unless Deneans possessed Translator Microbes? And how could they have obtained those Translator Microbes unless they'd already been visited by a spacefaring race? Or... perhaps Translator Microbes are indigenous to their world -- and the Deneans don't even know it. Whatever the cause, neither Crichton nor I have any definitive explanation... and, alas, probably never will...

**DENEAN SPECIES TRAITS**

• • +2 Cha -2 Wis Deaneans are friendly, though not very particularly wise, and can be very suspicious of new people, races, or situations.

• • Paranoid: Deneans gain a natural +2 bonus to initiate checks.

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

• • Deneans gain a +2 bonus to Diplomacy, Sense Motive, and Bluff checks.

• • Medium Size: Deneans have no specific bonuses or penalties due to their size.

• • Automatic Language: (in farscape all beings are implanted with translator microbes) in other settings they speak the common local language.
Craft (Int)

Return to Home

Return to Skills Guide

This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing). Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase TN of this equipment varies according to the particular Craft skill. To use Craft, first decide what the character is trying to make and consult the category descriptions below. Make a Wealth check against the given purchase TN for the object to see if the character succeeds in acquiring the raw materials. If the character succeeds at that check, make the Craft check against the given TN for the object in question. If the character fails the check, he or she does not make the object, and the raw materials are wasted (unless otherwise noted). Generally, a character can take 10 when using a Craft skill to construct an object, but can’t take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill). By voluntarily raising the difficulty of the task before you, you can craft items more quickly than normal. Task TN Quick creation +10 or more to TN

**Quick Creation:** You can voluntarily increase the TN of crafting an item by any multiple of 10. This tactic allows you to create an item more quickly (since you’ll be multiplying this higher TN by your check result to determine progress). You must decide the increase before you make the check.

**Craft (Poison-making):** The ﬁne art of reﬁning raw materials into effective poisons requires both patience and care (not to mention discretion, in areas where poisons are outlawed).

**Price:** The cost of raw materials varies widely depending on whether the character has access to the active ingredient—that is, the venom or plant that actually provides the toxin. If a supply is readily available, the raw materials cost one-sixth of the market price, not one-third. Otherwise, the raw materials cost at least three-quarters of the market price—assuming the substance in question is for sale at all. Amount: To figure out how much poison you are able to create in a week, make a Craft (poison-making) check at the end of the week. If the check is successful, multiply the check result by the TN for the check. That result is how much Purchase TN worth of poison you created that week. When your total Purchase TN created equals or exceeds the market price of one dose of the poison, that dose is finished. (You may sometimes be able to create more than one dose in a week, depending on your check result and the market price of the poison.) If you fail the check by 4 or less, you make no progress that week. If you fail the check by 5 or more, you ruin half the raw materials and have to buy them again.
Creature Compendium

Return to Home

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.

= **Go to Aberrations** =

= **Go to Animals** =

= **Go to Bio-Tech & Bio-Hazards** =

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

=**Go to Plants**=

= **Go to Robots & Droids** =

PlaceholderAlien vs Predator Creature CompendiumPlaceholderCloverfield Creature CompendiumPlaceholderFarscape Creature CompendiumPlaceholderReign of Fire Creature CompendiumPlaceholderResident Evil Creature CompendiumPlaceholderStargate Creature CompendiumPlaceholderStarship Troopers Creature CompendiumPlaceholderStar Wars Creature CompendiumPlaceholderTerminator Creature CompendiumPlaceholderTremors Creature Compendium
1986 Pontiac Fiero 2M4

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The Pontiac Fiero is a rear mid-engine, light sports car manufactured and marketed by Pontiac for model years 1984–1988.

Styled by George Milidrag and Hulki Aldikacti as an economical commuter car with modest performance aspirations, it was Pontiac's first two-seater since their 1926 to 1938 coupes, and the first rear mid-engine mass-produced car by any American manufacturer.

In addition to using 4- and 6-cylinder engines to help Pontiac meet America's 'CAFE' average fuel economy requirements, the Fiero's chassis and structure technology used non-load-bearing, composite body-panels, contributing to the car's light-weight and unique selling proposition. Pontiac engineers modified the design over its life to enhance its performance and reposition the two-seater closer to the implications of its sporty configuration.

The Fiero *2M4* (two-seat, mid-engine, four-cylinder) was on *Car and Driver* magazine's Ten Best list for 1984, and was the Official Pace Car of the Indianapolis 500 for 1984.

A total of 370,168 Fiero's were manufactured over five years' production. After suffering criticisms related to its mild performance as well as reliability and safety issues, the Fiero was discontinued after annual sales fell steadily.

**Purchase TN:** 22 (To Build) 14 (New) 9 (Used)

• • The 1986 Pontiac Fiero 2M4 requires the Drive Skill to be operated.

• • The 1986 Pontiac Fiero 2M4 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 Pontiac Fiero 2M4 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***

• • 2x Seating Only

***Power System***

• • 4 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 3x Fuel Tanks (PL 5)
Craft (electronic) (Int) Trained Only

Return to Home

Return to Skills Guide

This skill allows a character to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices. When building an electronic device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced compared to current technology.

**Special:** A character without an electrical tool kit takes a –4 penalty on Craft (electronic) checks. A character with the Builder feat gets a +2 bonus on all Craft (electronic) checks.
Caterpillar P-5000 Work Loader

Return to Home

Return to Mecha Codex

Return to Alien vs Predator Mecha Codex

The Caterpillar P-5000 Powered Work Loader, commonly referred to as a Power Loader, is a commercial mechanized exoskeleton used for lifting heavy materials and objects. As well as widespread industrial use, the P-5000 is heavily employed by the United States Colonial Marine Corps to load ordnance on board their starships. Power Loaders are equipped with hydraulic "claws" that can be used to hold and manipulate a variety of objects.

The Colonial Marines (as well as other groups, including the Iron Bears) also utilized the Exosuit, the military version of the P-5000. Perhaps the most famous use of a Power Loader was when Ellen Ripley used one in desperation to engage a Xenomorph Queen in hand-to-hand combat aboard the USS *Sulaco*.

The basic Power Loader design was patented by Weyland Corp on January 29, 2025. While initial models were manufactured by Weyland Corp themselves, later commercial versions would be built by Caterpillar Inc.

**Purchase TN:** 9 (To Build) 6 (New) 4 (Used)

**Restriction:** Mil (+3)

• • A humanoid mecha is designed to be used in the same manor as power armor thus instead using the Power Armor Proficiency feat.

• • A humanoid mecha gets an increase to its maneuverability increase the mecha's maneuverability by one step to a maximum of perfect maneuverability for purposes of ground movement.

• • Mecha Strength, a medium sized mecha has a strength of 18, this strength increases by 1 point for every size category the mecha is above medium size. A mecha may further increase this strength by 4 points for Equipment Slots spent. These points must be spent before dividing up component space points into the mecha's sections.

***Power System***

• • 8 Hour Battery (PL 5)
1994 Dodge Neon

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The Chrysler/Dodge/Plymouth Neon is a front-engine, front-wheel drive compact car introduced in January 1994 for model year 1995 by Chrysler's Dodge and Plymouth divisions in two- and four-door bodystyles over two generations. Marketed in Europe, Mexico, Canada, Japan, Egypt, Australia and South America as a Chrysler, the Neon was offered in multiple versions and configurations over its production life, which ended with model year 2005.

**Purchase TN:** 32 (To Build) 21 (New) 14 (Used)

• • The 1994 Dodge Neon requires the Drive Skill to be operated.

• • The 1994 Dodge Neon 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 1994 Dodge Neon has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 5 Seats

***Power System***

• • 4 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 3x Unit Fuel Tank (PL 5)
2014 Lamborghini Huracán

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The Lamborghini Huracán (Spanish for "hurricane"; [uɾaˈkan]) is a sports car manufactured by Italian automotive manufacturer Lamborghini replacing the previous V10 offering, the Gallardo. The Huracán was revealed online in December 2013, making its worldwide debut at the 2014 Geneva Auto Show, and was released in the market in the second quarter of 2014.

**Purchase TN:** 71 (To Build) 47 (New) 31 (Used)

• • The 2014 Lamborghini Huracán requires the Drive Skill to be operated.

• • The 2014 Lamborghini Huracán 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 2014 Lamborghini Huracán 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***

• • 2x Seating Only

***Power System***

• • 10 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5) • • 4x4 Drive (PL 5)
Action-VI Transport

Return to Home

Return to Starship Codex

Return to Star Wars Starship Codex

It had a trapezoidal shape and was roughly 100 meters in length. Internally, its holds could be adapted to various pressures and climates with individual configurations.

Even though each ship was sold without any weaponry or defensive shields built in, plenty of after-market systems could be added to the Action IV.

During the time of the Galactic Republic, the Action IV transport Azure Queen was captured by Black Sun pirates, while en route to the planet Rutan.

The Imperial Navy refitted a number of them as Imperial Patrol Ships.

Action VI transports typically operated in convoys or in well patrolled areas of space. Since they lacked even the most basic forms of self-defensive measures, such as armor and weaponry, they were often prime targets for pirates and so had to rely on protection from other capital shipsand starfighter escorts. The only reason they were used by the Galactic Empire was because they were quite inexpensive relative to Imperial wealth. One of these ships once crashed on Blenjeel, after crossing paths with an Immobilizer 418 cruiser.

The Rebel Alliance also employed these cargo vessels, often as personnel carriers, but in much smaller quantities since they were far more expensive than GR-75 medium transports. Most Action VIs were stolen from the Empire.

Pirates often modified Action VI ships into "interceptor frigates" capable of combating corvettes. The most famous Action VI was Wild Karrde, the personal starship owned by smuggler Talon Karrde.

**Purchase TN:** 86 (To Build) 57 (New) 38 (Used)

**Restriction:** Lic (+1)

• • Action IV transports require the Pilot Starship Skill to be operated.

• • Many Action IV transports have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • Repair checks made to repair damage to an Action IV transport 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)

• • An Action IV transport may go twice as long without maintenance as other vehicles their size. (Vehicle Trait)

***Accommodations***

• • 1 Luxury Accommodation **• •** 7 Dorm Accommodations

***Facilities***

• • Maintenance Bay (PL 4) **• •** Med Bay (PL4)

***Structure Traits***

• • Escape Pods (PL 6) **• •** 2x Docking Clamps (PL 4)

***Power System***

• • 2x Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • 4x Ion Engines 350 meters (PL 6) **• •** Repulsorlift (PL6) **• •** Autopilot System (PL 5) **• •** Damage Control System (PL 5) **• •** Subspace Communication Array (PL 7) **• •** Life Support System (PL 5) **• •** Maneuvering Thrusters (PL 5) **• •** Navicomputer (PL 6) **• •** Class II Sensor Array (PL 6) **• •** Gravity Field Generator (PL 6) **• •** Landing Gear (PL 6) **• •** Hyperdrive Class 12 (PL 6)
Colonial Viper Mark I Class Fighter

Return to Home

Return to Starfighter Codex

Return to Battlestar: Galactica Starfighter Codex

The prestigious Viper Mark One (also referred to as the Starhound Class Viper) is the first model of the illustrious Colonial Viper space superiority fighter line. The Mark One first entered military service shortly before the First Cylon War as a preemptive counteraction against the now independent Cylon Fleet, the Viper Mark One was later replaced with the Viper Mark II.

**Purchase TN:** 383 (To Build) 255 (New) 170 (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***

• • Wings (PL 4)

***Power System***

• • Fusion Generator

***Vehicle Systems***

• • 3x Advanced Afterburner System (PL 5) • • 6x Fuel Tanks (PL 5) • • Maneuvering Thrusters (PL 5) • • 3x Rocket-Jet Space Engines (400 meters) (PL 5) • • VTOL (Vertical Take Off & Landing) Jets (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) • • Targeting System (PL 6) • • 2x Rail Cannon, Medium (PL 6) • • 2x Autofire Module (PL 6)
Craft (writing) (Int)

Return to Home

Return to Skills Guide

This skill allows a character to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing. When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work. No Wealth check is necessary to use this Craft skill.

 10–19
 20–24
 25–30
 31 or higher

Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.

**Special:** A character with the Creative feat gets a +2 bonus on all Craft (writing) checks.
1992 Geo Metro

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The Geo Metro is a marketing and manufacturing variation of the Suzuki Cultus available in North America from 1989 through 2001 as a joint effort of General Motors (GM) and Suzuki. In the US, the Metro carried a Geo nameplate from 1989 through 1997, and a Chevrolet nameplate from 1998 to 2001. It evolved with the Cultus and its siblings over 13 years, three generations and four body styles: three-door hatchback, four-door sedan, five-door hatchback and two-door convertible—and was ultimately replaced in the General Motors lineup by a family of vehicles based on the Daewoo Kalos, the Chevrolet Aveo.

From 1985 through 1989, Cultus-derived models sold in North America—under the nameplates Suzuki Forsa, Suzuki Swift, Chevrolet Sprint, Geo Metro and Pontiac Firefly—were sourced from Suzuki's facilities in Japan. Beginning in 1990, all North American M-cars were produced at CAMI Automotive, a 50–50 joint venture between General Motors and Suzuki in Ingersoll, Ontario, Canada, although Japanese production continued to source Canada bound sedan models. CAMI never reached its intended Metro/Firefly/Swift capacity. While at its peak, Canadian Swift/Metro/Firefly production reached more than 100,000 vehicles a year, the number fell to just 32,000 in 2000. In response to the waning popularity of smaller automobiles in the North American markets, Chevrolet/Geo sold only 55,600 Metros in 1997, off from 88,700 the year before. In a 2004 Autoweek article, Osamu Suzuki, chairman of Suzuki, called CAMI "a fishbone in my throat" because of its low production.

Beginning in late 2003 as a model year 2004 car, the Daewoo Kalos, marketed variously as the Chevrolet Aveo, Pontiac Wave and Suzuki Swift+, effectively replaced the Metro/Firefly, although the Aveo is more of a Daewoo Lanos replacement as opposed to the Metro, the same time when Daewoo closed majority of its dealerships outside South Korea in 2002.

The Suzuki Swift was replaced by the Suzuki Aerio hatchback in 2002, although the Aerio also replaced the Suzuki Esteem.

**Purchase TN:** 26 (To Build) 17 (New) 11 (Used)

• • The 1992 Geo Metro requires the Drive Skill to be operated.

• • The 1992 Geo Metro 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 1992 Geo Metro 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***

• • 3 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5)
Cargo by Size

Return to Home

Return to Vehicle Structure

A vehicle must use up equipment slots to gain cargo space this represents the fact that you are using up space to give it cargo capacity using an equipment slot to add cargo to a vehicle gives you a base amount of space per slot spent this amount of cargo capacity is based on your vehicles size when modifying an existing vehicle this principle can be used in the opposite way you can remove cargo space to free up equipment slots for new systems unlike most systems you find on a vehicle cargo space doesn't have a cost apart from the cost of the labor involved

 Huge
 Gargantuan
 Colossal Type
 Titanic Type
 Epic Type
 Super Heavy type
 Mega Heavy Type
 The pattern continues on through the size categories.

**Smugglers Compartments:** Smugglers compartments work the same way as cargo space on any other vehicle. Finding smugglers compartments is very hard, requiring a TN 24 search check to locate by any boarding party, or character that dose not know the specific location. As smugglers compartments are concealed meaning they are harder to build, they provide only half as much space per component space.
Aurek-class Tactical Strikefighter

Return to Home

Return to Starfighter Codex

Return to Star Wars Starfighter Codex

The Aurek-class tactical strikefighter, also known as an A-wing, was a Republic starfighter, several models of which were used in the Old Sith Wars, the Great Galactic War, the New Sith Wars, and even until the final generation of the Republic.

The Aurek fighter was a 9.2-meter-long delta-shaped starfighter armed with two heavy laser cannons and two proton torpedo launchers, capable of holding six torpedoes. The fighter was capable of considerable acceleration and maneuvering, and had variable-geometry wings. They were easily refuelable and rearmable, thus driving down costs.

Although the Aurek fighters saw combat throughout a span of 4,000 years as the Republic's main "hyperspace snub," they underwent extensive upgrades and revisions

**Purchase TN:** 322 (To Build) 53 (New) 35 (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 does not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 1 Seat Only

***Structure Traits***

• • Wings, Variable Geometry (PL 5)

***Power System***

• • Fission Generator (PL 5)

***Vehicle Systems***

• • 2x Rocket-Jet Space Engines (Speed +1600 meters.) (PL 6) • • Maneuvering Thrusters (PL 5) • • Navicomputer (PL 6) • • Repulsorlift (PL6) • • Hyperdrive, Class 3 (PL 6) • • 6x Fuel Tanks (PL 5) • • Life Support System (PL 5) • • Utility Flare System (PL 5) • • Class III Sensor Array (PL 6) • • Subspace Radio (PL 7) • • Navicomputer (PL 6) • • Autopilot System (PL 5) • • Chaff Launcher (PL 6) • • Targeting System (+3) (PL 6) • • 2x Missile/Torpedo Launcher, Small (PL 5) • • 2x Laser Cannon, Light (PL 6)
Animals

Return to Home

Return to Creature Compendium

PlaceholderCrothar JuvenilePlaceholderCrothar AdultPlaceholderDeinonychusPlaceholderDire TigerPlaceholderDogPlaceholderDonkeyPlaceholderElasmosaurusPlaceholderGiant CockroachPlaceholderGroathraxPlaceholderHorsePlaceholderLiopleurodonPlaceholderMegaraptorPlaceholderShovrickPlaceholderSpinosaurusPlaceholderStegoceratopsPlaceholderStegosaurusPlaceholderTriceratopsPlaceholderTyrannosaurusPlaceholderUnizibraPlaceholderUtahraptor
Colonial Viper Mark II Class Fighter

Return to Home

Return to Starfighter Codex

Return to Battlestar: Galactica Starfighter Codex

The Viper Mark Two (Also known as Viper Mk.II) replace the original Viper Mark One. It came into service in the latter half of the Cylon War.

The Viper Mk.II shares a similar design to the earlier Mk.I but features improvements over the original Viper incorporated into the design as a result of combat experience against the Cylons.

**Purchase TN:** 407 (To Build) 271 (New) 180 (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***

• • Control Flaps (PL 4) 5 **• •** Advanced Wings (PL 5)

***Power System***

• • Fusion Generator

***Vehicle Systems***

• • 3x Advanced Afterburner System (PL 5) • • 6x Fuel Tanks (PL 5) • • Maneuvering Thrusters (PL 5) • • 3x Rocket-Jet Space Engines (525 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) • • Targeting System (PL 6) • • 2x Rail Cannon, Medium (PL 6) • • 2x Autofire Module (PL 6) • • 2x Missile/Torpedo Strikefoil, Large (PL 5)
DRAIN ENERGY (Con) Trained Only

Return to Home

Return to Psionics

**Psionic Skill:** Requires the Wild Talent feat, Psychokinesis feat, and Dark Power Psionics feat; You can draw energy out of power packs, energy cells, similar power sources, and at a higher cost living beings allowing it to harmlessly dissipate. This effectively renders electronics and powered weaponry useless until the power pack is replaced. It also shuts down items using other power sources (such as energy from generators). When successfully used on living being it can be fatal.

**Check:** Your Drain Energy check sets the TN for the target's Will saving throw. (Remember that unattended items receive no save. Items grasped or worn by a character, or Characters themselves receive a save. Treat droids as characters for purposes of this skill.) On a successful save, the targeted is unaffected; on a failed save, the item's power pack, energy cell, or other energy source is drained, and the item becomes useless until it is recharged, on a failed save for a living target or droid they go down 1 step on the condition track.

 16-25
 26+

The psionic power point cost depends on the target being drained:

 Power pack
 Energy cell
 Portable generator
 Intelligent target

Power generators larger than a portable generator, such as a standard or fusion generator (as found in power droids, vehicles, and ships) are too large to be drained by this ability. Drain Energy is a full-round action. It can affect a single target up to 10 meters away from the psionic character.
Additional Hit Points

Return to Home

Return to Vehicle Structure

Adding additional hit points to a vehicle requires the use of equipment slots and adds to the base cost of the vehicle this is more or less to represent that you are using up space to add additional bracings, bulkheads, and hull reinforcements. Just like with adding cargo space and additional crew you can subtract hit points from a vehicle to free up additional equipment slots though when you do this remember your giving up durability for space to add additional equipment and systems.

 Huge
 Gargantuan
 Colossal Type
 Titanic Type
 Epic Type
 Super Heavy type
 Mega Heavy Type
 The pattern continues on through the size categories.
DOGFIGHTER

Return to Home

Return to Advanced Classes

The fastest path into this advanced class is from the Fast hero basic class, though other paths are certainly possible.

**Requirements**

To qualify to become a Dogfighter, a character must fulfill the following criteria.

**Skills:** Pilot 6 ranks.

**Feat:** Weapon Proficiency (Vehicle)

**Base Reflex Save:** +2.

**Class Information**

The following information pertains to the Dogfighter advanced class.

**Hit Die:** The Dogfighter gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** The Dogfighter gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

**Skill Points at Each Level:** 5 + Int modifier.

**Class Features**

The following class features pertain to the Dogfighter advanced class.

**Bonus Feats**

At 1st, 3rd, 6th, and 9th level, the Dogfighter gets a bonus feat. The bonus feat must be selected from the following list, and the Dogfighter must meet all the prerequisites of the feat to select it.

Blind-Fight, Brawl, Gearhead, Improved Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.

**Defender Of The Universe**

Starting at 2nd level, a Dogfighter applies his Reputation bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship.

**Shake, Rattle, And Roll**

At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.

**To the max!**

At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +100 meters. The Dogfighter must be piloting the ship to increase its tactical speed.

**Keep It Together**

At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.
A-A5 Speeder Truck

Return to Home

Return to Ground Vehicle Codex

Return to Star Wars Ground Vehicles Codex

Trast Heavy Transports' A-A5 speeder truck was designed to transport heavy cargo across rough worlds, and was covered in armored plates to protect it and its cargo from harsh environmental conditions.

The A-A5 speeder truck was manufactured by Trast Heavy Transports as a repulsorlift long-distance cargo transport. It measured 21.4 meters in length,[ and consisted of two sections; the cab and the cargo bay. A-A5s had a ground clearance of three meters, and could reach speeds of one hundred and sixty kilometers an hour. A-A5s were covered in armor as strong as some light military vehicles.

The A-A5 only required a single pilot, but the cab had room for a crew of three. This was to allow the crew to alternating driving duties so as to extend the distance the vehicle could travel without stopping. Each cab featured two folding bunks attached to the back wall. An enclosed cargo bay could carry 25,000 kilograms of cargo, as well as twenty-five passengers who were seated on fold-out benches[4]along the top of the bay. A weeks worth of consumables were carried aboard. A-A5s cost between 13,600 and 30,500 credits to buy new; used vehicles could retail for anywhere between 7,850 and 8,250 credits.

A-A5 speeder trucks were designed to ferry cargo over long distances through rough terrain, usually among the uncivilized planet of the Outer Rim Territories. Many were modified by militias and insurgents with heavier armor plating to act as armored personnel carriers.

**Purchase TN:** 56 (To Build) 37 (New) 25 (Used)

**Restriction:** –

• • Speeders require the Drive Skill to be operated.

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

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

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

***Accommodations***

• • 6 Seats

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • 2x Rocket-Jet Space Engines (200 meters) (PL 5) **• •** 8 Unit Fuel Tank (PL 6) **• •** Fuel Economizer (PL 6) **• •** Radio Transceiver (PL 5) **• •** Class I Sensor Array (PL 5) **• •** Anti-Accident System (PL 6)
Crothar Juvenile

Return to Home

Return to Creature Compendium

Return to Animals

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 JUVENILE**

• • **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.
B1 Battle Droid

Return to Home

Return to Creature Compendium

Return to Star Wars Setting Guide

Return to Star Wars Creature Compendium

Return to Star Wars Robots & Droids

Frail in appearance but deadly in intent, Baktoid Combat Automata’s battle droid is a metal skeleton with a blaster. Built by Geonosians to the Trade Federation’s specifications, battle droids are designed to resemble Geonosiams, or perhaps desicated Nemoidian corpses. Most intelligent beings regard them as startling, but Neimoidians see battle droids as positively ghoulish.

• • Folding: This droid can be folded up to take up only 1/3 the space.

• • Folding: This droid can be folded up to take up only 1/3 the space.