Timesplitters d20 [Archive] - Wizards Community

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Lonewolf the Hunter

04-17-08, 01:35 AM
This is one of my favorite FPS series and I would like to present my stats for the title villians and the most popular weapons among my own group of friends.
Background: Time Splitters is a tongue in cheek shooter about humanity's bloody war with the timesplitters. Timesplitters posess the Time Crystals semi-magical peices of space rock that when placed in a properly designed device allow for time travel, the Splitters use this to move back and forth thru time, altering our history for their own ends.

Timesplitters: The Timesplitters themselves are an eclectic group of monsters created by mad scientist JAcob Crow in his mad quest for immortality. The Splitters fall into seven distinct groups as detailed below

Basic Form1(Timesplitters)CR1/2.Medium Undead. HD1d12+3. HP9. Mas-. Init+5. Spd30ft. Defence:13,Touch11,FF12(+1Dex,+2natural) . BAB+0. Grapl+1.Atk:+1melee(claw 1d4+1) or +1ranged Touch(acid bolt 1d6 Range 30ft.) Full Attack: +1melee (2 claws 1d4+1). FS:5x5. R:5. SQ: Undead traits, Skeletal Traits. AL:Timesplitters. SV: Fort+1, Ref+1, Will+2.Str12,Dex12,Con-,Int-,Wis10,Cha1
Skills: None
Feats:Improved Iniative, Simple Weapons Proficancy, Toughness.
Possions: Cybernetic Frame(Acid Bolt, +2str, +1 Fort, Toughness bonus feat)
The most basic form of timesplitter this creature is basicly just a skeleton held together by bits of mummified flesh and a network of cyborg parts.

Basic Form2(Timesplitters)CR1. Medium Undead. HD2d12+3.HP16.Mas-.Init-1. Spd30ft.Defense:12,Touch9,FF12(-1Dex,+3natural).Bab+0. Grapl+2. Atk+2melee(1d4+2 claw) or -1ranged touch(Acid bolt 1d6, 30ft range). Full Atk: +2melee(2 claws 1d4+2). FS:5x5. R:5. SQ:Undead Traits. AL: Timesplitters. SV: Fort+1,Ref-1,Will+3. Str15, Dex8, Con-, Int-,Wis10, Cha1.
Skills: None.
Feats: Toughness.
Possions: Cybernetic Frame(as Basic form1)
A bit more flesh than the basic form1, but, that's about it.

BerserkSplitter(Timesplitters Future Perfect[3]).CR8. Medium Undead. HD6d12.HP39.Mas-.Spd40ft.Defense17, Touch13, FF14(+3Dex,+4Nat). Bab+3. Grapl+7. Atk:+8melee(claw 1d4+4). Full Atk:+8melee(2 claws 1d4+4)and+5melee(Bite 1d8+2). FS:5x5.R:5.SQ: Aura of Fear(SU)(as the Fear spell[caster level 7th] radius 30ft, Will 14 negates, can not be effected by the same Splitter more than once in a 24 hour period), Invisibility(SU)(Caster level 3rd, 3/day), Rend(EX),(automatic 2d4+6 when both claw attacks hit in the same round), Scent(EX), Shocker(EX)(3/day as the Mutation in d20 Apocalypse), Undead Traits.
AL: Chaos, Evil, Timesplitters. AP:0. Rep+0. SV: Fort+1, Ref+4, Will+4. Str19, Dex17, Con-,Int6,Wis10,Cha14.
Skills:Balance+12,Climb+13,Jump+9,Tumble +8.
Feats: Multi attack, Weapon Focus(Claw)
Advancement:7-12HD(medium)
The elite shock troops of the Timesplitter army. Hulking apelike beast with multiple eyes.

I'll post the rest in a second right now I want to get this thread going.
Lonewolf the Hunter

04-17-08, 02:32 AM
Here are the rest

Dronesplitters: Dronesplitters are not true Timesplitters, they are a species of enslaved anphibian humanoids.

Baby Drone: CR:1/2. Small Monsterous humanoid. HD:1d8+1.HP:5. Mas12. Init+2. Spd:30ft. Defense:13, Touch13, FF11(+1size, +2Dex)Bab+1.Grapl-3.
Atk: +2melee(1d3 claw or bite) Full Atk: +2melee(2 claws 1d3) and +0melee(1d3 bite). SQ:Anphibious(EX)(Can breathe air or water indefinitly), Darkvision60ft(EX).FS:5x5.R5. AL:Timesplitters. SV: Fort+1, Ref+4, Will+1. STr10, Dex14, Con12, Int6,Wis8,Cha6.
Skills:Jump+4,Listen+3,Spot+3.
Feats: MultiAttack, Simple Weapons Proficancy.
Possions: Spinal Implant(Unbreakable alligence to Timesplitter empire while implant is functional)
Advancement:2HD(small),Dronesplitter.

Dronesplitter:CR2. Medium Monsterous Humanoid. HD3d8+6. HP16.Init+1.Spd30ft.Defense:13,Touch11,F F12(+1Dex,+2Natural). Bab+3, Grapl+5. ATK:+5melee(1d4+2, Claw or Bite). Full ATk:+5melee( 2claws 1d4+2) and +3melee(1d4+2 bite).FS:5x5.R5.SQ:as Babydrone.AL: TImesplitters.SV: Fort+3,Ref+4,Will+2. Str14, Dex12, Con14,Int6,Wis8,Cha6.
Skills: Jump+6, Listen+5,Spot+5.
Feats:As Babydrone.
Possions: As BabyDrone.

Reaper Splitters: Humanoid in only the vaguist since of the word, these creatures are the back bone of the Timesplitter army.
CR5 Medium Abberation.HD:3d8+3. HP:16. Mas 13. Init+2. Spd30ft. Defense:14,Touch12, FF12(+2dex,+2Natural).Bab+2. Grapl+3. Atk: +3melee(2d4+1 claw)or +3melee(Tongue bite 1d2+1), or +3melee(1d6+1Bite) FullAtk: +3melee(2 claws 2d4+1) and +1melee(Tongue bite 1d2) and +1melee(bite 1d6).SQ: Darkvision 60ft(EX), Dimension Door(SU)(3/day caster level 7th), Discharge(SU)(as the BerserkSplitter's Shocker ability[reduce damage to 3d6], add 10ft radius burst ref 17 for half damage),Invisibility2/day(SU)(As Beserksplitter).AL:Evil, Timesplitters. SV: Fort+2, Ref+3, Will+3. Str13, Dex14, Con13, Int10, Wis 10, cha6.
Skills:Climb+7,Hide+6,Jump+7,Movesilentl y+6,Spot+4.
Feats:Combat Reflexes, Multi Attack, SimpleWeapons Proficancy.
Advancment: By Character Class.

Scourgesplitters: The ruling class of the Timesplitter empire. Scourgesplitters have a roughly humanoid shape with flame wreaved semi featureless heads. They are also the only ones that weild manufactured weapons.
CR9 Medium Outsider. HD:9d8+9.HP:50. Mas13. Init:+4. Spd:30ft. Defense:16, Touch10, FF16(+6natural). FS5x5.R5.SQ: Darkvision 60ft, DR10/directed energy weapons(EX)(weapons that deal any form of energy damage), Pulsing Flame(EX): Reuce concealment by one step, all bonuses from camoflage or invisiblity are halved, Outsider Traits.AL:Evil, Timesplitters. SV: Fort+7, Ref+6, Will+7. Str15, Dex11,Con13, Int14, Cha16.
Skills: Bluff+15, Concentration+13, Diplomacy+15, Gather Information+13, Knowledge(tactics)+14, Listen+10, Spot+10.
Feats:Alien Weapons Proficancy, Improved Initiative, Personal Firearms Proficancy, Simple Weapons Proficancy.
Advancement: By Character Class.
Lonewolf the Hunter

04-17-08, 03:34 AM
And some favorite weapons:

Pistols
Flare Gun(TS3)Dmg:3d6(Fire).Crit:20. Range Inc: 20ft. Burst Radius:10ft. Ref15. RoF:single. Mag:1(int). SZ:Med. Wgt:4lb. Purchase DC/Res:14/Res. PL4.Reload:Full Round
--This combat Flare gun is a highly destructive but highly inaccurate weapon. The flares set targets and nearby combustable objects on fire.

LX-18(TS3)Dmg:2d6(Ball). Crit:20. Range Inc:30ft.RoF:s. Mag:18(box) SZ: Small. Wgt:2lb. Purchase DC/Res: 20/ Res. PL6. Reload:Move Action
--An ultra compact autoloader. This weapon can attach a specilized silencer with entegrated scope(x1.5 range increment).

Sci-Fi Pistol(TS3)Dmg2d6(Ball/Energy). Crit 20. Range Inc:40ft. Rof:S. Mag:16(box) SZ:Med. Wgt:4lb. PDC/Res: 18/Res. PL7.Reload Move Action
--A powerful automatic pistol with a specialized targeting optic (+2 on attack rolls when used), also can be set to make skip shot attacks as a move action without the feat.

Automatics
Machinegun(TS3)Dmg:2d6(Ball).Crit:20. Range Inc:50ft. RoF:S,A. Mag:32(box)SZ: Med. Wgt:4lb.PDC/Res:21/Res. PL5.Reload:Move Action.
-- An ultra compact MP5.
Sbp-500(TS3)Dmg2d8(Ball)Crit:20. Range Inc:80ft. RoF:s,a.Mag:64(box), SZ: Large. Wgt:9lb. PDC/Res: 23/Mil. PL6. Reload: Full Round.
--The P90 scaled upto a full sized assult rifle integrated suppressor and 1200+rounds per minute rate of fire.

S47 Soviet(TS2)Dmg2d8(Ball) or3d6(Slash). Crit 20 or -. Burst radius/Reflex save -or15ft/15. Range Inc:70ft or 60ft. RoF: S,A or Single. Mag: 30(box) or 1(int). SZ:Large. Wgt:10lb. PDC/Res:19/Mil.PL5 Reload:Full Round.
--The AkS with a built in gernade launcher (represented by the or stats) and weighted to be fired one handed(-2 Attack) or Dual Weilded(-2 attack for each weapon in addition to penilties for fighting with 2 one handed weapons.)

Soviet Rifle(TS3)Dmg 2d10.(Ball). Crit:20. Range Inc:70ft. RoF:s,a. Mag: 30 (box), SZ: Large. Wgt:11lb. PDC/Res: 17/Res. PL5. Reload:Move Action.
--A blend of the FN FAL and H&K G3 assultrifles.

Tommy Gun(TS/TS2) Dmg2d6(Ball). Crit:20. Range Inc:30ft. RoF:S,A.Mag:32 (box). SZ: Large. Wgt:7lb. PDC/Res: 18/Res. PL4. Reload: Full Round
--A vaiant of the standard Thompson feed by 32 round drums and follows the same dual weilding rules as the S47.

Longarms
Sniper Rifle(all)Dmg2d10(ball). Crit 20. Range Inc90ft. RoF: Single. Mag:5(box), SZ: Large. Wgt:8lb. PDC/Res: 19/Lic. PL5. Reload: Full Round.
--A veteran of all three Timesplitters games, this bolt action rifle can accept a varity of scopes from video-optic, to nightvision and standard. It can be loaded with Magazines or Stripper clips.

Tactical 12gauge(TS2/TS3)Dmg2d8. Crit 20. Range Inc:40ft. RoF: Single. Mag: 8(int) SZ: large. Wgt:6lb. PDC/Res: 17/Lic. PL5. Reload:Full Round.
-- A reliable Pump shotgun.
Lonewolf the Hunter

05-13-08, 10:34 PM
113 views and no new post, well here are a couple of the vehicles from the third game.

Flat Bed Truck:Crew:2. Pass:1. Cargo:100lb. Init/Manuv:-2/-2. Top Spd:120(12). Def:8. Hard:6. HP:40. SZ:H. Purchase DC: 28. Res: Lic(Mil w/ Machine gun) PL4.
The flat bed mounts a .303 machine gun (see below), in the bed (The second crew man), the truck is 2squares wide and 5squares long. the driver and the passenger in the cab gain 3/4 cover from attacks, while the gunner receives 1/2 cover. This is the primary vehicle of enemy forces in the games 1922 level.

Robot Tank:Crew:3. Pass:0. Cargo:200lb. Init/Manuv:-4/-6. Top Spd:100 (10). Def:6. Hard:30. HP: 70. SZ:G. Purchase DC: 46. Res: Mil. PL7
The primary combat vehicle of the game's cyborg/robot forces in the Terminator inspired levels. 4 squares wide and 8 long. full cover to occupants. 1 cannon (See Below) Fire arc Forward. 2 lasers (See below) Fire arc turret.

.303 machine gun(Heavy Machine Gun Proficiency): dmg: 2d10 (Ball), Crit: 20. Range Inc: 90ft. Rof:A. Mag: Linked. SZ: huge (33lb). Purchase DC: 22. Mil PL4.
The generic heavy machine gun of the various enemy forces.

Tank Cannon(Cannon Proficiency): dmg: 10d10 (Ball). Crit:20 Range Inc: 300ft. RoF: single. Mag:1 (int). SZ: Huge (200lb). Purchase DC: 26 Mil PL6.
The principal weapon of the Robot Tank.

Laser (Cannon Proficiency): dmg: 6d6 (Fire). Crit: 20. Range Inc: 250ft. Rof: S,A. Mag--. SZ: huge(80lb). Purchase DC: 26 Mil. PL6.
A generic auto laser.
Lonewolf the Hunter

06-01-08, 06:46 PM
To any one that may look at this thread and say "Wow, this Lonewolf character doesn't seem to care about his thread." I have not posted recently because no one has remarked on my work. and I can't believe that over 170 views nobody has anything to say. Praise it, deride it, or express indeferance to it. Just let me know weather or not you think this thread is worth saving because I have a lot more stuff from the TS universe that I have completed or could quickly complete.
Freefall357

06-12-08, 01:10 PM
To any one that may look at this thread and say "Wow, this Lonewolf character doesn't seem to care about his thread." I have not posted recently because no one has remarked on my work. and I can't believe that over 170 views nobody has anything to say. Praise it, deride it, or express indeferance to it. Just let me know weather or not you think this thread is worth saving because I have a lot more stuff from the TS universe that I have completed or could quickly complete.

:) - Well mate, I too love Timesplitters and enjoy seeing things statted up. I do not think I will actually play a TS D20 game, but what you have does look good...don't forget the god-forsaken 'monkey gun' :P

*TIME TO SPLI...*
**odd look from Anya**
*...looks down*

:thumbsup: :D
Lonewolf the Hunter

06-13-08, 04:42 AM
Glad to know some one likes my work. Hopefully I'll be able to post something after work, but, let see what I have

I don't know what people will make of it, but this is my impression of the Monkey Gun
Damage: 4d6. Piercing. Crit: 20. Range Inc.: 60ft. RoF: A(special). Mag: 1(Box) (Special). SZ: L. Wgt: 7lb. Purchase DC: 27 Res: Ill+4.
This weapon bares a striking resemblance to the Kriss Super V sub gun, however the destructive power of this weapon greatly exedes the Super V. The Monkey gun is a type of rail gun (this may or may not be cannon but it's the only thing that makes sense to me) that uses specialized magazine packed with 64 flechettes. On an auto fire attack it hurls them all into a 10 x10 foot square (Ref 20 for half damage) A burst fire attack adds 4d6 but still uses the entire clip.
Lonewolf the Hunter

06-14-08, 12:13 AM
Here are two of my favorite TS2 energy weapons.
Plasma Auto Rifle(PL7) A powerful Assault rifle/SAW hybrid with integrated grenade launcher Size: Large. Wgt:13lb Purchase DC: 28. Res: Mil +3
Rifle Dmg: 3d10 Type Fire Crit: 20. Range Inc: 80ft. RoF: S,A (must me be allowed to cool for one round after six consecutive Auto fire attacks.) Mag:200 (Power cell).
Plasma Grenade Launcher Dmg: 8d6. Type Energy. Range Increment 70ft. RoF: single Mag: 1 (int). Burst 5ft. Ref: 17. Grenades detonate 1 round after deployment or if they take 5 or more points of damage. The shooter may make a ranged touch attack to "stick" the grenade to his trarget.

Sci Fi Pistol(PL6). One of the oldest futuristic weapons in TS2 this weapon is fielded by riot officers in 2016 and is still in front line service in the mid 24th century. The shots from this weapon ricochet off of just about any surface. This allows the shooter to make skip shot attacks with out the feat, but on an attack that fails by five or more points comes back at the shooter (Attack roll shooter's Base -2 Damage, standard skip shot rules).
Specs
Dmg:2d6. Type: Electric. Crit: 20. Range Inc: 40ft. RoF: S, 3round burst (-2 attack +2d6[also applies to ricochets]). Mag: 30 (cell). SZ: M. Wgt: 4lb. Purchase DC: 21. Res: Mil+3

Tomorrow, expect the Mox.
Lonewolf the Hunter

06-15-08, 04:11 AM
The Mox are a species of xenophobic aliens loosely allied with the Time Splitters.
Mox have large bulbous heads and bulging eyes at the sides of their heads. The Mox come in three races each defined by color. (I may have to revisit this post if the 4th installment of the franchise adds any new races.)
Koozer: Distinguished from the other races by their blue skin, TS3 list them as the dominate race at the end of the Mox Civil war, because they had waited for the other two to destroy each other.
Meezer: Red skinned and allegedly the least Xenophobic, the Meezor were the dominate race in TS2 till story driven events in the late 23rd century re ignited the Mox Civil war.
Ozor: Green skinned and xenophobic The Ozor hate the Meezer more than anyone else.
Species Traits:
While each race and every Mox is distinct, they all share a number of physical traits in common.
Humanoid: Despite there alien appearance, the Mox are humanoid.
Medium: Mox receive no bonuses or penalties for their size.
+2 Dex -2 Cha.
Hard to flank: Do to the unique position of their eyes all flanking bonuses against a Mox are halved.
Base Land speed: 30feet.
Reputation: Mox are rightly feared for their cruelty both by other civilizations and others of there own kind. Against non Mox the Mox receive a -2 penalty on Diplomacy and gather information checks. They also receive a +2 bonus on Bluff and intimidate checks. Against members of another Mox race they take a -2 penalty on all charisma based checks.
Lonewolf the Hunter

06-30-08, 07:30 PM
It has been awhile, but now I'm back.

The Time Disruption Grenade(TS3) Dmg: 2d6+ special. Type: Concussion. Range Increment: 10ft. Burst Radius: 25ft. Reflex Save: 25ft. SZ: S. Wgt:1lb. Purchase DC:25. Res: Ill+4.
Invented between the years 2050 and 2052, and outlawed by international agreement in 2055 this weapon is perhaps the most powerful of all explosives ever seen in any Timesplitters game. Anything caught in the blast radius of a Time Grenade is knocked "Out of Phase" from the surrounding time line. Every living thing with in the blast radius must make a DC 16 Fortitude save or suffer from being knocked out of phase, the effect is identical to a slow spell cast by a 7th level mage. In addition any weapons capable of being fired multiple times per round are reduced to 1 shot per round. The effect last 1d4+1 rounds.
Freefall357

07-01-08, 12:55 AM
...but on an attack that fails by five or more points comes back at the shooter...

:rolleyes: - I made some BAD attack rolls in my day (auto-headshot LOL)
Lonewolf the Hunter

07-09-08, 10:52 PM
I am doing something a little different today
Henchman (TS2) CR 2 Medium humanoid Strong Ordinary 4. HD4d8+4. HP:22. Mas:16. Init:+2. Speed: 30ft. Defence: 15, FF13, T15 (+2Dex, +3Class). BaB:+4. Atk: +6melee (1d4+2 unarmed) or +6ranged(2d10 Sniper rifle) Full Attack: +4 ranged (2d6-1 dual Silenced pistols)FS/R: 5 by 5/ 5. SQ: None. AL: Khallos, Evil. SV: Fort+3, Ref+3, Will+2. AP:0. Rep+0. Str15, Dex14, Con13, Int9, Wis12, Cha10.
Occupation:Criminal(Hide, Move Silently)
Skils: Hide+4, Listen+3, Move Silently+4, Profession+2, Read/Write/Speak( English, Russian), Spot+4.
Feats: Combat Martial Arts, Improved Damage Threshold, Personal Fire arms, Simple Weapons Proficiency, Two Weapon Fighting.
possessions: Sniper Rifle, Yellow Jumpsuit with Ball cap, dual silenced pistols(See Below).
Dark Henchman (TS2) CR 4 Medium humanoid Strong Hero 4. HD4d8+4. HP:26. Mas:16. Init:+2. Speed: 30ft. Defence: 15, FF13, T15 (+2Dex, +3Class). BaB:+4. Atk: +6melee (1d4+2 unarmed) or +6ranged(2d8 S 47 Soviet) Full Attack: +5 ranged (2d8 S47 Soviet)FS/R: 5 by 5/ 5. SQ: None. AL: Khallos, Evil. SV: Fort+3, Ref+3, Will+2. AP:2. Rep+0. Str15, Dex14, Con13, Int9, Wis12, Cha10.
Occupation:Criminal(Hide, Move Silently)
Skils: Climb+4, Hide+4, Listen+3, Move Silently+4, Profession+2, Read/Write/Speak( English, Russian), Spot+4, Swim+4.
Feats: Advanced Fire Arms Proficiency, Athletic, Combat Martial Arts, Improved Damage Threshold, Personal Fire arms, Simple Weapons Proficiency,.
Talents:Extreme Effort, Ignore Hardness.
possessions: Sniper Rifle, Black Jumpsuit, S47 Soviet.

Henchman (TS3) CR 2 Medium humanoid Strong Ordinary 4. HD4d8+4. HP:22. Mas:16. Init:+2. Speed: 30ft. Defence: 15, FF13, T15 (+2Dex, +3Class). BaB:+4. Atk: +6melee (1d4+2 unarmed) or +6ranged(2d6 [Machine gun or Pistol 9mm], 2d8[Tactical 12 gauge], or 2d10 [Sniper Rifle or Soviet Rifle]) Full Attack: +4 ranged (2d6 dual Machine guns)FS/R: 5 by 5/ 5. SQ: None. AL: Khallos, Evil. SV: Fort+3, Ref+3, Will+2. AP:0. Rep+0. Str15, Dex14, Con13, Int9, Wis12, Cha10.
Occupation:Criminal(Hide, Move Silently)
Skils: Climb+6, Computer Use+2, Hide+2, Listen+3, Move Silently+2, Profession+2, Read/Write/Speak( English, Russian), Spot+2.
Feats: Combat Martial Arts, Improved Damage Threshold, Personal Fire arms, Simple Weapons Proficiency, Two Weapon Fighting.
possessions: Blue Jumpsuit with Ball Cap.

Elite Henchman (TS3) CR 4 Medium humanoid Strong Hero 4. HD4d8+4. HP:26. Mas:16. Init:+2. Speed: 30ft. Defence: 15, FF13, T15 (+2Dex, +3Class). BaB:+4. Atk: +5melee (1d4+2 unarmed) or +5ranged(2d10 Soviet Rifle) FS/R: 5 by 5/ 5. SQ: None. AL: Khallos, Evil. SV: Fort+3, Ref+3, Will+2. AP:2. Rep+0. Str15, Dex14, Con13, Int9, Wis12, Cha10.
Occupation:Criminal(Hide, Move Silently)
Skils: Climb+6, Computer Use+2, Hide+2, Listen+3, Move Silently+2, Profession+2, Read/Write/Speak( English, Russian), Spot+2, Swim+4.
Feats: Advanced Firearms Proficiency,Athletic, Combat Martial Arts, Improved Damage Threshold, Personal Fire arms, Simple Weapons Proficiency.
Talents:Extreme Effort, Ignore Hardness.
possessions: Black Jumpsuit, Soviet Rifle.

Hench Women (TS3) CR 2 Medium Humanoid. Fast ordinary 4.HD 4d8+8. HP26.Mas:14. Init:+2. Speed: 30ft. Defence: 17, FF15, T17 (+2Dex, +5Class). BaB:+4. Atk: +4melee (1d4+2 unarmed) or +5ranged(2d10 Soviet Rifle)FS/R: 5 by 5/ 5. SQ: None. AL: Khallos, Evil. SV: Fort+3, Ref+5, Will+2. AP:2. Rep+2. Str13, Dex15, Con14, Int8, Wis12, Cha11.
Occupation: Dilettante(Gamble)
Skils:Climb+3, Drive+ 4, Hide+ 4, Listen+ 3, Move Silently+4, Profession+3, Read/Write/Speak(English, Russian), Tumble+4.
Feats:Combat Martial Arts, Personal Fire arms, Simple Weapons Proficiency, Two Weapon Fighting.
possessions: Blue Mini Skirt with Ball Cap.

Elite Hench Women (TS3) CR Medium Humanoid. Fast Hero 4.HD 4d8+8. HP30.Mas:14. Init:+2. Speed: 30ft. Defence: 17, FF15, T17 (+2Dex, +5Class). BaB:+4. Atk: +4melee (1d4+2 unarmed) or +5ranged(2d6 [Machine gun or Pistol 9mm], 2d8[Tactical 12 gauge], or 2d10 [Sniper Rifle or Soviet Rifle]) Full Attack: +3 ranged (2d6 dual Machine guns)FS/R: 5 by 5/ 5. SQ: None. AL: Khallos, Evil. SV: Fort+3, Ref+5, Will+2. AP:0. Rep+2. Str13, Dex15, Con14, Int8, Wis12, Cha11.
Occupation: Dilettante( Gamble)
Skils:Climb+3, Drive+ 4, Hide+ 4, Jump+3, Listen+ 3, Move Silently+4, Profession+3, Read/Write/Speak(English, Russian), Tumble+6.
Feats:Acrobatic, Combat Martial Arts, Defencive Martial Arts, Personal Fire arms, Simple Weapons Proficiency.
Talents: Evasion, Uncanny Dodge I.
possessions: Black Mini Skirt with Ball Cap, Soviet Rifle.

Silenced Pistol(TS2) 2d6-1(Ball). Crit 20. Range Inc: 30ft. RoF: S. 8(box). SZ: S. Wgt: 2lb. Purchase DC: 14. Res+2.
A Russian side arm most likely derived the Tokarov TT 33 pistol, this weapon has a built in silencer. A DC 15 listen check is required to here the pistol being fired.

Pistol 9mm. (TS3) 2d6(Ball). Crit: 20. Range Inc: 30ft RoF: S. Mag: 8(box). SZ: S. Wgt: 2lb. PDC: 15 Lic+1.
Combining design ascetics of Berrettas and Desert Eagles, this pistol can accept a special silencer with integrated scope(x1.5 range Inc).
Lonewolf the Hunter

07-27-08, 08:12 PM
Here is a TS2 weapon which is weird
The Grenade Launcher Dmg: varies Damage type: Varies. Crit:-- Range Increment 60ft RoF: S. Mag: 6(cyl) SZ:L Wgt: 15lb PDC: 20 Res: Mil+3
Grenades
Cluster: The cluster grenade is a bundle of three grenades, when fired at a targeted square they deal 2d6 damage per grenade and the shooter rolls three times on the deviation chart. Alternately the the Grenades can function as impact grenades detonating when they hit a target with a creature type and dealing 4d6 damage. Missing the target results in the shooter rolling on the deviation chart. Cluster grenades always scatter when they hit a vehicle, building, mecha or starship. Dmg: 2d6/4d6 type:Concussion, Crit:-- Burst radius: 10ft. Ref; 15. Purchase DC: 14 (For 6) Res: Mil+3
Incendiary grenade: This is a basic incendiary grenade however once fired it will continue to burn for 1d4 rounds forcing anything that enters the five foot square it occupies to make a DC 17 Refiex save or catch fire. Any thing caught in the initial faces standard rules for catching fire. Dmg: 2d8 type: fire. Crit:-- Burst radius: 10ft. Ref 17. Purchase DC: 17 (For 6) Res: Mil+3