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G-1A Starfighter

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The G-1A starfighter was a type of starfighter produced by Byblos Drive Yards. It was 15 meters long.

The bounty hunters Zuckuss and 4-LOM used a modified G-1A, the Mist Hunter.

The starship was small enough that it could be equipped with a cloaking device and, during the reign of the Galactic Empire, at least one G-1A starfighter was equipped with cloaking ability.

**Purchase TN:** 187 (To Build) 125 (New) 83 (Used)

**Restriction:** Mil (+3)

**Shield** – **SP** 120 – **DR** 24 – **Shield** **Damage Threshold** 48

• • 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)

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

***Accommodations***

• • 2 Seats Only • • 3 Spartan Accommodations

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) • • Fuel Economizer (PL 6) • • RAM Scoop System (PL 6) • • 2x Ion Engine (Speed +1500 meters.) (PL 6) • • 2x Ion Engine (Speed +500 meters.) (PL 6) • • Navicomputer (PL 6) • • 4x Electromagnetic Turbine (PL 6) • • Hyperdrive, Class 3 (PL 7) • • Internal Comm System (PL 5) • • Life Support System (PL 5) • • Radio Transceiver (PL 5) • • Class III Sensor Array (PL 6) • • Gravity Field Generator (PL 6) • • Proximity Sensors (PL 6) • • Collision Detection Sensors (PL 6) • • Anti-Accident System (PL 6) • • Autopilot System, Improved (PL 6) • • Chaff Launcher (PL 6) • • Radiation Shielding (PL 6) • • Missile Lock Alert (PL 6) • • Shields – SP 120 – DR 24 (PL 7) • • Targeting System (PL 6) • • 2x Missile/Torpedo Launcher, Large (PL 5) • • 2x Laser Cannon, Medium (PL 6)
Farscape Animals

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PlaceholderDeinonychusPlaceholderDire TigerPlaceholderDogPlaceholderDonkeyPlaceholderElasmosaurusPlaceholderHorsePlaceholderLiopleurodonPlaceholderMegaraptorPlaceholderSpinosaurusPlaceholderStegoceratopsPlaceholderStegosaurusPlaceholderTriceratopsPlaceholderTyrannosaurusPlaceholderUnizibraPlaceholderUtahraptor
Core Superstructure Materials

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**ALUMISTEEL (PL 5)**

This easy-to-acquire alloy is lightweight and reasonably strong. Alumisteel can also be used for armor (see vehicle Armor, below).

**ALUMINUM (PL 5)**

This easy-to-acquire alloy is lightweight and reasonably strong. Aluminum is light enough that it increases the speed of the vehicle by 1 meter.

**CERAMETAL (PL 6)**

Though not as tough as some metals, cerametals reduced weight makes the sacrifice in hardness a solid trade. Most vehicles have at least some cerametal parts however cerametal being used as a superstructure material is rather rare.

**DURALLOY (PL 6)**

Duralloy is harder, heavier, and more durable than Alumisteel. It can also be used to fashion armor (see vehicle Armor, below).

**MEGATANIUM (PL 8)**

Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium is exceedingly hard and durable. Megatanium can also be used for armor (see vehicle Armor, below).

**NEOVULCANIUM (PL 7)**

Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of unparalleled resilience. Neovulcanium can also be used for armor (see vehicle Armor).

**NEUTRONITE (PL 7)**

Neutronite is a tough steel alloy into which a weave of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing approximately five times more than a similar volume of lead.

**TITANIUM (PL 5)**

Titanium can be alloyed with iron, aluminium, vanadium, and molybdenum, among other elements, to produce strong, lightweight alloys for aerospace

**TITANIUM CERAMIC COMPOSITE (PL 5)**

titanium ceramic composite is created through inter weaving micro stands of high grade ceramic micro strands of carbon and micro strands of titanium after the structure has been woven together it is super heated and compressed under extream pressure and then rapidly flash frozen

**VANADIUM (PL 6)**

Vanadium alloy absorbs a respectable amount of damage and is easy to mold.

**STEEL (PL 5)**

Steel is the most common vehicle used to construct vehicles in the earlier progress levels. Steel is an alloy or iron and carbon making the final material very good for a number of applications.
Jedi Consular Greenhorn

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**Species Traits**

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

**Class Abilities**

• • Extend Range (+1 meter): At 1st, 4th, 7th, 10th, 13th, 16th, and 19th level, the Psion can extend the range or reach of her psionic abilities, skills, or attacks by 1 meter. This Extended Range increases by 1 meter every three levels after first level. Extending the range of a psionic ability, skill or attack increases the Psionic Power Point cost by 1 point for every meters of extended range.
Human Storm Trooper

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Echani

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EMPATHY (Wis)

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

You can reach out with your mind to read a target's surface emotions, getting a sense of the target's general state of mind.

**Check:** An Empathy check allows you to sense a target's general mood, attitude, and emotional state. You can tell if the target is happy or sad, angry or indifferent. The target gets to make a Will save (TN 5 + your Wisdom Score) to resist your empathic probing of their mind. This save is a reaction that the target isn't even aware of. The target doesn't know his emotions are being read.

If the target's save fails, you get a sense of the target's mood granting you a temporary psionic bonus on interaction skill checks against the target, such as Bluff, Diplomacy Gather Information, Handle Animal, Intimidate, and Sense Motive.

 5 – 14
 15 – 24
 25 – 34
 35 +

Retry: You can't use Empathy on the same target again until after 24 hours have passed.

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

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

**Psionic Power Point Cost:** 2
HALF-ELF

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Humans and elves sometimes romantically mingle, the elf attracted to the human’s energy and the human to the elf’s grace. These relationships typically end quickly as elves count years because a human’s life is so brief, but they leave an enduring legacy—half-elf children. The life of a half-elf can be hard. Typically half-elves find themselves out of place in elven society, and in many instances they are outcast like other human subspecies like moreous in human society.
Personality: Most half-elves have the curiosity, inventiveness, and ambition of the human parent, along with the refined senses of the elven parent.
 Physical Description: To humans, half-elves look like elves. To elves, they look like humans—indeed, elves call them half-humans.
 Homeworld: Half-elves have no homeworld of their own.
 Age in Years: A half-elf reaches physical adulthood at about 18 years old, sexual adulthood at about 40 years of age and can live to be more than 250 years old.

-**HALF-ELF SPECIES TRAITS**-

• • +2 dexterity, -2 constitution

• • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

• • Half-Elf base land speed is 10 meters

• • Low-Light Vision: A half-elf can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

• • Automatic Languages: Ancient Elven, elven, Regional or planetary language. Bonus Languages: anything but the secret languages.

• • Burst (Su): Once per day, a half-elf can put on a burst of speed to increase her speed by 3 meters. These bursts of speed are considered a competence bonus to the half-elf’s base speed. The burst of speed lasts 3 rounds.

• • Elf Blood: For all effects related to species, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they are affected by diseases that only effect elves.

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

• • Lesser Elfsight (Ex): A half-elf has exceptional visual acuity. She gains a +2 racial bonus on Listen, Search, and Spot checks.

• • Naturally Psionic: Half-Elves gain 4 bonus power points at 1st level. This benefit does not grant them the Wild Talent Feat.

• • Level Adjustment: +1.
Farscape Medium Armor

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**Luxan Commando Armor PL 6**

Luxan Commando Armor is the armor worn by the elite space born forces of the Luxan people. This armor is more than medium armor, in fact it can be used as a pressurized space suit, but in addition even without the helmet and systems the armor is designed to double the Luxans ability to survive unassisted in vacuum.

**Special:** The Luxan Commando Armor provides its full defensive protection against energy damage.
Heavy Gear Light Armor

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**Mk. 23 Light Flak Armor (PL 6)**

The Northern Troopers are equipped with the Mk 23 family of personal armor. The Mk 23 family of personal armor is a standard pattern of modular armor used by the north. The modular nature allows for up to 4 variations of the armor while sharing many of the same parts and components. The Mk. 23 Light Flak Armor is the lowest level of protection among the line of armor suits.

**SPMF Light Flak Armor (PL 6)**

The SPMF or (systeme de protection modulaire de fantassin) ArmorSuit is comparable to the north Mk23 in both conception and protection Factor though there are several differences as well as similarities. Low in comparison it definitely lacks the mobility of the Mk23. The SPMF Light Flak Armor is the lowest level of protection among the line of armor suits.

**Peace River Battlesuit Light Flak (PL 6)**

The futuristic armor design for and used exclusively by the troops of the Peace River Defense Force or PRDF, was designed and manufactured by Paxton Arms Corporation. Each type of armor offers a very good level of comprable or even more protection and weighs less than comfortable armor is on the market. The Peace River Battlesuit Light Flak is the lowest level of protection among the line of armor suits.
Jedi Guardian Greenhorn

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**Species Traits**

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

**Class Abilities**

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

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Vehicles in the vehicle codex are designed to be as close as possible to fit all depictions found in books, comics, video games, movies and tv shows, while still staying within the logical statistics, systems, and technologies of the given universe, while staying within the rules and game balance of D20 Sci-fi. Vehicle states and individual systems might not completely line up with the vehicle creation section found later in this chapter.
Ground vehicles are more or less just vehicles that operate on the ground or in some cases just very close too it. In many ways ground vehicles were around the first true vehicles (vehicles that move under their own power not pushed by the wind, or pulled by animals) to develop.

Go to Alien vs Predator Ground Vehicles Codex,
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Go to Star Wars Ground Vehicles Codex.

1967 Chevrolet Corvette Stingray1967 Pontiac GTO1968 Dodge Charger RT1968 Ford Mustang Shelby GT500 KR1970 Chevrolet Camaro SS RS1970 Chevrolet Kingswood Station Wagon1972 Dodge Challenger1971 Ford Cortina GXL1973 Chevrolet El Camino SS1973 Ford Centurion1982 Alfa Romeo GTV61982 Delorean DMC-121983 Winnebago Brave1983 Winnebago Chieftain1984 Buick Regal Grand National1985 Chevrolet Monte Carlo SS1985 Chevy Silverado1985 Dodge B250 Van1985 Ford Thunderbird1986 Ford Sierra RS Cosworth1986 Pontiac Fiero 2M41991 Maserati Biturbo S1992 Geo Metro1992 Toyota Corolla SE1993 Ford Escort GT1993 Nissan R321994 Dodge Neon1994 Ford Econoline E3501995 Toyota Supra1996 Chevy Corsica1996 Chevy Express1996 Dodge Viper GTS1997 Ford F250 7.3 Diesel 1997 Ford Ranger2013 Subaru Crosstrek XV2014 Lamborghini Huracán2016 Nissan GT-R2017 Subaru BRZ2018 BMW 320i2018 BMW M42020 Honda Civic Type R2022 Dodge Charger SRT Hellcat Widebody2023 Acura NSX Type SAD-Bright Police CruiserAutoMac TaxiConMot AvengerConMot ChampionConMot Ridge RiderCretan Motors “Hecaton”GKR-927 Command TankM-300 HovertankMW-88 Assault StriderType-101 Hell Hound Fast Attack APC
Gundam Power Armor

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**G-Suit (Gundam Girl Armor) (PL 9)**

In the distabt future it becomes possible to miniaturize vehicle systems to a Point sufficient to fit them into personal sized armor. The Gundam Girl armor covers the upper torso, back, waist, groin, lower legs, hands, forearms, and shoulders. Additionally the armored usually includes a partial helmet, or headset / circlet. The armor can incorporate vehicle systems that require a size of colossal type 1 or smaller, and is counted as having as many equipment slots and power slots as a Gundam type humanoid mecha of colossal type 1. Additionally the armor can be upgraded with normal upgrades for light armor, or power armor. Gundam Girl Armour only counts as light armor for purposes of feats, skills, abilities, and Skill checks. The G-Suit requires Armor Proficiency Powered. Vehicle weapons and vehicle systems can only be incorporated into a G-Suit if it is PL 7 or lower, and weapon damage must be scaled down 2 size categories. A G-Suit does not have hit points of its own and follows the normal rules for armour, it also does not grant a bonus to Str. A character wearing a G-Suit must have the Vehicle Weapon Proficiency feat to use any incorporated weapons however any hand held weapons require the normal feats for a weapon of its type typically would.
EM’LIY

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The Em'liy were a species of humanoids native to the planet Shalyvane. Originally a proud society of warriors, their civilization was devastated by the Galactic Empire's forces. This forced them to become a nomadic society, both on their home world and in other star systems.

Em'liy were fairly tall and robust by Human standards. Their faces had no visible noses and small, dark eyes. Their skin color varied from bright orange or tan to dark green or blue. They had no body hair, though they did grow dark hair on their heads. This hair was styled in one to three topknots, depending on caste.

The Em'liy once had a relatively sophisticated society, though they were apparently not starfarers. This changed after the Galactic Empire's forces, under the direction of Darth Vader, attacked Shalyvane. The attack left their capital city, Chinshassa, in ruins. After this attack, the region around the capital was ruled by nomadic tribes, armed with a mixture of primitive weapons and blasters. It is unclear if the blasters were of local manufacture or scavenged from off-worlders.

As part of her cover story, Imperial operative Shira Brie told Luke Skywalker and other members of the Rebel Alliance that Shalyvane had once been host to a Human society, which was destroyed in a war with the Em'liy. After the Rebel forces learned the truth of the matter, the Em'liy came into contact with the rest of the galaxy. Some Em'liy began to rebuild their capital city, while others continued their nomadic lifestyle by traveling from system to system.

Em'liy were quite religious, with the Circle of Kavaan in Chinshassa a particularly holy place for them. After the Empire's desecration of the Circle, the Em'liy tribes were quite hostile to off-worlders, though Luke Skywalker was able to get access to the Circle by proving his "gods" (i.e. The Force) were strong with him.

The Em'liy divided themselves into four castes: the Argwin, Damilini, Criclamon, and Dojufi (named for four of their gods). The large Em'liy pantheon of gods and goddesses also included Dra'jhok, Dra'vil, Felid Slin, Courtra'paeas, Eeh'cra Niw'dug, and Kavaan.

**EM’LIY SPECIES TRAITS**

• • +2 Con, -2 Wis, -2 Cha

• • Medium-size: Em’liy have no special modifiers due to their size.

• • Base speed is 10 meters

• • A Em’liy gets Rage 1/per day.

• • At character creation an Em’liy gains the Stealthy, and Skill Focus (Survival) Feats.

• • Automatic Languages: Em’liy.
Eta-5 Interceptor

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The Eta-5 interceptor was a type of interceptor in use by the New Jedi Order and the Galactic Alliance Navy as of 40 ABY. Developed by Kuat Drive Yards, it was a descendant of the Eta-2 interceptor, but it was also regarded as a type of A-wing.

Built by Kuat Drive Yards, the Eta-5 possessed a pair of wing arrays similar to its Eta-2 predecessor, but had an overall hull shape in line with A-wings, with solar panels mounted on struts extending from midway up the fuselage. The interceptor had a cramped cockpit equipped with rocker arms on the seat, and was powered by twin ion engines, giving it top-of-the-line speed and maneuverability, but it had light armor and minimal shielding. It was equipped with dual fire-linked concussion missile launchers, twin laser cannons, and advanced computer-aided targeting systems, giving the Eta-5 considerable punching power when it needed to engage small capital ships. Due to its wedge-shaped hull, the Eta-5 was referred to as an A-wing by some pilots.

**Purchase TN:** 217 (To Build) 72 (New) 48 (Used)

**Restriction:** Mil (+3)

**Shield** – **SP** 120 – **DR** 24 – **Shield** **Damage Threshold** 48

• • 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***

• • Advanced Droid Assistance Socket (PL 7) **• •** Advanced S-Foils (PL 7) **• •** 2x Advanced Solar Radiator Wings (PL 7)

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • 2x Ion Engine (Speed +2000 meters.) (PL 6) • • 2x Electromagnetic Turbine (PL 6) • • Fuel Economizer (PL 6) • • Maneuvering Thrusters (PL 5) • • Navicomputer (PL 6) • • 6x Fuel Tanks (PL 5) • • Hyperdrive, Class 1 (PL 7) • • Life Support System (PL 5) • • Utility Flare System (PL 5) • • Stealth Suite (PL 6) • • Collision Detection Sensors (PL 6) • • Class V Sensor Array (PL 7) • • Subspace Radio (PL 7) • • Sensor Baffler (PL 6) • • Stealth Screen (PL 6) • • Damage Control, Improved (PL 6) • • Shield – SP 120 – DR 24 (PL 7) **• •** Landing Gear (PL 6) • • Targeting System, Improved (+9) (PL 7) • • 2x Missile/Torpedo Launcher, Large (PL 5) • • 2x Laser Cannon, Light (PL 6) • • 2x Ion Cannon, Light (PL 7)
I-44 Drop Ship

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The I-44 Drop Ship was built with a simple purpose landing troops safely to the battlefield as well as the equipment needed for most missions. The I-44 is built like a flying tank. Built to take an almost unimaginable amount of physical punishment. Additionally the I-44 was developed to act as heavy air support for forces on the ground.

**Purchase TN:** 149 (To Build) 99 (New) 66 (Used)

**Restriction:** Mil (+3)

• • The I-44 Drop Ship requires the Pilot Starship Skill to be operated.

• • The I-44 Drop Ship Interceptor has vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • The I-44 Drop Ship 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.

• • The I-44 Drop Ship gets a +5 bonus to all Saves and Piloting Skill Checks made to re-enter or exit a planets atmosphere.

• • *Carried Vehicle:* The I-44 Drop Ship can carry 1 Colossal Type 1 or smaller vehicle. Offloading the vehicle is a full round action and can only be done when the ship is landed.

***Accommodations***

• • 50 Seats

***Facilities***

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

***Structure Traits***

• • 2x Docking Clamps (PL 4)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • Advanced Afterburner System (PL 5) **• •** 6 Unit Fuel Tank (PL 5) **• •** Maneuvering Thrusters (PL 5) **• •** 2x Rocket-Jet Space Engines (800 meters) (PL 5) **• •** VTOL (Vertical Take Off & Landing) Jets (PL 5) **• •** Fuel Economizer (PL 6) **• •** Class I Sensor Array (PL 5) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Utility Flare System (PL 5) **• •** Voice Amplification System (PL 5) **• •** Advanced Sensor Jammer (PL 6) **• •** Autopilot System (PL 5) **• •** Damage Control System (PL 5) **• •** Anti-Accident System (PL 6) **• •** Chaff Launcher (PL 6) **• •** Decoy Drone Launcher (PL 6) **• •** Magnetic Field (PL 6) **• •** Radiation Shielding (PL 6) **• •** Self-Destruct System (PL 6) **• •** 2x Missile/Torpedo Launcher, Large (PL 5) **• •** Bomber Drop Bay (PL 5) **• •** Oracle Targeting System (Mark V) (PL 6) **• •** Targeting System (+12) (PL 6) **• •** 2x Rail Cannon (PL 6)
Jedi Consular

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Echani Experienced

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**Species Traits**

• • Armor Aversion: Echani, while not incapable of wearing Armor, prefer light flexible outfits that grant greater freedom of movement and feel uncomfortable in anything heavier than light armor and suffer an additional -2 check penalty when wearing any armor above medium.

• • +2 to Fort Saves made to resist cold weather conditions.

• • Skill Bonus: Echani gain a +2 species bonus to Listen, Spot, and Sense Motive.

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

**Class Abilities**

• • Living Weapon 1d6: The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed.

The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 7th level, damage increases to 1d8. At 16th level, it increases to 1d10.

This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

• • Damage Reduction 1/-: The Athlete ignores 1 point of damage from melee and ranged weapons.

• • Unarmed Weapon Finesse: At 2nd level, a martial artist gains the Unarmed Weapon Finesse class ability, providing the benefits of the Weapon Finesse feat specifically to unarmed attacks.

The martial artist may use his Dexterity modifier instead of his Strength modifier on unarmed attack rolls.

• • Uncanny Dodge 1: At 2nd level, the martial artist gains the Uncanny Dodge 1 class ability, providing the benefits of the Fast hero talent of the same name.

The martial artist retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he is immobilized.)

If the martial artist already has the Uncanny Dodge 1 ability as a class ability, he instead gains the benefits of Uncanny Dodge 2.

• • Damage Reduction 2/-: The Athlete ignores an additional 1 point of damage from melee and ranged weapons (DR 2/- total). *Prerequisites:* Damage Reduction 1/-, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

• • Flying Kick: Starting at 4th level, a Martial Artist can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the martial artist adds his or her class level as a bonus to the damage he or she deals with an unarmed strike.
Drive (Dex)

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**Check:** Routine tasks, such as ordinary driving, don’t require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). When driving, the character can attempt simple maneuvers or stunts. See Driving a Vehicle for more details.

**Try Again?:** Most driving checks have consequences for failure that make trying again impossible.

**Special:** A character can take 10 when driving, but can’t take 20. A character with the Vehicle Expert feat gets a +2 bonus on all Drive checks. There is no penalty for operating a general-purpose motor vehicle. Other types of motor vehicles (heavy wheeled, powerboat, sailboat, ship, and tracked) require the corresponding Surface Vehicle Operation feat, or the character takes a –4 penalty on Drive checks.

**Time:** A Drive check is a move action.
Gundam Girl's Timeline

**Gundam Girls Timeline & Campaigns**

Not set in any of the established timeliness of the Gundam multiverse. Gundam Girls were originally part of fan art of the Gundam franchise that eventually got adapted into several disconnected short stories and Manga officially licensed by Bandai and Sunrise entertainment. As such the continuity of the Gundam Girls time line is hard to pinpoint if there really is one at all. As such the Gundam Girls stories are still often known as entertaining fan favorites. Running a Gundam Girls campaign can be fun and rather relaxed as the stories set in this lose setting have always been more lighthearted, humorous, and action packed. The World of Gundam Girls Mobile suits, and other mobile weapons are from a bygone and nearly forgotten past. In this new Era the technologies of those weapons have been miniaturized for use in personal armor. Unfortunately these suits of armor are at times ungainly and require users who have a great amount of physical flexibility. As well the armors known as G-Suits produce alot of heat meaning the have to be built for maximum ventilation. This makes the armor very skimpy and it lends better to the feminine form. Thus it was decided that the armor would be built almost exclusively for women, and thus the peace keeping force known as the Gundam girls were born to bring hope to the galaxy.
Dire Tiger

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Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard. Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds.

**Combat:** A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.

**Improved Grab (Ex):** To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

**Pounce (Ex):** If a dire tiger charges, it can make a full attack, including two rake attacks.

**Rake (Ex):** Attack bonus +18 melee, damage 2d4+4.

**Skills:** Dire tigers have a +4 racial bonus on Hide and Move Silently checks. \*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Fleet Carrier EESF-88 Class

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The Fleet Carrier is a dominant symbol of force projection throughout known space as humanity presses ever further into the unkown. Fleet carriers are designed to travel vast distances sometimes even into uncharted territory in the case of an interstellar war, and as the name would suggest carries a varitable fleet of starships, warmachines, support craft, troops, supplies, and equipment.

Rarely do fleet carriers travel alone but rather as part of a convoy, battle group, or fleet.

**Purchase TN:** 755 (To Build) 503 (New) 335 (Used)

**Restriction:** Mil (+3)

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

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

• • Carriers always have 2 command stations one for the carrier itself, and the other for its carried support craft. This provides all of its carried craft a +2 moral bonus to all Will saves. (Vehicle Trait)

***Accommodations***

• • 2 Luxury Accommodations **• •** 500 Dorm Accommodations **• •** 19,598 Spartan Accommodations

***Facilities***

• • Astrometrics Lab (PL 6) **• •** Brig (PL 5) **• •** 3x Cryo Storage (PL6) **• •** Diplomatic Facilities (PL3) **• •** Dojo / Training Area / Gym (PL3) **• •** Hospital Deck (PL 4) **• •** Library, Large (PL2) **• •** Maintenance Bay (PL 4) **• •** Escape Pod (PL 6)

***Structure Traits***

• • 45x Hanger Bays (PL 4) **• •** 6x Launch Catapult (PL 5) **• •** 4x Docking Clamps (PL 4)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • 3x Ion Engine (Speed +500 meters.) (PL 6) **• •** Advanced Maneuvering Thrusters (PL 6) **• •** Hyperdrive, Class 8 (PL 6) **• •** Navicomputer (PL 6) **• •** Automatic Fire Control System (PL 5) **• •** Internal Comm System (PL 5) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Utility Flare System (PL 5) **• •** Class II Sensor Array (PL 6) **• •** Gravity Field Generator (PL 6) **• •** Laser Transceiver (PL 6) **• •** Proximity Sensors (PL 6) **• •** SatCom (Satellite Communications) (PL 6) **• •** Autopilot System (PL 5) **• •** Damage Control System (PL 5) **• •** Anti-Accident System (PL 6) **• •** Chaff Launcher (PL 6) **• •** Magnetic Field (PL 6) **• •** Point-Defense System (PL 6) **• •** Radiation Shielding (PL 6) **• •** Self-Destruct System (PL 6) **• •** Flake Guns (PL6)
Gundam Exotic Weapons

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**Celestial Sidearm (PL 6)**

Designed by the genius inventor Dr. Shenburge for use by Celestial Beings Gundam Miesters the sidearm can be altered by adjusting the weapon and it's clip by means of integrated electronics, to fire 9 mm, 45. Apc, or 38. Rounds. This makes the pistol extremely versatile in the field. Additionally from the versatility of using nearly any pistol rounds one can find (cased or caseless) the pistol is designed with reinforced construction to be used as a fist guard for punching.
Jaffa Warrior

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Hills Terrain

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A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain is divided into two categories: gentle hills and rugged hills. Hills terrain often serves as a transition zone between rugged terrain such as mountains and flat terrain such as plains.

 Steep slope
 Cliff
 Light undergrowth

### **Gradual Slope**

This incline isn’t steep enough to affect movement, but characters gain a +1 bonus on melee attacks against foes downhill from them.

### **Steep Slope**

Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a TN 10 Acrobatics check upon entering the first steep slope square. Mounted characters make a TN 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 1 meter later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the TN of Acrobatics checks by 2.

### **Cliff**

A cliff typically requires a TN 15 Climb check to scale and is 1d4 × 3 meters tall, although the needs of your map might mandate a taller cliff. A cliff isn’t perfectly vertical, taking up 1-meter squares if it’s less than 10 meters tall and 3-meters squares if it’s 10 meters or taller.

### **Light Undergrowth**

Sagebrush and other scrubby bushes grow on hills, although they rarely cover the landscape. Light undergrowth provides concealment and increases the TN of Acrobatics and Stealth checks by 2.

### **Other Hills Terrain Elements**

Trees aren’t out of place in hills terrain, and valleys often have active streams (1 to 3 meters wide and no more than 1 meter deep) or dry stream beds (treat as a trench 1 to 3 meters across) in them. If you add a stream or stream bed, remember that water always f lows downhill.

### **Stealth and Detection in Hills**

In gentle hills, the maximum distance at which a Spot or Listen check for detecting the nearby presence of others can succeed is 2d10 × 3 meters. In rugged hills, this distance is 2d6 × 3 meters. Hiding in hills terrain can be difficult if there isn’t undergrowth around. A hilltop or ridge provides enough cover to hide from anyone below the hilltop or ridge.
JA-77B Iron Trooper

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The JA-77B Iron Trooper was designed to fill a general purpose combat mecha roll for deployment on planetary colonies throughout known space. Though designed and initially produced almost 40 years ago it has continued to serve with distinction being favored heavily the Earth Royal Defense Corps mecha pilots, as well as among mercenary pilots.

The JA-77B Iron Trooper is versatile able to fill a number of roles from infantry support, to recon, to construction (impromptu in the battlefield), and front-line combat. It is cheap easy to repair, and easy to produce.

**Purchase TN:** 109 (To Build) 72 (New) 48 (Used)

**Restriction:** Mil (+3)

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

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

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

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

***Accommodations***

• • 1 Seats

***Structure Traits***

• • Light Backpack (PL 6)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • Magnetic Feet (PL 5) **• •** Jump Boosters (PL 6) **• •** Runner System (PL 6) **• •** Laser Painter (PL 5) **• •** 2x Mecha Grapple Launcher (PL 5) **• •** Microphone, Directional (PL 5) **• •** Radio Transceiver (PL 5) **• •** Sensor Tower (PL 5) **• •** Stabilization Spikes (PL 5) **• •** Starlight Vision System (PL 5) **• •** Utility Flare System (PL 5) **• •** Voice Amplification System (PL 5) **• •** Class I Sensor Array (PL 5) **• •** SatCom (Satellite Communications) (PL 6) **• •** Bastion Tactical Shield (PL 6) **• •** 2x Micro Homing Missile Pod (PL 6) **• •** Anti-Accident System (PL 6) **• •** Warpath Recoilless Rifle (PL 5) **• •** Oracle Targeting System (Mark V) (PL 6) **• •** Targeting System (+3) (PL 6)
Gundam Vehicle Defense Systems

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**Phase Shift Armor (PL 6)**

The armor itself can be made out of just about any material. The armour is infused with a powerful polarization field that is partially out of phase greatly increasing the defensive effectiveness of the armor. Phase Shifted Armor increases the damage reduction of a vehicles armor by 30. Additionally Phase shift armor what active is slightly luminous though this effect oils usually used to give the armor a custom color scheme. Phase Shift Armor grants a +2 bonus to anyone attempting to spot the vehicle visually.

**Variable Phase Shift Armor (PL 6)**

This is a minor advancement over normal Phase Shift, as it is more power efficient, and can have its color scheme on the fly at any time.

**Planet Defensers (PL7)**

Planet Defensers come in sets of 5. A weapon that is controlled by the pilot and is used to defend the Mercurius or any other mobile suit from an impending attack. They are small disc-shaped objects which are capable of generating an almost-impenetrable energy shield. Planet defensers are both a defensive and an offensive tool they are remote bits similar to funnels however instead of mounting a weapon each one mounts a small shield emitter. They are capable of combining together to create a single more powerful shield. Planet Defensers typically come in sets of five. Each Planet Defenser has 15 hit points has DR 20 is medium-sized and has the pilots full Dex mod Bonus for purposes of DC. each Planet defenser alone can create a shield 5 meters wide by 5 meters tall (If used vertically) (Shield) – SP 25 – DR 5 – Threshold 10.

• • *(Shield Bubble):* The Planet Defensers can be used to create a bubble of defense around up to 3 Colossal Type 2 humanoid mecha (Shield) – SP 25 x (Number of Planet Defensers x 2) – DR 5 x (Number of Planet Defensers) – Threshold = (2x total DR of the Shield). Activating shield Bubble is a standard action.

• • *(Bubble Trap):* The bubble trap works much like the bubble shield with the exception that it is put around an enemy creature or vehicle with the shield facing inward. To ensnare a creature or vehicle in the Bubble trap the pilot rolls a ranged attack roll, with the enemy creature or vehicle rolling an opposed Piloting Check or Reflex Save to avoid the trap.

• • *(Shield Wall):* The planet defensers can be used to create a wall 5 x (Number of Planet Defensers) meters wide by 5 x (Number of Planet Defensers) meters tall (If used vertically) (Shield) – SP 25 x (Number of Planet Defensers) – DR 5 x (Number of Planet Defensers) – Threshold = (2x total DR of the Sheild). Activating shield wall is a standard action.

• • (Energy Gurrat): 2 Planet Defensers combine their shields and constraints them into an increasingly narrow field. To hit a creature or vehicle with the Energy Gurrat the pilot rolls a ranged attack roll, with the enemy creature or vehicle rolling an opposed Piloting Check or Reflex Save to avoid the attack.
Fighter

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In the days of old, when the lands were ruled by lords, force of arms, and swords of gleaming steel, Fighters ruled the battlefield. Skilled warriors trained in the archaic weapons of the past, knights, and self styled melee combatants would all generally be described as Fighters. In the modern day fighters are often seen as fanatics of the old ways, or skilled brawlers.

**Examples of Fighters in Books, Comics, Games, TV, &Movies**

William Wallace (Brave Heart – Movie)

**Cross-Class Requirements**

cross-class requirements determine weather of not a character can cross-class into being a Fighter in addition to any other existing classes.

**Requirements:** To become a Fighter a character must already have the Armor and weapon proficiency of the Fighter Class..

**Game Rule Information**

Fighters have the following game statistics.

**Ability**

Constitution is the ability associated with this class. Fighters usually also have good scores in Dexterity, Strength, and at least one of the nonphysical abilities.

**Hit Die**

At 1st-level (i.e. Character creation) a Fighter receives hit points equal to 1d12 + his or her Constitution Score.

Every level thereafter the Fighter gains 1d4 + the character’s Constitution modifier hit points per level. (To a minimum of 1 hit point per level regardless of a negative Constitution Modifier.) *Multi-class Characters* cross-classing into Fighter after 1st level only gain the 1d3 + the character’s Constitution modifier hit points per level, even at 1st level.

**Action Points**

Fighters gain a number of action points equal to 6 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

**Class Skills**

The Fighter’s class skills, and the key ability for each skill, are as follows (see Chapter Two for skill descriptions):

Climb (Str), Handle Animal (Cha), Jump (Str), Knowledge (current events, tactics) (Int), Listen (Wis), Profession (any) (Wis), Read/Write Language, Ride (Dex), Repair (Int), Speak Language, Spot (Wis), and Swim (Str).

Also, the starting occupation you select can provide you with additional class skills to choose from.

**Skill Points at 1st Level:** (2+ Int modifier) x4.

**Skill Points at Each Additional Level:** 2+ Int modifier.

**Class Features**

The following features pertain to the Fighter class.

**Armor & Weapon Proficiencies**

Fighters are proficient with Light Armor, Medium Armor, Heavy Armor, with all Simple Weapons, Archaic Weapons, and Shields except Tower Shields. (*Multi-class Characters* cross-classing into Fighter after 1st level do not gain any proficiency from this class.)

**Bonus Feats**

At 1st level, the Fighter gains two bonus feats, and at every level there after the Fighter gains a bonus feat. The bonus feat must be selected from the following list, and the Fighter must meet all the prerequisites of the feat to select it.

[ARMOR FEATS], [COMBAT FEATS], [SHIELD FEATS], OR [UNARMED FEATS]