Combat Walkers of the Confederation of Planets – Quarterhorse
These combat walkers, or “mechs” as they are more commonly called, are old tech level (TL) 9 and 10 designs used by the Confederation of Planets in wars past. Occasional examples of these vehicles show up in the planetary defense forces of Confederation worlds, in the private armies of mercenaries, and in the hands of rich collectors of expensive weapons. Others are seen in the form of copies, variants, and equivalents on low-tech worlds.
Quarterhorse – light quadruped military walker
A basic four-legged mech, the Quarterhorse is relatively fast, very sure-footed, and provides a nimble firing platform for its heavy autocannon. Good out to a range of about 500 meters, the autocannon can threaten most light or medium armored units.
Still used for patrols or perimeter defense, they were mainly used in assaults as infantry support vehicles. Their, agility, build, and high forward turret placement give their “mech-jockeys” the ability to crouch the mech behind cover and pop up to fire.
Quarterhorses are sometimes mockingly referred to as “poor planeteer’s battle armor”, as they provide protection and armament similar to the powered personal armor of higher-technology forces at a fraction of the price.
Lacking life-support, pilots using them in hostile environments must wear vac suits or otherwise make arrangements for their respiration.
Quarterhorse | light quad military walker, general purpose |
Cost | 428,000 Cr. |
TL | 9 |
Skill | drive (walker) |
Agility | +2 |
Speed | 102.5 kph |
Range | 300 km |
Crew | 1 |
Cargo | none |
Open | no |
Hull | 2 |
Structure | 3 |
Armor | 20 (30 turret front, 10 turret rear) |
Shipping Size | 10 tons |
Height | 2 meters |
Weapons | small turret with
|
Extras | AFV |
2 extra legs (+1 DM on rough terrain, +1 DM to attack rolls) | |
advanced controls (+1 agility) | |
basic navigation (+1) | |
TL 6 communications | |
advanced sensors (+2 bonus, very distant range) | |
increased speed |
Posted in Equipment, Traveller, Vehicle and tagged mech by Adam A. Thompson with no comments yet.
Confederation of Planets Frigate
Confederation Frigate – 700 tons – 313,180,000 Cr.
These medium ConFed ships are designed to be versatile, since their missions often include diplomacy, scouting, or transporting cargo and personnel across space in addition to serving as light warships.
Large fuel reserves and cargo capacity mean that these frigates can transport 200 tons of cargo 3 parsecs before needing to be refueled – an operation that requires assistance, as the distributed hull is not equipped with fuel scoops or processors.
When staffed with a full crew these frigates offer luxurious accommodations. The advanced voice-interface computer systems ensure that even at reduced staff levels the command crew is able to navigate and, if necessary, defend themselves. Eight beam lasers and two missile launchers allow these Frigates to deal respectable damage to enemy vessels at long range, and four sandcasters and three pulse lasers equip them for anti-laser and point defense.
System – Details – Tons – Cost (MCr)
Hull – 14 points distributed hull – 700 tons – 57.6 MCr.
Structure – 14 points
Armour – 6 points bonded superdense – 35 tons – 28.2 MCr.
Power Plant – class G – 22 tons – 56 MCr.
Maneuver Drive – thrust 2 – class G – 13 tons – 28 MCr.
Jump Drive – jump 2 – class G – 40 tons – 70 MCr.
Bridge – 20 tonnes – 3.5 MCr.
Crew – 1 captain, 2 officers, 3 pilots, 3 navigators, 6 engineers, 14 gunners, 8 marines
Computer – model 4 – rating 20 – 5 MCr.
Software – intellect 1, maneuver 0, jump control 2, fire control 4, evade 1, auto-repair 1, library – 17.2 MCr.
Electronics – advanced: radar, lidar, densiometer, jammers – 3 tons – 2 MCr.
Weapons
4 x triple turret – beam laser / beam laser / sandcaster – 4 tons – 13 MCr.
40 x sandcaster barrels – 2 tons – 0.02 MCr.
2 x double turret – missile rack / missile rack – 2 tons – 2.5 MCr.
24 x smart missiles – 2 tons – 0.06 MCr.
1 x triple turret – pulse laser / pulse laser / pulse laser – 1 ton – 2.5 MCr.
Fuel – 1 x jump 2 and 13 weeks of operation – 224 tons
Cargo Capacity – 200 tons
State Rooms – 4 single, 13 double – 68 tons – 8.5 MCr.
Barracks – 8 bunks – 16 tons – 0.8 MCr.
Low Berths – 4 berths – 2 tons – 0.2 MCr.
Luxuries – 10 tons – 1 MCr.
Extras
Ships Locker
Probe Drones – 5 drones – 1 ton – 0.5 MCr.
Repair Drones – 7 tons – 1.4 MCr.
Escape Pods – 16 pods – 8 tons – 0.8 MCr.
Launch – 20 tons – 14 MCr.
Maintenance Cost (monthly) – 25,940 Cr.
Life Support Cost (monthly) – 57,400 Cr.
Posted in Equipment, Traveller and tagged Science-Fiction, Starship by Adam A. Thompson with no comments yet.
The Beastblade
This longsword’s wide blade extends from the lion-headed crosspiece like a steel tongue from the open jaws. It bears enchantments which give the wielder +1 to attack and damage, but is considered +2 and deals an additional 1d6 points of damage against mundane and magical beasts such as giant rats, dire wolves, chimeras, hydras, and gorgons.
Though sentient, the Beastblade communicates mainly in growls and roars. Those who wield it are immune to all fear effects, but the blade’s spirit will not accept retreat from combat – those attempting to disengage from melee or flee a fight must successfully beat the Beastbalde’s ego score of 17 (Charisma, Will, or Fear saving throw to resist) or it will force them to continue fighting. This has resulted in the death of many of the Beastblade’s wielders.
Those with bardic knowledge or who are deeply steeped in arcane lore may recall the tale of a Beastblade that bears a blessing and a curse – “those who wield it know no fear.”
As the wielder reaches higher levels, the Beastblade may gain additional powers. At 5th level it deals an additional 1d6 damage against magical and mundane beasts. It’s roar becomes more forceful as it’s wielder grows stronger, and at 7th level gains the power to evoke thunderwave, shatter, and fear (per the spells) once per day each. At 9th level it gains the ability to cast shout once per day, and deals an additional 1d6 damage against mundane and magical beasts.
Posted in Equipment, Magic Item and tagged sword by Adam A. Thompson with no comments yet.
Staff of Nightmares
This thick staff of unworked oak is topped by a goat skull with ruby eyes. Created by Rixlog, middle brother of the three goblin wizards of the wastes, to strike fear into his tribesmen and foes.
It can be used to evoke the following effects:
- Phantasmal Killer (2 charges)
- Nightmare (1 charge)
- Deep Slumber (1 charge)
- Cause Fear (0 charges)
Aura moderate necromancy, illusion & enchantment; CL 9th
Slot none; Price 27,000 gold; Weight 5 lbs.
Construction Requirements Craft Staff, Phantasmal Killer, Nightmare, Deep Slumber, Cause Fear; Cost 13,500 gold.
Posted in Equipment and tagged staff by Adam A. Thompson with no comments yet.
The Sword of Storms
This gleaming blue-steel blade is tied to the power of the storms, and in addition to it’s +2 enhancement bonus, deals an extra 1d6 points of lightning damage on a hit. Those who wield it resist 5 points of lightning damage from any source. Additionally, the weapon can strike with the power of a thunderclap – once per day, upon a successful blow, the wielder can force an opponent to succeed on a DC 15 Constitution, Fortitude, or Petrify/Polymorph saving throw, or be pushed back 10 feet and stunned for one round.
Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Equipment, Magic Item and tagged sword by Adam A. Thompson with no comments yet.
Prehensile Fang Armor
Why attack them when they can hurt themselves attacking you?
Inspired by foes of Hluyuk Tikimit, the quivering porcupine, this legendary full-body armor appears as a typical suit of jet-black leather armor. However, when the wearer is attacked, it puffs up and strikes at the attacker, sending prehensile, poison-tipped fangs into the assailant’s flesh.
The wearer can also disengage the fangs, which then serve as poison daggers with spiraled-bone handles. In crisis mode, the armor projects the gruesome fang daggers as a standard ranged attack.
The wearer looks out on the world through a narrow slit, providing identity obfuscation for night-time antics.
For each day that the prehensile fang armor is worn, there is a cumulative 1% chance of it poisoning the wearer, so this deadly weapon of an armor must be used sparingly.
Posted in Equipment, Magic Item, rules agnostic and tagged armor by Adam A. Thompson with no comments yet.
Demonchain Flail
This enhanced flail’s origin is with a chain devil, who fashioned the demonchain flail out of his own body so his brethren could wield power over demons.
Demonchain Flail Level 5
This magically-enhanced +1 weapon was forged from the remains of a chain devil, and provides an additional +2 vs. demons.
Power (Daily): Standard action. Make two spiked chain attacks.
Power (Triggered): When first bloodied, make two spiked chain attacks.
Posted in 4th edition Dungeons & Dragons, Equipment, Magic Item and tagged weapon by Adam A. Thompson with no comments yet.
Spirit Armor
Originally crafted in the Seven Mounting Heavens of Celestia, this armor is generally constructed of the finest bright steel, decorated with shining gold or silver. Other armors that bear this enchantment have a ghostly, translucent appearance. The highest hosts of heaven have been said to march into battle against injustice wearing this holy mail.
Armor enchanted with the Spirit Armor quality protects the soul of the wearer. As such, they confer a holy bonus to Fortitude and Will saves against Enchantment, Necromancy, and mind-affecting spells and effects. The Minor version confers a +2 bonus, Medium a +4, and Major a +6. This bonus is also applied to attempts to sever the wearer’s silver cord when traveling astrally. Double this bonus is applied against spells that specifically target the soul, such as magic jar and trap the soul.
Minor – Faint abjuration; CL 5th; Craft Magic Arms and Armor, magic circle against evil; Price +1,500 gp.
Medium – Moderate abjuration; CL 9th; Craft Magic Arms and Armor, death ward; Price +5,250 gp.
Major – Strong abjuration; CL 13th; Craft Magic Arms and Armor, dispel evil; Price +12,000 gp.
Posted in Equipment, Magic Item and tagged armor by Adam A. Thompson with no comments yet.
Undersea Armors
These armors are often worn by soldiers of the Deep Sea Gnomes, but are not uncommon among the other underwater races.
Sharkskin Armor This very tough light armor is made from the hide of the sea’s deadliest predators. Exceptionally supple and light, underwater combatants prise it for it’s unrestrictiveness. Additionally, skilled armor-crafters can fashion this armor so that the shark’s sharp scales act as armor spikes by alternating the bands of skin, causing the scales’ edges to protrude. Special oils must be used to keep the armor supple and preserve it in aquatic environments.
Armor Bonus: +3 Maximum Dex Bonus: +5 Armor Check Penalty: 0 Arcane Spell Failure Chance: 10% Speed (30ft): 20 ft. Speed (20ft): 15 ft. Weight: 15 lb. Cost: 35 gold
Sharkbone Armor About as protective and tough as a breastplate, parts of the shark’s cartalige, connected by sharkskin, are fashioned into a medium armor that mainly protects the torso. Skilled undersea-armorworkers can incorporate the shark’s jaws and teeth to create ridges of shark-tooth armor spikes on this armor. The cartilige of a sharkbone breastplate remains tough and supple in aquatic environments and does not impede the wearer’s movement much. However, if it is taken out of the water for more than a day or so it dries out and becomes brittle, stiff and useless as armor.
Armor Bonus: +5 Maximum Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure Chance: 25% Speed (30ft): 20 ft. Speed (20ft): 15 ft. Weight: 30 lb. Cost: 300 gold
Posted in Equipment and tagged armor, emerald sea, ocean or sea by Adam A. Thompson with no comments yet.
Hunting Sword
Hunting Swords are short one handed slashing weapons. Hunters throughout the Soralic lands and the Middle Kingdoms carry them when riding in the forests. Not designed as a weapon of war, they can nevertheless be used for self-defense, and are also useful for field-dressing a hunter’s kills.
Nobles often carry ornately decorated hunting swords when riding.
For a medium sized creature: Type: small slashing simple weapon, damage: 1d6, critical: 20, x 2.
For a small sized creature: Type: tiny slashing simple weapon, damage: 1d4, critical: 20, x 2.
Posted in Equipment and tagged mundane weapon by Adam A. Thompson with no comments yet.