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Here you will find the equipment of the Starcraft world. The lists below contain only new equipment, or changes to specific pieces of equipment as they are presented in the D20 Modern Core Rules. If a description for an item cannot be found here, refer to the D20 Modern Core Rules. If an item is described both here and in the D20 Modern Core Rules, use the rules presented here instead.
General Equipment
Psi Blaster: A
small arm mounted weapon designed to fire weak psionic blasts.
Characters must retain at least 1 power point to be able to use a psi
blaster. Warp Blade: Similar to a psi blade, the warp blade is a much more powerful weapon and is a favorite among the dark templar.
Spider Mine – These small mines bury themselves into the ground, using tremor sensors to detect nearby surface movement within 20 feet. Once activated, or upon sensing movement, the mines will arm themselves, (2 second arming period) spring out of the ground and give chase (30 ft movement), utilizing motion sensors to detect their target. Regardless, the mines will detonate 10 seconds after arming.
Channeling Focus - (Plasma Shield)
CMC-300/400 Powered Combat Suit – Worn by marines is effective against most small arms fire and provides full life support and NBC shielding for operation in deep space and hostile environments. See armor upgrades section for possible suit additions. CMC-660 Heavy Powered Combat Suit - Heavier, more durable, and much more heat resistant than the Marine armor equivalent, providing an additional amount of squad-level support. See armor upgrades section for possible suit additions. Hostile Environment Suit – This armor provides limited protection against small arms fire, and features full life support, and light NBC shielding for operation in hostile environments. See armor upgrades section for possible suit additions. Protoss Power Suit (Medium/Zealot) – Designed and built by the Furinax tribe, these highly specialized power suits act as both physical protection and psychic conduit for the elite warriors of the templar. However, while the suit contains a Khaydarin Psi Focus for shielding as part of it’s intrinsic design, further crystals must be integrated separately. This allows for a high degree of customization, as there are several uses for the focuses, including miniature hand held energy shields, and compact plasma blasters. Lastly, advanced cybernetic technology is incorporated into the design to greatly augment the wearer’s physical prowess, making a Protoss warrior in a power suit a fearsome sight to behold indeed. See armor upgrades section for possible suit additions. Protoss Power Suit (Heavy) – Built shortly after the Zerg invasion of Aiur, this heavily armored version of the famous Zealot power suit was initially meant to provide the shrinking Protoss forces with a longer life expectancy. Completely covering the body, it affords maximum protection, while still maintaining a reasonable amount of maneuverability, and thus is able to provide the wearer with Nuclear/Biological/Chemical protection. See armor upgrades section for possible suit additions. Flight Suit - Favored by fighter pilots all over the sector, this one piece flight suit protects against decompression, G-Forces, and harmful environments. Provides limited protection against attacks as well. A flight suit comes with a matching helmet and gloves, that seal the wearer and can provide up to ten hours of life support in a hostile environment. Armored Flight Suit – A combat ready flight suit that provides additional protection against vacuum limited periods, these suits come in various models, each suited to the particulars of the craft in question, such as a wraith pilots compared to that of a valkyrie’s. Armored Space Suit – This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for ten days in space or any other hostile environment. Unarmored versions provide only life support while the armored version also protects against attacks. Battle Armor – Combines protective metal or composite plates with a padded jump suit to form a layer of protection. Padded battle armor has more padding than solid plates, making it somewhat lighter, but less protective. Heavy battle armor features more plating than padding, including various pieces molded to fit each other, such as breast plates and arm and leg armor. U-238 Shells (Increased Range) Lockdown Shell – Special rounds for the C-10 Canister Rifle that temporarily disable mechanized units caught within the blast. The lockdown shell must be charged with a small amount of energy before use, usually from the Moebius Reactor. Hellfire Missiles - (Goliath Anti-air missiles) Wraith Air to Air missiles - (Needs a better name and descrip) EMP Detonation Missile - (Science Vessel EMP munition) NBC shielding Glazing Modification – Special frequency targeting laser that sends telemetry data to friendly silo stations, where the missile operators may then launch the salvo with pin point accuracy. Caduceus Reactor - (Medic energy upgrade) Leg Enhancements - (Faster Zealot Movement)
------------------------------------------------------------------------------------------------------------ Vehicles------------------------------------------------------------------------------------------------------------ T-280 SCV (Space Construction Vehicle) - Initially used during the reconstruction of the Tarsonian Orbital Platforms, the SCV became a staple in intra-Colonial construction and engineering due to its ability to perform any number of construction tasks within the vacuum of space. It is this versatility, and an unmatched reliability, that make the SCV an invaluable tool in rapidly establishing Marine encampments and strike bases on any terrain. Maintain your civilian status while serving your Colony! Vulture-Class Hover Bike - Used primarily for scouting and patrolling the myriad wastelands of the terran colonies, they are designed for speed and reliability, and can reach speeds of up to two hundred and thirty miles per hour. The Limited Gravity Hover Technology used by the Vulture allows it to travel over rough terrain without loss of traction or speed. Although ill-suited for heavy combat, they make excellent skirmishers and the bike-mounted anti-personnel grenade launcher is extremely effective against lightly armored targets, but newer Vulture models may be outfitted to carry a Spider Mine Deployment system for perimeter defense. AAV-5 Arclite Siege Tank - The heavily armored AAV-5 Arclite Siege Tanks are renowned throughout the Confederacy for their cannons’ unrelenting barrages of plasma-charged doom and their stalwart emplacement/advance tactics. The Mjolnir Artillery Cannon is so powerful that the Tank must brace itself before deploying. Crew consists of a driver, gunner, and a commander/navigator. Goliath Combat Mech – The Goliaths manufactured by LarsCorp technologies were originally built for the Kel-Morian combine to serve as infantry support. Corporate saboteurs stole the plans and stole them to confederate interests, and to this day, they remain a well known sight along the Rim. Goliath Combat Mechs combine all-terrain maneuverability with compu-based heavy weapons systems. The one-man Goliath’s arsenal consists of twin anti-armor 30mm Auto-Cannons and Hellfire-AA Scatter Missiles for anti-air support. The use of Goliaths in the infamous Kel-Morian mining revolts, showed just how effective a small number of these versatile combat mechs can be when engaged in intensive urban warfare. CF/A17 Wraith - The versatile, one man Wraith fighters are a new addition to the Colonial space forces. Traditionally, most space battles took place between the large capitol ships and medium gunships, but Tarsonian technicians found that small, dynamic high-speed fighters could repeatedly deal damage to large ships while still evading most defensive battery attacks. The Wraith is armed with both air-to-air missiles and a versatile burst laser for ground attacks, and is equipped with the latest in ECM and Stealth technology. Dropship - The heavily armored Terran Dropships are a vital part of Colonial defense, and are fully rated for both atmospheric and deep space flight. The daredevil pilots of these transports are charged with delivering Marine armor and infantry to any hot spot or combat zone. Behemoth-class Battlecruisers - The massive Behemoth-class Battlecruisers are virtual flying fortresses, built to keep the peace within the Terran Sector. Outfitted with multiple burst-laser batteries for both anti-air and anti-ground support, these ships are easily the most powerful Colonial vessels. Recent research has also led to the development of the devastating Yamato Cannon, for use in situations requiring more precision than orbital nuclear bombardment. Only the finest officers are chosen to serve aboard the pride of the Confederate fleet-- do you have what it takes? Explorer Science Vessel -Many Colonies have placed Explorer Platforms at surgical points throughout the galaxy to further study anomalous phenomena, and the Corps' own Epsilon Squadron uses them extensively along Confederate borders for surveillance and study. Recently, as alien forces have begun to infringe upon Colonial space, Explorer Vessels and crew have been recalled to help with the research and production of new military weapons systems and technologies, as well as providing electronic warfare and combat support. Valkyrie - The Valkyrie Frigates are a powerful addition to the UED's Expeditionary Fleet. The Valkyries' H.A.L.O. missiles are capable of reducing most conventional star fighters and airborne structures to rubble. The missiles are fired in volleys of eight, and impact within a large area of effect. The dispersal radius of its targeting system is designed to achieve maximum damage to not only its intended target, but also adjacent targets within the blast area. Valkyries are heavily armored, and can take substantial punishment from enemy fire before they suffer any core system failures. Probe - The tiny Probe was designed by the Khalai to lay the foundation for Protoss colonies on hostile worlds where living workers would be at too great a risk. Probes are responsible for harvesting the Minerals and Vespene Gas that are needed to fuel the Protoss industry. They also produce and plant the warp-beacons that allow them to teleport buildings from Aiur to distant planets. Shuttle - With skilled pilots at a premium, the Protoss have turned to robotic Shuttles to ferry troops over rough terrain and into hostile territory. They are equipped with powerful thrusters, allowing them to carry even massive Reavers within their hulls, but they are not armed with any defensive systems other than a basic energy shield. Reaver - Assaulting an enemy encampment can be a very costly affair and, rather than needlessly sacrificing lives, the Protoss have developed a robotic war machine known as the Reaver to use as mobile artillery. The Reaver is heavily armored and houses a micro-manufacturing plant to produce tiny, highly explosive drones called Scarabs. Although the Reaver carries no weapons, a well-placed wave of Scarabs can reduce both troops and buildings to rubble in moments. Scout - We regard the swift one-man Scout as a tool for exploration and light combat, but against the inferior technology of other species it is a formidable combat unit on its own. Scouts are armed with both air-to-air Missiles and ground-attack guns, making them effective against all targets. Recent developments in enhanced sensor systems and high-power engines have further increased its effectiveness. Corsair - These fast, medium sized warships were built by the Dark Templar to safeguard their wandering fleets. Employing a devastating Neutron Flare in a ship to ship combat, the Corsair is a versatile addition to the Protoss fleet. With its powerful Disruption Web, the Corsair can even prevent warriors deployed on planetary surfaces or defensive structures from attacking. This ability, when used as part of a large siege, is an invaluable asset to Protoss warfare. Carrier - The massive Carriers serve as both command centers and devastating weapons of war. Heavily armored and shielded, the Carrier mounts no weaponry but instead manufactures and launches flights of robotic Interceptors at vital enemy targets. The computer-controlled Interceptors are capable of quickly tearing apart even the largest of vessels with their relentless strafing runs. Arbiter - The only warship to be crewed exclusively by non-Templar, the mighty Arbiter is used to provide special support for assault groups. Psychic Judicators crew the Arbiter ships, and they use the Arbiter as a focal point to project a reality-warping field that serves to conceal all friendly units within close proximity. Since the Arbiter must be anchored firmly in space-time to safely generate such a large field, it is immune to the effects and remains visible, even when surrounded by the field of another Arbiter. The Judicator crew can also use the Arbiter to quickly move troops from one location to another, by opening up a rift in the fabric of space-time. Troops entering the warp rift are Recalled back to the Arbiter that formed the field. These teleported troops, of course, also benefit from the Arbiter's distortion field. In addition to destabilizing local reality to generate its distortion field, some Arbiters are capable of strengthening discrete pockets of space-time. Anything caught within these absolute pockets is beyond the reach of any normal interaction, friendly or otherwise. Units trapped in a stasis field can neither move nor attack, and are completely immune to the effects of damage and special abilities. This ability is equally effective at protecting Protoss troops until reinforcements can arrive, and pacifying foolish attackers.
--------------------------------------------------------------------------------------------------------- Weapons--------------------------------------------------------------------------------------------------------- Spider Mine - Highly explosive burrowing trap. Anti-personnel grenade launcher - (Vulture weapon) Anti-armor 20mm Auto-Cannons - (Goliath machine cannons) Burst Laser - (Wraith anti ground weapon) Yamato Cannon - (BC weapon) EMP Missile Launcher - (SV weapon) Irradiate - (SV biological weapon) Channeling Focus - (Anti-particle cannon) These disintegration bolts of anti-particles are sheathed in a psychically charged field. Channeling Focus (Neutron Emitter) - Corsair pilots can focus their psychic energy through the Neutron Emitters on their vessels, creating a field of Psionic static that disrupts the neural impulses found within most on-board computer systems causing range and melee attacks from within the web to be highly inaccurate. The magnetic resonance found within terrestrial ores and minerals draws the attack planetward, rendering this energy web ineffective against airborne targets. Particle Beam - Probe weapon ------------------------------------------------------------------------------------------------------ Miscellaneous------------------------------------------------------------------------------------------------------ Ion Thrusters - (Vulture Speed Upgrade) Charon Boosters - (Increased Goliath Missile Range) ECM Tech - (Somethin to do with wraith's) Cloaking Field Generator - (Wraith Cloaking ability) Apollo Reactor - (Wraith Energy Upgrade) Colossus Reactor - (BC energy upgrade) Defensive Matrix - (SV defensive ability)
Dragoon Exoskeleton - (Mechanized Combat Support, alternative power armor) Singularity Charge - (Increased Dragoon Attack Range) Gravitic Drive - (Faster Shuttle movement) Increased Reaver Capacity (Micro-manufacturing plant upgrade maybe.) - (Holds more scarabs.) Observer - These small drones are employed to survey vast wasteland areas or observe and record battles for study within the Archives. Their complex sensor array leaves little energy for defenses, but they can detect cloaked or concealed units with ease, making them invaluable on the battlefield. Observers that are used for deep-space exploration are often deployed without any defensive systems, but when used in a combat zone they are equipped with a microcloaking field to hide them from the enemy. Like the Arbiter, the Observer does not require any additional energy to maintain the field. Sensor Array - (Increased Observer Sight) Gravitic Booster - (Increased Observer movement) Apial Sensors - (Increased Scout Sight Range) Gravitic Thrusters - (Faster scout movement) Argus Jewel - (Increased Corsair energy) Interceptor - (Small robotic attack unit) Increased Carrier Capacity - (Holds more interceptors.) Channeling Focus - "Something" class channeling focus, used to cloak, recall, and freeze. Reality-Warping Field (Arbiter cloaking ability.) they use the Arbiter as a focal point to project a reality-warping field that serves to conceal all friendly units within close proximity. Since the Arbiter must be anchored firmly in space-time to safely generate such a large field, it is immune to the effects and remains visible, even when surrounded by the field of another Arbiter The Judicator crew can also use the Arbiter to quickly move troops from one location to another, by opening up a rift in the fabric of space-time. Troops entering the warp rift are Recalled back to the Arbiter that formed the field. These teleported troops, of course, also benefit from the Arbiter's distortion field. In addition to destabilizing local reality to generate its distortion field, some Arbiters are capable of strengthening discrete pockets of space-time. Anything caught within these absolute pockets is beyond the reach of any normal interaction, friendly or otherwise. Units trapped in a stasis field can neither move nor attack, and are completely immune to the effects of damage and special abilities. This ability is equally effective at protecting Protoss troops until reinforcements can arrive, and pacifying foolish attackers. Khaydarin Core - (Increased Arbiter energy)
Class Ability or Talents Restoration - With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery has made amazing advancements. The death rate resulting from the emergency removal of foreign objects or alien viruses is at an all-time low, making such treatment in the field routine.
"...During the Aeon of Strife, protoss warriors used focused psionic energy to surround themselves in impregnable energy shields. Over time, Conclave scholars and Templar sages learned to reproduce the energy shield using induced psi-field generators, which allowed even the smallest robotic machine to surround itself in a protective field. Protoss energy shields are effective at stopping all manner of physical and energy attacks, but they can be depleted during an attack."
Pylons have a 100 ft.
radius of influence, however you may want to increase this value to a
higher degree if you desire. Generally protoss cities have enough pylons
to cover the entire city without overlapping eachother. Very important
structures might have overlapping pylons. This does not improve or
increase performance of the building's functions.
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