Hypertech

Hypertech is comprised of the following sections:

  • Cinematics. What it takes to run Hypertech. You are here.
  • Species. How to construct any alien species or robot you might want to play.
  • Class. Hypertech’ has six core classes and their archetypes.
  • Backgrounds and Feats. Backgrounds and Feats character’s will need in a spacefaring age.
  • Equipment. The armor, weapons, and gear a party will need to take on the galaxy, including advanced technologies equivalent to magic items.
  • Vehicles. New rules for handling vehicle battles, and a host of ships for use in play.
  • Gambits. Gambits are this system’s version of spells. Here are the rules for how they work and a complete set of over 240 of them.
  • Villains and Allies. All the NPCs and monsters you need to flesh out your galaxy.

Contents

Cinematics

Gambits

The system for spells in normal 5e rules is replaced in Hypertech with ‘gambits.’ Gambits are maneuvers and stunts that highly skilled characters might have access to once in a while. They work almost exactly as spells do. In fact, since the classes here are built on standard classes, characters will get the same number of gambits and gambit slots as they’d have had for spells with the equivalent class.

The terminology changes a little however. You don’t ‘cast’ gambits, you ‘pull’ them. You don’t get ‘cantrips’ at low levels, you get ‘tricks.’ It won’t take long before you’re pulling tricks and gambits just as easily as casting spells.

Damage Types

Damage types are changed in Hypertech, mostly to pull them out of their grounding in fantasy. Use the normal list of damage types with the following alterations:

  • Fire damage = Heat damage. You’ll see most lasers and blasters deal this kind of damage, making it far more common in some settings.
  • Lightning damage = Electricity damage. Most robots are vulnerable to this kind of damage, so those who hunt or trap them are more likely to carry electricity weapons.
  • Thunder damage = Concussion damage. As thunder represents both sound and the concussive force of explosions, we employ concussion damage as the damage type for certain explosives and grenades, as well as for sonic weaponry.
  • Radiant damage = Radiation damage. This is a bit of a change, but since most light-based technologies will be doing damage with heat anyway, the need for a light-specific damage type is less useful. However, in a science fictional universe, radiation is very much something to worry about.

Ranges

In an action-centered sci-fi setting, it’s a sure thing that you’re going to want starship battles, flying car chase scenes, and other high-speed situations. For this reason, we deal in two scales of combat: ‘personal scale’ and ‘vehicles scale’. Personal scale abilities will refer to distances in terms of feet. Abilities that can be used in both will put distances in terms of ‘squares.’

This is meant to refer to squares on a grid map, but you could easily use the distances on a hex map instead with little issue, if that’s your style. A square of space is an arbitrary distance, used more for storytelling than to map out actual speeds across the planet or star system.

In this way, characters can have powers that might find use in a close quarters firefight in one encounter and behind the yoke of a starship the next.

Superscience

Superscience is what we call advanced technology and science and is this systems replacement for magic. Magical items become Superscience items, and any technology so advanced that a Science roll is required to get a sense of how it works is probably Superscience.

There are no hard rules for this. Though laser pistols are probably quite advanced, technologically speaking, regular weapons are not Superscience for most purposes. Chapter 4 will go into more detail on the topic, but for now just know that the term exists and that it basically replaces ‘magic.’

Skills

Characters no longer have access to the Arcana and Nature Intelligence skills. We’ve replaced them with the Science skill, which represents knowledge and practice with any number of scientific fields. If this sounds broad, it should. Action sci-fi is not about specialization to the point of obscurity. A scientifically trained character is capable of understanding scientific information in general. They have a mind for this sort of thing.

The Science skill can be used to comprehend, analyze, or recall scientific information. When ship navigators need to astrogate to new star systems, they’ll use Science to plot the course.

You’ll find that tool skills are a bit changed. Piloting vehicles is generally subdivided into flying vehicles (both air and space) and land vehicles. When making repairs, skill in repair tools is usually enough, but more advanced engineering requires tools designed for the type of device or vehicle being worked upon.

Both first aid and medical tools exist, with medical tools needed for surgery and advanced procedures. Both use the Medicine skill.

Weapon proficiencies are fairly straight forward, though it’s important to remember that all gunnery station weapons on vehicles fall under the broad ‘vehicle weapons’ weapon proficiency.

Galaxy Building

If you’re a GM, much of this book is for you. We aim to provide the raw materials you’ll need to construct your own galaxy or to adapt your favorite sci-fi setting for play. You’ll find advice throughout the book on how to do this, but let’s just go over a few basics you’ll want to cover when putting your game together.

Galaxy Building Help

Throughout the book you’ll find Galaxy Building sidebars like this one, marked by this symbol. This is where we’ll give GMs advice on how best to adapt those sections in your own settings.

In most cases, this means keeping an eye out for areas you’ll want to think over as you design your galaxy. For instance, Chapter 2 explores Species and presents rules for creating your own. We also provide a collection of pre-made species. You’ll want to take a good look at those rules when laying out the broad strokes of your setting. Having the dominant species ascribe to a culture of Honor will yield a vastly different galaxy than one devoted to honing their Psychic potential.

Scope

How big is the civilization your game is set around? A single galaxy, torn apart as in Star Wars? A few settled worlds like on Firefly? Maybe even five galaxies, like in David Brin’s Uplift novels? You could even set your game on a single world, moon, or asteroid base. It’s up to you and your friends.

Big games mean big themes, and big spectacles. Likewise, small settings can really nail down the details of a particular set of cultures. We do our best to facilitate both; there’s a lot of room to find your own style and try it out.

Society

These kinds of games are often set during a time of conflict.

We provide a lot of opportunities for characters to play rebels, outlaws, and other malcontents because those kinds of heroes are often present in the genre. They’ve got attitude and a reason to want to change the status quo. In order for characters to find their niche, you’ll want to figure out what governments rule and do battle in your setting.

As culture is one of the two elements of Species construction, you’ll also want to figure out which aliens exist in your setting.

Do humans even exist? Do you want to build a few species for yourself using our rules, grab a few of our example aliens, or just let players make them for themselves? As any good superscientist will tell you, experimenting is great fun.

Technology

We’ve replaced magic with technology in Hypertech, which means that high tech will play the same role that magical items and traps did in your games. Having a sense of the technology levels of the societies you construct will be critical in giving flavor to your encounters and technological rewards.

Think about the level of tech you want a society to have. Is it spacefaring, with faster-than-light drives? Do they use rocketry and ancient jump gate technologies a prior empire left behind? Is one culture still in a stone age, but exposed to high tech they consider magical? The galaxy is a big place, so any and all can apply.

Mysticism

Some sci-fi settings retain an element of magic or psychic power. Thankfully, that’s quite easy to keep in Hypertech, too.

Since Hypertech is built on the base 5e rules, it’s just a matter of porting over those classes and spells as needed.

Alternatively, if you’d like to stick to this book for player options, you can use the Ambassador class for some psychic characters. Just represent the manipulation of others as psychic power rather than raw talent on the part of the player. The Influence gambit school in particular works perfectly as a version of psionics.

As an example of mysticism, if you’d like a melee-weapon wielding, magical knight, simply use the paladin class with the Oath of Devotion representing the Light Side and the Oath of Vengeance representing the Dark Side.

Planet Building

One task that’s worth singling out is the construction of worlds, starbases, and other big-picture sets. Exploration, strange encounters, and fast pacing mean you’ll often have need for a world or moon on the fly.

How big of an area are you creating? A medium planet? Something bigger? A moon? A starbase? Players rarely venture all over the place, so it’s critical to know where to stop in your world building. This goes for more than just the settlements and terrain.

If the party plans to meet with local smugglers, know what that might mean. If they’re likely to contact the planet’s government, it’s good to know who runs the place and the kind of person the players would get access to.

Critical issues to consider:

  • What is the local government? How do they rule?
  • Who are the biggest thorns in the side of the rulers?
  • What’s the landscape of the criminal underworld?
  • How many people are there, and what are they like?
  • What’s the culture of the dominant species?
  • How technologically advanced are things?
  • How are things done differently there?
  • What comprises the atmosphere? Breathable?
  • How strong is the gravity? Earth-like, low, or high?

When designing a planet, it can sometimes be easier to come up with one major feature and use that as the running theme. Just answer the above questions in ways that suit that concept.

Example: Mars is red and barren, named after a god of war. We can use war and struggle for resources as a starting place and make Mars revolve around that. Maybe it’s in the grip of civil war. Perhaps a rare resource has been found at one of its poles.

Now you’ve got a reason to detail two or three cultures and a location where conflict will occur.

Take the Jump

It’s time to take the jump to hyperspace. We’ve built this engine of sci-fi adventure the best we can to ensure you’ve got plenty of options, while keeping the excitement and simplicity of 5e.

Ultimately it’s up to you to bring Hypertech to life.

Gravity

Though artificial gravity is common to most science fiction settings, it’s likely that characters will eventually find themselves on a moon, high density planet, or just an extra-vehicular spacewalk.

Use the following rules for those situations

High Gravity

On worlds that are very dense or massive in size, characters may experience high gravity. In this situation all physical Ability rolls and attack rolls are made at disadvantage. This includes attack rolls made using mental Abilities, when the nature of the attack is still physical, such as when a Soldier makes a Wisdom attack with a ranged weapon. This does not affect attacks with vehicle weapons.

In high gravity, each foot of movement costs 1 additional foot unless the creature has a High Gravity speed.

Low Gravity

On moons, low density worlds, some space stations, and some vehicles gravity may be much lower than most humans would consider normal. In low gravity, each foot of movement spent allows a creature to move 2 feet.

Zero-G

In a zero-gravity situation, such as space and high atmosphere, characters will experience weightlessness. This can be very disorienting. Characters suffer disadvantage on all physical attack rolls while in zero-g, though this does not affect their attacks with vehicle weapons.

Optionally, you can go with the following rules for inertia if you’re looking for a slightly more realistic space experience:

  • Characters in zero-g can only move if there is a stable object such as a wall to push off of within reach, and only in straight lines. However, if a character moved without reaching a wall or other large object, they will continue to move on their turn the same number of squares/feet as they moved in the previous turn, as inertia continues to push them through space.
  • Characters with a Fly speed, such as those wearing a jet pack, can move without anything to push off of and do not need to move in straight lines. Inertia still affects them, but cannot add to Fly speeds. Such a character must choose either to use their inertia movement or their flight.

Vehicles

Vehicles are an essential element of cinematic science fiction gaming, because vehicular scenes are dynamic, dangerous, and involve interesting technologies. The vehicles system we provide here can be thought of as a means of playing the existing game on a different scale. The goal here is to have a simple means of achieving a fun, tactical vehicular encounter.

Players essentially ride within machines made using the NPC/ monster creation rules presented in chapter 8. By moving together within vehicles, using the mounted weapons the vessel provides, encounters in space or up in the sky have a fresh feeling, even while utilizing well-known gambits.

The power of a vessel allows for a PC party to take on much more challenging foes, and thereby enables more epic encounters earlier on in a party’s adventuring campaign.

Scale, Speed, and Size

Vehicles exist on a larger, vaguer scale than normal movement.

Speeds and distances are measured in “squares” and represent 3D space on a 2D grid in most cases. Vehicles will have speeds listed as Air, Land, or Space, representing just which scale that vehicle belongs on.

Vehicles have a size, just as creatures do, ranging from tiny to gargantuan. This is mostly just to let you know how many squares the vehicle should take up on the grid.

Templates

Vehicles are essentially assembled the same way that monsters/NPCs are, using the template system outlined in Chapter 8, with the addition of the following Hyper template.

This template simply means that the vehicle is capable of whatever form of faster-than-light travel that’s available in your setting. This might mean a simple FTL drive to move itself, it might mean that the ship can open interspacial gateways or otherwise utilize a hyperlane network.

Hyper +1/2 CR The ship can travel faster than light.

Squadrons

Vehicles on the same side are able to form up into squads (called squadrons usually) of up to 10 units of the same size. A squad comprised of small or tiny sized vehicles can fit within a single square, with movement directed by the squad leader if the battle is large enough to warrant it (GM’s discretion).

Faster Than Light

This book writes “FTL” in the speed section of our example ships with the Hyper template. When it’s important to know how fast a ship can go at FTL speeds, use the speed of the vessel. For example the speed of an FTL ship might indicate the number of space sectors that the ship can cross in one week’s time. Or it might be the number of hyperspace jumps the ship can make per day. It’s up to the GM to set this up when designing the setting, or when PCs start to move beyond their starting planet.

In some cases you might not care too much how long things actually take, but you do need to know whether one ship or another would get somewhere first. You can use this number for that kind of calculation as well. Perhaps the difference in speed values determines the difference in hours or minutes between arrivals from the same start point. A faster ship in this case gets a slight edge in getting to a destination, perhaps able to set up an ambush or reach an important objective with adversaries on their heels.

Just as with squads of troops, squadrons are often the targets of Tactics school gambits, with strong leaders able to get the most out of an organized group.

Momentum

Because the whole point of vehicles is to move fast, vessels that race across the battlefield sacrifice maneuvering for speed. Whenever a vehicle moves more than 1 square with their movement, that vehicle may not double back from a direction it has gone in on that turn. Thus, a starfighter that moves two squares northeast may not use its speed to move south or west for the rest of its turn.

Damage States

A vehicle is a machine, but inside it are lots of other machines.

So, even though the vehicle itself might be at full Hit Points, a particular system, such as propulsion or weapons, might be under attack by specialized gambits or weapons. Instead of assigning separate Hit Points for each of these systems, we simply give them the states of Operational, Disabled, and Scrambled.

An operational system is working fine; while a disabled system may not be used at all. A scrambled system may be used, but all related rolls are made at disadvantage. Scrambled is essentially the technological version of the poisoned condition.

Different types of vessels could have vastly different systems that could be targeted by attacks. In general a vehicle will have the following systems: Computers, Engines, Life Support, Weapons and possibly Shields. What happens when one of these systems goes down really depends on how technology works in your setting.

Usually computers going down could mean sensors and engineering stations are not functional, and shields going down means the vehicle AC is 2 points lower. Weapons going down means Gunnery stations no longer function. Life Support disabled means there’s only 10 minutes or so of air left on the ship.

Use the following times and difficulties when attempting to repair

Disabled or Scrambled systems:

Repairing Vehicle Systems
Problem DC to Fix Time Required per Roll
Battle station scrambled 10 1 bonus action
Battle station disabled 15 1 action
System scrambled 15 5 actions
System disabled 20 1 hour

Saves and other Stats

The vehicles provided in this chapter are made both as potential vessels for player character use, and as adversaries to do battle against. The stat blocks include skills and saves which generally represent those of the pilots and other crew at the Battle Stations of the ship. These are the kinds of proficiencies that vessel’s crew would most likely have.

In the case of the physical saves of Constitution, Dexterity, and Strength , these represent the vehicle itself, not the pilot, and player character stats are not used for the rolls. Constitution saves are made when the vehicle’s structure is at stake, such as during a hull breach. Dexterity saves are made when the raw maneuverability of the ship matters, such as when avoiding some projectiles. Strength saves represent the raw thrust of the vehicle’s engines, so it’s often used when resisting tractor beams and force fields.

When making save rolls on behalf of the ship, use the pilot or other logically affected character’s bonuses when saving against Charisma, Intelligence, and Wisdom; use the vessel’s trained or untrained bonuses when rolling for Constitution, Dexterity, and Strength .

Battle Stations

Vehicles generally have one or more Battle Stations, lettered A through Z, representing computer terminals and mechanical interfaces for various ship systems. Sometimes a vessel will have more than one identical station, in which case the station will be listed with a multiplier in parenthesis. For example a station entry might begin with B Gunnery (x5) for a vehicle with 5 similar gunnery stations.

Each Battle Station will have one or more ability, such as piloting or gunnery, associated with it. Only one character may use a Battle Station each round, though other nearby characters may help a character at a particular station.

Each station provides a single gambit, which may be used once during each encounter. Sometimes these gambits represent computer programs or other interface help that the station provides to novices. Other times the gambit is a resource that might get depleted, such as with missile launchers on gunnery stations. When used as adversaries these provided gambits can be used as a basic set of maneuvers and abilities the NPC vehicle has access to.

Piloting A Battle Station which allows the user to pilot the vessel. Only one character may do so each round. Only a piloting character may utilize Vehicles school gambits. Nearly all vehicles have a Piloting station, though many have two so that a co-pilot can be ready to take over when needed or help on tricky rolls. A pilot may use the ship’s movement as if it were their own, moving the vessel’s speed as a move, and then taking an action to fire weapons or use a skill as normal.

A pilot who takes the Dash action with a vehicle is moving quite fast and weapons cannot be used in a round in which this action has been taken. Similarly, if a gunnery station has been used, this drains the power of the ship preventing a Dash action from being taken by any pilots that round. In summary, a vehicle can either Dash or fire weapons, not both, unless a gambit specifically allows it to.

Sensors

The Battle Station for accessing the vehicle’s more advanced sensor systems and communications. A character at the sensors station may use Investigation to scan for clues, Science to interpret data, or Perception to notice unusual phenomena. A character using Splicing gambits against another vehicle must be at a Sensors station.

When the scanning distance of the vehicle’s sensors matters, anything within a number of squares equal to the vessel’s Passive rating is viewable and able to be scanned.

Engineering

The Battle Station from which any part of the vessel may be repaired with Engineering school gambits. A character at the Engineering station may use repair tools to heal the vehicle.

Gunnery

Gunnery stations are those which allow access to one of the ship’s onboard weapons. When designing a vehicle, the vessel should generally have one Gunnery station per attack the equivalent creature would have per round.

On ships intended for a smaller crew, such as with starfighters, a GM can remove a Gunnery station in the design process to add one base die to one of the vehicle’s attacks. Thus a ship that would normally have 2 attacks at 2d10 damage, might instead have a single station dealing 3d10 damage.

All gunnery station weapons fall under the ‘vehicle weapons’ weapon proficiency.

Quirkiness

Vehicles get quirky with age and damage. Every time a Vehicle is reduced to one quarter or less of its maximum Hit Points, it gains a quirk. Vehicles may be purchased used for around half price, but they usually come with 1d4 quirks, some of which may not be immediately apparent to the buyer.

GMs can use the following table to randomly determine quirks, or as inspiration for developing quirks of their own.

Quirks

d20 Quirk Effect
1 Battered The vehicle is beat up and broken, causing it to suffer a -2 penalty to AC.
2 Buggy Computer systems on are constantly malfunctioning. Any time a natural ‘1’ is rolled at a Battle Station, that station becomes scrambled.
3 Cobbled So many different technologies are connected together that repairing them is difficult. Repair related skill checks are made at disadvantage and gambits that heal the vessel’s Hit Points only recover half as many HP as they otherwise would (round down).
4 Fluctuating At the top of each round of combat randomly select one Battle Station on the vehicle. That station is not functional for the round.
5 Humid Environmental controls are locked so that humidity-loving creatures feel at ease, but all others are at disadvantage on Constitution, Dexterity, and Strength saves.
6 Infested An infestation of tiny life forms inhabits the vehicle. Characters in the vessel take 1 necrotic damage at the end of each long rest and may contract diseases at GM discretion.
7 Jumpy The engines have a tendency to act on their own. Whenever a piloting related roll results in a natural 15 or higher, the vessel moves forward 3 squares.
8 Leaky The vessel leaks coolant or other chemicals everywhere, causing acid damage to objects left unattended at a rate of 1 Hit Point per day. When crossing large rooms characters must succeed in a DC 10 Dexterity save to avoid falling prone.
9 Lockdown Unwarranted security protocols are permanently active, requiring a character to succeed in a DC 10 security tools roll in order to begin using a Battle Station each encounter.
10 Masochistic Sensors and engineering station skill checks are made at disadvantage unless a user hits/smacks the equipment as a bonus action while performing the skill.
11 Noisy Due to squeaks, rumbles, or simply a broken music system, the vehicle is incredibly distracting. All characters in the vessel suffer from the deafened condition. A DC 10 Charisma skill roll may be made to yell over the noise for one round.
12 Precarious It is dangerous to move within the vehicle, due to debris, exposed wires, or other hazards. Characters must succeed in a DC 10 Dexterity save to avoid 1 point of damage (slashing, lightning, etc.) when moving about the vessel.
13 Quirky Different parts of the vehicle have their own problems. Pick or roll one quirk for each Battle Station. Each quirk only affects characters using that station.
14 Repulsive The vehicle looks hideous, garish, or ruined. It cannot be sold for anything more than 25% of normal retail value.
15 Sentient The computer systems have their own agenda, requiring verbal cajoling at times. An Intimidation/Persuasion roll against DC 10 is required to perform any non-trivial computer task.
16 Shaky Shakes violently when using its Speed to move more than 4 squares in a turn, causing disadvantage on non-piloting Dexterity skill checks for 1 round.
17 Stolen The authorities think (right or wrong) that the vehicle is stolen property. They might be tipped off by identification numbers, transponder codes, or just the physical description of the vessel.
18 Sweltering The vessel heats up with strenuous use. After 10 rounds of combat, skill and attack rolls made within the vehicle are at disadvantage. Cooling off takes 1 hour without combat/travel.
19 Unreliable Choose one system when this quirk is acquired. Whenever the vessel firsts begins use of that system each day, roll 1d4. On a roll of ‘1’ the system becomes disabled.
20 Unsound The vehicle is a ticking time bomb of repair problems. Any time a piloting-related roll results in a natural ‘1’ the vehicle loses a number of Hit Points equal to one quarter of its maximum HP.

Experience in Vehicle Encounters

Vehicle encounters present a slight problem for GMs handing out XP based on the CR of the creature defeated. Since a vehicle bootstraps the character up onto a higher level playing field, able to take on much higher CR adversaries, handing out the normal XP can advance low level characters a bit too fast.

What’s more, there are all kinds of complications to this calculation.

When determining XP, should you include NPCs who were crew within the ship destroyed? What about those that were mere passengers, unable to participate in the fight? What about bystanders injured in a chase scene?

In large space battles with dozens or hundreds of ships involved, do the PCs get XP for any ship they did any damage to at all, even if it were minuscule? Only for those they land killing blow upon? How do you account for the assistance of squadrons?

Because of all these complications and the desire to have ever more interesting scenarios, it is suggested that the GM decide upon an XP value for participating in any battle that involves more than a half dozen vehicles or so. Merely getting into the fray and surviving earns the party this XP. The GM can simply hand out the amount of XP a typical encounter of their level would garner, adjusted for difficulty level as usual.

If you want an XP budget, simply attempt to balance the total XP values of the various sides in a conflict, with adjustments for terrain and other advantages each side might have.

Example: The PCs are on the side of the Insurgent Navy, making hit-and-run attacks on the Royal Spacefleet. Setting up for one of these encounters Barbara (the GM of the group) adds up the total XP value of the party’s ships, including those piloted by NPCs who’ve joined up with their squadron. She gets a total of 34,500 XP. She starts with this as her XP budget, but adds 25% to the total so that the encounter will err on the side of Hard. Using the listed XP values for the example ships, she builds a party of Spacefleet ships, including a few freighters and starfighters.

Barbara then figures out the XP thresholds for a Hard encounter for her PC group, using the chart on page 82 of the GMG. This is the amount of XP the player group will get if they survive the encounter.

Collisions

In chases and other vehicular battles, it’s quite common for a vehicle to crash into another. In the Hypertech squares system this generally happens when one vehicle enters a square occupied by another, unless that vehicle has special features or gambits allowing it to do so unharmed, as with vehicles in a squadron. These rules also apply to crash landing.

All vehicles in a crash take an amount of bludgeoning damage based on the speed of the vehicle impacting the other. This damage is 1d10 for each space of movement the crashing vehicle moved leading up to the crash.

Characters inside of a crashing vehicle must succeed in a DC 15 Dexterity save or take one half the amount of damage their vehicle did, rounded down.

Hazards

Much of the fun of vehicle encounters involves setting the stage for action with all sorts of dangerous situations. When mapping out the area GMs should make sure to designate areas with interesting hazards and effects, dealing ambient damage to those entering or providing cover.

Ideas include: lightning damage in an ion storm, radiation and fire damage in a solar flare, cold damage in a blizzard, and bludgeoning damage in an asteroid belt. Generally 1d10-5d10 damage will do the trick, subject to an appropriate save roll for half damage.

This is a great opportunity to get creative and really make encounters memorable.

Starting Vehicles

Some Backgrounds and Classes begin play with a starter vehicle.

The following vehicles work well for beginning groups, allowing them to learn the ropes of vehicular combat:

City Skycar, Courier Shuttle, Hodgepodge Fighter, Light Freighter, Racing Pod, Recreational Skybike, Riding Lizard, Science Vessel, Scout Walker, Starfighter.

Air Vehicles

Assault Skybike

Two-seat flying motorcycle, armed to the teeth.

Templates Little 1, Mobile 1, Resistant 1, Vulnerable 1

Size Small; Speed 7 squares (flying, land); CR 10; XP 5,900; AC 17; HP 190

Proficient Roll +8; Unskilled Roll/Initiative +4

Gunnery Stations 2

Skills Flying Vehicles, Intimidation, Perception, Stealth; passive Perception 16

Saves Constitution, Dexterity

Cost 7,500 credits

Battle Stations

Gunnery, Piloting, Sensors

Front Laser Cannon, 5/10 square range, dealing 4d10 (20) fire damage.

Provided Gambit: Buzz

Engineering, Gunnery

Back Laser Cannon, 3/7 square range, dealing 3d10 (15) fire damage.

Provided Gambit: Double Tap

Damage Resistances thunder

Vulnerabilities

Flank. Vulnerable to damage on attacks from the sides.

City Skycar

A simple flying car for the urban family. A decent escape vehicle in a pinch.

Templates Resistant 1, Slow 1, Vulnerable 1

Size Medium; Speed 5 squares (flying, land); CR 5; XP 1,800; AC 15; HP 170

Proficient Roll +8; Unskilled Roll/Initiative +4

Gunnery Stations 0

Skills Flying Vehicles, Insight, Perception, Persuasion; passive Perception 16

Saves Charisma, Wisdom

Cost 2,500 credits

Battle Stations

Engineering, Piloting

Provided Gambit: Break Away

Damage Resistances thunder

Vulnerabilities

Point Blank. Vulnerable to damage from ranged attacks made within 1 square.

Fighter Plane

A jet fighter or other high speed aerial combat vehicle, heading to the danger zone.

Templates Mobile 2, Nimble 1, Resistant 1, Vulnerable 1

Size Medium; Speed 8 squares (flying); CR 13; XP 10,000; AC 18; HP 230

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 2

Skills Flying Vehicles, Perception, Stealth; passive Perception 17

Saves Constitution, Dexterity, Wisdom

Cost 70,000 credits

Battle Stations

Gunnery, Piloting, Sensors

Front Laser Cannon, 5/10 square range, dealing 2d10 (10) fire damage.

NPC: +4 bonus to hit.

Provided Gambit: Guns Pass

Engineering, Gunnery

Back Laser Cannon, 5/10 square range, dealing 3d10 (15) fire damage.

NPC: +4 bonus to hit.

Provided Gambit: Seeker Missiles

Damage Resistances thunder

Vulnerabilities

Back Stab. Vulnerable to damage on attacks from behind.

Pleasure Skiff

Opulence on the deck of a slow-moving yacht of the sky. Pop some bubbly.

Templates Big 2, Slow 2, Resistant 1, Vulnerable 1

Size Huge; Speed 4 squares (flying); CR 9; XP 5,000; AC 14; HP 310

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 3

Skills Flying Vehicles, Intimidation, Perception, Persuasion; passive Perception 17

Saves Constitution, Strength

Cost 80,000 credits

Battle Stations

Gunnery, Piloting, Sensors

Forward Laser Cannons, 3/5 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Side Swipe

Engineering

Provided Gambit: Boost Defenses

Gunnery (x2) Port Laser Cannons, 5/10 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Spray Fire

Damage Resistances bludgeoning

Vulnerabilities

Frontal Assault. Vulnerable to damage on attacks from the front.

Racing Pod

Compact vehicle employed in low altitude races. Most are custom built.

Templates Little 1, Mobile 2, Nimble 1, Resistant 1, Vulnerable 1

Size Small; Speed 8 squares (flying, land); CR 7; XP 2,900; AC 15; HP 150

Proficient Roll +7; Unskilled Roll/Initiative +4

Gunnery Stations 0

Skills Flying Vehicles, Intimidation, Perception; passive Perception 15

Saves Dexterity, Wisdom

Cost 4,000 cr

Battle Stations

Piloting

Provided Gambit: Buzz

Damage Resistances bludgeoning

Vulnerabilities

Territorial. Vulnerable to all damage when I’m outside of a designated racetrack.

Recreational Skybike

For just funning around on flying motorcycles.

Templates Little 1, Mobile 1, Resistant 1, Vulnerable 1

Size Small; Speed 7 squares (flying, land); CR 6; XP 2,300; AC 17; HP 150

Proficient Roll +7; Unskilled Roll/Initiative +4

Gunnery Stations 0

Skills Flying Vehicles, Persuasion, Perception; passive Perception 15

Saves Dexterity, Wisdom

Cost 15,000 credits

Damage Resistances thunder

Battle Stations

Engineering, Piloting

Provided Gambit: Lose the Tail

Vulnerabilities

Flank. Vulnerable to damage on attacks from the sides.

Sports Skycar

A fast, sleek, flying car. Comes in both convertible and hard-top varieties.

Templates Mobile 3, Resistant 1, Vulnerable 1

Size Medium; Speed 9 squares (flying, land); CR 9; XP 5,000; AC 15; HP 190

Proficient Roll +8; Unskilled Roll/Initiative +4

Gunnery Stations 0

Skills Flying Vehicles, Perception, Persuasion; passive Perception 16

Saves Charisma, Constitution, Dexterity

Cost 90,000 credits

Battle Stations

Engineering, Piloting, Sensors

Provided Gambit: Close In

Damage Resistances slashing

Vulnerabilities

Small Weak Point. Vulnerable to damage from attacks that hit the center of the roof of the skycar. Attacks against that spot are made at Disadvantage.

Surveillance Drone

An unmanned flying robot, spying for a government and defending itself when caught.

Templates Mobile 1, Resistant 1, Vulnerable 1

Size Medium; Speed 7 squares (flying, land); CR 11; XP 7,200; AC 16; HP 230

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations (unmanned) 3

Skills Flying Vehicles, Investigation, Perception, Science, Stealth; passive Perception 17

Saves Dexterity, Constitution

Cost 60,000 cr

Battle Stations

Engineering, Gunnery, Piloting, Sensors (x3) Laser Cannon, 5/10 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Electric Jolt

Damage Resistances fire

Vulnerabilities

Sight Reliant. Vulnerable to damage on attacks made by invisible foes.

Troop Transporter

Aerial troop conveyance for quick battlefield deployment.

Templates Big 1, Mobile 1, Resistant 1, Vulnerable 1

Size Large; Speed 7 squares (flying, land); CR 9; XP 5,000; AC 15; HP 220

Proficient Roll +8; Unskilled Roll/Initiative +4

Gunnery Stations 1

Skills Flying Vehicles, Investigation, Perception, Stealth; passive Perception 16

Saves Constitution, Dexterity

Cost 20,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Front Mounted Blast Cannon, 7/12 square range, dealing 4d8 (16) fire damage.

Provided Gambit: Hard Landing

Engineering

Provided Gambit: Quick Fix

Damage Resistances bludgeoning

Vulnerabilities

Flank. Vulnerable to damage on attacks from the sides.

Civilian Vehicles

Asteroid Miner

A special purpose ship designed for deep space mining.

Templates Big 1, Resistant 2, Slow 2, Vulnerable 1

Size Large; Speed 4 squares (space); CR 9; XP 5,000; AC 14; HP 260

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 1

Skills Perception, Science, Space Vehicles; passive Perception 17

Saves Constitution, Strength , Wisdom

Cost 55,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Plasma Mining Cannon, 5/10 square range, dealing 4d10 (20) fire damage.

Provided Gambit: Double Tap

Engineering, Sensors

Provided Gambit: Compromise Integrity

Damage Resistances fire, radiation

Vulnerabilities

Exposed Attack. Vulnerable to all damage in the turn following my own attack.

Bulk Freighter

A lumbering cargo-hauling starship.

Templates Big 1, Hyper 1, Resistant 1, Slow 3, Vulnerable 1

Size Large; Speed 3 squares (FTL, space); CR 13; XP 10,000; AC 14; HP 360

Proficient Roll +11; Unskilled Roll/Initiative +6

Gunnery Stations 2

Skills Perception, Space Vehicles, Survival; passive Perception 19

Saves Constitution, Intelligence, Strength , Wisdom

Cost 120,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Laser Cannon, 3/5 square range, dealing 3d12 (18) fire damage.

Provided Gambit: Side Swipe

Engineering, Piloting, Sensors

Provided Gambit: Liberation C. Gunnery Laser Cannon, 5/10 square range, dealing 3d12 (18) fire damage.

Provided Gambit: Dead Aim

Damage Resistances fire

Vulnerabilities

Combined Attack. Vulnerable to damage on attacks from a foe that is getting Help from 2 or more allies on that attack.

Courier Shuttle

A small craft, designed for delivery of important passengers.

Templates Hyper 1, Little 1, Mobile 3, Resistant 1, Vulnerable 1

Size Small; Speed 9 squares (FTL, space); CR 12; XP 8,400; AC 18; HP 230

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 0

Skills Perception, Persuasion, Science, Space Vehicles, Stealth; passive Perception 17

Saves Dexterity, Intelligence

Cost 50,000 cr

Battle Stations

Piloting, Engineering, Sensors

Provided Gambit: Break Away

Damage Resistances radiation

Vulnerabilities

Point Blank. Vulnerable to damage from ranged attacks made within 5 ft. (1 square).

Escape Pod

Just what’s needed to get away.

Templates Little 2, Slow 4, Resilient 2, Vulnerable 1

Size Tiny; Speed 2 squares (flying, space); CR 1; XP 200; AC 12; HP 110

Proficient Roll +6; Unskilled Roll/Initiative +3

Gunnery Stations 0

Skills Insight, Persuasion, Stealth; passive Perception 14

Saves Constitution, Dexterity

Cost 500 cr

Battle Stations

Engineering, Piloting Provided Gambit: Blind Spot

Damage Resistances fire, bludgeoning

Vulnerabilities

Flank. Vulnerable to damage on attacks from the sides.

Garbage Scow

A truly massive space freighter, hauling dangerous materials.

Templates Big 2, Hyper 1, Resistant 1, Slow 2, Vulnerable 1

Size Huge; Speed 4 squares (FTL, space); CR 17; XP 18,000; AC 16; HP 450

Proficient Roll +12; Unskilled Roll/Initiative +6

Gunnery Stations 4

Skills Intimidation, Investigation, Perception, Space Vehicles, Survival; passive Perception 20

Saves Constitution, Strength , Wisdom

Cost 150,000 cr

Battle Stations

Piloting, Sensors

Provided Gambit: Gravity Defense

Piloting, Engineering

Provided Gambit: Shunt Power

Gunnery (x4) Radiation Cannon, 4/9 square range, dealing 3d8 (12) radiation damage.

Provided Gambit: Spray Fire

Damage Resistances radiation

Vulnerabilities

Territorial. Vulnerable to all damage when I’m outside the trade routes.

Interstellar Cruise Ship

Hauling thousands of retirees and vacationing professionals, journeying to the stars for a weeks and months of paradise.

Templates Big 3, Hyper 1, Resistant 1, Slow 2, Tough 1, Vulnerable 1

Size Gargantuan; Speed 4 squares (FTL, space); CR 15; XP 13,000; AC 16; HP 500

Proficient Roll +11; Unskilled Roll/Initiative +6

Gunnery Stations 2

Skills Investigation, Perception, Space Vehicles; passive Perception 19

Saves Charisma, Constitution, Intelligence, Strength , Wisdom

Cost 2,000,000 cr

Battle Stations

Piloting, Sensors

Provided Gambit: Gravity Defense

Engineering, Sensors

Provided Gambit: Boost Defenses

Gunnery (x2)

Small Laser Array, 3/12 square range, dealing 3d12 (18) fire damage.

Provided Gambit: Spray Fire

Damage Resistances cold

Vulnerabilities

Back Stab. Vulnerable to damage on attacks from behind.

Light Freighter

The perfect vessel for an imperfect crew.

Templates Hyper 1, Resistant 1, Tough 1, Vulnerable 1

Size Medium; Speed 6 squares (FTL, space); CR 13; XP 10,000; AC 17; HP 290

Proficient Roll +10; Unskilled Roll/Initiative +5

Gunnery Stations 3

Skills Investigation, Perception, Space Vehicles, Survival; passive Perception 18

Saves Constitution, Dexterity, Strength

Cost 18,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Side Laser Cannon, 5/10 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Close Maneuvers

Gunnery, Piloting, Sensors

Side Laser Cannon, 5/10 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Search Pattern C. Engineering, Sensors

Provided Gambit: Lay of the Land D. Gunnery Heavy Laser Cupola, 6/12 square range, dealing 3d10 (15) fire damage.

Provided Gambit: Spray Fire

Damage Resistances radiation

Vulnerabilities

Combined Attack. Vulnerable to damage on attacks from a foe that is getting Help from 2 or more allies on that attack.

Luxury Yacht

Expensive, sizable, and impressive. Advanced security and a few defensive measures to fend off the pirates.

Templates Big 1, Hyper 1, Resistant 1, Slow 1, Vulnerable 1

Size Large; Speed 5 squares (FTL, space); CR 13; XP 10,000; AC 16; HP 320

Proficient Roll +10; Unskilled Roll/Initiative +5

Gunnery Stations 1

Skills Deception, Persuasion, Space Vehicles; passive Perception 18

Saves Charisma, Constitution, Dexterity, Strength

Cost 500,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Oversized Energy Cannon, 5/10 square range, dealing 5d12 (30) fire damage.

Provided Gambit: Seeker Missiles

Engineering

Provided Gambit: Shunt Power

Damage Resistances lightning

Vulnerabilities

Frontal Assault. Vulnerable to damage on attacks from the front.

Sports Starship

Designed for cruising around the solar system in style.

Templates Mobile 2, Resistant 1, Vulnerable 1

Size Medium; Speed 8 squares (space); CR 12; XP 8,400; AC 16; HP 250

Proficient Roll +10; Unskilled Roll/Initiative +5

Gunnery Stations 0

Skills Deception, Space Vehicles; passive Perception 18

Saves Dexterity, Intelligence

Cost 200,000 cr

Battle Stations

Engineering, Piloting, Sensors

Provided Gambit: Intimidating Presence

Damage Resistances thunder

Vulnerabilities

Vengeful. Vulnerable to all damage from the first foe to damage me this encounter.

Sun Diver

Rare custom science ship designed for studying sun-based life and surviving on very hostile worlds.

Templates Hyper 1, Resistant 4, Slow 2, Vulnerable 1

Size Medium; Speed 6 squares (FTL, space); CR 10; XP 5,900; AC 16; HP 210

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 1

Skills Investigation, Science, Space Vehicles, Survival; passive Perception 17

Saves Constitution, Strength

Cost 800,000 cr

Battle Stations

Piloting, Sensors

Provided Gambit: Gravity Defense

Piloting, Engineering

Provided Gambit: Sun Dive

Gunnery Gravity Cannon, 5/10 square range, dealing 4d10 (20) force damage.

Provided Gambit: Spray Fire

Damage Immunities fire, radiation

Vulnerabilities

Frontal Assault. Vulnerable to damage on attacks from the front.

Government Vehicles

Diplomatic Shuttle

Fast shuttle equipped with defensive weaponry, for transporting important personnel and cargo.

Templates Hyper 1, Little 1, Mobile 3, Resistant 1, Vulnerable 1

Size Small; Speed 9 squares (FTL, space); CR 14; XP 11,500; AC 18; HP 250

Proficient Roll +10; Unskilled Roll/Initiative +5

Gunnery Stations 2

Skills Insight, Intimidation, Investigation, Persuasion, Space Vehicles; passive Perception 18

Saves Charisma, Dexterity

Cost 70,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Front Laser Emitter, 3/7 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Break Away

Engineering, Piloting

Provided Gambit: Liberation C. Gunnery Back Cryo Cannon, 5/10 square range, dealing 4d10 (20) cold damage.

Provided Gambit: Dead Aim

Damage Resistances fire

Vulnerabilities

Bane. Vulnerable to damage from missiles.

Exploration Lander

Scientific explorer ship. Becomes a basecamp once landed.

Templates Big 1, Hyper 1, Resistant 2, Slow 2, Vulnerable 1

Size Large; Speed 4 squares (FTL, space); CR 8; XP 3,900; AC 13; HP 240

Proficient Roll +8; Unskilled Roll/Initiative +4

Gunnery Stations 3

Skills Investigation, Science, Space Vehicles, Survival; passive Perception 16

Saves Constitution, Intelligence

Cost 120,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Defensive Maser Cannons, 4/8 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Reverse Polarity

Engineering, Sensors

Provided Gambit: Lay of the Land C. Gunnery (x2) Maser Cupola, 6/12 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Dead Aim

Damage Resistances cold, radiation

Vulnerabilities

Technology Reliant. Vulnerable to all damage once my sensors go down.

Inspection Ship

Searching for smuggled goods and dutifully enforcing blockades.

Templates Mobile 1, Resistant 1, Vulnerable 1

Size Medium; Speed 7 squares (space); CR 16; XP 15,000; AC 17; HP 310

Proficient Roll +11; Unskilled Roll/Initiative +6

Gunnery Stations 4

Skills Investigation, Perception, Space Vehicles; passive Perception 19

Saves Charisma, Dexterity, Constitution, Intelligence, Wisdom

Cost 150,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Laser, 5/10 square range, dealing 2d12 (12) fire damage.

Provided Gambit: Lay of the Land

Engineering, Piloting, Sensors

Provided Gambit: Survey

Gunnery (x3) Cutting Laser, 3/8 square range, dealing 2d12 (12) fire damage.

Provided Gambit: Shoot First

Damage Resistances thunder

Vulnerabilities

Territorial. Vulnerable to all damage when I’m outside the gravity well of my planet.

Planetary Defense Fighter

Old starfighter that’s not nearly as pretty as the newer models.

Templates Hyper 1, Little 1, Resistant 1, Slow 1, Vulnerable 1

Size Small; Speed 5 squares (FTL, space); CR 16; XP 15,000; AC 19; HP 330

Proficient Roll +12; Unskilled Roll/Initiative +6

Gunnery Stations 1

Skills Investigation, Perception, Space Vehicles, Stealth; passive Perception 20

Saves Charisma, Constitution, Dexterity, Wisdom

Cost 150,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Cannon, 5/10 square range, dealing 5d12 (30) fire damage.

Provided Gambit: Hunt

Damage Resistances force

Vulnerabilities

Combined Attack. Vulnerable to damage on attacks from a foe that is getting Help from 2 or more allies on that attack.

Planetary Defense Satellite

Orbital laser canon, protecting planets from invasion.

Templates Big 2, Deadly 2, Resistant 1, Slow 6, Vulnerable 1

Size Huge; Speed 0 squares (space); CR 21; XP 33,000; AC 13; HP 530

Proficient Roll +14; Unskilled Roll/Initiative +7

Gunnery Stations 1

Skills Investigation, Perception, Science, Space Vehicles; passive Perception 22

Saves Charisma, Constitution, Intelligence, Strength , Wisdom

Cost 1,500,000 cr

Battle Stations

Gunnery, Sensors

Laser Cannon, 5/10 square range, dealing 11d10 (55) fire damage.

Provided Gambit: Seeker Missiles

Engineering, Sensors

Provided Gambit: Boost Defenses

Damage Resistances fire

Vulnerabilities

Technology Reliant. Vulnerable to all damage once the planetary information network/shield network goes down.

Science Vessel

A starship packed to the thrusters with science equipment and smart beings.

Templates Controlling 1, Mobile 2, Resistant 1, Vulnerable 1, Wily 1

Size Medium; Speed 8 squares (FTL, space); CR 15; XP 13,000; AC 17; HP 270

Proficient Roll +10; Unskilled Roll/Initiative +5

Gunnery Stations 3

Skills Investigation, Perception, Science, Space Vehicles; passive Perception 18

Saves Dexterity, Intelligence, Wisdom

Cost 100,000 cr

Gambits Tricks: Push the Limit, Targeted Attack

Level 1-3 (3 slots/day): Analysis, Reverse Polarity, Shunt Power

Battle Stations

Gunnery, Piloting, Sensors

Specimen Manipulator Beam, 5/10 square range, dealing 3d12 (18) force damage and pulling the target 3 squares towards me.

Provided Gambit: Survey

Engineering, Piloting, Sensors

Provided Gambit: Boost Weapon C. Gunnery (x2) Port Proton Cannon, 4/8 square range, dealing 2d12 (12) radiation damage.

Provided Gambit: Dead Aim

Damage Resistances radiation

Vulnerabilities

Technology Reliant. Vulnerable to all damage once sensor systems go down.

Shield Generator

Satellite shield projector for a colony or defensive weapon.

Templates Big 1, Resistant 1, Slow 4, Tough 2, Vulnerable 1

Size Large; Speed 2 squares (space); CR 7; XP 2,900; AC 14; HP 360

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 1

Skills Science, Space Vehicles; passive Perception 17

Saves Charisma, Constitution, Intelligence, Strength , Wisdom

Cost 750,000 cr

Battle Stations

Engineering, Gunnery, Piloting, Sensors

Shield Projector, 5/10 square range, target has +4 AC for so long as the pilot concentrates.

Provided Gambit: Boost Defenses

Damage Resistances fire

Vulnerabilities

Frontal Assault. Vulnerable to damage on attacks from the front.

Space City

An immense mobile city, holding hundreds of thousands of residents. Often found in migrant fleets of 3 or more.

Templates Big 3, Resistant 1, Slow 4, Vulnerable 1

Size Gargantuan; Speed 2 squares (FTL, space); CR 11; XP 7,200; AC 13; HP 440

Proficient Roll +11; Unskilled Roll/Initiative +6

Gunnery Stations 4

Skills Insight, Persuasion, Science, Space Vehicles; passive Perception 19

Saves Charisma, Constitution, Intelligence, Wisdom

Cost 1,000,000,000+ cr

Battle Stations

Piloting, Sensors

Provided Gambit: Fire at Will

Engineering, Sensors

Provided Gambit: Observation C. Gunnery (x4) Anti-Vehicle Cannon, 5/10 square range, dealing 2d12 (12) lightning damage and pushing the target 3 squares away.

Provided Gambit: Seeker Missiles

Damage Resistances radiation

Vulnerabilities

Isolation. Vulnerable to all damage when my allies are more than 6 squares from me.

Land Vehicles

Assault Walker

Walking heavy weapons platform for sieges and ground assaults.

Templates Big 3, Resistant 1, Slow 2, Tough 1, Vulnerable 1

Size Gargantuan; Speed 4 squares (land); CR 14; XP 11,500; AC 16; HP 460

Proficient Roll +10; Unskilled Roll/Initiative +5

Gunnery Stations 4

Skills History, Land Vehicles; passive Perception 18

Saves Charisma, Constitution, Strength , Wisdom

Cost 350,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Font Laser Cannon, 5/10 square range, dealing 2d12 (12) fire damage.

Provided Gambit: Evacuation

Gunnery, Piloting, Engineering

Provided Gambit: Seeker Missiles

Gunnery (x2)

Dual Laser Cannon, 5/10 square range, dealing 2d12 (12) fire damage.

Provided Gambit: Spray Fire

Damage Resistances thunder

Vulnerabilities

Small Weak Point. Vulnerable to damage from attacks targeting my legs, which are made at Disadvantage.

Riding Lizard

Massive lizard, trained as an agile riding animal.

Templates Little 1, Mobile 3, Nimble 1, Resistant 1, Vulnerable 1

Size Small; Speed 9 squares (land); CR 10; XP 5,900; AC 17; HP 130

Proficient Roll +7; Unskilled Roll/Initiative +4

Gunnery Stations 1

Skills Acrobatics, Athletics, Perception, Stealth; passive Perception 15

Saves Dexterity

Cost 1,000 cr

Battle Stations

Gunnery, Piloting Lizard Claws, melee attack, dealing 2d10+4 (14) slashing damage. NPC: +2 bonus to hit.

Provided Gambit: Hunt

Damage Resistances lightning

Vulnerabilities

Bane. Vulnerable to cold damage.

Scout Walker

Quick walking tank, designed for high-speed ground assaults.

Templates Big 1, Mobile 1, Resistant 1, Vulnerable 1

Size Medium; Speed 6 squares (land); CR 8; XP 3,900; AC 15; HP 170

Proficient Roll +8; Unskilled Roll/Initiative +4

Gunnery Stations 2

Skills Investigation, Perception, Land Vehicles, Survival; passive Perception 16

Saves Dexterity, Wisdom

Cost 150,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Heavy Laser Cannon, 5/10 square range, dealing 3d8 (12) fire damage.

Provided Gambit: Spray Fire

Gunnery, Engineering Laser Cannon, 4/8 square range, dealing 2d8 (8) fire damage.

Provided Gambit: Liberation

Damage Resistances thunder

Vulnerabilities

Small Weak Point. Vulnerable to damage from attacks on my legs, which are made at Disadvantage.

Military Vehicles

Bomber Starfighter

Heavy weapons fighter, generally escorted by quicker starships.

Templates Deadly 1, Little 1, Resistant 1, Tough 1, Slow 1, Vulnerable 1

Size Small; Speed 5 squares (space); CR 12; XP 8,400; AC 18; HP 270

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 2

Skills Investigation, Perception, Space Vehicles; passive Perception 17

Saves Constitution, Dexterity, Intelligence, Wisdom

Cost 325,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Small Laser Cannon, 4/7 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Seeker Missiles

Gunnery, Engineering Plasma Bomb, 3×3 square area within 7 square range, dealing 5d10 (25) fire damage, Dexterity save for half damage.

Provided Gambit: Seeker Missiles

Damage Resistances lightning

Vulnerabilities

Combined Attack. Vulnerable to damage on attacks from a foe that is getting Help from 2 or more allies on that attack.

Fast Starfighter

The perfect starship for the showoff space ace in your squadron.

Templates Hyper 1, Little 1, Mobile 2, Nimble 1, Resistant 1, Vulnerable 1

Size Small; Speed 8 squares (FTL, space); CR 14; XP 11,500; AC 19; HP 230

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 1

Skills Investigation, Perception, Space Vehicles, Stealth; passive Perception 17

Saves Dexterity, Intelligence, Wisdom

Cost 225,000 cr

Battle Stations

Engineering, Gunnery, Piloting, Sensors

Dual Laser Cannon, 5/10 square range, dealing 4d10 (20) fire damage. NPC: +2 bonus to hit.

Provided Gambit: Stay On

Damage Resistances lightning

Vulnerabilities

Frontal Assault. Vulnerable to damage on attacks from the front.

Gunship

Starship designed for large battles and orbital bombardment.

Templates Big 2, Deadly 2, Hyper 1, Slow 1, Resistant 1, Tough 1, Vulnerable 1

Size Huge; Speed 5 squares (FTL, space); CR 21; XP 33,000; AC 18; HP 490

Proficient Roll +12; Unskilled Roll/Initiative +6

Gunnery Stations 6

Skills Intimidation, Investigation, Perception, Space Vehicles; passive Perception 20

Saves Constitution, Intelligence, Strength , Wisdom

Cost 3,000,000 cr

Battle Stations

Piloting, Sensors

Provided Gambit: Search Pattern

Engineering

Provided Gambit: Shunt Power

Gunnery (x6) Cupola, 6/12 square range, dealing 4d8 (16) fire damage.

Provided Gambit: Heavy Rocket

Damage Resistances thunder

Vulnerabilities

Small Weak Point. Vulnerable to damage from attacks that hit my heat dispersion dish. Attacks against that spot are made at Disadvantage.

Heavy Starfighter

Heavy firepower, hard to take down. Still fast enough for hit and run tactics.

Templates Deadly 1, Harmful 1, Little 1, Resistant 1, Tough 1, Vulnerable 1

Size Small; Speed 6 squares (FTL, space); CR 15; XP 13,000; AC 19; HP 270

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 2

Skills Intimidation, Perception, Space Vehicles; passive Perception 17

Saves Constitution, Dexterity, Strength

Cost 200,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Plasma Cannon, 5/10 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Spray Fire

Engineering, Gunnery

Ion Cannon, 5/10 square range, dealing 5d10 (25) lightning damage and the target must succeed in a Constitution save or become scrambled for 1d6 rounds, or until successful in a Constitution save on the pilot’s turn.

Provided Gambit: Heavy Rocket

Damage Resistances lightning

Vulnerabilities

Flank. Vulnerable to damage on attacks from the sides.

Interdictor

Armed with powerful tractor beams, these cruisers patrol the space lanes, picking their battles.

Templates Big 2, Harmful 3, Resistant 1, Tough 1, Vulnerable 1

Size Huge; Speed 6 squares (FTL, space); CR 19; XP 22,000; AC 19; HP 470

Proficient Roll +12; Unskilled Roll/Initiative +6

Gunnery Stations 4

Skills Intimidation, Investigation, Perception, Science, Space Vehicles; passive Perception 20

Saves Charisma, Constitution, Wisdom

Cost 3,000,000 cr

Battle Stations

Piloting, Sensors

Laser Cannon, 5/10 square range, dealing 2d12 (12) fire damage.

Provided Gambit: Close In

Engineering, Sensors

Provided Gambit: Track Creature

Gunnery (x3) Gravity Cannon, 7/14 square range, dealing 2d12 (12) force damage and the target must succeed in a Strength save or become restrained for 1d6 rounds, or until successful in a Strength save on the pilot’s turn. Can be used against ships in nearby hyperspace, pulling them into real space on a hit.

Provided Gambit: Double Tap

Damage Resistances thunder

Vulnerabilities

MacGuffin. Vulnerable to all damage this encounter once I lose possession of the ship I’m after.

Invasion Ship

Designed for planetary assault through troop deployment. Holds thousands of soldiers and dozens of ground vehicles.

Templates Hyper 1, Resistant 1, Slow 1, Tough 3, Vulnerable 1

Size Medium; Speed 5 squares (FTL, space); CR 23; XP 50,000; AC 21; HP 530

Proficient Roll +14; Unskilled Roll/Initiative +7

Gunnery Stations 5

Skills Investigation, Perception, Space Vehicles, Stealth; passive Perception 22

Saves Charisma, Constitution, Strength , Intelligence, Wisdom

Cost 2,000,000 cr

Battle Stations

Piloting, Sensors

Provided Gambit: Hard Landing

Engineering

Provided Gambit: Boost Weapon C. Gunnery (x5)

Assault Cannon, 5/10 square range, dealing 3d8 (12) fire damage.

Provided Gambit: Seeker Missiles

Damage Resistances thunder

Vulnerabilities

Flank. Vulnerable to damage on attacks from the sides.

Planet Killer

A weapon capable of destroying a planet. As big as a small moon.

Templates Big 3, Deadly 4, Resistant 1, Slow 6, Tough 2, Vulnerable 1

Size -; Speed 0 squares (space); CR 30; XP 155,000; AC 17; HP 780

Proficient Roll +17; Unskilled Roll/Initiative +9

Gunnery Stations 1

Skills Intimidation, Investigation, Perception, Persuasion, Science, Space Vehicles; passive Perception 25

Saves Charisma, Constitution, Intelligence, Strength , Wisdom

Cost 5,000,000,000,000 cr

Battle Stations

Piloting, Sensors

Provided Gambit: True Seeing

Engineering, Sensors

Provided Gambit: Compromise Integrity

Gunnery (takes a crew of 10) Impossibly Big Laser, 10/20 square range, destroying target vehicle, moon, or planet.

Provided Gambit: Heavy Rockets

Damage Resistances fire

Vulnerabilities

Small Weak Point. Vulnerable to damage from attacks that hit my exhaust port. Attacks against that spot are made at Disadvantage and the attacker must be within 1 square of the port.

Spy Ship

A stealthy starship with advanced sensors.

Templates Hyper 1, Mobile 1, Nimble 1, Resistant 1, Vulnerable 1, Wily 1

Size Medium; Speed 7 squares (FTL, space); CR 17; XP 18,000; AC 18; HP 310

Proficient Roll +11; Unskilled Roll/Initiative +6

Gunnery Stations 2

Skills Deception, Investigation, Perception, Space Vehicles, Stealth; passive Perception 19

Saves Constitution, Dexterity, Intelligence

Cost 1,500,000 cr

Gambits

This creature can use the following gambits, requiring no components:

Camouflage, Distraction

1st-3rd Level (3 slots/day): Blind Spot, Lay of the Land, Nondetection

Battle Stations

A. Gunnery, Piloting, Sensors

UV Laser Cannon, 5/10 square range, dealing 2d12 (12) fire damage. NPC: +2 bonus to hit.

Provided Gambit: Under the Radar

Engineering, Gunnery

Virus Transmitter, 5/10 square range, dealing 4d12 (24) lightning damage. NPC: +2 bonus to hit.

Provided Gambit: Jamming

Damage Resistances lightning

Vulnerabilities

Exposed Attack. Vulnerable to all damage in the turn following my UV Laser Cannon attack.

Simple Starfighter

Cheap fighter without FTL capabilities or heavy weapons, winning through sheer numbers.

Templates Little 1, Nimble 1, Resistant 1, Vulnerable 1

Size Small; Speed 6 squares (space); CR 9; XP 5,000; AC 18; HP 170

Proficient Roll +8; Unskilled Roll/Initiative +4

Gunnery Stations 1

Skills Investigation, Perception, Space Vehicles; passive Perception 16

Saves Dexterity, Wisdom

Cost 70,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Laser Cannon, 5/10 square range, dealing 4d8 (16) fire damage. NPC: +2 bonus to hit.

Provided Gambit: Break Away

Damage Resistances lightning

Vulnerabilities

Isolation. Vulnerable to all damage when my allies are more than 6 squares from me.

Stock Starfighter

Versatile FTL capable fighter. Capable in war, patrol, and hit-and-run assaults.

Templates Hyper 1, Little 1, Mobile 1, Resistant 1, Vulnerable 1

Size Small; Speed 7 squares (FTL, space); CR 12; XP 8,400; AC 18; HP 230

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 1

Skills Investigation, Perception, Persuasion, Space Vehicles; passive Perception 17

Saves Constitution, Dexterity, Wisdom

Cost 190,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Quad Laser Cannons, 5/10 square range, dealing 4d10 (20) fire damage.

Provided Gambit: Spray Fire

Engineering, Piloting

Provided Gambit: Seeker Missiles

Damage Resistances lightning

Vulnerabilities

Back Stab. Vulnerable to damage on attacks from behind.

Monsters

Asteroid Wyrm

Great writhing beast of the voids, living off asteroid minerals and starship hulls.

Templates Big 3, Deadly 3, Resistant 1, Slow 1, Vulnerable 1

Size Gargantuan; Speed 5 squares (FTL, space); CR 22; XP 41,000; AC 19; HP 570

Proficient Roll +15; Unskilled Roll/Initiative +8

Gunnery Stations 1

Skills Athletics, Intimidation, Perception; passive Perception 23

Saves Constitution, Dexterity, Strength

Actions

  • Tremendous Bite, melee attack, dealing 14d10 (70) piercing damage.

Damage Resistances fire

Vulnerabilities

Territorial. Vulnerable to all damage when I’m outside my home asteroid.

Living Drone Ship

A small insectoid starfighter, deployed from its mothership.

Templates Cooperative 1, Little 2, Nimble 1, Resistant 1, Vulnerable 1

Size Tiny; Speed 6 squares (FTL, space); CR 8; XP 3,900; AC 19; HP 110

Proficient Roll +6; Unskilled Roll/Initiative +3

Gunnery Stations 1

Skills Perception, Intimidation, Space Vehicles, Stealth; passive Perception 14

Saves Dexterity

Cooperative Gains half cover when within 1 square of an ally vehicle.

Battle Stations

A. Gunnery, Piloting, Sensors

Plasma Orifice, 3/6 square range, dealing 2d12 (12) fire damage. NPC: +2 bonus to hit.

Provided Gambit: Close Maneuvers

Damage Resistances cold

Vulnerabilities

Isolation. Vulnerable to all damage when my allies are more than 6 squares from me.

Living Mothership

Living hive starship, releasing dozens or even hundreds of drone children into space to do battle.

Templates Big 3, Hyper 1, Resistant 1, Slow 2, Vulnerable 1

Size Gargantuan; Speed 4 squares (FTL, space); CR 25; XP 75,000; AC 19; HP 660

Proficient Roll +16; Unskilled Roll/Initiative +9

Gunnery Stations 6

Skills Insight, Intimidation, Perception, Space Vehicles; passive Perception 24

Saves Constitution, Dexterity, Intelligence, Strength

Battle Stations

A. Piloting, Sensors

Provided Gambit: Fire at Will

Engineering, Sensors

Provided Gambit: Lay of the Land C. Gunnery (x6)

Plasma Orifice, 6/12 square range, dealing 3d12 (18) fire damage.

Provided Gambit: Hunt

Damage Resistances cold

Vulnerabilities

Isolation. Vulnerable to all damage when my allies are more than 6 squares from me.

Star Angel

An energy being of unfathomable biology and intelligence, dancing among the stars.

Templates Harmful 1, Hyper 1, Resistant 4, Vulnerable 1

Size Medium; Speed 6 squares (FTL, space); CR 22; XP 41,000; AC 19; HP 410

Proficient Roll +14; Unskilled Roll/Initiative +7

Gunnery Stations 1

Skills Acrobatics, Athletics, Insight, Intimidation, Perception; passive Perception 22

Saves Constitution, Dexterity, Intelligence, Wisdom

Actions

  • Solar Flare, 7/14 square range, dealing 7d8 (28) fire damage and the target must succeed in a Constitution save or all vehicle systems become scrambled for 1d6 rounds, or until it succeeds in a Constitution save on its turn.

Damage Immunities fire, radiation

Vulnerabilities

Territorial. Vulnerable to all damage when I’m more than 20 squares from a star.

Outsider Vehicles

Hodgepodge Cruiser

Cobbled together from a variety of smaller ships. Often the crowning jewel of a pirate fleet.

Templates Big 1, Hyper 1, Resistant 1, Slow 1, Vulnerable 1

Size Large; Speed 5 squares (FTL, space); CR 16; XP 15,000; AC 17; HP 380

Proficient Roll +12; Unskilled Roll/Initiative +6

Gunnery Stations 4

Skills Deception, Intimidation, Investigation, Perception, Space Vehicles; passive Perception 20

Saves Charisma, Strength , Wisdom

Cost 250,000 cr

Battle Stations

Piloting, Sensors

Provided Gambit: Assault

Engineering, Sensors

Provided Gambit: Hunt C. Gunnery (x4) Makeshift Laser Cannon, 3/12 square range, dealing 2d12 (12) fire damage.

Provided Gambit: Disabling Shot

Damage Resistances lightning

Vulnerabilities

Combined Attack. Vulnerable to damage on attacks from a foe that is getting Help from 2 or more allies on that attack.

Hodgepodge Fighter

An amalgam of destroyed ships, made to serve as a starfighter of sorts. Each is a work of art.

Templates Resistant 1, Vulnerable 1

Size Medium; Speed 6 squares (space); CR 9; XP 5,000; AC 15; HP 190

Proficient Roll +8; Unskilled Roll/Initiative +4

Gunnery Stations 1

Skills Deception, Investigation, Perception, Space Vehicles; passive Perception 16

Saves Dexterity, Wisdom

Cost 40,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Serviceable Laser Cannon: 4/8 square range, dealing 4d10 (20) fire damage.

Provided Gambit: Blind Spot

Engineering, Piloting

Provided Gambit: Switcheroo

Damage Resistances lightning

Vulnerabilities

Retreat. Vulnerable to all damage when attempting to flee the battlefield.

Mobile Thieves’ Den

Who needs a spaceport when your hideout flies?

Templates Big 2, Hyper 1, Resistant 1, Slow 3, Vulnerable 1

Size Huge; Speed 3 squares (FTL, space); CR 16; XP 15,000; AC 15; HP 470

Proficient Roll +13; Unskilled Roll/Initiative +7

Gunnery Stations 4

Skills Deception, Insight, Intimidation, Investigation, Space Vehicles, Stealth; passive Perception 21

Saves Charisma, Constitution, Strength

Cost 2,500,000 cr

Battle Stations

Piloting, Sensors

Provided Gambit: Survivable Surrender

Engineering

Provided Gambit: Boost Defenses

Gunnery (x4) Tiny Laser Cannon, 5/10 square range, dealing 3d8 (12) fire damage.

Provided Gambit: Heavy Rocket

Damage Resistances bludgeoning

Vulnerabilities

Combined Attack. Vulnerable to damage on attacks from a foe that is getting Help from 2 or more allies on that attack.

Pirate Ship

A ship built for quick attack and plunder of weaker ships.

Templates Big 1, Harmful 2, Hyper 1, Mobile 2, Resistant 1, Vulnerable 1

Size Large; Speed 8 squares (FTL, space); CR 14; XP 11,500; AC 17; HP 340

Proficient Roll +11; Unskilled Roll/Initiative +6

Gunnery Stations 4

Skills Deception, Intimidation, Investigation, Perception, Space Vehicles; passive Perception 19

Saves Constitution, Dexterity, Wisdom

Cost 300,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Main Laser Cannon, 4/8 square range, dealing 3d12 (18) fire damage.

Provided Gambit: Search Pattern

Engineering

Provided Gambit: Liberation C. Gunnery (x2) Ion Cannon, 5/10 square range, dealing 2d12 (12) lightning damage and the target must succeed in a Strength save or become restrained for 1d6 rounds, or until it succeeds in a Strength save on its pilot’s turn.

Provided Gambit: Spray Fire

Damage Resistances fire

Vulnerabilities

Greed. Vulnerable to all damage once I spot an expensive item I wish to possess, until I gain that item.

Scavenger Ship

A hauler designed to harvest parts from starship graveyards and other wreckage.

Templates Big 1, Controlling 1, Hyper 1, Resistant 1, Slow 2, Vulnerable 1

Size Large; Speed 4 squares (FTL, space); CR 10; XP 5,900; AC 14; HP 260

Proficient Roll +9; Unskilled Roll/Initiative +5

Gunnery Stations 2

Skills Investigation, Perception, Space Vehicles, Survival; passive Perception 17

Saves Dexterity, Intelligence

Cost 55,000 cr

Battle Stations

Gunnery, Piloting, Sensors

Laser Cutter, 5/10 square range, dealing 2d10 (10) fire damage.

Provided Gambit: Observation

Engineering, Sensors

Provided Gambit: Analysis

Gunnery Gravity Tow, 3/6 square range, dealing 2d10 (10) force damage and the target is pulled 3 squares towards me.

Provided Gambit: Spray Fire

Damage Resistances lightning

Vulnerabilities

Greed. Vulnerable to all damage once I spot an expensive item I wish to possess, until I gain that item.

Spells

Mutagenics

Level 4
School Medical
Target Living creature
Range Touch
Pull Time Action
Components Medical tools
Duration 1 hour
Scale Personal

For the duration, the target gains a single trait from a beast you have encountered before, such as darkvision, flying, or immunity to poison. An unwilling target must be hit with a melee gambit attack.

Network Blast

Level 9
School Splicing
Target Computer network
Range Touch
Pull Time Action
Components Security tools
Scale Personal

Every terminal of target computer network explodes (except for the one you are using).

Any creatures within 5 ft. of a terminal must succeed in a Dexterity save or take 8d10 lightning damage.

Never Lost

Trick
School Survival
Target Self
Pull Time Action
Scale Personal and Vehicles

You learn your location in relation to known landmarks, including planetary poles.

Nondetection

Level 3
School Survival
Target Willing creature
Range Touch
Pull Time Action
Components Survival kit
Duration 8 hours
Scale Personal and Vehicles

The target does not show up on sensors and cannot be found or tracked through the use of gambits or features.

Nuclear Option

Level 9
School Arsenal
Target 100 ft. high, 50ft diameter cylinder
Range 500 ft.
Pull Time Action
Components Explosives
Duration 3 days
Scale Personal

All targets within area take 4d6 fire and 4d6 radiation damage. Living targets must succeed in a Constitution save or suffer an additional 4d6 poison damage and be poisoned for the duration.

Observation

Level 1
School Survival
Target Creature or vehicle
Range 20 squares
Pull Time Action
Components Science tools, survival kit, or sensors
Scale Personal and Vehicles

You learn the vulnerabilities and resistances of the target.

Old Friend

Level 5
School Deception
Target Creature
Range 10 squares
Pull Time Action
Duration Concentration, up to 3 hours
Scale Personal

Target sapient creature that can see you must succeed in a Charisma save or believe you are an old acquaintance for the duration, during which time they are charmed by you and will fight by your side.

Outmaneuver

Level 8
School Vehicles
Target Vehicle
Range 5 squares
Pull Time Action
Duration Concentration, up to 10 minutes
Scale Vehicles

The target’s pilot must succeed in a vehicle use skill roll against your gambit save DC whenever it wishes to use an ability or gambit that grants movement, while within range.

Attacks made against the target by gunners on your vehicle have advantage.

Personal Shield

Level 3
School Engineering
Target Self
Pull Time Action
Components Science tools
Duration 8 hours
Scale Personal

You benefit from 3/4 cover for the duration.

Pick Pocket

Trick
School Deception
Target Self
Pull Time Action
Duration Concentration, up to 10 minutes
Scale Personal

For the duration, you may make a Sleight of Hand roll to steal from someone as a Reaction whenever they come within 5 feet of you on their turn.

Pincer

Level 8
School Tactics
Target Squad
Range Communications
Pull Time Action
Duration Concentration
Scale Personal and Vehicles

Whenever a squad member attacks a target that is directly between them and another squad member, the target is vulnerable to all damage inflicted on the attack.

Plant Explosive

Level 4
School Engineering
Target Vehicle or structure
Range Touch
Pull Time Action
Components Explosives
Duration 12 hours
Scale Personal and Vehicles

You plant an explosive charge which deals 7d10 thunder damage to the target and any other creatures and items within 25 feet of that point, whenever you choose to detonate it during the duration. Detonation takes your bonus action.

Play Dead

Level 3 [Experiment]
School Deception
Target Willing creature
Range Touch
Pull Time Action
Components Disguise kit
Duration 1 hour
Scale Personal

Target appears dead to those who fail a Wisdom save upon examining the “body”, which is paralyzed for the duration.

Playing God

Level 9
School Medical
Target Dead creature
Range Touch
Pull Time Action
Components Medical tools, 25,0000 cr in materials that are expended
Scale Personal

Target dead creature is restored to life at full hit points, recovered of poisons and diseases, and restored of any missing limbs. If a body for the creature no longer exists, you clone a new one.

Poisonous Aerosol

Trick
School Medical
Target Living creature
Range 10 ft.
Pull Time Action
Components Medical tools
Scale Personal

Target must succeed in a Constitution save or take 1d12 poison damage. This gambit’s damage increases by 1d12 when you reach 5th, 11th, and 17th casting levels.

Protection from Energy

Level 3
School Survival
Target Willing creature
Range Touch
Pull Time Action
Components Survival kit
Duration Concentration
Scale Personal and Vehicles

The target has resistance to one damage type of your choice: acid, cold, fire, lightning, force, or thunder for the duration.

Push the Limit

Trick
School Engineering
Pull Time Action
Components Weapon
Scale Personal and Vehicles

Make an attack with a weapon, dealing 2 additional fire damage. If you roll a 1 on the attack, the weapon breaks.

Quick Assist

Trick
School Tactics
Target Creature
Range 10 squares
Pull Time Bonus action
Scale Personal

You Help a target that can hear you on a skill or attack roll.

Quick Fix

Level 1
School Engineering
Target Item
Range Touch
Pull Time Action
Components Any tools
Scale Personal and Vehicles

You repair 1d10 + your gambit pulling modifier hit points on the item. +1d10 hit points repaired for each additional level slot used.

Rally

Level 1
School Tactics
Target Squad
Range Communications
Pull Time Action
Duration 1 round
Scale Personal

Squad members are cured of fear effects and may add 2 squares to their speed if their movement brings them closer to you.

Ramming Speed

Level 6
School Vehicles
Target Self
Pull Time Action
Duration 1 round
Scale Vehicles

Take the Dash action. Any collisions your vehicle suffers for the duration deals 3 times normal damage to the other vehicles involved.

Rapid Deployment

Level 5
School Tactics
Target Squad
Range Communications
Pull Time Reaction at the start of combat
Scale Personal and Vehicles

Squad members may immediately move up to their speed and have advantage on initiative rolls at the start of combat.

Rapid Egress

Level 5
School Tactics
Target Squad
Range Communications
Pull Time Action
Duration 1 round
Scale Personal and Vehicles

Squad members may immediately move up to 7 squares in a single direction you choose for the squad. Attacks made against squad members are at disadvantage for the duration.

Read the Room

Level 5
School Influence
Target Self
Range 60 ft.
Pull Time Action
Scale Personal

You learn the alignment and emotional state of every living creature within range that you can see, as well as their disposition towards you (friendly, hostile, etc.).

Reap the Whirlwind

Level 7
School Vehicles
Target Vehicle
Range 10 squares
Pull Time Action
Scale Vehicles

Your chaotic piloting allows you to move your vehicle and any other vehicles within range up to 3 squares from their current location.

Rebuilding

Level 5
School Engineering
Target Machine
Range Touch
Pull Time 1 hour
Components Any tools
Scale Personal

Target machine turns into another similar machine. Must be the same type (weapon, armor, vehicle). A vehicle must be within 2; CR of what it is turned into.

Recruitment

Level 4
School Tactics
Target Up to 5 willing creatures/vehicles
Range 10 squares
Pull Time Action
Duration 3 hours
Scale Personal and Vehicles

Target creatures or vehicles are added to your squad for the duration.

Regenerate

Level 7
School Medical
Target Living creature
Range Touch
Pull Time 1 minute
Components Medical tools
Duration 1 hour
Scale Personal

The target regains 4d8 + 15 hit points. For the duration of the gambit, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes.

Remote Bomb

Level 5
School Engineering
Target 5 ft. square
Range Touch
Pull Time Action
Components Explosives
Duration Concentration
Scale Personal

You plant an explosive charge at target location, which goes off when you end your concentration, dealing 8d6 thunder damage to creatures and objects inside or adjacent to the target square, Dexterity save for half damage. Creatures hit by this explosion are knocked prone.

Remote Treatment

Level 1
School Medical
Target Living creature
Range 60 ft.
Pull Time Action
Components Medical tools
Scale Personal

Target regains a number of hit points equal to 1d4 + your gambit pulling ability modifier ++1d4 hit points healed for each additional level slot used.

Reprogram

Level 3
School Splicing
Target Robot
Range Touch
Pull Time Action, plus 5 rounds of concentration
Components Computer
Scale Personal

Target robot you touch must succeed in an Intelligence save or be reprogrammed by you.

Completing the reprogramming takes 5 rounds of concentration after the initial action, at which point you may design the robot’s personality, alignment, and disposition towards you.

Resistance

Trick
School Survival
Target Willing creature
Range Touch
Pull Time Action
Components Survival kit
Duration Concentration
Scale Personal

Target has advantage on a saving throw of their choice made before this gambit ends.

Restoration

Level 5
School Engineering
Target Machine
Range Touch
Pull Time Action
Components Any tools
Scale Personal and Vehicles

Recovers 5d8 Hit Points on item touched. If a vehicle, restores all systems to operational condition.

Resurrection

Level 7
School Medical
Target Dead creature
Range Touch
Pull Time 1 hour
Components Medical tools, 1,000 cr in materials that are expended
Scale Personal

The target is restored to life at full hit points, recovered of poisons and disease, and restored of any missing limbs. You and the target are at disadvantage on all rolls until you take a long rest.

Reveal Weakness

Level 6
School Tactics
Target Creature
Range 10 squares
Pull Time Action
Duration 1 hour
Scale Personal

Target must succeed in a Constitution save or become vulnerable to a damage type of your choice for the duration.

Robotic Command

Level 1
School Splicing
Target Robot
Range 10 squares
Pull Time Action
Components Computer
Duration 1 round
Scale Personal and Vehicles

You issue a one word command to target robot, which must succeed in an Intelligence save or immediately do as you command.

Robotic Scrambler

Level 7
School Arsenal
Target Machine creatures
Range 100 ft.
Pull Time Action
Duration 1 hour
Scale Personal

All machine creatures within range must succeed in a Constitution save or become unconscious for the duration.

Root Control

Level 6
School Splicing
Target Computer
Range Touch
Pull Time Action
Components Security tools
Scale Personal

You gain complete control over target computer, with full access to all data, functions, and connected systems. Only a gambit or Super Science item could remove your access. You can access this computer remotely from any other computer.

Sacrifice

Level 6
School Tactics
Target Willing member of your squad
Range 10 squares
Pull Time Action
Duration Concentration
Scale Personal and Vehicles

Attack rolls made against the target have advantage for the duration. Attacks made against other members of your squad are made with disadvantage.

Sand in the Eyes

Level 2
School Deception
Target Creature
Range 5 feet
Pull Time Action
Duration 1 minute
Scale Personal

Target must succeed in a Constitution save or become blinded for the duration.

Scissor Maneuver

Trick
School Vehicles
Target Self
Range 1 square
Pull Time Action
Scale Vehicles

You move to the opposite side of a vehicle of your vehicle’s size or smaller within range. A member of your vehicle’s crew may make an attack on that vehicle as you pass.

Scorched Earth

Level 8
School Arsenal
Target 20 ft. high, 10 ft. radius cylinder
Range 100 ft.
Pull Time Action
Components Explosives
Scale Personal

All creatures within area must succeed in a Dexterity save or take 7d10 fire damage; those who succeed take half damage.

Scramble

Level 4
School Splicing
Target Vehicle
Range 10 squares
Pull Time Action
Components Sensors
Scale Vehicles

Target vehicle must succeed in an Intelligence save or have one randomly selected system become scrambled.

Search Pattern

Level 2
School Vehicles
Target Self
Pull Time Action
Duration Concentration, up to 1 hour
Scale Vehicles

All those within your vehicle have advantage on Search action rolls when using a sensors station.

Security Procedures

Level 2
School Splicing
Target Computer
Range Touch
Pull Time Action
Components Security tools
Duration 1 hour
Scale Personal

Target computer loses the scrambled condition and becomes cured of a virus, or has a single user of your choice banned from access for the duration.

Seeker Missiles

Level 1
School Arsenal
Target One or more creatures or vehicles
Range 25 squares
Pull Time Action
Components Explosives
Scale Personal and Vehicles

You launch three missiles, each dealing 1d4 + 1 thunder damage to a target within range.

Missiles may hit one target or several.

+1 missile for each additional level slot used.

Shadowy Manipulations

Level 4
School Influence
Target Self
Range 10 ft.
Pull Time Action
Duration Concentration, up to 3 hours
Scale Personal

You become invisible to anyone outside of this gambit’s range. You have advantage on persuasion skill checks made against any creature within the gambit’s range. The gambit ends if you take a hostile action.

Shield Pass

Level 3
School Engineering
Target Creature
Range Touch
Pull Time Action
Components Any tools
Duration 10 minutes

Target creature becomes able to pass through all forms of energy shields/force fields. The target’s melee and unarmed weapon attacks ignore shields as well, providing a +2 bonus to attacks against shielded targets.

Shock and Awe

Level 5
School Tactics
Target Hostile creatures within range
Range 10 squares
Pull Time Action
Duration 1 round
Scale Personal and Vehicles

Targets must succeed in a Wisdom save or become stunned for the duration or until they take damage.

Shoot First

Level 5
School Arsenal
Target Self
Pull Time Action
Duration Concentration, up to 1 minute
Scale Personal

While you maintain concentration you may go first in combat regardless of your initiative score, so long as your action includes making a ranged attack.

Shunt Power

Level 2
School Engineering
Target Vehicle
Pull Time Action
Components Engineering station
Scale Vehicles

Your vehicle loses the disabled or scrambled condition from one system or Battle Station, but another system or station of your choice becomes disabled.

Side Swipe

Level 3
School Vehicles
Target Vehicle
Range 1 square
Pull Time Action
Scale Vehicles

The target vehicle must succeed in a Dexterity save or suffer damage as though your vehicles had suffered a collision with each other.

Silver Tongue

Trick
School Influence
Target Self
Pull Time Action
Duration Concentration, up to 1 hour
Scale Personal

For the duration you have advantage on persuasion skill checks against non-hostile creatures.

Situational Awareness

Level 4
School Vehicles
Target Self
Pull Time Action
Duration Concentration, up to 1 hour
Scale Vehicles

Your vehicle is immune to system targeting attacks, or attacks designed to hit a particular spot on your vehicle.

Slave Robot

Level 2
School Splicing
Target Robot
Range 60 ft.
Pull Time Action
Components Computer
Duration 1 hour
Scale Personal

Target robot must succeed in an Intelligence save or become completely under your command, following your orders and attempting to anticipate your needs for the duration.

Sow Chaos

Level 4
School Influence
Target 4 square diameter sphere
Range 10 squares
Pull Time Action
Duration Concentration, up to 1 minute
Scale Personal and Vehicles

Creatures or vehicle pilots within the area must succeed in a Charisma save or become erratic. An erratic creature cannot take reactions and either attacks a random target or does not act on its turn (flip a coin). An erratic creature may make a Charisma save at the end of each of its turns to end the effect.

Speculative Fire

Level 3
School Tactics
Target Squad
Range Communications
Pull Time Action
Duration Concentration
Scale Personal and Vehicles

Squad members may make attacks against invisible targets for the duration at no attack penalty, so long as the correct square is picked to fire into.

Spinning Fire

Level 5
School Vehicles
Target Self
Range 1 square
Pull Time Action
Components Piloting and Gunnery station
Scale Vehicles

You may make one attack from your gunnery station against each vehicle within range, as your vehicle spins wildly.

Spray Fire

Level 2
School Arsenal
Target 5 square line
Range Weapon range
Pull Time Action
Components Ranged weapon
Scale Personal and Vehicles

Make one ranged attack against up to five creatures or vehicles within a 5 space line within range.

Squad Armaments

Level 9
School Arsenal
Target Squad
Range 5 feet
Pull Time Action
Duration 3 hours
Scale Personal

All squad members within range gain +3d6 to the base damage of their ranged weapons for the duration.

Stabilization

Trick
School Medical
Target Living creature
Range Touch
Pull Time Action
Components Medical tools
Scale Personal

Target that has 0 hit points regains 1 hit point.

Stay On

Level 3
School Vehicles
Target Vehicle
Range 1 square
Pull Time Action
Duration Concentration, up to 1 minute
Scale Vehicles

Whenever the target moves, you move along with them. The target ends this gambit if it takes the Disengage action.

Stealth Mode

Level 2
School Deception
Target Self
Pull Time Action
Components Science tools
Duration Concentration, up to an hour
Scale Personal

You become invisible and utterly silent for the duration of the gambit, or until you attack or pull another gambit.

Strafing Run

Level 7
School Vehicles
Target Self
Pull Time Action
Components Piloting and Gunnery station
Duration 1 round
Scale Vehicles

Make the Dash action. For the duration, including the movement from the Dash, you may make one weapon attack from your gunnery station against any vehicle that you move to within 3 squares of.

Straight Faced Lie

Level 5
School Deception
Target Creature
Range 10 squares
Pull Time Action
Scale Personal

Target creature that can hear and understand you believes one statement you make as part of this action, no matter how outlandish the lie, unless they succeed in a Charisma save.

Suggestion

Level 2
School Influence
Target Creature
Range 30 ft.
Pull Time Action
Duration Concentration, up to 10 minutes
Scale Personal

Target creature that can hear you must succeed in a Charisma save or follow a course of action you suggest in a sentence or two, for the duration. The target will not directly harm themselves following your suggestion.

Summons

Level 9
School Influence
Target Creature
Range The entire galaxy
Pull Time Action
Scale Personal

Target person you have met must succeed in a Charisma save or become compelled to immediately find you and come within 20 ft. of your presence.

Sun Dive

Level 9
School Vehicles
Target Vehicle
Pull Time Action
Duration Concentration, up to 5 rounds
Scale Vehicles

For the duration, your vehicle is immune to damage.

Sunblind

Level 2
School Vehicles
Target Vehicle
Range 10 squares
Pull Time Action
Duration Concentration, up to 10 minutes
Scale Vehicles

Move your speed positioning yourself between your target and the sun in your star system. So long as you remain between the sun and your target, you are invisible to the target.

Superscience

Level 9
School Engineering
Target Armor or weapon
Range Touch
Pull Time 1 minute
Components Any tools
Duration 8 hours
Scale Personal

For the duration, the target mundane item gains the properties of a Superscience item of your choice of the same type (armor or weapon).

Suppressive Fire

Level 3
School Tactics
Target Squad
Range Communications
Pull Time Action
Components Ranged weapon
Duration 1 round
Scale Personal and Vehicles

You make a ranged attack with disadvantage.

Hostile creatures or vehicles may not willingly move towards members of your squad for the duration.

Surprise Drill

Level 3
School Tactics
Target Squad
Range Communications
Pull Time Reaction at the start of combat
Duration Concentration
Scale Personal or Vehicles

Attacks made against the squad are not made with advantage due to surprise or hiding for the duration.

Survey

Level 5
School Survival
Target Location
Range 1,000 squares
Pull Time Action
Components Sensors or science tools
Duration Concentration
Scale Personal and Vehicles

You cast your senses to the location selected within range, spying upon the area for so long as you concentrate.

Survivable Surrender

Level 2
School Deception
Target Creature
Range 10 squares
Pull Time Action
Scale Personal and Vehicles

Target must succeed in a Wisdom save or accept your surrender, taking you prisoner without doing significant harm.

Switcheroo

Level 3
School Deception
Target Willing creature or vehicle
Range 6 squares
Pull Time Action
Scale Personal and Vehicles

You switch places with a willing target the same size as you (or your vehicle if at Vehicles scale).

Take Aim

Trick
School Arsenal
Target Creature or vehicle
Range Weapon range
Pull Time Action
Components Ranged weapon
Duration Concentration, up to 1 minute
Scale Personal and Vehicles

You have advantage on your next ranged attack roll against the target, so long as the gambit hasn’t ended.

Tame Beast

Level 4
School Survival
Target Beast
Range Touch
Pull Time Action
Duration 3 days
Scale Personal

Target beast becomes friendly to you for the duration. This gambit is broken if you attack the beast in any way.

Targeted Attack

Trick
School Engineering
Pull Time Action
Components Weapon
Scale Vehicles

Make an attack with a weapon against another vehicle. On a hit, you disable a vehicle system of your choice on the target.

Targeting Systems

Level 3
School Splicing
Target Gunnery Battle Station
Range Touch
Pull Time Action
Duration Concentration, up to 5 rounds
Scale Vehicles

Your attacks with target gunnery station are made with advantage for the duration.

Thrill of Battle

Level 1
School Influence
Target Creature or vehicle
Range 5 squares
Pull Time Action
Duration 10 minutes
Scale Personal and Vehicles

Target onlooker to a battle must succeed in a Charisma save or join in on the fight, taking whatever side they are partial to.

Toughening

Level 4
School Medical
Target Living creature
Range Touch
Pull Time Action
Components Medical tools
Duration 1 hour
Scale Personal

For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from mundane (non-Superscience) sources of damage.

Trace Source

Level 1
School Splicing
Target Machine
Range 10 squares
Pull Time Action
Components Computer
Scale Personal and Vehicles

You discover the location of the computer from which the target machine is being controlled, such as a terminal on another floor or an orbiting starship.

Track Creature

Level 4
School Survival
Target Creature or vehicle you know of
Range 50 squares
Pull Time Action
Components Sensors or science tools
Scale Personal and Vehicles

You discover the direction of the target’s location. Can find a specific creature/vehicle, or a certain kind you name.

Traversal

Level 2
School Survival
Target Willing creature
Range Touch
Pull Time Action
Components Survival kit
Duration 1 hour
Scale Personal

The target’s speed is not hindered by terrain or climbing for the duration.

True Seeing

Level 6
School Engineering
Target Creature
Range Touch
Pull Time Action
Duration 1 hour
Scale Personal

Target gains truesight, can see secret doors hidden by Superscience, and can see into other dimensions and realities (whatever that means in your setting).

Tunneling Blast

Level 6
School Arsenal
Target 50 cubic feet of material
Range 100 ft.
Pull Time Action
Components Explosives
Scale Personal

Target area explodes, removing all matter in a plume of dust. Creatures within 10 feet of the blast zone take 6d6 thunder damage; Dexterity save for half damage.

Under the Radar

Level 4
School Vehicles
Target Self
Pull Time Action
Duration Concentration, up to 1 hour
Scale Vehicles

Your vehicle is invisible for the duration. End this gambit if your vehicle moves more than its speed in a round or makes an attack.

Unfair Trade

Level 2
School Deception
Target Creature
Range 5 feet
Pull Time Action
Scale Personal

Target with an object in one hand must succeed in a Strength save or swap the object held with another object you hold in one hand.

Example: A pistol they hold is traded for a sandwich you hold.

Unfathomable Plans

Level 9
School Tactics
Target Self
Pull Time Action
Scale Personal and Vehicles

You may pull up to three Tactics school gambits this round as part of this action, so long as each has a pull time of either one Action or one Bonus action. If more than one has a duration of Concentration, you can concentrate on all of them at once.

Urban Legend

Level 7
School Influence
Target Self
Pull Time Action
Duration Concentration, up to 3 hours
Scale Personal

For the duration, sapient creatures take 1d6 psychic damage whenever they successfully hit you with an attack. A creature which takes 10 or more points of damage from this gambit becomes frightened of you for 10 minutes.

Vertical Assault

Level 7
School Tactics
Target Squad
Range Communications
Pull Time Action
Duration Concentration
Scale Personal

Squad members will not fall due to a failed Climb or Jump roll, they simply cling to the nearest surface or rope. Attacks squad members make from an elevated position have advantage and deal 2 additional points of damage.

Virulent Disease

Level 6
School Medical
Target Living creature
Range 60 ft.
Pull Time Action
Components Medical tools
Scale Personal

Target must succeed in a Constitution save or take 14d6 necrotic damage and has its maximum hit points reduced by that amount.

Save for half damage. Effects that remove disease restore the creature’s hit point maximum.

Virus

Level 1
School Splicing
Target Computer
Range Touch
Pull Time Action
Components Security tools
Duration 2d10 rounds
Scale Personal

Target computer becomes scrambled by an electronic virus, causing uses of the machine to be made with disadvantage. For the duration, one additional computer, Battle Station, or machine connected to an infected device becomes infected and scrambled at the beginning of each round.

Weapons Platform

Level 6
School Vehicles
Target Self
Pull Time Action
Duration Concentration, up to 1 minute
Scale Vehicles

For the duration, gunners on your vehicle other than you have advantage on attacks and may make an additional attack as a bonus action. This gambit ends if your vehicle moves at all.

Wound Treatment

Level 1
School Medical
Target Living creature
Range Touch
Pull Time Action
Components Medical tools
Scale Personal

Target regains a number of hit points equal to 1d8 + your gambit pulling ability modifier ++1d8 hit points healed for each additional level slot used.

Villains and Allies

In Hypertech the goal is to experience gaming that feels like the science fiction that inspires us to cheer and dream. To simulate truly cinematic fight scenes, we’ve designed a system for creating NPCs that emphasizes end results over internal consistency. It’s a simpler system than normal monster building in 5th edition that heavily utilizes templates.

That said, don’t forget your Monster Manual. You can always grab a creature or NPC from nearly any 5th edition supplement and adapt it for use in Hypertech. You might choose different weapons or swap out spells for gambits, but you’ll find the conversion process is painless. This can be particularly useful for designing weird alien creatures from exotic planets as 5th edition has a firm grasp on creature building.

Building Cinematic Characters

Each NPC starts with a set of core stats based on its starting Challenge Rating, found on the NPC Core Stats table. They all begin as Medium size creatures with a base speed of 30 ft. (6 squares). From there, you simply stack on templates that suit the being you’re building. Templates add to the creature’s ending CR, which you use to determine; XP value for the creature. It’s that simple.

Some templates have graduating tiers. These tiers are cumulative, so if you’re assigning an NPC tier 2 of Nimble, you’ll also be adding the modifiers and abilities from tier 1 of Nimble.

It’s important to note here that we do not supply ability scores. We’ve done this to speed up building and deploying creatures. You no longer look up each individual stat, modifier, and bonus. Instead we assume that creatures are specialized in what they are skilled in and give them a broad modifier that’s higher than when they are unskilled on a task. This is all based on the being’s core CR.

Although leaving out ability scores takes away a bit of the behind-the-scenes texture of the character, we’ve provided a compelling system for Vulnerabilities that give foes both motivation and flaws at the same time.

AC. The creature’s armor class. This works just like the AC provided by the NPC Table in the GMG in that this is separate from the AC provided by armor from chapter 5. It represents the creature’s total AC, including bonuses from Dexterity.

Proficient Roll. The bonus applied to rolls when the creature has proficiency in the skill/save, or is assumed to be proficient in the weapon or attack.

Unskilled Roll. The bonus applied to rolls when the creature is not proficient in the skill, save, or attack. This bonus is used for initiative rolls.

Passive. The difficulty to resist gambits pulled by this creature. This is also used as the value for passive Perception and Insight.

Skills. The number of skills, saves, tool use proficiencies, and additional languages that the creature is proficient in.

Attacks. The maximum number of times per round the creature may take the Attack action.

Melee Damage. The damage that the creature does on melee and unarmed attacks. This likely considers Strength or other bonuses.

Ranged Damage. The amount of damage the creature does on ranged attacks, should it have them. Ranges for attacks are based on the type of weapon used.

Area Effects. The zone of any area attacks the creature might have, usually expressed as a square/cube. You can pick a ranged weapon and apply this area as a zone within that weapon’s range. Targets caught in the range must succeed on a save (Dexterity, Constitution, etc.) or be hit by the weapon. A creature with a powerful area weapon may need its CR adjusted up by 1/2 or more.

NPC Core Stats

CR AC HP Proficient Unskilled; passive Perception Skills Attacks Melee Ranged Area Roll Roll Damage Damage Effects 0 13 8 +3 +1 11 1 1 1d2+1 1d4 5 ft./1 sq.1/8 13 10 +4 +2 12 1 1 1d4+2 1d4 5 ft./1 sq.¼ 13 15 +4 +2 12 2 2 1d4+2 1d4 5 ft./1 sq.½ 13 20 +4 +2 12 2 2 1d4+2 1d4 5 ft./1 sq.1 13 30 +4 +2 12 3 2 1d6+2 1d8 5 ft./1 sq.2 13 50 +5 +3 13 3 2 1d6+3 1d8 10 ft./2 sq.3 13 70 +5 +3 13 4 2 1d8+3 1d10 10 ft./2 sq.4 14 90 +6 +3 14 4 2 1d8+3 1d10 10 ft./2 sq.5 14 110 +6 +3 14 5 2 1d10+3 1d12 10 ft./2 sq.6 14 130 +7 +4 15 5 2 1d10+4 1d12 10 ft./2 sq.7 15 150 +7 +4 15 5 3 1d10+4 2d8 15 ft./3 sq.8 15 170 +8 +4 16 6 3 1d12+4 2d8 15 ft./3 sq.9 15 190 +8 +4 16 6 3 1d12+4 2d10 15 ft./3 sq.10 16 210 +9 +5 17 6 3 1d12+5 2d10 15 ft./3 sq.11 16 230 +9 +5 17 7 3 2d8+5 2d10 15 ft./3 sq.12 16 250 +10 +5 18 7 4 2d8+5 2d10 20 ft./4 sq.13 17 270 +10 +5 18 7 4 2d8+5 2d12 20 ft./4 sq.14 17 290 +11 +6 19 8 4 2d8+6 2d12 20 ft./4 sq.15 17 310 +11 +6 19 8 4 2d8+6 2d12 20 ft./4 sq.16 18 330 +12 +6 20 8 4 2d8+6 2d12 20 ft./4 sq.17 18 250 +12 +6 20 8 4 2d10+6 3d8 25 ft./5 sq.18 18 270 +13 +7 21 9 5 2d10+7 3d8 25 ft./5 sq.19 19 290 +13 +7 21 9 5 2d10+7 3d8 25 ft./5 sq.20 19 410 +14 +7 22 9 5 2d10+7 3d8 25 ft./5 sq.21 19 430 +14 +7 22 9 5 2d10+7 3d10 25 ft./5 sq.22 20 450 +15 +8 23 10 5 2d10+8 3d10 30 ft./6 sq.23 20 470 +15 +8 23 10 5 2d12+8 3d10 30 ft./6 sq.24 20 490 +16 +8 24 10 6 2d12+8 3d10 30 ft./6 sq.25 21 510 +16 +9 24 10 6 2d12+9 3d12 30 ft./6 sq.26 21 530 +17 +9 25 11 6 3d8+9 3d12 30 ft./6 sq.27 21 550 +17 +9 25 11 6 3d8+9 3d12 35 ft./7 sq.28 21 570 +18 +10 26 11 6 3d8+10 3d12 35 ft./7 sq.29 22 590 +18 +10 26 11 6 3d10+10 4d8 35 ft./7 sq.30 22 610 +19 +10 27 12 7 3d10+10 4d8 35 ft./7 sq.Templates

Templates can be particularly effective when designing entire cultures or groups. Are they militaristic and orderly? Are they disorganized and scrappy? Do they tend to go for speed or do they advance slowly and make things too bulky to be destroyed? By picking a template or two that are common within a group, you can easily add flavor and promote interesting tactics.

This system is also simple enough that you can build your own templates and apply them as needed. Whipping up a ‘Sludge’ template for the many sludge creatures that inhabit a world is easy and saves time when you’re looking to make a few of them – trust us, we know.

Obviously, these templates don’t cover every area of ability possible, but they can get the ball rolling. You should feel free to add powers or modify stats here and there to build the perfect beast as desired.

Big

Tier 1 +1/2 CR Size: Large +50 HP

Tier 2 +1/2 CR Size: Huge +50 HP

Tier 3 +1/2 CR Size: Gargantuan +50 HP

Controlling

Tier 1 +1/2 CR One attack pushes or pulls the target 15 ft./3 squares Cooperative

Tier 1 +1/2 CR Gains half cover when within 5 ft./ 1 square of an ally

Tier 2 +1/2 CR Deals 3d6 additional damage when flanking

Dark-Dwelling

Tier 1 +1/2 CR Darkvision 20 ft.

Tier 2+ +1/2 CR +20 ft. to Darkvision

Deadly

All Tiers +1 CR One attack deals 1 additional base damage die, gains 1 additional attack per round

Harmful

All Tiers +1/2CR One attack forces a target that is hit to make the listed save or suffer the listed condition for 1d6 rounds or until a successful save is made on the target’s turn.

Save Condition Charisma Charmed Constitution Poisoned Dexterity Blinded or Deafened (choose when designing this attack)

Intelligence Incapacitated Strength Restrained Wisdom Frightened

Little

Tier 1 +1 CR Size: Small +2 AC

Tier 2 +1 CR Size: Tiny +2 AC

Mobile

Tier 1 +1/2 CR Choose one: +5 ft./1 square to speed, Fly 10 ft., Burrow 10 ft./2 squares, Swim 20 ft.

Tier 2+ +1 CR +10 ft./2 squares to any movement speed

Nimble

All Tiers +1 CR +1 AC, +2 bonus to hit on all attacks

Resistant

All Tiers +1/2 CR The creature is resistant to a damage type of your choice.

Additional applications of this template may be used to grant immunity to the damage type, or even healing from it when appropriate.

Slow

All Tiers -1 CR -1 AC, -5 ft./-1 square to speed

Tough

All Tiers +1 CR +1 AC, +40 Hit Points

Vulnerable

All Tiers

-1 CR The creature is vulnerable to a specific damage type, or has a Vulnerability chosen from those in the following section of this chapter.

Wily

Tier 1 +1 CR The creature can pull gambits from a school you choose. Choose 2 tricks and 3 gambits of 3rd level or lower from that school. The creature has 3 slots per day to pull those gambits.

Tier 2 +1 CR Choose 3 more gambits, between 4th and 6th level. The creature has 3 slots per day to pull those gambits.

Tier 3 +1 CR Choose 3 more gambits, between 7th and 9th level. The creature has 3 slots per day to pull those gambits.

Vulnerabilities

The following table provides suggested Vulnerabilities for creatures and vehicles. It’s usually best to give creatures no more than 2 of these, so that they feel more iconic and are easier to keep distinct. Each represents the true Achilles heel of each creature, something worth knowing ahead of time or somehow uncovering through interaction.

As some of these Vulnerabilities are psychological in nature, you might even see them as guiding weaknesses in social interactions with the character. A greedy security officer might be easier to bribe. A pirate who needs leadership might be especially impressionable and easy to intimidate when the boss is not around.

For concision, “creature” refers to either creature or vehicle in the below section. Use Vulnerabilities as they make sense to you.

Suggested Vulnerabilities

Back Stab Vulnerable to damage on attacks from behind.

Bane Vulnerable to damage from a specific type of weapon.

Code Describe a code of honor. Vulnerable to all damage when in violation of that ethical standard.

Combined Attack Vulnerable to damage on attacks from a foe that is getting Help from 2 or more allies on that attack.

Compassion Vulnerable to damage on attacks made by foes that are below half their maximum Hit Points.

Exposed Attack Vulnerable to all damage in the turn following its own attack.

Flank Vulnerable to damage on attacks from the sides.

Frontal Assault Vulnerable to damage on attacks from the front.

Greed Vulnerable to all damage once creature spots an expensive item it wishes to possess. The vulnerability goes away once creature gains possession of that item.

Impersonation Vulnerable to all damage once identity or allegiance of creature is revealed to its enemies.

Isolation Vulnerable to all damage when allies of creature are more than 30 feet (6 squares) from it.

Killer Vulnerable to damage from the first person the creature attacks this encounter, until they are defeated.

Lonely Vulnerable to damage from foes the creature finds attractive.

MacGuffin Vulnerable to all damage this encounter once creature loses possession of a specific item or hostage.

Nemesis Vulnerable to damage from attacks made by a specific character, such as one of the PCs.

Overwhelming Damage Vulnerable to damage from attacks that would otherwise deal more than a quarter of creature’s maximum Hit Points.

Partnership Vulnerable to all damage once a specific ally is defeated.

Point Blank Vulnerable to damage from ranged attacks made within 5 ft. (1 square).

Pride Vulnerable to all damage for one round after any failed attack made by creature

Retreat Vulnerable to all damage when attempting to flee the battlefield.

Sight-Reliant Vulnerable to damage on attacks made by invisible and unseen foes.

Small Weak Point Vulnerable to damage from attacks that hit a specific spot. Attacks against that spot are made at Disadvantage.

Technology-Reliant Vulnerable to all damage once a particular technology or system goes down, such as communications or a shield network.

Territorial Vulnerable to all damage when creature is outside the area it considers home turf.

Vengeful Vulnerable to all damage from the first foe to damage creature this encounter.

Types

A few types of creatures serve as templates as well, providing specific damage immunities, resistances, and vulnerabilities.

Aquatic Tier 1 +1/2 CR Can breathe underwater. Swim 30 ft.

Robot Tier 1 +1 CR Does not need to breathe, eat, or drink. Immune to poison damage and the poisoned condition. Vulnerable to lightning damage.

Encounters & Treasure

Building encounters for Hypertech works just as it does in regular fantasy settings, building groups of foes using an XP budget based on creature CR. Things can get a little different when it comes to large scale battles, and that’s addressed in Chapter 6.

As for handing out treasure, common sense is generally the best guide. Unintelligent alien creatures usually don’t carry credits.

Foes who wield powerful Superscience items can be stripped of them when the battle is over.

You can always use treasure tables and convert magic item results over to similar items found in the Superscience section.

Creatures

The following alien creatures, robots, and NPCs are ready for use as allies or adversaries in your games. You can even use them as a starting place for modification with the Templates listed earlier.

You’ll note that most of these stat blocks have Vulnerabilities.

This replaces ability scores and saves as the primary source of weakness in a foe. Characters who investigate their enemies, have technical schematics of vehicles, or are simply observant in combat may pick up on what makes an NPC tick. Vulnerabilities also serve to simulate the inherent and often dramatic flaws in any complex technical system.

Authorities

Advisor/Diplomat

Lawful evil medium humanoid

Whispering words in the ear of the master, they are a turbolift or blast door to the halls of power.

Templates Nimble 1, Wily 1, Vulnerable 1

Speed 30 ft.; CR 3; XP 700; AC 14; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Insight, Persuasion; passive Perception 13

Saves Charisma

Languages Galactic Common

Special Traits

  • Vengeful. Vulnerable to all damage from the first foe to damage Advisor/Diplomat this encounter.
  • Gambits This creature can use the following gambits, requiring no components:

Actions

  • Multiattack. The advisor/diplomat may make one attack each turn with it’s blaster and slap to the face.
  • Hidden holdout blaster. Ranged Weapon Attack: +7 to hit, reach 30 ft./90 ft. Hit: 1d8 fire damage.
  • Slap to the face. Unarmed Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6+3 psychic damage.

Bodyguard

True Neutral medium humanoid

Always by the boss’ side, unless distracted by a pretty face.

Templates Cooperative 2, Tough 2, Vulnerable 1

Speed 30 ft.; CR 3; XP 700; AC 15; HP 110

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Perception; passive Perception 12

Saves Dexterity

Languages Galactic Common

Special Traits

  • Cooperative. Gains half cover when within 5 ft./ 1 square of an ally; Deals 3d6 additional damage when flanking.
  • Partnership. Vulnerable to all damage once a specific ally is defeated, usually its employer.

Actions

  • Multiattack. The bodyguard may use each of the attacks below once per round each.
  • Big hidden pistol. Ranged Weapon Attack: +4 to hit, 40 ft./120 ft.,. Hit: 1d8 fire damage.
  • Ham-fisted smack. Unarmed Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Investigator

Snooping around and solving cases, deducing and detecting.

Templates Nimble 2, Wily 1, Vulnerable 1

Neutral Good medium humanoid

Speed 30 ft.; CR 5; XP 1,800; AC 14; HP 70

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Investigation, Perception; passive Perception 13

Saves Intelligence

Languages Galactic Common, (one additional)

Special Traits

  • Sight-Reliant. Vulnerable to damage on attacks made by invisible and unseen foes.

Actions

  • Multiattack. This creature may use each of the attacks below once per round each.
  • Old, rusty blast pistol. Ranged Weapon Attack: +9 to hit, 40 ft./120 ft. Hit: 1d10 fire damage.
  • Haymaker. Unarmed Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage.

Officer

Lawful good medium humanoid

Patrolling the beat and keeping the streets safe. Might take a bribe to look the other way here and there though, just to keep things running smoothly.

Templates Cooperative 1, Harmful 1, Vulnerable 1

Speed 30 ft.; CR 1; XP 200; AC 13; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Investigation; passive Perception 12

Languages Galactic Common, (one additional)

Special Traits

  • Territorial. Vulnerable to all damage when Officer is outside the area it considers home turf, whether its usual beat or somewhere else.
  • Greed. Vulnerable to all damage once Officer spots an expensive item it wishes to possess. The vulnerability goes away once Officer gains possession of that item.
  • Cooperative. Gains half cover when within 5 ft./1 square of an ally.

Actions

  • Multiattack. This creature may use each of the attacks below once per round each.
  • Department-issued pistol. 40 ft./120 ft., +4 to hit. Hit: 1d8 fire damage.
  • Restraint techniques. Unarmed Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 damage and the target must succeed in a Strength save or become restrained for 1d6 rounds or until they succeed in a Strength save on their turn.

Planetary Ruler

Neutral evil medium humanoid

Power comes to those who take it and hold on like their lives depend on it.

Templates Resistant 1, Wily 2, Vulnerable 1

Speed 30 ft.; CR 10; XP 5,900; AC 15; HP 170

Proficient Roll +8; Unskilled Roll/Initiative +4

Skills History, Insight, Persuasion; passive Perception 16

Saves Charisma, Intelligence

Languages Galactic Common, (homeworld language)

Damage Resistances fire (energy shield)

Special Traits

  • Back Stab. Vulnerable to damage on attacks from behind.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Enemies, Fast Friends
    • 1st-3rd Level (3 slots/day): Command, Fear, Brief Alliance
    • 4th-6th level (3 slots/day): Disinformation, Magnetism, Read the Room

Actions

  • Multiattack. This creature may attack up to three times per round with it’s pistol.
  • Holdout pistol. 30 ft./90 ft., +8 to hit. Hit: 2d8 fire damage.

Civilians

Bartender

One eye on those ruffians at the back of the cantina, one eye on the shotgun behind the bar.

Templates Tough 1, Vulnerable 1

True Neutral medium humanoid

Speed 30 ft.; CR 1/2; XP 100; AC 13; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Insight; passive Perception 12

Saves Wisdom

Languages Galactic Common

Special Traits

  • Lonely. Vulnerable to damage from foes the Bartender finds attractive.

Actions

  • Multiattack. This creature may attack twice per round with it’s shotgun.
  • Shotgun. Spray 15 ft. area attack, +4 to hit. Hit: 1d4 fire damage.

Exotic Dancer

Not up here for the exercise. Somebody better start tipping.

Templates Mobile 1, Nimble 1, Vulnerable 1

Neutral Good medium humanoid

Speed 35 ft.; CR 1; XP 200; AC 14; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Acrobatics, Performance; passive Perception 12

Languages Galactic Common

Special Traits

  • Compassion. Vulnerable to damage on attacks made by foes that are below half their maximum Hit Points.

Actions

  • Multiattack. This creature may attack up to twice per round with it’s kick.
  • Spinning kick. Unarmed Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.

Scavenger

Chaotic neutral medium humanoid

One being’s trash is another being’s worn out cliché.

Templates Resistant 1, Wily 1, Vulnerable 1

Speed 30 ft.; CR 2; XP 450; AC 13; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Investigation, Repair Tools; passive Perception 12

Languages Galactic Common

Damage Resistances radiation

Special Traits

  • Greed. Vulnerable to all damage once Scavenger spots an item it wishes to scavenge, until she gains it.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Breaking, Mending
    • 1st-3rd level (3 slots/day): Enhancement, Improvise Grenade, Liberation

Actions

  • Multiattack. This creature may attack up to twice per round with it’s laser.
  • Jury-Rigged Laser. Ranged Weapon Attack: +4 to hit, 40 ft./120 ft. Hit: 1d8 fire damage.

Scientist

Lawful good medium humanoid

Just trying to do some research here. Nothin’ dangerous. Nope.

Templates Vulnerable 1, Wily 1

Speed 30 ft.; CR 1/4; XP 50; AC 13; HP 15

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Investigation, Science; passive Perception 12

Languages Galactic Common

Special Traits

  • MacGuffin. Vulnerable to all damage this encounter once Scientist loses possession of its research.

Actions

  • Multiattack. This creature may attack up to twice per round with a chemical vial.
  • Chemical vial. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 acid damage.

Spacer

Destined to sit around in a junk freighter orbiting the very stars you wish upon.

Templates Vulnerable 1, Wily 1

Neutral Good medium humanoid

Speed 30 ft.; CR 1/2; XP 100; AC 13; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Flying vehicles, repair tools; passive Perception 12

Languages Galactic Common

Special Traits

  • Territorial. Vulnerable to all damage when outside a ship.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Never Lost, Make Do
    • 1st-3rd level (3 slots/day): Endure, Lose the Tail, Observation

Actions

  • Multiattack. This creature may attack up to twice per round with it’s hydrospanner.
  • Hydrospanner. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.

Technician

Lawful neutral medium humanoid

Systems need to be maintained. Everything has a system.

Templates Vulnerable 1, Wily 2

Speed 30 ft.; CR 2; XP 450; AC 13; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Repair Tools, Science; passive Perception 12

Saves Intelligence

Languages Galactic Common

Special Traits

  • Technology-Reliant. Vulnerable to all damage once the system that Technician works on is disabled.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Mending, Targeted Attack
    • 1st-3rd level (3 slots/day): Quick Fix, Reverse Polarity, Shield Pass
    • 4th-6th level (3 slots/day): Meltdown, Rebuild, Restore

Actions

  • Multiattack. This creature may attack up to twice per round with it’s laser.
  • Welding Laser. Ranged Weapon Attack: +4 to hit, 40 ft./120 ft. Hit: 1d8 fire damage.

Trader

Civilization is built on the exchange of goods and services.

Templates Cooperative 2, Vulnerable 1 True Neutral medium humanoid

Speed 30 ft.; CR 2; XP 450; AC 13; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Deception, Insight, Persuasion; passive Perception 13

Languages Galactic Common

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally; Deals 3d6 additional damage when flanking.
  • Partnership. Vulnerable to all damage once a specific ally is defeated, usually its main trading partner.

Actions

  • Multiattack. This creature may attack up to twice per round with it’s dagger.
  • Hidden Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.

Criminals

Assassin

Neutral evil medium humanoid

Out of the shadows, into the action.

Templates Deadly 1, Harmful 1, Nimble 1, Resistant 1, Vulnerable 1

Speed 30 ft.; CR 12; XP 8,400; AC 17; HP 210

Proficient Roll +9; Unskilled Roll/Initiative +5

Skills Acrobatics, Athletics, Perception, Stealth; passive Perception 17 Saves Dexterity

Languages Galactic Common, (homeworld language)

Damage Resistances slashing

Special Traits

  • Killer. Vulnerable to damage from the first person the Assassin attacks this encounter, until they are defeated.

Actions

  • Multiattack. This creature may attack up to four times per round with any combination of the below.
  • Sniper Rifle. Ranged Weapon Attack: +11 to hit, 150 ft./500 ft. Hit: 3d10 force damage.
  • Poisoned Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d12 slashing damage +5 poison damage and the target must succeed in a Constitution save or become poisoned for 1d6 rounds or until they succeed in a Constitution save on their turn.

Bounty Hunter

True neutral medium humanoid

Not quite an assassin, but hunting people for money all the same.

Templates Tough 1, Harmful 1, Vulnerable 1

Speed 30 ft.; CR 8; XP 3,900; AC 16; HP 190

Proficient Roll +7; Unskilled Roll/Initiative +4

Skills Athletics, Investigation, Perception, Survival; passive Perception 15 Saves Constitution

Languages Galactic Common

Special Traits

  • Vengeful. Vulnerable to all damage from the first foe to damage Bounty Hunter this encounter.

Actions

  • Multiattack. This creature may attack up to three times per round with the following attacks.
  • Cryonic Spray. Area 15 ft. cone attack, +7 to hit. Hit: 2d8 cold damage. Targets hit must succeed in a Strength save or become restrained for 1d6 rounds.
  • Hidden Missile Launcher. Ranged Weapon Attack: +7 to hit, 60 ft./200 ft. Hit: 2d8 thunder damage.

Crime Lord

Chaotic evil medium humanoid

Paranoid for a good reason. Ruthless for a better one.

Templates Wily 1, Resistant 1, Tough 2, Vulnerable 1

Speed 30 ft.; CR 12; XP 8,400; AC 17; HP 270

Proficient Roll +8; Unskilled Roll/Initiative +4

Skills Deception, Intimidation, Insight, Perception; passive Perception 16 Saves Charisma, Dexterity

Languages Galactic Common

Damage Resistances thunder

Special Traits

  • Isolation. Vulnerable to all damage when allies of Crime Lord are more than 30 feet (6 squares) from it.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Focus Attacks, Footwork
    • 1st-3rd Level (3 slots/day): Disperse, Speculative Fire, Surprise Drill

Actions

  • Multiattack. This creature may attack up to three times per round with the following attacks.
  • Surprisingly Large Gun. Ranged Weapon Attack: +8 to hit, 40 ft./120 ft. Hit: 2d10 fire damage.
  • Big-Fisted Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d12+4 bludgeoning damage.

Gang Leader

Chaotic evil medium humanoid

Making a big show of being tough.

Templates Tough 1, Vulnerable 1

Speed 30 ft.; CR 5; XP 1,800; AC 15; HP 150

Proficient Roll +6; Unskilled Roll/Initiative +3

Skills Athletics, Intimidation, Persuasion; passive Perception 14

Saves Charisma, Dexterity

Languages Galactic Common

Special Traits

  • Territorial. Vulnerable to all damage when Gang Leader is outside the area it considers home turf.

Actions

  • Multiattack. This creature may attack once per round with each of the following attacks.
  • Pistol. Ranged Weapon Attack: +6 to hit, 40 ft./120 ft. Hit: 1d12 fire damage.
  • Small Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+3 slashing damage.

Pirate

Chaotic evil medium humanoid

Taking things is much easier than the authorities tell you. You can really make a living just taking stuff.

Templates Controlling 1, Mobile 1, Vulnerable 1

Speed 35 ft.; CR 4; XP 1,100; AC 14; HP 90

Proficient Roll +6; Unskilled Roll/Initiative +3

Skills Intimidation, Perception, Flying Vehicles; passive Perception 14

Saves Charisma

Languages Galactic Common

Special Traits

  • Greed. Vulnerable to all damage once Pirate spots an expensive item it wishes to possess. The vulnerability goes away once Pirate gains possession of that item..

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Gravity Gun. Ranged Weapon Attack: +6 to hit, 40 ft./120 ft. Hit: 1d10 force damage and the target is pulled 15 ft. toward Pirate. Can be used to grab small unattended objects without dealing damage.
  • Scary Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage.

Splicer

Chaotic Neutral medium humanoid

Taking over computer systems and making them dance to the music of my code.

Templates Vulnerable 1, Wily 2

Speed 30 ft.; CR 3; XP 700; AC 13; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Investigation, Security Tools; passive Perception 13

Saves Intelligence

Languages Galactic Common

Special Traits

  • Technology-Reliant. Vulnerable to all damage once Splicer’s mobile computer is destroyed or taken.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Computer Intrusion, Hack Weapon
    • 1st-3rd Level (3 slots/day): Data Delve, Download, Virus
    • 4th-6th level (3 slots/day): Firewall, Root Control, Scramble

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Electric Pistol. Ranged Weapon Attack: +5 to hit, 40 ft./120 ft. Hit: 1d8 lightning damage.

Thug

Neutral evil medium humanoid

It’s hilarious when people run in fear.

Templates Tough, Vulnerable

Speed 30 ft.; CR 1; XP 200; AC 14; HP 70

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Intimidation, Land Vehicles; passive Perception 12

Saves Constitution

Languages Galactic Common

Special Traits

  • Partnership. Vulnerable to all damage once a specific ally is defeated, usually the Thug’s leader.

Actions

  • Multiattack. This creature may attack up to twice per round with it’s axe or sword.
  • Axe/Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 slashing damage.

Military

Lawful neutral medium humanoid

Grunt Infantry are not so different in space. Still need to polish their space boots to a shine.

Templates Cooperative 2, Tough 1, Vulnerable 1

Speed 30 ft.; CR 2; XP 450; AC 14; HP 70

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Intimidation; passive Perception 12

Languages Galactic Common, (homeworld language)

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally; Deals 3d6 additional damage when flanking .
  • Isolation. Vulnerable to all damage when allies of Grunt are more than 30 feet (6 squares) from it.

Actions

  • Multiattack. This creature may attack once per round with each of the following attacks.
  • Energy Rifle. Ranged Weapon Attack: +4 to hit, 150 ft./500 ft. Hit: 1d8 fire damage.
  • Butt Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Medic

Lawful good medium humanoid

Treating wounds in the field is more complicated when undiscovered alien diseases are in play.

Templates Wily 1, Vulnerable 1

Speed 30 ft.; CR 1; XP 200; AC 13; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Medicine, Science; passive Perception 12

Languages Galactic Common, (homeworld language)

Special Traits

  • Partnership. Vulnerable to all damage once Medic’s current patient is defeated.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Poisonous Aerosol, Stabilization
    • 1st-3rd Level (3 slots/day): Cryogenic Stasis, Cure, Wound Treatment

Actions

  • Multiattack. This creature may attack up to twice per round with it’s laser carbine.
  • Laser Carbine. Ranged Weapon Attack: +4 to hit, 25 ft./35 ft. Hit: 1d8 fire damage. On hit, Medic may attempt a second attack on another target within 5 ft. of the first.

Sergeant

Lawful neutral medium humanoid

Somebody has to tell these grunts where to march.

Templates Cooperative 1, Wily 1, Vulnerable 1

Speed 30 ft.; CR 7; XP 2,900; AC 14; HP 130

Proficient Roll +7; Unskilled Roll/Initiative +4

Skills Intimidation, Perception; passive Perception 15

Saves Charisma, Wisdom

Languages Galactic Common, (homeworld language)

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally.
  • Isolation. Vulnerable to all damage when allies of Sergeant are more than 30 feet (6 squares) from it.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Cover Fire, Focus
    • 1st-3rd Level (3 slots/day): Attack Formation, Suppressive Fire, Rally

Actions

  • Multiattack. This creature may attack up to twice per round with the following attacks.
  • Energy Rifle. Ranged Weapon Attack: +7 to hit, 150 ft./500 ft. Hit: 1d12 fire damage.
  • Field Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10+4 piercing damage.

Pilot

Lawful neutral medium humanoid

Some of us belong in the sky. Everywhere else holds us down.

Templates Cooperative 2, Vulnerable 1, Wily 2

Speed 30 ft.; CR 5; XP 1,800; AC 13; HP 70

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Flying Vehicles, Perception; passive Perception 13

Saves Dexterity, Wisdom

Languages Galactic Common

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally; Deals 3d6 additional damage when flanking.
  • Partnership. Vulnerable to all damage once copilot or a chosen squad-mate is defeated.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Bug Out, Lag Roll
    • 1st-3rd Level (3 slots/day): Buzz, Close Maneuvers, Hard Landing
    • 4th-6th Level (3 slots/day): Dangerous Maneuvers, Ramming Speed, Situational Awareness

Actions

  • Multiattack. This creature may attack up to twice per round with the following attacks.
  • Cockpit Pistol. Ranged Weapon Attack: +5 to hit, 40 ft./120 ft. Hit: 1d10 fire damage.
  • Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage.

Scout

Lawful neutral medium humanoid

Vigilant and stealthy. Reconnaissance is precious knowledge that must be relayed back to command.

Templates Mobile 2, Wily 1, Vulnerable 1

Speed 45 ft.; CR 3; XP 700; AC 13; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Perception, Stealth, Survival; passive Perception 13

Languages Galactic Common

Special Traits

  • Territorial. Vulnerable to all damage when Scout is not in the wilderness.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Concealment, Resistance
    • 1st-3rd Level (3 slots/day): Adapt to Survive, Lay of the Land, Nondetection

Actions

  • Multiattack. This creature may attack up to twice per round with the following attacks.
  • Energy Rifle. Ranged Weapon Attack: +5 to hit, 150 ft./500 ft. Hit: 1d8 fire damage.
  • Field Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.

Spy

Cover still intact, mission still viable.

Templates Nimble 1, Wily 1, Vulnerable 1 True Neutral medium humanoid

Speed 30 ft.; CR 9; XP 5,000; AC 16; HP 170

Proficient Roll +8; Unskilled Roll/Initiative +4

Skills Deception, Insight, Persuasion, Sleight of Hand, Stealth; passive Perception 16 Saves Wisdom

Languages Galactic Common

Special Traits

  • Impersonation. Vulnerable to all damage once Spy’s identity or allegiance is revealed to enemies.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Distraction, Liar’s Tongue
    • 1st-3rd Level (3 slots/day): Play Dead, Survivable Surrender, Unfair Trade

Actions

  • Multiattack. This creature may attack up to three times per round.
  • Improvised Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d12+4 damage.

Weapons Specialist

Lawful neutral medium humanoid

Bigger guns mean bigger blasts. Makes life worth living.

Templates Deadly 3, Slow 1, Wily 2, Vulnerable 1

Speed 25 ft.; CR 5; XP 1,800; AC 12; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Intimidation, Perception; passive Perception 13

Saves Dexterity

Languages Galactic Common

Special Traits

  • Flank. Vulnerable to damage on attacks from the sides.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Custom Ammo, Mobile Shot
    • 1st-3rd Level (3 slots/day): Head Shot, Longest Shot, Spray Fire
    • 4th-6th level (3 slots/day): Arcing Fire, Grenade Cache, Tunneling Blast

Actions

  • Multiattack. This creature may attack up to five times per round with the following attacks.
  • Heavy Laser Cannon. Ranged Weapon Attack: +5 to hit, 150 ft./500 ft. Hit: 4d8 fire damage.

Monsters

Assassin’s Serpent

Unaligned tiny beast

A snake tamed by only the most animal-friendly of killers.

Templates Little 2, Dark Dwelling 1, Deadly 1, Harmful 1, Vulnerable 1

Speed 30 ft.; CR 8; XP 3,900; AC 18; HP 90

Proficient Roll +6; Unskilled Roll/Initiative +3

Senses darkvision 20 ft.

Skills Athletics, Perception, Stealth; passive Perception 14

Saves Dexterity

Special Traits

  • Killer. Vulnerable to damage from the first person the Assassin’s Serpent attacks this encounter, until they are defeated.

Actions

  • Multiattack. This creature may attack up to three times per round with it’s bite.
  • Poison Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8+3 poison damage and the target must succeed in a Constitution save or become poisoned for 1d6 rounds or until they succeed in a Constitution save on their turn.

Cybernetic Dog Beast

Unaligned medium beast (cyborg)

Obedience through advanced technology.

Templates Harmful 1, Tough 1, Vulnerable 2

Speed 30 ft.; CR 5; XP 1,800; AC 15; HP 150

Proficient Roll +6; Unskilled Roll/Initiative +3

Skills Athletics, Perception; passive Perception 14

Saves Constitution, Dexterity, Strength

Damage Vulnerabilities lightning

Special Traits

  • Leaderless. Vulnerable to all damage once Cybernetic Dog Beast’s owner is defeated.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Ferocious Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+3 piercing damage and the target must succeed in a Wisdom save or become frightened for 1d6 rounds or until they succeed in a Wisdom save on their turn.

Engine Sapper

Unaligned tiny beast

Slimy ten-legged creature, sucking on plasma conduits and electrical lines. The bane of all starship engineers.

Templates Dark Dwelling 2, Little 2, Resistant 3, Vulnerable 1

Speed 30 ft.; CR 4; XP 1,100; AC 17; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Senses darkvision 40 ft.

Skills Acrobatics, Stealth; passive Perception 12

Saves Constitution

Damage Resistances Electricity damage heals me.

Damage Vulnerabilities cold

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Electric Snap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 lightning damage.

Hulking Trampler

Unaligned gargantuan beast

Spiny, hungry monstrosity. A popular luxury pet for wealthy Crime Lords.

Templates Big 3, Deadly 1, Harmful 1, Vulnerable 1

Speed 30 ft.; CR 20; XP 25,000; AC 18; HP 520

Proficient Roll +13; Unskilled Roll/Initiative +7

Skills Acrobatics, Athletics, Perception, Intimidation; passive Perception 21

Saves Charisma, Constitution, Dexterity, Strength , Wisdom

Special Traits

  • Leaderless. Vulnerable to all damage once Hulking Trampler’s master is defeated.

Actions

  • Multiattack. This creature may attack up to six times per round with the following attacks.
  • Trample. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 3d10+7 bludgeoning damage.
  • Grab Bodily. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 2d10+7 bludgeoning damage and the target must succeed in a Strength save or become restrained and lifted 30 ft. up into the air for 1d6 rounds or until they succeed in a Strength save on their turn. The Hulking Trampler may only hold 2 targets at one time using this attack.

Insectoid Drone

Unaligned medium humanoid

Strangely non-sentient insectoids. Seemingly driven by commands from afar.

Templates Cooperative 2, Vulnerable 1

Speed 30 ft.; CR 2; XP 450; AC 13; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Athletics, Perception; passive Perception 13

Saves Dexterity

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally; Deals 3d6 additional damage when flanking .
  • Leaderless. Vulnerable to all damage once the Insectoid Queen is defeated.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Plasma Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 fire damage.

Insectoid Queen

Chaotic neutral large humanoid

Master of the drones. Somewhat psychic. Difficult to understand or negotiate with.

Templates Big 1, Cooperative 1, Vulnerable 1

Speed 30 ft.; CR 11; XP 7,200; AC 16; HP 280

Proficient Roll +9; Unskilled Roll/Initiative +5

Skills Acrobatics, Insight, Perception; passive Perception 17

Saves Charisma, Dexterity, Intelligence

Languages Telepathy 30 ft.

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally.
  • Territorial. Vulnerable to all damage when Insectoid Queen is outside its hive.

Actions

  • Multiattack. This creature may attack up to three times per round with the following attacks.
  • Many Limbed Stab. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8+5 piercing damage.
  • Laser Spinneret. Ranged Weapon Attack: +9 to hit, 50 ft./100 ft. Hit: 2d10 fire damage.

Star Specter

Chaotic neutral medium humanoid

Ghosts of tragic crash landings. Probably the result of hyperlane energies combining in dangerous ways.

Templates Harmful 1, Mobile 2, Resistant 3, Slow 1, Vulnerable 2

Speed 25 ft., fly 20 ft.; CR 15; XP 13,000; AC 16; HP 310

Proficient Roll +11; Unskilled Roll/Initiative +6

Skills Perception,; passive Perception 19

Saves Constitution, Dexterity, Wisdom

Languages Galactic Common

Damage Resistances bludgeoning, piercing, slashing

Damage Vulnerabilities force damage

  • Bane. Vulnerable to damage from starship thrusters.

Actions

  • Multiattack. This creature may attack up to four times per round with the following attacks.
  • Pass Through. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d8+6 psychic damage and the target must succeed in a Wisdom save or become frightened for 1d6 rounds or until they succeed in a Wisdom save on their turn.

Mystics

Mystic Apprentice

Lawful good/chaotic evil medium humanoid

Only through diligence will I learn the secrets to the universe.

Templates Nimble 1, Wily 1, Vulnerable 1

Speed 30 ft.; CR 3; XP 700; AC 14; HP 70

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Acrobatics, Insight, Perception; passive Perception 13

Saves Wisdom

Languages Galactic Common

Special Traits

  • Code. Mystic Apprentices follow a code of honor. Vulnerable to all damage when in violation of that ethical standard.
  • Gambits This creature can use the following gambits, requiring no components:

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Energy Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+3 fire damage.

Psionic Knight

Lawful good/chaotic evil medium humanoid

I enact the will of the universe.

Templates Deadly 1, Tough 1, Wily 2, Vulnerable 1

Speed 30 ft.; CR 10; XP 5,900; AC 16; HP 190

Proficient Roll +7; Unskilled Roll/Initiative +4

Skills Acrobatics, Athletics, Insight, Perception; passive Perception 15 Saves Wisdom

Languages Galactic Common, (one additional)

Special Traits

Actions

  • Multiattack. The psionic knight makes four energy sword attacks.
  • Energy Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10+4 fire damage.

Reactions

When a ranged energy attack misses the psionic knight:

  • Deflect Energy Bolt. Ranged Weapon Attack: +7 to hit, 50 ft./100 ft. Hit: the same damage as the attack that missed would have dealt.

Psychic Prodigy

Lawful good/chaotic evil medium humanoid

Too much power, too little control.

Templates Controlling 2, Deadly 1, Wily 2, Vulnerable 1

Speed 30 ft.; CR 12; XP 8,400; AC 15; HP 190

Proficient Roll +8; Unskilled Roll/Initiative +4

Skills Acrobatics, Athletics, Insight, Intimidation,; passive Perception 16

Saves Intelligence, Wisdom

Languages Galactic Common

Special Traits

    • Pride. Vulnerable to all damage for one round after any failed attack made by psychic prodigy
    • Gambits This creature can use the following gambits, requiring no components:

Actions

    • Multiattack. This creature may attack up to four times per round with the following attacks.
    • Energy Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d12+4 fire damage.

Telekinetic Blast. Ranged Weapon Attack: +8 to hit, 50 ft./100 ft. Hit: 2d10 force damage, and either pulling or pushing the target 15 ft. towards or away from Psychic Prodigy.

Reactions

When a ranged energy attack misses the psychic prodigy:

  • Deflect Energy Bolt. Ranged Weapon Attack: +8 to hit, 50 ft./100 ft. Hit: the same damage as the attack that missed would have dealt.

Sorcerer

Chaotic evil medium humanoid

Ultimate power is almost within reach. I’ll settle for penultimate for now.

Templates Wily 3, Vulnerable 1

Speed 30 ft.; CR 20; XP 25,000; AC 18; HP 370

Proficient Roll +13; Unskilled Roll/Initiative +7

Skills Acrobatics, Deception, Insight, Intimidation, Persuasion; passive Perception 21 Saves Dexterity, Intelligence, Wisdom

Languages Galactic Common, (one additional)

Special Traits

Actions

  • Multiattack. This creature may attack up to five times per round with the following attacks.
  • Deceptively Small Energy Blade. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d10+7 fire damage.

Reactions

When a ranged energy attack misses the sorcerer:

  • Deflect Energy Bolt. Ranged Weapon Attack: +13 to hit, 50 ft./100 ft. Hit: the same damage as the attack that missed would have dealt.

Wise Mentor

Lawful good medium humanoid

Wisdom is knowing when the galaxy simply needs your advice.

Templates Tough 1, Wily 2, Vulnerable 1

Speed 30 ft.; CR 20; XP 25,000; AC 19; HP 410

Proficient Roll +13; Unskilled Roll/Initiative +7

Skills Athletics, Animal Handling, Insight, Survival; passive Perception 21 Damage 2d10+7 3d8

Saves Constitution, Dexterity, Intelligence, Wisdom

Languages Galactic Common, (one additional)

Special Traits

Actions

    • Multiattack. This creature may attack up to five times per round with the following attacks.
    • Energy Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d10+7 damage.

Reactions

When a ranged energy attack misses the wise mentor:

  • Deflect Energy Bolt. Ranged Weapon Attack: +13 to hit, 50 ft./100 ft. Hit: the same damage as the attack that missed would have dealt.

Robots

Cybernetic Overlord

Neutral evil large robot

Ruler of an entire planet of misfit robots. A massive pile of parts.

Templates Deadly 1, Big 1, Vulnerable 1, Wily 1

Speed 30 ft.; CR 21; XP 33,000; AC 18; HP 420

Proficient Roll +13; Unskilled Roll/Initiative +7

Skills Athletics, Perception, Science, Stealth; passive Perception 21

Saves Constitution, Dexterity, Strength , Intelligence

Languages Galactic Common, Robotic binary

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Isolation. Vulnerable to all damage when allies of Cybernetic Overlord are more than 30 feet (6 squares) from it.

Actions

  • Multiattack. This creature may attack up to six times per round with the following attacks.
  • Electric Blast. Area Attack: +13 to hit, 15 ft. radius around Cybernetic Overlord. Hit: 4d8 lightning damage.

Laser Barrage. Ranged Weapon Attack: +13 to hit, 150 ft./500 ft. Hit: 2d8 fire damage.

Viral Infection. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d10+7 lightning damage and the target must succeed in an Intelligence save or become incapacitated for 1d6 rounds or until they succeed in an Intelligence save on their turn. Only affects robots.

Factotum Servant

Lawful good medium robot

Polite household servitor, for all your grueling menial needs.

Templates Vulnerable 1

Speed 30 ft.; CR 1/4; XP 50; AC 13; HP 15

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Persuasion; passive Perception 12

Languages Galactic Common

Damage Vulnerabilities lightning.

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Territorial. Vulnerable to all damage when Factotum Servant is outside its master’s home.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Vacuum Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 thunder damage.

Giant Mech

Lawful neutral medium robot

A towering machine built for war or entertainment. Maybe a little of both.

Templates Big 3, Tough 1, Vulnerable 1

Speed 30 ft.; CR 22; XP 41,000; AC 20; HP 620

Proficient Roll +14; Unskilled Roll/Initiative +7

Skills Acrobatics, Athletics, Intimidation, Perception; passive Perception 22

Saves Dexterity, Charisma, Constitution, Strength , Wisdom

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Exposed Attack. Vulnerable to all damage in the turn following Missile Barrage attacks made by Giant Mech.

Actions

  • Multiattack. This creature may attack up to five times per round with the following attacks.
  • Double-Fisted Smash. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 2d10+7 bludgeoning damage.
  • Missile Barrage. Ranged Weapon Attack: +14 to hit, 200 ft./500 ft. Hit: 3d10 thunder damage.

Hand-Eye Instructor

Unaligned tiny robot

Small floating device that improves your reflexes by blasting you.

Templates Little 2, Mobile 1, Slow 2, Vulnerable 1

Speed Fly 10 ft.; CR 1/2; XP 100; AC 15; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Damage Vulnerabilities lightning

Skills Acrobatics; passive Perception 12

Saves Dexterity

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Partnership. Vulnerable to all damage once Hand-Eye Instructor’s most recent student is defeated.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Teeny Tiny Laser. Ranged Weapon Attack: +4 to hit, 5 ft./10 ft. Hit: 1d4+2 fire damage.

Industrial Lifter

Lawful neutral large robot

Bulky and dumb, but gets the job done. Sounds like hydraulics taking a walk.

Templates Big 1, Controlling 1, Slow 2, Vulnerable 1

Speed 20 ft.; CR 2; XP 450; AC 11; HP 120

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Athletics, Intimidation; passive Perception 13

Saves Constitution, Strength

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Back Stab. Vulnerable to damage on attacks from behind.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Hydraulic Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage and pushing the target 15 ft. away.

Infantry Automaton

Lawful neutral medium robot

Automation and replication pushed to the limits through warfare. Victory through sheer numbers.

Templates Cooperative 1, Mobile 1, Vulnerable 1

Speed 35 ft.; CR 1; XP 200; AC 13; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Perception; passive Perception 12

Saves Dexterity

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Cooperative. Gains half cover when within 5 ft./1 square of an ally.
  • Technology-Reliant. Vulnerable to all damage once Infantry Automaton’s communications network goes down.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Laser Rifle. Ranged Weapon Attack: +4 to hit, 150 ft./500 ft. Hit: 1d8 fire damage.

Intelligent Missile

Lawful neutral large robot

A flying bomb, made to think its way to the target.

Templates Big 1, Deadly 2, Mobile 3, Vulnerable 1

Speed 30 ft., fly 30 ft.; CR 9; XP 5,000; AC 15; HP 200

Proficient Roll +7; Unskilled Roll/Initiative +4

Skills Acrobatics, Perception; passive Perception 15

Saves Constitution, Dexterity, Intelligence Languages Galactic

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Technology-Reliant. Vulnerable to all damage once navigation matrix is destroyed or disabled.

Actions

  • Self Destruct. Area Attack: +7 to hit, 15 ft.-radius around itself. Hit: 7d10+4 thunder damage, at which point the Intelligent Missile is destroyed.

Interpreter Droid

Lawful good medium robot

Loquacious in the extreme.

Templates Slow 2, Vulnerable 1, Wily 1

Speed 20 ft.; CR 1/2; XP 100; AC 11; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Persuasion; passive Perception 12

Languages (Nearly all)

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Point Blank. Vulnerable to damage from ranged attacks made within 5 ft. (1 square).
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Fast Friends, Silver Tongue
    • 1st-3rd Level (3 slots/day): Body Language, Brief Alliance, Local Guide

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Flurry of Metal Slaps. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.

Medical Robot

Lawful good medium robot

A strong, soothing, modulated voice. The final word in robotic bedside manner.

Templates Wily 1, Slow 1, Vulnerable 1

Speed 25 ft.; CR 1; XP 200; AC 12; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Medicine, Science; passive Perception 12

Saves Intelligence

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Compassion. Vulnerable to damage on attacks made by foes that are at less than half their maximum Hit Points.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Anesthetize, Inoculation
    • 1st-3rd Level (3 slots/day): Contaminant analysis, cure, wound treatment

Actions

  • Multiattack. The medical robot makes two surgical tool appendage attacks.
  • Surgical Tool Appendage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 slashing damage.

Repair and Power Bot

Lawful neutral medium robot

A walking, beeping tool; ready to plug in.

Templates Slow 2, Tough 1, Wily 1, Vulnerable 1

Speed 20 ft.; CR 1/2; XP 100; AC 12; HP 70

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Repair tools, Security tools; passive Perception 12

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Flank. Vulnerable to damage on attacks from the sides.
  • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Breaking, Push the Limit
    • 1st-3rd Level (3 slots/day): Boost Weapon, Shield Pass, Shunt Power

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Electric Jolt. Ranged Weapon Attack: +4 to hit, reach 10 ft./20 ft. Hit: 1d4 lightning damage.

Security Patroller

Lawful neutral medium robot

Dispassionate flying enforcement of this district’s civil codes.

Templates Dark Dwelling 2, Harmful 1, Mobile 2, Vulnerable 1

Speed 30 ft., fly 20 ft.; CR 6; XP 2,300; AC 13; HP 70

Proficient Roll +5; Unskilled Roll/Initiative +3

Senses darkvision 40 ft.

Skills Investigation, Perception, Acrobatics; passive Perception 13

Saves Dexterity

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Technology-Reliant. Vulnerable to all damage once Security Patroller’s connection to police databases is disrupted.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Stun Ray. Ranged Weapon Attack: +5 to hit, 60 ft./120 ft. Hit: 1d10 lightning damage and target must succeed a Strength save or gain the restrained condition for 1d6 rounds or until they succeed in a Strength save on their turn.

Surveillance Drone

Lawful neutral large robot

Constant robotic vigilance; a sign of a functioning sci-fi autocracy.

Templates Big 1, Dark Dwelling 2, Mobile 2, Nimble 1, Vulnerable 1

Speed 30 ft., fly 20 ft.; CR 16; XP 15,000; AC 17; HP 300

Proficient Roll +10; Unskilled Roll/Initiative +5

Senses darkvision 40 ft.

Skills Acrobatics, Perception, Stealth; passive Perception 18

Saves Constitution, Dexterity, Intelligence, Wisdom

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Sight-Reliant. Vulnerable to damage on attacks made by invisible foes.

Actions

  • Multiattack. This creature may attack up to four times per round with the following attacks.
  • Energy Cannon. Ranged Weapon Attack: +12 to hit, 50 ft./150 ft. Hit: 2d10 fire damage.
Section 15: Copyright Notice

HYPERLANES Developer Ryan Chaddock Copyright 2017 Scrivened, LLC

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