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The power of the land armies in Stellaris.

The power of the land armies in Stellaris.

The only official image of ground combat that I could find.

Counting the troops.

We know that the number of pops is related to the numbers of troops in one to one.
Each pop can supply the human capital necessary to one pop at the maximum mobilization.
The most modern instances of mass mobilization in war was during WW2.
During the war, the USA had 132 million citizen as it population, and at 1945, 8,267,958 soldiers were enlisted in the US army, or around 6,2 % of the population to be put in the frontlines, but the total of personal put outside of the economy to work towards the war effort was 12,209,238, counting navy, marines, and coast guard, or 9,2% of the population.
The United Kingdom, that was involved in the war since its first year, had mobilized around 22% of its metropolitan population, to be put outside the economy and in direct war effort.
Soo, in a total war scenario, we could assume that at between 9,2% and 22% of the population of the UNE could be mobilized to war, if they just couldn't do better than we did back in WW2, and we probably could do better today, but let's remain in the realms of what we actually have proofs.
At the lowest end, that means UNE´s armies have 693 million soldiers as it limits in 01/01/2200 or 2.08 pops.
At the highest end, that means that the UNE´s armies have 1.98 Billion soldiers, or almost 6 pops outside the economy as it limit in 01/01/2200
A medium of 15,6% of the population would be more reasonable, (9,2%+22%=29,7% , 29,7%/2=15,6%) putting the number of soldiers in 1,4 Billion soldiers ready to defend the universal rights of all sentient life.
All those 1650 millions are spread amongst 35 units (33 assault armies and 2 defense armies from the enforcers) the defense armies are actually stronger than the game start assault armies with the same overall rank, or 1/8 stronger than the regular army in moral and military power, and that is why i´ll give them 1/8 more of manpower.

On average, we have 47 million soldiers per assaut army and 50 million soldiers per defence army.

That is just the manpower, and for equipment is more.
The transport ship actually uses alloys for its building, 40 alloys to be exact.
From 2 minerals we have 1 alloy, or the cost of the ship is around 80 minerals
That left the rest 20 minerals to supply the troops, or 113,4 Megatons of equipment for each transport ship
To put into perspective.
The entire USA modern army, navy, air force and nukes is around mass around 4,49 Megatons of equipment (Tanks, ACPs Ships, missiles, etc) or 79% of 1 mineral , with 1,3 million personnel to use this wargear.
The all the punic wars killed approximately 1,25–1,8 million soldiers in total.
The People's Liberation Army of China counts around 2,5 million soldiers counting the reserves in 2020.
The french army in WW1 had 4 million soldiers after the mobilization in 1914.
The Central powers manage to mobilize 25,2 million soldiers during WW1
The total URSS army during the ww2, (that means, including all the soldiers that had died) is around 38,7 million soldiers.
And the entire WW2 killed 85 million persons in total.
One assault army has 38,4 million soldiers, and they aren't cannon fodder, they are very well equipped with 113,4 megatons of war material and are coordinated enough to wage battle across an entire planet.
And even if the transport ship is cut off from the empire, they still can recover their fighting force,their armies seem to not suffer from the lack of food and supplies when fighting planet-side, imagine the logistics to keep such a large force engaged in combat fully fed and supplied even if they were losing badly.
Those armies can fight in dense jungle worlds, to the open fields of a continental world, in the torrencial seas of an ocean world to the dry wastelands of the desert worlds and from the radioactive hellhole of Tomb world, to the lush and diverse landscape of a Gaia World, all without any type of drawbacks.
Even if cut off from their interstellar supply lines, they can still recycle/manufacture their equipment and heal their soldiers to battle readiness in days.
And in stellaris, you can have up to 8 armies as your frontline in a world of the size of Earth, and up to 10 in a 25 size world.
That is about 320 to 400 million soldiers in your front line, imagine the entirety of the US´s population, every men, women, child and eldery in frontline duty, and you will understand what is what one planetary invasion in stellaris is in just in the amount of soldiers.
And this is just with regular old soldiers, we know that because combat exoskeletons is a technology to be researched.

Now, what about the other armies?

The slave army is the weakest in game stats, and they cost us only 50 minerals
The clone army is as strong as the regular army and it costs us 75 minerals.
Less than the 80 minerals needed to build the transport ship.

What does that revelate to us?

That the minerals are relative only to the army´s rasing and equipment.
That means, the regular assault army, don't have access to 113,4 megatons of equipment, but around half gigaton of war gear.
Those armies are very, very, very well equipped.
Another thing to consider: There are arguments to point that armies expend most of its war gear trying to train their soldiers, but we don´t drill armies with disposable aircraft carriers and let them blow up themselves in fake warzones, that is just wasteful, and even if they did just that, they still would have hundreds of megatons of equipment still intact.
Even if you would need mobile factories and to build/recycle everything that you army might need to wadge war planet-side, the army would have more than enough to maintain their war for years.

Elite Army; Gene Warriors

Gene Warriors are also limited by population, their description says that they are usually taken from the elite of their military forces, but, as the assault army, the gene warriors also have a 1/1 ratio from the population at maximum numbers.
Another argument to say that those armies are actually of the same size is: If you max out the gene warrior´s capacity, you can’t build regular armies anymore, if they would be just an elite formation, of around 2% of the size of each army, you would still be able to build more armies even if you maxed out the size of the gene warriors.
That means that the gene warrior army have exactly the same numbers as an assault army, 40 million Gene Warriors per army.
And a gene soldier is more efficient in what he does than a regular assault troop, as it does more damage to the enemy than its counterpart, and considering the health, it can take 300 points more punishment than the regular warrior, I say more efficient because is plausible that a gene warrior is at the peak of human physical capabilities.
But that isn't the strongest biological soldiers that the UNE could produce.
The theoretical maximum force of a Gene Warrior army, lets call them Alpha gene warriors (Robust,Erudite,Very Strong,Resilient and Repugnant/oRobust Erudite Very Strong and Wasteful.) there is other builds but outside a gameplay situation, you wouldn´t want a biological killing machine in the shape of a man be Unruly, but still are other valuable traits, but that would need them not being humans, and without human soldiers, we can´t translate to human terms.
This theoretical Alpha soldier is killing the enemy at 5.40 - 10.80 , or 360% more efficient than the regular soldier.
Most of my first proposals that I had put here were actually proven wrong and thus I’m correcting this part.
If we say that a baseline gene warrior is at least at peak human conditions (it probably would be more), we can start to grasp how strong he can be.
The world record of deadlifting is around 500 Kg, and in the video he talks about the process he needed to go achieve such thing, and in a moment he says that a scientist specialized in the study of human strength (in the video he didn´t talk the name, soo, we have to take it as his word) told him that an Athlete can have access to around 70% of his total force maximum, and to trigger the 100%, you need to be in the Hysterical strength state, and he actually find a way to trigger this state putting his mind in a certain mental scenario, and he also states that he felt he could deadlift more that day, so, theoretically this isn´t the strongest that someone can be, but in practice, using ‘’100%’’ of his force (because we don´t actually measure if he did the 100% even in that mental state, probably very close to it) a human can lift half ton of the ground.
So, its safe to say that with genetical improvements, you could see gene warriors using up to 90% of his total strength in combat scenarios, and actually be capable of trigger the 100% with some drug or combat stimulant if he needed.
And that is also considering no adding to the total human capacity for force, thing that is also unlikely, because we know that the genetical therapy is ‘’extensive’’ how much? We don´t know, but probably it would make their body above the theoretical limit of baseline human force.
The base of our maximum force is our bones, so, if you increase the force your bones can endure, you could also increase the limit of the force you could apply.
Its plausible that a process to make their bones stronger would happen, because that alone could make your soldiers having less debilitating injures (broking arms, legs etc) or at least make those things less frequent.
Soo, how much stronger could the UNE makes a human bone of those Gene Soldiers?
We know that they have access to nanocomposites (gaming-start technology) so, they could reinforce the bones of the Gene warriors with something akin to carbon nanotubes to make a nanocomposite with the materials of the bone.
By mass, we know that human bones are actually 5x stronger than steel, whiles nanotubes of carbon are around 100x as stronger than steel per mass.
How much carbon nanotubes they could infuse in the bones to make them stronger? Bones aren´t just like bars inside you, and you can´t just open up a leg and replace it with a nice metal bar to make it stronger.
The average bone is composite of 70% of inorganic (dead) material, the part that your muscles uses as bases, so, probably this part is what could infuse carbon nanotubes into the bones to make them stronger.
Soo, a nanocomposite bone of 70% carbon nanotubes could be 20x stronger with the same mass as the regular bones.
It takes around 4000 newtons of force to break an arm, if we are taking an arm made of the carbon nanocomposite, you would need around 80 kilonewtons, (around 8 tons of force) to break this arm.
But just stronger bones don´t give you instantly super strength; you would need stronger muscles and tendons as well.
The same treatment can be applied to the muscles of the candidates to Gene Warriors, nanocarbons aren´t just strong, but they are very flexible enough that can be infused with the muscles, the problem is that much more of the muscle is alive, so, could be problems with that, how much can be, so its everyone’s guess.
Considering that genetical modifications is advanced enough to remake a person biology in its entirety, but let’s say they can infuse enough of it to make an arm that can take full advantage from this new bones, that can apply ups to 75 kilonewtons of force at 90% of total strength, leaving 5 kilonewtons as safety so they can´t break their on bones.
75 Kilonewtons of force is enough to pull ups to 7,6 tons off the ground with only the biceps.
Is certain that this mix of musculature and nanocarbon tubes is could contract 40x faster than normal human muscles.
The average boxer can punch around at 8,9m/s, this arm could be punching something at 356 m/s, that is actually faster than the speed of sound.
To move a 20 kg arm at 356 m/s would require 302.7 Calories per punch, and if for fun we give him a classic chain sword (6 kg) and want him to hit someone at 356 m/s, that would cost around 2 average hamburgers per blow.
For a 80kg gene warrior to go from 0 to 356 m/s would require 1210.81 Calories, or 4,84 average hamburgers and to maintain this speed would need only to put the same energy that the air resistance takes from you.
Those guys would be eating much more than the average body builder, those are running at 10K-20K Calories per day, but, the theoretical limit that a human digestive system can process in a day is 70k per day, considering the force that those gene warriors could chew, and combined with faster food absorption + hypercaloric food, is possible to move up to 2x that value, 140k Calories per day.
Consuming that level of food would give a gene warrior a few hundred max force punches, capable of running around for hours at max speed per day, and he would need to care for his energy reserves as carefully as an soldier would need to balance his ammo usage in a warzone, still, this guy punch is faster than an m1911 bullet, and probably could dodge and even outrun those shots.
Moving and punching at 40x average speed would require reflexes much faster to be able to actually control such speeds, one would need a brain 40x as faster, the fastest human conscious reaction time is around 0,015 seconds and 0,008 seconds for unconscious.
A reaction time to enable someone to control a punch with the same fines as an average boxer, is a conscious reaction speed of 0,0003 seconds, or 300 microseconds.
In terms of energy, his brain alone would consume around 16k Calories per day considering that he is thinking at the same efficiency as a human brain, if we are also scaling that for his body, he alone would be consuming 80K calories per day just to function at peak condition.
Of course, he could as well not be working at peak condition every minute outside of a combat zone, and producing hormones to make him lethargic until a certain amount of adrenaline, could cut this to 20k Calories a day (normal human needs + big brain needs), but if you aren´t making him go insane with waiting time, and those lethargic hormones also makes him think slower to a normal human level, that would bring his needs to normal human needs, and probably lower still, to the point of being considered clinically dead and come back.
So, considering how fast, strong and fast thinking such gene warrior could be, is safe to say that him would see to be much smarter than the average person, because if you have a minute to think about something, a gene warrior would have around 40 minutes.
Gene Warrior in a nutshell
He is a super cannibal that can run, think and react faster than you, that you couldn´t kill with headshots because his skull is harder than the armor on your tanks, and the resistance of his muscles would probably block the bullets to reaching any important organ, that would probably flay people to eat their skin an body fat at least (because those are the most caloric parts of your body) even if you manage to corner him and send waves after waves of elite military personal, he would probably be glad for the constant stream of food and ammo supplied to him, but if you just would want to starve him out, he could probably slow their metabolic process to slower than an human could, and when you think you finally kills him, he just wake back up, eats you and anybody around and go missing again.

Elite Army: Psi Commandos

Psi commandos also are built at the same unit limits as all the other armies, and by damage, they are also powerhouses, capable of doing 3-6 damage , two times more effective than the regular humans, but they do also half of collateral damage.
Their speciality are Terror Tactics, using the Shroud to demoralize the enemy army, and probably does most of its fighting as mental attacks and probably could control the weak minded elements of the enemy's armies, we know that because the technology that unlocks the armies are the Telepathy Tech.
And we know that they can also have precognition, how precise and useful, we don´t know, but only the tech description says that they can only conceive the thoughts before the target actually understand what their synapses actually are, this is around 2-5 seconds into the future, not much, but in a battlefield this is an eternity.
This time would shrink against enemies that can think faster than a regular human, against gene warriors, it would be around 0,2-0,5 seconds and against robots, even if they could be predicted, they couldn't read the 1s and 0s at an useful time frame.

The Wall of Guns.

Now let see the true walls of guns, the Slave, Clones and Xenomorph armies.
As all other armies, the slaves are limited by the amount of how many pops of that species, but theoretically, they could be more effective than normal assault armies.

The Battle Slaves

The technology that allowed slave armies are the Neural Implants, basically, the slaves think that their actions come from free will, but actually they aren't, that is the interpretation we could have from the tech description, we know that this is far from 100% effective because slave armies have lower moral than the regular assault armies, but is possible that they could actually coordinate better than the more normal armies because of direct link to his subjects brains.
In relation of equipment and training, they have less training than regular armies and half of their wargear, that still means 283,5 Megatons of equipment, they still can do as much damage as a regular army, with only their moral damage being actually lower, that indicates that training is much more advanced than we have today, probably with direct memory implantation and some kind of anabolic drugs that put you into fighting shape in months.

The Clone legions

The clone armies are just better than the regular army in every way, costing 75 minerals, can be raised in a single month to fighting force, are as competent as normal armies and isn´t limited by the population of your species.
Because of that, the size of one clone army can be anything from 40 Million to a billion soldiers in one clone army, but because we know that a clone army occupy the same size in the planetary combat width than the normal armies, and because they are still the same species, is safe to say that those armies are the same size in quantity of soldiers, and thus 40 million soldiers.

The Xenomorphs

The Xenomorph is hard to know , see, they are described as literally little more than claws, mouths and teeth, but actually they are more cunning than just that.
See, to unlock the Xenomorphs two technologies are to be researched first, Epigenetic Triggers: Basically, the ability to turn very smart creatures into fully sentient creatures.
And Morphogenetic Field Mastery, basically, allows a biological creature to be controlled by others from pure biological ways without the limitation of the creatures needing to be of the same species, that is the interpretation that came with the tech description.
Some degree of this tech is probably what allowed the hiveminds to be a thing in stellaris, and we know that they are related because a hivemind has a 1,25x positive modifier to this tech be available to research.
Soo, a Xenomorph army is akin to several hiveminds of very intelligent/sentient beasts that are guided by scientist and supervisors to rip and tear their way into the enemy lines, and is possible that they are also using equipment or some kind of bio weaponry, and nothing really say that those things need to be the same size, they could be fly sized creatures that swarm the enemy in their trillions, hundreds of millions bulk monstrosities that rush into to the enemy lines , building size behemoths that are basically living tanks, or more plausibly, all of the above and more, soo numbers of troops are not really meaning anything, what does have meaning are their total biomass.
The average soldier is 72,5 kg in weight, in each army, we have 40 million or 4x10^7 soldiers.
That is around 2,9 Megatons in biomass, and that is probably the level of mass that our lovely hordes of tentacle monsters would have access this without counting their arsenal as biomass, because if we did considered all of their weapons that they could bring are the meat cannons, bone rifles etc etc, this would be around 1,13 gigatons of biomass, and the equipment needed to control such creatures are soo much lower than this that is effectively irrelevant.
To put into perspective how much biomass this would be, the entire animal population of our world, this including aquatic animals as well, is around 2 gigatons of biomass, two armies would have more biomass than the entirety fauna of morden Earth, and if those creatures would be attacking Earth, we are speaking of 9 gigatons of biomass rampaging across the globe.

Now, lets see the big guys.

We still have Titanic armies , the Azizians and the Titanic lifeforms.
We can say that both are related, as both actually have the same army stats, expet, that the Azizians actually do only 100% of Devastation while the titanic lifeforms do 300%.
Both are known to have only basic levels of sentience, and thus, the difference isn´t how smart each individual titanic soldier is, but maybe, how big they are.
We know that the Azizians have 20 tons in weight, that is 4x more mass than the heaviest land animal alive, the African Elephant, massing around 4.9 tons, by the square cube law, the azizians are around 40-50% larger than those animals, around 5,46 meters, we know that they much larger than that because of their slug like anatomy, and slugs are generally 10-20 cm long and 0,5 cm tall, propotionaly, this is a creature of 100 to 218 meters long.
That is a train-size mudder slug coming right at you.
How many of them are actually in a army, I didn't find anyway to actually quantify, because we know that those lovely creatures can do more damage than an army of an Alpha Gene Warriors (5.40 - 10.80) with the same empire wide bonus, at 6.3 - 12.6 damage to the enemy (4.50 - 9.00 base), my estimative is between 17 to 32 million slugs in one army, considering their limited intelligence.

And the titanic life forms

Contrary of the train size slugs, the titanic life forms are not a single species, and because only some the more humanoid creatures (most of the sentient life in stellaris fit in the classical definition of humanoid, 2 arms, 2 legs, one head, walking upright etc etc), or at least those with free arms, would be used as soldiers, and because we know that some actually want to be enlisted into the military by the event, we know that they have some degree of sentience.
There are two ways we could go about to find out the size of those creatures.
1- Calculating based on the size of the slugs
2- Calculating based on the mass of the slugs.
So, those creatures caused 3x the devastation of the slugs, we know that devastation isn't something intentional, as we know that elite troops with high morale (Gene Warriors and Psi commandos) actually do less devastation, and thus the devastation can be caused by their size, discipline or their mass.
They actually have higher morals than the Gene Warriors, and thus, their discipline isn't the cause.
3x the mass, that would put our titan troopers around 90 tons.
By the square cube law, such a creature would be 10-11x larger than your average person, or around 17 meters tall , this is around 3 times the average size of an girafe, but not even near the size that they are described, he would be 10 meters taller than a Spinosaurus.
If we are going by size, we arrive at similar conclusions, with those titan troopers being around 16,3 meters tall.
And because we know that those creatures are actually more likely to spawn in a world with heavier gravity than normal, with an 8x modifier if the world has High Gravity and thus, is safe to say that their force escalates more than proportionally with their size without all the problems of being this tall.
An average human of 75 kg can deadlift around 61 kg without training and up to 180 with average training.
Scaling that to the level of those creatures, that means the dead lift capacity of those creatures would be around 73.2 Tons to 216 Tons.
Using our caring and pushing formula, we arrive at a conclusion that those guys can carry around 36-108 tons and pushing aside 146,4 - 432 Tons.
And those guys are demolishing the enemy at 4.50 - 9.00 damage at base.
About the numbers per army, considering they are three times more massive and stronger than the average slug, they probably are few in number, probably around 5-15 millions per army.

The war engines

Now i´m going to take numbers for another canon empire, the Earth Custodianship, just to explore some possibilities before coming back to our lovely UNE.
The Hunter-killer armies still are at the same proportions and numbers of a standard army and strangely, they are limited by the robotic population, the most rational explanation is that they are actually refitting the common units into the hunter killers or just recycling them into those hunter killer drones, but even them, this limitation about the robots can be seen as just a gameplay constraint.
Battle Frame armies are described as large and bipedal robots that have a more organic tactical mind, faster and more agile than they should look and thus, are able to improvise and are able to pull off some incredible tactics in war.
Hitting the enemy at 3.16 -6.3 damage and 2.25 - 4.50 at base, those creatures are also limited by the amount of mechanical pops, and thus, are safe to say that they are at the same numbers as a regular biological army.

The Warforms: the true instruments of destruction.

And the stars of the day, the absolute units, the weapons of true devastations, the Mega-Warforms.
Those bad boys are stated to be one single unit per army, having the firepower in excess of most armies and they aren´t limited by the population of robots.
This thing would weigh around 4,5 gigatons and still is able to walk amongst a battlefield, how fast those things would be, is hard to tell, but because they are able to fight around the globe, those things are considerably quicker than we could expect.
The closest thing I could think that we have weight to compare are Warlord Titans (40k) at the , those warlord titans mass up to 2,5 megatons, the Mega-Warform is around 1.800 times more massive than that, and by the square cube law, 12,1 times larger.
That doesn't mean much in terms of actual numbers, because 40k titans are as large as plot demands, but the most solid numbers that I could find to use tells that the warlords are as tall as 200 meters.
That puts our Mega Warforms at 2,4 km tall, but still is smaller than Metroplex (transformers) From the Fall of Cybertron that is 9,7 km tall.
To put into perspective, if someone put one of those on Earth, it instantly became the 11th tallest mountain in the world.
About the fire power, the only thing we have to make any type of estimative are their mass, and this thing is more than half the mass of a Game-Start Corvette, and probably have a equal if not more firepower than a corvette, because the tech cost (5000) is lower than tier V Lasers (4000).
Soo this thing would have at bare minimum have 174 Petatons TNT in firepower (considering half of the firepower of a gaming start corvette) you could actually drop 8 of those things in a Earth-Size planets, and this would be around 1,392 exotons of firepower being unleash, this is more than enough energy to glass a planet of this size in scenario without any gameplay constraint.
But, with gameplay constraints, a Mega Warform can endure at maximum 100-200 shots from itself.
If we translate this to an scenario without gameplay constraints, this warforms could resist 17,4-34,8 Exatons of force, it is actually more resistant than a corvette, and considering the tech diferente and evolution to reach the point to actually build such thing, and because we don´t know how much of those would be absorbed by hull, armor and shields of the thing.
Also in a scenario without gameplay constraints, if you cracked the world, and the Mega Warforms aren't actually being hit directly by the laser, they might actually survive planetary destruction , given how resilient such things are.
Remember, all those robots are actually self sufficient in terms of energy, even if they cost energy credits, if you are at negative -1K of energy, they simply don't have a single debuff.

Cybrex Warforms

Now, let's go back to the UNE because their scientists made an archaeological breakthrough and they found the Cybrex Alpha and found a Cybrex war forge.
The Cybrex warform is also one gigant mega robot
The price to have one of those are in alloys instead of minerals, this unit cost the same as 2,5 game-start corvettes massing 20,5 Gigatons of Devastation.
This monster would be around 18 km tall and could bring to bare it´s full fire power, without any gameplay constraint, it could bring the fire power of 2,5 game-start corvettes, or around 870 petatons of TNT, with gameplay constraints, it is 1,25x more powerful than the Mega Warform.
In total, this warform brings us 10.5 – 21 Army strength with all the non empire-specific gameplay bonus and around 7.50 - 15.00 at base value.
It could survive 93-186 shots from itself.
But, it isn´t the most powerful unit, that is, there are creatures that dwell in the realms of The Shroud and in the right situations can be summoned to fight.
This creature is described as a titanic warrior and we know that the arcane powers of this creature can give the enemy army around 7.50 - 15.00 damage and with the empire wild bonus, 10.5-21.
It could survive 93-186 attacks from itself as well.
Still, once an entire civilization coalesced into a single individual, a single unit of unparalleled power, it could range from massive battleships, a warform-size killing machine to a person-size robot.
His name is Gray, and his Omnicombat form BOLO-5 is demolishing the enemy at 15.00 - 30.00 units of power at base, and 21-42 at the highest end.
Gray could survive 240-120 attacks from itself.

Possible UNE armies stats:

Defense armies: 41,98 million soldiers per defence army, equipped by unknown, possibly 612 megatons of wargear, max defined by buildings.
Assault armies: 40 million per army equipped with 567 megatons of wargear, with 15,6% mobilization limit, 1,32 billion soldiers
Clone armies: 40 million per army equipped with 425,2 megatons of wargear, no hard limits.
Advanced armies (probable to gain access to one or three eventually)
Gene Warriors (including the Alpha Gene Warrior): 40 million per army, armed with 1,7 gigatons of cutting edge wargear, at 1,32 billion soldiers at 15,6% mobilization.
Psi Commandos: 40 million per army, equipped with 1,417 Gigatons of wargear, also limited by the population.
Xenomorth hordes: 1,13 gigatons of biomass of teeth, jaws claws, limited only by how much biomass you can molde into the stuff of nightmare.
Robotic Assault Armies: 40 millions per army, fearless, and it is equipped with 567 megatons of wargear, probably profited from the local robotic units, and thus, limited by population.
Unique armies (Less likely to have)
Azizians Death Slugs: estimated of 17-32 millions per army, armed by 1,4 gigatons of equipment, limited to three armies.
Psi Avatar: Absolute unit, gifted by the power of the gods.
Cybrex Warform: A single warmachine possibly bipedal weighing 20,5 Gigatons, clad and equipped by 250 units of Alloys, and the only limit of units you can have are how much your economy can sustain.
Gray: Will be by your side for the next 5000 years, immortal governor, ultra powerful warship (even if it isn't very high tech) and also can be transformed into a War form that can bring down a Cybrex Warform with ease in a 1 vs 1.
EDIT: I simply didn´t expect an post about the least fun aspect of war in stellaris would be that well recived, to all of those that gave the rewards and most importantly, pointed errors in the theory so it could evolve, Thank you.
submitted by The_Lord_Plebean to Stellaris

Errata 2 but it's just the new stuff (that I could see)

So the new round of errata for the PF2 CRB is out, but unfortunately they kind of put it in a mixing bowl with the first round of errata and it's a bit hard to tell which is which. Given how much there is, that kind of makes things difficult, so I decided to sort through the new and the old and make a list.
Odds are I've accidentally included or excluded something I shouldn't have, or someone else has already done this and I couldn't find it, or it won't matter because Paizo will do it themselves in a few hours. Nevertheless:

· Page 52 and 59: Halfling and Orc Weapon Familiarity has the wrong language for how to treat weapons with the halfling or orc trait; all ancestries with Weapon Familiarity should only treat the weapons as a different category for the purpose of determining proficiency. Change the final sentence to "For the purpose of determining your proficiency, martial halfling/orc weapons are simple weapons and advanced halfling/orc weapons are martial weapons."
· Page 85: In the barbarian's greater juggernaut class feature, change the last sentence to read “When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.” This removes confusion about how to handle critical failures on saves against damaging effects.
· Page 103: Remove the Requirement in the bard's Effortless Concentration to match all the other Effortless Concentration feats.
· Page 112: Add tenets of good to the Prerequisites of Smite Evil. We accidentally omitted it.
· Page 113: Blade of Justice should not be limited to paladins only. Remove the paladin prerequisite from Blade of Justice, and the last sentence becomes "Whether or not the target is evil, you can convert all the physical damage from the attack into good damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite)."
· Page 121: Deadly Simplicity had a benefit for unarmed attack favored weapons, but such clerics did not actually qualify. Change the prerequisites to add unarmed attacks.
· Several classes were accidentally missing an important limitation for 10th level spells. In the following class features, add “You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.”
Page 121: Miraculous Spell
Page 133: Primal Hierophant
Page 207: Archwizard's Spellcraft
· Page 125: Emblazon Antimagic has the wrong counteract level. Change it to "your counteract level is equal to half your level, rounded up"
· Page 129: Druid mistakenly was trained in a class DC, when it shouldn't have a class DC. Remove it.
· Page 138: In Plant Shape, the level of the plant form spell if you don't have Wild Shape wasn't clear. It should say it's " heightened to the same level as your highest druid spell slot"
· Page 139: Hierophant's Power wasn't supposed to have the prerequisite of legendary in Nature; it's a holdover from the playtest. Remove the prerequisite.
· Page 145: The adjustment to the Aid reaction after the playtest caused Assisting Shot not to do anything. Replace it with this version.
Assisting Shot [one-action] Feat 2
Fighter, Press
Requirements You are wielding a ranged weapon.
With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your Strike was a critical hit.
· Page 152: Determination has the wrong counteract level. Change it to "your counteract level is equal to half your level, rounded up"
· Page 163: Sleeper Hold shouldn't have the attack trait, meaning it doesn't apply or increase your multiple attack penalty.
· Page 165: Master of Many Styles lists "Your turn begins" as a requirement, but it should be a trigger. Change it to a trigger.
· Page 177: In order to make it completely clear how the Manifold Edge feat works, change the second sentence to read "When you use Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected at 1st level." With the previous wording, a few people thought you gained both benefits, rather than a substitution.
· Page 188: Blank Slate, like a few other entries, was still erroneously running on a level 1 to 20 scale for counteract levels. Replace "counteract level of 20" with "counteract level of 10."
· 189: Dispelling Slice should use the default counteract level of "half your level (rounded up)", in the final sentence.
· Page 205: In Drain Bonded Item, remove the unnecessary Requirement of "Your turn begins."
· Page 217: Familiars' level wasn't explicit. Add "A familiar has the same level you do." The description of familiars didn't define any Strikes but also wasn't explicit that they couldn't make them. Add "It can't make Strikes" to the beginning of the third sentence.
· Page 233: Clarifying the general rule on repeated skill training that gives you a replacement skill, add at the end of the second paragraph "though if the skill is a Lore skill, the new skill must also be a Lore skill"
· Page 242: In Grapple, the restrained condition doesn't technically also make a creature grabbed, so to make it clear, in the requirements of the action and at the end of the first paragraph about not needing a hand if you're already grabbing someone, change "grabbed" to "grabbed or restrained"
· 248: To reflect the clarification on healer's tools allowing you to draw them as part of the action if you're wearing them, change the Requirements to "You are holding healer's tools, or you are wearing them and have a hand free"
· Page 249: Add "Drop Prone" to the list of basic commands you can tell your animal friend to lie down.
  • Page 258: In Battle Medicine, change the Requirements entry to “You are holding or wearing healer's tools.” Change the second sentence of the effect to “Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition.” This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287.
· Page 259: Bonded Animal didn't explain the logistics of bonding the animal directly, leading a small number of people to be unsure that it was necessary to locate and interact with the animal to bond with it. To make it explicit, change the second sentence to "You can spend 7 days of downtime regularly interacting with a normal animal (…) that is friendly or helpful to you."
· Page 260: The Cloud Jump feat referred to exceeding a "limit" without spelling out exactly which limit. It's supposed to be the limit of not being able to Leap farther than your Speed. To make it clear, change the second paragraph to read "You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap."
· Page 260: The Connections feat requires a great deal of improvisation and adjudication on the part of a GM, more in line with an option that has uncommon rarity due to the narrative load. Because of this, change the feat's rarity to uncommon.
· Page 260: Dubious Knowledge's effect should only happen on a failure, not a critical failure. Change the effect to explicitly state it doesn't occur on a critical failure.
· Page 268: Because the word "action" could have broad or narrow scopes, it wasn't clear exactly when you could use the Unified Theory feat to substitute Arcana for the other magical skills. Change the beginning of the second sentence to "Whenever you use a skill action or a skill feat" to make it clear you can use it with skill actions (such as the ones in Chapter 4) and skill feat, but not for other actions, such as when casting spells or rituals.
· Held, Worn, and Stowed Items
Page 271: We've simplified the way we're handling characters carrying their gear so that you can define all your carried items in one of three categories. Replace the carrying and using items section with this text: "A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. Drawing a worn item or changing how you’re carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (page 532)."
This change also removes several sorts of "container" items from the tables on 286-292, as they are no longer tracked separately from the items they store. These are: bandolier, belt pouch, satchel, scroll case, sheath, vial
Page 287 adds a paragraph on Wearing Tools: "You can make a set of tools (such as alchemist’s tools or healer’s tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use." Fine clothing reduces that limit to light Bulk worth of tools.
· Page 278: In critical hits, "When you make an attack and roll a natural 20...or if the result of your attack exceeds the target's AC by 10" was too broad a brush and thus slightly inaccurate for how to determine a critical hit, in an attempt to state the conditions succinctly. Replace the first section with "When you make an attack and succeed with a natural 20" so that's it's clear the natural 20 must succeed based on the total result in order to get a critical success.
· Page 283: Weapon traits.
In the definition of the Parry weapon trait, change "spend an Interact action" to "spend a single action" to make it so setting up a parry doesn't trigger Attacks of Opportunity or similar reactions.
In the definition for the unarmed weapon trait, the sentence "a fist or other grasping appendage follows the same rules as a free-hand weapon" was worded in such a way it confused a few people, who thought that meant those unarmed attacks were weapons, despite statements to the contrary on page 278. To make it clear, change that section to read "a fist or other grasping appendage generally works like a free-hand weapon"
· Page 283: In Critical Specialization Effects, it uses the generic term attack but should specifically refer to Strikes. In the first sentence, change "when you make an attack with certain weapons" to "when you make a Strike with certain weapons"
· Page 288: Change the price of the the adventurer's pack to 15 sp and the bedroll to 2 cp.
· Page 289: Due to other changes (particularly the adventurer's pack, which was in all of the kits), the Bulk and cost of all of the class kits have changed. All kits are included in full in this entry so you don't have to cross-reference two places to use them.
Poster's note, I had to remove all the class kits because I went over the character limit after the update.
· Page 300: The text on cantrips was confusing and implied that they might use spell slots, even though they don't. Change the second to last sentence in the first paragraph to "If you're a prepared spellcaster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot."
· Pages 316-407 and 573: Damaging spells and items meant to harm PCs do way too much damage for your gear to survive if it could be targeted, so such spells almost never are supposed to be able to damage objects. A few target lines slipped by with "creatures or objects." Remove the ability to target or damage objects from acid splash, acid arrow, eclipse burst, polar ray, sunburst, fire ray, moon beam, force bolt, and the horn of blasting. Limit hydraulic push to "creatures and unattended objects."
· Page 318 and 400: In antimagic field and storm lord, you can't exclude yourself from the emanation as you can for many other emanations, so change the area to explicitly states "which affects you."
· Page 330, 358, 377: Add the attack trait to disintegrate, polar ray, and tanglefoot.
· Page 338, 346, 379, 400: Several sustained spells are meant to provide once per turn benefits when they are sustained, not be used multiple times per turn. In flaming sphere, implosion, unfathomable song, impaling briars, and storm lord add "the first time you Sustain this Spell each round"
· Page 339: Once flesh to stone has completely petrified you, the spell ends but you still remain petrified, meaning you can't remove the effects with dispel magic or similar abilities that counteract active spells; you need stone to flesh. Change the last two sentences of the failure condition to read "When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed."
· Page 343: Even if you aren't a humanoid, you too can be a hero. In heroism, remove "humanoid" from the targets line so it just reads "1 creature"
· Page 345: Illusory disguise, a Perception check to disbelieve just happens, it isn't a free action, so change "attempt a Perception check to disbelieve the spell as a free action" to read "attempt an immediate Perception check to disbelieve the spell."
· Page 358: Polar ray left out what happened on a critical hit with your spell attack roll. It should double the damage (but not the drained value) on a critical hit.
· Page 362: Purple worm sting used to have both a spell attack roll and a Fortitude save, but in changing to only a save, some of the damage is now automatic and should be reduced. Reduce the piercing damage automatically taken from the spell to 3d6.
· Page 363: The regenerate spell had an incorrect interaction with the doomed condition that would cause a doomed character to still die while regenerating. To handle that, instead of preventing a creature from progressing to dying 3, change it to "its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3)."
· Page 373: In spiritual weapon, you might not have a deity, particularly if you're an occult caster, so change it to manifest a "a club, a dagger, or your deity's favored weapon."
· Page 377: Telekinetic haul should work only on unattended objects, not objects in creatures' possessions.
· Page 377: In tangling creepers, instead of having the creepers make an unarmed attack using your spell attack modifier, change it to just say "Make a melee spell attack roll against the target."
· Page 379: In true target, the way the spell used its targets was confusing, and it wasn't clear it applied to more attacks. There are several changes to make this clear; here is the final text with changes in bold:
TRUE TARGET SPELL 7
DIVINATION FORTUNE PREDICTION
Traditions arcane, occult
Cast [one-action] verbal
Range 60 feet; Targets 4 creatures
Duration until the start of your next turn
You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to your allies. Designate a creature. The first time each target makes an attack roll against that creature during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.
· Page 381: In visions of danger, there's no description of what the Will save does, other than the critical success allowing you to disbelieve. It should be a basic Will save against the mental damage.
· Page 385: In zealous conviction, add the emotion and mental traits.
· Page 390: In charming touch, remove "humanoid" from the target line so you can charm any kind of creature that could find you attractive.
· Page 393: In healer's blessing, boost the additional healing from the base spell from 1 to 2.
· Page 403: Angelic halo should scale based on the level of the heal spell, not based on angelic halo's level. Remove the heightened entry and instead, replace the status bonus to healing from the spell with "Allies in your halo’s emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell’s level."
· Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear, add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll."
· Page 452: At the end of the description of bleed damage, add "Bleed damage ends automatically if you’re healed to your full Hit Points."
· Page 453: Weaknesses like "salt" and "water" weren't fully explained. At the beginning of the second paragraph in weakness, add "If you have a weakness to something that doesn’t normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it."
· Page 453 and 634: In Nonlethal Attacks, nonlethal effects other than Strikes weren't explained directly, so at the end add "Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them" On page 634, add the nonlethal trait "An effect with this trait is nonlethal. Damage from a nonlethal effect knocks a creature out rather than killing it."
· Page 481: Retraining. It wasn't clear how long it took to retrain spells in a spell repertoire, but it should take just 1 week. Add ". Some, like changing a spell in your spell repertoire, take a week." to retraining class features.
· Page 421: Disabling a Hazard. How to run disabling a hazard with skills other than Thievery wasn't completely clear. Add "Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM."
· Page 535: Craft Requirements. Add text about upgrading an item from a lower-level version into a higher-level version. "The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn’t upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the Crafting check uses a DC for the item’s new level."
· Page 537 and 583: Shadow and slick runes. Since a character can't actually use those runes unless they have a +1 armor first (a 5th level item), move the items from 3rd level to 5th level when they become usable (keeping the price from the original version, even though it's unusually low for a 5th level item).
· Page 542 and 548: The true elixir of life's price is incorrect. Change it to 8,000 gp.
· Page 544: The example in the splash trait is confusing. Replace it with this clearer version of the example "For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage."
· Page 548: To make it clearer that elixir of life only works on living creatures due to the healing trait, change the first sentence to "Elixirs of life accelerate a living creature’s natural healing processes and immune system."
· Page 549: Quicksilver mutagen's "ranged attack rolls" was meant to apply to ranged weapon attack rolls and ranged unarmed attack rolls, but it makes sense to apply to Dexterity-based melee attack rolls using finesse. Change "ranged attack rolls" to "Dexterity-based attack rolls."
· Page 551: Deathcap powder should be held in 1 hand, like other ingested poisons, not held in 2 hands.
· Page 573: In the decanter of endless water, add a usage entry of 2 hands and a Bulk entry of L.
· Page 574: Maestro's instrument should have DCs for the charm effects, DC 27 for the moderate version and DC 38 for the greater version.
· Page 587: Arrow-catching shield. This shield had a built in usage frequency based on being fairly fragile that worked in the playtest rules for shields, but switching from dents to HP, the shield became too easily destroyed and needs to offer more protection. Increase the basic shield statistics to Hardness 10, HP 60, BT 30 and add a frequency of once per minute on the activation.
· Page 588: Forge warden's durability is too low. Increase its basic shield statistics to Hardness 10, HP 40, BT 20.
· Page 594: Greater staff of necromancy has enervation, a spell that's in Advanced Player's Guide instead of this book. Replace it with a 4th level vampiric touch.
· Page 597: Wands become broken when you overcharge them and succeed at the flat check, and you need to know their statistics to Repair them. While they use the normal statistics for a thin item of their composition, it makes sense to call that out. At the end of Varying Statistics, add "A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."
· Page 612: Healer's gloves' activation was unclear as to whether it was a healing effect. Change the activation effect to the following: "You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing."
· Page 620, 631, and 454: In the definition of fatigued, the intention is that it prevents the exploration tactics you take while traveling or exploring an area, but you can still stop and Refocus, Treat Wounds, and so on. Change the last sentence to "You can’t use exploration activities performed while traveling, such as those on pages 479–480."
· Page 621: The prone condition said you could Take Cover to gain cover against ranged attacks, but it should say you gain Greater Cover. When combined with still being flat-footed, it allows you to hunker down for a net of 2 more AC against ranged attacks.
· Page 621: Persistent damage sidebar. Clarifying Assisted Recovery, at the end of the first paragraph, change the last sentence to "This allows you to attempt an extra flat check immediately, but only once per round." and add the bullet point "• The action to help might require a skill check or another roll to determine its effectiveness." Remove Administer First Aid as an example of assisted recovery, as it's a separate action.
· Page 630: In curses, add "Effects with this trait can be removed only by effects that specifically target curses." This makes it clear that you need to use spells like remove curse to remove a curse, even one put in place by a spell, as opposed to dispel magic.
Pages 337, 403, 405: In feeblemind, celestial brand, and jealous hex, make it clear that they are applying a curse.

Whoops, I made a mistake and forgot to include a bunch of it:
  • Page 71: Alchemists should have proficiency in medium armor to make things easier for mutagenists who pursue higher Strength and lower Dexterity. Add training in medium armor to their initial proficiencies as well as to their 13th and 19th level armor expertise and mastery class features.
  • Page 72-79: Alchemist DC scaling is highly dependent on the feat Powerful Alchemy, so we decided to make it an automatic class feature instead to free up more feats. Add powerful alchemy to the class features at 5th level, and remove it from the list of alchemist class feats.
  • Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."
  • Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."
  • Page 75: In perpetual infusions, "bullheaded mutagen" should say "serene mutagen."
  • Page 89: Raging Athlete. The wording has been adjusted to prevent unintended interactions with other abilities while keeping the same benefits. Change the text to "Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet."
  • Page 91: Sudden Leap is missing the two-action icon from the fighter version, leaving the action cost unstated. Add in the two action icon.
  • Pages 99-103: Various bard feats shouldn't have the "focus pool" prerequisite. If you somehow take them without a focus pool (typically via multiclassing), you gain a focus pool, as normal for taking your first feat that grants a focus spell.
  • Pages 102, 201, 211: In Quickened Casting, change the restriction to "If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest-level spell slot you have" inserting bard, sorcerer, or wizard as appropriate. This wording change makes it clear how to handle situations where you have a cantrip or focus spell at a different spell level than your highest spell slot.
  • Class Chapter (all spellcasting classes): Change the definition of cantrips to say "A cantrip is automatically heightened to half your level rounded up, which equals the highest-level of spell slot you have." filling in the appropriate class name. This removes the ambiguities around the cantrip level of a non-spellcaster vs a multiclass spellcaster.
  • Pages 222-231: In the multiclass spellcaster Breadth feats, change "for each spell level other than your two highest spell levels" to "for each spell level other than your two highest spell slots." inserting the appropriate class. This makes it clear what to do if you are a spellcaster multiclassing in another spellcasting class (or potentially multiclassing in multiple spellcasting classes).
  • Page 634: Add the olfactory trait from the Bestiary to the Glossary and Index "An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM."
  • Page 637: In the definition of the summoned trait, add this section to deal with summoned creatures creating more creatures without using summoning "A summoned creature can't control any spawn or other creatures generated from it, and such creatures return to their unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. "

EDIT: now including battle medicine changes, which I accidentally cut.
Woah, hey, my first gold. Thanks!
Update: Alright, there's been a bit of an update to the FAQ to explain some of the errata and amend some gaps, which I will include here rather than up there.
  1. Page 287, Worn Tools: Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit... What this means for Battle Medicine is that you only need one free hand to perform it with worn healer's tools, you don't need both hands.
  2. Attack rolls:
    1. An attack is any check that has the attack trait. It applies and increases the multiple attack penalty.
    2. An attack roll is one of the core types of checks in the game (along with saving throws, skill checks, and Perception checks). They are used for Strikes and spell attacks, and traditionally target Armor Class.
    3. Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.
    4. The multiple attack penalty applies on those skill actions as well. As it says later on in the definition of attack roll "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." There is inaccurate language in the Multiple Attack Penalty section implying it applies only to attack rolls that will be receiving errata.
Someone also caught that I missed this:
Page 592: Under Staves... "Staves are also staff weapons (page 280). They can be etched with fundamental runes but not property runes. This doesn’t alter any of their spellcasting abilities." since staves are specific weapons, with the staff abilities as the additional abilities.
I would also like to give a very big thank you for the platinum, that's wild!
submitted by 1d6FallDamage to Pathfinder_RPG

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