Monstrous Physique — Terran, Part 2

The Starcraft never ends! (Whether this is a good thing or a bad thing, let me know!) This week, we take a look at the rest of the Terran ground units. Let’s get to it!

First up is our Terran subtype.

Terran
Terrans are an offshoot of humans which habitat a remote sector of space. Their unique physiology shows signs of nascent psionic abilities. Terran machines and vehicles are always manned.
Traits: Terran humanoids follow the same rules as the human subtype. Terran constructs are not immune to mind-affecting effects.

Ghost                                                CR 4
XP 1,200        
N Medium humanoid (terran)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
HP 50
EAC 16; KAC 18
Fort +6, Ref +6, Will +5
OFFENSE
Speed 30 ft.
Ranged rifle +12 (1d6+4)
Offensive Abilities lockdown +12
STATISTICS
Str +1, Dex +5, Con +3, Int +1, Wis +1, Cha +0
Skills Computers +10, Perception +10, Stealth +15
Languages Common
Other Abilities cloaking
ECOLOGY
Environment any
Organization solitary, pair, or squad (3–12)
SPECIAL ABILITIES
Cloaking (Ex) As a swift action, a ghost can activate its personal cloaking device. The ghost becomes invisible as greater invisiblity. A ghost must spend its swift action every round it wishes to maintain the cloak. It can maintain the cloak for up to 10 rounds. Spent rounds of cloak recharge at a rate of 1 round per 1 hour.
Gauss Rifle (Ex) The 25mm C-10 canister rifle has a range increment of 60 feet.
Lockdown (Ex) As a standard action, a ghost can fire a specially round at a mechanical construct, starship, or vehicle within 60 feet. A construct struck by this ability must succeed at a DC 13 Fortitude save or become dazed for 1d4 rounds. Each round at the end of its turn a dazed construct may attempt new a saving throw to end the dazed effect. A starship or vehicle struck by this ability cannot move or use its weapons for 1d4 rounds unless the pilot succeeds at a DC 18 Piloting check. A ghost can use this ability once every 1d4 rounds.

Terrans born with significant psionic potential find themselves quarantined and entered into government training. Those that survive the Ghost Program learn to channel their psionic energies to augment their natural strength and endurance. Ghosts’ mental and physical conditioning pushes them to the peak of battlefield prowess. They have training in target shooting, close-quarters combat, and vehicular expertise. They also are completely desensitized to combat and serve as intelligence agents and assassins for Terran armies. Their Hostile Environment suits are fitted with cloaking devices that allow ghosts to avoid enemy detection both on and off the battlefield.

Vulture                                             CR 5
XP 1,600
N Large construct (mechanical, terran)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
HP 70
EAC 17; KAC 19
Fort +5, Ref +5, Will +2
Defensive Abilities hardness 5; Immunities construct immunities
OFFENSE
Speed 50 ft.
Ranged grenades +15 (1d8+5)
Offensive Abilities spider mines
STATISTICS
Str +2, Dex +5, Con —, Int +0, Wis +0, Cha +0
Skills Perception +16
Languages Common
Other Abilities unliving
ECOLOGY
Environment any
Organization solitary, pair, or convoy (3–12)
SPECIAL ABILITIES
Grenades (Ex) The vulture’s anti-personnel fragmentation grenade has a range increment of 60 feet.
Spider Mine (Ex) A vulture holds 3 spider mines. As a standard action, a vulture can place a spider mine which burrows into the ground. While burrowed, the spider mine gains blindsight (vibration) 30 feet and is treated as invisible. Any abilities or effects that can see invisible creatures or dispel invisibility reveal a burrowed spider mine. When a spider mine detects a creature within 30 feet, it unburrows and charges towards the creature at a rate of 20 feet per round. When the spider mine is adjacent to the creature, the mine explodes and deals 2d6 damage to all creatures in a 10-foot radius. A creature which succeeds at a DC 13 Reflex save halves this damage. If the spider mine does not detect a creature within 30 feet, it burrows again as a standard action.

The vulture-class hover bike is designed for speed and reliability. It makes use of limited gravity technology to allow it to travel over rough terrain at high speed. Although these bikes are mostly intended for scavenging or quick transport, their speed makes them excellent frontline skirmishers. Their mounted grenade launchers allow for quick, drive-by harrying of enemy troops. The increasing popularity of the spider mine deployment systems allows vultures to also serve a defensive function. The mines protect vital resources and choke holds without the need for any further supervision.

Goliath                                             CR 6
XP 2,400
N Large construct (mechanical, terran)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +18
DEFENSE
HP 90
EAC 18; KAC 20
Fort +6, Ref +6, Will +3
Defensive Abilities hardness 10; Immunities construct immunities
OFFENSE
Speed 30 ft.
Ranged autocannons +17 (1d8+5) or
missiles +17 (2d6+6)
STATISTICS
Str +2, Dex +3, Con —, Int +0, Wis +0, Cha +0
Skills Perception +18
Languages Common
Other Abilities unliving
ECOLOGY
Environment any
Organization solitary, pair, or gang (3–12)
SPECIAL ABILITIES
Autocannons (Ex) The twin 30mm autocannons have a range increment of 60 feet and can only be used against non-flying targets.
Missiles (Ex) The Hellfire anti-air missiles have a range increment of 90 feet and can only be used against flying targets.

Goliaths serve as forward assault units for a number of armies and smaller groups throughout the sector. Originally designed to serve as infantry support in the Kel-Morian Combine owned mining operations, goliath schematics have since ended up sold and reproduced in vast quantities. Their use in the Kel-Morian Mining revolts proved their effectiveness as handfuls of these combat walkers proved pivotal in the intense urban engagements that led to the defeat of these uprisings. A goliath houses a single pilot which stand in a central “cradle” to control the walker. Inside, the pilots move about as if on foot and the walker mimics these movements on the battlefield. A goliath’s excellent maneuverability gives it advantages in open terrain, but also proves invaluable in tight quarters such as in urban environments or inside large spacecraft.

 

Siege Tank                                         CR 8
XP 4,800
N Huge construct (mechanical, terran)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +21
DEFENSE
HP 125
EAC 20; KAC 22
Fort +8, Ref +8, Will +5
Defensive Abilities hardness 15; Immunities construct immunities
OFFENSE
Speed 20 ft.
Ranged cannons +20 (3d6+8 fire) or
shock cannon +20 (5d4+9)
Offensive Abilities siege mode
STATISTICS
Str +4, Dex +2, Con —, Int +0, Wis +0, Cha +0
Skills Perception +21
Languages Common
Other Abilities unliving
ECOLOGY
Environment any
Organization solitary, pair, or storm (3–12)
SPECIAL ABILITIES
Cannons (Ex) The twin 80mm cannons have a range increment of 60 feet and can only be used against non-flying targets.
Shock Cannon (Ex) The 120mm Shock cannon can be used against non-flying targets from at least 30 feet up to 120 feet away.
Siege Mode (Ex) As a full-round action, a siege tank can switch between its assault mode and its siege mode. In assault mode, the siege tank uses it cannons for attacks. In siege mode, the siege tank loses its movement speed, gains immunity to trip attempts, and uses its shock cannon for attacks.

The Arclite Siege Tank is renowned throughout the sector for its devastating firepower and its stalwart emplacement tactics. Originally designed to acts as the last line of defense as a stationary cannon, the need for mobility soon pushed engineering efforts to add mobility to the cannon. The creative solution allows for the siege tank to act as a conventional tank and deploy the cannon to serve as a static artillery emplacement at a moment’s notice. In its assault mode, the tank follows the familiar role of an armored support. In the siege mode, the siege tank is able to deploy a much more power and longer ranged weapon. The nature of the siege mode prohibits the tank from firing upon units in close quarters and the tank can fall prey to onslaughts of quick troops that enter its “dead” zone.

That’s it for this week! Next week, we’ll say if we finally take to the skies! If you end up introducing the Terran into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.

Luis Loza

Luis Loza is a freelance writer from Lincoln, Nebraska. He has written for Paizo Inc, Legendary Games, Rogue Genius Games, and more third-party publishers. His hobbies include gaming both tabletop and video, making jokes, obsessing over time travel, taking naps with Hugo the cat, and walks with Heather the wife. He is eternally plagued with a hunger for tacos.

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